Mar 10, 2024 4:45 am
⚔️Character⚔️ ⚔️Creation⚔️
>>>A bit of a departure from the standard Fabula Ultima character creation, please follow the steps below to mechanically flesh out your character.
>>>This provides a rough sketch of who your character is and what drives them:
>>>Choosing a role to play in a party can often be a difficult decision. Unlike standard Fabula Ultima, characters in this game may choose only one Class and cannot 'multi-class' or switch Classes.
>>>An overview of the available classes can be found in the drop-downs below, grouped by Archetype (Warrior, Weapon Master, Magic User and Support). Read over the descriptions of the classes and select one of the 12 to be your character's Class.
>>>Characters receive the 3 basic Class Skills and the 3 Class Archetypes Skills listed in the description. Further Archetype or Class Skills may be chosen upon attaining even numbered Levels beyond Level 10; one Skill choice per even numbered level attained.
>>> Characters have 4 Attributes (Might, Agility, Inspiration & Willpower) that govern the physical and mental aptitudes. Game-wise, they are represented by dice of various sizes and usually chosen to accentuate the abilities of a character's chosen Class. Choose a spread from the choices below and apply them to your character's attributes in the order you feel best plays to their strengths.:
>>>Consult the drop-down below detailing the eight playable races and select one for your character. Select one (1) Racial Ability from the list below the description as the starting choice. Further Racial Abilities may be chosen when the character attains an Odd-numbered Level above 10, though the choice is shared with the option of choosing from Subclass or General Skills.
>>>Subclasses are an optional component of an Elder Tales II character. Brought in initially as a means to introduce Crafting mechanics to players, Subclasses have expanded beyond that.
>>>Categorized into Production, Roleplay, Prestige and Service Subclasses, they offer ways and means to expand the usefulness of a character beyond their chosen Class. Most Subclasses are relatively easy to acquire, such as buying an instruction book from an NPC with the appropriate skills, but some are rare quest rewards that require an extensive investment of time and treasure for the chance to acquire.
>>>Production and Service Subclasses are by far the most commonly encountered type of subclass. Often in demand, Production subclasses allow a player to craft items for their own use or to sell in the markets or repair items for their own use or as a service to others. Service subclasses are similar although the product in question is the expertise and skill of the character instead of an item. The higher the character's level, the more access a character has to craftable items or services to render through careful selection of Subclass Abilities.
>>>Roleplay Subclasses are often mid-level quest rewards or event prizes. They often do not convey any benefits other than bragging rights or entry into some of the more roleplay oriented guilds. The Temple Knights, for instance, do not allow anyone into their guild without the Noble & Knight subclasses.
>>>The Prestige subclasses are exceedingly difficult to come by, often being doled out to select members of particularly difficult Raids or server Events. In the past, they carried significant game benefits but balance issues surrounding their rarity has curtailed their availability in recent years.
>>>When choosing a Subclass, the character is granted the basic skills of the Subclass and the basic kit associated with it. Further Subclass skills may be chosen upon a character attaining the next Odd-numbered Level above Level 10, though the single choice is shared among the Racial and General Ability categories.
>>>subclasses are often a 'back-burner' choice for characters who are not entirely focused on production or service. It is not uncommon for a character to start picking up Subclasses until around Level 40 or so and in a lot of cases that is primarily for the utility if being able to repair your own equipment. Some players enjoy the unique complexity of creating and crafting items and pick up a Subclass immediately after finishing the tutorial and diligently increase their Subclass skills in order to eventually gain access to crafting the Unique and Phantasmal production-class items.
>>>General Skills cover the basic Abilities open to every character regardless of Class, Race or Subclass. They cover the Mundane, such as Riding, Detect Unusual and Athletics, to the magical, such as Call of Home and Basic Magic Attack.
>>>Characters begin with the choice of three (3) General Skills. Further General Skills may be chosen when the character attains an Odd-numbered Level above 10, though the choice is shared with the option of choosing from Racial Abilities or Subclass Skills.
>>>Not much left to do mechanically other than total up Hit Points, Magic Points, Inventory and a few other things.
Starting Hit Points:
>>>(Class HP x 5)+(Race HP x 5)
Starting Magic Points:
>>>(Class MP x 5)+(Race MP x 5)
Starting Inventory:
>>>11 (5 body slots + 6 bag slots)
Defense:
>>>Armor Value OR [Agility] die size (6, 8, 10, 12...)
Magic Defense:
>>>[INS] die size (6, 8, 10, 12...)
Starting Gold:
>>>100 Gold Coins
>>>A bit of a departure from the standard Fabula Ultima character creation, please follow the steps below to mechanically flesh out your character.
[ +- ] Choose Your Traits
>>>This provides a rough sketch of who your character is and what drives them:
Identity: | a short, one sentence summary of your character concept or build. |
Ex: Sharpshooter Assassin, Fire Mage, Battle Cleric, Blacksmith Guardian | |
Theme: | the overall ideal or sentiment that governs your character's feelings and actions. |
Ex: Guilt, Resentment, Freedom, Loss, Responsibility | |
Persona: | a short, one sentence description of who your character was back on Earth before the Apocalypse . |
Ex: Retail Worker, Professional Streamer, College Student, House Mom |
[ +- ] Select Your Class
>>>Choosing a role to play in a party can often be a difficult decision. Unlike standard Fabula Ultima, characters in this game may choose only one Class and cannot 'multi-class' or switch Classes.
>>>An overview of the available classes can be found in the drop-downs below, grouped by Archetype (Warrior, Weapon Master, Magic User and Support). Read over the descriptions of the classes and select one of the 12 to be your character's Class.
>>>Characters receive the 3 basic Class Skills and the 3 Class Archetypes Skills listed in the description. Further Archetype or Class Skills may be chosen upon attaining even numbered Levels beyond Level 10; one Skill choice per even numbered level attained.
[ +- ] Determine Attributes
>>> Characters have 4 Attributes (Might, Agility, Inspiration & Willpower) that govern the physical and mental aptitudes. Game-wise, they are represented by dice of various sizes and usually chosen to accentuate the abilities of a character's chosen Class. Choose a spread from the choices below and apply them to your character's attributes in the order you feel best plays to their strengths.:
Jack of All Trades | d8, d8, d8, d8 |
Average | d10, d8, d8, d6 |
Specialist | d10, d10, d6, d6 |
[ +- ] Select Your Race
>>>Consult the drop-down below detailing the eight playable races and select one for your character. Select one (1) Racial Ability from the list below the description as the starting choice. Further Racial Abilities may be chosen when the character attains an Odd-numbered Level above 10, though the choice is shared with the option of choosing from Subclass or General Skills.
[ +- ] Optional - Select your Subclass
>>>Subclasses are an optional component of an Elder Tales II character. Brought in initially as a means to introduce Crafting mechanics to players, Subclasses have expanded beyond that.
>>>Categorized into Production, Roleplay, Prestige and Service Subclasses, they offer ways and means to expand the usefulness of a character beyond their chosen Class. Most Subclasses are relatively easy to acquire, such as buying an instruction book from an NPC with the appropriate skills, but some are rare quest rewards that require an extensive investment of time and treasure for the chance to acquire.
>>>Production and Service Subclasses are by far the most commonly encountered type of subclass. Often in demand, Production subclasses allow a player to craft items for their own use or to sell in the markets or repair items for their own use or as a service to others. Service subclasses are similar although the product in question is the expertise and skill of the character instead of an item. The higher the character's level, the more access a character has to craftable items or services to render through careful selection of Subclass Abilities.
>>>Roleplay Subclasses are often mid-level quest rewards or event prizes. They often do not convey any benefits other than bragging rights or entry into some of the more roleplay oriented guilds. The Temple Knights, for instance, do not allow anyone into their guild without the Noble & Knight subclasses.
>>>The Prestige subclasses are exceedingly difficult to come by, often being doled out to select members of particularly difficult Raids or server Events. In the past, they carried significant game benefits but balance issues surrounding their rarity has curtailed their availability in recent years.
>>>When choosing a Subclass, the character is granted the basic skills of the Subclass and the basic kit associated with it. Further Subclass skills may be chosen upon a character attaining the next Odd-numbered Level above Level 10, though the single choice is shared among the Racial and General Ability categories.
>>>subclasses are often a 'back-burner' choice for characters who are not entirely focused on production or service. It is not uncommon for a character to start picking up Subclasses until around Level 40 or so and in a lot of cases that is primarily for the utility if being able to repair your own equipment. Some players enjoy the unique complexity of creating and crafting items and pick up a Subclass immediately after finishing the tutorial and diligently increase their Subclass skills in order to eventually gain access to crafting the Unique and Phantasmal production-class items.
[ +- ] Select your General Skills
>>>General Skills cover the basic Abilities open to every character regardless of Class, Race or Subclass. They cover the Mundane, such as Riding, Detect Unusual and Athletics, to the magical, such as Call of Home and Basic Magic Attack.
>>>Characters begin with the choice of three (3) General Skills. Further General Skills may be chosen when the character attains an Odd-numbered Level above 10, though the choice is shared with the option of choosing from Racial Abilities or Subclass Skills.
[ +- ] Finishing Details
>>>Not much left to do mechanically other than total up Hit Points, Magic Points, Inventory and a few other things.
Starting Hit Points:
>>>(Class HP x 5)+(Race HP x 5)
Starting Magic Points:
>>>(Class MP x 5)+(Race MP x 5)
Starting Inventory:
>>>11 (5 body slots + 6 bag slots)
Defense:
>>>Armor Value OR [Agility] die size (6, 8, 10, 12...)
Magic Defense:
>>>[INS] die size (6, 8, 10, 12...)
Starting Gold:
>>>100 Gold Coins