Character Sheet Approval Guidelines: Difference between revisions

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* Aspects may make references to a specific cult, upbringing, or other factor that could be used to explain a small smattering of words from a Language such as Mando’a.
* Aspects may make references to a specific cult, upbringing, or other factor that could be used to explain a small smattering of words from a Language such as Mando’a.


[[Category: Character Sheets]][[Category:Voice Policies]]
[[Category:Voice Policies]]

Revision as of 23:40, 4 December 2016

Real World Perspective.

These approval guidelines are drawn from the Character Creation Guide and Voice staff discussions. The Voice staff have authority for approval of character sheets. Sheets that violate one of the primary criteria listed below will be remanded, while those that violate secondary criteria will receive a comment from the Voice Staff, but will otherwise be approved.

Important note: Items listed as Mandatory Elements are required to be followed. Failure to abide by these rules will cause your Character Sheet to be remanded. Items listed as Recommended Elements are general guidelines for a good character sheet. We will not remand a sheet exclusively for one of these reasons, but you may receive a comment on your sheet and a suggestion that you change the item

Physical Description and Species

Mandatory Elements

  • The Physical Description field is used to give a basic idea of what the character looks like.
  • Items included in this field must be purely cosmetic in nature. This can range from clothing style, hair styles, colors, the shape of the face, noticeable marks and tattoos.
  • The description should also be consistent with the species choice. Variations may be approved, but they would have no mechanical benefit.
  • Cybernetics and other “modifications” are allowed, they are also cosmetic. You can describe how they look, but cannot mention how they modify or enhance your character's attributes. If done, this must be covered in attributes..
  • Physical Description can NOT explain how a character behaves. Aspects are used for this purpose. Your character cannot “look intimidating”. Your character can have “sharp/piercing green eyes and is always wearing a scowl. This allows a reader to infer they are intimidating, especially when I see you have a +2/+3 in the skill.
  • Physical Description can NOT be used for 'extensive character history of how and why a character behaves - this must be covered in Custom Aspects or on a Wikipedia article.

Mandatory Elements for Hybrid Species

While characters descended from two species (hereafter Hybrid species) are permitted, they will be subjected to increased scrutiny by the Voice staff. The selected species should be from similar genetic styles, meaning you cannot merge a Reptilian based species with a Mammal based one. The following items are required for these sorts of characters in addition to the above.

  • A hybrid Species is denoted by selecting your Primary Species and denoting the hybrid races in your Physical Description.
  • A hybrid Species will only get Feats from their Primary Species. They do not get Feats of the Secondary.
  • A hybrid Species must have only cosmetic elements of their Secondary Species worked into their Physical Description. This should be clearly defined by the writer and focus solely on the cosmetic details of what makes the Character a hybrid.
  • For an example of an approved character sheet featuring a hybrid species, check out the NPC known as Harry West.

Recommended Elements

  • Custom Aspects should be supported by the characters Skills , Feats, and Force Powers. For example, if you have an aspect that says, “Blademaster Of The First Echelon!”, it is expected that the character will have at least a +3 in bladed weapons, and perhaps a Feat to enhance it.

Weapon Loadout

Mandatory Elements

  • All weapons must exist in the Canon Star Wars Universe. This means if it’s not listed on Wookiepedia, we’re not going to accept it as a usable weapon.
  • The Weapons Loadout is a listing of weapons a character brings into general, small-scale combat, such as a duel or small skirmish. You do not need to list a weapon for each weapon skill your character, and long lists are discouraged (4-5 being the usual guideline). These are the core weapons your character never leaves home without and would have on them in a typical encounter.
  • The Weapon Loadout needs to be clear and easy to understand. Each weapon should be listed as a bullet point on a list. This helps avoid confusion for anyone reading your Character Sheet..

The Character Sheets take advantage of Markdown, so you can bullet point your weapons in the following manner:

-----

* Weapon 1
* Weapon 2
* 2x Weapon 3

-----

You can preview your CS to check formatting before submitting for approval.

  • Weapons should be specific weapons instead of broad categories (e.g., Echani Knives instead of “Bladed Weapons”). Lightsabers that are displayed on the member’s Dossier are excepted from this rule.
  • If multiples of a weapon are being listed, there should be a specific number listed before the weapon. (e.g., 2x E-11 Blaster Pistol, 2x Vibroknives
  • The Weapons Loadout should NOT explain when or how a character uses a specific weapon.his must be covered in Aspects.
  • If your character only uses “the Force” and no weapons, you can list “The Force”. Nothing more. Otherwise, details on how your character fights must be covered in a Custom Combat or General Aspect. There should be no specific references to Powers, and this must be accompanied by a consistent Aspect
  • Likewise, if your character only uses unarmed combat, you can list “Unarmed”. Otherwise, details on how your character prefers to fight without a weapon must be covered in a Custom Combat or General Aspect.
  • Any non-lightsaber, custom armor/weapon must be approved by either the Voice or the Grand Master, and these exceptions are usually only for grandfathered weapons. This includes beskar and cortosis weave weapons and armors, which are rare materials members do not have access to pull from. Anything using these materials MUST be approved by the Grand Master.
  • No weapons, armor, or other items made of lightsaber resistant materials are allowed, unless otherwise approved in advance by the Voice or Grand Master. This prohibition includes, but is not limited to, cortosis, phrik, and mandalorian iron weapons. This restriction also applies to Sith Swords and similar weapons.
  • Only Sacramental or other special weapons that the member has currently received/granted access to may be listed on the Character Sheet as a part of the Weapon Loadout.
  • Lightsabers may only be included if the character is a Force User. The type of saber selected must abide by current rank restrictions:
    • NO-1-4: Access to single Training Saber
    • JM-1-3: Access to single Armory Saber
    • Knight: Access to single Custom Saber
    • EQ3+: Lightsaber Staff
    • EQ4+: Dual Custom Sabers
    • Elder: Custom Lightsaber Staff

Recommended Elements

  • If a member has a weapon in his or her loadout but no skill points in that type of weapon, the character sheet will be approved with the comment that the member would not be very good with the weapon indicated in his or her weapon loadout.
  • Weapon loadouts should ideally be no more than 4 items, especially if the character sheet is to be used in the ACC.

Aspects

For tips on how to write custom aspects, check out the "How To" section of the Aspects article.

Mandatory Elements

  • Custom Aspects must have each letter of each word capitalized in their title. “This Is How You Title An Aspect”
  • Custom Aspects must be a minimum of two sentences in length and no longer than 150 words. If you're using more than 100 words, we recommend carefully considering whether the additional words aid or detract from what you're trying to get across.
  • Make sure your Custom Aspects are spell checked. The staff may remand a perfectly good Aspect with the single note of fixing a syntax issue. This is done to help make sure your sheet is clear and easy to read for judges and other members.
  • Your Custom Aspect must revolve around a single, connected theme. Avoid disjointed attempts involving multiple partial aspects merged into one or contradicting itself.
  • A Custom Aspect must always feature some kind of merit/drawback or a balance. This adds realistic depth to characters being created,and prevents characters from being overpowered and easier to relate to. Flaws and quirks sell more than a list of perfect traits. On a basic level, these are things like, “focuses on melee combat, which makes CHARACTER less efficient against marksman and ranged fighters.”
  • A Custom Aspect must pertain to how your character ACTS. These cannot be an explanation of your character's history, but how they function and interact with the world around them. You can use an element of your character's history, or a specific event, to quickly explain why your character behaves a certain way or has a quirk.

Custom Aspects - Recommended Elements and Other Suggestions

  • Custom Aspects should be supported by the characters Skills , Feats, and Force Powers. For example, if you have an aspect that says, “Blademaster of the First Echelon!”, it is expected that the character will have at least a +3 in bladed weapons, and perhaps a Feat to enhance it.
  • Proofreading is up to the user and is not a primary criteria for Aspect approval, but readability is. It's important that Aspects be easily read and understood.
  • Custom Aspects can make reference to your unique relationship to your clan or the DJB at large, please keep in mind that there is a fair bit of fiction that needs to be respected. Any Aspects relating to specific element of clan/subunit fiction must not contradict that fictional development. The same goes for the Brotherhood as a whole. It is highly recommended that if you’re going to create such an aspect that you speak to your Clan leadership or the Voice office before you submit your sheet.

Skills, Feats and Force Powers

Mandatory Elements

  • If a Feat is taken that modifies a given Force Power or Skill, that Power or Skill must have one or more points placed in it.
  • Skills and Force Powers should be consistent with one’s Aspects. For example, if a character has an Aspect stating a preference for ranged combat, they should have Powers and/or Skills that allow them to engage enemies at range.
  • A Martial Arts/Lightsaber form can only be selected if a rank is put in that skill. For example, you may not select a secondary form if you don’t have a rank in that skill.
  • For Non Force Users, a Medic does not gain any benefit from selecting Primary or Secondary Weapon in the Specialization selector. This is just for Weapons Specialist to define their respective Feats.
  • Dual Wielding allows your character to effectively handle two weapons at once. It does not make your character both left handed and right handed.
  • The ability to fight with both the left and right hands equally requires either the Journeyman Feat: “Ambidexterity” or the Equite Feat: “I, Am Not Left Handed.”

Primary / Secondary Forms

  • You must have at least one Skill point invested in a Primary or Secondary Martial Arts or Lightsaber Form in order to select one of the Forms from the drop-down selector under the Specialization tab on the Character Creation Wizard.
  • Your Primary Skill must be equal to or higher than your Secondary Form.
  • For additional information see the Martial Arts Forms page and Lightsaber Forms page.
  • Primary/Secondary Weapon Specialization only applies for the Non-Force User Weapons Specialist discipline feats. It does not provide any advantage to any other discipline or character type.

Lore and Languages

Mandatory Elements

  • There should be a number of [Character_Creation_Guide#Lore|Lore topics] equal to the number of points in the Lore Skill.This means : 1 Point in Lore Skill equals 1 Lore Topic. No more, no less. The site is now hard coded to help you with this endeavor, reflected by boxes on the character sheet.
  • All characters are expected to know broadly the history of the Dark Jedi Brotherhood, of the New Republic, and the current era and time period in general. It is also implied that your character will have a working knowledge/understanding of their species-specific lore or history including culture and habitat. A Lore item is not needed to reflect this, as it is automatically applied to your Character Sheet They would also not require a lore topic to cover areas of general education available to their species.
  • Lore topics should show an expertise in an area of knowledge that would set them apart from others of their order, species, or unit. They are the equivalent of a degree or masters program on a subject from a university or trade school. Good examples are: “Poisons and Toxins of the Galaxy”, “Xenobiology”, or “Ancient Sith Artifacts”. (https://wiki.darkjedibrotherhood.com/view/Skills#Appendix_B:_Languages)
  • Aspects may make reference of a topic that would qualify for inclusion in a Lore item, regardless of points, but the topic must be clear from said Aspect.
  • Alien races get their native tongue by default, as well as Galactic Basic.This is coded into the website now and is done **automatically**.
  • Lore topics can not merely mention a Shadow Academy course the player has taken. The Shadow Academy Courses have NO tie-in to your character's Lore or Knowledge.
  • Lore topics can not merely mention a Shadow Academy course the player has taken. The Shadow Academy Courses have NO tie-in to your character's Lore or Knowledge.

Recommended Elements

  • Aspects may make references to a specific cult, upbringing, or other factor that could be used to explain a small smattering of words from a Language such as Mando’a.