Character Template
Feb 11, 2019 13:37:12 GMT
Post by Ctesiphus on Feb 11, 2019 13:37:12 GMT
CHARACTER NAME
ATTRIBUTES
STRENGTH - armour penetration, melee attack strength, ability to resist powerful attacks, and your carry capacity
AGILITY - likelihood to land a blow with a weapon or shoot someone from a distance, as well as success at covering difficult terrain
TOUGHNESS - the chance of you withstanding disease, illness and your body accepting strenuous mutations
INTELLIGENCE - ability to examine artefacts, use computers and read tomes
WILLPOWER - modifies the cooldown of your abilities (higher willpower allows you to believably use more abilities in an RP)
EGO - allows characters to dominate the minds of lesser creatures and haggle with merchants
(Caverns of Qud uses a simplified version of the attributes from Caves of Qud; each attribute being on a scale of 1-10. You have a total of 32 points to spend when creating a character, so use wisely!)
CHARACTER GENOTYPE
A true-kin human may add one extra point to their attributes (33 total) please higlight this with a +1 next to the statistic you've increased.
Mutant humans may pick a mutation and add it to their character sheet.
Currently, you can only play as humans however, we intend to implement other races at a later date.
AGE
PERSONALITY
At least two paragraph describing your characters personality.
APPEARENCE
Two paragraphs minimum describing your character's appearence, you may also use a photograph here.
CHARACTER BACKGROUND
A minimum of four paragraphs should be written to describe your character's background here. Your character may not start aligned with any powerful organisations. You may have done work for them in the past, but you are not a member of their group. We will not accept any Putus Templars nor will we accept sultans.
STARTING EQUIPMENT
You may pick one or two basic low level weapons and siple clothing or armour. You may also carry a couple of knick-knacks (random keys, a fragment of an undecipherable text or a healing salve). Use common sense here, please. No godmodding.
STARTING SKILL
You may pick one starting skill to be proficient at up to 75 SP in value. You may use this skill to your advantage in RPs. Doing so will result in better rewards if done in an impressive way.
STARTING MUTATIONS OR CYBERNETICS
List any starting mutations or cybernetics here.
True-kin may pick a cybernetic implant with a cost of ONE from the list below
cavesofqud.fandom.com/wiki/Cybernetics
Mutants may pick one physical or mental mutation from below
cavesofqud.fandom.com/wiki/Category:Mutations
ATTRIBUTES
STRENGTH - armour penetration, melee attack strength, ability to resist powerful attacks, and your carry capacity
AGILITY - likelihood to land a blow with a weapon or shoot someone from a distance, as well as success at covering difficult terrain
TOUGHNESS - the chance of you withstanding disease, illness and your body accepting strenuous mutations
INTELLIGENCE - ability to examine artefacts, use computers and read tomes
WILLPOWER - modifies the cooldown of your abilities (higher willpower allows you to believably use more abilities in an RP)
EGO - allows characters to dominate the minds of lesser creatures and haggle with merchants
(Caverns of Qud uses a simplified version of the attributes from Caves of Qud; each attribute being on a scale of 1-10. You have a total of 32 points to spend when creating a character, so use wisely!)
CHARACTER GENOTYPE
A true-kin human may add one extra point to their attributes (33 total) please higlight this with a +1 next to the statistic you've increased.
Mutant humans may pick a mutation and add it to their character sheet.
Currently, you can only play as humans however, we intend to implement other races at a later date.
AGE
PERSONALITY
At least two paragraph describing your characters personality.
APPEARENCE
Two paragraphs minimum describing your character's appearence, you may also use a photograph here.
CHARACTER BACKGROUND
A minimum of four paragraphs should be written to describe your character's background here. Your character may not start aligned with any powerful organisations. You may have done work for them in the past, but you are not a member of their group. We will not accept any Putus Templars nor will we accept sultans.
STARTING EQUIPMENT
You may pick one or two basic low level weapons and siple clothing or armour. You may also carry a couple of knick-knacks (random keys, a fragment of an undecipherable text or a healing salve). Use common sense here, please. No godmodding.
STARTING SKILL
You may pick one starting skill to be proficient at up to 75 SP in value. You may use this skill to your advantage in RPs. Doing so will result in better rewards if done in an impressive way.
STARTING MUTATIONS OR CYBERNETICS
List any starting mutations or cybernetics here.
True-kin may pick a cybernetic implant with a cost of ONE from the list below
cavesofqud.fandom.com/wiki/Cybernetics
Mutants may pick one physical or mental mutation from below
cavesofqud.fandom.com/wiki/Category:Mutations