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Character Creation - Mortal

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MikaKeegan
Captain

PostPosted: Wed Jan 02, 2008 9:10 pm
1. Choose your character's concept - To help get a handle on your character's identity and motivations, come up with a short, two- or three word description of him/her. This usually, but not always, includes some idea of a career.

2. Select Attributes - Your character's innate capabilities. Prioritize the three categories (5/4/3). Your character begins with one dot in each Attribute automatically, already filled in on the character sheet. Dots spent now are in addition to these starting ones. The fifth dot in any Attribute costs two dots to purchase.

3. Select Skills - Your character's learned capabilities. Prioritize the three categories (11/7/4). The fifth dot in any Skill costs two dots to purchase.

4. Select Skill Specialties - Your character's focused areas of expertise. Take three Skill Specialties of your choice. You can assign each how you like, whether each to a separate Skill or all three to a single Skill. There is no limit to how many Specialties can be assigned to a single Skill.

5. If appropriate, add supernatural template, based on the transformation your character undergoes. See other Character Creation threads for details.

6. Determine Advantages - Morality (7 for starting characters), Willpower (Composure + Resolve), and Virtue/Vice.

7. Select Merits and Flaws - Spend 7 dots on Merits, representing character enhancements and background elements. The fifth dot in any Merit costs two dots to purchase. Note that many Merits have prerequisites. Flaws represent weaknesses and disabilities the character must overcome. The player may choose up to one flaw during character creation. The player gains an additional XP point per chapter for role-playing the flaw, if that flaw hinders the character during the course of play.

8. Spend Experience Points - 12 starting XP + May sacrifice up to 2 dots of Morality for an additional 5 XP per dot. This represents a significant trauma in the character's past. The character starts with one Derangement per sacrificed Morality, and does not gain any additional compensation for these mental defects.  
PostPosted: Sat Jan 05, 2008 12:30 pm
Name:
Virtue/Vice:
Concept:
Age:

Morality
Willpower:

ATTRIBUTES
-----------------
Strength , Dexterity , Stamina
Presence , Manipulation , Composure
Intelligence , Wits, Resolve

ABILITIES
---------
Physical
Social
Mental

MERITS
-----------
-Merit Rating (Name - Description {if applicable})

FLAWS
------

DERANGEMENTS
-------
Morality Rating - Derangement (Description)


APPEARANCE
----------
Your character's physical appearance, preferably at least a paragraph or two.

HISTORY
-------
Your character's history. Please make it at least several paragraphs.

PERSONALITY
--------
Your character's physical appearance, preferably at least a paragraph or two.

ATTATCHED NPCS
--------
Ally, Mentor, or Retainer Details (Ask GM)  

MikaKeegan
Captain


MikaKeegan
Captain

PostPosted: Thu Jan 10, 2008 11:25 am
Attributes

Physical
Strength is the measure of the character's Physical Power. It's a measure of the character's muscle- how much they can lift, how fast they can throw, and how hard they can hit. Along with Dexterity, it determines how fast a character can run.
Dexterity is the measure of the character's Physical Finesse. It dictates how agile the character is, how fast their reactions are, how good their hand-eye coordination is.
Stamina is the character's Physical Resistance. It represents how tough they are, how much pain, hunger, thirst, sleep deprivation, and physical exertion they can withstand before succumbing to exhaustion.


Social
Presence is the measure of the character's Social Power. It represents assertiveness and the ability to command the attention of others. It may just be that your character has a magnetic personality, or it could represent an aggressive and commanding character who won't take no for an answer.
Manipulation is the character's Social Finesse. Your character's Manipulation rating determines how adept he is at influencing people, whether it's their opinions towards him, or directing them to do something he wants.
Composure is the measure of the character's Social Resistance. It determines their emotional stability, their capacity to remain calm, and their ability to resist emotional manipulation. Characters with low Composure may fly off the handle at the slightest provocation or be an easy mark for salesmen and con artists, while those with high scores carry themselves with unflappable grace even in the most disastrous - or horrific - situations.


Mental
Intelligence is the character's Mental Power. It's a measure of how smart the character is, their ability to learn and remember information, interpret abstract concepts, and solve problems.
Wits is the measure of the character's Mental Finesse. It represents the ability to think quickly under pressure or duress, notice subtle details, and the ability to react to sudden events.
Resolve is the character's Mental Resistance. The character's ability to remain focused and ignore distractions is measured by their resolve, as is their ability to resist supernatural forms of mind control. Note this is not to be confused with the Willpower advantage. Willpower represents the character's ability to overcome short-term obstacles to his objective, while Resolve represents his long-term commitment and dedication to his duty.)

Attributes are rated 1 to 5 for ordinary people, and each score suggests the degree of your character's raw capability in that area. All attributes begin with one free dot.

o Poor. Unexercised, unpracticed or inept.
oo Average. The result of occasional effort or application.
ooo Good. Regular practice or effort, or naturally talented.
oooo Exceptional. Frequently applied, tested and honed, or naturally gifted.
ooooo Outstanding. The peak of normal human capability. Continuously exercised or naturally blessed.  
PostPosted: Wed Mar 12, 2008 5:00 pm
Skills
Skills represent the applications of Attributes, broad areas of abilities and knowledge your character has gained over the course of their lifetime. Like Attributes they are divided into Mental, Physical, and Social categories and are rated from 1 to 5, with each score suggesting your character's relative level of proficiency and knowledge in that area. Characters do not get a free dot in each skill like they do with Attributes - skills must be bought from the first level up.

Dots Proficiency Level
* Novice. Basic knowledge and/or techniques.
** Practitioner. Solid working knowledge and/or techniques.
*** Professional. Broad, detailed knowledge and/or techniques.
**** Expert. Exceptional depth of knowledge and/or techniques.
***** Master. Unsurpassed depth of knowledge and/or techniques. A leader in the field.

Skill Specialties
Skills represent broad bases of knowledge and physical training in a given subject. In addition to this broad foundation of knowledge, characters can specialize in a particular aspect of a Skill, giving them an edge in a particular application due to their increased focus. There's no limit to the number of Specialties that your character can have in a single Skill. The specialties listed are only possibilities. You're limited only by your imagination when devising specialties, although their focus should be fairly specific.


Mental Skills - Skills representing a character’s application of insight and education.

Academics - General knowledge or an education in the Arts and Humanities. Possible Specialties: Anthropology, Art, English, History, Law, Religion, Research, Culture, Geography, Humanities, Philosophy, Political Science, Psychology, Sociology, Economics

Computer - Operation and manipulation of computer software. Possible Specialties: A.I., Data Retrieval, Graphics, Internet, Programming, Viri, Networking, Computer Engineering

Crafts - Creating physical artwork or construction and repair with hand or power tools. Possible Specialties: Autos, Aircraft, Forging, Jury-Rig, Sculpting, Sewing, Metal Smithing, Armor Smithing, Gun Smithing, Weapon Smithing, Computer Hardware, HVAC, Carpentry, Bricklaying, Pottery, Cooking, Fletching/Bowery, Carving

Investigation - Solving riddles and logic puzzles, examining for clues and finding connections. Possible Specialties: Artifacts, Body Language, Crime Scenes, Cryptography, Autopsies, Puzzles, Riddles, Science Experiments

Medicine - Treating injuries and illness, knowledge of human anatomy and physiology. Possible Specialties: Emergency Care, Pathology, Pharmaceuticals, Physical Therapy, Surgery, Anesthesiology, Neurology, Pediatric, Ob/Gyn

Occult - Myths, legends and lore of the supernatural. Possible Specialties: Cultural Beliefs, Fae Lore, Ghosts, Magic, Monsters, Superstitions, Witchcraft, Gypsies, Fortune Telling, Paganism, Theomancy

Politics - Familiarity with the political process and how to work with the bureaucracies. Possible Specialties: Bribery, Elections, Federal, Local, State, Scandals, Lobbyists

Science - Understanding of the physical and natural sciences. Possible Specialties - Biology, Chemistry, Geology, Metallurgy, Physics, Statistics, Civil Engineer



Physical Skills - Skills representing a character’s application of might, endurance and coordination.

Athletics - Training in activities that require strength, agility, or prolonged exertion. Possible Specialties: Acrobatics, Climbing, Kayaking, Long Distance Running, Sprinting, Swimming, Throwing, Jumping, Bicycling, Skateboarding, Surfing, Skiing, Hang-Gliding, Hiking

Brawl - Skill at unarmed combat. Possible Specialties: Blocking, Boxing, Dirty Tricks, Grappling, Kung Fu, Throws

Drive - Operating a vehicle under difficult or dangerous conditions. Possible Specialties: High Performance, Motorcycles, Off-Road, Pursuit, Shacking Tails, Stunts, Aircraft Pilot, Small Fixed Wing Pilot, Fighter Jet Pilot, Cargo/Airliner Pilot, Glider Pilot, Helicopter Pilot, Speedboat Driver, Small Sailboat Pilot, Boat Pilot

Firearms - Experience with projectile weapons. Possible Specialties: Auto-Fire, Bow, Pistol, Rifle, Shotgun, Sniping, Trick Shot, Revolver, SMG, Cross-Bow

Larceny - Familiarity with most types of illegal activity, either committing or detecting them. Possible Specialties: Concealing, Lock-Picking, Pick-Pocketing, Security Systems, Safecracking

Stealth - Knowing how to avoid notice. Possible Specialties: Camouflage, Crowds, Darkness, While Moving, Woods

Survival - Ability to endure harsh environments. Possible Specialties: Foraging, Navigation, Meteorology, Shelter, Tracking, Hunting, Camping, Woodland, Arctic, Desert, Mountains, Jungle, Ocean/Shipwrecked, Fishing, Fly-Fishing, Deep-Sea Fishing

Weaponry - Practiced with handheld weapons. Possible Specialties: Improvised Weapons, Knives, Swords, Fencing, Single Weapon, Two-Handed Weapons, Weapon/Shield Style, Two Weapon Style, Axes, Clubs, Flails, Pole Arms, Whips, Staves


Social Skills - Skills representing a character’s application of attitude, charisma and bearing.

Animal Ken - Understanding animal behavior, as well as their care and training. Possible Specialties: Animal Needs, Imminent Attack, Training, Dogs, Large Cats, Bears, Small Wild Carnivores, Sheep Herding, Cattle Wrangling, Horses, Camels, Milk Cows, Rats, Ferrets/Minks, Donkeys/Mules, Racing Horses, Trick Horses, Greyhounds, Fighting Dogs, Fighting Roosters, Guard Dogs, Hunting Dogs, Circus Animals, Zoo Keeping, Apes, Boxing Kangaroos

Empathy - Sensing and responding to the emotions of other people. Possible Specialties: Emotions, Lies, Motives, Personalities, Body Language

Expression - Using the art of communication to either entertain or inform. Possible Specialties: Classical Dance, Drama, Exposes, News Articles, Speech, Guitar, Drums, Drum Circle, Saxophone, Trumpet, Jazz, Rock, Punk, Country, Bluegrass, Blues, Cover Band, Pop Rock, Piano, Synthesizer, Techno, Mixing, Rap, R&B.

Intimidation - Influence and control by means of fear. Possible Specialties: Bluster, Physical Threats, Stare-Down, Torture, Veiled Threats

Persuasion - Inspiring or manipulating someone by force of personality. Possible Specialties: Fast-Talk, Inspiring Troops, Motivational Speech, Sales Pitch, Seduction

Socialize - Ability to interact with others in many situations. Possible Specialties: Bar Hopping, Dress Balls, Formal Events, Frat Parties, State Dinner

Streetwise - Urban survival, as well as navigating the underground sub-culture. Possible Specialties: Black Market, Gangs, Rumors, Under Cover

Subterfuge - The art of deception, both the in its use and detection. Possible Specialties: Con Jobs, Hiding Emotions, Lying, Misdirection, Spotting Lies, Disguise
 

MikaKeegan
Captain


MikaKeegan
Captain

PostPosted: Sat Jul 12, 2008 3:04 pm
Advantages

Morality - The character's inherent sense of right and wrong, ability to empathize with others, and form human relationships. Starts at 7 for most characters, and may go down during play if the character engages in certain amoral acts. The lower the character's Morality, the more severe the transgression needed to slide further down, and the more difficult for the character to interact with normal society. Characters who are reduced to 0 Morality become complete sociopaths and are no longer suitable for play. Losing Morality can also cause characters to gain Derangements, as described below.

Willpower - The character's strength of will and ability to overcome obstacles to achieve short term goals. Equal to the character's Composure + Resolve.

Virtues and Vices - Fundamental aspects of the character's personality, representing their most positive and negative traits. Acting in accordance with a character's virtue provides a lingering sense of well being that refreshes the character mentally and emotionally. Acting in accordance with one's vice also provides relief from the character's woes, and may be indulged more frequently but is inevitably shorter lived. Acts which fulfill a character's vice may also be Morality sins at certain levels.

Virtues
Charity - Treating others as you would like to be treated and helping them in their time of need. Compassion, mercy.

Faith - Belief that the universe is not a place of random chance, and that everything happens for a reason. The character need not actually believe in God, she must simply believe in something. Belief, conviction, humility, loyalty.

Fortitude - Holding steadfast to your personal ideals, regardless of the pressure or personal cost. Courage, integrity, mettle, stoicism, stubborness.

Hope - Refusing to allow others to give in to despair. A belief that that which is good and just will prevail over evil and malevolence, no matter how grim things become. Activism, optimism, utopian.

Justice - Wrongs cannot go unpunished. The innocent must be protected, and the wicked must pay for their sins. Judgment, righteousness.

Prudence - Discretion is the better part of valor. You chose wisdom and restraint over rash thought and actions. Patience, vigilance.

Temperance - Moderation is the key to happiness. Impulses should neither be denied, nor taken to excess. Too much righteousness can be just as harmful as too much wickedness. Chastity, even temperment, the middle way.



Vices
Envy - No matter how much you've achieved in wealth, fame, or accomplishments, someone else always seems to have more. Envious characters are always insecure and measure themselves against their rivals. Covetousness, jealousy, paranoia.

Gluttony - Indulging ones impulses to the exclusion of all else, regardless of the cost to those around him. Traditionally food but equally applicable to drugs, kleptomania, or any other addictive, compulsive, or destructive behavior. Addictive personality, conspicuous consumer.

Greed - Like the envious, you are never satisfied with what you have. The greedy are constantly driven to acquire more of whatever they are consumed with, regardless of the cost to others. Avarice, parsimony.

Lust - Like Gluttony, those possessing the sin of Lust are consumed by uncontrolled desires - traditionally sex, but any experience or activity is acceptable. The character uses any means at her disposal to fulfill these desires - from exploiting a position of authority, deception, manipulation, even acts of violence - and doesn't care who she victimizes in the process. Impatience, impetuousness.

Pride - A refusal to admit when one is wrong or that one is fallible, even when the evidence is obvious, to the point where the character is willing to see others suffer rather than admit a mistake. Arrogance, vanity.

Sloth - Whether due to fear of failure, depression, or simple laziness, the character avoids unpleasant work or tasks until someone else takes care of it for them. Apathy, cowardice, ignorance.

Wrath - Uncontrolled anger and frustration, resulting in irrational, unwarranted, and in many cases dangerous overreactions to real or perceived slights. Antisocial tendencies, bullying, sadism, short fuse.
 
PostPosted: Sat Jul 12, 2008 3:12 pm
Merits & Flaws

Merits
Mental Merits:
* Meditative Mind
** Danger Sense
** Eidetic Memory
* to *** Language
*** Holistic Awareness
*** Unseen Sense
****Common Sense
****Encyclopedic Knowledge


Physical Merits
* Brawling Dodge
* Direction Sense
* Fresh Start
* Natural Immunity
* Strong Back
* Quick Draw,
* Weaponry Dodge,
* or ** Fast Reflexes
** Disarm
** Fighting Finesse
** Iron Stomach
** Toxin Resistance
* to *** Iron Stamina
*** Ambidextrous
*** Gunslinger
*** Strong Lungs
*** Stunt Driver
**** Giant
**** Quick Healer


Social Merits:
* Barfly,
* to *** Fame,
** or **** Striking Looks
**** Inspiring
* to ***** Allies,
* to ***** Contacts,
* to ***** Mentor,
* to ***** Resources,
* to ***** Retainer,
* to ***** Status,
 

MikaKeegan
Captain


MikaKeegan
Captain

PostPosted: Sat Jul 12, 2008 3:28 pm
Physical Merits: Fighting Styles
Fighting Style: Archery
Fighting Style: Boxing
Fighting Style: Brute Force
Fighting Style: Chained Weapons
Fighting Style: Combat Marksmanship
Fighting Style: Fencing
Fighting Style: Filipino Martial Arts
Fighting Style: Frenzied Assault
Fighting Style: Kung Fu
Fighting Style: Modern Army Combatives
Fighting Style: Sniping
Fighting Style: Spetsnaz Knife Fighting
Fighting Style: Staff Fighting
Fighting Style: Two Weapons
 
PostPosted: Mon Oct 27, 2008 12:47 pm
Experience Awards & Costs

((Reserved))

XP Costs
Attribute - New dots x 5
Skill - New dots x 3
Skill Specialty - 3 points
Merit - (New) Level x 2
Morality - New dots x 3  

MikaKeegan
Captain


MikaKeegan
Captain

PostPosted: Sun Mar 22, 2009 1:08 pm
Derangements

((Reserved))

Depression (Mild)
Melancholia (Severe)

Phobia (Mild)
Hysteria (Severe)

Narcissism (Mild)
Megalomania (Severe)

Fixation (Mild)
Obsessive Compulsion (Severe)

Suspicion (Mild)
Paranoia (Severe)

Inferiority Complex (Mild)
Anxiety (Severe)

Fetish (Mild)
Masochism (Severe)

Blood Fixation (Mild)
Sanguinary Compulsion (Severe)

Insomnia (Mild)
Cataplexy (Severe)

Repression (Mild)
Denial (Severe)

Hyperempathy (Mild)
Martyr Complex (Severe)

Demagogue Syndrome (Mild)
Messiah Complex (Severe)

Thrill Seeker (Mild)
Daredevil (Severe)

Hypervigilance (Mild)
Hero Syndrome (Severe)

Hyperapathy (Mild)
Antisocial Personality Disorder (Severe)

Compulsive Larceny (Mild)
Kleptomania (Severe)

Hypersexuality (Mild)
Histronic Personality Disorder (Severe)

Short Fuse (Mild)
Violent Psychosis (Severe)

Hyper Sensitivity (Mild)
Post Traumatic Stress Disorder (Severe, Extreme)

Vocalization (Mild)
Multiple Personality (Severe, Extreme)

Irrationality (Mild)
Schizophrenia (Severe, Extreme)

Avoidance (Mild)
Fugue (Severe, Extreme)
 
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Character Creation

 
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