Changes
Your character's physical appearance is influenced by the following traits: their constitution, sex/gender, age, height and weight, skin color, hair color and length, the presence of distinctive traits like tattoos, scars, etc. or not, and if applicable, any traits unique to their species.
=== Constitution ===
Your character's sex and gender generally have no effect or influence on the rest of your character's skills and abilities. You may define your character however you wish; any sex and any gender identity is valid.
Certain occupations do have sex-based restrictions (e.g. [[shrine maiden|shrine maidens]] are biologically female). Feel free to speak to your GM if your character's background or occupation is one of these occupations.
=== Age ===
The age of majority in the Mazes is 18 years old for all species. The listed age group may also reflect the character's maturity level. Characters under the age of 18 are '''children''' and should '''not''' be playable (or even depicted) in a typical MazeWorld session.
* '''Elder''' (over 400 years old)
=== Other appearance stats elements ===
You may also list '''height''', '''weight''', '''skin color''', '''hair length''', '''hair color''', '''eye color''', some '''distinctive traitselements''' (tattoos, scars..), and if applicable, '''species-specific traitsdetails'''.
'''Species-specific traitsdetails''' apply if you are a halfling or a youkai. They are:
* Halflings:
** Canine, Feline: Ear shape and color, tail color
Statting is done in multiple parts:
* Primary stats
* Species modifiers
* Character trait selection
* Skill attribution
* Equipment selection
== Primary stats ==
You can also have '''buy3''' extra points to spend on traits. Traits are divided in a given statistic, in which case the listed effect applies in reverse'''positives''' and '''negatives'''.* Example: If you buy 2 Positive traits '''cost''' points in Strength, your Strength will be while Negative traits ''reduced'grant' by 20%, in exchange of being able '' points back. Any unspent Trait points are transferred over to spend 2 extra your [[Character customization#Spending points elsewhereon skills|pool for skills]].
== Skill attribution ==
The next part of statting is attributing '''[[skills]]''' (and '''skill levels''') to your characters. Certain species introduce free skill levels as part of their racial bonuses, but for the most part, new characters are blank slates for you to customize.
Skills in MazeWorld are grouped in into two categories: Combat skills and Non-combat skills. This section will list and briefly describe each skill, without going into too much detail. As a rule of thumb, improving your combat skills generally results in increasing your character's accuracy and lethality, whereas improving your non-combat skills either improves your existing abilities, or unlocks new ones.
=== Combat skills ===
[[Combat skills]] are grouped into subcategories and reflect your character's level of skill and proficiency with the corresponding type of weapon. In total, there are '''29''' combat skills grouped into three subcategories: '''Firearms''' (11 skills), '''Heavy weapons''' (4 skills), and '''Melee/Other weapons''' (14 skills).
'''Firearms'''
=== Spending points on skills ===
You can spend up to '''12 points''' on skills, plus any unspent points during Trait selection. Certain traits may affect the number of points you can spend.* If your character has one of the '''[[Character traits|Greenhorn]]''' traits, you may have '''fewer''' points to spend (9, 6, or 3 + unspent trait points).* If your character has one of the '''[[Character traits|Seasoned]]''' traits, you may have '''extra''' points to spend (15, 18, or 21 + unspent trait points).
You start out at Level 1 (Unskilled) in every skill, and you must reach a certain amount of Skill Points to increase your skill level. Every skill has five levels, in order from level 1 to level 5: Unskilled, Basic, Skilled, Expert, and Master.
Unless the campaign is supposed to start with them naked and defenseless, every character should have at least a few pieces of gear in their starting inventory.
At the very least, '''[[clothing''', '''and armor''']], some '''[[load-bering bearing equipment''']], and at least one or two [[weapons]] (preferably weapons that match your character's, plus [[weapon accessory|accessories]] and [[ammunition]] as needed. Extra stuff, such as '''[[food''']], '''[[meds''']], or items necessary for non-combat skills (e.g. [[Crafting items|lockpicking kits]]), should also be considered.
The recommended method of equipment attribution is for the GM to set a monetary budget, and let the players peruse this very wiki to pick and choose their starting gear themselves. Any left-over or unused money should be turned into cash for the character to carry, or added to the character's bank account. Specific restrictions on types of items should also be introduced, in order to avoid min-maxing for the best equipment right from the beginning, and generally to prevent starting characters from getting 'too good' gear.
* Budget per character: [[File:Parallar symbol.png|10px]] '''5000'''
* Maximum Rarity for weapons: 3
* Maximum Armor Class for clothing and armor: A3or AC tier +3 depending on species
* Must purchase at least one set of clothing (1 top, 1 bottom, 1 footwear OR 1 outfit depending on species)
* Must purchase a backpack of some sort
Additionally:
* Certain [[Character traits|traits]] may affect your starting budget.
* Certain [[Character traits|traits]]] may allow you to buy rarer or more expensive gear.
Naturally, this isn't the only way to pick or assign gear. Ultimately, it is up to the GM to determine the best way to assign equipment. Here are some pointers:
* GMs can take out the "choice" part entirely and simply assign new characters standard-issue equipment. Ideal for military or police-themed campaigns.
* The sky is the limit! If you have other ideas entirely, run with it!
= Building the character sheet =
The majority of '''[[Tsuchinoko (bot)|Tsuchinoko's]]''' commands are designed to return object lines, and constitute the primary reason why the bot is practically required to play the game.
For a complete, searchable directory of the game's object lines (and the source text of every other Tsuchinoko command), please see '''[https://docs.google.com/document/d/1PieEq7nKq3v4xJM4nHe68PmoNuG8SfwpndyiduH0WBw/ this Google document]'''. Individual Tsuchinoko commands can be searched in '''[https://drive.google.com/drive/folders/1RotL_5z_raD3SrR9EpIQLGZ-aQBreLZW this folder]'''. Feel free to use these documents to copy the object lines relevant to your character's equipment, and paste them onto your character sheet.
== Final review ==