Cool/In-Depth Character Creation Sequences

Discussion in 'General Gaming and Hardware Forum' started by Nonagon, Jul 25, 2010.

  1. Nonagon

    Nonagon Still Mildly Glowing

    220
    Jul 8, 2006
    So I got this game Twilight 2000 the other day and was checking out its awesome in-depth character generation system, and was wondering if any of you know of any really cool/in-depth character creation systems you have seen in a video game/RPG.

    I'll start by sharing some TW2K footage. Nothing wrong with simple pictures or descriptions, however.

    [youtube]http://www.youtube.com/watch?v=_53e25MtVIA[/youtube]
     
  2. alec

    alec White heterosexual male Orderite

    May 21, 2003
    Re: Coolest Character Creation Sequences

    Seriously?





    You know... :roll:
     
  3. Nonagon

    Nonagon Still Mildly Glowing

    220
    Jul 8, 2006
    Sure, that's fine, but I mostly meant besides the norm that's referenced here on the forums all the time. But if those are the only two games you've played, alec, then that's fine, too.
     
  4. alec

    alec White heterosexual male Orderite

    May 21, 2003
    Yeah, those are the only games I played. I just managed to pîck out the two gems and was able to avoid all the rest because of my psionic abilities.

    :roll:

    Or maybe Arcanum REALLY REALLY REALLY sticks out as having the most complex character creation system in any RPG I've ever played?

    Fallout not so much actually 'cause half of the character creation options are either broken or redundant, but it's still a very attractive system (and it was actually really well implemented in Fallout Tactics, but that's not an RPG is it?)

    So yeah.

    Only Arcanum.

    'Cause it's the only game I ever played. :roll:
     
  5. Nonagon

    Nonagon Still Mildly Glowing

    220
    Jul 8, 2006
    True, Arcanum had a really great chargen, I don't think I've seen a game with so many backgrounds to choose from since. Some of those are really great, such as: "Frankenstein Monster" and "Idiot Savant", and when I read "Miracle Operation" it actually made me a little sad, which is an unusual feeling to have in CHARGEN. :| Though I wouldn't necessarily say Arcanum's chargen was complex, it was actually fairly simple, but it was definitely well thought-out. :wink:

    In what way was Tactics' chargen with SPECIAL different? I can't recall.
     
  6. Crni Vuk

    Crni Vuk M4A3 Oldfag oTO Orderite

    Nov 25, 2008
    JA had always a great character creation I think

    [youtube]http://www.youtube.com/watch?v=Nz2sxR_PBGg[/youtube]
    Just skip the intro to see the character creation.
     
  7. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    I never liked JA2's question character creation. I always skipped that step with some out of the game character editor. I am happy that with 1.13 mod, it doesn't exist anymore.
     
  8. Nonagon

    Nonagon Still Mildly Glowing

    220
    Jul 8, 2006
    Anyone ever try out Darklands? I can't believe I forgot about this one!

    [youtube]http://www.youtube.com/watch?v=Hc4_-2iNmb4[/youtube]
     
  9. maximaz

    maximaz Sonny, I Watched the Vault Bein' Built!

    Apr 2, 2006


    This game is for SEGA GENESIS!
     
  10. Hellion

    Hellion Antediluvian Lurker

    449
    Jun 20, 2003
    BLOODNET's character creation system was rather unique. Besides the expected combat and cyberspace skills, there were skills that affected your character's bravery, innocence, faith...Don't know if these skills affected the gameplay all that much though.


     
  11. Ratty Sr.

    Ratty Sr. Formerly known as Ratty Moderator Orderite

    Apr 23, 2003
    Daggerfall's character creator is ridiculously detailed. Not only does it allow you to tinker with every detail of your character, but you can actually create your own character class from scratch. How awesome is that? The only "problem" is that if you're a perfectionist like me, it will take you a couple of hours to create a character... only to start over again with a new character because it's just so damn fun!

    http://www.uesp.net/wiki/Daggerfall:ClassMaker
     
  12. Hellion

    Hellion Antediluvian Lurker

    449
    Jun 20, 2003


    Heh, I remember toying around with the "advantages" and "disadvantages" of every custom class I made to the point of my character being completely imbalanced. E.g. when making a warrior-mage I added to the Disadvantages "inability to use Leather/Iron material", "inability to wield short sword/bow/small shield" and other stuff like that with materials that I would never actually equip, and balanced all that with an advantage like "increased magicka x4". Coupled with the proper skills selection, I ended up with pretty much a walking tank that could use magic.

    Good times.
     
  13. Unkillable Cat

    Unkillable Cat Mildly Dipped

    562
    Jan 5, 2004
    Megatraveller 2.

    I created a character, and could choose his starting career path. Then I could choose another career path, and another. Before I knew it, my character was too old for the party and was retired automatically as a high-ranking military man.
     
  14. Ratty Sr.

    Ratty Sr. Formerly known as Ratty Moderator Orderite

    Apr 23, 2003
    That can happen in Darklands as well. There is actually a pretty easy way to become wealthy at the very beginning of the game by creating a party full of geriatric alchemists and thus acquiring a fortune in expensive potions. Then simply retire the old farts and replace them with younger blood, and voilá - you have a party of strapping young men, who now also happen to be very rich.
     
  15. marko2te

    marko2te Look, Ma! Two Heads!

    369
    Sep 24, 2008
    This is a part of character creation from Realms of Arkania, you could also pick races, schools of magic and gods you follow.

    Positive Attributes:

    . Courage (CR): A high courage influences quick decisions, and provides
    a high amount of willpower. This can be of value in a fight, when trying
    to resist a spell or when conversing.

    . Wisdom (WD): This attribute measures the theoretical or "bookish"
    knowledge a character has, memory, ability to plan ahead and to think
    in abstract terms. This makes it the basis of most magic.

    . Charisma (CH): A character with a high charisma value will find it
    easier to influence others. Also, his or her team mates will be more open
    to the character's suggestions.

    . Dexterity (DX): This atttibute is needed to manipulate small objects. It
    affects disarming traps, opening locks and other maneuvers which
    require slight of hand. It also affects a magician's ability to weave
    a magic spell.

    . Agility (AG): This measures the ability to move skillfully and to avoid
    sudden obstacles. It also helps characters to avoid blows in combat.

    . Strength (ST): More than just brute muscle power, this is also the
    knowledge of how to use it to the fullest. A necessity for moving heavy
    objects, using heavy weapons, strength also determines a characters
    maximum load.

    . Intuition (IN): It's not necessarily anything you heard or anything you
    saw, but something just tells you that something's up. A characters
    intuition affects their ability to perform many skills and also influence
    a magic user's ability.

    Negative Attributes:

    . Superstition (SN): Characters with high superstition notice certain
    things, black cats and the like, and instantly understand their meaning.
    A high superstition often makes a character particularly susceptible to
    magic.

    . Acrophobia (AC): A fear of heights, leading to a distinct feeling of
    vertigo. A large acrophobia value can be a severe handicap when forced
    to cross a suspension bridge or standing at a cliff edge.

    . Claustrophobia (CL): The fear of being buried alive which can close
    in when traveling through narrow halls and low corridors.

    . Avarice (AV): The urge to gather gold, jewelry and other precious
    items. A character gripped by avarice will often forget all else happening
    around him or her just to loot something that has caught his or her eye.

    . Necrophobia (NE): A particularly terifying fear of death and anything
    connected with it, especially the undead, mummies, zombies, and
    skeletons. A character with a high necrophobia value will sometimes
    refuse to fight against undead and may run away instead.

    . Curiosity (CU): A healthy amount of cutiosity is something of a
    prerequisite for a true hero, but too much of evetything is a curse, and
    so it is with curiosity. Magicians especially are often overcome with
    curiosity upon discovering old scrolls and magical artifacts.

    . Violent Temper (VT): A character with a violent temper is easily
    insulted and quick to draw a weapon to right any perceived wrong.

    SKILLS
    ------------------

    All Arkanian characters need certain skills to survive in their sometimes
    friendly, often times hostile, environment. These skills are broken down
    into seven groups which all Archetypes have the ability to develep:
    Combat, Body, Social, Nature, Lore, Craftsmanship and Intuition

    Skills range from -20 to a +18. Those on the lower end of the scale would
    have trouble pickpocketing an empty pair of trousers while those on the
    high side could steal money from a man counting it. Some skills, too, are
    harder to increase than others

    When your characters attempt to perform certain actions. The Program
    checks the action against your character's skill level to determine the
    action's success. A highly skilled character (+18) will likely perform an
    action with ease His inept companion (-20) will likely fail. However,
    regardless of a character's proficiency in a skill, he or she may attempt
    to use it.

    Combat Skills
    -------------

    A characters Combat skills determine how well he or she holds up, both
    offensively and defensively, against foes. These values are used to
    calculate a characters attack (AT) and parry (PA) values. On reaching a
    new level, Combat skills can be raised by 1 point

    UNARMED: This skill encompasses boxing, wrestling and kicking. It is a
    skill to fall back on in case the characteres weapon breaks

    CUTTING WEAPONS: This skill governs the use of all weapons used in a
    striking fashion which includes the majority of edged weapons (sabre
    cutlasse etc), and also some blunt weapons such as the mace and morning
    star

    POINTED WEAPONS: Epee, rapier and foil, as well as all knives and daggers,
    are included in this category

    SWORDS: Swords are used as striking weapons, but can be used to pierce as
    well. They are handled easily and are readily available

    AXES: Axes and hatchets are favored weapons of the northern Arkanians and
    are easy to find. Axes, like the orc hook or the barbarian war axe do a
    lot of damage, but require a lot of skill to handle

    POLE ARMS: This skill is used not only for spears and pole arms, but also
    for quarterstaves and double fleurs.

    TWO-HANDED SWORDS: This skill governs all two-handed swords such as the
    tuzakian or the rondracomb. Normally, only warriors learn to handle these
    awkward weapons.

    MISSILE WEAPONS: The most common types of missile weapons are the various
    types of bows and the crossbow.

    THROWING WEAPONS: Throwing weapons include all javelins, throwing knives,
    throwing stars, and throwing hatchets such as the francesca

    Body Skills
    -----------

    Body skills are used to regulate all athletic actions such as climbing,
    hiding or riding. For a character to succeed in an action that requires a
    Body skill, good values for strength and agility are a must. Depending on
    the skill, other attributes may play a part in an actions success as well.
    These statistics are listed in parentheses following the skill's name.
    When characters gain an experience level, Body skills may be increased by
    up to 2 points.

    ACROBATICS (CR/AG/ST): Somersaults and cartwheels are a useful way of
    earning money by performing for an audience. Acrobatic reactions to
    unexpected situations rely more on Physical Control skill.

    CLIMB (CR/AG/ST): Climbing is always risky, especially at great heights
    where the smallest slip can have grave consequences. Alone with the skill
    level, success also depends on whether the character is using any
    specialized equipment.

    PHYSICAL CONTROL (CR/IN/AG): A successful check against this skill allows
    a character to reduce the consequences of a fall, to escape an opponent's
    grip or to squeeze through a narrow crack

    RIDE (CH/AG/ST): This is the ability to ride horse back during daring
    maneuvers without falling flat on one's face

    STEALTH (CR/IN/AG): The ability to move without a sound. The probability
    of success also depends on the ground walked on and on the type of armor
    worn. Little clangs, jingling and creaking, and the crunch of dried leaves
    underfoot have a tendency to alert a potential target.

    SWIM (CR/AG/ST): Determines how long a character can keep his or her head
    above water. Any kind of armor is a large hindrance to the swimmer.

    SELF CONTROL (CR/ST/ST): The ability to take damage without letting the
    pain get the better of you. With a high self control, characters feel the
    wound-note its presence -but do not react to it, allowing them to continue
    an action with accuracy and skill.

    DANCE (CH/AG/AG): Like Acrobatics, Dancing offers many a crown to a
    sufficiently skilled dancer performing for an appreciative audience.

    HIDE (CR/IN/AG): The ability to find a hiding place quickly and quietly

    CAROUSE (WD/IN/ST): The ability to hold oneself in check while visiting
    taverns. It affects the amount of beer, brandy and wine a character can
    drink before he or she becomes intoxicated

    Social Skills
    -------------

    Social skills help (or hinder) characters in the social situations they
    encounter in towns and cities. Attributes in parentheses affect the
    skill's chances of success. Social skills aren't much use in the wild,
    unless you encounter a particularly talkative rabbit. When characters gain
    a level, Social skills may be increased by up to 2 points

    CONVERT (WD/IN/CH): The ability to convince others that your point of view
    is the correct one, especially in regard to religious matters. ("No,
    really, Norm, Ifirn said that if you gave me your sword, half your rations
    and dove head first into that stable over there, you'd be granted a miracle
    ")

    SEDUCE (IN/CH/CH): An ability to attract members of the opposite sex.
    When looking for assistance, it helps if your target is attracted to you.

    HAGGLE (CR/WD/CH): A good haggler knows how to smooth talk In markets, the
    best hagglers can get discounts of up to 50% from a merchant (tax, title
    and registration are extra).

    STREETWISE (WD/IN/CH): Helps a character to find his way in a strange town
    It also helps him or her find unguarded shortcuts, to avoid the city guards
    and where to beg for the highest take.

    LIE (CR/IN/CH): The ability to make your opponent believe anything you
    tell him. (Ah, no That wasn't me who took your money It was, ah, it
    evaporated Yeah That's been happening to me a lot, too.)

    HUMAN NATURE (WD/IN/CH): Allows you to judge the probable reaction of
    non-player characters in your party

    EVALUATE (WD/IN/IN): This skill helps characters to your party estimate
    the value of artifacts and other useful items.

    Nature Skills
    -------------

    Nature skills are a must for survival in the wilderness. They help
    characters to feel at home with the land, and are generally used whenever a
    party ventures outside of town. Following each skill's name are the
    attributes that influence a characters success. When characters gain
    levels, these skills may be increased by up to 2 points.

    TRACK (WD/IN/AG): This skill is used to find animal tracks and judge the
    species that left them (wild pig, karen maybe a human?)

    BIND (DX/AG/ST): Knowledge of ropes and knots helps when tying game and in
    freeing oneself should you be bound and gagged by someone else

    ORIENTATlON (WD/IN/IN): A well-honed sense of direction can be very
    useful, not just in the wilderness, but also down in the dungeon

    HERB LORE (WD/IN/DX): Not just the knowledge of where to find herbs, but
    also the ability to correctly identify and prepare them.

    ANIMAL LORE (CR/WD/IN): Knowledge of animals is especially important in
    combat, when knowing where to find a vulnerable spot can mean the
    difference between life and death.

    SURVIVAL (IN/DX/AG): Just the skill you need to find a good spot for
    setting up camp, a source of water or rich hunting grounds.

    Lore Skills
    -----------

    Almost all knowledge can be covered by a Lore skill, and in many cases,
    Lore skills define a character's art. Attributes that affect the skill's
    performance follow the skills name. When characters gain new levels, Lore
    skills may be increased by up to 3 points.

    ALCHEMY (CR/WD/DX): This skill governs the recognition and most
    importantly, the preparation of potions and elixirs.

    ANCIENT TONGUES (WD/WD/IN): This skill will allow your character to
    identify ancient scrolls

    GEOGRAPHY (WD/WLD/IN): The lore of far-off countries,

    HISTORY (WD/WD/IN): Knowledge of oral and written history

    RITUAL (WD/IN/CH): Knowledge of the various rituals connected with the:
    Twelve Gods

    TACTICS (CR/WD/CH): Knowledge of successful combat move ment

    READ/WRITE (WD/WD/DX): The ability to read and write your native tongue.
    Quite a rare skill in Arkania.

    ARCANE LORE (WD/WD/DX): This skill allows characters to recognize an
    artifact or judge a spells effect. An absolute must for magic users

    TONGUES (WD/IN/CH): This skill determines how many foreign languages a
    character speaks, and how well he or she speaks it.

    Craftsmanship Skills
    --------------------

    Craftsmanship skills are based on a character's ability to influence
    situations or people with their hands and mind. All Craftsmanship skills
    are honed by constant use and practice. Following the skill`s name are
    attributes affecting the skill. On reaching a new level, these skills may
    be increased by up to 2 points.

    TRAIN ANIMALS (CR/IN/CH): Used to tame and train animals such as horses,
    hounds or falcons.

    DRIVE (IN/CH/DX): The skill of handling carts, coaches and sleds.

    CHEAT (CR/CH/DX): A skill that promises substantial monetary rewards as
    long as no one notices you are playing with a marked deck or loaded dice.
    Should that happen though, expect precious little mercy

    TREAT DISEASE (CR/WD/CH): TREAT POISON (CR/WD/IN): TREAT WOUNDS
    (WD/CH/DX): A number of team members should be proficient with these
    healing skills, especially TREAT WOUNDS a very commonly used skill for
    adventurers in Arkania. Untreated Wounds often lead to infection and
    disease.

    INSTRUMENT (WD/IN/DX): Using this talent and the appropriate instrument a
    character can make some crowns at a tavern - provided he or she hits the
    right note and the mood of the audience

    LOCKS (IN/DX/DX): An essential skill for survival in towns and dungeons.
    it includes the picking of locks on doors and chests

    PICKPOCKET (CR/IN/DX): Using this skill is a risky endeavor with a lot of
    promise for either silver crowns or gold ... or a pummeling if you're
    caught.

    Intuitive Skills
    ----------------

    Intuitive skills are not trained but improved primarily through practice.
    They are somewhat, the character's sixth sense. Because of this, they can
    only be improved by 1 point when characters gain a level

    DANGER SENSE (WD/IN/IN) This skill provides a warning to characters of
    immediate danger posed, for instance, by an ambush or a trap

    PERCEPTION (WD/IN/IN) This skill allows you to notice hidden signs, secret
    doors, movement on the horizon or sounds behind a locked door.





    Academagia: The Making of Mages is a new "choose your own adventure" type of a game.

    You can choose stats, astrology, heritage, omens, family, history, station, inheritance and few more options when creating a character.

    Here is the skill list:


    Aesthetics:
    Court Hairstyles
    Courtly Fashion
    Perfumes
    Sewing

    Ambush:
    Danger Sense
    Mimicry
    Move Silently
    Traps

    Arithmetic:
    Applications of Arithmetic
    Identities of Arithmetic
    Properties of Arithmetic
    Theory of Arithmetic

    Art:
    Art Appreciation
    Creativity
    Dance
    Music Theory
    Painting
    Theater

    Astrology:
    Comets
    Moons
    Planets
    Stars
    Theory of Astrology

    Athletics:
    Archery
    Competition
    Running
    Swimming
    Wrestling

    Befriend:
    Conversation
    Listen
    Temperance

    Beguile:
    Character Study
    Flattery
    Flirting
    Storytelling

    Blackmail:
    Journalism
    Memorization
    Observation

    Botany:
    Agriculture
    Flowers
    Roots
    Seeds

    Brew:
    Alchemical Tools
    Analyze
    Poisons

    Bully:
    Brute Strength
    Insult
    Interrogation
    Intimidation

    Calligraphy:
    Bookbinding
    Forgery
    Forms
    Illustration
    Ink Compounds
    Orthography

    Compete:
    Manipulation
    Planning
    Wit

    Cooking:
    Baking
    Greengrocery
    Recipes

    Dialectic:
    Famous Dilemmas
    Logic
    Sleuthing

    Duel:
    Demi-Tour
    Duel Conduct
    Dueling Forms

    Economy:
    Accounting
    Administration
    Negotiate
    Transport

    Enchant:
    Magical Appraisal
    Materials Knowledge
    Palettes
    Theory of Enchantment

    Engineering:
    Architecture
    Carpentry

    Enspell:
    Concentration
    Phemes

    Espionage:
    Acting
    Deceit
    Infiltration

    Explore:
    Animal Husbandry
    Cartography
    Climb
    Knots

    Forge:
    Armorer
    Courage
    Jeweler
    Metallurgy
    Weaponsmith

    Gates:
    Gates Methods

    Geometry:
    Astronomy
    Famous Geometry Problems
    Geometric Laws
    Trigonometry

    Glamour:
    Glamour Methods
    Glamour Phemes
    Glamour Spells

    Gossip:
    Bluff
    Dating
    Innuendo

    Heraldry:
    Diplomacy
    Etiquette
    Intrigue
    Politics
    Romance

    History:
    The Calamities
    The Early Empire
    The Exile
    The History of Magic
    The Middle Empire

    Incantation:
    Incantation Methods
    Incantation Spells
    Theory of Incantation

    Language:
    Elumian
    Merilien
    Oncestrian

    Law:
    Civil Law
    Debate

    Malice:
    Gambling
    Patience
    Puzzles

    Music:
    Famous Songs
    Lute
    Lyre
    Voice

    Natural Philosophy:
    Archaeology

    Negation:
    Negation Methods
    Negation Phemes
    Negation Spells
    Theory of Negation

    Patrol:
    Hunting
    Scent Detection
    Scouting

    Plot:
    Coordination
    Dedication
    Flawless Timing

    Raid:
    Navigation
    Pure Luck
    Riding
    Tactics

    Religion:
    Ethics
    Oratory
    Piety

    Research:
    Cryptology
    Decipher Handwriting
    Filing
    Library Knowledge

    Revision:
    Revision Methods
    Revision Phemes
    Revision Spells
    Theory of Revision

    Rhetoric:
    Character
    Confidence
    Famous Speeches
    Passion

    Rimbal:
    Endurance
    Rimbal Positions
    Rimbal Tacitcs

    Sabotage:
    Artisan
    Perception
    Playfulness
    Practical Jokes

    School Survival:
    Curiosity
    Familiar Kinship
    Schoolyard Education
    Social Skills
    Study Habits

    Sleight-of-Hand:
    Acrobatics
    Composure
    Conceal

    Society:
    Awareness
    Persuasion
    Willpower

    Spy:
    Hide
    Lie
    Lockpick

    War:
    Command
    Famous Battles
    Leadership
    Logistics
    Strategy

    Zoology:
    Amphibians
    Birds
    Fish
    Insects
    Mammals
    Worms


    RESEARCH:
    Anthropology
    Art Appreciation
    Astronomy
    Confidence
    Duel
    Elumian
    Flirting
    Identities of Arithmetic
    Knots
    Library Knowledge
    Lyre
    Mimicry
    Palettes
    Sleuthing
    Theory of Enchantment
    War
    Willpower



    Also I always loved creating characters in Wizardry series and making a group with companions like ninja fairy.