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Character customization

2,047 bytes removed, 17 March
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
* Character sheet building
 
A blank character sheet template can be seen '''[https://docs.google.com/document/d/1HYPcrWE2Q__lBeRpt3mQMRGtzntNtvSk1825XMcHbWg/edit here]'''. Using a copy of this sheet to build your character and manage your inventory is '''highly recommended'''!
== 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 and constitution, and the corresponding == Species modifiers, as they'll affect your stats before even spending points to change them.==
Humans:* Human: No modifiersYour character species determines your starting primary stats. Check the stats displayed on your species' corresponding wiki page.
Halflings[[File:Human icon.png |40px]] '''Humans'''* Canine halfling: Pain sensitivity 110%* Equine halfling: Base limb health 77, Max Blood 19* Feline halfling: Strength 90%* Lagomorph halfling: Pain sensitivity 110%* Murid halfling: Max Blood 21, Strength 90%* Squamata halfling: Base limb health 56* Salientia halfling: Strength 110%, Pain sensitivity 110%[[Human]]
Youkai:* Guhin: Base limb health 90, Max Blood 26, Pain sensitivity 78%* Hakutaku: Base limb health 75, Max Blood 21, Pain sensitivity 93%* Jorougumo: Base limb health 46, Max Blood 13, Pain sensitivity 152%* Kappa: Base limb health 42, Max Blood 12, Pain sensitivity 167%* Kasha: Base limb health 48, Max Blood 14, Pain sensitivity 146%* Kirin: Base limb health 88, Max Blood 25, Pain sensitivity 80%* Kitsune: Base limb health 56, Max Blood 16, Pain sensitivity 125%* Oni: Base limb health 150, Max Blood 43, Pain sensitivity 47%* Satori: Base limb health 56, Max Blood 16, Pain sensitivity 125%* Tanuki: Base limb health 70, Max Blood 20, Pain sensitivity 100%* Tengu: Base limb health 100, Max Blood 29, Pain sensitivity 70%* Yousei: Base limb health 20, Max Blood 6, Pain sensitivity 350% === Calculating max limb health === As explained in the [[Character creationFile:Halfling icon.png |previous page40px]], each playable species has a ''Base [[limb health]] value'Halflings'. What is described in the "Primary Stats" section is ''Limb Health multiplier'', a multiplier that is applied to this base value.* [[Canine halfling]]For instance, if your character is a Squamata * [[Equine halfling (base limb health value '''56''') and you've selected '''1.2x''' Limb Health multiplier, then you will increase your character's base limb health to '''67''' (56 x 1.2, rounded). In turn, this will give your character the following maximum limb health:]]* Head: '''10''' (1/7 x 67, rounded)[[Feline halfling]]* Torso: '''38''' (4/7 x 67, rounded)[[Lagomorph halfling]]* Hips: '''29''' (3/7 x 67, rounded)[[Murid halfling]]* LIMB group (arms, legs, tail): '''19''' (2/7 x 67, rounded)[[Squamata halfling]]* EXTREMITY group (hands, feet): '''14''' (1.5/7 x 67, rounded)[[Salientia halfling]]
=== Spending points to affect primary stats ===[[File:Youkai icon.png |40px]] '''Youkai'''* [[Guhin]]* [[Hakutaku]]* [[Jorougumo]]* [[Kappa]]* [[Kasha]]* [[Kirin]]* [[Kitsune]]* [[Oni]]* [[Satori]]* [[Tanuki]]* [[Tengu]]* [[Yousei]]
You can spend up to '''6 stat points''' to adjust your primary stats to your liking, at the following rates:== Character trait selection ==
* You may customize your character with a wide selection of '''Natural Pain Sensitivitytraits''': 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 have '''buy3 trait points''' extra points to spend on traits. Traits are divided in a given statistic'''positives''' and '''negatives'''. Positive traits '''cost''' points, in which case the listed effect applies in reversewhile Negative traits '''grant''' points back. Any unspent Trait points are transferred over to your [[Character customization#Spending points on skills|pool for skills]].* Example: If you buy 2 points in Strength, your Strength will be character is a [[human]], you start with ''reduced'' by 20%, in exchange of being able to spend 2 extra 4 trait points elsewhere''' instead.
You cannot spend or buy more than 4 points in any given statisticFor a full list of traits and their effects, but you do not have to spend all of your pointssee [[Character traits|this page]]. 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 '''2930''' combat skills grouped into three subcategories: '''Firearms''' (11 skills), '''Heavy weapons''' (4 skills), and '''Melee/Other weapons''' (14 15 skills).
'''Firearms'''
* Thrown weapons
* Martial arts
 
'''Shields'''
* Shields
=== Non-combat skills ===
=== Spending points on skills ===
You can spend up to '''12 skill creation 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.
All combat skills (except [[Shields]]) have the same thresholds: 10 SP to reach Basic, 25 SP to reach Skilled, 50 SP to reach Expert, and 100 SP to reach Master.* [[Shields]] work differently due to being both useful as combat and non-combat tools: 50 SP to reach Basic, 100 SP to reach Skilled, 200 SP to reach Expert, 400 SP to reach Master.
Non-combat skills have different requirements and thresholds.
When spending skill creation points on combat skills, you will obtain Training Points (TP) for them in return. 10 Training Points are worth 1 Skill Point. Training Points are normally earned through training exercises in the game, and you cannot get more than 250 TP per combat skill - just enough to reach Skilled, and no more. There is only so much experience your character can get by training; you must be on the field to progress any further. * If you are purchasing Training Points for the [[Shields]] skill, the maximum number of Training Points is '''1000'''. For each '''1 skill creation point''' spent, you get '''125 TP'''.
When spending skill creation points on non-combat skills, you will be buying a certain skill level directly. If your GM has locked certain non-combat skills, your character will be Level 0 (Unaware) in these skills, and you cannot progress at all to Level 1 until you buy access to the skill (if your GM allows it) or unlock the skill during a session. The recommended cost of unlocking a locked skill is 1 point.
'''Combat skills''': 1 skill creation point = 50 TP* '''Skill packages''': Certain combat skills are closely related, and you can get a 'discount' and pay a little less than you normally would if you bought them individually. It costs '''3 skill creation points''' to get 100 TP (Basic), and '''8 skill creation points''' to get 250 TP (Skilled) in all of the skills included in the package.
** '''Pistol package''': Semi-auto pistol + Automatic pistol
** '''Rifle package''': Semi-auto rifle + Automatic rifle
** '''Sword package''': One-handed sword + Two-handed sword
'''Non-combat skills''': 2 skill creation points for Level 2 (Basic), 4 skill creation points for Level 3 (Skilled), 8 skill creation points for Level 4 (Expert)* If any non-combat skills are locked, they should cost 1 skill creation point to unlock and obtain Level 1 (Unskilled).
GMs are free to adjust the costs of skills depending on how much experience and capabilities they wish the players to have. The recommended costs are ideal for new but balanced characters. The costs can be adjusted up or down, depending on whether you prefer your PCs to have less or more talents at their disposal.
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'sskills), 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 a at least one set of clothing (1 top, 1 bottom, 1 footwearOR 1 outfit depending on species)
* Must purchase a backpack of some sort
 
Additionally:
* If your character has one of the '''[[Character traits|Pauper]]''' traits, you have '''a lower budget''' to spend on equipment ([[File:Parallar symbol.png|10px]] '''3500''', [[File:Parallar symbol.png|10px]] '''2000''', or [[File:Parallar symbol.png|10px]] '''500''')
* If your character has one of the '''[[Character traits|Wealthy]]''' traits, you have '''a higher budget''' to spend on equipment ([[File:Parallar symbol.png|10px]] '''6500''', [[File:Parallar symbol.png|10px]] '''8000''', or [[File:Parallar symbol.png|10px]] '''9500''')
* If your character has the '''[[Character traits|Gaged Connections]]''' trait, the maximum Rarity for weapons is '''6''' instead of 3, there is no Armor Class limit (however, Power Armor is still restricted), and the GM may, at their own discretion, provide the character with an NPC contact willing to sell equipment at preferential rates.
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://drivedocs.google.com/drivedocument/foldersd/1PieEq7nKq3v4xJM4nHe68PmoNuG8SfwpndyiduH0WBw/1RotL_5z_raD3SrR9EpIQLGZ-aQBreLZW this folderGoogle document]'''. 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 ==
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