First things first. Gather information about Palladium's Rifts Roleplaying Game and this MUSH's theme in particular! This is an important first step in the process, that one understands in what context we have shaped the RIFTs system, and tailored the existing story-lines within our game. Neglecting this research may risk your character's approval status, particularly if you're gunning for a complex character concept. While we do use the Palladium game books as guides and references, our system has evolved into a MUSH-specific vision, and our version of Tolkeen has become unique in many ways, upon which the source books have little bearing. Therefore, please check out the news in +news1 and +news3 onboard the site. Most of these files are available for remote viewing on the website, and are thus linked below.
+news1 - Introduction to Rise From Chaos.
+news3 - RfC's game policies.
It is our hope that one has access to at least the Rifts Main Book (RMB), which provides additional important information about the dangerous and fascinating concept of Rifts Earth. It is not absolutely required; Players new to RIFTs can and do create characters here and learn along the way. However, it is always a good thing to have the RMB by one's side, as a basic informational source and companion to one's role-play here.
Please be aware that continuing to create a character from this point (on the MUSH) constitutes acknowledgement of our policies and philosophies as written. If you have any misgivings or outright disagreement with what is stated in these files, Rise From Chaos may not be the MUSH for you. If you wish to discuss anything with the Staff for the purposes of clarification, drop us a @mail (@mail/quick *admin/<subject line>=<message body> or 'help @mail' for the long-form command) or page if you see one of us online (page <name>=<message>).
Initial Set UpOur biased opinion is that text-based role-play provides an opportunity to create characters more vivid, more in depth, and much more personal than found in your average table top session. But at heart, it is really just another well-loved version of the same pastime of fantasy role-playing. Tabletop, LARP, IRC, MMORPG, MUD, or MU(X/SH), are all games of creative make-believe and fun. We realize that we may have attracted players from a variety of backgrounds. As all may not be familiar with the commands and protocols, we have provided the list of commands below to help you set up your character.
- @sex me=<Male, Female or Neuter>
- @alias me=<A very short name for pages, +fingers, etc.>
- @adesc me=@pemit me=%n looked at you. (You're notified when someone looks at you)
- &afinger me=@pemit me=%q0 has fingered you. (When someone checks your finger info)
- @lock me=me (No one may pick your player object up)
- @lock/use me=me (No one but yourself will be able to use commands set on you)
- @lock/enter me=me (No one may enter your player object)
- @set me=enter_ok (Allows other Players to give you database objects)
- @desc me=%r%t<Place your description here, typically after statting.>%r
Some functions of the MUSH are taken for granted, but are not going to work perfectly for everyone. However, experience has taught us here that if you want tables (columns and rows) to line up properly, you should have the following settings:
- On a PC, use FixedSys or Courier font to view the text; on a Macintosh use Monaco.
- Set your wordwrap to 80.
- Some clients also let you wordwrap along with indenting consecutive lines by 2 spaces so that blocks of text stand out from the ones before and after. We recommend this in combination with wordwrap for on-screen display, but not for logging purposes.
Type '@set me=!ansi' to stop viewing default color, although we don't in practice use flagrant ansi on RfC. Our highlight colors are bright white, light cyan, and light red, so dark-toned backgrounds work best when ansi is set.
Type 'addcom chat=Chatter' to join the Chatter channel. Those who have joined will be able to see the connects of other Chatterers, as well as have a means of social spam that might not be appropriate for the Public Channel.
Those new to MUSHing may consider getting a formal client, rather than using raw telnet (ie. what you get when clicking the telnet link on the main page), or other such inefficient programs. Some good ones to choose from are MUSHclient, SimpleMU, or Pueblo. You can download shareware versions on the web, and if one proves useful, please register the product. :) More on client use can be found here.
Another setting that is terribly helpful, is @aconnect. This attribute will run one or more commands at once every time you log on. For example, consider the usual setting of commands below, and note that +bbscan (checks for unread bulletin posts) and @mail (checks your mailbox for unread @mail) are automatically part of the MUSH's global configuration. Here is the typical setting:
@aconnect me=WHO;@doing <your doing message>
Lastly, set your +finger information. Type +help finger for all the fields you can add. Remember that although you can add exactly what your OCC/RCC may be, as well as other IC information, keeping that information to yourself and letting these details come out through roleplay is much more gratifying.
Now it's time to iron out the basic aspects of your character's identity - name, race, gender, alignment, and initial purpose in life when s/he hits the grid. These few tidbits are the springboard from which the hows, whens, wheres, and whys of the PC (Player Character), can develop. Therefore, a concept should be able to be stated in 2 to 3 clear sentences. Without all the complex window-dressing of a background, it must be able to stand alone as an attractive and viable addition to the MUSH.
Example: Murphy is a free-spirited human traveler who intends to write a book after he gains enough material from meeting and talking to people about their experiences. He is particularly interested in the war stories of Tolkeen, and intends to spend a couple of years here at least, doing odd jobs and befriending the locals. His inquisitive nature prompts him to investigate any odd tales or unsolved mysteries, if he thinks it would help him write a truthful account of an event.
The blurb above is an excellent concept. It motivates and promotes RP on the grid, makes use of the local setting, and has the potential of leading this Player Character into diverse activities with a variety of other PCs. It has an active, but not an over-ambitious goal. Notice how the concept doesn't delve into Murphy's history, motivations, or means at this point - however, his Player should be able to answer any question arising from those three sentences. Why is Murphy a free spirit? Why is he particularly interested in war stories? How does he travel? Where has he traveled? When did he start traveling? Why? How does he befriend people? These are just a few of the valid details which can be derived from this concept, and these can be defined, as needed, when writing up your application.
Making DecisionsWhat if you're interested in getting into play on Rise From Chaos, but indecisive over what exactly you'd like to play? Let's see if we can help.
1) First, let's take a look at what kind of player characters already populate the grid. Either type +census on-site, or go to the RfC Cast of Characters online, and peruse the list of approved characters. Note the male-female ratio, especially if you have no particular preference towards playing one gender or the other. Note the evident career choices of those established PCs. Perhaps there's one or more characters here who would be complemented, either as a friend, family member, or antagonist, by your own concept. Most of them have additional information that you can check on the MUSH (+finger and +info <name>). Any ideas percolating in there yet?
2) Next, consider which of the aspects of RfC's setting interests you the most:
- Magic! - If you feel that you have a knack for Arcane RP, and agree with the treatments and house rules in +news Magic and +news Academy, why not consider one of our magic-using Classes? Tolkeen is a city of mages, and within the PC component of that population, mage RP can be quite thrilling, especially when our coded system is fully operational. Alternatively, there are the powers of the mind. Psychic humans are technically mutants, but their community has been fostering feelings of confidence and even superiority over their mundane neighbors.. and for a good reason. See +news Psychics for more details.
- Nonhumanity! - There's countless sentient races who've emerged from the rifts in search of new horizons, and made their home in and around Tolkeen. While one would not be able to express a 'human' range of characteristics and emotions, there is something to be said for being the 'outsider', and contrasting our human PCs with your own strangeness, whether cultural, physical, or philosophical. D-Bees and racial diversity are vital to the overall atmosphere and richness of the Tolkeen experience. Reference +news D-bee if interested.
- Technology! - While we admittedly think that a lot of the 'high-tech' described in RIFTs is comic-book science or simply cracked (we have written various house-rules and notations, to be found in the +news), there is still much to be oohed and ahhed over. Partial bionics, cybernetics, chemical augmentation, and laser and plasma systems are all acceptable uses in the Tolkeen setting. Maybe you'd like to play a character whose life is surrounded by technology, sometimes literally.
- Tolkeen VS. The Coalition! - These are old enemies, one nation trying to make peace and work with the supernatural strangeness of the new age, while the other rails and rages against it. In the fall of 110 P.A., Tolkeen and The Coalition signed a cease-fire for the term of one year, opening up opportunities for a few visitors from the States into what is inarguably still hostile territory. This is the stuff that personal conflict is made of! Check +news Coalition, and +news CS-characters if this idea is floating your boat.
- Social Role-play.. and that's it! - Okay, so you just want to have a vivid personality and interact. Excuse us a moment, while the Staff clutch their hearts and go awwww! :) There are countless concepts and roles for Joe and Jane Normal that would work towards enriching everyday role-play in Tolkeen, and give our intrepid heroes and villains a sense of perspective. Take a meander around our Tolkeen files, such as +news work, which may jog some ideas. And as if that wasn't enough info, how about one of these career concepts:
- MEDICAL STAFF (Paramedics, psychiatrists, and healers for Tolkeen's Medical Center, private clinics, or the creepy Memphis Hemingway Asylum.)
- JOURNALIST TYPES (outgoing and/or nosey, television or newspaper - Great possibilities for RP)
- CROOKS (for the seedier side of Tolkeen, whether a loner, or part of a gang, the rotten apples can usually get away with razzing the heroes, without being Evil enough to get smote into red mist)
3) Anything clicking around in there yet? Here's our final stab at helping you out of your ideas rut. The following concepts are potentially interesting, and particularly promising to role-play on Rise From Chaos MUSH:
- Miles Militus is a tax-supported compound built for resident and visiting Cyber-Knights. Our resident PC Daniel Standingready needs a show of brotherhood in the form of a couple more interesting knight PCs. If you've got good background skills and a style that is real and gritty (read: uncheesy), how about an official Do-Gooder? (see +news Miles-Militus)
- The Tolkeen Freelancers' Guild is the only government-approved organization for 'mercenary' work within the city limits. It still needs some fleshing out, and filling out, with only 3 PC members - Bounty-Hunters Lake O'Bannon and William Wulf, and Ring-Champion Elegra Hichleistern - in its ranks. Check +news guild for the details so far.
- The Sports Center is a multi-venue sprawl of a dozen events, waiting for career athlete PCs to stake their claim to fame. Motorbike racers, boxers, gymnasts, swimmers, ice-skaters, team-players, and more, can cash in on competitive and celebrity RP, with additional possibilities for players interested in managerial or coaching positions.
- The Tolkeen-Coalition pact brings out true possibilities for political struggle and inter-personal conflict. Of particular interest would be the status of those now-citizens who'd gone AWOL and deserted the CS army since The Siege.. not to mention those who still face criminal charges back in Chi-Town. Coalition-origin PCs, and their 'Javert'-esque hunters, can play out their intrigue on the streets of Tolkeen. Will the Council uphold sanctuary, or revoke citizenship from these cornered rats in deference to the demands of CS officers?
Well, that's enough rambling from us about character ideas for the game. Remember, if you want to discuss any particular concept with a Staffer, either @mail *admin with the pitch, or page one that you see online. :)
Gender ConsiderationsAlthough the ideal MUSH character roster would have equilibrium between the genders, we would encourage you to apply for the role you feel most comfortable with, at least as your main PC. There are a few thematic considerations that will affect female roles:
Inside Tolkeen City proper, one is going to find a slightly higher proportion of females. This is largely due to the protections offered by the city, but even more, it has come about with the higher death rate of male citizens, in battles to uphold that very protection. As a result, women enjoy fairly equal career opportunities, and suffer no great societal prejudice, particularly in the higher-income and magic-using classes, where intelligence and personality are of greater value than physical prowess.
The same cannot be said of attitudes outside the city walls. In Baronies, villages, and the Fringe, the societal norm puts human women in the role of trophies and/or domestics, largely subordinate to men in a survival-focused world. Unattached or independent women are often (subtly) harassed and put under pressure to conform to expectations. In fact, one of the best ways for an ambitious woman to escape such treatment is to behave like a man herself, and acquire enough power or wealth to beat them at their own game. In truth however, civilization has yet to become comfortable enough for the notion of gender liberation to creep back into the culture.
Females are, as a rule, restricted from the following Classes: Cyber-Knight, Mystic-Warrior, Tribal-Warrior, and Warlock. Males are restricted from the female-biased class of Mystic.
Variable Classes and Templates From The BookNow you may be wondering which Occupational Character Classes (O.C.C.) are permitted on the game.. since typically, one creates a character for RIFTs based on these specific Class templates, which tell you what your PC is like, whether it suits your character or not. There are two reasons Palladium does this. Some OCCs are defined by specific skills and abilities, which therefore become mandatory aspects of the character sheet; this, we agree with. However, most OCCs are simply ready-made characters for a table-top romp; we can do without this part.
Therefore, except for those Classes which we feel have special requirements by which they are defined, all others will be treated as variable according to the Player's vision. Most Scholar/Adventurer, Men-At-Arms, and Mercenary classes are judged to be Variable. The major differences between these templates are: their too-limiting class descriptions; a mostly presumptuous set of mandatory skills; a couple of attribute pre-requisites or bonuses; and a suggested equipment list. These things are now left open to your own judgement, and you can even change the occupational title, to be more appropriate to your character concept (ie. Street Fighter, instead of just City-Rat). But if you do want to follow one of the source book templates to a 'T', you're also welcome to try it in our Self-Stat CharGen process. Here is the entire list of source book OCCs that we will allow as Variable Occupational Classes:
Main Book: Body-Fixer, City-Rat, Cyber-Doc, Glitterboy-Pilot, Grunt, Headhunter, Military-Specialist, Operator, Rogue-Scholar, Rogue-Scientist, Technical-Officer, Vagabond, and Wilderness-Scout.NOTES: When considering the book OCCs listed here, especially England, South America, Triax&NGR, Japan, Australia, and Russia, do not assume that the character needs to be from a continent outside North America; in fact, we strongly encourage that templates are adjusted for North American origin, foregoing the need to come up with some wacky, implausible story about how the PC got across the ocean. Additionally, an important rule for creating your own unique Variable Class character, is that it cannot share the qualities or abilities of any Special Class. If you want anything resembling a Mage, Master Psychic, Augmented Being, Mutant Animal, etc. you MUST choose from the list of available Special Classes.
Mercenaries Book: Bounty-Hunter, Forger, Professional-Thief, Safecracker, Smuggler, and Special-Forces.
England Book: Knight.
South America Books: Gaucho, Sailor.
Coalition Navy Book: Pirate, Privateer, and River-Pirate.
Juicer Uprising Book: Juicer-Wannabe.
Triax and NGR Book: Communications-Officer, Field-Officer, and Medical-Officer.
Japan Book: Police-Officer.
New West Book: Bandit, Barmaid, Cowboy, Deputy, Gambler, Gunfighter, Gunslinger, Justice-Ranger, Preacher, Professional-Gambler, Saddle-Tramp, Saloon-Bum, and Sheriff.
Australia Book: Aero-Jock, City-Trader, Guide, Raider, Roadganger, Road-Sentinel, Sportsman, and Technologist.
Canada Book: Antirobot-Specialist, Techno-Hound, Techno-Warrior, Trapper-Woodsman, Tundra-Ranger, Tundra-Scout, and Tundra-Cavalry.
Russia Books: Explorer, Travelling-Storyteller, and Villager.
Special Class TemplatesThe following Classes have special requirements and have been separated into four main categories. AUGMENTED category describes those whose attributes have been artificially boosted by technology and drastic surgical procedure. There is a heavy price to pay for each of these individuals, in exchange for their superhuman capabilities. COMBAT category holds those who've gained supernatural abilities as a result of their diligence and devotion to their craft. They received their training from a brotherhood society, and are therefore held to a strict moral code, to temper their power. MAGE category is self-explanatory - these folks are able to manipulate the supernatural into manifestations of magic. The price of working so consistently with such forces is increased susceptibility to supernatural interest, often to harsh and evil ends. PSYCHIC category describes those individuals created in the RIFTs earth environment, either as hybrid animals within Coalition Laboratories, or over several generations of mutation from the time of the nuclear cataclysm. They are characterized by the development of impressive amounts of psychic ability. Please, if you are thinking of applying for one of these Classes, be sure to read its information write-up, on the site. +help Classes will point you in the right direction.
NOTE: The information write-ups are undergoing construction currently, priority being given to items that are of direct interest to a player. Therefore, notify the Staff of your intention to app for one of these classes, and the write-up will become available that much quicker.
AUGMENTED: Cyborg, Crazy, Juicer, and Partial-Borg.
COMBAT: Cyber-Knight, and Ecto-Hunter.
MAGE: Conjurer, Dryad, Line-Walker, Mystic, Shifter, Techno-Wizard, and Warlock.
PSYCHIC: Battle-Cat, Burster, Dog-Boy, Mind-Melter, Psi-Druid, Psi-Nullifier, Psi-Slayer, Psi-Slinger, Psi-Stalker, Psi-X-Alien, and Zapper.At this time, although there are a couple that you will notice previously approved, we will NOT be accepting ANY unmentioned Special Classes, which exist in the available sourcebooks. Chances are that we have not included it due to its questionable abilities or suitability for the game environment. If and when the playerbase is substantial enough to warrant exceptions, we will announce our intentions of allowing interested Players to follow the Feature App procedure in order to snag one.
NOTE: In regards to statting procedure, Special Classes have several mandatory pre-requisites - the traits which define just how special they are. These are not granted to them free of charge, however. Appropriate expenditures are made from the allotment of points which all Players start with to build their characters. Therefore, Special Classes will essentially start out with less points to spend on the variable aspects of their +sheet; something to keep in mind when making your choice.
RacesThe bulk of our information files speak to the Player under the default assumption that her Character is human. However, we expect that D-Bees will necessarily take different views on various IC issues, by either slight or vast degrees. It is absolutely necessary to read the on-site information write-up on the D-Bee race you are considering portraying, before you make the decision to create a character of that species. +news D-Bees, +news Population, and +help Races will point you in the right direction.
D-BEES: Aarden-Tek, Bearman, Centaur, Changeling, Coyle, Dwarf, Elf, Goblin, Grackle-Tooth, Greot-Hunter, Gromek, Hytril, Kankoran, Lizardman, Minotaur, Mutant-Bat, Mutant-Rat, Noli-Bushman, Ogre, Orc, Ratling, Simvan, Trimadore, Vanguard-Brawler, and Wolfen.At this time, we will accept home-brew or unmentioned races, or creatures of magic (ie. faerie folk), on a case by case application basis. If it is an established species from a source book, chances are that we have not included it due to its questionable abilities or suitability for the game environment. Interested Players are asked to follow the Feature App procedure, in this case. If your concept race is home-brewed, the race will need to be described fully to the Staff, in terms of origins, culture, appearance, and abilities. That write-up must be approved, and the character will need to be hand-statted until Staff can develop an add-on to the Self-Stat CharGen in order to accommodate homebrew strangeness. Please note in advance, that if the new D-Bee race overreaches the power level of any established D-Bee from the list below, approval in all likelihood will not be granted - so don't go nuts here, or you'll be wasting everyone's time.
Relative AgeFundamental differences affect the developmental rate of the various D-Bee species, and for practical reasons, will be measured against Humans as a standard. In brackets is the average lifespan of each race, and the PC range illustrates the start of young adulthood up to the onset of senior age, based on that developmental ratio. This is what is known as Relative Age, and is a major consideration in Statting. Character concepts with higher Relative Age will receive additional CGP with which to advance certain areas of their +sheet.
.5 to 1 ratio: Coyles (45), Hytrils (35), Kankorans (45), Mutant-Bats (35), and Mutant-Rats (35); PC age range between 8 and 30.
.75 to 1 ratio: Bearmen (60), Goblins (60), Greot-Hunters (65), Lizardmen (65), Orcs (60), Ratlings (55), and Wolfen (65); PC range between 12 and 48.
1 to 1 ratio: Aarden-Teks (80), Centaurs (100), Noli-Bushmen (80), Ogres (95), Vanguard-Brawlers (80), and Simvans (95); PC range between 16 and 65.
1.5 to 1 ratio: Trimadores (125); PC range between 20 and 90.
2 to 1 ratio: Gromeks (160); PC range between 22 and 116.
2.5 to 1 ratio: Changelings and Dwarves (250); PC range between 26 and 144.
3 to 1 ratio: Grackle-tooths and Minotaurs (300); PC range between 30 and 170.
5 to 1 ratio: Elves (600); PC range between 36 and 270.In CharGen, you must stay within the listed PC range of your character's age. At this time, although there are a couple that you will notice previously approved, we will NOT be accepting any character applications with ages above or below the range listed. If and when the playerbase is substantial enough to warrant exceptions, we will announce our intentions of allowing interested Players to follow the Feature App procedure in order to snag a very young, or very old character. Please note that Feature concepts under the Relative Age of 16 will receive lower than 175 CGP for Statting, and concepts over 65 will receive no additional CGP beyond the limit of 142.
AlignmentsLastly in regards to Concept, your character needs one of these babies. Alignment is a definitive factor of Character portrayal, as important as Class, Skills, and Attributes. Instead of paraphrasing from the Main Book, we do Alignments.. RFC-Style! So, here's a preamble on Virtues and Vices. A character's alignment is based upon his behavior according to these eight moral themes, or their anti-themes.
The Virtues and Vices (and what they mean)Examining these aspects of alignment, it should be clear that most people fall below the standards of Virtue, including yourself, most likely. Don't be afraid of acknowledging that your character falls short of moral perfection, or on the flip side, that your character isn't pure evil. What matters when determining a PC's alignment, is how you will try to portray the character's behavior /most/ of the time.Honor - Keeping your word. Being true to the values/virtues of your family and/or homeland. Treating others properly and well.
Dishonor - Breaking your word. Showing disdain for the values and virtues of others. Treating others poorly or with contempt.Truthfulness - Avoiding the deception of yourself (self-delusion) and others (lying). Avoiding gossip and exaggeration.
Deceit - Deceiving yourself and/or others. Influencing the opinion of others by using lies and distortions.Empathy - Understanding a situation from another person's perspective. Showing sympathy and compassion for their suffering.
Cruelty - Feeling/showing indifference to, or pleasure in, the suffering of others. Inflicting harm for your own pleasure.Humility - Being at peace with your position in life. Knowing your worth and limits, and taking pride in your accomplishments without boasting (ie. calling attention to yourself).
Conceit - Staking your personal worth on the praise of others. Feeling/showing excessive pride, more than an accomplishment or personal trait warrants.Courage - Being aware of, and facing, significant adversity, within or outside yourself. Overcoming your fear and doubt for the sake of upholding virtue.
Cowardice - Forsaking any virtue, from fear and doubt. Assaulting one who is ill-equipped, or unable to retaliate, either directly (to his face) or indirectly (behind his back).Justice - Acting in accordance to what is right and fair, without bias from inappropriate influences. Receiving due penance (for your errors) with grace.
Prejudice - Valuing your personal opinions/preferences over truth and fairness. Letting outside influences impede the wheels of justice or create an unfair judgement.Spirituality - Looking for meaning within yourself and beyond the secular world. Exercising self-restraint and treating the body as a reflection of the soul. Respecting life.
Carnality - Giving in to base inclinations such as lust, sloth, gluttony, wrath, envy, and material acquisition. Taking an irreverent view of life.Altruism - Putting others before yourself in the name of virtue alone (ie. personal attachments aside). Giving others the benefit of the doubt (presumed innocent until proven guilty).
Selfishness - Valuing your wants above the needs of others. Using others as means to an end, like objects.Skip this part if you don't want to get nitpicky, but in any given alignment, virtues and vices can carry a numeric value for the sake of RP guidelines. One definitely does not need to worry over or fiddle with actual numbers if one is not so inclined. The ballpark range in any given alignment is usually enough so that an individual has some leeway in her individual behavior, but leaving the suggested boundaries begins to tread dangerously in the realm of Behaving Out Of Character, and an Alignment Check would be in order. Progression from one alignment to another should be a very gradual In-Character process, rarely something abrupt, as with a traumatic event.
100 = You are perfect... you always behave virtuously. Yeah right. Folks who think they have 100 in any virtue had better check their pulse.. because they're dead.75 = In regards to the virtue in question, you set a fine example. It is of no small importance to you and plays a prominent role in your life, evident in your words and deeds. When you fail in upholding your convictions, you will feel terrible about it until appropriate amends are made.
50 = You lack true conviction in this virtue, although you do feel it is important and generally seek to follow its path in any given situation. It is fairly easy to be tempted towards abandoning this virtue temporarily, however. This will bring on uncomfortable feelings of guilt.
25 = You are on vague speaking terms with this virtue. It's something you frequently consider doing in any given situation, but you often do not follow through on it, particularly if it takes too much of your personal energy. You maybe feel a twinge of some regret when you do that which opposes the virtue.
0 = You are pretty darn ignorant of this virtue altogether. You are not particularly impressed when you see someone else express it. You feel no compulsion to follow its path, and no particular feelings of guilt plague you when you commit the minor forms of vice in this regard. Maybe if you were exposed to this virtue more, you would appreciate its value...
-25 = You scorn the virtue in question, but you're just in the minor leagues. For one reason or another, you don't dare plunge into the heavy-duty activities of this vice. Perhaps there's still hope for you.
-50 = You are villainous in your indulgence of the vice, wading hip-deep in it. You rarely act upon impulses to do the virtue. It's wussy! It's stupid! You deliberately demonstrate your expertise with this vice, though you won't do the worst things, especially if the risks of repercussion are too high.
-75 = Depraved Evil comes to mind here, capitalized. You'll do anything and everything associated with this vice, and have sunken so far, there's no coming back. You are completely unredeemable.
-100 = You are already in Hell.. haven't you noticed yet? Log off, think happy thoughts, pray that your score was just some typographical error.
Now, let's look at how the eight tenets of morality apply to RfC's eight alignment choices. You must identify your character with one of these.
Principled (Good)
This term describes a rather consistently 'pure', righteous sort of character. She believes in obeying the law of the land, and will generally trust and respect the local authorities, though if an injustice is perceived among them, she will very likely address the matter with them directly. If it becomes necessary for her to break a law or a trust, it is equally likely that she will be compelled to confess and make amends. Upholding the ideology of virtues in herself and others means a -great- deal to her. She believes in the fundamental rights of other good beings to live their lives, and live free of oppression, and she is compelled to act against evil, especially what she personally witnesses. Important to note about the Principled character is that even in action against evil, she will avoid straying from the virtuous, lawful path.Scrupulous (Good)This does -not- mean that such a character is a saint and a fabulous joy to live with, especially in relationships with those of less 'pure' alignments. It doesn't mean that she'll never do anything that is wrong or questionable, especially when misguided or truly desperate. But it will definitely be her first inclination to uphold law, virtue, freedom, and life, and thus she may be trusted even in times of great stress and uncertainty to do the morally correct thing.
Honor: 75+, Truthfulness: 75+, Empathy: 75+, Humility: 50+, Courage: 50+, Justice: 75+, Spirituality: 75+, Altruism: 75+
This character is also consistently good, but is not ruled as strongly by the tenets of virtue and law. He certainly does understand the value of these ideals and of authority, but he will likely not let ideals nor authority stand in his way, when he acts against evil. This may mean that he isn't above pushing the boundaries of virtue, and bending laws, in order to do what he feels is right overall. Perhaps in this respect, he passionately despises those of evil alignments, for the corruptions that they inspire within himself. However, it is highly unlikely that he will ever push so far as to break those laws and virtues he inwardly respects, except in the face of great evil. To do so would lower him to the level of the conscienceless which he holds in contempt. And even though he believes that he has done what had to be done, if he is called to ultimate justice for his transgressions, he will be compelled to acknowledge and accept the consequences.Unprincipled (Selfish)The Scrupulous character is certainly less than perfect, and could even be considered a menace if his impulses are not kept in check. Even though his heart is in the right place, his less than 'pure' methodology could do as much harm as good in its execution, and thus he is less trustworthy than a Principled character.
Honor: 50+, Truthfulness: 50+, Empathy: 50+, Humility: 25-75, Courage: 75+, Justice: 50+, Spirituality: 50+, Altruism: 50+
This category is where most tend to fall by default. The alignment is a grey one, but describes an individual who may act for good or evil, for the only consistency in which she behaves is based on her own personal well-being. Personal freedom is of great importance to her, distrusting laws and authority figures, and seeing them as forces trying to cramp her style. She is not out to break laws or do evil unto the 'innocent', if she can help it, however. The precepts of virtue are not unknown to her, and she likely is inwardly drawn to virtuous characters, and will avoid harming them in her deeds. By contrast, she is able to accept those of evil alignment, but feels no need to hold herself to a high standard among them. Unprincipled characters are ultimately selfish, but with a nagging, ill-formed conscience. Thus, guilt is something she feels, but if she can avoid real consequences, she will typically do so.Anarchist (Selfish)The truly Unprincipled character is typically seen as teetering on the edge of the fence, leaning towards virtue, but constantly tempted and ruled by vice. As such, she is quite vague or indecisive on different issues and values, something that both good and evil alignments can find annoyance with, and reason to view her as untrustworthy overall.
Honor: 0 to 50, Truthfulness: 0 to 50, Empathy: 25 to 75, Humility: -25 to 50, Courage: 0 to 50, Justice: 0 to 50, Spirituality: -25 to 25, Altruism: -25 to 25
This alignment describes a character who is consistently contemptuous of authority, restrictions on his freedom, and the expectations of society. He is even more unrepentantly self-centered than the Unprincipled sort, thus rather anti-social or insensitive, and seeks gratification wherever it can be found. He is of the attitude that his desires, needs, and rights, are before all others', and resists violently the idea that he can be told what to do or how to behave, often going out of his way to wallow in minor levels of vice just to maintain his individuality. He knows what virtue is, is capable of acts of good, but they are unfortunately often insincere, and he is perfectly capable of committing petty unlawful, or immoral, acts to manufacture a beneficial situation for himself. Others, good, selfish, or evil, he will consort with and use them all to his ends, and virtues are ways to behave as -befits- his needs at the time, not ideals to particularly believe in. A weak, undeveloped conscience prevents him from truly accepting blame or penance, and any guilt or regret he feels is likely more for being caught in the act of vice, than for actually committing wrong.Miscreant (Evil)As he is not truly 'evil', the Anarchist character is compelled to draw the line at cold-blooded murder, and extreme cruelty to others, especially if they don't deserve it. Even so, because of his consistent rebelling against rules, conventions, and expectations, his acquaintances learn not to count on him doing anything except what puts him on top of the game, and what keeps him free.
Honor: -25 to 25, Truthfulness: -25 to 25, Empathy: -25 to 25, Humility: -25 to 25, Courage:-25 to 25, Justice: -50 to 0, Spirituality: -50 to 0, Altruism: -50 to 0
The individual of this evil alignment is identified by her consistently self-absorbed actions and immoral motivations. She holds many of the tenets of virtue in contempt or as unnecessary where she's concerned, and embraces vice wholeheartedly, for the activities therein provide her the most and easiest gratification, and self-gratification is her ultimate goal. Unlike the Anarchist character, she is willing to do pretty much anything that will satisfy her desires, be it something as simple as a chance to show off, or as material as gaining more possessions. Lying, betrayal, cheating, maiming, torture, and killing others are no problem, as long as it gets her where she's going. She prefers to consort with others of her ilk, or those whom she knows will tolerate her behavior, 'cause those namby-pamby do-gooders make her ill! Her conscience is pretty much non-existent, and when pressed with consequences, she'll resent every minute of it and come out of it just as bad.Diabolic (Evil)It is still possible for this type of character to be likeable, though her friends will tend to be the not-picky sort, for whom it will usually not come as a surprise when she does what she does. Her saving grace is that her immoral and/or unlawful actions are typically done with a purpose in mind, namely her personal gain. This means it is not a random compulsion nor a particular thrill to commit the foulest deeds, such as murder, torture, and mass destruction. She's a scoundrel, not a psychopath.
Honor: -50 to 25, Truthfulness: -50 to 0, Empathy: -75 to -25, Humility: -75 to -25, Courage: -50 to 0, Justice: -75 to -25, Spirituality: -75 to -25, Altruism: -75 to -25
This alignment is reserved for the very lowest, vice-filled, and unredeemable villain. His motivation is power, and also the deep satisfaction that comes from inflicting brutal pain over other living beings, through unlawful and immoral acts. Like children and puppies, he needs no excuse. A conscienceless sociopath, he spares no one, not friends, partners, family, nor even the purely innocent, such as, again, children and puppies. They are all game pieces in his maniacal universe. He will never do anything helpful for another unless it fits in with what he was doing in the first place, and even then, he'll be compelled to negate that helpful move sooner or later with something destructive. Any smart/sane individual, no matter what the alignment (except perhaps other Diabolics), will fear, and/or loathe him, let alone distrust him. This of course means that his company typically consists of weak-willed, low-intellect henchmen, and/or the criminally insane.Aberrant (Wacky)Such a description would tend to indicate that the Diabolic character is a short-lived breed. However, with sufficient levels of intelligence and cunning, he usually can survive by maintaining a less threatening facade that keeps his enemies unsure as to whether they are justified in destroying him outright. He should do anything it takes to avoid identification or capture for his misdeeds, for in his case, the punishment is typically death.
Honor: -100 to -50, Truthfulness: -100 to -50, Empathy: -100 to -50, Humility: -100 to -50, Courage: - 100 to -25, Justice: -100 to -50, Spirituality: -100 to -50, Altruism: -100 to -50
This odd character has morality scores spread across the board, and yet somehow manages to create a viable, albeit twisted, alignment. She is the rare sort of villain for whom heroes have grudging respect; a trustworthy antagonist. While most of her behavior leans heavily towards vice, she adheres to a strict code of honor, practising it and admiring the trait in others. Those who display it are the ones worthy of her reciprocation of honor. Those who do not aren't worth any consideration at all, period. She is, like the Selfish alignments, motivated by personal power and freedom, and as well, like the Evil alignments, is driven towards material gain and exerting her will over others, through force, intimidation, and trickery. She is limited in these endeavors only by her personal ethics, which are either shady or downright non-existent, except for honor, and, strangely, justice. She has a sense of fair play, and will likely endeavor to uphold at least the spirit of it, for honor's sake. When consequences befall her for her unlawful actions, she'll most likely accept it as her own failure to stay ahead of the authorities, and work that much harder to make sure she doesn't get caught next time.. if there is a next time. As long as she believes herself to be acting within her own terms and guidelines, guilt is not something she chooses to feel.Irrational (Wacky)This is an unusual alignment, but not unheard of. Other individuals may find her quirks inexplicable, but at least she is fairly consistent in them and may be trusted in as far as her word of honor will always be kept.
Honor: 50-75, Truthfulness: -25 to 25, Empathy: -25 to 25, Humility: -75 to -25, Courage: -25 to 25, Justice: 0 to 50, Spirituality: -50 to 0, Altruism: -75 to -25
This character is somewhat erratic in the morality department, mainly due to an unconventional or uncivilized upbringing, or plain ol' insanity. He exhibits behaviors that are inconsistent with any of the other ballpark alignments. Compulsive liars, wildmen raised by wolves, the delusional, and small children are included. The reason that random moral scores are irrational is that the virtues are inter-related, and where one is, the others cannot be too far behind. Morality is not a buffet line of virtues and vices. Ideally, the irrational character is misguided from his true alignment, and will work his away back into balance in time. This is not an optional alignment with which to start unless your character is one of those described above.Honor: ?, Truthfulness: ?, Empathy: ?, Humility: ?, Courage: ?, Justice: ?, Spirituality: ?, Altruism: ?
Concept CheckHopefully, you will now have your own working character concept, answering the questions of gender, race, class, alignment, and purpose. At this point, we'll double-check a few things about it. Five years of staffing experience on RFC have put this checklist together. Often one or more of these items is a major reason why a character concept is denied, or fails on the grid. It would be to everyone's benefit if you would run your own character concept through this test, in order to better ensure its feasibility on Rise From Chaos MUSH.
1) Does this character concept fit within the theme?
- Rifts Earth, and more precisely Rifts Tolkeen, has a certain look and feel to it. It is science-fiction, yes, but we expect a fairly high degree of realism, and at least pseudo-scientific explanations for the abnormal stuff. A Marvel-esque superhero does not really work here, and neither does a stereotypical anime character, both from genres which rely heavily on comic book science.
- Elves, Wizards, Vampires, Werewolves, and other such character types which can be found in almost every RPG, and fantasy novel, obviously have their own definitions in RIFTs. These descriptions are what we will accept, first and foremost. Characters crossing over from non-compatible RPGs or fantasy/sci-fi worlds, with completely different expectations of culture, abilities, and rules than their counterparts here on RIFTs Earth, are more trouble than they're worth, and will as a rule be refused.
- Most RL modern day-specific attitudes and 'fads' such as democracy, political correctness, and atheism are also out of theme with a post-apocalyptic setting where the supernatural is very real.
2) Will this character concept be reasonably low-maintenance for the Staffers?
- Characters who cannot make a move without having to consult or gain approval from staff are not what either of us want. Characters whose main purpose in life is to design and build weaponry - no. Characters whose main purpose in life is to buy and sell cybernetics - no. In short, characters whose main purpose in life is to deal with staff NPCs and/or staff directly, instead of the available PC population. No. No no no.
3) Is this character concept versatile in multiple roleplay situations?
- A character must be able to interact socially with other PCs, or s/he will get /nowhere/ in the game. We don't necessarily mean that the character has to be a pleasant, friendly person, either. But if s/he is played as either too shy, or unable to be bothered to deal with people on any terms, you will spend most of your time here watching from the sidelines.
- Unless s/he is taking part in an epic table-top-style campaign for a while, the character is obliged to deal with day-to-day living somewhere in Tolkeen territory. This is what's known as a persistent world, where at any given moment, your character is assumed to be doing something, not always exciting, but more often mundane. Some concepts based on OCCs can seem truly geared for an RL table-top romp cross-country for riches and fame... and not for grabbing a job flipping burgers at the local Ollie Treats in order pay the bills. While we do indulge in a 'romp' every so often, this is nothing upon which to build a long-term character.
4) Can /I/, the player, handle this concept to at least a satisfactory degree?
- While Role-Play is about pretending to be someone else, oftentimes someone whom you could never be in Real Life, it's also about being able to pull off a credible performance. If, for example, the character concept is a brilliant scientist, the Player is expected to have done enough research, or have brought enough personal experience to the scene, to give this character the look of a highly intelligent professional. Alternatively, if it is a mean, rotten, villainous character one wants, the Player is obliged to portray this consistently without capitulating into a wishy-washy lukewarm type the first time another character is pleasant to him/her, because the Player can't bear for the character to be ICly disliked.
- Stereotypical characters may be universally thought of as cliche, but don't be led to believe that your character must break the mould to be interesting. A thoughtfully-played stereotype is invariably more acceptable than a 'unique' character concept that /doesn't make sense/. For example, A CS POW who would typically like nothing better than to shove his boot down the throat of a 'disgusting' D-Bee, but who swallows his harsh desires because he is outnumbered by D-Bee supporters, can be a fascinating concept to play. A CS POW who is, atypically, easily rehabilitated by exposure to D-Bees and Mages, and now thinks they are A-OK in his book, has lost the most interesting aspect of being from CS origins. Same thing with alignments. Just because the books imply that not all Shifters are evilly aligned, it doesn't mean that it would be a good idea to play a 'good' one. Good people do not consort and make pacts with demons and alien intelligences. The character becomes limited because it does not make sense.
If your concept is sound, you'll have answered 'YES' to these four questions. If you found yourself answering 'NO' to one or more, it is in your best interest to pause now, to fix up your concept.
So, at this point you will have a Character Concept that has passed through the checklist successfully. In the olden days, what came next was a Background, a process of describing the character's history, personality, and motivations that could often be grueling work for both Players and Staff. We've learned that there are only certain details we need for the purpose of the game, but a lot of things which seem to find their way into Backgrounds, that we are not interested in knowing about - we have been obliged to slash and burn our way through bits, not because they were important, but because they were there.
This incarnation of RfC will make backgrounds optional, and concentrate instead on gathering the appropriate information for what will hopefully make a quick and easy CharGen experience. In order to submit an application that is appropriate to the concept you have created, you are now required to classify the PC by what role you would like it to occupy on the grid.
Submitting Your Application
Character Role ClassificationRfC MUSH uses a literary/dramatic role classification system to define and generate characters, rather than relying on Palladium's 'Occupations' to dictate 'power' levels. This system relies on what the individual brings to, and expects from, Rise From Chaos - the level of application detail we ask from you will be based on your decision here. Therefore, you will need to familiarize yourself with these five terms, and figure out which one suits you and your character best:
Cameo (characters appearing occasionally or only recently introduced)
Supporting (characters sharing the edge of the spotlight)
Lead (characters always in the thick of the story)
Feature (powerful archetype characters pulling the strings)
Victim (characters whose days are numbered - NOT available at this time)When the Player provides a minimal amount of information in his application, he is bringing an underdeveloped character to the grid. Being a new addition who has yet to find its niche in the cast of characters, and who may not in fact, work out to become part of the alumni of long-standing characters here, the term 'Cameo' is rather apt. Of course, if one sees enough role-play, the character will flesh itself out in due time, and grow into at least a 'Supporting' position, if not become a main figure in the game.'Cameo' also describes the Player's main goals and attitude towards role-playing on the site. Perhaps you don't have the time in Real Life to commit to a schedule of role-playing, where you are depended upon to accomplish certain goals to keep the story flowing. Perhaps you do have the time, but just would rather not. Or maybe you created your character for more whimsical, random role-play on the grid, and see no need to have her develop within the intense situations that Staff TPs or other long term plot lines might offer.
The Cameo Role - Rights and Obligations
Cameos have no obligations except to adhere to the rules of etiquette and policy on the MUSH. This also means that their privileges, in regards to character development and game mechanics, are more limited in comparison to the Supporting and Leading roles. And considering the rapidity with which one can gain Full Approval as a Cameo, this PC will be placed under some restrictions as well as some protections, for a period of time called 'RP Probation'.The Cameo Role - from Creation to Approval
- You must fulfill the requirements of a 'Basic' Application (AKA +news App-Basic).
- Then you will proceed to CharGen Statting with 175 base CGP to build the character.
- You must then give official agreement to RfC's Policies before gaining instant access to the grid, as a 'Cameo' Character on RP Probation for up to 2 months.
- The Staff will approve your Application or request revisions within the first 2 weeks of Probation. If the 2 weeks pass without contact from Staff, you may assume that your Application and all details therein have been approved for use in RP.
- If you write a background for the character, or edit it to include more details, you must notify the Staff. We will then have 2 weeks to review the entry/edit, and either approve its use in RP or request revisions. If the 2 weeks pass without contact from Staff, you may assume that all details therein have been approved.
- Your character will be fully approved at the end of your term of RP Probation. No further background edits will be accepted. After this point, you may give notice for upgrading your character's status to Supporting.
Policies affected by the Cameo role classification:
- Character Development Points spending
- Death saves from Perks Points spending
- Karma/Reputation changes
- Character focus within Tiny-Plots
- Idle time-out of IC Status
Upgrading from Cameo to a Supporting Role
It is possible to apply for a change in one's character's status. In order to make a valid request for an upgrade, the Player must meet the following conditions:
- Statement of Intention - You must give one week's notice by @mailing the alias *admin. Staff may use this time to review the Character's activities, and possibly address any concerns arising from the upgrade.
- Your activities should reflect at least 1 +logged/validated scene a week.
- Follow-through - You must acknowledge your new rights and obligations, as a Supporting Character.
This is as much a state of mind, as it is about adequately detailing a character application. Not everyone cares to have the weight of decision-making and leadership within a TP, even though they might enjoy playing around the build-up and consequences of such situations. There are valid reasons, among them a limited RL schedule, and/or little interest in being made a vital part of ongoing plot-lines. The term also refers to the initial 'settling-in' period that a new PC goes through as she finds her place in the story, and develops her own personal plot. If the Player then chooses to commit to becoming involved in RP as a Lead character, on whom stories depend, then it is a simple matter of upgrading.The Supporting Role - Rights and Obligations
Supporting Characters are expected, of course, to adhere to the rules of etiquette and policy on the MUSH. Additionally, they are expected to have interaction with Lead Characters in the context of one, or various, story lines. They in turn can expect an appropriate amount of attention from TP staff and Player Storytellers, to aid them in these interactions. In regards to character development and game mechanics, the Support enjoy a few more advantages than Cameos, though still less than Lead roles. These PCs are also subject to some restrictions as well as some protections, for a period of time called 'RP Probation'.The Supporting Role - from Creation to Approval
- You must fulfill the requirements of a 'Developed' Application (AKA +news App-Developed).
- Then you will proceed to CharGen Statting with 175 base CGP to build the character.
- You must then give official agreement to RfC's Policies before gaining instant access to the grid, as a 'Supporting' Character on RP Probation for up to 1 month.
- The Staff will approve your Application or request revisions within the first 2 weeks of Probation. If the 2 weeks pass without contact from Staff, you may assume that your Application and all details therein have been approved for use in your RP.
- If you write a background for the character, or edit it to include more details, you must notify the Staff. We will then have 2 weeks to review the entry/edit, and either approve its use in RP or request revisions. If the 2 weeks pass without contact from Staff, you may assume that all details therein have been approved.
- Your character will be fully approved at the end of your term of RP Probation. No further background edits will be accepted. After this point, you may give notice for upgrading your character's status to Lead.
Policies affected by the Supporting role classification:
- Character Development Points spending
- Death saves from Perks Points spending
- Karma/Reputation changes
- Character focus within Tiny-Plots
- Idle time-out of IC Status
Upgrading from Supporting to a Lead Role
It is possible to apply for a change in one's character's status. In order to make a valid request for an upgrade, the Player must meet the following conditions:
- Statement of Intention - You must give one week's notice by @mailing the alias *admin. Staff may use this time to review the Character's activities, and possibly address any concerns arising from the upgrade.
- Your activities should reflect at least 3 +logged/validated scenes a week.
- Follow-through - You must acknowledge your new rights and obligations, as a Lead Character.
Those who apply for a Leading Character right out of the gate should have a detailed application with juicy RP hooks for their own personal plot, as well as lead-ins for RfC's current story arcs. They've technically invested a good deal already in their PCs, so one may assume that they intend to participate fully in the activities of the MUSH, especially the current TPs. RP Probation still applies here - because let's face it, sometimes the most active players are also the biggest jerks. ^_^'The Lead Role - Rights and Obligations
Lead Characters are expected, of course, to adhere to the rules of etiquette and policy on the MUSH. Additionally, they are expected to have interaction with other Lead Characters, as well as the Supporting cast, in the context of one, or various, story lines. And although Supporting or even Cameo Characters may influence, demand, or force action within a TP, it is ultimately upon the decisions of the Lead(s) that the scene will develop, for good or ill. They in turn can expect an appropriate amount of attention from TP staff and Player Storytellers, to aid them in these interactions. In regards to character development and game mechanics, Leads enjoy the best advantages of all role types. These PCs are also subject to some restrictions as well as some protections, for a period of time called 'RP Probation'.The Lead Role - from Creation to Approval
- You must fulfill the requirements of a 'Full' Application (AKA +news App-Full).
- Then you will proceed to CharGen Statting with 175 base CGP to build the character.
- You must then give official agreement to RfC's Policies before gaining instant access to the grid, as a 'Lead' Character on RP Probation for up to 1 month.
- The Staff will approve your Application or request revisions within the first 2 weeks of Probation. If the 2 weeks pass without contact from Staff, you may assume that your Application and all details therein have been approved for use in your RP.
- If you write a background for the character, or edit it to include more details, you must notify the Staff. We will then have 2 weeks to review the entry/edit, and either approve its use in RP or request revisions. If the 2 weeks pass without contact from Staff, you may assume that all details therein have been approved.
- Your character will be fully approved at the end of your term of RP Probation. No further background edits will be accepted. After this point, you may give notice for upgrading your character's status to Feature.
Policies affected by the Lead role classification:
- Character Development Points spending
- Death saves from Perks Points spending
- Karma/Reputation changes
- Character focus within Tiny-Plots
- Idle time-out of IC Status
Upgrading from Lead to a Feature Role
It is possible to apply for a change in one's Character's status. One's activity as a selfless Storyteller among the PCs is the main consideration in obtaining approval for becoming a Feature. The Character also needs to have developed a number of RP hooks which connect him to current or new TP opportunities for other PCs. In order to make a valid request for an upgrade, the Player must meet the following conditions:
- Request for Upgrade Review - You must make your request for review by @mailing the alias *admin. Staff will then be in contact to review the Character's activities, and possibly address any concerns arising from the upgrade.
- Your activities should reflect at least 5 +logged/validated scenes per week.
- You must spend all CDP currently saved on the Character towards intended Feature activities. Staff will then be able to discuss whether additional character development is required.
- Follow-through - You must acknowledge your new rights and obligations, as a Feature Character.
On Rise From Chaos, a Feature Character is a distinctive IC role in the game, often someone of considerable influence and resources by virtue of his career position. And the Protagonists/Antagonists are the Leading roles of the story, the Features are the Uber-Heroes and Arch-Villains. Here, we get further into the stereotypes which drive plots universally: The corrupt Rich Dude who always needs stuff done, post-haste! The Magus Superior who's got this arch-fiend after him, see.. and.. ah, you look like you could use a nice shiny penny! The Militia Sergeant Major who brings the cavalry in to handle the masses after the PCs have disabled the force field. The top-notch Wilderness Guide what takes 'em into danger, then brings 'em out again.There are certain character concepts which can ONLY be apped as Features: Ambassadors/Diplomats, community leaders, military officials, exceedingly wealthy citizens, anyone with a high amount of influence or insider knowledge, etc. If any of these 'Feature' archetypes are discovered playing Cameo, Supporting, or even Lead character roles on the grid, they will be removed, no warning necessary. If it's possible to easily tailor the character into a downgraded role from there, great. If not, the character must be applied for as a Feature, with all the trappings and responsibilities inherent therein.
NOTE: Big RIFTs source book personalities like Joseph Prosek, Erin Tarn, Lord Dunscon, and Desmond Bradford, as well as any other published Rifts NPC, will NEVER be up for grabs as IC features, and will be relegated to almost completely off-screen activity, if they're mentioned at all.
The Feature Role - Rights and Obligations
Features are expected, of course, to adhere to the rules of etiquette and policy on the MUSH. Because of the higher development allotted to these Characters right out of the gate, there are also greater responsibilities for their Players. The Feature PC is not so much a Doer, as s/he is an Enabler, in RP. Personal glory is not an option here, although this Character may gain prestige vicariously through the accomplishments of other PCs. To this end, the Feature is expected to have interaction with Lead and Supporting Characters for the purpose of getting them to RP together under a common story line. It is important that the Feature does things for the benefit of the story, and the involvement of others, rather than take it upon himself to handle pivotal moments in a scene or TP. They in turn can expect an appropriate amount of attention from TP Staff and Player Storytellers, to aid them in these interactions. In regards to character development and game mechanics, Features are meant to be resistant to change, and are thus restricted in some of the perks that the other roles receive. Again, an RP Probation period establishes whether the Player /can/ handle being a powerful character only cheering from the sidelines.The Feature Role - from Creation to Approval
- You must fulfill the requirements of a 'Feature' Application (AKA +news App-Feature).
- The Staff will assign a quantity of CGP (anywhere from 250 upwards) to build the character.
- You must then give official agreement to RfC's Policies before gaining instant access to the grid, as a 'Feature' Character on RP Probation for up to 1 month.
- Your character will be fully approved at the end of your term of RP Probation.
Policies affected by the Feature role classification:
- Character Development Points spending
- Death saves from Perks Points spending
- Karma/Reputation changes
- Character focus within Tiny-Plots
- Idle time-out of IC Status
Downgrading the Feature Role
It is not possible to apply for a change in one's character's Feature status. If the Player no longer wants to use this PC in the role for which it was intended, the Character must be disposed of in an appropriate manner (ie. death during or for TP), or passed on to Staff as an archived NPC.
At this time, we are not allowing Victims to be created through CharGen. More often than not, this will be a Role-switch that is imposed upon a Character, after the fact. This is what happens to the misbehavin' foo', the terminally clueless, the twinky cheats, and even the young and the bored, when that ever-lovin' wheel of Karma comes back around. The Character dies. That's right, that figurative red dot appears on his forehead, and he will either furnish a plot with needed body count, or become surreptitiously added to the hit list of the local gun-toting maniac. No IC twist too crazy, no knife too blunt. 'Victim' (or 'Fodder') status amounts to being marked for death, ICly, without need for prior consent from the Player, for the purpose of removing the PC from play in the near future. In cases of behavior discipline, the Player is subsequently suspended from the MUSH, which includes the removal of all Alts from the grid. If s/he takes it like a man (a nice man), there'll be a second chance afterwards.The Victim Role - Rights and Obligations
Although Victims have lost the right to life on the IC Grid, their players can still expect respectful treatment up until the end, and in the 'afterlife'. We are currently examining the possibilities in regards to what else they can and cannot be allowed to do.The Victim Role - from Creation to Demise
As a new PC on RP Probation, you will earn Victim status if:
- You fail to fulfill even 'Basic' Application requirements, and/or..
- You knowingly abuse or break the Statting Rules in the creation of your character, and/or..
- You break the rules of RP Probation, and..
- Your errors are compounded so hideously that Staff cannot be bothered to ask you to fix them.
As an established Player, you will earn Victim status if:
- You ICly maim/kill a PC during his/her RP Probation, or..
- Gain 3 disciplinary warnings from the Staff.
NOTE: You can also make a direct request to the Staff, if for some reason you decide that you can no longer play the character, and want to put a definitive end to it.
Policies affected by the Victim role classification:
- Character Development Points spending
- Perks Points spending
- Karma/Reputation changes
- Consent Policy
- Death Policy
Upgrading from Victim to any other Role
It is not possible to escape the Victim role, particularly if it came about as a matter of discipline. Your character will be sleeping with the fishies.
Character Application FormsNow that you know your role, you can move on to RfC's three-tiered application form. Cameos need only fill the entries of the Basic Application, Queries #1 - #6. Supporting roles must submit Queries #1 -#9, for a Developed Application. Lead roles must fill the entire #1 - #12 Queries, making it a Full Application. We are not asking for a conventional written background at this point; please, complete the application only with answers that are relevant to the listed queries.
This application form goes into your character's application space. See +help app for instructions on how to set it. Familiarize yourself with the %r and %t substitutions, to present a neatly formatted application. Remember, effort at spelling, grammar, punctuation, and capitalization is valued on Rise From Chaos MUSH. :)
The Basic Application
This is the simplest route to the grid, and will garner a Cameo character role. When filling out this application, you are expected to understand each query in the context that they have been described in previous CharGen steps; meaning, if you've skipped straight to here without reading anything else, in all probability you will not be able to submit an acceptable application. Note that the variable term 'X' is a substitute for 'your character name', within the queries. There are only a few requirements to fulfill in your Basic Application, as follows:
- State your character's Full Name, Gender, Current Age, and Race.
- If you are intending to follow an OCC Template to create 'X', state which one. This includes the Classes from the Specials categories.
- State your Character Concept, as formed within Step Two of CharGen.
- State which moral outlook (alignment) best describes this PC.
- Describe how this character will be role-played, meaning, how will X behave towards other characters in general? What 3 traits best describe what's good about him/her? What 3 traits best describe X's problems? (find examples of traits here)
- Now state additional important information about this PC, especially from the following list. Default answer to these queries is NO. Each answer you give here is subject to final approval by the Staff; please avoid bringing it up in RP for a period of 2 weeks after submitting your application.
- A) Will X have any skills that are outside the scope of his/her career choice or education level? Which skill(s) and how does X gain them? See on site: +help skills, for reference.
- B) Does X have formal combat training? That is, training above the default, HTH: Brawling. See on site: +news HTH for reference.
- C) Does X have the skills Gymnastics, Acrobatics, and/or Boxing? How did s/he learn this?
- D) Has X ever killed another sentient (Human or D-Bee)? When and why?
- E) Does X have any accurate pre-Rifts knowledge? How did s/he learn this?
- F) Does X have influential contacts within the main factions? What positions do they hold?
- G) Has X traveled to far-off places (other dimensions and/or beyond 500 miles from Tolkeen territory)? Where, and how was s/he able to?
- H) Does X have a quantity of money higher than what s/he will be receiving from Statting? How much and why?
Continuing from the Basic Application requirements, are a few additional elements to fill out your character's chosen role, and to give TP Staff an idea of which story lines would be meaningful to him or her. Supporting Characters must complete a Developed Application. We ask that you use complete, descriptive sentences to fill each query.
- Different environments have different effects on how a child develops. Where was X born? Where and how was (s)he brought up (ie. socio-economic conditions, family structure, etc.)?
- Take as much space as you need to describe some highlights in your character's history. If the character has been living in Tolkeen, please take the recent timeline into consideration when recounting events. For example, what did X do during the Siege of '05?
- State how X currently feels about each of the following issues:
- A) the value of life,
- B) the proliferation of dimensional species in and around Tolkeen, and the idea of D-Bees in general,
- C) the opposite sex, in general and of X's particular species,
- D) dispensing justice upon 'wrong-doers',
- E) freedom, personal and societal,
- F) personal accumulation of money/possessions, power, and fame,
- G) magic, its mysteries and its practice in and around Tolkeen,
- H) psychics, their abilities and the notion of their superiority, and..
- I) The Coalition States, their beliefs and their methods.
Continuing from the Developed Application requirements, these next elements make the difference between Supporting and Lead Characters. If you currently find yourself baffled, or caught unprepared by the following queries, take it as a sign that you should be applying for a Supporting role instead.
- Describe your character's interests in the current TP story lines of the MUSH. If for some reason, the character has yet to become aware of the events surrounding various TPs, suggest ways in which s/he will become involved. Addressing this query requires, of course, that you are familiar with at least one of RfC's main story lines. See +news Stories on-site for more information.
- Describe your character's personal plot line; its origins, its progression, and the possible RP hooks you'll put to use on the grid, to get other players involved. Suggest various directions that you can see X's story going, with the help of RP Admin.
- Use this space to give us any additional information that you feel is important or necessary, about this character, that has not been covered in the previous queries. This data is subject to final approval by Staff; please avoid bringing it up in RP for a period 2 weeks after submitting your application.
The Feature Application
For these Apps, we will fall back on the old-style system of requiring full approval of the Character Concept before applying for it, full approval of the Character Application before statting it, and full approval of the Character Stats, before taking it out to the grid. The more time the Player has spent on the MUSH with Lead, Supporting, and/or Cameo role(s), the more comfortable the Staff will be in accepting a Feature Application. Conversely, an app out of the blue from a new Player will be scrutinized that much more closely. Laid out, the process looks like this:
- Pitch the Concept to the Staff. Remember that in Feature Characters we are looking for Players who accept the responsibility of making RP happen for our PCs, and who are competent storytellers. If you aren't sure about whether you can devote a reasonable amount of time to the FC, please do not apply for one. The Staffer has the absolute, unabashed right to deny the concept with no further discussion required, if it doesn't suit the game's present needs, or the Player has not shown herself to be official Storyteller material.
- After getting the green light, compose and submit the application, covering queries #1 through #12 in 'Background'-style format. Give the Staff time to review your application, and discuss revisions with you if warranted. They have the right to take as much time as they need to examine the application, with non-Feature apps taking higher priority in the workload.
- After approval of the application, you will be given an appropriate amount of points to build the character, as it was described to the Staff. Give the Staff time to review the character, and discuss revisions with you if warranted.
- Have a plan for appearing in RP for the first time, such as an event, or some backstory for the PCs to digest.
Application Writing Tips (stuff to avoid)The staff looks for sparks of originality in each application, which give the character a special tint all her own. The following notes have been compiled from past experience, of the seemingly popular trends that should be avoided in applications. It should be especially noted that should these valuable tips be roundly ignored, you yourself are GRANTING the Approvals Admin the /very reasons/ for which approval WILL be withheld.
- Avoid vanity. Describing a character as being at the 'top of his class/profession/world' is not only presumptuous, but it also leaves no room for advancement. PCs /should/ be, in some way, a cut above the Average Joe, but please do not claim that your character is 'best of the best'. It tends to set off some serious warning bells that player ego will be the motivating factor behind the character's actions.
- Avoid grandeur. Along the same lines as the previous point, avoid crediting your character with accomplishments beyond the scope of any one person's deserving. This includes: mowing down multiple adversaries of equal or greater skill in a single combat scene, getting promoted to higher than the MINIMUM starting military rank for the OCC, and becoming the Avatar or Nemesis of any pantheon/race/organization. Unless you are specifically earmarked for a feature position, we would prefer that the character gains her glory and prestige through role-play.
- Avoid the gratuitous slaughter of contacts. It's good to have living relatives and friends! As NPCs they can be off-screen confidants and influence the character's actions for more complex role-playing on the grid. Too often they are mercilessly eliminated simply to tie up loose ends in the character's history, or to give the character someone to hate and something to angst over. Besides, that's what happens in the movies, right..? ;) If you're going to wipe out a loved one, do make sure there's actually a rational need for it in the context of the story.
- Avoid painting the Coalition States army as brainless evil wretches. They are a formidable power and a clever political machine, and arguably they ARE the saviors and protectors of humanity. The majority of the CS citizens and military -should- be decent and motivated people, perhaps more so than the residents of an Anything-Goes city; the sad twist of the matter is that they probably truly believe they are fighting the good fight - /they/ are the heroes, not the D-bee lovers. While of course the character might believe otherwise, we would like to see that you, the player, know the real score.
- Avoid irrationality. Most things happen for a reason, a good and logical reason. For each notable event in the background, it should be fairly obvious why such and such a thing happened. We should not have to stare, scratch our heads, and ask the question 'Uh... why did he do that? Why would -anyone- do that?' Why did the Evil Baron viciously slaughter Joe's family (except for Joe of course) and then invite Joe into his army, giving him the opportunity to work his way up in power and kill the Baron? Why did the Old Man from Scene 22 befriend Jane and give her his truck, and his rare and wonderful Staff of Propping? The more 'Uh Whys' that crop up, the less credible (and approvable) the application becomes.
Let's get even more specific. The following are Application Concepts Banned from RfC MUSH -- All character apps which feature any resemblance to the following cliches will not be approved. You have been warned. If you believe that you have a valid reason to use one or more of these items in your application, please run it by a Staffer /before/ you go ahead and use it.
Your character was not. . .
- snatched up by a secret military organization for experimental bioengineering.
- the sole survivor of a brutal attack on his village.
- given a rare or expensive item by a stranger or passing acquaintance for no good reason.
- picked up by a wise and kindly adventurer who gave up part of his life to teaching her everything he knew.
- taken into the Overlord army what killed the character's family, and allowed to advance up in power to eventually challenge and overthrow the Overlord.
- once enslaved, captured, nor given powers, by the Splugorth.
Your character did not. . .
- witness or participate in a CS attack on non-magic, non-psychic, non-dissident humans.
- join the military and make Captain within a few years.
- join the military and win ten medals of valor and honor within a few years.
- submit himself to costly, illegal, and life-altering bionic conversion, Juicer, or MOM surgery on a whim.
- trek alone hundreds of miles across land/air/water, and encounter little to no danger.
- trek alone hundreds of miles across land/air/water, and single-handedly overcome the numerous deadly encounters therein.
- enter and advance in a professional occupation, with little to no formal training.
- inherit magic abilities, or demonstrate them instinctively as a youth.
- at any point spend time on or near Atlantis.
Your character does not. . .
- have solid memories of his childhood before the relative age of five.
- have in depth knowledge from the Time Before The Rifts, without ample justification.
- have a collection of Pre-Rifts reading material and/or media.
- have a constant NPC companion who possesses the ability to kick the asses of anyone who might annoy the character.
- have a constant NPC companion who possesses those abilities which the character lacks, effectively giving them both every advantage in RP.
Once you have made sure none of the banned topics appear in your application, '+app/submit' will send notification to the Approvals Admin that you have set an application, and allow you to proceed to the next step: Statting The Character. However, the application editing commands will remain available to you until the end of your statting session, in case you feel the need to correct something about your character to better fit your decisions in the SSCG, which will be explained in the next step.
The Self-Stat CharGen (SSCG) is composed of several rooms, each one dedicated to a different section of your on-site +sheet. The following segment will lead you room by room through the process, but before taking the plunge for real, it would be a wise idea to read up on the various aspects, which can be referenced from the links in said segment, below.
IMPORTANT NOTE: Since our SSCG commands have been designed to be uniformly versatile and intuitive, you will most likely experience a delay of between 5 and 10 seconds for each change you make to your character sheet. Please give 10 seconds at most for commands to take effect on the sheet display, before determining whether you've found a bug in the system. If you think you've found a legitimate bug, inform Pyxis and/or Centauri immediately.
ROOM ONE: Setting Up The BasicsThe first step of the process is simple enough; you are to set information on your +sheet that has already been explicitly stated in your concept. The pertinent fields, including a command syntax example, are as follows:
- REAL NAME, which is the 'legal' first and surname of the PC, regardless of what aliases or nicknames may be in use within the game. +set realname=Darcy McGee
- GENDER, either Male, Female, or Neuter. +set gender=Male
- RACE, default Human. Otherwise, the race must be one of those listed in STEP TWO: Races, using the precise spelling (including dashes). +set race=Human
- CURRENT AGE in full years, numerical values only. Relative Age will then be calculated, using the ratios from STEP TWO: Relative Age. +set age=20
- ALIGNMENT, one of eight acceptable choices, as outlined in STEP TWO: Alignments. +set alignment=Scrupulous
- OCCUPATIONAL CLASS. If you are creating one of the Special OCCs as listed in STEP TWO: Specials, make sure to check your spelling, and always include the dash (-) if it appears in the class name. Any other name input here will be handled as a Variable OCC. +set occ=Cyber-Knight
- TITLE, which is an optional honorary term that would precede your PC's name. Defaults, based on Gender, are Mr., and Mrs., with the field left blank if of a neuter gender. Other valid entries are terms to do with military rank, doctorates, and nobility. +set title=Sir
- ROLE, for which there are currently only 3 options: Cameo, Supporting, or Lead, as described in STEP THREE: Roles. Features will have their Role set by the Staff. +set role=Lead
You may, at any time, type 'look' to see your +sheet's current status. There is an additional field that will update itself once certain entries have been made, and will state your total Character Generation Points (CGP), with which you will be building your PC. Added on to the base of 175 CGP will be extra points, garnered according to the character's Relative Age, and calculated by the following chart. A) 16-20: 0 extra CGP, B) 21-24: 3 extra CGP per year, C) 25-34: 12 + 4 extra CGP per year, D) 35-44: 52 + 5 extra CGP per year, E) 45-54: 102 + 3 extra CGP per year, F) 55-64: 132 + 1 CGP per year, and G) 65+: 142 maximum extra CGP.
Typing +done will activate a process that will examine your entries to make sure no restrictions are being violated. If any errors are discovered, you will be informed, and will need to alter your entries based on the information given. If it turns out that you have overlooked a restriction that affects your application, you will need to make the appropriate corrections to the app before you leave the Statting area, or risk your Final Approval status.
Once you are able to type +done with no error messages, you will be automatically sent to the next room of SSCG. Extra note: Human characters will be asked whether they are latently psychic before they go, with the valid choices being NO, MINOR, or MAJOR.
ROOM TWO: Spending Base CGP and Skill-Slots
In this room, you will be given the opportunity to spend your base CGP (175) on Attributes. Looking at your +sheet, you will notice that each of the eight attributes starts at 6. The cost scale of building up these stats is based on algorithms, calculated by the following chart. A) 6: 0 CGP, B) 7-8: 1 CGP per additional point, C) 9-10: 2 + 2 CGP per additional point, D) 11: 6 + 3 CGP, E) 12-15: 9 + 4 CGP per additional point, F) 16-18: 25 + 5 CGP per additional point, G) 19-20: 40 + 6 CGP per additional point, H) 21-24: 52 + 7 CGP per additional point, up to a total cost of 80 points to max out an attribute at 24.There is only one command necessary for setting and adjusting the attributes: +set <attr>=<# from 6 to 24>. For example, +set iq=14. The code will take care of the rest, updating your allotment of CGP to reflect how much it cost to set that amount. At any time, you can type 'look' (or 'l') to look at your current +sheet. If your attributes section has turned red, you will know that you've exceeded your CGP limit of 175.
The only non-Feature PCs who will receive the opportunity in this statting session, to further bolster their attributes beyond what 175 CGP can buy, are those of the Augmented Special Class, Mutant Animals from the Mutant Special Class, and a handful of D-Bees. There are several physical skills which, at a certain level of achievement, will grant additional points to the attributes of PS, PP, PE, and SPD, but those levels are made difficult to attain. Therefore, make sure that you have distributed points to your satisfaction before leaving the room with the left-over CGP, and any extra CGP (accumulated from Relative Age), to spend on other aspects of your character's development.
The character's Extended Attributes are Hit Points (HP), Structural Damage Capacity (SDC), Internal Strength Points (ISP), Potential Paranormal Energy (PPE), Karma, and Reputation. You do not have to fiddle with these values at this time - they will be set and calculated automatically according to your PC's race, age, OCC, ME, and PE. The breakdown is as follows:
HP = PE + 3
SDC = Race-based default + PE
ISP = Psychic Special Class-based default + ME-based bonus
PPE = Age-based default (OR Mage Special Class-based default + PE-based bonus)
Karma = Starts at 5
Reputation = Starts at 0Now, before you begin filling in the Skills section, it is important to understand that some PCs have both recommended and mandatory skills, according to their occupational class. This is true not only of the Special classes, but also the Variables whose OCC titles indicates some level of professionalism. For instance, it would be pretty questionable to create a 'Cyber-Doc' who doesn't have MD Specialty: Cybernetics, or an Operator without Mechanics: Basic. So go through those lists and make sure you have the career essentials for your PC, before browsing through for his peripherals. Special Classes, be sure to review your class description for mandatory and recommended skills. +help ccs on-site, will point you in the right direction.
At this time, given the small size of the playerbase, we do not offer the option of your character being currently part of the Tolkeen Militia or Coalition States forces. When the organized military theme becomes supportable, it is possible that characters who were previously part of the Militia can be called back into service. For those wanting to have been ICly discharged, retired, made POW, or in any way participated in the Militia or CS Army in the past, there are mandatory and recommended sets of skills provided, to add to your character's +sheet.
Every character receives 25 Skill-Slots. These will allow you to give your character skills, spells (if applicable), and psionic powers (if applicable). The pertinent commands for available skills, on-site, are as follows: +skill/categories, +skill/list <category>, +skill/info <name or #>. The syntax for spells and psionics are very similar; just substitute the word 'skill' for 'spell', or 'psionic'. Example: +spell/list adeptus
+add/skill <name or #> will put it onto your +sheet at its base value, underneath Learned or Academic as appropriate, and spend the slot(s), so that your +sheet status will have updated the next time you type 'look'. Example: +add/skill Cooking. To remove the skill, and get your slot(s) back, simply type +rem/skill <name or #>. The same format is used for spells and psionics, when you replace 'skill' with one of the other two. NOTE: If your character is not a Mage, s/he will not be able to use that command, and likewise, if s/he is not a Psychic, the +add/psionic command will be similarly locked from use.
Skill-Slots can be liquidated into extra CGP at a pay-out of 5 CGP for every 1 slot removed, using the command syntax: +rem/slots <#> It is also possible to give yourself more than 25 Skill-Slots by spending available CGP at the same cost ratio. Remember that no matter how many extra CGP you create for yourself, you can only devote 175 of it towards your attributes. The command syntax is +add/slots <#>, for example: +add/slots 2
Once you have your attributes set to your liking, and your skill-slots used up, you can type +done to activate the process of examining your choices for errors. You can expect to be prevented from continuing to the next room if your attributes are in the red, or if you have not used up or converted all of your skill-slots. Otherwise, you will be automatically sent to the next room of SSCG, to spend your left-over and extra age-based CGP.
ROOM THREE: Customizing Skills, Psionics, Extras, and Money
In this room, you will spend the rest of your points, either developing the skills and psionics on your +sheet, purchasing special add-ons to your character, or converting the remaining CGP into cold hard cash. Characters of an advanced age will invariably have more extra CGP to distribute. Players with young characters will have been obliged to sacrifice some skill-slots, or avoid having spent the entire 175 CGP on attributes, to be able to make substantial adjustments in this room. Such is life.To develop a Learned Skill, the command +set/skill <skill name or #>=<value divisible by 5> will spend 1 CGP per 5% above 30% in the indicated skill. Example: +set/skill Cooking=55. If you set it again at a lower value, the CGP will be returned to your pool. For Academic Skills, each 5% above 30% will cost you 2 CGP. Psionics development works in much the same way. +set/psionic <name or #>=<value divisible by 5> will spend 1 point per 5% above 30% in the indicated psionic. NOTE: At this time, the maximum percentage that a skill or psionic can be developed in SSCG is 60%, in other words, double its base amount. If you want your character to be world-class in one particular skill/psionic right out of the starting gate, you will need to take it up with a Staffer after leaving SSCG. As well, no skills or psionics may be brought lower than their base percentage value of 30%.
Extras, AKA Quirks, Special Abilities, and Augmentations, can be reviewed and purchased in this room as well. To see the on-site information on the available extras, use these commands: +extra/categories, +extra/list <category>, and +extra/info <quirk name or #>. Notice that some quirks and augmentations are restricted to certain Special classes, and others are made for non-humans only. Please respect these guidelines. The information displayed will also list the CGP cost of the package, and this amount will be automatically removed from your pool when you use the command +add/extra <name or #>[=<optional specifics>]. Example 1: +add/extra Karma Baby. Example 2: +add/extra razor fingernail=right index to specify the implant as per the description of the augmentation. NOTE: Your +sheet will not reflect changes from adding extras, until you are finished in this room.
If you still have CGP left over that you do not want to spend on any more stats, there is only one thing left to do: liquidate them into money. It's as simple as typing +convert <amount> to give you 250 credits for every 1 CGP. After you type +done, there will once again be a checking process to catch any common mistakes or violations, of which you will be notified. A successful +done will set your chosen quirks to the +sheet, adjust your PC's judgenotes section, and add your converted monies to the credits allotted to your character based on his age. Then you will be sent automatically to the last room of SSCG.
Almost done. In this room you can choose to take a shopping trip to outfit your character with the items she will have in her current possession, using the total pool of credits displayed on the +sheet. Note that older characters again have the advantage of accumulating money over the years, and will have substantially more to spend, than a young character. Monetary profits are calculated as follows: A) 16-20: 5,000cr + 1,000 per year, B) 21-25: 10,000cr + 2,000 per year, C) 26-30: 20,000cr + 4,000 per year, D) 31-35: 40,000 + 4,000 per year, E) 36-40: 80,000cr + 8,000 per year, F) 41-45: 160,000cr + 9,000 per year, G) 46-50: 240,000cr + 10,000 per year, H) 51-55: 360,000cr + 10,000 per year, I) 56-60: 450,000cr + 10,000 per year, J) 61-65: 500,000cr maximum.These on-site display commands should be familiar by now: +item/categories, +item/list <category>, and +item/info <name or #>. Use them to look over the selection, and decide what your character would currently own. NOTE: If in your application you indicated that your character would have more credits to his name, you will have to wait for that aspect to be approved, so make do with what you have to work with, at this point.
Buying an item is simple: +add/item <name or #>. Because these items will be considered 'used' goods, you will find them less expensive to buy in SSCG, usually between 30%-50% of their listed cost. To take an item off your shopping list, you can type +rem/item <name or #>. The list will not be added to your character's +sheet until after you have finished and typed +done.
As usual, +done will activate a process that checks for errors, and notifies you if it has found any. Barring error, however, the items will be added to the appropriate equipment slots, along with any judgenotes. You will then be finished with the SSCG, and automatically sent out to STEP FIVE of the CharGen.
AttributesEight main 'attributes' comprise the basic physical and mental particulars of every character in RIFTs, with a few odd exceptions. In tabletop terms, these are scores which mildly shape the character but are more likely seen simply as numbers to roll against when attempting any number of tasks. For the purposes of this MUSH, attributes to a certain extent describe how one looks, the way one moves, and even how one behaves. While they are not the be-all and end-all of a character, they certainly present a set of basic guidelines that for the most part should be followed. The score breakdown is generally as follows:
1-4 Debilitatingly low for a human, perhaps low even for an animal.
5-7 Rather pathetic for a human; far below average.
8 Not too bad, but still several notches below average.
9-10 The typical human average.
11 Good, slightly above average; very common.
12-15 Pretty good for a human; above average but not unusual.
16-18 Exceptional for a human, fairly uncommon.
19-20 'Super-human'; a rare quality.
21-24 Verging on supernatural, freakish; unheard of.
25+ Unattainable quality unless supernatural, robotic, or scientifically augmented.That one would likely have exceptional scores in at least one or two attributes is only natural, as PCs are expected to be something other than the norm, in one aspect or another. But the main objective is to have a set of scores that more or less fits the specific character in regards to his application and the tastes of the player. It is hoped and expected that balance in the character is sought, with not-so-good traits counter-pointing the good ones. Of course, playing a flawed character creates diversity and challenge, and we respect responsible, realistic role-play over phenomenal-score perfection any day. :)
Furthermore, we expect that role-play takes priority over attribute scores, particularly for one's IQ and MA. Having a phenomenal intelligence or ability to impress, charm, and/or intimidate is all well and good. But if one cannot role-play that believably and reasonably well, a +roll against the attribute might not make up for everything and save the day. It is definitely important to accurately @desc and RP according to one's given attributes, so others are not misled into behaving differently towards the PC than they would have if the attributes were demonstrated accurately. This is, of course, barring IC circumstances or reasons the character might have for inaccurately portraying their attributes.
This is roughly the potential to learn, retain and use information, make logical deductions and formulate coherent thoughts. Einstein was said to possess an IQ of 150, which is far above the norm (which ranges from 90-110). In Rift's terms, that's an IQ score of 15, which is just short of being considered exceptional! Therefore, consider your character's IQ score carefully before committing him to the head-throbbing mad genius heights of 19+. While we don't expect PCs with a vastly higher IQ than their own Player, to be constant brainiacs, and never make a mistake, we do expect that one will make the effort to portray IQ to the best of their ability. Likewise, a character with a relatively low or average IQ is perfectly capable of brilliant insight once in a while, but the Player should generally try to stay within the realms of the low score.Statting and Role-Play Guidelines: Human PCs with an IQ score of 19+ have such amazingly advanced thoughts, that one or more attributes MUST suffer to a noticeable extent. Mental Affinity and IQ combined cannot be higher than 40; a person in such a lofty mental state often CANNOT have powerful empathy for the 'small'-minded people around her and will often behave in an annoyingly condescending or contemptuous fashion, even if her intent was to be friendly. Physical Strength and Physical Endurance cannot be higher than 18 each: He WILL typically neglect his physical development.
At the Storyteller's discretion, individuals of higher IQ may be fed extra clues, inspiration, or knowledge during scenes. Perception (eg. do you notice what's out of place in this room?) and Observation (eg. do you remember the color of the missing child's hat?) rolls are influenced at a rate of +1 for every 3 points above 9 IQ: +1 at 12, +2 at 15, +3 at 18, +4 at 21, +5 at 24.
6 IQ allows up to 75% proficiency in Learned skills, 50% in Academic.
7 IQ allows up to 80% proficiency in Learned skills, 55% in Academic.
8 IQ allows up to 85% proficiency in Learned skills, 60% in Academic.
9 IQ allows up to 90% proficiency in Learned skills, 65% in Academic.
10 IQ allows up to 95% proficiency in Learned skills, 70% in Academic.
11 IQ allows up to 95% proficiency in Learned skills, 75% in Academic.
12 IQ allows up to 95% proficiency in Learned skills, 80% in Academic.
13 IQ allows up to 95% proficiency in Learned skills, 85% in Academic.
14 IQ allows up to 95% proficiency in Learned skills, 90% in Academic.
15 IQ allows up to 95% proficiency in Learned skills, 95% in Academic.
16 IQ allows up to 95% in Learned/Academic skills + 1 extra skill/spell slot.
17 IQ allows up to 95% in Learned/Academic skills + 2 extra skill/spell slots.
18 IQ allows up to 95% in Learned/Academic skills + 3 extra skill/spell slots.
19 IQ allows up to 95% in Learned/Academic skills + 4 extra skill/spell slots.
20 IQ allows up to 95% in Learned/Academic skills + 5 extra skill/spell slots.
21 IQ allows up to 95% in Learned/Academic skills + 6 extra skill/spell slots.
22 IQ allows up to 95% in Learned/Academic skills + 7 extra skill/spell slots.
23 IQ allows up to 95% in Learned/Academic skills + 8 extra skill/spell slots.
24 IQ allows up to 95% in Learned/Academic skills + 9 extra skill/spell slots.This is the ability to withstand mental and emotional stress; also willpower in regards to resisting psionic attacks, and the degree to which one can focus his mind in psionic performance or the pursuit of knowledge, particularly the intricacies of the arcane. A low, or below-average score means that the PC is afflicted by one or more of the following shortcomings: lack of focus or concentration; scatterbrained thinking; inability to resist temptation, peer pressure, or addictions (the psychological side); mental/emotional instability; and/or a low threshold of temper, mental stress, or emotional strain (before snapping). An above-average, or high score means that the PC has: a measure of serene calm; an unshakeable mindset; unusual amounts of patience; iron willpower; and/or harnessed spiritual power.PCs with a score of 19+ can be mentally in-control to the point of being frightfully boring and predictable, or focused to the point of seeming narrow-minded (think Spock). Mental Endurance can be useful during play when other attributes are being taxed - if the PC needs to run that extra mile, or lift that extra 30 pounds, beyond his physical limits, mental preparation and willpower can fill in the void - do an ME check. When conducting a tedious or stressful activity for a long period of time, a successful ME check every hour can help the PC keeping chugging away. An individual's ME can be temporarily lowered as a result of TPs involving extreme mental stress; time, therapy, and/or drug treatments can help to restore lost Mental Endurance.
6 ME receives -6 to save vs. Psi/Insanity/Horror, restricts magic/psi use.
7 ME receives -4 to save vs. Psi/Insanity/Horror, restricts magic/psi use.
8 ME receives -2 to save vs. Psi/Insanity/Horror, restricts magic/psi use.
9 ME receives no penalties or bonuses.
10 ME receives no penalties or bonuses. Add 3 to ISP for Psychics.
11 ME receives no penalties or bonuses. Add 6 to ISP for Psychics.
12 ME receives no penalties or bonuses. Add 9 to ISP for Psychics.
13 ME receives no penalties or bonuses. Add 12 to ISP for Psychics.
14 ME receives no penalties or bonuses. Add 15 to ISP for Psychics.
15 ME receives no penalties or bonuses. Add 18 to ISP for Psychics.
16 ME receives no penalties or bonuses. Add 24 to ISP for Psychics.
17 ME receives +1 to save vs. Psi/Insanity/Horror. Add 30 ISP to Psychics.
18 ME receives +2 to save vs. Psi/Insanity/Horror. Add 36 ISP to Psychics.
19 ME receives +3 to save vs. Psi/Insanity/Horror. Add 42 ISP to Psychics.
20 ME receives +4 to save vs. Psi/Insanity/Horror. Add 48 ISP to Psychics.
21 ME receives +5 to save vs. Psi/Insanity/Horror. Add 60 ISP to Psychics.
22 ME receives +6 to save vs. Psi/Insanity/Horror. Add 72 ISP to Psychics.
23 ME receives +7 to save vs. Psi/Insanity/Horror. Add 84 ISP to Psychics.
24 ME receives +8 to save vs. Psi/Insanity/Horror. Add 96 ISP to Psychics.This is basically one's level of social skills, one's ability to make friends and influence people. While individual personality is up to the Player, MA provides the probability factors that the character will sway other people with said personal style, whether it is commanding, diplomatic, sly, or menacing. A low, or below-average score increases the frequency of the PC: committing social faux-pas (etiquette mistakes); being awkward around the opposite sex; displaying wall-flower tendencies; behaving insensitively; using ineffectual methods of persuasion; and/or having an annoying social trait, such as a speech impediment, or a bad habit. An above-average, or high score increases one's: social competence; charisma with the opposite sex; room presence (that intangible aura that makes people notice you); natural empathy (a sense of what other people need/desire/feel); compelling, persuasive manner; and/or leadership abilities.Having a super-humanly high MA (19+) carries the danger of seeming too smooth, like a politician being diplomatic on all fronts despite loyalties, or attracting the wrong sort of attention. Remember that MA relies heavily on convincing role-play - if you have doubts as to whether you could charm/impress/intimidate your way out of a wet paper bag, please consider a moderate score only for this attribute. The following percentages reflect one's chances with 'neutral' characters, those individuals who don't already like or dislike the PC in question. Another practical use of Mental Affinity is for swaying groups of people. For example, when orating towards an audience, rallying troops, or generally trying to get a group of people to 'go your way', with a MA of 14, the PC can typically sway 20 out of 100 individuals with the force of his personality alone. There are several modifiers for Storytellers to consider when deciding whether a PC is successful; among them, Reputation, Karma, and Physical Beauty (PB).
6 MA has 60% chance of repulsing/angering (N)PCs.
7 MA has 40% chance of repulsing/angering (N)PCs.
8 MA has 20% chance of repulsing/angering (N)PCs.
9 MA has no bonuses or penalties.
10 MA has no bonuses or penalties.
11 MA has 5% chance of charming/impressing (N)PCs.
12 MA has 10% chance of charming/impressing (N)PCs.
13 MA has 15% chance of charming/impressing (N)PCs.
14 MA has 20% chance of charming/impressing (N)PCs.
15 MA has 25% chance of charming/impressing (N)PCs.
16 MA has 30% chance of charming/impressing (N)PCs.
17 MA has 35% chance of charming/impressing (N)PCs.
18 MA has 40% chance of charming/impressing (N)PCs.
19 MA has 45% chance of charming/impressing/compelling (N)PCs.
20 MA has 50% chance of charming/impressing/compelling (N)PCs.
21 MA has 60% chance of charming/impressing/compelling (N)PCs.
22 MA has 70% chance of charming/impressing/compelling (N)PCs.
23 MA has 80% chance of charming/impressing/compelling (N)PCs.
24 MA has 90% chance of charming/impressing/compelling (N)PCs.The raw potential to lift, carry, and exert force; also potential muscle mass, for the purposes of @descing. The Mr. Universe-type people alive today would probably have around a 20 PS, RIFTs style, which enables them (with preparation of course) to lift a well-balanced weight of 600lbs (max), and carry 300lbs (max).The problem with getting super-buffed? Try and touch your toes. The heights of PP become unattainable with the losses of flexibility and manual dexterity. The PC may intimidate people without meaning to. Also, it takes a lot more foodstuffs to support such muscle mass. Annnd, let's face it, women do start to lose their feminine appeal. One needs muscles to achieve feats of strength, so physical appearance is to an extent dictated by one's strength; on human terms, one cannot have a willowy, or waifish look, and still be able to bench press 300lbs. Similarly, a below average PS (6-8) should not be described as muscular by any stretch, as the capabilities of such muscles simply aren't there. A PS of 11+ begins to build on muscle mass and definition.
Calculations: All characters can /lift/ a maximum of twice as many pounds as they can carry. No one can throw an object that's heavier than he can carry. If the PS refers to robotic power, double ALL listed values. If the PS refers to supernatural power, triple ALL listed values.
6 PS can lift 60lbs and carry 30lbs max. -3 to HTH damage.
7 PS can lift 100lbs and carry 50lbs max. -2 to HTH damage.
8 PS can lift 140lbs and carry 70lbs max. -1 to HTH damage.
9 PS can lift 180lbs and carry 90lbs max.
10 PS can lift 200lbs and carry 100lbs max.
11 PS can lift 220lbs and carry 110lbs max.
12 PS can lift 240lbs and carry 120lbs max.
13 PS can lift 260lbs and carry 130lbs max.
14 PS can lift 280lbs and carry 140lbs max.
15 PS can lift 300lbs and carry 150lbs max.
16 PS can lift 320lbs and carry 160lbs max. +1 to HTH damage.
17 PS can lift 360lbs and carry 180lbs max. +2 to HTH damage.
18 PS can lift 420lbs and carry 210lbs max. +3 to HTH damage.
19 PS can lift 500lbs and carry 250lbs max. +4 to HTH damage.
20 PS can lift 600lbs and carry 300lbs max. +5 to HTH damage.
21 PS can lift 720lbs and carry 360lbs max. +6 to HTH damage.
22 PS can lift 860lbs and carry 430lbs max. +7 to HTH damage.
23 PS can lift 1020lbs and carry 510lbs max. +8 to HTH damage.
24 PS can lift 1200lbs and carry 600lbs max. +9 to HTH damage.
25 PS can lift 1400lbs and carry 700lbs max. +10 to HTH damage.
26 PS can lift 1600lbs and carry 800lbs max. +11 to HTH damage.
27 PS can lift 1800lbs and carry 900lbs max. +12 to HTH damage.
28 PS can lift 2000lbs and carry 1000lbs max. +13 to HTH damage.
29 PS can lift 2200lbs and carry 1100lbs max. +14 to HTH damage.
30 PS can lift 2400lbs and carry 1200lbs max. +15 to HTH damage.PP measures one's natural dexterity (precision), agility (speed of movement), flexibility, coordination, sense of balance, and grace. Low or below-average PP can denote: clumsiness; stiff joints; shakey hands; or poor motor skills. Characters with high PP can be naturally graceful; nimble-fingered; limber; and in precise control of their body's abilities.Having an effective PP of 19+ would forego the heavy bulk of muscle (PS) that hampers flexibility, speed, and precision.
6 PP gives -3 to strike/parry/dodge rolls.
7 PP gives -2 to strike/parry/dodge rolls.
8 PP gives -1 to strike/parry/dodge rolls.
9 PP receives no penalties or bonuses.
10 PP receives no penalties or bonuses.
11 PP receives no penalties or bonuses.
12 PP receives no penalties or bonuses.
13 PP receives no penalties or bonuses.
14 PP receives no penalties or bonuses.
15 PP receives no penalties or bonuses.
16 PP gives +1 to strike/dodge rolls.
17 PP gives +2 to strike/dodge rolls. +1 to parry.
18 PP gives +2 to strike/dodge. +1 to parry. +1 to reflex.
19 PP gives +3 to strike/dodge. +2 to parry. +1 to reflex.
20 PP gives +3 to strike/dodge. +2 to parry. +2 to reflex. +1 to init.
21 PP gives +4 to strike/dodge. +3 to parry. +2 to reflex. +1 to init.
22 PP gives +4 to strike/dodge. +3 to parry. +3 to reflex. +1 to init.
23 PP gives +5 to strike/dodge. +4 to parry. +3 to reflex. +2 to init.
24 PP gives +5 to strike/dodge. +4 to parry. +4 to reflex. +2 to init.
25 PP gives +6 to strike/dodge. +5 to parry. +4 to reflex. +2 to init.
26 PP gives +6 to strike/dodge. +5 to parry. +5 to reflex. +3 to init.
27 PP gives +7 to strike/dodge. +6 to parry. +5 to reflex. +3 to init.
28 PP gives +7 to strike/dodge. +6 to parry. +6 to reflex. +3 to init.
29 PP gives +8 to strike/dodge. +7 to parry. +6 to reflex. +4 to init.
30 PP gives +8 to strike/dodge. +7 to parry. +7 to reflex. +4 to init.A measure of the character's stamina with regards to strenuous activity, and their durability against physical punishment, external and internal. Below-average or low scores can mean: low constitution (easy to faint or be knocked unconscious, easily fatigued); thin skin, weak bones (easily bruised, cut, snapped, etc); and/or higher susceptibility to toxins, illness, disease, fatal hits, addictions, and magic attacks. High PE denotes: robust health and stamina, good shock absorbency; thick skin, high bone density; and high resistance to toxins, illness, disease, fatal strikes, addictions, and magical effects.Having a score of 19+ has its downsides in that: it takes much more to drink to get drunk (aw geez!); even benevolent or recreational drugs/magic need higher dosages to take effect in the body; and one needs to intake more nutrients to keep the stamina up.
Calculations: Hit Points and Standard Damage Capacity are affected by PE. A character can carry their maximum weight-load (see P.S.) for their PE times 4 minutes. Carrying the maximum weight-load during strenuous activity (ie. running or fighting) can only be done for one's PE times 2 minutes. Lifting the maximum load can only be sustained for ones's PE times 15 seconds.
6 PE receives -6 to save vs. coma/death/magic/poison.
7 PE receives -4 vs. coma/death/magic/poison.
8 PE receives -2 vs. coma/death/magic/poison.
9 PE receives no penalties or bonuses.
10 PE adds 3 PPE to Mages.
11 PE adds 6 PPE to Mages.
12 PE adds 9 PPE to Mages.
13 PE adds 12 PPE to Mages.
14 PE adds 15 PPE to Mages.
15 PE adds 18 PPE to Mages.
16 PE adds 24 PPE to Mages.
17 PE receives +1 vs. magic/toxin. Add 30 PPE to Mages.