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<blockquote data-quote="Felixgamingx1" data-source="post: 7624860" data-attributes="member: 6999166"><p><strong>Breaking down the character sheet Part 1</strong></p><p></p><p>This weekend I'll be going over the process of building a custom actor, the equivalent to a playable character, or PC. Basically, these are the first steps, to build each player's CA. Perhaps by then, I'll also get into how the family tree system will work.</p><p></p><p>In the book there's a comprehensive tutorial which will walk you through this process. </p><p></p><p><img src="https://s3.gifyu.com/images/pg.20-CA4.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Following down the left column, past the self explanatory basic CA info, comes the class and occupation blanks.<strong></strong></p><p><strong></strong></p><p><strong>Classes:</strong> Paladin, Warrior, Samurai, Shinobi, Mage, Templar, Shaman, Dark Knight, Warlock, Hunter, Ranger, Marksman.</p><p></p><p><strong>Lv.1 classes:</strong> Warrior, Shaman, Hunter.</p><p><strong>Lv.2 classes:</strong> Templar, Samurai, Mage, Ranger.</p><p><strong>Lv.3 classes:</strong> Paladin, Warlock, Shinobi, Dark Knight, Marksman.</p><p></p><p><em>Players won't be forced to upgrade to any class, but by doing so, they won't be able to enjoy exclusive benefits the classes grant them.</em></p><p><em></em></p><p><strong>The level system offers stat increases of its own. More about how the level system will work remains to be seen at this moment.</strong></p><p><strong></strong></p><p><strong>Occupation & w/ K$</strong></p><p><strong></strong>Everyone needs a job, since the very beginning of our existence. W/ K$, stands for weekly Kescs, the game's currency.</p><p></p><p><strong>Jobs:</strong> Wench, Bartender, Farmer, Blacksmith, Tailor, Carpenter, Mason, Watch, Tailor, Councilman.</p><p></p><p><strong>Lv.1 jobs:</strong> Wench, Bartender, Farmer.</p><p><strong>Lv.2 jobs:</strong> Carpenter, Mason, Watch.</p><p><strong>Lv.3 jobs:</strong> Blacksmith, Tailor, Councilman.</p><p></p><p>Jobs are a important part of the LGS2 system, why? While you step away, your character will be performing their regular duties, which will grant you some $K when you come back to the table. But also giving your CA, particular benefits that can be exploited during certain scenarios. You can do whatever you want with the earning. finetuning and weekly rates, are currently being elaborated.</p><p></p><p><em>Players won't be forced to upgrade to any job, but by doing so, they won't be able to enjoy exclusive benefits the jobs grant them.</em></p><p><em></em></p><p><strong>Weapons & Armor</strong></p><p><strong></strong>There will be a variety of weapons and armor, each with its own stats.</p><p></p><p></p><ul> <li data-xf-list-type="ul"> The type of armor you wear, will influence your sneaking success rate. </li> <li data-xf-list-type="ul"> A Custom Actor, with a sword and shield equipped, will be able to take advantage of the new parry & counter maneuver. </li> </ul><p></p><p><strong>Buffs & Ailments</strong></p><p><strong></strong>They are basic stat mods that can last for a short period of time, or long term. Could be triggered by a spell, wound, disease, etc...</p><p></p><p><strong>The Base Stats</strong></p><p><strong></strong>Every new character will start with their base stats locked at 5. Classes will provide attribute points that can then be allotted to the specific stat of your choice.</p><p></p><p>Levels will also provide general stats increase. Although I'm still debating if the HP should be influenced by levels or not.</p><p></p><p><em>Will continue sometime later this week, until then...</em></p></blockquote><p></p>
[QUOTE="Felixgamingx1, post: 7624860, member: 6999166"] [b]Breaking down the character sheet Part 1[/b] This weekend I'll be going over the process of building a custom actor, the equivalent to a playable character, or PC. Basically, these are the first steps, to build each player's CA. Perhaps by then, I'll also get into how the family tree system will work. In the book there's a comprehensive tutorial which will walk you through this process. [IMG]https://s3.gifyu.com/images/pg.20-CA4.jpg[/IMG] Following down the left column, past the self explanatory basic CA info, comes the class and occupation blanks.[B] Classes:[/B] Paladin, Warrior, Samurai, Shinobi, Mage, Templar, Shaman, Dark Knight, Warlock, Hunter, Ranger, Marksman. [B]Lv.1 classes:[/B] Warrior, Shaman, Hunter. [B]Lv.2 classes:[/B] Templar, Samurai, Mage, Ranger. [B]Lv.3 classes:[/B] Paladin, Warlock, Shinobi, Dark Knight, Marksman. [I]Players won't be forced to upgrade to any class, but by doing so, they won't be able to enjoy exclusive benefits the classes grant them. [/I] [B]The level system offers stat increases of its own. More about how the level system will work remains to be seen at this moment. [/B] [B]Occupation & w/ K$ [/B]Everyone needs a job, since the very beginning of our existence. W/ K$, stands for weekly Kescs, the game's currency. [B]Jobs:[/B] Wench, Bartender, Farmer, Blacksmith, Tailor, Carpenter, Mason, Watch, Tailor, Councilman. [B]Lv.1 jobs:[/B] Wench, Bartender, Farmer. [B]Lv.2 jobs:[/B] Carpenter, Mason, Watch. [B]Lv.3 jobs:[/B] Blacksmith, Tailor, Councilman. Jobs are a important part of the LGS2 system, why? While you step away, your character will be performing their regular duties, which will grant you some $K when you come back to the table. But also giving your CA, particular benefits that can be exploited during certain scenarios. You can do whatever you want with the earning. finetuning and weekly rates, are currently being elaborated. [I]Players won't be forced to upgrade to any job, but by doing so, they won't be able to enjoy exclusive benefits the jobs grant them. [/I] [B]Weapons & Armor [/B]There will be a variety of weapons and armor, each with its own stats. [LIST] [*] The type of armor you wear, will influence your sneaking success rate. [*] A Custom Actor, with a sword and shield equipped, will be able to take advantage of the new parry & counter maneuver. [/LIST] [B]Buffs & Ailments [/B]They are basic stat mods that can last for a short period of time, or long term. Could be triggered by a spell, wound, disease, etc... [B]The Base Stats [/B]Every new character will start with their base stats locked at 5. Classes will provide attribute points that can then be allotted to the specific stat of your choice. Levels will also provide general stats increase. Although I'm still debating if the HP should be influenced by levels or not. [I]Will continue sometime later this week, until then...[/I] [/QUOTE]
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