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Modelo para a Ficha de Personagem

em Qua Maio 09, 2018 4:38 pm
~ Informação Basica~


Nome: Aqui ficará situado o nome do respetivo personagem, esta será a sua identidade veridica ingame independemente do sucedido. Tal como no anime pedimos que seja composto por dois nomes (um primeiro nome e um apelido) Agredecemos que por questões de integração haja uma variação da lingua inglesa como por exemplo: Wendy Marvel ou Gajeel Redfox porém cada caso será avaliado pelo resposavel.
Idade: Aqui ficará  a idade do personagem ingame que pode ser alterada ou não consoante o desenrolar do jogo, o minimo para todos os personagens são oito anos¹ porém pedimos que criem personagens adolescentes ou seja entre ou catorze e os dezoito anos.
Altura: Aqui ficará a altura do personagem disposta na unidade tradicional de metros
Peso:  Aqui ficará o peso do personagem na unidade tradicional de Quilogramas
Mão predominante: Ninguém escolhe a sua mão dominante, esta é atribuida pelo resposavel no momento de criação de ficha / exepção para personagens ambidestros
Sexo: O sexo do personagem é baseado na sua aparência física, as escolhas ficam delimitadas entre masculino, feminimo ou indefinido.
Raça:  A raça do personagem esta ligado a sua especie: actualmente é possivel escolher entre humano ou humanoide
Tamanho/Espécie:  Com exepção de  crianças humanos com idade inferior a 12 anos, todos serão considerados médios coma exepção de humanoides que varia
Origem:  A origem esdo personagem esta fdelimitada as cinco grandes cidades: Magnolia, Hargeon, Balsam
Localização: Para efeitos narrativos a localização inicial e origem do personagem devem ser os mesmos

~ Informação Pessoal~

Aparencia
Marcas
Personalidade
Alinhamento Moral

Photoplayer:

~ ATRIBUTOS ~


(Começa com 10 pontos, BÔNUS RACIAL EM AZUL E BÔNUS DE EDC EM VERMELHO)

LEVEL: 1
EXP: 10/25
BERRIES: 50.000

HP: 44
SP: 62

Atributos Primários


Strength aka Body, Might, Brawn, ...
   A measure of how physically strong a character is. Strength often controls the maximum weight the character can carry, melee attack and/or damage, and sometimes hit points. Armor and weapons might also have a Strength requirement.
Constitution aka Stamina, Endurance, Vitality, ...
   A measure of how sturdy a character is. Constitution often influences hit points, resistances for special types of damage (poisons, illness, heat etc.) and fatigue.
Defense aka Resistance, Fortitude, Resilience, ...
   A measure of how resilient a character is. Defense usually decreases taken damage by either a percentage or a fixed amount per hit. Occasionally combined with Constitution.
Dexterity aka Agility, Reflexes, Quickness, ...
   A measure of how agile a character is. Dexterity controls attack and movement speed and accuracy, as well as evading an opponent's attack (see Armor Class).
Intelligence aka Intellect, Mind, Knowledge, ...
   A measure of a character's problem-solving ability. Intelligence often controls a character's ability to comprehend foreign languages and their skill in magic. In some cases, intelligence controls how many skill points the character gets at "level up". In some games, it controls the rate at which experience points are earned, or the amount needed to level up. Under certain circumstances, this skill can also negate combat actions between players and NPC enemies. This is sometimes combined with wisdom and/or willpower.
Charisma aka Presence, Charm, Social, ...
   A measure of a character's social skills, and sometimes their physical appearance. Charisma generally influences prices while trading and NPC reactions. Under certain circumstances, this skill can negate combat actions between players and NPC enemies.
Wisdom aka Spirit, Wits, Psyche, Sense, ...
   A measure of a character's common sense and/or spirituality. Wisdom often controls a character's ability to cast certain spells, communicate to mystical entities, or discern other characters' motives or feelings.
Willpower aka Sanity, Personality, Ego, Resolve, ...
   A measure of the character's mental resistance (against pain, fear etc.) when falling victim to mind-altering magic, torture, or insanity. Many games combine willpower and wisdom.
Perception aka Alertness, Awareness, Cautiousness, ...
   A measure of a character's openness to their surroundings. Perception controls the chance to detect vital clues, traps or hiding enemies, and might influence combat sequence or the accuracy of ranged attacks. Perception-type attributes are more common in more modern games. Note that this skill is usually understood only to apply to what a character can perceive with their established senses (i.e. sight, sound, smell, etc), and does not usually include extrasensory perception or other forms of mental telepathy or telekinesis in the given game unless the character's specific attributes expressly include such abilities (such as the force in Star Wars). Sometimes combined with wisdom.
Luck aka Fate, Chance, ...
   A measure of a character's luck. Luck might influence anything, but mostly random items, encounters and outstanding successes/failures (such as critical hits).

Atributos Secundários

Attack

The Attack stat (Japanese: 攻撃能力 attack ability) partly determines how much damage a Pokémon deals when using a physical move. For more information on how Attack affects damage, see Damage → Damage calculation.
Defense

The Defense stat (Japanese: 防御能力 defense ability) partly determines how much damage a Pokémon receives when it is hit with a physical move. For more information on how Defense affects damage, see Damage → Damage calculation.
Special

The Special stat (Japanese: とくしゅのうりょく special ability) is a stat that existed only in Generation I.

The Special stat accounted for what is currently known as Special Attack and Special Defense, determining how much damage a Pokémon both receives and deals when special moves are used. As a result, a Pokémon could not be both strong with and weak against a Special attack, or vice versa, in the same way a Pokémon might have high Attack but low Defense. With Generation II, the Special stat was split into Special Attack and Special Defense, meaning Pokémon could have different base stat values for both, and those stats were both displayed on a Pokémon's stat screen; however, individual values and effort values remained unsplit, so that there was only a Special individual value and Special effort values, which affected both the Special Attack and Special Defense stats. Furthermore, Calcium increased both stats. In Generation III, IVs and EVs were finally given both Special Attack and Special Defense values as well, and the Calcium now worked on only Special Attack while the Zinc was introduced for the Special Defense.
Special Attack

The Special Attack stat (Japanese: 特攻能力 special attack ability), or Sp. Atk and Spcl. AtkGSCStad2 for short, partly determines how much damage a Pokémon deals when using a special move. For more information on how Special Attack affects damage, see Damage → Damage calculation.
Special Defense

The Special Defense stat (Japanese: 特防能力 special defense ability), or Sp. Def and Spcl. DefGSCStad2 for short, partly determines how much damage a Pokémon receives when it is hit with a special move. For more information on how Special Defense affects damage, see Damage → Damage calculation.
Speed

The Speed stat (Japanese: 素早さ能力 speed ability) determines the order of Pokémon that can act in battle. Pokémon with higher Speed at the start of any turn will generally make a move before ones with lower Speed; in the case that two Pokémon have the same Speed, one of them will randomly go first. An in-battle change to a Pokémon's speed stat will not take effect until the following turn.

Evasion

The evasion rate (Japanese: 回避率 evasion rate), or evasiveness, of a Pokémon determines its probability of avoiding other Pokémon's moves. The initial value at the start of any battle is 100%. If a Pokémon's evasiveness is reduced below 100% with a move such as Sweet Scent, other Pokémon will have a better chance of their moves hitting. If evasiveness is increased above 100% with a move such as Double Team, other Pokémon will have a harder time connecting their moves.
Accuracy

The accuracy rate (Japanese: 命中率 accuracy rate) of a Pokémon determines its probability of hitting another Pokémon. The initial value at the start of any battle is 100%. Along with accuracy-raising moves, in Pokémon XD the player can also raise a Pokémon's accuracy by using the call action.

Habilidades Passivas

~ Perícias ~

• (perícia 1)
• (perícia 2)
• -X-
• -X-

~ Habilidades & ESTILOS DE COMBATE ~

• Nome da Magia
Descrição:
Nivel de exp: 1
EXP DE ESTILO: ~PRIMÁRIO NÃO POSSUI EXP~

• Estilo de Combate:
LEVEL DE COMBATE: 1
EXP DE ESTILO: ~PRIMÁRIO NÃO POSSUI EXP~

~ Perícias ~

• (perícia 1)
• (perícia 2)
• -X-
• -X-

~ Ofícios ~
• (ofício)
• -X-
• -X-
• -X-
• -X-
• -X-

~ EQUIPAMENTOS ~


• ARMA(S)
-Nome:
Bônus:
Dano:
Requerimentos:
Custo:

• CABEÇA
-Nome: -x-
Bônus: -x-
Requerimento: -x-
Custo: -x-

• TRONCO
-Nome: -x-
Bônus: -x-
Requerimento: -x-
Custo: -x-

• BRAÇOS
-Nome: -x-
Bônus: -x-
Requerimento: -x-
Custo: -x-

• MÃOS
-Nome: -x-
Bônus: -x-
Requerimento: -x-
Custo: -x-

• PERNAS
-Nome: -x-
Bônus: -x-
Requerimento: -x-
Custo: -x-

• PÉS
-Nome: -x-
Bônus: -x-
Requerimento: -x-
Custo: -x-

~ INVENTÁRIO~

(MÁXIMO DE 10W)

~ Posses~

Nome:
Tipo:
Descrição:
Velocidade:
Número de tripulantes máximos acomodados:
Lotação máxima no transporte:
Número de ilhas sem precisar reabastecer:
HP:
Canhões:

~ TÉCNICAS ~

• -X-
• -X-
• -X-
• -X-
• -X-

~ TÉCNICAS SUPREMAS~

• -X-
• -X-
• -X-


~ EXTRAS ~


APARÊNCIA: (Pede-se no mínimo cinco linhas, entretanto não há limite.)

PERSONALIDADE: (É necessário que se faça no mínimo algo entre cinco linhas, entretanto não há limite.)

HISTÓRIA:  (O mínimo de linhas é 20, mas não há um limite.)


~ VANTAGENS E DESVANTAGENS ~

(MÁXIMO DE 6 PONTOS GASTOS. TODOS COMEÇAM COM 2)

Vantagens:
• -X-
• -X-
• -X-

Desvantagens:
• -X-
• -X-
• -X-


~ PERSONAGENS CONHECIDOS ~


PLAYERS:

*Nome do Player* - *Local que viu/conheceu* - *Relação com este*

NPC's Importantes:

*Nome do NPC* - *Local que viu/conheceu* - *Relação com este*

NPC's Criados:

*Nome do NPC* - *Local que viu/conheceu* - *Relação com este*

Link da Mini Aventura concluída ou da ficha antiga cancelada: (Aqui ficará a sua mini-aventura completa, caso seja novo no fórum, ou ficha antiga, que tenha sido cancelada).
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