The Black Knight
One Thousand Club
Making a character for this game may require you to conduct research, and if you do not have the time or patience for that, then goodbye. This game is for dedicated writers who are actually interested in this concept.
Character Classes
Here is a list of classes that your historical character may fall into:
Warrior: The warrior class is your fighter class focused on dealing damage and sometimes even acting as a soft-tank in the absence of a defender. The list of occupations that fall into this class are: Samurai, Ninja, Monk, Tribesmen, Spartans, Romans, Musketeers, Pirates, Gladiators, and Soldiers. This is not all occupations, but enough to get an idea. Bonuses: Strength +1; Constitution +1
Ranger: The ranger class deals with range. They specialize in taking out targets from a long distance using projectiles. The list of occupations that fall into this class are: Snipers, Archers, Pilots, and Gunslingers. This is not all occupations, but enough to get an idea. Bonuses: Dexterity +1; Perception +1
Defender: The defender class is your tank, specializing in absorbing damage and defending the group. The list of occupations that fall into this class are: Knights, Tankers, Crusaders, Vikings, and Cavaliers. This is not all occupations, but enough to get an idea. Bonuses: Constitution +1; Willpower +1
Scholar: The scholars are the mage class in the game. They utilize magic in various ways to support their group or to destroy their enemies through destructive magic. The occupations that fall into this class are: Singers, Dancers, Musicians, Artists, Artisans, Actors, Athletes, and Actresses. This is not all occupations, but enough to get an idea. Bonuses: Intelligence +1; Willpower +1
Engineers: The engineer class specialize in gadgets. They use machines to fight the enemy and to support the group. The occupations that fall into this class are: Scientists, Architects, and Inventors. This is not all occupations, but enough to get an idea. Bonuses: Intelligence +1; Dexterity +1
The Attributes
This section will go over the attributes used in this game as well as explain a form of the Uni-System. However, we won’t be using the Uni-System exactly so follow what this guide tells you. I like to allow as much free-form as possible, but apply rules we can all easily follow so no one is too overpowered. There are six attributes and they will all automatically have a 1 placed into them. Players are given 3 attribute points to distribute at level 1.
Strength: This governs physical damage output; how much a character can carry (such as how many weapons and armor); and how strong a character can lift.
Strength 1: The character has a poor physique either slender, petite, or flabby. They do not exercise regularly.
Strength 2: This is the average strength of a human being.
Strength 3: This character is peak human and perhaps even exceeding a world-class bodybuilder. They can lift 1.1 ton (501 kg). This character’s physique shows someone who works out regularly. They are in shape.
Strength 4: This character is intimidating. They are in such good physical shape that other athletes can’t help but worship them. A strength of level 4 makes one as deadly as a professionally trained killer. They can lift 5 tons (4.5 metric tons).
Strength 5: This character is legendary in the strength category. They can lift over 5 tons (4.5 metric tons). They are feared by those weaker than them.
Dexterity: This measures character’s coordination, agility, evasion, and gracefulness. This also governs character accuracy and speed. Dexterity determines if your character’s attack landed. Strength determines how much damage did the physical attack do. If you are a ranger and want to hit your target, then this may be your best investment.
Dexterity 1: The character is clumsy. You cannot trust this character to carry anything fragile or important because they will drop it. They may even trip over their own feet. Accuracy is very poor, so is the ability to dodge. They jump into the assault rather than away.
Dexterity 2: This is the average speed of a human being. 20% accuracy. 20% dodge chance.
Dexterity 3: This character is peak human when it comes to speed. They can run 28 mph/45 kmh. 40% accuracy. 40% dodge chance. They are graceful.
Dexterity 4: This character is a gymnast and can perform acrobatic stunts. They have a high kinesthetic sense and can maneuver around the battlefield as though it is their playground. They can run 55 mph (88 kmh). 60% accuracy. 60% dodge chance.
Dexterity 5: This character’s speed is legendary. How they move about the battlefield could be detailed in stories. They never miss, and they are almost impossible to hit.
Constitution: This determines how much tenacity your character has. Basically, it is their endurance. Their survivability. Constitution and Strength often go hand-in-hand. This attribute determines how far a character can run before becoming exhausted and how long they can remain in the fight before fainting. This attribute governs HP, which is explained in the Combat System. It also determines how many starting skill slots your character can use and how much physical defense the character has.
Constitution 1: Keep this character away from daycares. They will catch whatever disease and be sick on a regular basis. Don’t ask them to run long distances. They just can’t do it. They are a light weight when it comes to drinking, and are susceptible to drug addiction.
Constitution 2: The immune system is not as weak. It is average.
Constitution 3: This character is immune to the common cold and seasonal flu. This character can run 5 miles (8 km) without tiring. This character is a lean and slender fit if Constitution is their highest attribute. This character has a decent tolerance to alcohol and a higher resistance to drug addiction.
Constitution 4: This character is a champion. They are highly athletic and can last in a battle for long periods. They can run in excess of 5 miles (8km) without tiring. They are immune to harmful bacteria, parasites, and poison.
Constitution 5: This character is immune to all forms of disease, poisons, and toxins. The extent of their endurance has not been recorded for most battles finish before the character is tired. They are a legend. Do not challenge this character to a drinking contest. You will lose. They have an iron stomach.
Intelligence: This determines magical ability. A character with high intelligence can learn complex things, such as magic or engineering. Characters with high intelligence are the brightest bulbs in the box or just highly creative. They pursued some form of education to acquire a high intelligence.
Intelligence 1: This character is not the sharpest tool in the shed. Their intelligence is below average. This does not mean mentally challenged. They are just slow.
Intelligence 2: Average intelligence.
Intelligence 3: A bright character who can learn new skills very easily and quickly. That is, of course, if it is within their personality.
Intelligence 4: This character is near genius.
Intelligence 5: The character is brilliant. They can create anything they put their mind to and learn anything. They are capable of creating some powerful weapons and spells unlike the world has ever seen.
Perception: This allows characters to detect things that normally would be difficult to detect such as hiding enemies, magic auras, traps, and basically acts as a danger sense. Characters with a high perception are handy for warning the others of possible threats. They can detect secrets that may be hidden by magic or camouflage.
Perception 1: This character is unaware of their surroundings. They tend to have tunnel vision and rarely notice anything new about a person so don’t expect them to notice you had your hair done.
Perception 2: There is a 50% chance this character may notice that you’re wearing a new dress, but they still don’t notice anything out of the ordinary. Average human perception.
Perception 3: The character has good senses and intuition. They are not easily fooled and may be someone you want to listen to.
Perception 4: This character has extraordinary senses (five senses). Their intuition is almost always right.
Perception 5: Not even phantoms can sneak up on this person. This character can see through illusions and any ruse. They are a walking detector.
Willpower: This is mental strength and self-control. Characters with a high willpower can resist mental manipulation, control how much magic they spend, resist temptation, and control how much they eat, drink, and smoke. This attribute governs how many spell slots a character can have and how much magic defense they have.
Willpower 1: This character is gullible and a follower. They are not a leader type. Anyone could fool this character. They probably even abuse drugs.
Willpower 2: They have some life experience to not get fooled by strangers. Friends are another story.
Willpower 3: This character has a high esteem and cannot be bullied, scared, or bothered by scrubs. They have a decent amount of self-control to not overeat or abuse drugs.
Willpower 4: Iron will. This character cannot be manipulated by words alone. It would take magic, and not just a basic spell. It would require a strong spell.
Willpower 5: This character cannot be manipulated by magic or words. You cannot hurt their feelings. They can see through your every trick and illusion. They have a high drug tolerance to the point that drugs don't affect them "mentally."
Frequencies
Frequency is how many times a character can use a special skill or magic spell in a battle or campaign. A battle is a GM event where there is a set amount of enemies that characters have to defeat before the battle ends. Certain skills and spells may be exhausted per battle and restored at the conclusion of the battle. More powerful skills and spells can be exhausted per campaign. A campaign is a series of battles leading up to a final boss. As soon as the campaign ends, then the stronger spell frequencies are restored.
The two attributes governing skills and spells frequencies are Constitution and Willpower. There are five levels, and players can determine how many frequencies they start the game with based on how many points they place into these categories.
Constitution determines how many times a character can use a skill.
Willpower determines how many times a character can cast a spell.
No matter what class a character chose, they can customize their character to use skills or cast spells. However, taking advantage of the class bonus would be wiser.
Here is an example:
A Constitution of 3 allows a character to use skills up to 3 times. A Willpower of 3 allows a character to cast spells up to 3 times.
In the Character Sheet, players can choose three starting skills or spells that are active, meaning they have to be activated and they aren’t constantly on. They can choose one passive ability that is always active, and they can choose one ultimate attack that they can only use once per campaign. I randomly put skill and spell slots in the CS because I don't know what everyone's Constitution or Willpower is going to be. Expect those to change depending on your Constitution or Willpower level.
At the conclusion of campaigns, players will be awarded an attribute point and frequency extensions. They can choose to use the frequency extension on their battle skills or their campaign skills. Every time a character levels up, they are able to learn a new skill or spell.
Skills & Spells
These are going to be based on the historical character you chose. Try to make your skills or spells in the theme of that character. If you chose a samurai, then obviously, their weapon would be a sword and they would have sword skills. If you choose a scientist, their machines or inventions would be either the summoned spell or the physical weapon they would use. If you try to go out of that historical figure’s theme, then the GM will deny your idea.
Character Sheet
Remember, no mythical figures, legends, religious figures, and no genderbends. You can use anime or tasteful digital art for your characters. I will not accept real-life photography. Feel free to design this CS however you want.
Code:
Historical Name: What is the name of the historical figure you chose?
Nickname: Any nicknames?
Age: 18+; because they're dead they could be reborn younger if they were old when they died.
Gender:
Height:
Weight:
Hair Color: This is anime, idc. You're more than likely using an anime or fictional representation.
Eye Color: This is anime, idc.
Class: What job class do they fall under?
Written Appearance: How do they appear? You can go into detail mentioning tattoos, earrings, whatever here.
Personality: What are they like? Do they have an accent? What do they like? What do they dislike? What is their goal after arriving to Myth? Try to make a good guy because bad guys just won't work in this RP.
History: Summarize their history. It needs to at least be 200 words. If you half-ass this, then I will deny it.
Level 1
Strength 1
Dexterity 1
Constitution 1
Intelligence 1
Perception 1
Willpower 1
XP |||||||||| (0/10)
Weapon
Primary
1. Name: Description. [Quantity: X]
Secondary
1. Name: Description. [Quantity: X]
Skills
Passive
1. Name: Description.
Active
1. Name: Description. [Frequency: X]
2. Name: Description. [Frequency: X]
3. Name: Description. [Frequency: X]
Ultimate
1. Name: Description. [Frequency: 1]
Spells
Passive
1. Name: Description.
Active
1. Name: Description. [Frequency: X]
2. Name: Description. [Frequency: X]
3. Name: Description. [Frequency: X]
Ultimate
1. Name: Description. [Frequency: 1]
Items
Coin Purse: 500 gold
1 Frequency Restore Pot [Use: 1]
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