Character Sheet FAQ (New Players Please Read)

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Character Sheet FAQ (New Players Please Read)

Postby Shepherd on February 19th, 2012, 8:20 am

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Hello new adventurers!

I am making this thread to house FAQs and things I feel need addressed.

If you have any questions concerning your Character Sheet, myself and Ghost are the CS Liaisons here. We are here to help get your character sheet up to a standard that is expected in Mizahar. We are not here to kill dreams, shoot down ideas, or harass players. We are here to help you get writing. We are always willing to work with you on your CS, answer questions, and help with anything you may need.
Beginner's Links

Starting Guide - If you're new to Mizahar, please give this a thorough reading.
Starting Package - Aside from your character's history and concept, this makes up the 'bulk' of your CS. Please pay special attention to everything on this page.
Things You Need To Know - Has a lot of information on it, please make sure this is read, too!
Rules - So you know what not to do.
Chat Rules - Same as above, but when in Chat.

Helpful Links

BBC Code Guide - Once you're comfortable within the world of Mizahar, this handy guide will show you how to personalize your CS. If you require some help with code formatting, please ask one of your Liaisons; if they can't figure it out for you, they can direct you to someone who can fix it.
CS Templates - These are various templates that you can model your CS around. They have been designed to help out characters starting in Specific Cities. There is also a fully blank template as well.
Character Sheet Help 2.0 - This thread is where you can ask for help and such inside the Character Sheets Forum.

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Character Sheet FAQ

Postby Shepherd on February 21st, 2012, 12:56 am

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Character Sheet FAQ

Postby Shepherd on February 21st, 2012, 1:11 am

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Languages

How many languages am I allowed to have?

You can have up to 3 languages of varying proficiencies. I say 'up to' because you aren't required to know 3. It's often better to have less languages, if it makes more sense to the character. After all, how many languages do you know?


What do you mean by varying proficiencies?
Languages come in 3 distinct levels, based on how well your PC knows that language. There is Fluent, Basic, and Poor. Here's a couple of examples!

An Akalak living in Riverfall, and is married to a Konti might know the following languages.
Tukant: Fluent
Common: Basic
Kontinese: Poor

Meanwhile, a Kelvic slave, born and raised in Ravok, might know the following:
Common: Fluent


What about Animal Languages?

Ah, the Kelvic. The language of the Kelvic Animal Form does NOT count as one of your 3 languages. It is inherent to the race, and therefore not a requirement, and your animal form is automatically Fluent in it. Example!

Kelvic Rhino that lived in Avanthal for a while, then moved to Denval.
Common: Fluent
Rhino-speak: Fluent (optional)
Vani: Basic


You can choose to include, or not include the animal language in your list. It does not matter.


Can my Kelvic Cat speak to, and understand other cats, while he is in Human Form?

It cannot speak Cat-Speak while in human form, nor will it understand the mews and meows. It will, however, understand other cats' body language.


Is Denvali a true Language?
Denvali is a dialect of Common, contrary to what the Wiki states, therefor those who know Common should be able to understand Denvali for the most part. Ref: Tabarnac


Can I start with 2 Fluent Languages instead of 3 Languages?
No, while on occasion this may make sense for your character, it is not allowable. Besides, you can always improve your character's languages through writing.

But the Lore says my race is fluent in 2 languages! What now?
The Lore describes the ideal example of the race. The PC has not reached this 'ideal status'. I recently asked Colombina about the Lore on Symenestra, and this is her reply.
This is one of those parts of the racial writeup that defines the ideal, though players may not fulfill it. For example the Konti writeup describes the race as "talented musicians, artists, and poets". This doesn't mean Konti get a boost in XP for those skills, it means they are more apt should they undertake them. A lot of the racial writeups have broad suggestions like this.

Symenestra are apt to learn Common and it would have been an extensive part of the standard educational background. Common and Symenos are encouraged to be their top two.

Language has also been a sticky point since there's not a lot of consistency in rewarding or tracking the use of it. On the mechanics side, there is a pursuit of realism, but I, personally, don't like to sacrifice a good yarn for a technicality. I'd only step in if I saw the language element being mercilessly abused IC-ly, such as holding in depth conversations in the third language choice.

All that to say, there was no intention to allow for two fluent languages immediately, only an aptitude, but if there is too much confusion I would be fine with making it available. My only concern is we don't want to quantify too much because there is a great deal of defining racial aptitudes in the lore and the heart of the game is writing, not keeping score.
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Character Sheet FAQ

Postby Shepherd on February 21st, 2012, 1:12 pm

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Heirloom Items

What is an Heirloom Item?
An Heirloom Item is typically an item of significant emotional value to your PC. This can be a sword given by a dying father, a bow passed down to sons, or the last piece of a sheet after your family's house burnt down. The rules on heirloom items is quite simple. They must be worth less than 50 GM and you can only have 1 item. This means no pair of daggers, no sword and shield, nothing like that. Do not try and wiggle around this. 1 item means 1 item.

You can have a kit, like a sewing kit. It may contain multiple items, but it is a singular item on the price list.

Can I cash in my Heirloom Item for the 50GM Value?
No, you either get an Heirloom Item, or you do not. There is no trading it in for more money.

What about an Akalak's Lakan?
The Lakan is an item all worthy Akalak men forge at the age of 30. It is recommended that for an Akalak PC to start with a Lakan, assuming it fits into their Character History.
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Character Sheet FAQ

Postby Shepherd on February 21st, 2012, 11:21 pm

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Villages & Wilderness Survival

Can my Character History include any villages that are not in the City List?
No, it is incredibly dangerous in the wilds of Mizahar. The reason there are no villages is because all the people who've attempted to make them have ended up dying. Death comes in many forms, weather, bandits, creatures, starvation, disease, Myrians. The cities are around because they are populations that hid underground during the Valterrian, and then with their militaries protecting them, began to rebuild.

So, no random villages anywhere in Mizahar.


Well, then how can I survive in the wilds?
By using the Wilderness Survival skill and accompanying Lores. This details all you need to know to survive in the wilds, as well as for how long.


What do you mean by Wilderness Survival Lores?
The Wilderness Survival Skill requires that you have at least 1 accompanying Wilderness Survival Lore. This can include anything from Lore of Poisonous Plants of Mura to Lore of Building a Campfire. Details can be found in the Prerequisites Section of the Wilderness Survival skill I linked in the previous question.
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Character Sheet FAQ

Postby Shepherd on February 22nd, 2012, 5:06 pm

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Starting with a Gnosis

Those Gnosis powers look really cool and powerful! What are those about?
Gnosis magics are gifts from gods to their worshipers. They give them out to those who worship them, to those who express the same ideals the god has, to those who catch the gods' interest. There are a few exceptions to this, but that is the general idea. Be an avid worshiper, live by your god, and you may be rewarded.


How do I get a starting Gnosis?
You apply at the Help Desk. Some races, like the Isur, Svefra, Myrian, and Vantha often start with a Gnosis mark from their patron god. Typically, these races simply need to ask for the Gnosis associated with their race.

Example:
"Hello Founders!

I am beginning a new Vantha in Avanthal, and I would like to request Morwen's gnosis.

Thank you!"

Now, some of the other Gnosis marks will require you to write a story showing how your PC displayed their faith or their ideals to catch the interest of the God. The story should also include the God or Goddess physically appearing and giving you the Gnosis. Once you have submitted your story, you will receive a post in the same HD Thread from the appropriate Founder, who will either approve or deny the Gnosis request. If they approve, they will give you a link to your Storyteller Secrets Thread. You copy and paste this link into the appropriate box in your Profile.

Here are some examples of Starting Gnosis Stories from volunteers:
Alderache, Evantia Gnosis - The Test of Time
Cailet, Nightstalking Gnosis - The Encounter
Lessira, Telepathy Gnosis - Touched By A God
Marcus Ahysen, Chaon Gnosis - Untitled
Dovinya, Silakrov Gnosis - To Be Touched By a God
Faraluun, Lykata Gnosis - Earning Thy Mark
Ageru, Ranuri Gnosis - Untitled
Nijin Plover, Phylonura Gnosis - Voice of the Mountains
Sashisaxani, Venenum Gnosis - Enter Venenum

(I will accept more volunteers to have their Gnosis story posted. I would like to have variety, so only one for each Gnosis will be accepted on a first come first serve basis. PM me to be included.)


Is there anything else I should know about start?
You can only apply for a Starting Gnosis if you are under 50 posts on your character. After that, you must request it from a Domain Storyteller, or Founder, and then you must write it out like a normal story in the forums.
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Character Sheet FAQ

Postby Shepherd on February 24th, 2012, 3:32 am

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The Help Desk

What is The Help Desk?
The Help Desk is a Founder controlled forum for special requests and concerns, that can only be viewed by the Founders. There are several things that are supposed to go through the HD, as well as several others that shouldn't.

Things for the Help Desk

Starting Gnosis Marks - Gnosis FAQ
NPC Requests - NPCs
Chat Complaints - Chat Rules
Rule Violations - Rules
Applying for Staff - Storyteller Application
Special Requests - Akontak, Dire Kelvics, etc.
Development Requests - New Skills, etc World Development Forum


Things NOT for the Help Desk

Asking basic questions about Lore - Question and Answer Forum
Thread requests - The appropriate Storyteller's Office
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Magic 101 (WIP)

Postby Shepherd on March 4th, 2012, 1:11 am

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Magic 101
This Thread will contain starting information about Magic in Mizahar, as well as how cities view various Magic disciplines in their society. This is not a how-to guide of using magic nor a substitute for the very detailed pages of Lore concerning Magic.

Here are some extremely helpful Magic links!

Magic
Magic List
Djed
Wizard Psychology

Sylira
Nyka
Ravok
Sahova
Sunberth
Syliras
Zeltiva
Lisnar (Closed)

Akvatar Island
Abura (Closed)

Konti Isle

Mura

Taldera
Avanthal
The Spires
Novallas (Closed)
Karjin (Closed)

Cyphrus
Endrykas
Riverfall
Xy (Closed)
Claridon (Closed)
Kenash (Closed)

Falyndar
Taloba
Black Rock
Zinrah
Charbosi (Closed)


Kalea
Alvadas
Denval
Sultros (Closed)
Kalinor
Lhavit
Wind Reach

Eyktol
Ahnatep
Yahebah
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Magic 101 (WIP)

Postby Shepherd on March 4th, 2012, 8:11 pm

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Mura

Personal Magic
Personal magic is very accepted in Mura. As a society, some of the magics are used a good deal. Here is a breakdown of the magics.

Very Common:
Auristics
Shielding

Common:
Reimancy
Morphing

Less Common:
Familiary
Flux
Hypnotism
Leeching
Projection
Voiding

*Note: Leeching is looked down upon and avoided. Hypnotism, Projection, Voiding, and some types of Reimancy are closely watched.


Abusing Magic

Any mage that is found using magic toward abusive ends, will first receive a warning from the Mothers Circle. If it continues, then the individual will be banished from the island.

Any mages that have gone insane from overgiving, and are deemed a threat, are banished from the island.


World Magic

World magics are very accepted on Mura. None of them are used a lot. Here is the breakdown.

Common:
Glyphing

Uncommon:
Alchemy
Animation
Magecraft
Spiritism

Very Rare:
Webbing
Summoning
Malediction

*Note: Only Malediction is despised.


Divine Magic

Welcome Gnosis Marks:
Rak'keli - Healing
Avalis - Divination
Priskil - Luminance
Laviku - Oceanus

Forbidden Marks (Require ST approval to get on the island):
Ivak - Azenth
Rhysol - Chaon
Vayt - Blight
Sagallius - Cordas
Viratas - Silakrov
Krysus - Vexation

All other Marks are considered neutral, and will be free on the island.
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Magic 101 (WIP)

Postby Shepherd on March 8th, 2012, 3:58 am

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Syliras

Personal Magic
Personal magic is not well known about in Syliras. The average citizen will know magic exists, just like they know stars exist. But specific knowledge on any particular magic is rare outside of the Knights.

Common:
Shielding

*Note: The rest of the magic disciplines are looked down upon as reckless and dangerous.


Abusing Magic

Any mage that is found using magic toward abusive ends, will be dealt with as a normal criminal. If too severe to be arrested, the mage will be slain on the spot. Otherwise they will be arrested, tried, and likely put to hard labor.

Any mages that have gone insane from overgiving, and are deemed a threat, are killed immediately. If not, and they have family who are willing to provide care for them, they can be allowed to live - but that family is then responsible for them, and will repay any damages done by the overgiven mage.


World Magic

World magics are viewed in the same way by normal citizens as Personal Magic. Your average person doesn't understand that there's even a difference between World Magic and Personal Magic - they just know there's magic.

Common:
Glyphing

Uncommon:
Magecrafting


*Note: Summoning is strictly forbidden, and any practicing without the permission of the Knights will be killed upon discovery.

**Note: Alchemy is looked down upon due to the risk of dangers to civilians.


Divine Magic


Welcome Gnosis Marks:
Rak'keli - Healing
Avalis - Divination
Tyveth - Truthism
Bala - Cultivation
Yahal - Enervism
Wysar - Evantia
Eyris - Lykata

Forbidden Marks (Will be killed on sight):
Rhysol - Chaon
Vayt - Blight

Despised Marks (Watched Closely, killed if a threat):
Sagallius - Cordas
Krysas - Vexation

All other Marks are considered neutral.


*Note: As a general rule, if you want to practice magic in Syliras, you really need to do so under the permission of the state - meaning you either join the knights or you open a shop for the knights. Magic for the good of the general population is a much beloved and respected thing. Magic simply for magic's sake, or only for the magician's personal gain, is treated with deep suspicion and mistrust.
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