Cool/In-Depth Character Creation Sequences

Nonagon

Still Mildly Glowing
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]
 
Re: Coolest Character Creation Sequences

Nonagon said:
So I [...] was wondering if any of you know of any really cool/in-depth character creation systems you have seen in a video game/RPG.

Seriously?





You know... :roll:
 
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.
 
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:
 
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.
 
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.
 
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.
 
Anyone ever try out Darklands? I can't believe I forgot about this one!

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


This game is for SEGA GENESIS!
 
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.


bloodnet.jpg
 
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
 
Senna M said:
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



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.
 
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.
 
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.
 
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.
 
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