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[align=center]Fractal Omega™

Back, and better than ever!

 

Some of you may be wondering, wait... wasn't this ended just a few weeks ago? Well, let me answer that. Shortly after my recent return to YCM, I began wanting to start a club. I made several feeble attempts, and then realized, that I should just bring back Fractal Omega, which was fairly popular up until its closing. So, I reopened this club. I hope it wasn't missed too much, and can be even more active than it was before.

Thanks,

HarbingerEvil

[spoiler=Enterprises]

Operation Assist

The umbrella program for all of our current Enterprises. Helps new members through tips given from long-time members.

CCC

The "Custom Cards Coalition", their job is to assist the Custom Cards section, by posting good cards, and creating tutorials to help newer members.

Led by: Seta Sojiro

Members: ҒØRŁØRN §ĦAÐØW

X-31 Fighter

 

Tutorial Squad

A group created to expand the tutorials section of YCM. Creates helpful guides for newer members.

Led by: HarbingerEvil

 

Fables Faction

A team created to expand others' knowledge of Fan Fiction and Role-Playing. Assists new members through things such as prepared PM tutorials and examples of good writing.

Led by: Fenrir's Herald

Members: Davok

 

 

[spoiler=Banners]

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[url=http://forum.yugiohcardmaker.net/thread-101218.html][img=http://i41.tinypic.com/8wm536.png][/url]

 

 

[spoiler=Rules]

-All YCM rules apply.

-Those wishing to join should have 2,500 posts and a total score of +15 reps minimum. These can be waived by the choice of HarbingerEvil

NOTE: There is no application form, inclusion into the group is at the discretion of the group leader, or those given the ability to accept members.

-Fractals may propose group support of an idea, thread, etc. on YCM. All these proposals will be accepted or denied by HarbingerEvil

 

 

[spoiler=Fractals]

HarbingerEvil

The First of the Fractals, and the organizer of the group. He was the one who brought the team together to plan their domination.

Omega Chips: 13

 

X-31 Fighter

The first Fractal to join HarbingerEvil in his group. He is Evil's second in command.

Omega Chips: 10

 

Judgment Dragon

The 3rd Fractal to join Fractal Omega, and one of the highest ranked in the group.

Omega Chips: 0

 

Freeman43

Number 4 in the hierarchy. He is a great Fractal within Fractal Omega.

Omega Chips: 5

 

Cyber Altair

Fractal number 5. He is the leader of another successful group as well.

Omega Chips: 5

 

Swann

The 6th Fractal to join Fractal Omega. Is widely known by all others as a master.

Omega Chips: 6

 

NightAssassin

Number 7 in Fractal Omega, he is widely liked by the others around him.

Omega Chips: 0

 

Davok

Number 8 in the rankings. He is widely known for his storytelling prowess.

Omega Chips: 5

 

~ P O L A R I S ~

9 in Fractal Omega, he is widely known for his deck making abilities.

Omega Chips: 0

 

Random King

Lucky number 10. He is a lover of Magikarp, and a Ryusei no Rockman fan.

Omega Chips: 5

 

ҒØRŁØRN §ĦAÐØW

11 in Fractal Omega. The world reknowned King of Kirby

Omega Chips: 1

 

ZenQued

Number 12. Loves the fast food places of the world.

Omega Chips: 0

 

Fenrir's Herald

Number 13 in the hierarchy. He is a well known RPer

Omega Chips: 0

 

BludMonkey

14th in Fractal Omega. He makes strong decks, but can still get better.

Omega Chips: 0

 

Primal Release

15th member of Fractal Omega, he is well known by all others.

Omega Chips: 0

 

Seta Sojiro

The 16th Fractal. A master of GFX, runs a popular shop on YCM.

Omega Chips: 0

 

 

[spoiler=Omega Chips]

Omega Chips are the currency and point system of Fractal Omega. You can gain them in various ways, and spend them in the Armory for increases in the club or for club events. (Contests, RPs, etc.)

Ways to get Omega Chips:

1) Start a good topic. [1]

2) Refer a member [1]

3) Win a contest [Depends on ranking in contest]

4) Create a good idea for the organization [2]

5) Favor from HarbingerEvil for good conduct [5]

 

 

[spoiler=Armory]

In the Armory, you can purchase items to assist you in your undertakings for Fractal Omega.

All items cost a certain amount of Omega Chips to purchase, but can give bonuses upon purchasing.

 

Inventory:

Move up a Rank- 50 Omega Chips

Will add more soon.

 

[spoiler=Allies]

[spoiler=Treaty]

Fill this out and PM it to HarbingerEvil to become Allied with Fractal Omega.

Club Name:

Club Description:

Link to Club:

 

 

Here is a list and description of allies of Fractal Omega.

 

YCM Elite Duelists Club

Here we discuss things related to the Yu-Gi-Oh Trading Card Game and create and test Deck Ideas.

 

Funk Cafe

Welcome to the Funk Cafè. This club was made for everyone to join and have fun, talk and relax. If your looking to make new friends or just to pass time then this is your chance. What are you waiting for?

 

Elite RPers Guild

We are a Guild/Club/Organisation for RPers - Elite and alike. Maybe you're not that good at RPing? We'll help you improve. Maybe you're an Elite? You can help others improve!

Sometimes we'll have polls to make a "Club RP", where we will have an RP specifically for our members. If more RP clubs appear, perhaps we can start "RP Wars" and such. ^^

So, we will have RP Ranks and stuff, so people know who are better and who aren't.

 

The YCM Writer's Guild

This is a club for all the writers out there on YCM!

 

The Video Gamers Club

Ok, welcome, one and all to the Video Gamers Club. We will discuss Video Games, but also other junk.........

 

Spam Obliterators Club

Welcome to the club where we obliterate Spam! Well, got enough of spam? You're in the right place!

 

Organization Kirby

The place for everything Kirby.

 

 

[spoiler=Causes]

Here I will provide links to Causes or Threads supported by Fractal Omega.

 

Keep the Debate Section Alive!!!!!

Help keep YCM's last intellegent section going. Don't let it fall and leave YCM an intelectual wasteland.

 

pokemonz.png

 

 

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Great. You are now the leader of "The Fables Faction".

 

Here is a guide to character creation.

Feel free to PM it to anyone you see who needs help.

[spoiler=Character Creation]

When you choose to create a character, you have to start somewhere. The parts of your character can be divided into:

 

A. Personality

B. History

C. Profession and skills

D. Race, gender and appearance

E. Name

 

...and not everyone starts with the same part. I tend to start with an idea about what skills I want my newest character to have, as I'm a fan of game mechanics. I'll think, "I'd like to create a wizard archer," and go from there. Someone else might think, "I want to play a character who's a drunkard," thus starting with their character's personality; another might have a great name in mind they've been dying to create a character for. You have to start somewhere but it doesn't have to be the same place every time.

 

Each character in the lands has a profession and skills, an appearance, a gender and a name. Those are things we must decide while still in the character manager. Not every character in the lands has a history, and there's a good number of characters who have no personality either. This guide will assume you want not just a chunk of code but an actual character, a person in a story whose adventures we like to explore.

 

It's perfectly all right to make up your character's personality and history as you go along. In fact, quite a few characters who have been in the game for years still don't have a full history, and some are still working on their personalities as well ("Do I want to be grumpier than this, or kinder?"). Whether you work out personality and history before stepping out of the alley or build them as you go along, it helps to leave room for things to change. Be flexible.

 

 

A. Personality

 

Your character's personality determines how he acts and reacts to people and situations. Let's create a character right now; we need to give him a couple basic traits to start with. We'll make him kind and intelligent, a benevolent teacher type. Now we'll throw various stimuli at him. How will Character X react to:

 

1. Being asked out to coffee by a young lady?

2. Being stolen from?

3. Finding himself in the middle of an invasion?

4. Needing help for a broken hand?

 

It's becoming evident that we can't answer all questions by saying "He'd do whatever a benevolent teacher would do." The qualities we started out with are far too vague. That means we get to embark on the delightful process of fleshing out Character X. He might graciously accept the young lady's offer and make polite chitchat. He might forgive the thief and let him off easy. He might withdraw from the invasion so as not to get in the way... and he might buy herbs to heal his hand so as not to trouble the empaths.

 

Now what do we know about our character? He's a polite, meek sort of fellow who doesn't like conflict or bothering people. That's a lot more than we had before. Asking and answering questions of "What would my character do if...?" can bring forth good information and ideas on your character's personality. The questions will force you to create aspects of the character that didn't yet exist... and they may end up surprising you.

 

An option is to look up a personality quiz on the net and complete it as if you were your character; again, you'll mostly be deciding on his traits as you go along. That's something I'd recommend to fill in the gaps if you have a good sense of your character already and have been playing him for a while. It can be limiting to decide all aspects of your character's personality before you've played him much.

 

It's happened that I've decided I wanted a particular type of character--a dashing arrogant swashbuckler, say--and as soon as the character opened his mouth I began playing him differently without intending to. Our characters will evolve, sometimes radically, from the original concept we had for them. That's natural. As always, though, the goal is to have a consistent personality at the end.

 

 

B. History

 

A history can certainly influence a personality, but in essence they're two separate things. A personality is how the character acts and reacts in the present; a history is the character's past experiences. The main points of a character's history are these:

 

1. Where was he born?

2. What was his family like?

3. What made him want to study sorcery/healing/etc.?

 

Your average adventurer is an orphan who never knew his parents. That's an appealing history to a large number of people, and I'll admit a good number of my own characters succumb to it as well. But it's far from the only option.

 

Histories can be very simple to incredibly detailed; we develop them because it gives us something to chat about and it can provide important cues for how we act and react. It can aid in the development of our personality and helps keep that personality interesting and believable. Each of the five aspects of character creation (personality, history, skills, appearance, and name) affects the others. If you start with history, you might decide that your character's rich elven background makes her haughty and racist. Starting with personality as we did above, we might decide that Character X's meek, kind traits might mean he came from a stable gods-fearing home.

 

Elaborate histories deal with other life events such as schooling, rites of passage and various other events like wars or deaths in the family that may have happened. These are things you may find yourself making up on the spot as your character talks to someone in the game.

 

C. Profession and skills

 

As I'm someone who usually starts with skills, I have a fairly easy job of designing a personality that goes with them. But what if you started with the idea of a character who's a wishy washy wimp, only to hear that it's important to place the discipline stat high so you can get training points? What if you have an agile quiet type character, but you've found that heavy armor is a big help in staying alive?

 

Roleplaying is more important, right? Well... roleplaying is important, but what's most important is enjoyment. If you're determined to make the game as enjoyable as possible without giving up on any of roleplaying goals you'll often find the need for compromise or forced creativity. So you really want to play a wimp but you know it's smart to give the character a high discipline. Go ahead and give him a 100% in discipline; no one will know but you. So you wanted a silent stalker but you keep dying in your light armor... go ahead and train for heavier armor but complain about having to wear it when you do.

 

D. Race, gender and appearance

 

Gender and appearance are largely a matter of personal preference and aren't affected by (nor do they affect) much else about your character. Race is a bigger matter. Here is where we must be most sensitive about stereotypes.

 

I will always advise against playing a stereotype. That doesn't mean I'll never play the giggly halfling wizard, or the brooding dark elven sorceror; but if I do it, I want to add something to the lands, rather than being just another . One must differentiate between stereotypes and classics. Of import here is this: don't choose to play a dark elven sorceror just because everyone else is doing it. Choose it because you think you can make an interesting character.

 

So. We can go either with the grain (a dumb giantman warrior) or against the grain (a clever, calculating giantman sorceror). Either option has the potential to be an interesting character depending on how you play it. So once more--when choosing a race, base your choice on what you think you could make an interesting character of. If you can take the expected (a dumb giantman warrior) and still entertain people, you're no longer a stereotype; you're a classic.

 

Here again we may run into a conflict between how you want to roleplay and what is smart in terms of game mechanics. What if you'd been thinking of a halfling cleric but you know you'll be too small to drag people to safety? Compromise may be necessary. Be flexible with your original ideas.

 

E. Name

 

When I create a name, the connotations of it are very important to me. Remember Character X, our kindly gods-fearing fellow? He is not going to receive the name of Ruennor Xarfalcon. I want the feel of the name I pick to convey bookishness and orthodoxy... maybe a Prescott Bungalow. That makes me think of formal suits, hominess and bungles. It'll do just fine.

 

There are more guidelines to follow when making a name than the "What does it make me think of?" question. There is the question of whether it suits the race and gender of your character. There is also the question, "Is it a name, or just a word?"

 

That's a big difference, there. Prescott Bungalow is a name. Chatterbox Quickteach is words. Ruennor is a name. Falconwing is a word. Illiania is a name. Librarian is a word. "But," you say, "What if my character's name means Falconwing in his language?" Name your character Ruennor and tell people it means Falconwing. "What if my character is a librarian?" That's good, but what's her name?

 

Things can get a little blurry. How come I allowed Xarfalcon as a last name but not Falconwing as a first name? That's because a last name is different from a first name; also called family names, last names are traditionally derived from the occupation or other characteristics of the originator of the family. (From real life, take a look at Winston Churchill and Arnold Schwartzenegger; what do Winston and Arnold mean? Nothing. But Churchill we can assume describes where the prime minister's family once lived, and in German Schwartzenegger means--of all things--black plowman.)

 

There will always be borderline names. I do enjoy seeing the occasional clever name like Badd Knews or Wanton Destruction, but please try not to go overboard. At all costs avoid names that are titles--names that tell what your character does rather than conveying it subtly. A healer named Woundtaker Healmann is going to get a lot less respect than someone named Annamae Gently.

 

Can't think of a good name? Break out the map or atlas, find a place with a nice ring to it, and alter the name a little. In fact, many people in the lands have names taken unaltered from places, but the locations were so obscure you'd never realize it.

 

You can use the thesaurus or dictionary. If you want your character to be a sharp wily type, look up synonyms for sharp. You might be inspired to name the character "Razon Keene." Sounds sharp to me.

 

You can also delve into other languages. But it doesn't have to be all about meaning; you might want to pick a foreign word just for its sound. And no one need know it means something in another language.

 

If you create new characters frequently, you could make a chart with consonants assigned to numbers 1-20, and vowels assigned to numbers 1-6, and roll your dice to get a bunch of letters. "Arpetgew" isn't the greatest name in the world, but it's a start. Maybe you'd decide the name "Augew" has a fine sound. Last but not least... the suggestions that the mangler gives you when your desired name is taken can be good for a some inspiration. Or a laugh. And there are name generators galore on the net.

 

 

^This guide is from Blitzidus Elairgod of Final Domain (A Role-Playing website)

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Fenrir's tips:

 

1. Do not create a character with a common personality and history. EX: A character that is strong, smart, dark, and mysterious. His parents were killed and he seeks revenge, etc.

 

2. Try to avoid posting one liners, we know that can't be helped when conversing with another character.

 

3. Always add a flaw in your character, don't make him have a perfect personality.

 

4. Try to be original. Nobody likes characters that are similar.

 

5. It helps if you create your characters similar with each other. If you make a character in one RP, and like him/her, you can use the same character in another RP, of course moldgin the character to fit with the RP.

 

Can't think of anything else. =/

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