| Blank bio *And information*; Read this to submit a bio! | |
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| Tweet Topic Started: Oct 1 2015, 09:10 AM (33 Views) | |
| Hyland GM | Oct 1 2015, 09:10 AM Post #1 |
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Please note: The rest of these pieces are planned to be posted in the near future. I'll get them all before the start of the first official mission, expected to be December 1st, 2015. I'll probably also need to update this section as we move along. Also note: We're not yet taking space elves, as we'll be working out the details of that as we go. The exception will be those worked out by handler Aleena. I'll update this when that changes. If you want to be one anyway, feel free to private message me. If you're interested in joining World of Furries (working title), read this and the handbook (coming soon) to learn the rules by which you would play. Let's start with a line by line explanation of the application. We'll put a blank version after. Copy that for your bio. Once accepted, your final application will become your first player character bio sheet. (Until we update it eventually.) Remember, a game like this relies on keeping everyone somewhat balanced against each other. Check out some or all of the bio sheets already posted. We'll probably send the first few drafts back for balancing adjustment, fleshing it out, and to make sure it fits with our world. Don't be offended if / when it's sent back for adjustment. It's just part of the game! Let's start with a little basic information on you, the handler. See? You are important! Name: (Whatever you identify yourself as online, real life or otherwise) E-Mail: (People still use this, right? Whatever one you want associated with the game. Note if you need this hidden) Messengers: (ONLY put those you want listed. Myspace, ICQ, or something from this century if you prefer.) Character information: For your first player character Known as: This is what your character is primarily known as, including titles, nicknames or main alternate identity IE codename. Birthname: The name they were born with. Might be the same as above. You might wish to put "Unknown." Maybe fill it in later. Type: There are three types for human (gifted, non gifted, and Cyber Neko, which is always non gifted) and two additional types which live in Hyland: Morlencir (aka space elves) or furry / hybrid. Occupation: (Also: See notes for the three species for more information. This is your official occupation, obviously. Whatever it is, it should leave you enough time to pursue missions, including potential travel time. Note early missions take place in Hyland.) Base of Operations: Again, the initial missions will be based in Hyland, aka Catalina, aka land of the furries. You might want to list your regular base, if outside Hyland, as well. Here's a few basic stats for referencing as we write. Gender: Height: Weight: Eye color: Hair color: Fur color: (If applicable) Personality: What is your character like, mentally? What's their psychological profile? What are their quirks and fears? This often ties closely to strengths and weaknesses. Physical appearance: Physical aspects of your character would include scars, physical conditioning, and in rare cases, mutations. This might include notes on the eyes and hair. Cyber Nekos might want to put notes on their ears and tails here. Furries might want to include note on ears, tails and fur. Notes: Cysuits for space elves are listed under working outfit and casual clothes. Cysuits can alter their appearance to some degree. Working outfit: Fairly self explanatory. How you dress for work, jobs and missions. It's influenced by your species and profession; see those sections for more. For those working for others (EG: cyber nekos) this may very well be company-dictated (to some degree) by your boss/ overseer/ commander/ king/ owner/ whatever. Casual clothes: Same as above, but your "off-hour" clothes. Or version of your cysuit for Morlencir. It may or may not vary heavily from the clothes/ version of cysuit used for work. Place of birth/ conception: Basically, where you were born or brought to life. For space elves, this is to be marked "Unknown." Fun fact: Furries were born in Hyland. Humans were born elsewhere on the planet. Character history: It doesn't need to be detailed; it naturally fills out as you roleplay. Here's species specific notes. Yes, we can make occasional exceptions. These are broad, general rules. Morlencir (not currently accepted unsolicited): The space elves live a very long time and are "reborn" into a new body when they die. You either arrived with the others hundreds of years* ago, or were reborn in this world somehow They hold exclusive political office in Hyland. * Note the exact arrival date of the elves is very unknown. Furries: The native species to live in Catalina/ Hyland, where the adventure takes place. Remember, you were born what you are, unlike cyber nekos. Also remember: the space elves dominate the political landscape in Hyland. Furries don't hold political office. Gifted humans: For humans with gifts, it might include when your gift became active, often the teen years. Non gifted humans: You aren't required to have a magical gift. We want non powered player characters as well. Just find other advantages to balance it out. Cyber nekos: Include details on how, when, and why you underwent the transformation / upgrade into a cyber neko and who sponsored it. Include what you agreed to to get this. Or at least, what we know. This one might be tricky so expect feedback if you pick this option. (Note some undergo this transformation to address or compensate for a disability or illness. We'll develop that more as we go. PM me for more details or questions.) Major skill. This will actually vary based on the species. There's also additional type-specific information below which relates to this. None might be an acceptable answer, though less so for for cyber nekos, elves, the gifted and furries. For most gifted humans, this should probably be your gift. For Morlencir, it might be related to the cysuit. NOTE: Although considered magic, this is basically a single superpower. Common abilities are flight, being faster than normal, and elemental attacks. Elemental attacks are almost always confined to a single type, and often are restricted in use. If you use flame blasts, you are probably unable to use it for flight or to simply melt something by putting your hands on it. Note: This should include limited, but not full, immunity to your own gift. This may make using it more difficult, but from a writing perspective, that can be a bonus. You won't kill yourself using an elemental attack but you probably have to be careful in how you use it. Fire blasts will not magically protect your entire body and clothes from any type of fire. Also note: There is limited technology designed to aid gifted humans, but it's a fairly limited, pricy market. The variety of abilities in gifted, combined with the limited amount, makes it a hard group to market to. Cysuit specialties: Morlencir's defining quality as a whole is the cysuit. They are futuristic even compared to cutting edge technology in our future. Each elf uses their suit in their own specific way. Furtype: What type of fur or scales is basically dictated by what type of furry you are. Note furries are mostly human shaped with a similar intelligence level. What color is the fur/ are the scales/ feathers? Gift: Some humans have gifts. Gifted humans don't quality to become cyber nekos, however. Again, this is a magical gift, but it's more a specific 'super' ability. Hybrid nature: For cyber nekos. This includes technological advantages such as advanced GPS and databases. These are actually quite common perks for undergoing the change and subsequent subservience to a company, who gain extraordinary rights over whoever agrees to this process. Additional upgrades: (Cyber nekos). Includes biological, external & internal cybernetic and cutting edge technological upgrades. These vary from company to company, but have some level of internal consistency. Note most of the upgrades for a Cyber Neko are biological. The technology is just 'extra.' It's usually cutting edge for its day, though not in the same class of a cysuit. Notable abilities or skills: The character defining stuff goes here. This is influenced by your character type (in any sense of the word). Major weaknesses. This is the biggest weaknesses of the character. This is important stuff for a game like this, and writing in general. You'll likely want at least 3-4 'big' weaknesses here. 3-4 additional strong points. 4-5 additional weak points. Those are the 'smaller' stuff. Bigger than allergies, but not quite a debilitating weakness. Those are minimums, not maximums. List more if you want. Finally, let's get an overview of the character by breaking them down into general statistics. Since there's no dicing in the game or computer simulation, they're for flavor only. That said, they are useful for getting a general idea of the character. They're also nice when writing a character into the game, especially the Final Chapter. They let us compare characters, determine how they should operate, and figure the results of conflicts. There's two sections of stats: Combat and general. The two aren't mutually exclusive, so you'll share a maximum point total for all ten stats. It's important to note that combat is an important factor in this setting. Your character needs to be competent or better in battle. That should be reflected in the stats, abilities and weaknesses. This game works on a scale of 5-7, basically. (I'll probably add more notes to this at some point.) You have a total of 36 points to spend. (See notes for values of 6 or 7.) You don't have to use all the points either though as a rule, try to use at least 32. 1 means you have basically no ability in it, or are at a severe disadvantage. This probably counts or contributes to one or more serious weaknesses. 2 is below average. Competent, if barely. But only a minor weakness instead of major. Possibly still a notable weakness. 3 is basically average for your species. (Species have roughly similar averages, mind you, though each species has stats it does a little better and worse in, on average.) This ranges from slightly below to a little above average. 4. Exceptional skill in this department! This is the level of a professional, basically. Most top professionals would have a 4 in a skill or skills related to their profession. 5. More than just being one of the pros. This is closer to being the trademark skill of one of the very best in your species. (More on that under each species note.) NOTE: You can go up to 7. However, each point you spend over 5 reduces your TOTAL points by 1. So if you have a 6 in a single ability, your total is reduced by 1, to 35. If you have two 7's, the total is reduced by two points for each, so your total would be 32. Because of that, the 1 or 2 point difference here carries a bigger weight than normal. 6. Well past human levels. This is the realm of super powers and such. As in, more powerful than the typical gifted's sole ability. Scores of 6 or above implies you're a specialist in those specific areas. 7. Near godlike.. well, maybe not literally. But your talents in this are the stuff of legends. Having a 7 should be a character defining ability. These should be rare. There is a minimum of 1 per stat. ---------------------- Here's the basic states and notes on each. Most stats are a combination of related stats. You can choose if you want to make use of the notes section for the 1-2 main character notations. Use the rest of the bio for additional notes. PM me any questions on this! I'll try to update it again for the first official mission. The ten stats are broken into two parts. Combat: Body, Weapon Proficiency, Athletic Grace, Wit, and Luck \ Preparation General: Resources, Political ability, Influence, Diplomacy and Intelligence Combat Body. Toughness plus strength. This includes both. Use the above sections of the bio to illustrate the balance between the two. Weapon Proficiency. This is both for the character's skill with a trademark weapon or weapons, and their general skills with weapons. Elaborate more on notes or above, under skills and such. Athletic Grace. This is basically your speed and agility. See notes on Weapon Proficiency. Also includes non weapon combat skills. Wit. This skill is less about what you know, and more about how fast and how well you you learn, adapt and apply your knowledge to situations on the fly. That kind of thing. Luck \ Preparation. They're two related stats, so I'm combining them. Use notes for.. well you know. General Resources. Basically, this is your character's inventory and wealth. Morlencir score well here due to their cysuits. Political ability. Factor in political influence, skill and any offices held. Make note of this in the rest of the bio, especially if your character holds political office. Only an elf (Morlencir) holds office in Hyland. Furries don't hold offices at this time. Cyber nekos are very unlikely to. Influence. That is, general non political influence. This would include things like businesses and networks of friends. This probably ties into resources, diplomacy and intelligence, but influence counts as its own skill. This is the skill that lets you call in favors and get things done in a less direct way. If you rate well here, note who your friends are and what relevant skills you have in the appropriate sections of the bio. Diplomacy. Similar to politics, but this refers to your direct ability to negotiate. It also is helpful in playing politics and solving problems in a non violent way.. preferably to your advantage rather than disadvantage. If you rate well here, note who your friends are and what relevant skills you have in the appropriate sections of the bio. Intelligence. Basically, this is what your character what they know. Specialized knowledge should be noted below and in skills and such. This is more about how much you know. Wit is the stat which determines how well you actually apply that. It includes book smarts and cysuit knowledge. Notes: This is for the 1-2 quick, defining notes on the above stats. The rest of the notes should go into the general section above. This would also include key quirks any writer must know when writing your characters. Avoiding killing, avoiding combat, that kind of thing. Mental quirks or oddities. ====================== Basic application for copying. Be sure to read the above section before filling this out. (Start copying on / at the next line.) Handler info Name: E-Mail: Messengers: Character information Known as: Birthname: Type: (Gifted human, non gifted human, Cyber Neko, or Furry. Space elf by invitation only) Occupation: Base of Operations: Gender: Height: Weight: Eye color: Hair color: Fur color: (If applicable) Personality: Physical appearance: Notes: Working outfit: Casual clothes: Place of birth/ conception: Character history: Major skill. Cysuit specialties: (Morlencir) Furtype: (Furries) Gift: (some humans - not cyber nekos) Hybrid nature: (cyber nekos) Additional upgrades: (Cyber nekos, some humans) Notable abilities or skills: Major weaknesses. 3-4 additional strong points. 4-5 additional weak points. STATS: (Scale: 1-5/ 1-7.) Total Maximum points: 36, minus 1 for every point spent on a skill past 5 Combat skills Body: Weapon Proficiency: Athletic Grace: Wit: Luck & Preparation: General skills Resources: Political ability: Influence: Diplomacy: Intelligence: (stop copying at the above line) ---------------------------- Quick notes: (Don't copy this into the bio) Body (Toughness plus strength) Weapon Proficiency (trademark weapon(s) plus general ability) Athletic Grace (speed and agility) Wit (knowledge and wisdom) Luck \ Preparation (two related stats, one single stat) Resources (inventory and wealth, mainly) Political ability (political influence, skill and any offices held) Influence (General influence past politics) Diplomacy (including which the character specializes in) Intelligence (what they know, how well they utilize it and where they got it) |
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2:43 AM Jul 11