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Creation Guide

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    Welcome to the Fort Cheyenne’s Character Creation Guide, a resource we’ve scraped and taped together in the interest of helping folks who want to become a part of our continuity. So first and foremost, thank you! We hope that this will help you refine the characters you’re reworking, or create a firm basis for those you’re pulling out of the creative ether.

    We’ve opted to call this a ‘guide’ because we intend to direct you toward points of interest relevant to this timeline rather than ‘tell’ you how to go about designing a character entirely. Everyone has their own methodology around this subject, and this is totally something we understand. We do not want designs to fit a mold so much as we hope to have a certain maintained level of consistent originality and quality across all of the characters that engage heavily in our world.

    That said, it should be reiterated that we will not ‘force’ anyone to comply with our storyline or genre at any point. This is a very public dream and we are excited just to have others share in all of our time and effort creating it. At any point, you may opt to include or remove yourself from the canon environment voluntarily, however, those who wish to take part in the main storyline, events, and/or any logged/tracked dream attributes (brawler stats, skillsets, etc) will be required to have a submitted and accepted application to the main dream RPR (you are here).

    It is still encouraged that everyone, including players who just want to hang out or utilize the space for RP, join the FC Communications page to keep up with the haps outside of IC things (updates, games and contests, for instance) as this is where we’ll make the majority of announcements related to OOC things.

    We’ll dive right into it since there’s plenty more to pick through for folks wanting to optimize their time in brain-child crafting in the interest of participation. Whatever the character origin, let’s do this thang!
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    This first part is pretty cut and dry, and essentially, the basis of character creation for Fort Cheyenne itself: fantastic bases and realistic controls. We want and actively seek and find amazing, dynamic, life-giving characters and the players that power them – with honest limits to give them the sense of realism that makes this world just believable enough to be fun. Because of this, we have set a series of pretty hard limits on a number of specialty categories, species, character archetypes, and ‘power’ sets. Below, you will find a pretty damn comprehensive list of those limits (subject to change/revision) and recommended controls for you to consider while undergoing this process.

    First off, while there’s plenty to read for you loreophiles, we recommend that you review or in the least peruse the following pages to understand references made to dream-specific regions, groups and people:



    ⌦ Expand me to learn about faction alignments and traits!


    Faction Alignment: Your character’s faction of choice (or lack of choosing, as can be considered the case) can quite literally dictate whether they are made or broken within the Basin. While the rewards or consequences will vary from character to character and who they choose to ally themselves with, faction ties should be one of (if not THE) first consideration made when building up your character base. Here are a few ground rules for the three primary factions. Note that this chart is meant to give a firm basis for the ‘average mindset and design’ of a character in that faction, but does not have to be used as a hard set of rules with a few exceptions. It is possible to have a compassionate, benevolent Purist with only an incidental/learned dislike for furres, and it is entirely within reason to have an anti-magic, nomadic rebel who avoids the collectivism of the Hole. The higher an item is on the list, the firmer the feelings tend to be around it.

    Feel free to consider the ‘in betweens’ or offshoots as looser or more tightly wound versions of the same, and if you need assistance, just prod a manager or the Rah!

    Faction Common Trait Chart

    Purists
    ☢ Anti-Furre
    ☢ Human Origin
    * Or Human-esque
    ☢ Mutant Selective
    ☢ Socially Intolerant (Furs}
    ☢ Enrollment Selective (Ritual)
    ☢ Restricted to South West
    ☢ Anti-Magic (Unnatural)
    ☢ Suburban (Pleasantville) Community
    ☢ Selfserving, Prideful
    ☢ "United but Separate"
    Neutralists
    ☢ True or Near Neutral
    ☢ Any Species/Creature Acceptable
    ☢ Mutants Acceptable
    ☢ Socially Neutral/Accepting
    ☢ Open Enrollment
    ☢ Primarily bound to Basin center
    ☢ Magic-Neutral (Accepting but weary)
    ☢ Urban-Militant (Barrios & Barracks) Community
    ☢ "All for one"
    Rebels
    ☢ Anti-Purist
    ☢ Any Species/Creature Acceptable
    ☢ Mutants Acceptable
    ☢ Socially Tolerant but Reserved
    ☢ Enrollment Selective (Screening)
    ☢ Restricted to North East
    ☢ Pro-Magic (Nature's Gift)
    ☢ Modern-Tribal (Live off the Land) Community
    ☢ Confident but Humble
    ☢ Collectivist Mindset
    ☢ "Gear in a machine"
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    Supernatural Beings
    A supernatural being will be defined for our purposes as a creature whose existence is attributed to a force beyond scientific understanding or the laws of nature. While psionic powered, heavenly, and shifter/were beings will be a subset of this, most of these should simply be ‘likened to humans or furres and happen to be magic-producing’. That is to say that they should be very occasional, if not wholly rare sights, and more often than not secretive or protective of their abilities, save for certain circles or faction offshoots.


    ⌦ Expand me to see examples and in-depth explanations of potential supernatural character types!


    Examples of General Supernaturals:
    (* Not a comprehensive list!)
    Elementals, warlocks, witches, mages, fae and fae-like entities, psychics, shapeshifters or any other creatures that utilize simple cause, psionic, or cause-and-effect style magic

    These beings will be limited primarily (but sparingly) to the neutral and Rebel factions. For Neutralists, trainers will be few and far between, if at all present, while with the Rebels, two of the three castes within the faction are dedicated to the support, honoring and development of magical arts and supernatural abilities. As noted in the common trait list above, only these two factions are likely to have ‘active’, practicing members in the magical world, and Neutralists will no doubt be hesitant to interact with a known magic-user on stigma alone. Purists will outright shun (and perhaps attempt to eliminate) this sort of ‘threat’ all together in most cases.

    With the exception of those with trainers or that have been practicing for a great while, magic in anything less than an adept user will likely be exceptionally weak or little present, if not so draining that most of the effort and risk around attempting the art may be moot, and perhaps better spent applied to other realms of survival.

    Heavenly/Hellish Beings: Differentiated from supernatural beings for their ‘godly’ origins and higher powers, heavenly and hellish beings will be even more severely limited than their more mortal/worldly counterparts. These character types will require OOC approval for storyline engagement even outside of the Beta period, whether or not applications on whole stick. This is to prevent the ‘world’ from becoming overrun with creatures who have several advantages to help them ‘beat the system’. ‘Gods’ or ‘Devils’ will not be allowed under any circumstance, though their offspring may be considered for application.


    Examples of General Heavenly/Hellish Beings:
    (* Not a comprehensive list!)
    Demi-gods, demons, hellhounds (feral or anthro), angels, imps, reapers

    A note on Were-Creatures: In the interest of consistency and pulling some of the ‘control’ out of were-creatures, we ask that they be limited to moon-cycle true transitions or emotional shifts (extreme rage/anger/frustration, primarily) with no ability to enact the return to human/super-fur form. This is to prevent the effect of characters who employ at-will shifts and seek to retain the advantages of form (size, weight, speed, claw/teeth, strength) that come with an alternative superhuman build.
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    With your character’s faction alignment and base species in mind, it should be a little easier to begin fleshing them out, even if you haven’t worked out all of the physical details, so the next topic we want to poke is going to be attributes, skills, traits and influence . Why are these important? During our prepping period for the dream, we asked folks some questions about what sort of things gave them the best experiences IC, and a lot of our survey group told us that they wanted to see balance in characters, realism, and equal opportunities for the highest of the high to become the lowest of the low and vice versa. We heard y’all, and so, we’ll be introducing an RPG-esque trait and influence point system to help ‘regulate’ characters out of the gate. What you do from here is all a matter of playing your roles!

    There will be no heavy monitoring of these point systems, and so we’ll be relying on an unlisted trait within the player - integrity - in keeping things fair and fun for everyone involved.

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    These are the ‘initial’ or starter tributes that make up your character at a very basic level. We call them ‘static’ simply because they won’t change very often, if at all, during the course of gameplay.

    It’ll be simple - you pick out the influence or trait markers for your character from the provided list, and add or subtract the number of points associated with them from the starting base of 10.

    These 10 points must be used for static traits alone, and cannot be applied elsewhere and while you don't have to use them all, you can't have extras. Keep in mind that some of what these traits and influence points offer can absolutely be established with normal in-game interaction (and is probably loads more fun that way)!

    ⌦ Expand me for more information on Static (Base) Traits
    Because we'll only be starting with neutralists or presumed neutral parties who can later transfer to other factions or their outskirts, only the relevant traits for them will be available to begin with.
    • - Can be furre, human, or either physically or mentally disadvantaged mutant (0)
    • - Advantaged Mutant/Hybrid - additional working limbs or bodily organs, heightened or enhanced senses or bodily functions (-6)
    • - Worklife - Volunteer (+1), Entry Level (0), Staff (-1), Senior Staff/Management (-2), Business Owner (-4) [ Being employed implies a level of stability as a character that will be relatively uncommon in the Basin; you will have a regular or guaranteed 'wage', access to additional resources and/or baseline authority or influence that those without your experience, public access or command will have.]
    • - Personal Life - Alone or new to vicinity/faction - 'I'm a lone wolf for the moment'(0), Recently established/minor experience within region - 'I have a few acquaintances'(-2), Fair time spent and/or known within an area - 'Gotta' few friends 'round here.' (-4), Established in a vicinity, known beyond its borders - 'People want to be my friend.' (-6)
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    Flexible Attribute Points will be far more likely to be updated/altered in the course of normal RP or during events. These points are the ones that shift based on your character’s development, life changes and interactions quite regularly.

    The rule for understanding how many of these you’re ‘allowed’ for your character has no minimum. These traits are expected to grow with your character, or change based on shifts in their story. However, the maximum will be set by your character’s age plus 50%. That means that no more than 150% of your character’s age should be in play at any given time with the exception of bonus/earned points. In the case of an uneven split for the 50%, you will round up to the nearest whole single digit.


    Examples for Character Point Maximums (CPM):

    Age + (50% x Age) = Maximum

    ⌦ Mary Sue is 22. [22 + (50% x 22) = Maximum] or [22 + (11) = Maximum] -- Mary Sue’s CPM is 33.
    ⌦ Gary Stu is 35. [35 + (50% x 35) = Maximum] or [35 + (17.5) = Maximum] -- Gary Stu’s CPM is 52.5 rounded to the next highest whole, single digit which is 53.

    Note: You may underspend on a character's attributes as you wish, but you may at no point overspend! All things in moderation, my friend!


    These points will be shared between two categories: Physical/Mental attributes and Abilities and Skill attributes.

    ⌦ Expand me for more information on Flexible Attribute Points


    Flexible Attributes - Physical/Mental:

    These are those common-place game traits you expect out of an RPG. Some of them will also double as stats to provide advantages/disadvantages within fights. Hover over each of the shortened words below for a definition of it if you’re unsure!

    { STR } { CHA } { CON } { DEX } { LCK } { INT } { PER } { WIL } { WIS }


    Flexible Attributes - Abilities / Skills:

    Simply put, this is how ‘good’ your character is at things or subjects and categories that aid in their hobbies or careers. You will find a list of examples below. Use these with caution, as you’ll have to assign each of these categories points from your overall pool and they can always be developed over time!

    Navigation ; Land Navigation, Aerial Navigation (Winged)

    Labor (Heavy) ; Construction, Farming, Carpentry, Blacksmithing, Leatherworking, Weaponsmith

    Artistry/Labor (Light) ; Landscaping, Gardening, Sewing, Pottery, Painting/Drawing, Mapmaking, Glassblowing

    Entertainment ; Singing, Dance (Cultural/Regional/Interpretive), Dance (Recreational), Dance (Exotic/Sensual), Pleasure, Music (Instrumental), Bartending, Serving

    Maintenance/Domestics ; Cleaning, Cooking, Baking, Brewing, Repair (General)

    Combat ; Brawling/Fighting (Bare-Handed), Melee, Ranged

    Health and Wellness ; Herbalism and Remedies, Healing (Physical), Healing (Spiritual)

    Education/Training/Research ; Combat Training, Historical, Mathematics, Language

    Magic/Paranormal/Supernatural ; Elemental Control/Production, Manifestation/Conjuring, Telekinesis, Telepathy, Clairvoyance, Alchemy, Potions

    * Scavenging and Collection (points based on ‘quality’ found): Categories: Junk (0), Common/Mechanically Unsound (2), Uncommon/’Fixable’ Items (5), Water ( 8 ), Vintage/Rare Items (10)


    This list is not comprehensive, so if you have a trait that doesn’t fit into the above categories, add it, but remember, it will still require point usage for your character’s skill in that ability, just as those listed do. A simple rule of thumb is, ranking from 0 to 10, ‘0’ would be ‘no skill’/completely untrained, about ‘2’ would be a novice/apprentice level, ‘4’ will be adept/semi-trained, ‘6’ will be journeyman/well-educated, ‘8’ will be exceptionally skilled/accomplished, and ‘10 would be master-class or guru level. With this in mind, having (4) Masterclass traits will likely deplete a character’s points so severely that they may not have anything at all left for even physical/mental attributes!


    Bonus / Earned Points:

    For characters who sign on to the Beta or display amazing IC interaction or OOC aid/cooperation levels within the continuity and with the dream in general, additional points may be rewarded by members of the management team to further boost a character's attributes. These points can be applied in part or full to any of the above categories as either a static or flexible stat.