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Post by Laine Sturluson-Farron on Aug 26, 2011 22:10:39 GMT -5
CHARACTER GUIDELINES!
Remember that these are not rules per se, but guidelines that might be useful when creating your character and their moveset.
• Please refrain from making Mary Sues/Gary Stus. Imperfections are beautiful, both physically and when it comes to character's personality. So no perfect characters!
• A person's history shapes who they are and what they do. So if your character has a seriously traumatic past, they're not going to be all happy and sunshine and rainbows. Even with amnesia, they wouldn't be completely the same. Wanna play them happy and cheerful anyway? They should be a damn good actor/liar/both. Still confused? See Vanille, FFXIII. Or Masaomi Kida/Mikado Ryuugamine, drrr!!
• Likewise, a character's moveset often reflects their personalities. Restrictions will not be implemented for now, but if I see a crapton of beacons of light and sunshine with Death and Doom in their movesets, I will make this an actual rule.
• More will be added when more come up.
ABILITY RULES & GUIDELINES!
These are rules and guidelines, so pay attention. It's advised you follow all of these.
• Every character starts out with four main moves in their moveset. By purchasing upgrades in the shop, you can, well, upgrade your characters moves, and by purchasing move slots, you can give your character two extra moves for a total of six. A maxed-out character would have six moves, with an upgrade applied to each move.
• Deities are supplied with a starter of six moves and two upgrades, and are allowed to purchase up to an extra two moves plus upgrades for all of them. Deities are also allowed to have more powerful base moves, simply because they're deities. You can't have Cosmos or Chaos being killed off every other thread, after all~!
• When creating your character's moveset, keep in mind their personalities and history. For canons, referencing their moves from the games (if they're FF) or their tics/habits/comic relief moments (see: Shizou's superstrength and parkour mastery, Izaya's super ninja skills and greater parkour mastery).
• Have your abilities suit the character's role in battle! For characters like the cast of FFXIII (who can shift between roles at will, if you opt to add that to your moveset) and Jack of All characters, it's not much of an issue; however, if your character is intended for Melee DPS, strength and speed boosters might be more useful than darky darkness spells.
• REGARDING WEAPONRY. It has come to my attention that guns are pretty much an ultimate hax. Normal people can't dodge bullets, and unless you're Shizou or SOLDIER, you can't get shot without being instantly crippled. I'm not going to ban guns -- but for those who have characters who primarily use firearms as weaponry, keep in mind that melee fighters (even non-SOLDIER characters) are going to be allowed to deflect bullets with their swords or other melee weapons. Also, bullets will not cause as much damage as they would in real life; a gutshot will be immensely painful, yes, but not enough to prevent someone from fighting. Think of it as a deep gash from a blade wound. Essentially, bullets will do the same amount of damage as a sword. If you have any questions or concerns, please PM or contact me on MSN.
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Post by Laine Sturluson-Farron on Aug 28, 2011 14:13:13 GMT -5
ABILITY RULES AND GUIDELINES edited as of 8.28.11. new additions are in bold.
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