Shadow Arena - Creating Your Character

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Kinslayer
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Shadow Arena - Creating Your Character

Post by Kinslayer »

- Creating Your Character -

To create your arena character, you must follow these steps to making a profile. The profile of your character will sum up their stats and abilities, as well as some other vital information. This profile will then be used in the game alongside your posts to work out the result of your characters intended actions and, of course, their fighting. Create your profile in the order given here, as some of the later stages require information from the first few stages.

1 - Character Name
Pick a name for your character, pretty self explanatory. Use (m) and (f) to determine gender.


2 - Character Race
Pick a race from the following list: High Elf, Dark Elf, Dwarf, Chaos Dwarf, Human, Marauder. This is technically only three races (elves, dwarfs and men), but there is considered to be a ‘good and evil’ version of each for purposes of the arena.


3 - Character Stats
Pick your characters statistics in the way described here. You have the following characteristics (simply called stats) making up your characters statline:

Movement (M) - How fast your character can move around the arena.
Weapon Skill (WS) - How good your character is with their combat weapons.
Ballistic Skill (BS) - How good your character is with their ranged weapons.
Strength (S) - How much force your character can put into their combat attacks.
Toughness (T) - How much natural resilience to blows your character has.
Agility (A) - How quickly your character can move and react in combat.

Each race begins with the following statline (each totalling 24):

High Elf / Dark Elf - M5, WS4, BS4, S3, T3, A5
Dwarf / Chaos Dwarf - M3, WS4, BS4, S4, T5, A4
Human / Marauder - M4, WS4, BS4, S4, T4, A4

You then have 5 points to distribute amongst the stats as you wish, with the following two restrictions. Movement may not be increased, as all your characters experience won’t make them move around any faster than before. No stat may be further increased by more than 3.


4 - Character Weapons
Pick your characters weapons from the following list, checking the names beside them to make sure that your selected race is able to use such a weapon. You may never take more than one ranged weapon. The number beside the weapon, marked with a h, is its hindrance value. Weapons and armour both have hindrance values, and your characters total hindrance may never exceed 6. If a weapon has a * next to it then it requires two hands to wield. You may take as many weapons as you wish, up to your total hindrance value, but may only ever use a single two-handed weapon, pair of one-handed weapons or a one-handed weapon and a shield at any one time.

Short Sword - High Elf, Dark Elf, Human, Marauder (h1)
Long Sword - High Elf, Dark Elf, Human, Marauder (h2)
Great Sword* - High Elf, Dark Elf, Human (h2)
Hand Axe - Dwarf, Chaos Dwarf, Marauder (h1)
Great Axe* - Dwarf, Chaos Dwarf (h2)
Spear - High Elf, Dark Elf, Human, Marauder (h1)
Mace - Dwarf, Chaos Dwarf, Human, Marauder (h1)
Warhammer* - Dwarf, Chaos Dwarf, Human, Marauder (h2)
Halberd* - High Elf, Dark Elf, Human, Marauder (h2)

Short Bow* - High Elf, Human (h1)
Long Bow* - High Elf, Human (h2)
Repeater Crossbow * - Dark Elf (h2)
Crossbow* - Dwarf, Chaos Dwarf (h2)
Sling - Human, Marauder (h1)


5 - Character Armour
Pick your characters armour from the following list, bearing in mind your total hindrance can not exceed 6. All races can pick any armour, though nobody is allowed more than one suit of armour or more than one shield. Note, you may still pick one item of armour and a shield. The more armour your character is wearing, the more protection they will have in the arena, but the more it will slow them down. You must have either light armour or heavy armour, but do not need to have a shield or helmet as these are optional.

Light Armour (h1) protection: +1
Heavy Armour (h2) protection: +2 (movement penalty -1)
Small Shield (h1) protection +1
Large Shield (h2) protection +2 (movement penalty -1)
Helmet (h1) protection +1


6 - Character Abilities
Pick your characters abilities from the following lists. Each race has a specific list from which it can choose, and there is also a common list. Your character is allowed a maximum of three abilities, chosen from either the common list and/or their own race specific list (they can take some from each if desired). Your character can never take abilities from other races lists.

- Common Abilities:
Master of Speed - your character has +1M
Master of Battle - your character has +1WS
Master of Range - your character has +1BS
Masterful Strength - your character has +1S
Masterful Toughness - your character has +1T
Masterful Agility - your character has +1A

- High Elf Abilities:
Blade Master - such is your characters skill with bladed weapons that they have +1 WS when using a Short Sword, Long Sword or Great Sword.
Elven Agility - should your character be knocked down they may immediately spring back to their feet, before any ill can befall them. Heavy armour renders this skill useless.
Heart Seeker - a finishing move. Should your character disarm their foe they immediately strike for their heart.
Master Archer - such is your characters skill with ranged weapons that they can fire twice at the same target per attack, rolling to hit twice instead of once.

- Dark Elf Abilities:
Cruel Tricks - when charged, your character can kick sand in the opponents face, meaning you are ready to strike first.
Deception - your character tricks the foe by any means, leaving them with -1WS and -1A for the initial attack.
Elven Agility - should your character be knocked down they may immediately spring back to their feet, before any ill can befall them. Heavy armour renders this skill useless.
Heart Seeker - a finishing move. Should your character disarm their foe they immediately strike for their heart.

- Dwarf Abilities:
Armoured Form - the character is so used to fighting with armour on that they suffer no movement penalties from their armour.
Axe Master - such is your characters skill with axes that they have +1 WS when using either a Hand Axe or Great Axe.
Dwarfen Stubbornness - your character is far too stubborn to be knocked down, and hence can never be knocked to the ground.
Hammer Blow - a finishing move. Should your character knock their opponent to the ground whilst wielding a Mace or Warhammer, they bring it down hard on the foes head.

- Chaos Dwarf Abilities:
Armoured Form - the character is so used to fighting with armour on that they suffer no movement penalties from their armour.
Cruel Tricks - when charged, your character can kick sand in the opponents face, meaning you are ready to strike first.
Dwarfen Stubbornness - your character is far too stubborn to be knocked down, and hence can never be knocked to the ground.
Hammer Blow - a finishing move. Should your character knock their opponent to the ground whilst wielding a Mace or Warhammer, they bring it down hard on the foes head.

- Human Abilities:
Blade Master - such is your characters skill with bladed weapons that they have +1 WS when using a Short Sword, Long Sword or Great Sword.
Deliverance - a finishing move. Should your character damage an opponent they immediately ram their weapon into the opponents midriff. This has double effect on evil foes.
Human Head - unlike the elves and dwarfs who have a certain animosity for each other, humans can keep level headed in a fight, and thus never suffer stat changes.
Master Archer - such is your characters skill with ranged weapons that they can fire twice at the same target per attack, rolling to hit twice instead of once.

- Marauder Abilities:
Cruel Tricks - when charged, your character can kick sand in the opponents face, meaning you are ready to strike first.
Chaos Curse - can be used when entering any fight. O a 3+ the opponent suffers -1 from every stat for the initial attack, on a 1 or 2 the marauder suffers this fate.
Hammer Blow - a finishing move. Should your character knock their opponent to the ground whilst wielding a Mace or Warhammer, they bring it down hard on the foes head.
Human Head - unlike the elves and dwarfs who have a certain animosity for each other, humans can keep level headed in a fight, and thus never suffer stat changes.
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Now you have a full character profile ready for use in the arena. You are allowed to create additional information, such as your characters age and background, but these are not essential for the game. Keep your characters information in a simple 4-line profile, which should be included at the top of every post you make in the arena. For example my Chaos Dwarf character would be profiled as follows,

Name: Agrin Ironfist (m), Chaos Dwarf
Stats: M3, WS6, BS4, S6, T6, A5
Weapons & Armour: Mace, Warhammer, Heavy Armour, Helmet
Abilities: Hammer Blow, Armoured Form, Masterful Strength



- It is important to create the profile in the way shown above, as you will post it in every game post. The four line approach is easy to read and understand, and each profile will look uniform and the same. It makes my life a lot easier, too!

- If you take an ability which perminantely increases a stat (as in, one from the common list) it should be included in the statline. So write the ability in the last line of the profile, and then add 1 to the stat. If you forget to add it to your statline, it will not be counted.

- You do not need to deduct your movement penalty from your M stat. Your M stat is not actually changing, you are just moving slower than you naturally could due to the armour you are wearing.
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