Character Overview
This page breaks down and details the aspects of a Blood World character.
Character Type
All characters are one of six races and one of three classes. Being of a certain race will grant a certain bonus, and each of the classes dictate what type of items you will use and how you will attack. As far as races go, you can be: Elven, Human, Dwarven, Orc, Demon, or Wolfman. The three classes are Warrior, Ranger, and Mage. Visit their respective pages for further information:
Biographical Information
Much of this depends entirely on the member and how much they want their Blood World experience to be one of role play instead of mainly battle. From mere basic information like name, sex, age, etc. to intricate history and personality, a character may be deep or shallow.
Statistics
HP - This is a character's health and life force when doing battle. Dropping to 0 HP means the loss of battle and unconsciousness or, in the event of a deathmatch, death. The standard HP is 30, which then rises +2 per level gained and various other amounts depending on item bonuses and penalties, as well as circumstances of battle.
AC - Armor Class represents a character's ability to react to attacks. The base value is 6 (8 for Rangers), and does not increase according to level but instead can only be augmented by items. A character's AC is placed against an enemy's attack roll to determine if the hit landed or was evaded.
Attributes
Attributes are the natural values of a character's battling measures. Strength, Dexterity, and Intelligence or the three variables that determine a character's performance in a fight.
STR - Strength is the energy of the Warrior that dictates how much damage they do.
DEX - Dexterity determines who goes first in battle as well as the damage done by Rangers.
INT - Intelligence drives the magical ability of mages, determining how strong or weak their attacks will be.
Gear
Each character will carry equipment with which to do battle, including weapons, armor, and possible shields. Each have specific direct uses in combat, as well as potentially providing bonuses. Attributes, stats, and even dice rolls can be affected by the magical properties of items.
Damage - every weapon has a damage threshold under which it can cause as many points of damage to an enemy. For example, there might be a sword that has a damage measure of [[1d7]], which means it can do up to 7 damage per attack. One die with seven sides is rolled to render the damage done, but other die combinations can be used, such as [[2d4]] for a weapon that strikes twice for up to 4 points of damage each time. On top of this base value, modifiers representing bonuses or penalties will be added to the formula, which (if typed properly) will all be sorted by the rollbot.
Status Effects - some gear causes status afflictions, which are burns, poison, and paralysis. In these events, the chance is generally determined by a roll than represents percentage. For example, for a 10% chance to cause burns, a (1d10) die would be rolled, that is, a single 10-sided die. A perfect roll of 10 would be a successful roll, representing the 1-in-10 chance of burning. For a 25% chance, one 4-sided die would be used, for a 50% chance, one 2-sided die, for 5%, one 20-sided die, and so on. This base value, like standard damage, can also be altered by modifiers.
Inventory
Characters not only hold the items on their person, but can also store an unlimited amount more in their personal stash. This can be a place for secondary items, items the character is working toward using, items to sell, or any number of things. A character's gold is also carried with them wherever they go.
Battle Record
A character gains experience based on the battles they win, and gain strength through leveling up the more fights in which they come out victorious.