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Roleplaying in the World of SpellForce The english SpellForce RPG forum.

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Alt 09-26-2005, 21:58   #1
Free Flinker
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Designing Your Character

First and foremost, these are rules for creating a fresh character with little personal experience or power. You could maybe equate it with a level 1 character in SF.

Creating a more experienced character is possible but perhaps best left until you've had some practice running and taking part in 'lower level' stories. Because of this, rules for creating more powerful characters are not included at this time. We have to start somewhere.

Similarly, these rules are designed with the fantasy genre in mind but while specifics are not included, they need not be limited to the fantasy genre alone.

If you wish to go ahead and create more powerful characters or different genres then feel free but before you post such a thread please ask a moderator first (check this thread), listing your ideas and any new rules for consideration.

These are the steps for character creation, with details of each step to follow...

Step 1: choose your race
Step 2: choose your culture and occupation
Step 3: choose your abilities
Step 4: choose your character traits
Step 5: choose additional skills and note the skills your occupation grants
Step 6: complete any other information you such as name, age, physical description etc


Blank Character Sheet

Geändert von Androdion (09-28-2011 um 14:56 Uhr).
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Alt 09-26-2005, 22:02   #2
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Step 1: choose your race

Here is a list of available races with average abilities for each:

Humanoid Races
Dark Elf: -str, -con, +agi, +int
Dwarf: -dex, +con
Human: average
Light Elf: -str, -con, +agi, +dex

Goblinoid Races
Goblin: -str, +dex
Orc: average
Troll: -int, -agi; +str, +con

Each race should be self explanatory but if you don't know what they are from playing SpellForce then ask, or stick to a human character.

For the sake of convenience, here's a list of starting abilities for each race. You can simply copy the relevant set to your character sheet and adjust from there:

Dark Elf
STR: weak
CON: feeble
AGI: agile
DEX: average
INT: bright
WIS: average
CHA: average

Dwarf
STR: average
CON: hardy
AGI: average
DEX: fumbling
INT: average
WIS: average
CHA: average

Human
STR: average
CON: average
AGI: average
DEX: average
INT: average
WIS: average
CHA: average

Light Elf
STR: weak
CON: feeble
AGI: agile
DEX: dextrous
INT: average
WIS: average
CHA: average

Goblin
STR: weak
CON: average
AGI: average
DEX: dextrous
INT: average
WIS: average
CHA: average

Orc
STR: average
CON: average
AGI: average
DEX: average
INT: average
WIS: average
CHA: average

Troll
STR: strong
CON: hardy
AGI: clumsy
DEX: average
INT: stupid
WIS: average
CHA: average

Geändert von Free Flinker (10-04-2005 um 16:50 Uhr).
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Alt 09-26-2005, 22:07   #3
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Step 2: choose your culture and occupation

Your culture defines the type of society from which you originate. Your occupation is somewhat limited by your culture and defines either what you use to be before getting involved with the story or what your parents occupation was. It's useful as background information but also provides your starting skills.

Primitive - you come from a simple, tribal culture. Some elven, human and goblinoid cultures are primitive.

Craftsman
Craft - Basic: choose one of the following - Apothecary, Cooking, Tailoring, Woodworking
Lore: choose any two of the following - Animal, Magic, Plant, World
Trade: Barter
Weapon: Knife

Fisherman
Craft - Basic: Choose either Cooking or Woodworking
Lore: Weather, World
Movement: Hiding, Swimming

Hunter/Gatherer
Lore: Animal, World
Movement: Hiding, Sneaking
Weapon: Spear

Shaman
Lore: Magic, one more of the following - Animal, Plant, Social, Weather or Diagnose Ailment
Weapon: Knife
Magic: Any one magic school


Barbarian - you come from a warlike, tribal culture. Any race can spring from a barbarian culture.

Bard
Lore: Social
Social: Entertain, Glib Tongue, Speak Other Language
Weapon: Knife

Craftsman
Craft - Basic: Any one Craft Skill
Lore: One of the following - Animal, Magic, Plant, World
Trade: Barter, Evaluate Goods
Weapon: Axe

Reaver
Lore: Weather, World
Social: Intimidate
Movement: Either Riding or Swimming
Weapon: Two of the following - Axe, Sword, Spear

Shaman
Craft - Basic: Apothecary
Lore: Magic and one of the following - Animal, Plant, Social, Weather or Diagnose Ailment
Magic: Any one Magic School


Civilised - you come from a sedentary and structured society. Humanoid races can originate from civilised cultures.

Clerk
Lore: Any one Lore Skill, Read/Write Own Language, Read/Write Other Language
Social: Speak Other Language

Courtesan
Lore: Social
Social: Glib Tongue, Sleight of Hand, Streetwise

Craftsman
Craft - Basic: Any one Basic Craft Skill
Craft - Advanced: Any one Advanced Craft Skill
Lore: One of the following - Animal, Magic, Plant, World
Trade: Barter, Evaluate Goods

Doctor
Craft - Basic: Apothecary
Lore: Plant, Social, Diagnose Ailment

Farmer
Lore: Animal, Plant, Weather
Weapon: Either Flail or Scythe

Scout
Lore: Weather, World
Movement: Hiding, Sneaking, Tracking
Weapon: Bow, Knife

Soldier
Lore: Social
Movement: Riding
Weapon: Knife, Sword and either Crossbow or Halberd

Thief
Trade: Evaluate Goods
Social: Sleight of Hand, Streetwise
Movement: Climbing, Hiding, Sneaking
Weapon: Either Blackjack or Knife

Wizard
Lore: Magic, Read/Write Own Language
Magic: Any two Magic Schools

Skills will be listed below.

Geändert von Free Flinker (10-31-2005 um 15:52 Uhr).
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Alt 09-26-2005, 22:21   #4
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Step 3: choose your abilities

Overview

Abilities describe your physical and mental characteristics. For the most part, what effect these have upon a character is left to your common sense and inventiveness. Some suggested effects are listed after each description, as a general guideline.

There are three basic levels of ability, listed after each ability header below, and a fourth level - exceptional ability.

Exceptional Ability

Most characters will be an average specimen of their race but you are allowed to make one ability exceptional.

Alternatively, if you also choose to make one ability poor (see below) then you can choose to make two abilities exceptional. Only one improvement per ability is allowed so you may not choose to improve the same ability twice.

An exceptional ability increases that ability enough to make you an exceptional specimen of your race, where that ability is concerned. For example, an exceptionally strong human would not be as strong as an average troll and therefore exceptional strength would fall somewhere between "average" and "strong". Meanwhile, an exceptionally strong troll would have a better than average strength for a troll so in this case it would be defined as just above "strong".

If you decide to make a weak ability exceptional then it should be noted as "below average", not as poor as the weakest level of ability but not as good as an average ability either.

The exceptions are wisdom and charisma. Due to the fact that these abilities are not defined by race, and therefore everyone is assumed to start as average, an improvement takes the ability up a whole level.

Poor Abilities

If you decide to make one ability poor then it must already be average or above. It reduces the ability by one level so an "average" strength human would become "weak" of you decide to give them poor strength. On the other hand an already "weak" elf cannot lower their strength any further.

List of Ability Levels

Italicised levels indicate ability levels that can be reached only via improvement of a 'main' ability score, ie poor -> below average, average -> exceptional and good -> exceptionally good

Poor
Below Average
Average
Exceptional
Good
Exceptionally [insert relevant adjective]

Individual Abilities

Strength - weak; average; strong
  • your muscle power and/or physical size
  • a weak character can struggle with melee combat, either being unable to use heavier weapons with good effect or struggling to deliver enough power to penetrate armour
  • elves and goblins are weak
  • strong characters are able to wield heavier weapons with better effect and are better able to shrug off the effects of unarmed damage
  • trolls are strong
Constitution - feeble; average; hardy
  • your health and stamina
  • feeble characters become breathless faster during physical exertion and a wound or sickness is liable to take longer to recover from
  • elves are feeble
  • a hardy character is able to exert themselves for longer and have less chance of becoming sick. If they do become sick or wounded they recover faster
  • dwarves and trolls are hardy
Agility - clumsy, average, agile
  • your physical co-ordination and sense of balance
  • a clumsy character is less able to dodge or parry blows and can take longer to recover from the effects of disorientation. They do not have a head for heights
  • trolls are clumsy
  • an agile character is light on their feet and practiced at avoiding attacks. They are better able to keep their footing in precarious places and recover from disorientation quickly
  • elves are agile
Dexterity - fumbling, average, dextrous
  • your manual dexterity measures your ability to aim, manipulate small objects and reaction times
  • a fumbling character has trouble hitting what they are aiming at and have slow reaction times. They would struggle to play most musical instruments and certainly couldn't perform sleight of hand
  • dwarves are fumbling
  • a dextrous character has better accuracy, reactions quickly and finds learning skills which require manual dexterity are easier to learn
  • light elves and goblins are dextrous
Intelligence - stupid, average, bright
  • a measure of your memory, reasoning and perceptive ability
  • a stupid character has a poor memory and tend to be slow in grasping or even noticing the relevance of a concept/situation. Stupid characters find it almost impossible to learn magical skills but when they do tend to lag behind a more intelligent character as they recite spells more slowly
  • trolls are stupid
  • a bright character picks skills up more quickly and can often reason through a situation more quickly, noticing details others may miss. Bright characters tend to make better spell casters because they are able to memorise complex formula more quickly and can employ such spells to better effect
  • dark elves are bright
Wisdom - naive, average, wise
  • a measure of your life experience, common sense and observational ability. An intelligent character may spot something more easily but a wise character would be able to better grasp what it is they are seeing
  • unlike other abilities, wisdom usually comes with age not race, though age does not need to be involved
  • naive characters tend to be more trusting of social motivation and may lack an adequate understanding of the way something works. They usually react more rashly to a given situation, before thinking it through
  • a wise character will be able to better grasp a social situation more easily and tend to consider the consequences of their actions
Charisma - unassuming; average; charismatic
  • a measure of your confidence, social ability and morale
  • charisma isn't reflected by race either. It is something you either have or you lack
  • an unassuming character lacks confidence and social graces, more liable to flee from a dangerous encounter or avoid social situations
  • a charismatic character exudes confidence and can affect the morale of companions. They are better able to deal with or even turn to their advantage a given social situation
Using Abilities Scores in Play

The above isn't meant to totally define what an ability score does but give you an idea of what it can do relative to someone with a better or worse ability score. It is up to you to fill in the descriptive details of how your character performs, within the guidelines and genre. In different genres (eg fantasy, science fiction, superhero, horror etc) the system for choosing abilities need not change but the definitions of what "strong" or "fumbling" etc means, can vary.

Geändert von Free Flinker (10-31-2005 um 16:02 Uhr).
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Alt 09-26-2005, 22:23   #5
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Step 4: choose your character traits

What are character traits?

These are quirks of your character's personality, talent/lack of talent or physical appearance. They are used for characterization purposes and may have either a positive or negative effect on your character depending upon circumstances and how you choose to write.

Why should I select any traits, let alone those which I consider to be mainly negative ones?

They are a means to an end, that being to tell your character's story. A character with vices might even be more interesting than one without. Traits can help spark ideas or even define your character.

How many should I select?

As many as you like but bear in mind that you can have too much of a good thing. It becomes increasingly difficult to write about a character with more and more traits because you will find it difficult to explore so many aspects of your character. It's not impossible but it's best to start with one or two, at least to begin with.
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Alt 09-26-2005, 22:47   #6
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Step 5: choose additional skills

Some of these skills may never be used in your story while others may get used a lot. The list is there to give you an idea of possibilities and coupled with the occupation table it should provide you with background information that's less one-dimensional than creating characters who only wield magic or weapons.

Just remember to try and tailor your skill choices, within the limitations, to the story in which you are taking part. For example, in a story geared toward combat it may be pointless to try and become an expert dimplomat but on the other hand, a story geared toward detective work might see little use of your expert weapon skill.
  • Each player has a number of skills depending upon his/her occupation

  • You may pick one more skill from the list, in addition to occupation skills

  • You may then pick either two more skills or improve one skill you have to expert level

  • Each skill has three levels of ability - amateur, expert and master

Craft Skills: Basic
  • amateur - you can repair or create the most basic of items your skill allows
  • expert - you can create any item within your area of skill
  • master - the items which you can create will be exceptional examples if you take your time over them
Apothecary - mixing of herbs or chemicals to produce brews, ointments and poultices
Cooking - preparing a palatable meal
Jeweller - crafting simple jewllery
Smithing - producing finished metal implements
Tailoring - manufacturing clothes
Wookworking - sculpting wooden impements

Craft Skills: Advanced

Cannot be learned without first having some relevant skill in basic craft.
  • amateur - you can repair or create the most basic of items your skill allows
  • expert - you can create any item within your area of skill
  • master - the items which you can create will be exceptional examples if you take your time over them
Armourer - creating serviceable armour
Bowyer - creating bows and crossbows
Fletcher - making arrows and quarrels
Potion Maker - brewing medicinal potions or even magical potions if the crafter knows spells
Weaponsmith - creating melee weapons

Lore Skills
  • amateur - basic knowledge of a subject
  • expert - extensive knowledge of a subject
  • master - there is little you don't know about the subject
Animal - knowledge of animal types and behavioural patterns
Magic - basic magical knowledge
Plant - knowledge of different types of plants, growing seasons, preferred climate and edibility/other use
Social - basic psychological/social knowledge
Weather - knowledge of weather patterns for an area and what short term weather to expect
World - geographical knowledge, terrain and navigation

Diagnose Ailment - determine medical conditions and the best treatment of them

Trade Skills

Barter - the ability to negotiate trade
  • amateur - you may influence prices by 10% in your favour
  • expert - you may influence prices by 25% in your favour
  • master - you may influence prices by 50% in your favour
Evaluate Goods - the ability to discern the value of something
  • amateur - you are able to estimate an items value to within +/- 50%, eg you would estimate an item worth 100 silver to be between 50 and 150 silver
  • expert - you are able to estimate an items value to within +/- 25%, eg you would estimate an item worth 100 silver to be between 75 and 125 silver
  • master - you are able to estimate an items value to within +/- 10%, eg you would estimate an item worth 100 silver to be between 90 and 110 silver

Social Skills
  • amateur - raw ability with a minor chance to succeed or impress
  • expert - trained or practiced skill with a good chance of success against an unwary or receptive audience
  • master - exceptional skill which succeeds more than it fails against an unwary or receptive audience
Entertain - you are able to please an audience with one from a number of talents such as singing, playing a musical instrument, poetry recitation, acting ability, juggling or acrobatic ability. You can choose what your talent is, within reason, eg someone with a clumsy agility isn't likely to be an acrobat
Glib Tongue - you are able to fast talk your way out of certain situations
Intimidate - you are able to subdue or shake the morale of someone you use this skill upon
Sleight of Hand - you can palm small objects and even have the deftness to pick pockets if you are careful
Streetwise - you can find your way around the mean city streets. If you can't find something or someone from a town you're in then you probably know someone who does, or at least know where, and how, to go about looking

Movement Skills
  • amateur - you won't fail providing conditions are perfect but don't get cocky
  • expert - you have a good chance of success even in adverse conditions
  • master - adverse condtions are tricky but no serious threat to your success. In perfect conditions you are quicker to complete a task which requires this skill
Climbing - you are adept at scaling walls, trees and cliffs
Hiding - you are able to conceal yourself or even others in the terrain of your choice, be it dark alleys or gloomy forests. It is less effective against perceptive adversaries
Riding - the ability to ride an animal of your choice, usually a horse
Sneaking - you are able to move with less chance of being heard, or if cover is available with less chance of being seen too. It is less effective against perceptive adversaries
Swimming - you can swim
Tracking - you are able to follow the trail of any creature over appropriate terrain. If you are also Streetwise you can use this skill to find someone more easily by asking the right people the right questions. This skill is less effective against those who take the trouble to disguise their trail. Disguising your trail requires a knowledge of tracking aswell

Weapon Skills

This is not meant to be a list of the only available weapons or rules on what each weapon does. It's meant to give you with an idea of what a variety of weapons can be and how they could be used within a story but the final effect is up to you. Just be reasonable in what effect a weapon has but if you're unsure then ask the thread's creator, a moderator or your fellow players depending on the situation.
  • amateur - basic understanding of the weapon such as which end you hold and which end to point at the target
  • expert - you have faster drawn times and better accuracy
  • master - your reflexes and skill improves even further, enabling you to inflict greater wounds by knowing where to hit and avoid damage by knowing how better to defend
Axe - heavy and slow melee or thrown weapon capable of dealing extra damage
Blackjack - light and fast weapon which deals knock out damage
Bow - light ranged weapon that is useless in close quarter melee
Crossbow - heavy ranged weapon which requires considerable time to reload. It can be used in close quarters, at least for one shot
Flail - heavy and slow weapon which cannot easily be parried.
Halberd - heavy and slow weapon capable of dealing extra damage but cannot be used in close quarter melee
Knife - light and fast melee or thrown weapon which isn't heavy enough to penetrate heavy armour, meaning precision and/or suprise is needed to combat foes so armoured
Mace - slow melee weapon capable of inflicting bludgeoning wounds. It is less effective against rigid armour types, such as plate
Quarterstaff - light and fast two handed weapon which is less effective against armoured foes
Spear - melee weapon which is useless in close quarter melee
Sword - average melee weapon
Scythe - slow weapon capable of dealing nasty wounds but apt to break or become entangled on any foe you strike
Unarmed - attacks such as brawling, wrestling and other forms of non-weapon combat deal no lethal wounds but can tire or stun an opponent into submission. An unarmed fighter is at a disadvantage when facing someone of equal skill armed with a weapon

Magic Schools

I shall list the SF spells below for reference only. Creativity in what each spell does and how it can be used is advised, or even necessary in some cases. I could go down the list and give descriptions of what spells do differently in this RPG but I wish to leave this more open-ended. By no means should this list be seen as exhaustive either so feel free to create your own variations, as long as you have them approved for use in a particular story thread first. In the meantime, feel free to discuss creative use of any spells you wish and perhaps we'll be able to create some more defined descriptions eventually

White: Healing
  • amateur - Healing, Area Healing, Aura of Strength
  • expert - Greater Healing, Aura of Healing, Aura of Endurance
  • master - Sentinel Healing, Suicide Healing
White: Nature
  • amateur - Thorn Shield, Cure Disease, Summon Wolf
  • expert - Aura of Regeneration, Dominate Animal, Cure Poison
  • master - Summon Bear, Charm Animal
White: Boons
  • amateur - Aura of Fast Fighting, Hallow, Aura of Flexibility
  • expert - Dispel Black Aura, Aura of Fast Walking, Aura of Light
  • master - Aura of Dexterity, Invulnerability
Black: Death
  • amateur - Pain, Aura of Weakness, Extinct
  • expert - Death, Pestilence, Area pain
  • master - Aura of Suffocation, Suicide Death
Black: Necromancy
  • amateur - Summon Skeleton, Lifetap, Death Grasp
  • expert - Summon Undead Goblin, Raise Dead, Aura of Lifetap
  • master - Summon Spectre, Feign Death
Black: Curses
  • amateur - Aura of Slow Fighting, Poison, Aura of Inflexibility
  • expert - Dispel White Aura, Aura of Slow Walking, Dark Banishing
  • master - Aura of Inability, Remediless
Elemental: Fire
  • amateur - Fireburst, Fireshield, Fireball
  • expert - Illuminate, Fire Elemental, Wave of Fire
  • master - Melt Resistance, Rain of Fire
Elemental: Ice
  • amateur - Iceburst, Iceshield, Freeze
  • expert - Fog, Ice Elemental, Wave of Ice
  • master - Chill Resistance, Blizzard
Elemental: Earth
  • amateur - Rock Bullet, Conservation, Detect Metal
  • expert - Decay, Earth Elemental, Wave of Rocks
  • master - Petrify, Stone Rain
Mind: Enchantment
  • amateur - Self Illusion, Distract, Dominate
  • expert - Invisibility, Charm, Befriend
  • master - Disenchant, Charisma
Mind: Offense
  • amateur - Shock, Confuse, Hypnotise
  • expert - Amok, Skockwave, Disrupt
  • master - Aura of Hypnotisation, Demoralization
Mind: Defence
  • amateur - Mana Drain, Sacrifice Mana, Detect Magic
  • expert - Manatap, Aura of Brilliance, Enlightenment
  • master - Aura of Manatap, Meditation

Geändert von Free Flinker (11-23-2009 um 13:22 Uhr).
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Alt 09-26-2005, 22:53   #7
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Step 6: complete any other information

Once you have the basic outline of your character you must complete any other relevant details such as the character's name, age, sex, background story etc.

Write as much information as you feel necessary but leave the bulk of any detail for actually playing the character.

Starting Equipment

Start with equipment appropriate to your background and skills as well as the genre of the story. In some genres it might be appropriate for you to own magical items or superior technological gadgets but in others you might be lucky to own a wooden spoon.

Aside from that, select what equipment you wish. You don't need to list every last bit of food in your rucksack, every item of clothing or write an essay on an heirloom in your possesion. Just use common sense and you can leave off detailling that which you can be asumed to own.

Special Note on Armour, Weapons and Spells

Armour is expensive. Generally speaking, a starting character may not own armour of better quality than leather, hide or cloth/skins.

Weapons are also expensive but it can be assumed that if you are skilled in the use of such a weapon then you will own it. However, the weapon will generally be of poorer quality compared to those which might be available in that particular story. For example a primitive orc might be skilled with a knife but what they own might be made of flint and bone. Meanwhile, a civilised human also skilled with a knife might own a bronze or poor quality iron knife. In both cases these will be of lesser quality compared to an expensive steel knife which might be available from big city weapon merchant.

An expert fighter on the other hand can be assumed to own a better quality weapon, to reflect their skill and practised eye.

You may start with one spell for each spell school you know. This must be one of the lower level spells from the list. An expert spell caster may select one or two extra spells to reflect their skill. Either chose one expert level spell or two extra amateur level spells. The spells must be selected from the spell school in which you are skilled.

Geändert von Free Flinker (10-01-2005 um 19:03 Uhr).
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Alt 09-30-2005, 17:33   #8
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Blank Character Sheet

Name:
Race:
Gender:
Culture:
Occupation:

Abilities
STR:
CON:
AGI:
DEX:
INT:
WIS:
CHA:

Character Traits:

Skills
Craft - Basic:
Craft - Advanced:
Lore:
Trade:
Social:
Movement:
Weapon:
Magic:

Equipment
Normal:
Special:

Other Information:

Geändert von Free Flinker (10-03-2005 um 20:20 Uhr).
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Alt 11-02-2005, 03:13   #9
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How to use the Profile field for RPG Characters

Hi

As you maybe noticed there is a special profile field so that you can show the name of your RPG character and a link to the character sheet under the postcounter.

Go to the Edit Profile page in your User CP. Scroll down to the last two fields.
The first field is called "RPG Character". Here you should type in the name of your RPG Character.

The second field is called "Post ID to the posted RPG Character". Here you must enter the Post ID. So go to your post. In the upper right corner there is a number like #3.
This number is also a link which looks like this:
http://spellforce.com/forum/showpost.php?p=536239&postcount=6

From there copy the number between ?p= and &postcount which is marked bold in this example. So in this example it would be 536239.

Now save your profile with the "Save Changes" button and enjoy the RPG .

Cheers
-kubi
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DESPITE ALL MY RAGE I AM STILL JUST A RAT IN A CAGE


Geändert von Androdion (09-28-2011 um 14:56 Uhr).
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