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Character Generation Rules

Lunar: A Story Forgotten II (A Story Forgotten 2)
Character Generation Rules
Based on a system by Timothy J. Lanza (timothy@lanza.tiac.net)
Original Game & Draft by Brian Peterson, aka Hahn
Modified by "Dragonmaster" Lou Arruda (lou@techhouse.org)



Section 1: The All-Important Concept

The first step in creating a character is to develop a strong, original concept. Are you going to play a noble, just warrior, a crafty treasure hunter, or an intelligent, studious wizard? You need to think about this for a while if you want a good playing experience later. Try to come up with something interesting, unique, and non-stereotypical. Also, you'll need to choose a hometown from which your character will hail from, either from Lunar or the Blue Star (Earth).

Respond with a complete description to these five aspects of your character. Think about these well, don't just search for a quick answer. The more this character reflects your personal thought, the more fun you will have when playing.

  1. Occupation/Profession
  2. Appearance/Mannerisms
  3. Personality/Demeanor
  4. Motivations/Goals
  5. Background/Hometown

Once you have that written down in words, think it over, and think you could confidently play this person and *enjoy* it, you can move down to the second section.



Section 2: Stats, Skills, 'n Stuff

Flame me if you will, but I'm gonna stress this again: Don't do this part until you've done Section 1 completely and thoroughly. Doing Section 2 will be a lot easier and more enjoyable if you have a strong concept for these stats to reflect.

First, allocate your six attributes. This is very important, as it will decide your starting statistics, and how quickly your statistics increase as your character achieves experience levels. There are six attributes to think about:

You have 90 points to distribute between these six attributes. You must spend at least 1 point on each attribute, and cannot have an attribute over 30. So, if you wanted all attributes to be equal, they would each be 15.

After deciding your attributes' values, you must decide the orientation of your character between combat, skilled, and rounded. Choose one from the table below:

Combat Oriented Character (ie Hiro)
Base # of attacks: 2
Weapons/Armor: Best (based on your concept)
No. of Technique Groups: 2

Rounded Character (ie Ronfar)
Base # of attacks: 1
Weapons/Armor: Good (again, depends on your concept)
No. of Technique Groups: 3

Skill Oriented Character (ie Lemina)
Base # of attacks: 1
Weapons/Armor: Poor (wands, butter knives, bathrobes, etc.)
No. of Tehnicuqe Groups: 4



Section 3: Magic and Mayhem

Once you have attributes AND your character orientation, you must choose some technique and skill groups that reflect your character's special abilities, talents, or training. You may choose as many as your character orientation allows.

Below is a list of some common technique groups that I have devised a system for. If you have an idea for a tech. group that you want your character to have, by all means, submit it with your character and I'll do my best to use it.


Elemental Techniques

These are you general face-stomping combat spells, like Lemina's Ice and Fire. Gravity Magic is unique in that it is a "neutral" elemental as none of the other elementals have either critcal strength or weakness to gravity. However, certain enemies in the game will have critcal weakness to gravity, for reasons that I will not reveal here...

Thunder Magic
Water Magic
Fire Magic
Air Magic
Earth Magic
Light Magic
Darkness Magic
Plant Magic
Ice Magic
Gravity Magic

Litanies

These techniques affect the characteristics, status, and hit points of characters.

Health Litanies
Assist Litanies (Helps characters in combat)
Blight Litanies (Makes status attacks, like Mute, Blind, Stone, etc.)
Soul Litanies (Cures status attacks, like Mute, Blind, Stone, etc.)

Weapon Techniques

Spells associated with a certain weapon or group of weapons, like Hiro's Blade magic. Like the other characters, you do NOT need to have a Weapon Technique to use a weapon. These are just techniques centered around a weapon. If you have another idea, tell me and I will see what I can do.

Marksmanship (Cool stuff you can do with guns and bows)
Blade (Swords only, and sorry, only NPCs get Poe Sword :P)
Claw (Melee weapons that are strapped to the arms like claws and such.)
Karate (Unarmed combat maneuvers, like Jean, but different)
Mace (Big, heavy, sharp crushing weapons)
Throwing Weapons (Ranged weapons like boomerangs)
Whip (Deals with whips and other entangling weapons.)
Mallet (Blunt smashing weapons. A personal favorite.)

Uncommon Techniques

These spells are ones that are not very common. They can be taken freely, and have no special requirements.

Song (Combat magic based on sound.)
Spellcraft (Spells that enhance other magics.)
Trickery (Tricky, dextrous battle manuvers.)
Chaos (Unpredictable forces, kinda like Ronfar's chance.)

Rare and "Exotic" Techniques

These types of spells are only found in the hands of great wizards and generals. They may only be taken with a good background reason as to why.

Chronology (Manipulates the flow of time in combat.)
Mind (Centers on controlling and manipulating the enemies.)
Leadership (Inspiring and bolstering comrades combat abilities.)
Tactic (Battle strategy and combat placement.)

This list is short and by no means should be a restriction. You may browse it over when deciding your character's skills, but don't hesitate to send me ideas for new skills that would work better with your character than these.

Once you've decided skills, you should be done! Email me a neat, tidy reply and I'll get back to you with a final draft character info sheet and instructions on when we'll play, etc.

Dragonmaster Lou

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