Character Creation
Possibly one of the most exciting parts of any game, this page is dedicated to showing you how to create a character. Your character is your avatar in the game world, doing as you do, completing quests, and influencing the world around him. Your character is THE most important part of the game, and when he dies, you are out of the game, and must either create a new character, or await resurrection ingame.
To create your character, you first must have a copy of the character sheet, provided here. The sheet is a guide to your character's status, abilities, skills, and more.
To start with, you will require a name. Names are a fleeting thing; some prefer to have long, drawn out names of amazing length and complexity, while others prefer simple, yet quaint names like Bob. However, you must understand that your name in the game world is a major part of your life; with enough fame, your name will be talked about in bars, whispered in dark alleys, and forever go down in the history of the world. For this reason, you will most likely wish to have a name fitting for the roleplay, even if it appears to be a jumble of letters on the outside. If you are having trouble choosing a name, Dragonchampion will happily create one to your liking; you need only ask.
Next is your Element, a key part of Dragonfyre. Choosing your element is simple, in fact, you have already chosen one! Simply match your favorite color to the list below to learn your element. Your element chooses your magic aptitude, and what your magic shapes itself as. Earth elementals can warp the earth around them, while Fire elementals can conjure fire out of thin air to do as they beckon. More on this later.
Elemental Color Chart
Brown: Earth
Blue: Water
Black: Darkness
White, Gold, Silver, Pink: Light
Purple: Thunder (Electricity)
Green: Wind
Red, Orange, Yellow: Fire
Next is your basic information, including your race, class, and, if applicable, your subclass. Some classes further branch out into many different subclasses, and can result in additional bonuses for your character if you choose a subclass. However, your subclass can also hinder your character by placing moral and social boundaries on your character, such as a nobleman would be unable to join the army, or a peasant would be unable to sit beside the king but in rare circumstances. Your Race, Class, and Subclass can be chosen from the lists located under "Legends" section "Races". Any Racial, Class, and Subclass Bonuses are written down adjacent to the name of the race/class/subclass upon choice.
Next is the key staple for nearly every RPG game; stats. These stats will be with you throughout the game, unless you change them with level up. Stats always begin with a set "pool" of points, namely 30, which you can then spend on the stats as you deem fit. However, the points cannot be placed into each stat without penalty, this would be much too easy. Each stat has a modifier, reducing the points put into them by a set amount. For instance, every point placed into Speed is reduced by 75%, making each point in Speed only give .25 Speed each point. A full table and list of the modifiers is below.
Strength: Points reduced by 25% (1 point = .75 Str)
Intelligence: Points reduced by 25% (1 point = .75 Intel)
Dexterity: Points reduced by 25% (1 point = .75 Dex)
Speed: Points reduced by 75% (1 point = .25 Speed)
Constitution: Points remain the same.
Wisdom: Points reduced by 50% (1 point = .5 Wis)
Charisma: Points remain the same.
*Note that you add racial and class bonus points to stats AFTER you spend all 30 points on stats.
*Note that you can never be below .25 on any stat. If you have a class/subclass penalty, you must spend points to raise the skill to at LEAST .25.
For example: Cal put 10 points into Wisdom, but his class adds an additional 2 points to Wisdom. Cal simply adds the points up from his stat point distribution (10 x .5 = 5 Points) to get 5 Wisdom, and then add the 2 Points from his class bonus AFTER he has finished, giving him 7 Wisdom; he then writes down the 7 wisdom on his character sheet.
Now that stats have been handled (You did put all 30 points into stats, right?) you can move on to the next step: Your character's Health. This stat is different than all the rest, and will be the reference point on how much damage you can sustain, how many beers you can drink before passing out, and other fun stuff. While Health is technically a Stat, it is calculated differently than the other stats. The most important stats regarding health are Dexterity, Strength, and Constitution. These three stats, using a formula, add to create your health.
Now look at your Constitution stat, Strength stat, and Dexterity stat, and plug them into this formula:
(CON) + (DEX x .25) + (STR x .25)= Health
When you have figured out your health, write it on your character card in the spot underneath your basic information, ALWAYS ROUNDING UP. Even in you have 19.0001, you round UP to 20.
Next comes your character's skills. Your character's skills vary from class to class and race to race. Some races might give a bonus to smithing armor, and finding rare metals and ores. Other races and classes might give a skill that allows you to spot beneficial herbs on the ground around you.
Next comes abilities. Abilities are skills that you, as the player, choose for your character. These skills are much weaker than class and racial specific skills, but they can be just as potent over time, as they are given the ability to level with use, much like your character's level itself. The higher the level, the better you can use the ability, from spinning kicks to even simple tasks like survival skills. You are given your choice of 3 Abilities on game start, with the ability to learn more from someone who knows the ability you wish to learn ingame.
The next portion of your Character sheet is the Ongoing Effects section. This section is used to keep track of any buffs or debuffs you might have, ranging from a hangover to even poison. This section is not used until the game itself.
The next section is your character's equipment. Your character always starts with a set amount gold pieces reliant on their class. These gold pieces, before the game begins, can be used to buy weapons, armor, and supplies that are the written down in your Equipment or Pack, depending on the item. A full list of items you can buy is located here. After you have finished purchasing your starting gear, totaling up the resistance and writing it in the "Total CR/Total SR/Total PR area, move on to the final section.
Spell Tier is undoubtedly the most complex, but most rewarding stat in the game. The higher your Spell Tier, the more you can manipulate your element. The Spell Tiers range from 1 to 20, with 20 being godlike in power, and 1 being mediocre, with only a small amount of magic power. yes, even the most stupid of people can perform magic, but the cost is severe; each spell you cast drains directly from your soul energy, your essence of self, and too much soul energy lost means you will die.
To calculate Spell Tier, simply take your Wisdom stat and divide it by 5 and round up. For instance, a person with 10 wisdom will be a Spell Tier 2 caster. Simple, you say? Well, calculating damage and performing spells is not. However, don;t worry, that's not your job. Your job is to use your imagination, manipulate your element, and use your magic to its best effect!
With that, you have finished your Character, and are ready to play! Be sure to read up on your History of Dragonfyre, as well as browse through the different races and classes if you have not already!
Good luck, and may your blade strike true!
To create your character, you first must have a copy of the character sheet, provided here. The sheet is a guide to your character's status, abilities, skills, and more.
To start with, you will require a name. Names are a fleeting thing; some prefer to have long, drawn out names of amazing length and complexity, while others prefer simple, yet quaint names like Bob. However, you must understand that your name in the game world is a major part of your life; with enough fame, your name will be talked about in bars, whispered in dark alleys, and forever go down in the history of the world. For this reason, you will most likely wish to have a name fitting for the roleplay, even if it appears to be a jumble of letters on the outside. If you are having trouble choosing a name, Dragonchampion will happily create one to your liking; you need only ask.
Next is your Element, a key part of Dragonfyre. Choosing your element is simple, in fact, you have already chosen one! Simply match your favorite color to the list below to learn your element. Your element chooses your magic aptitude, and what your magic shapes itself as. Earth elementals can warp the earth around them, while Fire elementals can conjure fire out of thin air to do as they beckon. More on this later.
Elemental Color Chart
Brown: Earth
Blue: Water
Black: Darkness
White, Gold, Silver, Pink: Light
Purple: Thunder (Electricity)
Green: Wind
Red, Orange, Yellow: Fire
Next is your basic information, including your race, class, and, if applicable, your subclass. Some classes further branch out into many different subclasses, and can result in additional bonuses for your character if you choose a subclass. However, your subclass can also hinder your character by placing moral and social boundaries on your character, such as a nobleman would be unable to join the army, or a peasant would be unable to sit beside the king but in rare circumstances. Your Race, Class, and Subclass can be chosen from the lists located under "Legends" section "Races". Any Racial, Class, and Subclass Bonuses are written down adjacent to the name of the race/class/subclass upon choice.
Next is the key staple for nearly every RPG game; stats. These stats will be with you throughout the game, unless you change them with level up. Stats always begin with a set "pool" of points, namely 30, which you can then spend on the stats as you deem fit. However, the points cannot be placed into each stat without penalty, this would be much too easy. Each stat has a modifier, reducing the points put into them by a set amount. For instance, every point placed into Speed is reduced by 75%, making each point in Speed only give .25 Speed each point. A full table and list of the modifiers is below.
Strength: Points reduced by 25% (1 point = .75 Str)
Intelligence: Points reduced by 25% (1 point = .75 Intel)
Dexterity: Points reduced by 25% (1 point = .75 Dex)
Speed: Points reduced by 75% (1 point = .25 Speed)
Constitution: Points remain the same.
Wisdom: Points reduced by 50% (1 point = .5 Wis)
Charisma: Points remain the same.
*Note that you add racial and class bonus points to stats AFTER you spend all 30 points on stats.
*Note that you can never be below .25 on any stat. If you have a class/subclass penalty, you must spend points to raise the skill to at LEAST .25.
For example: Cal put 10 points into Wisdom, but his class adds an additional 2 points to Wisdom. Cal simply adds the points up from his stat point distribution (10 x .5 = 5 Points) to get 5 Wisdom, and then add the 2 Points from his class bonus AFTER he has finished, giving him 7 Wisdom; he then writes down the 7 wisdom on his character sheet.
Now that stats have been handled (You did put all 30 points into stats, right?) you can move on to the next step: Your character's Health. This stat is different than all the rest, and will be the reference point on how much damage you can sustain, how many beers you can drink before passing out, and other fun stuff. While Health is technically a Stat, it is calculated differently than the other stats. The most important stats regarding health are Dexterity, Strength, and Constitution. These three stats, using a formula, add to create your health.
Now look at your Constitution stat, Strength stat, and Dexterity stat, and plug them into this formula:
(CON) + (DEX x .25) + (STR x .25)= Health
When you have figured out your health, write it on your character card in the spot underneath your basic information, ALWAYS ROUNDING UP. Even in you have 19.0001, you round UP to 20.
Next comes your character's skills. Your character's skills vary from class to class and race to race. Some races might give a bonus to smithing armor, and finding rare metals and ores. Other races and classes might give a skill that allows you to spot beneficial herbs on the ground around you.
Next comes abilities. Abilities are skills that you, as the player, choose for your character. These skills are much weaker than class and racial specific skills, but they can be just as potent over time, as they are given the ability to level with use, much like your character's level itself. The higher the level, the better you can use the ability, from spinning kicks to even simple tasks like survival skills. You are given your choice of 3 Abilities on game start, with the ability to learn more from someone who knows the ability you wish to learn ingame.
The next portion of your Character sheet is the Ongoing Effects section. This section is used to keep track of any buffs or debuffs you might have, ranging from a hangover to even poison. This section is not used until the game itself.
The next section is your character's equipment. Your character always starts with a set amount gold pieces reliant on their class. These gold pieces, before the game begins, can be used to buy weapons, armor, and supplies that are the written down in your Equipment or Pack, depending on the item. A full list of items you can buy is located here. After you have finished purchasing your starting gear, totaling up the resistance and writing it in the "Total CR/Total SR/Total PR area, move on to the final section.
Spell Tier is undoubtedly the most complex, but most rewarding stat in the game. The higher your Spell Tier, the more you can manipulate your element. The Spell Tiers range from 1 to 20, with 20 being godlike in power, and 1 being mediocre, with only a small amount of magic power. yes, even the most stupid of people can perform magic, but the cost is severe; each spell you cast drains directly from your soul energy, your essence of self, and too much soul energy lost means you will die.
To calculate Spell Tier, simply take your Wisdom stat and divide it by 5 and round up. For instance, a person with 10 wisdom will be a Spell Tier 2 caster. Simple, you say? Well, calculating damage and performing spells is not. However, don;t worry, that's not your job. Your job is to use your imagination, manipulate your element, and use your magic to its best effect!
With that, you have finished your Character, and are ready to play! Be sure to read up on your History of Dragonfyre, as well as browse through the different races and classes if you have not already!
Good luck, and may your blade strike true!