Making a bioA bio is a form you are required to fill in and have approved before starting out an RP. Below, you'll find a lot of information, sectioned into three pieces. The first will showcase information on each part of the form in detail. The second will show an example of a fictional level 1 character. The third will show an example of a fictional level 10 character.
Important note: A slice of life character is possible. In such a case, the form of your bio is entirely up to you, but you won't be able to enter combat unless your bio adheres to the bio template stipulated underneath.
ExplanationHere, you will find an explanation about what everything in your bio means and why it is there. Some of these sections include a hyperlink on the text that will refer you to a thread where you can find more information on the specific subject.
Dedicated staff - The staff member that will be mainly dedicated to running your character's interaction with the world will have their name displayed here.Name: The full name and any nicknames your character has. It is required to make identification and reference to the character more easy.
Species and race: The species of the character. This is important to know due to the typical appearance and species/races advantages and disadvantages that are carried with it.
Age, gender and element: The age, preferred gender and element is displayed here. The age must be within reason for the race species. The gender can be any, though having 'apache helicopter' as a gender won't make you an actual helicopter. The element often implies a characters personality, as well as what kind of magic they can use.
Faction: If any, this part will display the character's alignment with a faction and the rank that comes with it.
Appearance: This displays the physical appearance of your character. This can be done through written description, or through an image. Whichever you prefer.
Background: This is where you can describe your characters background story. It is important to explaining your character's birth magi, as well as their situation.
Birth magi: This is your character's birth magi. A power gained through overcoming a great obstacle in your characters past. The power should relate to the background of your character, or the obstacle the character had to overcome. Can be left empty if you desire so. The power should be within reason for a fresh character, as it can increase in power later on.
A birthmagi will almost always have a backdraw on your character. The more powerful the birthmagi, the more severe this backdraw becomes. It's up to dedicated staff to decide how this manifests itself.
Profession: This shows your character's profession. A specialisation that allows them to create certain things or do certain things.
Level and experience: This displays the current level of your character, as well as the amount of experience your character has gained out of the total amount of experience required to level up. You'll also be noting the amount of SP you have here, which you need to buy new spells and skills. SP is gained with every level up, depending on your INT stat.
Stats: This shows your characters status scores, bought with level-up points of which initially (at level 1) you have 40 to spend.
- STR - # : Your character's strength.
- DEX - # : Your character's dexterity.
- PER - # : Your character's perception.
- VIT - # : Your character's vitality.
- INT - # : Your character's intelligence.
- EMO - # : Your character's emotionality.
- SAU - # : Your character's soul and aura.
Armour: This displays the character's armour set and their total encumbrance. Options for armour can be found in
gear.
Head -
Arm L -
Arm R -
Torso -
Leg L -
Leg R -
Back -
Inventory: This displays the character's
gear,
weaponry and possessions. When starting out, you won't have anything of this.
Perks: This displays the perks your character has. You start out with a free lvl 1 perk. New perks can be bought using level-up points.
Known skills: This displays all the skills your character knows. For more info about skills and spells, click
here for a guide on the matter.
Skill slot: This displays the amount of skill slots you have. Skill slots are used to utilise known skills and can only be regained by resting your character. They can be bought using BP, which is gained with every level up through your VIT score.
Known spells: This displays all the spells your character knows.
Spell slots: This displays the amount of spell slots your have. Spell slots are used to utilise known spell and can only be regained by resting your character. They can be bought using MP, which is gained with every level up through your SAU score.
Dedicated staff -
Name:
Species and race:
Age, gender and element:
Faction:
Appearance:
Background:
Birth magi:
Profession:
Level and experience:
STR-
DEX-
PER-
VIT-
INT-
EMO-
SAU-
Armour: Total encumbrance #.#
Head-
Arm L-
Arm R-
Torso-
Leg L-
Leg R-
Back-
Inventory:
Perks:
Known skills:
Skill slots:
Known spells:
Spell slots:
Example bio lvl1Here you will find an example of a basic entry level character.
Dedicated staff -
PhenName: John Doe
Species/race: Human, Caucasian.
Age, gender and element: 25, male, earth.
Faction: N/A
Appearance: John Doe is average looking in all aspects.
Background: John Doe is a man born in a middle-class home. He went to school up to the age of 24, after which he took his bachelor degree in business to work at an office.
One day, while simply doing his job, John Doe's office was invaded by Xerna members, intending to take hostages as part of an escape plan after an attack they had committed. John Doe was one of the hostages, but managed to get out of his bondage and wrestle the gun away from one of the hostage takers, after which he took down all the Xerna members by sheer luck. After this incident, John Doe started to look for a life of adventure as he realised how dull his life before this had been.
Birth magi: Soft bones: John can wiggle his limbs out of any bondage, and make his limbs 'elastic' in order to get through tight spaces.
Profession: Hunting and foraging.
Level and experience: LVL 1 - EXP 0/100
Stats:
STR - 6
DEX - 5
PER - 6
VIT - 6
INT - 6
EMO - 6
SAU - 6
Armour: John Doe's armour looks grey and dull. Encumbrance: 0.6
Head - Ceramic. Lowers blunt damage by a degree. +1 VIT towards specific body part. AP 2.
Arm L - Leather. Lowers slashing damage by a degree. AP 1.
Arm R - Leather. Lowers slashing damage by a degree. AP 1.
Torso - Kevlar. Lowers piercing damage by a degree. +1 VIT towards specific body part. AP 2.
Leg L - Leather. Lowers slashing damage by a degree. AP 1.
Leg R - Leather. Lowers slashing damage by a degree. AP 1.
Back - Empty
Inventory:
Clothing - A simple business suit, as he was required to wear for his job. He has yet to get rid of it and exchange for armour. Perhaps out of sentimental value.
The suit is two-piece, of low quality and in simple grey-white colour scheme. Comes with a tie.
Perks:
Drivers license
Known skills:
Power strike - By channelling all inner power to one's arms, a melee fighter can strike with all its might.
LVL 1 skill. Requires 5 STR. +1 STR for two rounds.Skill slots: 7.5 BP
Known spells:
Magic missile - A magic missile to do some basic damage to your enemy. Any magic caster with a spec of self-respect knows how to cast this. The missile can also bust down minor defensive structures.
LVL 1 spell. Requires 5 INT. Spell slots: 6 MP
Example bio LVL 10.Here is an example of the bio of an advanced fictional player.
Dedicated staff -
PhenName: John Doe
Species/race: Human, Caucasian.
Age, gender and element: 26, male, earth.
Faction: N/A
Appearance: John Doe is average looking in all aspects.
Background: John Doe is a man born in a middle-class home. He went to school up to the age of 24, after which he took his bachelor degree in business to work at an office.
One day, while simply doing his job, John Doe's office was invaded by Xerna members, intending to take hostages as part of an escape plan after an attack they had committed. John Doe was one of the hostages, but managed to get out of his bondage and wrestle the gun away from one of the hostage takers, after which he took down all the Xerna members by sheer luck. After this incident, John Doe started to look for a life of adventure as he realised how dull his life before this had been.
Since the incident, John Doe took up the life of a mercenary hunter, going into the wilds to hunt down animals that contractors pay well for to have removed.
Birth magi: Soft bones: John can wiggle his limbs out of any bondage, and make his limbs 'elastic' in order to get through tight spaces.
Profession: Hunting and foraging.
Level and experience: LVL 10 - EXP 1.340/102.400 - SP 4
Stats:
STR - 8 - 1 = 7
DEX - 7 - 1 = 6
PER - 8
VIT - 8 + 2 = 10
INT - 7
EMO - 7
SAU - 7
Armour: John Doe's armour looks grey and dull. Encumbrance: 1.7 - -1 STR and DEX
Head - Scale. Lowers blunt and slashing damage by a degree. +2 VIT towards specific body part. AP 3.
Arm L - Kevlar. Lowers piercing damage by a degree. +1 VIT towards specific body part. AP 2.
Arm R - Kevlar. Lowers piercing damage by a degree. +1 VIT towards specific body part. AP 2.
Torso - Plated kevlar (Steel). Lowers piercing damage and slashing damage by a degree. +2 VIT towards specific body part. AP 3.
Leg L - Kevlar. Lowers piercing damage by a degree. +1 VIT towards specific body part. AP 2.
Leg R - Kevlar. Lowers piercing damage by a degree. +1 VIT towards specific body part. AP 2.
Back - Feather. Lowers fire, light, water, ice and wind damage by a degree. +2 VIT towards specific body part. AP 3.
Inventory:
M9 Bayonet - A simple, yet well crafted and capable knife. The m9 bayonet comes equipped with stainless steel, survival rope grip, bayonet capabilities and saw teeth on the back. This baby will keep you alive in the amazons for days, as long as you result to a healthy diet of snakes.
DEX oriented weapon. AP 1.
Benelli M4 - The Benelli M4 is a rapid semi-automatic shotgun that has become favourite for many. Its heavy punch and respectively rapid fire make it perfect for guards and close-quarter fighters who plan on killing that one guy hiding behind a fridge on the other side of the house. Its underbarrel carries 8 shells.
STR oriented weapon. AP 3.
Ammo: 34 shells.
.357 Smith&Wessons revolver - With a moderate kicking punch when firing, this revolver is one to hold onto tight. It naturally fires slower than a pistol but also does a lot more damage. It can be modded but is not recommended for the starting gunman. It holds 5 bullets.
DEX and PER oriented weapon. AP 2.
Ammo: 26 bullets.
Perks:
Drivers license
Known skills:
Power strike - By channelling all inner power to one's arms, a melee fighter can strike with all its might.
LVL 1 skill. Requires 5 STR. +1 STR for two rounds.
Adrenaline rush - By learning how to activate adrenaline on will, the user can eliminate their sense of pain for a short time
LVL 2 skill. Requires 6 STR. +1 VIT for two rounds.
Weak spot - Identify a weak spot on the enemy to make your next attacks land better.
LVL 2 skill. Requires 6 PER.
Skill slots: (this character leveled up his VIT once at lvl 4, and another time at lvl 7.)
0,25 BP remaining
5 x lvl 1 skill slot
3 x lvl 2 skill slot
5 x lvl 5 skill slot
2 x lvl 7 skill slot
1 x lvl 8 skill slot
2 x lvl 10 skill slot
Known spells:
Magic missile - A magic missile to do some basic damage to your enemy. Any magic caster with a spec of self-respect knows how to cast this. The missile can also bust down minor defensive structures.
LVL 1 spell. Requires 5 INT.
Rock armour - Forms an armour of stone on the caster. Causing the caster to become much stronger. Unlike other more traditional forms of armour, this will not hinder the caster in the slightest.
LVL 3 spell. Requires 6 INT and 6 EMO. +1 VIT and +1 AP for two rounds.
Spell slots: (this character leveled up his SAU once at lvl 5)
1 MP remaining
5 x lvl 1 spell slot
3 x lvl 3 spell slot
6 x lvl 5 spell slot
2 x lvl 10 spell slot