please take time to read the following guidelines so we may
approve of your character quickly.
Name - Your
character's known name, take note it does not have to have
characters like "_" from an internet format.
Example of a Name: Hargath
Grimner not Hargath_Grimner
Age - Age is quite
simple in years format, just take note that we prefer characters
not more than 1000 years old, unless there is a good storyline
Gender - Self explanatory.
Basically Female, Male, or None being a race that has no gender
or is not biased on gender.
Hometown - We like
to have characters from places of this world, different
cultures, this is more of a reminder to know where your
character lives or is from. You can choose unknown if
undecided or not disclose it, and can choose Other to adjust to
your character's storyline.
Class and Profession
- This may confuse you since we have Classes and
Professions. To identify what is what take note in what
your character is considered to be depending on the character
skills. If the character uses magic for some skills, most
likely the character is a wizard or witch. For instance
take a Fighter which is a class, but the fighter is part
of the Knights of Honor, the Knight of Honor is
the profession in which the character has taken, but Fighter
is the Class. Another example is a Witch
who sells potions and charms. The Witch is the
class, but she is a Merchant or Shop-owner. And
last but not least the example of a Dwarf Thief, who is a
Blacksmith and rips of his customers. Thief is
the class and Blacksmith is the profession.
Alignments are the measure of morality and ethic for your
Eyes, Hair, Weight, and
Height - The color of eyes, the color of hair perhaps length
if you wish to be descriptive but remember we offer character's portrait
(image). The Weight in lbs (pounds) and Height in ' and
" (feet and inches).
Body Type - Another
feature added to specify what type of body your character's
have. Perhaps slender, skinny, chiseled, plump, steroidally
built, chubby, are suggestions. Be creative :)
Sometimes we can't find the right color of skin in an image for
our characters. A drow most likely would have either rich
ebony skin, or darkest blue. A Water Elf would have light
blue skin. Again these are just suggestions.
- This is to be brief most likely. What we are
asking here is what makes your character different among others
physically or perhaps mentally. For instance, if your
character suffers being physically challenged such as being
blind, limp-walker, cross-eyed etc. Also, you can also put
other special characteristics like a tattoo, scars, etc.
As for mentally, the character might not be sane or suffers from
some type of paranoia, etc. An example would be
Description - Background is not necessarily your
character's past life (Bio) since day 1 of adventuring or from
being born, but a background is really a brief connection of
your character and our world in Abyssia. For instance,
"what lead the character to be who he or she is
today?" As for Description, you should ask yourself,
"What is your character known for?" Habits,
moods, tempers, personality, etc. All of this will combine to be
your character's background.
Picture (URL) - Here
you will give us your character's portrait.
Skills - Now
this may be tricky, but it is one of the most important parts of
the game. So I advise you to pay attention. First of
all, your character must have a minimum of 2 weaknesses (please
refer to weaknesses below for more information.)
Even though this is a fantasy/medieval game, we like to
be realistic on several occasions; this is one of them.
Now that we have cleared that
up. Next is the amount of skills you have to choose.
The minimum of skills your new character is allowed to have is 3
the maximum is 6. However to balance the level of skills
for your character, you must divide 6 points between the skills
you have chosen. There are three levels of experience to
each skill; Beginner, Advance, and Expert. Making each
level equivalent to an extra 1 point of skill; For example,
Beginner would cost 1 point, Advance would cost 2, and Expert
would cost 3.
(This apply for all skills except
two of the magic ones that are doubled in points. They are
known as Magic Comprehension and Casting Comprehension, which
beginner cost would be 2, advance would be 4, and Expert would
For example, I have chosen to
take 4 skills. Now I need to divide 6 points into them.
On the character sign up form you
will not see numbers but take not that Beginner would be equal
to 1 point, Advance would be equal to 2 points, and Expert would
be equal to 3 points.
Now if they are Magic Skills such
as Magic Comprehension and Casting Comprehension, (for reference
to the magic skills click here)
Then they become double in point value. For Example...
Notice now that, I have chosen
the minimum of three skills. Magic and Casting
Comprehension has taken 2 points each to have them each at
beginner level and staff proficiency took 2 points to have it at
Advance. These two magic skills, again are double.
Meaning in order to have them in advance you must have 4 points
in the skill, and expert 6 points skill.
- Weaknesses are something we like to give to a character to
make it more creative and realistic as stated above. They
do not have a level; therefore, they are generally
played. Examples of mental weaknesses are things charm
(not able to resist), arrogance, temper, naive, attentive,
resisting values (like a thief trying not to steal everything he
or she sees) etc. Examples of physical weaknesses are
brawling, running, swimming, unable to use weapons or armor,
grow tired quickly, weak stomach, etc. Be creative : )
on Weaknesses - if you choose 6 skills you must choose 3
weaknesses. However that does not mean the maximum amounts
of weaknesses you can have is only 3.
- Even though we are a free form role-playing game, this
is what makes us different. We have chosen to use statistics
to be used only in adventures with a host. THIS IS NOT TO
BE ABUSED in regular rooms of the game. The reason we
refuse to use them in regular rooms, is because it takes away
the actual role-playing to be replaced by dice rolls.
However we must use them in quest because a GM cannot state the
outcome of an action sometimes without being accused of favoritism.
Therefore, we will use statistics only when the GM tells us to
use them in an adventure or quest.
back to the technical of statistics. You have 80
points to divide into 6 stats; strength, dexterity,
constitution, intelligence, wisdom, and charisma. They
cannot be lower than 3 or higher than 18.
cannot repeat the same number 3 times in your stats. For
example Strength 13, Dexterity 13, and Wisdom 13. You may
repeat the number twice but not three times. The reason we
do this is that we want to make the characters feel more
realistic and not perfectly balanced, as having the infamous
"15" in all their stats.
an example of what stats may look like for approval:
Here's an example of what
stats may look like in disapproval (the no, no.)
Noticed there are three
16's. That is a not acceptable.
Magic - This applies to those characters who has taken
the skills of magic. Your character must pick 3 types of
magic. Examples of such are in
Elemental - Water, Wind, Fire, and Earth;
Spiritual - Light and Darkness;
Schools of Magic - Illusions
more information of how magic works click here
and for more information on what types of magic are commonly
known click here
- you may also develop your own type of magic, depending on
approval. Please refer to Comments, just below for
- What we mean by equipment is items for combat as in Weapons
- Horse, Thieves' tools, Tomes of Magic, Books, Etc.
- House, Jewels, etc.
- In this sections you will list things you think you
would need approval for. As in a new hometown that you
wish your character to be from, or a new type of magic to be
approved with a good storyline backing it up, etc. If you
want to ask questions here, ask away.. anything you want to
include that we might have missed in the options let us know