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+  Character Generation  +

            As stated in other sections, You do not need to sheet a charcter to participate in free-play modes with a standard character.

 

 

.    To begin character creation, simply come up with one in your head and run with it.  However in order to run in Mod-Play, or stray from the races already available, you will need to sheet your character.  the Base Stats will derive from the character's race, as our system does not utilize character classes.  Character abilities are instead managed by the list of Skills on the sheet and the Base Stats those skills Key off of.  

 

     At the outset, a character will begin at a 0 level.  Zero level characters begin with the racial Base Stat Template and operate within the racial caps and minimums for certain base stats.  Using the provided Race Template, A character can add one free stat point to any Base Stat at creation, and may also remove one  point from a stat and add it to another so long as the removal of the point does not reduce a stat below the racial minimum, and the additions do not exceed the racial cap for any base stat.

 

     Likewise, the race selected for a character determines how many Skill Slots that character has at level 0.  As characters advance and progress through mod and free play, they can level up, thus earning more skill slots, enhancements to skill rankings, more influence on events, and even in very rare and epic cases, an additional Stat Point.  

     Due to the backgrounds of the three character types, at level zero they have restrictions on the skills they can choose.  Colonists have no fore-knowledge of manipulating mana, Natives have no fore-knowledge of electronics and motors, and the Other type characters will not be familliar with either as it pertains to the setting on Kemmen.

 

     As a character advances, these restrictions will fade away due to acclimation and learning within the setting at large, but to begin with, there are a few that are inviolate.

 

 

   +  Colonists-    Are new to Kemmen and come from a society where magic exists soley within myth and fantasy.  No level 0 colonist type is capable of posessing a Magic Skill of any sort.  As the entire World is new to them, and they are in effect the aliens, a level 0 character of this type will not have starting skills regarding local flora and fauna.  A level 0 colonist character will not know any languages that are unique to Kemmen.  NOTE:  The Elven tongue does cross over and varies only in dialect and accent.  Colonist type characters are limited to the races outlined in that section.

 

     

   

 

         +  Natives-   Have lived for millenia on Kemmen basing advancements far more on magic than technology.  No level 0 Native type character has skills in firearms, mechanics, electronics, piloting, driving, or manufacturing categories. At present time, Native races are limited to those outlined in that section.

 

     

       

 

        +  Other-  Come from Worlds and dimensions unknown, by varied means.  Whie they may be skilled in magic upon arrival, no level 0 Other type will be able to use magic of any sort on Kemmen without penalties.  a LVL 0 Other may have magic-related skills, but the skill rankings will be a negative modifer.  The same remains true for   electronics, piloting, driving, and Native languages, Barring Elven tongue which varies only in dialect and accent.  All 'Unique' Other type racial default Base Stats must be hashed out with Lee-the-Impaler prior to sheeting, and The player will be requested to submit a full race description write-up to be  approved for play.   A character sheet devoid of Stats and Skills but containing a Character Bio and backstory must be submitted prior to entering Free-Play with an Other type character.  All properly presented ideas will be considered, but  "Approval is not garunteed" 

 

 

 

 

 

 

 

- Character Type restrictions-

-  Generation Process  -

        First, choose a character type. If you choose a COLONIST or NATIVE character type, then proceed with this process. If you are choosing the Type OTHER and the race of the character you wish to play is not already listed, then you will need to contact an op in the #Infusion channel.

 

          Next, choose a race from the listing of available races under your chosen Type, and decide the specifics, like age, height, weight, gender, etc.You can use the template here for the Character Sheet to start, but it is not required for you to keep a copy of this sheet as they will be available on the site and edited as needed by staff. However, it is never a bad idea to keep a current copy of your character sheet(s) for backup purposes.

 

 

 

 

 

       

 

 

        Each race has their own set of starting skills and stats, language slots, and open skill slots. Using the base character template stats, you are given one extra stat point to add wherever you wish to your base stats, additionally, you can re-allocate one stat point: Take it from any stat and add it to another. The restriction on this is that if the chosen race has max and min stat requirements, you cannot drop any stat lower than the minimum, or have any stat exceed the maximum for that particular race.

 

       

 

 

 

       

 

 

        Next fill all language slots, and all available skill slots for LVL 0 with skills you can choose, or even create. For skill rank allocation, every new sheeted character may start out with one skill at ranking 3, two skills at ranking 2, and the rest at 1 or 0 depending on type. If you choose a skill that is not available to a LVL 0 character due to type restrictions, when your character levels up, that skill ranks to 1 automatically, with no additional EXP costs. In this way, there is advantage to choosing a skill you want to use later, but cannot use at creation. For example, if an elven colonist character has the skill ‘detect magic’, at lvl 0, this skill is ranked at 0 because the colonists are not familiar with even the existence of magic. However, once the character achieves LVL 1, that skill automatically becomes a rank 1 without the need to use the EXP to rank it up, or spend the 800EXP to open another skill slot. The race-acquired skills that you get at character creation do not count against the available, LVL-0 skill slots.

 

 

 

 

 

 

       

 

 

        Starting equipment must then be allocated with a staff member in channel and all slots can be filled, but none are required to be filled. The 5 weapon slots do not need to be weapons. Other items that your character has on his or her person can be put in a weapon slot. On the flipside, weapons can be put in an OTHER slot, but if kept there, cannot be readied, and used in the same round. Some items take more than one slot, such as steel-toed boots, which go in both the feet slot, and also occupy a weapon slot.

 

       

 

       

 

 

        Where the parts of the body are listed, is where the characters clothes and armor go. Different clothing items affect the SOAK% for damage taken. The SOAK is the % of damage that the clothes and/or armor your character wears absorb rather than it being deducted from the VITality of that character. The Maximum overall Soak% achievable is 75% and destruction of clothing and items is at EO discretion.

 

       

 

       

 

 

        The Kit slots are for just that, Kits. A kit in this game is a collection of small items, tools, utensils, etc that is used to accomplish a task. A first aid kit can be used to stop further damage to a wounded character. A cooking kit can be used to prepare a meal for an entire party. A sewing kit allows a character to repair clothing or fabric items. Additionally, a Kit can be 2 meals, such as travel biscuits and jerked meat for a Native type, or 2 MRE’s for a colonist type.

 

          Any questions concerning starting equipment can be answered by a staff member.

 

 

 

 

 

 

        The list of currencies at the top at the creation of a new character will be LVL: 0 , EXP: 0 .If a character is a NATIVE type, there will be no RC and 100 GP. If the character is a COLONIST type, then they will begin with 1000 RC and no GP. OTHER type characters begin with no currency.

 

       

 

 

        The slot for positions held is not a required field, and any position claimed must be approved by a staff member.

 

       

 

 

        Inventory and Holdings is for items that the character owns, but either does not have equipped, or are unable to be equipped. This section includes lands and facilities they own, and curiosity and trophy items that have no actual application. Hoard your little hearts out once you begin collecting items here, there is almost no limit to the amount of things a character can own, as opposed to what they can carry and use.

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