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Character Creation Tutorial

All right then. It's time to teach y'all how to make a character. The process may seem complicated at first but following this tutorial should make the task far less difficult. So sit back and listen up folks. Here we go...

Ok, the basic character sheet can be found via this link:
www.angelfire.com/rpg2/generaltactics/charsheet.html

Now let's break down the sheet section by section. Below each section will be a description of all fields that must be filled in. Other sections which will be filled out by myself, Steve-o, will be stated as such later.
 

       
Character Name   Class  
AIM Name   Race  
Hometown   Innate Element  
       
Level   Hit Points (HP)  
Total Experience   Magic Points (MP)  
Next Level   Gil  

Character Name: Simple. First and Last name or a title is fine.
Class: Choose a class the appeals to you from the classes page
AIM Name: Simple. Your AOL or AIM screen name.
Race: Though you must be humanoid in figure, slight racial features such as cat ears, tails, and other such things can be added.
Hometown: Where you start off in the world. Also, the location of the house you start off with.
Innate Element: Determines which natural element you are linked to. In addition to giving damage resistance against the chosen element, your innate element will also determine what unique pieces of equipment you can use later on in addition to other things. Possible choices are Fire, Ice, Water, Wind, Lightning, Nature (Poison), Earth, Light, and Darkness
Level: Your level of power. All characters start off at level 1.
Total Experience: Your total number of experience points. At certain levels of experience, level will rise and power will be gained.
Next Level: The total experience needed to reach the next level of power.
Hit Points (HP): Your life. Once it's brought down to 0, the character is knocked out... or dead, depending on the circumstances. At 10% remaining HP, a character is considered to be in "Critical Condition".
Magic Points (MP): The fuel of magicians, MP represents units of magic necessary for casting spells and utilizing other meta-magical feats. Without enough MP, the use of such abilities is impossible.
Gil: The unit of money in the FFGT world. Every character starts off with 500 gil.

Stat Score Benefits
     
Strength    
Vitality    
Wisdom    
Willpower    
Agility
Speed    

These are the vital statistics of a character. These stats help to determine how fast, strong, or intelligent a character is. At character creation, each player has 40 points to distribute among these 6 stats but may only raise them to a score of 10 in the beginning maximum or a minimum of 1. Every new level gained earns a character one more SP or Stat Point. This SP can be used to raise any one stat by one. Descriptions for every stat are as follows:
Strength: Measure of physical power. Affects physical damage, chance to hit with short range weapons, number of item slots, and strength-linked proficiencies.
Vitality: Measure of physical stamina. Affects physical defense, Hit Points gained per level, and vitality-linked proficiencies.
Wisdom: Measure of intelligence and arcane power. Affects Magery, magic damage, Book and Instrument damage, and Wisdom-linked proficiencies
Willpower: Measure of mental fortitude. Affects magic defense, magic evasion, Magic Points gained per level, and Willpower-linked proficiencies/
Agility: Measure of dexterity and reaction. Affects chance to hit with ranged weapons, physical evasion, and Agility-linked proficiencies.
Speed: Measure of raw quickness. Affects initiative, the power of athletic skills such as Running and Jumping, and Speed-linked proficiencies.

       
Attack Power   Magery  
Defense   Magic Defense  
Evade   Magic Evade  
Physical Multiplier   Magical Multiplier  
       

These are the ever-so-important combat numbers that will affect how much damage you deal, how much you take, and so much more. Descriptions are as follows:
Attack Power: Physical damage the character deals. Equation: Strength + Weapon Damage
Defense: How much damage is lopped off of any physical attack directed at the character. Equation: Vitality + All armor
Evade: The chance to completely dodge any physical damage. Equation: Natural evade + evasion value of anything equipped
Physical Multiplier: The number which any physical damage rolled is multiplied by. The only way to raise the Multiplier is by natural means (level gaining). Below is a chart showing what classes raise when:

Classes Multiple of level when +1 is added to multiplier
   
Fighter and Monk 7
Red Mage and Thief 8
White Mage 9
Black Mage 10

Magery: Proficiency with magic. Works just like weapon proficiencies, but can only be raised by wisdom bonuses or certain accessories.
Magic Defense: How much damage is lopped off of any magical attack directed at the character. Equation: Willpower + All magic armor.
Magic Evade: The chance to completely dodge any magical damage. Equation: Natural magic evade + magic evade value of anything equipped.
Magical Multiplier: The number which any magical damage rolled is multiplied by. The only way to raise the multiplier is by natural means (level gaining). Below is a chart showing what classes raise when:

Classes Multiple of level when +1 is added to multiplier
Fighter and Monk 10
Thief and Red Mage 8
White Mage and Black Mage 7

 

Proficiencies Score Class Abilities
     
     

This is where your proficiencies (skills) as well as special class abilities are listed. Every new character starts with 50 PP (Proficiency Points) and gain 2 PP every level. All Proficiencies are listed here. As for class abilities, Every character starts with 2 AP (ability Points) and gains one more point every third level. Finally, weapon skills are listed in the Proficiencies section but are not raised with PP. Instead, certain character types raise 1 WP (weapon point) every certain number of levels. These are listed below:

Classes One new WP is gained every:
   
Fighter and Monk Level
Thief and Red Mage 2 levels
White Mage 3 levels
Black Mage 4 levels

 

Class How many Weapon Proficiencies they start off and at what levels
   
Fighter 4 Weapons at 15, 14, 13, and 12; Brawling 10
Monk Claws or Gloves at 14, Brawling 12
Thief and Red Mage 3 Weapons at 14, 12, and 11; Brawling 9
White Mage 2 Weapons at 13 and 10; Brawling 8
Black Mage 2 Weapons at 12 and 9; Brawling 7

 

Gear Type Equipped Stats
     
Right Hand    
Left Hand    
Head    
Body    
Arms    
Accessory    

This is where your equipped gear is listed as well as the statistics of that piece of gear. Descriptions for every equipment slot is listed:
Right/Left Hand: Used to hold a weapon and sometimes a shield is equipped. Characters can be either right or left handed. With Two-Swords, a character can have a weapon in each hand and with Double-Hand, a character's weapon will take up both arms.
Head: This is where hats, helmets, bandannas, and etc. are placed.
Body: This is where robes, suits, dresses, and heavy mail are placed.
Arms: This is where Rings, Bracers, Gloves, and Gauntlets are placed.
Accessory: This is where special pieces of equipment are placed, including magic rings, capes, boots, etc.
 

       
Items Quantity Items Quantity
       
       

This is where all expendable items such as potions, throwing weapons like shuriken, Engineer explosives, and other such items are placed as well as the quantity of that items. Each slot can hold 10 of any one item, but more slots can be used to hold more of that same item. Extra weapons and armor can be stored here as well but only one can fit in each slot. Everyaracter starts with 10 item slots and can obtain more slots through a high strength or special accessories.

   
Physical Description  
Character Quote  
Battle Preparation  
Victory Dance  
Biography  
Other Notes  
Theme Song  

This is where everything non-essential to the character is placed. Everything here may be just for show but it adds depth and more personality to the character. Everything here is described as such:
Physical Description: Sense of style, height, weight, hair, eyes... anything that describes the character's physical appearance.
Character quote: A favorite saying of your character that also, in a way, sums up the character.
Battle Preparation: What the character does to prepare for a battle. A cool saying, a simple stretch, a battle cry... anything you think fits you goes here.
Victory Dance: This is what the character does after winning a battle. A small smirk, a goofy dance, a yell of victory... again, anything you think fits you goes here.
Biography: Background information on the character. Where he/she grew up, his purpose for adventuring, or anything else you feel needs to be said should be put here.
Other Notes: Any other significant facts about a char.
Theme Song: Simple. Your character's personal song. When creating a character, please pick a song from www.vgmusic.com. Anyone should be able to find one song out of these 16,000+ that they like and can use.

And that's that for character creation. The next section, world interaction, will help the fledgling adventurer with learning how to interact with the wide, wide world of Final Fantasy: General tactics. Everything from obtaining jobs, shopping, learning of adventures, and other such things will be covered here.