Step 1! The standard stuff!
Name:
Age:
Gender:
Race:
Class:

Appearance:

Personality:

What and why: What s the char  doing and why? Shot and good. What is your  ancient  dragoid doing in the current affairds. Why is your 8  year old girl involved in the happenings instead of hiding behind her mother's skirt. No tragic  background stories. Work those out by RPing. Just the here and now. Good ones get rewarded.

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Before we continue I want to say something about some things that will  be mentioned quite a bit in the next sections.

Attribute Points (AP) - AP  are basically the points you will be using for assinging  stats, skills and special weapons to your character.

Defects are disadvantages through which your character must suffer in order to overcome the hardships of day-today life. Defects serve as an excellent and often comical roleplaying opportunity. They only impede your character to a limited extent and are not intended to totally negate his or her many abilities. If assigned to skills or items, defects indicate flaws or drawbacks for the skill or object. 

In short:
Defects are shortcomings ina  character/skill/item. These shortcomings can range  from something simple as having recurring nightmares and having a bed reputation in some towns to bigger disafvantages like mising body parts.
Defects have a  ranking, 1- 3, 1 being the lowest, 3 the highest. These basically indicate how badly the defect affects the person/skill/item. For example recurring nightmares at  rank 1 hardly affects the character. Since the nightmares come infrequently and aren't that bad, while at ranking 3, they happen every night and heavily affect the character, including lowering his/her abilties due to lack of sleep.
Adding defects to something will  end up givng you back an amount of AP. Worse defects  and higher rankings return more  AP.
You will be told your AP return after the initial finalizing of your char.

Well, now that is done, let's get started then shall we.

You start with  1000 AP to spend. Remmeber these are used fro everthing in step 2 and 3.

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Step 2! Numbers and stuff.

Hit points - Your  life. It goes to zero. Char goes dead. SImple. Stat total * 3 = HP
Skill points - You need these to use your skills. No Skill Points = No skills. Stat total * 2 = SP

One stat point = 1 AP.
An ordinary average adult human has 20 in each of these stats.

Strength - Melee attack
Endurance - Melee defense
Accuracy - Ranged  attack
Reflex - Ranged  defense
Ki - Spirit Attack
Aura - Spirit Defense
Magic - Magic Attack
Resist - Magic Defense

Fame - Basi

Fortune: The money you start with.  1 AP = 1000$

Defects:

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Each skill costs 10 AP to aquire at base level. F rank, single target, no effects, etc,
Each  upgrade costs  10 more AP. So an E rank burst skill, single target, no effects would be 20 points total.
Upgrades to each consecutive S rank costs 20. So an S rank burst skill, single target, no effects would be 80 points total whle SS would be 100.
Upgrade to  U rank  costs 30 points. So an U rank burst skill, single target, no effects would be 150 points total
Desperation skills costs an initial 60 AP, all power upgrades only cost 10 AP. Other upgrades still have the same cost.
Skills that revive a killed character to their previous living state are extremly rare and therefor cost  an extra 10 AP on top the standard costs. 

Step 3! Skills!

Out of battle skills - These are skills that help out,  outside of battle. They won't EVER be used in battle. Think along the lines of tracking, mechanics, piloting, non-ordinary means of transportation, bribing skills ...  I think you get the point.

Name:
Efficiency: How good you are at the skill. Ranking F - E - D - C - B - A - S
Defect: 
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Passive skills - Skills that automaticaly work or start working without the character having any control over it. They can  help the character (and company) or hinder the enemy.

Name:
Description: Simple terms of what it does.
Effect: The power of the effect. Higher ranking  costs more points. F - E - D - C - B - A - S - SS - SSS - U
Range: Close -10 AP-> Medium -10 AP-> Long -20 AP-> Extreme
Defect: 

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Active Burst Skills - Fireballs, dangerous sword techs and the like, but also quick healing. The effects come out in one short burst.

Name:
Description: Simple description of the basic, lowest rank of the skill
Power:The max power of a skill. Power rankings below the max  can still be used. F - E - D - C - B - A - S - SS - SSS - U
Area of Efeect: The max size of an area  that a skill hits. Bigger area costs more points.  Areas sizes smaller then max can still be used. Unit -10 AP-> Party -10 AP-> Army -20 AP-> Nuke
Effect: Extra effects that the  skill might have/cause. Examples are breaking trough barriers or causing status illments.
Defect: 

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Active Period Skills - Regen, barriers, but also offensivespells that continue to torment the victim for a while. Basicallythe skill will last a while after it's initial use.

Name:
Description: Simple description of the basic, lowest rank of the skill
Power:The max power of a skill. Higher ranking  costs more points. Power rankings below the max  can still be used. F - E - D - C - B - A - S - SS - SSS - U
Time: The max time a skill lasts. Higher ranking  costs more points. Time rankings below the max  can still be used. F - E - D - C - B - A
Area of Efeect: The max size of an area  that a skill hits. Bigger area costs more points.  Areas sizes smaller then max can still be used. Unit -10 AP-> Party -10 AP-> Army -20 AP-> Nuke
Effect: Extra effects that the  skill might have/cause. Examples are breaking trough barriers or causing status illments.
Defect: 

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Desperation  Skills - Extreme skills only usable under  certain conditions. These skills can normally belong to any of the above categories. So you can have an a  passive skill that suddenly starts working. An extremly powerful burst skill, or a long lasting period skill. Use the apropiate

Name:
Description: Full description of  all  the assets of the skill.
Power: The max power of a skill. Higher ranking  costs more points. S - SS - SSS - U
Defect:  Desperation ALWAYS have at least one trigger defect. A trigger basically means that the skill  cannot be used unless (a) certain condition(s) is/are meet. The more extreme conditions, will yield more point return.

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Familiars/Pets/Slaves/Special Items/etc - Special things that  help their owner one  way or another, be it in battle with skills of their own, special attributes or grant their owner certain benefits or someway outside of battle.
The creature/item created here gets  its own character sheet, but does not count as a seperate  character.
For  an initial 10 AP  you get 160 AP for the creation of this creature/item. Every 10 AP after that, will cost uou another 10 AP. So a familiar  with 200 AP used on stats and skills will cost a total of 30 AP.
Sentient things created this way need to have stats. Non-sentient of course don't.
Stats for sentient weapons don't carry over to their wielder. Only an amount of  stats equal to the AP used to create  will carry over from the weapons highest stat. Example: A standard sentient weapon has been created using the standard 160 AP. The weapon has 30 points in strength 10 in each other stat and remaining AP has been used in skills. If  its owner would wield it he would get a +10 bonus in strength. Draw Weapon Potential is a passive skill that can draw out more power from a  weapon like this, with each higher rank drawing out a bigger pecentage.


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Step 4! Finalizing a char.

This part  basically gives you equipment, free of charge. However this equipment  won't do anything, bar aestetics. Keep in mind your special items  come standardly equiped unless you stated otherwise.

Headgear: 
Hair accesorries:
Earwear: 
Eyewear:
Neckwear:
Body:
Arms:
Hands & Fingers:
Belt:
Legs:
Feet:

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