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Character customization

3,249 bytes removed, 02:14, 3 May 2021
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.
With the exception of constitution, all traits related to Your character's appearance are is purely cosmetic and up to you to decidedoes not influence your stats or capabilities.
=== Constitution ===
If your character is a human or a halfling, the chosen constitution trait will also modify your Your character's stats. If your character constitution is a youkaigeneral description of their body shape (average, slim, lithe, athletic, muscular, overweight, obese, the listed modifiers do not applyetc.)
You may choose among the following constitution descriptors: * '''Average''' - This character's constitution and body are within the norm for their species. Provides no advantages or disadvantages.* '''Slender''' - This character is slim and lightweight. Humans and halflings get '''Agility +1''' but '''Base limb health value x0.9'''.* '''Thin''' - This character is lithe and frail. Humans and halflings get '''Agility +2''' but '''Base limb health value x0.8'''.* '''Athletic''' - This character is fit and sporty. Humans and halflings get '''Strength +20%''' but '''needs 1.25x more food and water every day'''.* '''Muscular''' - This character is a bodybuilder. Humans and halflings get '''Strength +40%''' but '''needs 1.5x more food and water every day'''.* '''Overweight''' - This character is chubby and unfit. Humans and halflings get '''Agility -1''' but '''Base limb health value x1.1'''.* '''Fat''' - This character is round and tubby. Humans and halflings get '''Agility -2''' but '''Base limb health value x1.2'''. === Sex and gender ===
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 ==
If you've followed the ''Getting started'' guide to build your character, you may have noticed that your initial choices (particularly, choice of species and constitution) have already introduced modifiers to certain The primary stats. In this section, you will get to further modify and fine-tune some of these stats.are as follows:
The following six stats can be modified:* '''Natural [[Pain sensitivitySensitivity]]''': Your character's tolerance to Pain damage. Percentage value, which serves as a multiplier to Pain damage received. By default, 100%. Lower is better.* '''Natural [[Strength]]''': Your character's strength. Percentage value, which serves as a multiplier to the amount of damage dealt in melee. By default, 100%. Higher is better.* '''Pain Blackout Threshold (PBT)Natural Maximum [[Blood]]''': The amount of Pain at which point your character will lose consciousness (blackout). By default, 100%. Higher is better.* '''Maximum BloodBase [[Limb health]] value''': The amount of Blood inside (and the body of your character. Numerical value. By default, 20.0 units. Higher is better.corresponding '''multiplier''')* '''Limb Health multiplierNatural [[Endurance]]''': The amount of Limb Damage each of your limbs can sustain before being disabled. Multiplier to the character* 's ''Base limb health valueNatural [[Agility]]'''. By default x1.0. Higher is better.* '''Maximum EnduranceNatural [[Armor Class]]''': The amount of Fatigue at which point your Character will be exhausted. By default, 100%. Higher is better.
=== Racial and constitution Your character's primary stats are the "natural" state of your character's stats with no modifiers ===from equipment or [[effects]]. A specific character's natural stats is the combination of their '''species' natural stats''' (discussed in the section below) and that specific character's '''traits'''.
The first thing to do is to check your chosen == Species modifiers == Your character species and constitution, and the corresponding modifiers, as they'll affect determines your starting primary stats before even spending points to change them. Use Check the stats displayed on each your species' corresponding wiki page as a starting point.
[[File:Human icon.png |40px]] '''Humans'''
* [[Yousei]]
=== Calculating max limb health =Character trait selection ==
As explained in the [[Character creation|previous page]], each playable species has You may customize your character with a wide selection of ''Base [[limb health]] value'traits'. What is described in the "Primary Stats" section is ''Limb Health multiplier'', a multiplier that is applied to this base value.
For instance, if your character is a Squamata halfling (base limb health value You have '''563''') and you've selected '''1.2x''' Limb Health multiplier, then you will increase your character's base limb health points to '''67''' (56 x 1spend on traits.2, rounded). In turn, this will give your character the following maximum limb health:* Head: Traits are divided in '''10positives''' (1/7 x 67, rounded)* Torso: and '''38negatives''' (4/7 x 67, rounded)* Hips: . Positive traits '''29cost''' (3/7 x 67points, rounded)* LIMB group (arms, legs, tail): while Negative traits '''19grant''' (2/7 x 67, rounded)* EXTREMITY group (hands, feet): '''14''' (1points back. Any unspent Trait points are transferred over to your [[Character customization#Spending points on skills|pool for skills]].5/7 x 67, rounded)
Note that the multiplier obtained from selecting For a particular constitution (e.g. Thin gives 0.8x) does not directly modify your base limb health value. It instead sets your starting multiplier to the value given by your choice.* Example: If your character is a human (base limb health: 70) full list of traits and you've selected Thin constitutiontheir effects, see [[Character traits|this choice sets your starting multiplier at 0page]].8x. By spending 2 points on limb health, you would add 0.2 back to the multiplier, effectively returning to 1.0x. This allows you to benefit from the advantages of being Thin (Agility +2) without the disadvantages of lower limb HP. === Spending points to affect primary stats === You can spend up to '''6 stat points''' to adjust your primary stats to your liking, at the following rates: * '''Natural Pain Sensitivity''': Spend 1 point = -10%* '''Natural Strength''': Spend 1 point = +10%* '''Pain Blackout Threshold (PBT)''': Spend 1 point = +5%* '''Maximum Blood''': Spend 1 point = +1.0 unit* '''Limb Health multiplier''': Spend 1 point = +0.1 to the multiplier (1 point = x1.1, 2 points = x1.2, and so on)* '''Maximum Endurance''': Spend 1 point = +10% You can also '''buy''' extra points in a given statistic, in which case the listed effect applies in reverse.* Example: If you buy 2 points in Strength, your Strength will be ''reduced'' by 20%, in exchange of being able to spend 2 extra points elsewhere. You cannot spend or buy more than 4 points in any given statistic, but you do not have to spend all of your points. If you don't spend all of them, however, you are not entitled to extra advantages down the line, so adjust carefully!
== 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.
* 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: