Welcome to Gaia! ::

Awesome Roleplaying Guild of Amazing

Back to Guilds

Role Playing Made Easy 

Tags: Role playing, Variety, Fantasy, Romance, Action 

Reply The Main Page
B. The Rules and Regulations

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

sweet_me_oo
Captain

Dedicated Loiterer

6,650 Points
  • Forum Regular 100
  • Money Never Sleeps 200
PostPosted: Thu Jun 10, 2010 10:40 pm


RULES And REGULATIONS

Simple, yet vital, to a functional guild.


Always Follow Gaia ToS
-Any violation of this rule and you will be immediately banned and reported without question.
Interaction
-Treat others as you would want to be treated. Simple as that. No flaming, godmodding, trolling, or advertising. I also require one post a week to remain a member. Stay active, I have plenty of incentives in place.
Respect
-Each role play may have their own set of rules, respect them and the owner of the role play. RESPECT EACH OTHER.
OOC Chatter
-This belongs in the "Main" only. The only out of character chatter should be the topic's owner, listing rules and such.


The Rules Are Subject To Change. Check Back Every Once In A While, Huh?
PostPosted: Mon Jun 14, 2010 5:32 pm


Ok, now while these rules and character creation systems are not all ruling rules of the guild, these are some rules that I try to use in a few of my roleplays. I thought that people here might appreciate a list of these rules and character creation. Please do not take this as this is not mine, I am just allowed to use this as I am in the guild and know the people who made these.

The Anti-Munch Project
Here's the (unfinished) list of what we're against:
The people who never miss a single shot no matter how hard it is (Aimbotters).
The people who can't be hit or just shrug it off (god-moders).
The people who never are without a weapon and ammo (idkfa-ers).
The people who have absurdly strong powers (twinks).
The people who 'balance' thier characters by having a massive but irrelevant weakness and massive powers (min-maxers).
The people who use Out Of Character knowledge to get an edge (Miss Cleos).
The people who do things in hindsight (McFlys).
The people who RP other people's characters for them (Puppetmasters).
The people who RP completely irrelevant things (Daydreamers).
The people who RP actions and time against others while the others aren't presant (Shoe elves).
The people who ignore or alter RPs that they don't like (Revisionists).
The people who RP an absurdly time consuming sequence occuring between other people's actions (Speedhackers).
The people who play as characters that are completely impossible (Oxymorons).
The people who arbitrarily declare themselves the winner with instant death attacks (Baghdad Bobbits).
The people who've taken actions before they start RPing (Gaseous Snakes).
The people who pull-in elements that were approved in an unrelated RP (Augustines).
The people who use an existing persona and only RP them when it helps (Batmen).
The people who alter thier character as needed for the situation (Zoicite).
The people who gain abilities as they need them with no prior exposure (Trinities).

In these examples, A will be our Good RPer and B will be our Nasty Filthy Munchkin.

Aimbotters: Especially annoying when using NPCs, as NPCs don't get to argue about munch...
A: Three hundred seventy of my trained assassin gymnasts crest the hill, sight you, and rush toward you.
B: Luckily, I have three hundred sixty-nine bullets in my chain gun! I quickly mow them all down, each taking a single bullet to the head, and peg the last one with a rock in the sternum.

Godmoders: Obvious.
A: Now that you're strapped to the end of a naval cannon, I fire it.
B: Whoosh! I nimbly dodge, somehow forgetting the fact that I'm restrained by three-hundred-pound chain!

IDKFA-ers: Most likely people attempting to emulate Solid Snake or some other cheesy spy-novel hero.
A: You're all out of ammo for all five of your Ingram submachine guns, 501!|). Since you're buck-naked, I know I can now safely step into the open and begin returning fire.
B: Ha! Little did you know, I have twelve shuriken hidden within my pubic hair!

Min-maxers
A: I've successfully broken into the facility which gave you your incredibly 1337 power armor. Now I pull up the file on it. What does it say about weak points?
B: The metal of my armor is... um... allergic to praying mantis urine.

Miss Cleos: Obvious.
A: ((OOC: There's a secret switch hidden in the lamp.))
B: I suddenly think to myself-- why not check the lamp for hidden switches? Call me now for your free reading!

McFlys
A: Ha! Now that the force field is down, I run inside your evil lair!
B: Um... um... there's also a super-secret second force field which causes you to die instantly! I just didn't say anything about it because... um... I had to do my laundry! Not because I just thought of it now! Honestly!

Puppetmasters
A: I step carefully into the room, peering around for occupants.
B: Suddenly a dragon pokes you in the eye. You run screaming from the room, whereafter you go home, make a pickle sandwich, and call your mother to cry about how she ruined your life.

Daydreamers: Not exactly munch, per se, but it does get annoying.
A: In the middle of the intense shootout, I dash across the narrow alley, ducking and weaving in hopes to avoid getting hit. I'm unsuccessful; two bullets peg me in the shoulder, throwing me back into a Dumpster.
B: The bullets make me think back to my days as a youth, when I had to melt down tin soldiers to use as musket balls against the Redcoats... or was it redskins? I can't remember. Anyway, I had to walk uphill all three ways to school and back, running from glaciers all the while. It was torture, lemme tell ya. And then there's the story of how I met my first wife...

Shoe elves: Pretty obvious.
A: ((OOC: Well, gotta go to bed. Big neurosurgery test tomorrow.))
B: Ho, ho, ho! Now that the loser's gone to bed, I can strap his character to a cross and peg him with rotten fruit!

Revisionists
A: You chose the blue pill? Ooh, tough luck.
B: Red! I said red! Don't go pulling that "I can read your previous post" mind game crap, either!

Speedhackers
A: I walk to the door and step outside.
B: Suddenly, twelve men grab you, carry you off to my secret lair in Tibet, and torture you for weeks. When you finally die from the agony, we bury you in the frozen wastes. Hundreds of years later, arhcaeologists discover your frozen body and try to determine if you're another Lucy.

Oxymorons
A: I'm a farmer with a shotgun.
B: I'm a black hole which emits blinding pulses of visible light!

Gaseous Snakes: An advanced (or is that "dumb"?) form of McFlys.
A: I walk to the door and open it.
B: Being a fellow with a bit of foresight, I hooked that doorknob to a car battery an hour ago. You're thrown across the room.

Augustines
A: Given that this RP's technology base is midieval, I happily drive my cart to the market to buy some maggot-ridden meat.
B: Too late! I already got there in my Gundam and blew up everything with my insanely overpowered weapons! And don't start whining, because my Gundam's already pre-approved in the "This Is Not a Midieval Technology Base RP" thread.

Batmen
A: In this Fantastic Four RP, I'll be Ben, the gruff rock-man with a heart of gold.
B: I'll be Reed Richards, the living sex toy who hunts down innocent women to subdue with his incredible flexibility!


Navigating the World

Each thread in the playing field will be linked to all threads accessible from that location. Before moving from one thread to another you are required to post a minimum of an entrance post and an exit post. Remember to pay attention to your surroundings while blazing though threads.

Game Rules

Mortal damage. There's sometimes when your character can't take any more and everyone knows it. In conventional freeform roleplay this is where miraculous saves and pushing yourself to the limit happen.

While nobody wants to see their character strung up on a fishhook, sometimes you just can't get away from it. If you get knocked out, that's one thing... if you've made friends, they might just help you out until you regain conciousness, if you've made enemies... well, you'd be at their mercy.

At any point, however, there will be a 'run like hell' button (not so much a button, but something that will be given to them IC at the start of the event). If you feel that you can't take anymore, or you fear for your character's life, feel free to press that button at any time; but know that if you duck out, your involvement in the event is over. You can still hang around for the afterparty and things like that, but you're gone from participation after a 'run like hell'.

As for as combat and damage is concerned, if there is a disagreement a Judge can be called in to force a result or call an OHKO.

Healing. Minor healing is unregulated, major healing has rules. The only thing that counts as major healing is resurection.

Judging

Any time you need a judge for a fight, post in the designated 'judge request thread' and ask. Even if a judge doesn't get to you immediately, they will eventually, and they will nix the fight if they have to to remedy severe b***h-moves.

Don'ts

Now, for some basic don'ts.

Don't cheat. This includes all the basic types, such as auto-hitting, puppetmastering, and generally trying to dictate your will onto the RP. If you want to make a difference, do so by posting constructively.

Don't ruin the game for everyone else. We all know you want to be the center of attention, and sometimes you deserve to be, but one man won't win a war, and it takes a group sometimes to achieve a goal. Be nice to your allies, they're here to have fun too... hell, be nice to your enemies (ooc), because it's just a game, after all.

Dos

Well, that's about it for the don'ts. Here are some dos:

Detail. It's not a requirement, but it's greatly in your favor. If you simply write, "Chris slashes at ChikenBoi101," that leaves both ChickenBoi101 and the judge a lot of room for interpretation. It puts you at ChickenBoi101's mercy, because now HE gets to decide what angle you are attacking from; HE controls the flow of combat for that turn. Next time, at least you'll know to post "Chris swings his sword over his head, slashing down at ChickenBoi101's right shoulder."

More detail. This is really a continuation of the last paragraph, only for when you are fighting alongside others. It's just as crucial to be sure to explain where you are relative to your allies when two teams with multiple people on either side are fighting. Think of it this way... if everyone on your team just wrote, "I rush forward at ChickenBoi101," what's to stop ChickenBoi101 from posting, "ChickenBoi101 fires a single shot at the leader, the bullet flying through all ten of his attackers, as they were all conveniently moving at him in a straight line." "Chris rushes at ChickenBoi101, just behind and to the right of his leader," is much better. Which leads us to...

Tracking. Keep track of where the heck you are, and what sort of stance or position you are in. You aren't going to be able to punch ChickenBoi101 in the face, then kick the guy on the other side of the room in a single turn. Nor will it be an easy feat to block with your left hand when your right is extended forward, and your enemy is on your right side. (Possible, but certainly not easy.)

Stay true to your character. If we find you using abilities that you don't have, there will be consequences.

These rules were laid down by the following people and shall be obeyed:
Everyone in the guild of "Team WhiteWolf"
The Mighty Jello
Maximus

ProperGamer
Vice Captain

Aged Autobiographer

4,750 Points
  • Forum Sophomore 300
  • Dressed Up 200
  • Elocutionist 200

ProperGamer
Vice Captain

Aged Autobiographer

4,750 Points
  • Forum Sophomore 300
  • Dressed Up 200
  • Elocutionist 200
PostPosted: Mon Jun 14, 2010 5:35 pm


The Trifecta System
Trifecta Version 2.0
-By *Censored*


Hello fellow role players and fighters. I’m *Censored* and while I haven’t been here as long as a few of the other oldies, I’ve been here for quite a while Rping and fighting in Leviathan Stadium. Now, I don’t claim to be all knowing, or any kind of genius, but over the time I’ve been here, my character has been through a lot of changes in the way he has been structured. And with each change, it brought him closer to what he is today. Here in this thread other members of this place have posted information that they believe is important in helping you become a more balanced and well-rounded fighter. And after a lot of debate and thinking on it, I’ve finally decided to add my own two cents in along with the rest of them.

Alright, first things first, as mentioned in the first post by my good friend, and trainer, a lot of people here use a system called the “Trifecta Balance System.” That isn’t to say that it is the best way, or the only way to level out someone’s character, but it does add a scale for you to go with that is relatively easy to understand. Now, also mentioned above, and shown in the drawing below, the Trifecta system works on three basic stats. These stats are…

User Image


Power – This stat, put simply, is your character’s attack strength, as well as their physical strength. Can your character lift a bus? Or can they have trouble lifting even a hundred pounds? This stat will help you to determine that.

Speed – This stat is pretty self-explanatory. How fast are you? Can you run as fast as a car, or do you trot along at a basic pace? This also deals with how fast you can launch your attacks at your opponent.

Defense – How well can you take a hit? Do you shrug off a punch, or do you go flying end over end with a single kick? This stat can also be linked to weight depending on your character’s makeup.

Now, you may be wondering why I’d post this bit of information again. Well, to put it simply, the old Trifecta scale didn’t give me enough flexibility when it came to making a character, and in some cases it just didn’t seem to make sense. Now, remember, this is just my opinion, and if you like the other scale more, then by all means, feel free to use it, but I will say that my scale is slightly different than the one above, and, in my opinion, makes more sense in some cases than the original.

Now, in the original Trifecta system, in order to raise certain stats, you had to drop others. In fact, you were able to have two high stats, and one low stat. However, you could have one high stat and two medium stats if you wished, or two low stats and a very high stat, though that last one was looked down upon. In most cases, in order to have two high stats, the low stat would often be lower than that of the average human. Which makes sense for the most part, if your character is a human. However, for the most part, many characters aren’t human. We have demons, anthropomorphic beasts, beasts themselves, dragons, vampires, elemental spirits, and a host of other beings that run around in here. I personally wouldn’t put a wolf on the same scale as a human would I? Or pout a dragon on the same scale as a dwarf. These combinations just wouldn’t make sense in some cases. To me, this meant that the scale had to be changed in order to fit the wide variety of characters that we see in Leviathan.

Basically, what I did was add a logical step to the process to make it fit. If your character is a wolf, then you base your stats on what is normal for a wolf. If you are a golem, you base your stats on what is normal for a golem. And, if you’re a human, you base your stats on what is normal for a human, that stated, you will almost always have a lower stat, unless you opt to be even in all categories. In the case of this scale, your lowest stat will never be lower than the lowest stat of your normal being. Now, obviously, in extreme cases, it will HAVE to be lower to make sense, for instance if you have a very high defense stat because you wear plate armor, then your speed WILL be lower because the weight of the armor will weigh you down a bit. But even then, it won’t weight you down to such a degree that you can’t move at all, because chances are you’d have a high strength stat to hold that armor, and your weapon while wearing that much weight. Now, this isn’t to say that everyone can always fit perfectly into the scale, but at least this way, it makes it a little more reasonable, and balances the characters out a bit more.

Now, since *Censored* talked about it in his post, I think it is only fair that I mention it in my recap of the system as well. Transformations can be very distressing and confusing at times, however, there are just some things that make sense that need to be taken into logical consideration. If you were just a human, and decided to turn into a “demon form” or something of that sort, your stats ARE going to change. Now, in most cases, a change like that is going to boost your stats to a degree. And, in my opinion, you are free to boost all of your stats by a little bit, as long as it is within reason. I mean, we don’t want thirty-foot dragons moving at light speed, or a normal human turning into an invincible god. Stat raising, if done wisely and with consideration for fairness can, and should, be accepted, as long as the change isn’t so extreme as to defy logic or reason.

Charge System / Casting Time


And now for something completely different! Now, I know that many people here have some sort of a system for charging time for their attacks, or casting time for their spells. However, some people do not, and enjoy throwing as much energy as they want around with no hindrance or cost to speak of. This might be fun for a while, but it really makes you seem like a n00b. Now, anyone who’s here in Leviathan wants to avoid that image as much as possible, or so I believe. Anyway, after much consideration, I finally settled on a charge/damage system that I use for my characters. Unfortunately I don’t have an official name for it, so I just call it, “Ryugi’s Charging System.” Now, keep in mind this might not be how you want to do it, but I will highly recommend that you do use some form of charging system or casting time in your fights.

Now, my system is simple. Each set of opponent posting, and your post responding to their post is called a “turn”. In my most basic system of charging, each “turn” gives you one “turn” of charge. So, each time you post, you can gather a turn of charge. These gathered turns of charge count as energy towards energy based attacks. Each attack you have requires so many of these “turns of charge” to unleash them. For example, Ryugi’s “Supernova Attack” costs five turns of charge to unleash. This means that I would have had to save up five turns of charge before I could use that attack. After using that attack, I would subtract the cost of the attack, from the total amount of “turns of charge” that I had. So, if I only had five turns of charge saved up, I would subtract those five turns that the attack cost, leaving me with zero turns of charge. This means that I would then have to gather more energy before I could unleash another attack of that strength.

Now, energy attacks obviously come in a variety of shapes, sizes, and strengths. This is reflected by how many turns of charge it takes to unleash an attack. “But Ryugi,“ you might ask, “how do I know how many turns of charge it would take to unleash my attack?” Luckily, I have a scale that helps to base these attacks on. And in order to do that, I mist explain the HP scale to you.

Now, when most people in text based RP’s hear “HP” they generally want to run and hide, however, this HP Scale isn’t totally based on how much HP your character has, though if you chose, it can be used as such. The HP Scale is used mainly to judge how much damage this energy attack would do to your average fighter. And by “average fighter”, I mean your average fighter with powers and abilities that is balanced well on the Trifecta Scale I mentioned earlier.

The “Average Fighter” has around 1000HP points. Now, this isn’t to say that your character or opponent has 1000HP points, but it does give you an idea of how much damage these energy attacks should do to an opponent that you use them on. Essentially, each “turn of charge” can do anywhere from 100-199HP worth of damage. Two turns of charge should do 200-299HP worth of damage, and so on, and so on until you get to ten turns of charge which can do 1000-1099HP worth of damage. So, a 5 turn charge attack should essentially be capable of taking down about 50% of the average fighter’s HP, while a 10 turn charge attack should essentially KO him completely. Now, this is only if the opponent takes the full brunt of the attack, and doesn’t attack with his own energy attack to lessen the damage sustained. Now, on my bio, you’ll see that if I post the actual damage amount that my attacks do, I round up to whole numbers, but generally it is at its regular base of 1 turn = 100HP damage.

Now, in Ryugi’s case I actually keep a basic idea of how much HP he has left, which actually comes to a grand total of 2000HP. Now, the way Ryugi is set up, he started at 1 turn of charge per turn of posting, but he will soon/has since, leveled up to what I call a “Level 2 Elemental”. Ryugi’s body is connected to the Elemental Planes of Fire and Light, and it is these planes that he draws energy from. His body draws the energy in at a constant rate each turn, and filters the raw energy to be used for attacks. If he wants more energy that turn he can take as much as he wants, but at a cost. For each additional turn of energy that Ryugi takes from the planes, he loses 100HP/Stamina in order for his body to filter the extra energy. Since he leveled up, he can now pull in up to 2 turns of charge for each turn of battle. This is so because his body is able to handle the larger load of energy. This isn’t to say that he’ll always pull in that much more energy, but he is capable of doing it. Ryugi also has a maximum natural energy charge limit of 20 held turns of energy, however, his sword can hold an additional 5, allowing his limit when equipped with his sword to be 25. This means that at maximum, Ryugi is capable of doing 2500-2599HP damage to the average fighter with 1000HP. Now, as I said before, your fighter may have more, or less HP when completely balanced out, this is just an example of how Ryugi is balanced out when it comes to his energy attacks.

Now, since not all fighters gather energy from the elemental planes to use their attacks, there are other ways that you could balance out your characters. Instead of gathering the energy over time like *censored* does, a mage character could have so many “turns of preparation” instead of “turns of charge”. The mage could wander around the battlefield preparing the energies and spells needed to unleash the desired attack. Or, instead of that, a character could have a set MP limit of so much MP that could transfer into HP damage. For example, 50MP points could transfer into 100HP damage. So essentially, a mage could drain so much from his MP bar to attack an opponent, but after that MP was gone, he would have to resort to hand to hand combat. This means that a mage character could essentially unleash a massive attack by using all of his MP at once, but if his opponent survived the attack, he’d be virtually helpless.

This brings another factor into play. Energy can be used to deflect energy, or energy absorbed can now easily be added to a person’s total. This system can essentially eliminate all those arguments of, “My attack is stronger than your attack because…” There is nothing to discuss with my system, because it would all be laid out for all to see. Here’s how.

Both fighters have 5 turns of charge and 1000HP.

EXAMPLE 1:

Fighter A – Unleashes an attack worth 5 turns of charge at his opponent.
Fighter B – Has no energy to block the attack with.
Outcome - Fighter B has no energy to block the attack with, and therefore has to take the hit from Fighter A’s attack if he cannot figure out a way to avoid and or lessen the damage from the hit.


EXAMPLE 2:

Fighter A – Unleashes an attack worth 5 turns of charge at his opponent.
Fighter B – Unleashes an attack worth 5 turns of charge at his opponent’s attack.
Outcome – The two attacks are of equal charge, and therefore of equal damage, they collide, if they cannot avoid each other somehow, and cancel each other out.


EXAMPLE 3:

Fighter A – Unleashes an attack worth 5 turns of charge at his opponent.
Fighter B – Creates a barrier using 3 turns of charge, which is capable of sustaining exactly 300HP worth of damage, and then, after taking minimal damage (200HP) from Fighter A’s attack, fires a blast of energy worth 2 turns of charge at Fighter A.
Outcome – Fighter B takes minimal damage from Fighter A’s attack, but is still able to attack with a blast of lesser energy that Fighter A no longer has energy defense against.


EXAMPLE 4:

Fighter A – Unleashes an attack worth 5 turns of charge at his opponent.
Fighter B – Absorbs the 5 turns of energy from his opponent’s attack, and then unleashes an attack worth 10 turns of charge towards his opponent.
Outcome – Fighter A is most likely KO’d or heavily damaged by Fighter B’s attack.


These examples show how this system can be used to effectively reduce, if not eliminate many arguments that you may currently face within Leviathan Stadium. Now, once more this is just one example that could prove very effective if used correctly in balancing your character, even WITH their powers and stats being a little different than normal. Barriers can now be used fairly because they can take only so much damage before having to collapse from subsequent hits. Energy arguments will also become less frequent if you choose to use this style. Of course, this is only my way of doing things, and not everyone uses it. So, if you decide to use this, please be aware that not everyone will make use of this system like you will. But, if nothing else, it will help you to create a more equally balanced character, and help to balance out your attacking power with a rough idea of how strong your energy attacks should be.

I hope that this long spiel of mine will prove helpful to you at least in some way. If you have any questions about the system, please feel free to contact me via PM, AIM messenger, or MSN messenger. Until next time, happy Rping!
3nodding
PostPosted: Wed Jun 16, 2010 9:24 pm


Ho Shin's 3 Steps to Making a character

Step one
Step 1: Create a character.


Character Creation:

Basic character creation can be difficult for some. The character who you choose to fight for you as an individual must be someone that you can associate with. This is a natural occurrence because in order for you to even think of a character, he/she must be from your mind and have that much in common with you.

DO NOT HAVE SOMEONE ELSE CREATE A CHARACTER FOR YOU.

Having another individual create a character for you is ultimately not good, especially for beginners to combat. While at first it may be fun, you will not be able to unlock full potential so to speak within your character that is unless you modify the character given to your liking.

Basic character creation for battle type RP's can be reduced to a few subjects that should be filled: Name, Race, height/weight/body type, personality, weapons/abilities, and a back story.

Name: What's in it?

A name is basically for identity purposes. It gives allies and opponents a tag in which they can call your character by,and makes it easier for you when you are typing. Instead of using he or she his or hers, you are allowed to use your name which gives your text better understanding from a third person omniscient point of view.

Actually thinking upon a name can be difficult for some, below are some helpful hints:

1. Try searching on the internet for Japanese first and last names. Even if you don't know what it means, it is an easy way to find two things you like and combine them to form a name.

2. Use an online translator or dictionary to look up a few words that you like normally and translate them to Japanese or whatever language you wish. Japanese names are most commonly used in role-play type settings, and it is easier to have a Japanese name for you character than most other languages.


3. SCRAMBLE. This method is where you write down a few words that you like or that should describe your character. Once there, you scramble the letters in all of the words and picks out individual letters, putting them down into a list of about ten different names. This method is obscure, but good to use when you can't find anything.

Names are an expression of your character, so make sure you choose one that fits.

Race:

Your characters race can determine many factors within a fight. For instance, a human may not be able to move as fast as a demonbut a human may have more intelligence than a demon. The race of a character can determine what a character can or can't do in some instances and is easier for an opponent to understand if you have the lineage to back it.

[I can smell your approach from behind due to my lineage (list lineage)]

Race ties into personality in instances as well. If your character is demonic, chances are he is not a peaceful individual and is most likely mentally disturbed. Whist an angel would be peaceful.

DON'T MIX AND MATCH

From experience, people hate when you mix and match uncanny combinations, or things that do not make sense.

[I AM 5 FITHS DEMON 6 QUARTERS HUMAN AND ONE HALF ANGEL!! PH34R ME!]

People hate it. You could have a back story to back how you are angelic and demonic at the same time, and how your character somehow has both types of wings and can harness both powersbut people would still think its stupid. Keep your character to basic, easy to understand races that require no back story created by yourself, only common knowledge.

[I am a vampire]

Alright, so you were bitten and thirst for blood. You can't go out in the daytime and can most likely fly. EASY.

Height/weight/body type:

Height, weight, and body type can also determine instances when fighting. If your character is smaller than your opponent, chances are you'll be able to duck around your opponent easier and could possibly be fast. If you are big and built like a tank, chances are you are slow and powerful.

It's important to consider the strengths and weakness of each height, weight, and body type. Depending on the nature of your character and the personality, you can determine if he/she should be bigger and stronger, or smaller and faster.

HINT: Women are usually less built than men, and children are smaller than adults.


Personality:

Personality is a main backbone of an individual's character. If for instance your character was pleasant and happy all the time, they would be less likely to harm someone due to their peaceful nature. On the contrary, if your character is cold, distant, and angry then your character would probably snap a man's neck just by walking in front of him/her.

It's important to think about personality and factor it into how you think your character would fight. Brash people tend to flail their arms out in fury, while calm people usually use fluid motions. This factor can make or break some characters, so think carefully when coming up with your characters personality.

Weapons and abilities:

Obviously, if you want to inflict and sort of damage to your opponent you'll need something to do it with. If your character is a big burly man, then he his more likely to swing a giant axe, or fire a rocket.

SIDENOTE: People don't like projectile weapons. The trajectory for such weapons is hard to explain and confusing at times. Projectile weapons are thus mainly limited to knives, shuriken, and other small bladed weapons.No guns if possible.

If your character is smaller, they would most likely be more comfortable with knives. You have to think it makes absolutely no sense if someone small and fragile with no muscles is lifting a giant axe and swinging it with ease. Just as it is ridiculous to imagine a huge fellow with a couple kunai, swinging them like a sissy. Weapons for you character factor in with personality and height, weight, and body type so think carefully. Use logic in choosing things, every weapon has a strength and weakness, make sure to factor each thing in.

Abilities are about as essential as weapons are in combat. A simple abilitie can unlock several different moves and techniques. Do not mistake abilities for, attacks my character can do. An ability is merely a gateway to attacks. For instance, if someone were to say something close to, I have the ability to manipulate water. This ability allows that individual to manipulate water, opening pathways to many attacks, like a blast of water at the opponent. Attacks will be described in a later step. Think about basic abilities, usually taking only one line to explain. Do not put down every single ability you can think up, characters have limits just like everything.

Tenma's bit:
You have to set limits on your abilities though. If you don't set limits you will break rules eventually. Just because you can manipulate water doesn't mean you can move an ocean per say. Clear limits that follow the rules will make it easier for everyone to get along. Less arguments, less problems.

Back story:

Lastly and very important is the back story. A back story explains what makes your character tick. His/her reason for living, what happened in their past to make them how they are and how they have the current abilities and weapons. This is a reference point for some fighters; it explains how their opponent is able to do whatever they claim to do. If someone suddenly said that they could heal, I would wonder where and/or how they learned this ability for that I would look for it in a back story of an opponent. A back story encompasses most/ if not all of the items discussed above. It may be long, or it may be short but put some thought and time into creating a back story that explains your character to the best of your ability.


Step Two
Descriptions.

This one is simple. Before you can really begin to do any form of roleplaying you have to be both literate, and descriptive. Most roleplayers have a relatively large vocabulary pertaining to their characters interests.

Being Literate:

Most people claim literate skills, most people are dead wrong. If you want to be able to claim literacy and actually have the skill here are some basic rules.

1. Do not abbreviate, most words have abbreviations such ‘rolls on floor laughing’ = rofl. Do NOT ever use these inside a Roleplay setting unless it is ooc chat or one of the exceptions. There are a few exceptions to this rule, such as etc. Most people don’t know how to spell etcetera nor would they recognize it as anything but the abbreviation, there are more words like this, be on the look out for them. The rule to know if you should use the abbreviation is if you know the word and can spell it easily, generally, if you can’t spell a word you shouldn’t try.


2. Spelling and grammar. Literacy is being able to use proper grammar and spell correctly while you Roleplay or in such a case do any other form of writing. Now this isn’t just a roleplaying skill, if you hone this you can use it at work, at school, on job applications, college prep papers, it’s up to you, so this is indeed a useful tool. Hint for now, Microsoft Word is the godliest tool for a starting roleplayers, it corrects you and shows you what you did and how to do it next time, Use it, this whole rule was edited in word.


3. Vocabulary. The best way to keep up with others and actually outmaneuver them is know ways to explain things, special words. Expanding your vocabulary not only helps you in roleplaying, but much like spelling and grammar it helps in life, use it. For instance, large vocabulary can make you look much more intelligent, can help you do work and keep a job and best of all you can explain things much better than someone who knows very few words. Now using vocabulary is all well and nice, but getting it, that’s a bit harder, you might be wondering, well how the hell will I learn new words? Read, doesn’t matter what, all authors use their own personal vocabulary which teaches you that vocabulary, in turn making your vocabulary much larger. If all else fails ask people about some words to explain certain things.


Descriptive Writing:

Sounds much like what you would have to do for an English class assignment correct? It’s not. By definition descriptive writing is simply being able to describe people, words, places, occurrences and feelings accurately through language. Simply being able to use the correct combination of words to describe something is what it is, more rules and guidelines people, heed them these aren’t just from me, they are from everyone that has ever role-played with me.
I will give an example of each and show the progressions.

1. Basics. Now to make a good description of something you need to know at least the most basic descriptions. You combine simple adjectives with simple nouns and make a sentence. Example! "The field had yellow straw"


2. Advancing. Now you want to change some of the words, make them more specific to the setting and object you want to express. "The plains were covered in golden straw"


3. Now, most authors will simply jump to this stage. Add elements to the scene, make it more real, something lifelike. "The plains were covered in golden straw that moved in the breeze."


4. Expand. This is where you throw in your own touch, make it sound creatively yours by adding in different words to the element and making it even more believable. "The plains were covered in golden straw swaying in the soft breeze."


5. Last stage buddies. Sensory sequences. Use descriptions that appeal to peoples senses, if they thought of this they could almost see it, feel it, live it. With this you make it your own, you make something yours and no one else’s. This is the hardest part, just remember if you can’t get this to start just relax and try. Most people after awhile can simply skip to this step by memory and imagination. Your English teachers will love the use of this xd

" The quiet plains were covered with the light golden straw swaying gently in the gentle breeze."

Just remember kids, follow these guidelines and you’ll improve dramatically quickly, if you get it from people though, it works much faster.


Step Three

Developing Techniques

Without techniques, a character is pretty useless. In fact, any movement is considered a technique. Believe it or not, the simple techniques are sometimes the most effective, even though they do not need to always be listed with your better or more flashy techniques.

When thinking about what techniques to create, think about your character. Remember in step one? If your character is a fire elemental, it obviously can control fire as well as create it.

[New Technique Learned: Fireball]

So you have a simple technique. What can you do to make it better? Think about techniques in simple steps. If level one is creating a fireball, than you could have something similar to this when your said and done.

[Level 1] Fireball
[Level 2] Fire Pillar
[Level 3] Fire Dragon
[Level 4] Black flame
[Level 5] Supernova

The list could continue, but you get the main idea. With each level going up in number, the damage would increase. It's possible to branch off of levels too. Say if I took Level 3 and made the Dragon of Fire erupt from the earth and use it in combination with a hand to hand technique. Then you would have an entirely new branched technique. Try combining different categories together to create new things entirely.

Think Kirby: 64.

Damage and Casting time.

I am not going deep into this, but it is important to note. The higher damage a technique can inflict usually requires more casting time and/or energy build up. While a character may be able to instantaneously shoot fireballs from his/her hand, it would take more energy and time to create a moving dragon out of fire and control it.

I say USUALLY because in some instances this is not the case. Usually with suicidal moves or Advanced quick-draw techniques...which I will not be explaining in this step.

Simple Techniques?

Remember earlier how I said there were simple yet effective techniques? Well what I am referring to are things such as evasion techniques and hand to hand combat.

Yes. I understand that evasion techniques and hand to hand combat can have complex combinations, but for beginners, things such as jumping to the side...or jabbing forward with a fist are techniques.

Moving your character

Ever seen the anime Angelic Layer? Think of your character as a lifeless doll on a battlefield. This character will not move without you wanting it to. Think about if you were that character, with the background you created in Step 1, how would that character move? This also brings me to illustrate a point in Step 2...lets see if you can notice the differance.

[Jeff stood up]

[Jeff felt the stinging sensation in his legs as he struggled to stand. He placed his hands on his legs to support himself as he rose]

Right. Description.

Do not overdue simple actions all the time, but it is a good way to get a perspective on where he/she is. In the heat of battle, if you do not descripe the exact position your character is in accuretly, your opponent can assume and turn your upperhand into nothing.

Fighting styles/stances

This is one of the most difficult things to do. You have to be open minded and think about how your character would fight. Understand the motions and hand positions of your character. Perhaps your character dosn't even use his/her hands to fight. It's all up to the creator of the character.

Take your body structure into consideration.

Heavy, bulky guys will most likely not be able to do combat moves that have them flipping around like ninja's. But they would be right at home with a style in which they moved slow and it was to their advantage. Understand your character to it's fullest, I can not stress that enough.

Name Creation

Right so, this is the least important of all in my opinion, which is why its at the end of this Step.

Much like in Step 1, name creation is fairly easy..and can come either before you make the technique or after. Unless it is how your character is, I would not recommend naming an attach in which you shoot flame, "WATER DEATH OF DESTRUCTION!". In fact...I would not name a Water technique that name either.

Don't make the name sound stupid.

If you have no idea if it sounds stupid or not, read it aloud to yourself.

See? Your "Ultra super mega death beam cannon of doom" doesn't sound so good when you hear it out loud does it? Make it believable, but have fun.

ProperGamer
Vice Captain

Aged Autobiographer

4,750 Points
  • Forum Sophomore 300
  • Dressed Up 200
  • Elocutionist 200
Reply
The Main Page

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
//
//

// //

Have an account? Login Now!

//
//