Some basic ground rules for the game-- 1) I will be compiling character actions into a single post on Wednesday night and the weekend (probably sat night). Try to read and reply at least twice a week (once for each post). Combat will probably go faster, since I just need an action description from each of you-the combat 'round' will be posted once I have all of the replies. 2) You can post private messages/conversations to other players, just be sure to (obviously) send a copy to me as well. 3) No "character of the week", please try to pick one and stay with it. That pretty much covers that, the rest will sort itself out as the game progresses. ************************************* Character Creation-- There are four basic steps 1) Have a concept. This might require that you read up on races and character classes, and have some idea of the backround for the game world, so I don't expect you to have this ready immediately. Hopefully by thursday or so, after I've posted everything, you will all be able to think of something. Also try to have a character history and personality, I'll write up some questions and stuff to help you with this, and post it tomorrow or thursday. 2) Prioritize your statistics. I'll come up with a breakdown of exactly what the numbers will mean an what the scale is later. For now, just set priorities on your statistics (ie high, medium, low), of course try to keep it believable (say, for every high, have a low, etc.....). I'll set your specific stat levels after everyone has there character concept, so I can decide what the base levels shoud be. For now, consider the statistics to be-- Strength, Dexterity, Constitution, Intelligence, Willpower, Charisma, and Magic (Magic is used primarily for mages, but everyone has this stat, as it determines how well you can use materia- more on this later. For mages, it determines damage/effect, range, and duration of magics, combined with level.) 3) Select Race, Character Class, and "Special". Race and Character class are fairly obvious. For those who do not know what a "Special" is, it is something that sets the character aside-- be it a special (typically magical) ability, an unusual backround or race (some of the races require using your "Special", and some even require your Character Class choice as well, those will be indicated), or anything else relatively minor that sets your character aside. The Races and Character Classes are listed below. If you have any questions, let me know. 4) Select extras like weapons, skills, appearance (you guy determine how good or bad your characters look). Keep in mind that your character classes will give you some standard skills, so just choose your hobbies, other skills you know, etc. Standard skills are Swimming, First Aid, Survival (chose environment), Athletics (climbing, running, jumping, etc), and 2 languages (Common, and Racial/homeland-you decide if your character is literate or not.). Keep in mind that the fighting character classes get to specialize in a specific weapon, and get cool maneuvers with that weapon, so try to pick something neat for a weapon. ************************* Character Races-- There are quite a few, so I'm just listing them, and pointing out anything I think you should know. If you find something interesting and want more information, just let me know and I'll send you a writeup. Each category also lists extra costs for that category ("Special", Character Class, both). Common Races (no extra cost) Humans Elf (& Drow) Gnomes Arcanes (magic specialists) Ogres (civilized ones, there are no confirmed reports of Baby eating for centuries) Halflings Uncommon Races (cost your "Special") Mers (underwater race) Beast-men (Minotaurs, Centaurs, Satyrs, etc) Xicticix (insectoids) Were-races (primarily mammalian) Ariels (bird-people) Sauroids (evolved dinosaurs) Vegans (plant-people) Familiars (magically ehanced animals) Dwarves Fae (fairies, pixies, etc) Changelings Half-breed (pick two other races) Rare Races (cost "Special" and Character Class) Were-Dragons Daemons (lower plain beings) Golems Rashaka (shapeshifters) Naga Greater Undead (includes Vampires) Angelans (Higher plain beings with living weapons and armor) ********************** Character Classes-- Most of these are fairly standard, most require no real explanation, but feel free to ask. If you can think of another one, let me know and I'll add it in. Fighting Classes--Most of these are variations on the basic theme, distinctions being in weapon choices and secondary skills and abilities. Fighter/Warrior/Soldier- The basic class, bonuses to overall combat. Lancer- Specializes in longer range melee weapons, leaping ability. Knight- Mounted warriors. Archer- What do you think. Duelist- Excels at fighting single or small groups, weapons master. Monk- Martial arts and meditative skills. Ranger- Expert wilderness scout. Samurai- Good swordsmen, follow a code of honor. Barbarian- Tough fighters, bulletproof nudity. Beastrider- Barbarian who fights along side thier animal friend. Amazon- Female warriors and expert Breeders (of animals and humaniods) Rogue Classes--Decent fighters, but also specialize in noncombat abilities and skills. Thief- No surprises here. Bard- They sing well to charm opponents and help their friends in combat. Ninja/Assasin- Sneaky fighters who specialize in backstabbing. Chemist- Bsically a combat Alchemist, can make nonmagical potions. Sage- Knows a lot of things, master of many skills. Magic classes--These classes have spellcasting ability. Mage- Basic spellcaster. Druid- Nature-oriented spellcaster. Cleric- Granted spell abilities by their deity. Artificer- They make magical weapons and items, the magic equivalent of a gadget pool. Summoner- Specialize in summoning monsters to fight for them. Alchemist- Create magical potions and scrolls. *********************** Materia--These are small (baseball-sized) gems or stones that contain magical energy in several different forms, and can be created or can occur naturally. They can be used as is by mages and other spellcasters, but generally require some sort of focus to be used by others, the most common being weapons and armor with 'slots' to accept the materia and built-in patterns to allow the weilder to access the magic of the materia. There are more common materia called "tool' materia that can be used by anyone without the need for a foci, and are basically minor magical items ( a common one is the Compass Materia, which acts as a compass, map, and traces the route the holder has taken). Materia are divided into several basic categories--Combat materia (offensive and defensive magic), Command materia (which grants special skills to the weilder), Support Materia (which enhances the effect of other materia when linked to them), and Summon materia (Rare, are linked to a creature-avatar and allow the weilder to summon the creature to attack their enemies). As you use materia, it increases in 'level', allowing you to use it more often, and unlocking more powerful magics. (These will be found throughout the game as some of the more common magic items the group finds.....)