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Everything in colored text is a must read A character, must be defined by numbers, or statistics. The GM uses your character statistics to determine how good he, or she is at performing certain tasks, and also as a measure how smart, intelligent and strong your character is. In order to play in the RPG you'll need to define your character. The GM's of Zoids The Spirit of Battle have barrowed character creation rules on this page, with explanations, and examples and easy to use formula. Before you get started, imagine the character you want to play Part 1 Download the character template. The character template is a simple text file, with some pr-dined values which has to be filled in. You can use the template to create your character, by typing the calculated statistics on it. Part 2 start off by filling in the standard information which is asked on the joining page. These are character background, age, name, last name, linage and physical description. Part 3 Chose a total of 6 secondary skills that your character will start out with. Secondary skills are skills you character has, but aren't necessary to perform his, or her job. Like cooking, dancing, martial arts, weight lifting etc. Each of the 6 secondary skills will star out at level 1 proficiency. Note: Characters within the Wise quadrant are well educated and receive 1 free additional secondary skill. The free secondary skill consists of one additional free language of choice starting at level 1 proficiency Characters within Battle Land had to have improvised to survive and claim independence. These character receive a free secondary skill, the free secondary skill has to consist of a street-wise related skill which will star at level 1 proficiency Examples: Lock pick, martial art / street style fighting. Eolus Characters which have Eolus lineages will receive four free secondary skills starting at level 1 proficiency, consisting of hand to hand expert combat. also required to have starting out Weapon Proficiency: Galdo, or Zaldo( Galdo a standard survival sword, a Zaldo a standard survival staff)
Musila Characters which have Musila Lineage will receive two free secondary skills starting at level 1 proficiency. also requires to have starting out English language and literature, and advanced water tactics
Mixed Blood Character which consist of half Eolus or Musila blood will receive two free secondary skill starting off at level 1 proficiency. consisting of their linage skills
Part 4 Please give each primary characteristic an X amount of characteristic points, aka [CP] for short. The more [CP] You give a characteristic, the better it will be. For example giving 4 IQ, instead of 1 will mean that you will be much more intelligent. To start you off you will get 28 [CP] 's to create your character with. Note: You will be able to upgrade your characters primary characteristics in the course of the game. SPHERE 01: PHYSICAL 1 - [SPD] = Speed This determines how fast your character is, the higher this rating, the faster your character can punch, kick but also his ability to perform tasks at a faster rate. Meaning that the faster he is at performing tasks, the more he can accomplish in at the same time, this is reflected by the nature that [SPD] is used as a modifier for your characters total actions per round. Note: Speed has nothing to do with the ability to run faster with a higher rating 2 - [STR] = Strength This determines how strong your character is, it will affect his ability to lift heavy object, or land stronger puncher and kicks. 3 - [RES] = Resistance This represents your health system, the higher, the more resilient you are against various, examples are diseases, viruses, drugs ECT 4 - [BD] Body Body represents the mass of your characters body, the more mass he has, the higher the ability to sustain damage he will have. First specify the amount of body CP's your character has. To determine the amount of points you have to spend on [BD] use this reference table. Note: You cannot specify the amount of points to body itself, it has to be derived from this table
Sphere 02 : Ability 1 - [RE] Reflexes This characteristic represent your characters reflexes including hand-eye coordination and response time. The reflex rating serves as a modifier to a characters ability to successfully hit a targeted object/opponent, or react to certain action. 2 - [PC] Physical Competence The reflects your to jump, move and other physical actions. The PC characteristic is therefore used as a measure to determine if he can successfully dodge or not. The higher the rating the better his chances of avoiding/dodging is. SPHERE 03 : Mental 1 - [IQ] Intelligence This measures how smart, intelligent and cunning you are. Also this characteristic serves as a modifier to the rate you can learn new abilities and skills. 2 - [ME] Mental Endurance This represents your endurance against outside influences, the effects of drugs, brainwashing or how much stress you can take. The higher the endurance, the more resistance you can put up mentally against such events. Derived Characteristics [DC] Derived characteristics, what are they? Derived characteristics [DC] for short are characteristics which are derived fork existing [PC] 's, which you by now just finished calculating if you are reading this. The [DC] 's have a wide range of uses and purposes, and allow a GM to create newly needed characteristics for additionally created RPG extensions with existing [PC] 's. [DC] 's are separated by , because each race has separate talents or abilities. Consult the following table to determine your character [DV] 's. Derived Characteristics [DC] QM The characters QM rating , stands for the amount of respective G stress he can take to his body before fainting out .This [DC] is specifically for any character that pilots a ground Zoid of any sort , in which the character may be exposed to G-forces greater then 1 The QM rating determines how fast or complex maneuver a character can successfully pull off without losing to much concentration , or his consciousness . Your character can train and improve his QM rating . To determine your QM rating use the following formula QM = [BD] + [ME] X 15
LUCK A character has a certain amount of luck represented in [LP], aka Luck Points. The character can use these points to get a few "Lucky breaks" in the game [LP] 's can be used up, they will not regenerate o a regular basis, but they can be gained. How o gain luck -Luck can be obtained by good role-playing -Winning a battle in with unbelievable odds -Over come a certain obstacle Starting luck pool: To determine the amount of luck points your character starts with, use the following formula: IQ + RE + SPD = X divided by 2. Round the resulting number to a whole. Here follows an example of how and when you can use your [LP] 's Sarah just robbed the jewel store , running trough
various streets and alleys of the busy New York whilst being chased by the
police . Sarah wasn't prepared to give up , in a desperate act
she was still forcing the door open , at first it wouldn't budge but then out
of a stroke of luck it suddenly opens in a loud crackling sound as the rusted
lock gave in Health Points [HP] Health points represent the blood level
of your character , your character in combat can be injured , and start to
lose blood . RES + BD = X , multiplied by 3 .
Round off the number to a whole . Damage Capacity [DC] Damage capacity represents how much
damage your body can physically take before you die Human sized
CP requirements for Races Eolus starting out requirements Strength at 4 or above Intelligence at 4 or above Speed at 2 or below Reflex at 3 or below Resistance at 3 or below body at 3 or above
Musila starting out requirements Intelligence at 3 or below Reflex at 3 or above Strength at 2 or below speed at 3 or above Resistance at 3 or above body at 3 or below
Half Human and Eolus requirements starting out Strength: at 3 or above Intelligence: at 4 or above Speed: at 3 or below Reflex at 3 or below
Half Human and Musila Requirements Resistance at 3 or above strength at 2 or below speed at 3 or above Reflex at 3 or above
Half Musila and Eolus Requirements Strength at 3 or above Speed at 2 or below Reflex at 3 or above Intelligence at 3 or above
That's it ! your done .
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