Zion - Character Creation

Story by comidacomida on SoFurry

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Zion - Light of the New Moon

(A reader-driven character-based story for Fur Affinity and So Furry)

Character Creation

For those of you interested in submitting a character for the upcoming reader/player driven story, Zion - Light of the New Moon, please review the below submission guidelines for creating a character. Each character is required to be your own original creation; please do not submit a character created by someone else, whether that character be corporate (from Disney, as an example), or private (someone's persona/fursona). This is about one of your own, original ideas. You're more than welcome to use your own persona/fursona, just be advised that it is possible that the character may not survive.

Also, while many elements of this story involve action-packed combat, this is a down-and-dirty, nasty, dark, gritty world of hand-to-hand bloodbaths-- this is not Pokemon, nor is it Dragonball; characters will not have super powers nor will they be able to shout out an attack and have flashing strobe lights distract their foes amidst a torrential beam of electricity shot out of their (whatever applicable bodypart one would choose).

You are welcome to submit 1 character per city but no reader will have more than 1 character accepted per site (1 on FA and 1 on SF max). Focusing on really fleshing out one or two characters will probably get you a better chance of approval, but if you REALLY want to do all the work of submitting five or six characters I will be more than glad enough to give them all the attention they warrant and be fair in my selection of which one or two I choose to include.

Remember: you may or may not have a character chosen to be present in any one (or two) of the story lines. Please do not take this as a personal affront to you; I am simply selecting the most interesting, suitable, and pertinent characters to include. If this goes well, there may be future stories/games that you could have a chance on joining too. That being said, here are the submission guidelines and character information you will need to submit your own personal creation into Zion - Light of the New Moon.

The first step to any character creation would be to consider a concept. Concepts may be as specific as "temple page who hopes to one day prove his devotion enough to be accepted into the ranks of the clergy" to something much more general such as "city guard". In general, the concept should give you enough of a guideline to help mold your character into a believable inhabitant of the decaying world of a once-great holy empire. Once you have your concept, consider (and answer) the following questions:

What's your character's name? (this can be anything you want)

What's your character's race? (humans and mundane furries only, no mythological -see below for exceptions-)

What aspect of the Moon Goddess does your character most venerate?

In what city was your character born?

In what city does your character live (if different from the above)?

If your character does not live in his/her birth city, why not?

What's your character's sex/gender? (sex is genetic, while gender is sociological)

What's your character's occupation? (what, if anything, do they do for a living?)

What's your character's greatest success thus far?

What's your character's greatest failure thus far?

What's your character's sexual preference? If bi, which way do they lean? Any kinks?

What does your character think of his/her life?

What does your character have worth living for?

What would be an ideal and/or meaningful death for your character?

What's one interesting quirk about your character?

Finally, provide a physical description of your character and a brief overview of their attitude, mannerisms, what their life has been like up until the point,why your character lives in the city they do, and, finally, why/how they would come to be involved in a dangerous trip to Zion. This can be any pertinent information you'd like to make certain is included in the story when your character gets some focus.

Once you have these base considerations down, now start considering the different traits that will come into play that will either help your character down the path of survival, or else help provide your character with a meaningful and well earned demise.

Each character has five base attributes which each have five sub traits. In the beginning, players may distribute a total of 25 points among the main five traits in order to provide a quantifiable description of their character. The minimum in any attribute is 0 while the maximum is 10. Remember: while 5 points in each trait create a well-rounded character, this also makes them "just" average. The sub categories will be broken down from the main attributes for approved characters, so focus just on the main attributes when submitting a character-- once approved, contributing readers will be able to spend 3 points in sub attributes for every point in its base attribute. The attribute descriptions are as follows:

Combat: This is a measure of a character's ability to wage war. While the Combat attribute includes the obvious sub-traits of skill involving both attacking and defending, it has a broader scope to include the mental aspect of warfare including tactical perception and knowing how to gauge and read one's opponents. Finally, those characters with a higher rating in combat also tend to have a greater ability to stand their ground and face their opponents without being shaken or routed. The sub-traits of Combat are Offense, Defense, Mettle, Tactics, and Observation.

Skill: The Skill attribute determines the know-how of a character. It covers both physical aptitude and mental capabilities. Characters who use their mind or bodies regularly and push themselves to the limits in their chosen field tend to have a high rating in skill. Artisans and craftsmen who make their professions their lives will also have a greater score than average. The sub-traits of Skill are Dexterity, Stealth, Acrobatics, Survival, and Occupation.

Magic: One of the most fractured of Attributes, Magic covers many different kinds of ways a practitioner of "The Art" may channel and use the quintessential force of the world known as 'Mana'. While some magic users may practice more than one kind of casting, many/most choose to focus on just one or two flavors of spells. The five schools (and, thusly, sub-traits) are Divination (enhancement of the senses, telepathy, and, at higher levels, mind control), Fayte (influencing luck and creating/decreasing chaos and entropy), Elemental (use/creation/control of the four primal elements, but not related to summoning the beings of the same name), Summoning (creation or formation of objects/effects and transporting people/creatures/items), and Focus (known also a Thaumaturgy, the school dedicated to controlling the flow of health and mana).

Religion: As fractured as the Magic Attribute, Religion is one's devotion to the Moon Goddess Tah'aveen. While there are plenty of disillusioned individuals who pay little more than lip service to the Moon Goddess, it is she that protects the city states and keeps the darkness of the wilds at bay... so even the most resolutely dejected denizen fo the world still knows enough to thank her for their continued existence, or, on a darker note, pay her homage with constant, frustrated outbursts asking "If you really love us, how could you let this happen?" et al. The five aspects of Tah'aveen are the sub-traits to this attribute.

Presence: Although some people are naturals when it comes to taking the spotlight, others tend to hide from it. Characters with a high Presence, for better or for worse, tend to be capable of attracting and holding attention. The sub-traits of Presence include Leadership, Negotiation, Intimidation, Manipulation, and Wit. It is important to note that the final sub-trait in this Attribute is for a purely reader-based sense of theatrical flare. Characters with a higher wit gain no in-story benefits, though they will tend to be presented in a way that would cause readers to appreciate them more (and hopefully vote for them on a more regular basis... and anyone who saw ZAFL knows that reader votes are important!).

Once all of the attribute points are located, there is one final step before a character can be submitted. The final step to character creation is to add a character advantage, a character fault, and a plot hook. Advantages are large benefits that provide a edge for the character; faults are a setback or shortcoming from which the character suffers; a plot hook is a specifically 'interesting' tidbit about the character that could provide some much-desired (or much-undesired) focus on him or her as it relates to the story.

What follows are a few examples of pre-approved Advantages. Contributing readers are welcome to come up with descriptions of their own, but the author will have final say on what those advantages will entail for the submitted character if approved.

Warlord: This character has the maximum 10 points in Combat but is still far more skilled than the average combatant. Instead of the usual 30 points a character would have for sub-traits, a Warlord instead has 40.

Skillful: This character has the maximum 10 points in Skill but is far more knowledegable/adept than his or her peers. Instead of the usual 30 points a character would have for sub-traits, a Skillful character instead has 40 and may, if they wish, take a 2nd occupation in which to place their sub-trait points.

Archmage: This character has the maximum 10 points in Magic but is far more capable than other spell casters. Instead of the usual 30 points a character would have for sub-traits, an Archmage instead has 40. Archmages are required to have at least 2 sub-traits at the maximum of 10 points.

Pious: This character has the maximum 10 points in Religion but is far more connected to the Moon Goddess than other members of the faithful. Instead of the usual 30 points a character would have for sub-traits, a Pious character instead has 40. Pious characters are required to either have 10 points in their preferred aspect of the Moon Goddess, or else have the points evenly distributed among all five aspects (8 points each).

Charismatic: This character has the maximum 10 points in Presence but is far more socially empowered than the average character. Instead of the usual 30 points a character would have for sub-traits, a Charismatic character instead has 40.

Social Standing: A character with Social Standing usually comes from a privileged class. Depending on what city the character calls home, Social Standing could make them a member of the clergy, someone with policing powers, a ranked military official, a government administrator, a prominent member of a criminal family, or perhaps some higher-up's favorite "minion". This advantage is incredibly useful in select situations or with specific people, but less all-encompassing than the Famed advantage.

Famed: Different than Social Standing, this advantage actually provides an applicable appreciation for the character (as opposed to deferral based on rank or social status). An example of a famed character would be a local city hero, a widely-known master craftsman, or a highly sought-after artist/performer. Famed characters' advantage is 'less powerful' than having a high Social Standing, but it provides a positive reception from a wider variety of folk.

Ally: In addition to the character, a contributing-reader may supply a story-seed/guideline for a secondary character they would like to have included alongside the first. This secondary character may be a servant, a squire, a young family member, or any other individual that can help the party in ways meaningful to the story but without filling a centralized role. Alternately, perhaps this addition is just a sleeper-character, destined for greater things yet seemingly insignificant at the beginning? Hmm... wouldn't THAT be intriguing?

Unusual Boon: In the mysterious, bleak, and mystical lands of the Empire of the Moon Goddess not everything is known, and even less is well-known. There are numerous magical entities, powers, events, and locations that are completely unexplored. Other, slightly more well-known topics are rare and hardly ever encountered. A character with this advantage is imbued somehow with one such great boon. This may be in the form of a dwarven crafted weapon or armor, familiarity with the ancient magics of the elves, or perhaps they are one of the increasingly few people who are knowledgeable enough to live in the wild lands between the city states without constant fear of evisceration (or any number of the possible things that are far, far worse).

Moon Touched: Considered the greatest blessing available to the worthy, the Goddess' Gift known as 'Touch of the Moon' provides the favored individual the ability to alter his or her form. Known more casually as "Shifters", the Moon Touched have a second form that they are able to assume when exposed to her light. This is a controlled shifting of their body and, though it sounds and looks incredibly painful, the whole process is almost euphoric for the blessed. This second form comes with its own set of statistics and usually focuses heavily on Combat. The form is usually a more bestial version of their standard race or, in the case of a human, the effect would be more like what one would traditionally expect from a "were-creature".

Compiled here are a few examples of character faults. As with advantages, contributing readers are welcome to come up with faults more to their liking but the author may modify them so that they hold the distinct severity that is due-- remember: this is a nasty world, and even the greatest heroes have setbacks for which they must account. What follows are a list of some possible faults:

Inept: A character who is considered Inept is far less trained and/or experienced than the average individual. This may be because they are younger than average, older than average, or just really don't have 'the right stuff'. This character has 5 less points to spend on their attributes. While this fault is much more 'game mechanic' based than other faults it WILL be very story oriented as well.

Deadly Distraction: Something other than the holy quest to reach Zion remains at the forefront of this character's mind. Perhaps a character's irrational need to get back home to his or her pet, or maybe an overriding concern for family and loved ones back home. whatever the reason, they're prone to get themselves and their fellow party members into more danger than might otherwise be necessary. It may not be unexpected that this character may cause injury or even fatality with their lapse in focus... but they could also very well create some dramatic and exciting moments for the story.

Dark Secret: This hook has a wide range of possibilities. Perhaps this character is seeking Zion for a purpose other than that appointed by their city state or maybe they know who/what is behind the disruption of the rituals of peace. Perhaps the character is an escaped mass-murderer, or whose family is responsible for an event so profane that their very life would be in danger if ever that secret were to be discovered. Whatever the secret, this character will probably have a central role in the story... but with all the focus comes a high chance for a really nasty come-uppance, as almost always happens with someone who has a dark secret in a fantasy adventure themed tale.

Marked: For whatever reason, this character is, in some way, destined for horrible things. This could be quite mundane (one of the cities has a high price on his/her head), or something much more supernatural (the character was cursed at birth). For whatever the reason, this character is usually looking over his/her shoulder every moment of every day, worried that it may be his/her last.

Severe Addiction: While anybody might develop an affinity for a preferred wine or revel in the sweet taste of Myrhian pipe weed, severe addictions are much, much worse. Characters suffering from a severe addiction are irreversibly dependent on their addiction. The target of their obsession either takes work to come by but requires constant exposure (semi-rare and/or illegal drug, sexual intercourse, kleptomania, a specific kind of uncommon food, self-inflicted pain, inflicting pain on others), or only requires occasional exposure but said use could leave the character incapacitated (hallucinogens, undisturbed day-long prayer) or else is highly illegal (black market drugs, obsession with committing murder, sword-rutting, or demonic/profane acts).

Thrall: Everyone in a city state is beholden to someone else, but being a Thrall takes that sense of servitude to a much deeper level. Thralls are slaves or servants that are so inescapably bound to their master that they serve willingly and of their own volition. This service may be due to magical compulsion, a debt that can never be repaid, the complete and total mental/emotional domination of the character, or perhaps something even more sinister... love. A thrall's every motive, every thought, every action is based around service to this master... it is not a religious devotion... it is more of an obsession.

Coward: How someone without a backbone would be included in the dangerous trip to Zion is anybody's guess but, for whatever reason, this character was. Cowards tend to lack the staying power to maintain a united front in combat, to resist compulsion, and to face fear without screaming like a little girl. More than any other character, Cowards will usually route first, run farthest, and, incidentally, live longest... all the more years to have to live with the shame of their chicken-hearted antics.

Deathwish: For whatever reason, a character with this fault has less interest in living and more interest in going out in a blaze of glory. While this fault does not imply suicidal urges, many who witness the exploits of this character may wonder if said individual is eager to meet the Moon Goddess in the afterlife. Characters with a Deathwish will usually be the first to stop during a retreat to hold off pursuers and are more likely to interpose themselves between an ally and a dangerous foe. In summary, those with a Deathwish are not afraid to die (if they're goodly characters they place the lives of others before their own-- if evil, they probably just don't give a damn and probably enjoy the attention they get for their impressive displays of 'courage').

Unbeliever: This character directly and openly opposes the thought that the Moon Goddess is a benevolent and loving mother to the remnants of the empire. An Unbeliever may directly act against the established temples, or else may simply simmer and stew, unwilling to accept blessings from the clergy. Unbelievers do not benefit from any blessings or protection of the Moon Goddess, but may still be adversely affected by curses, banes, and punishments from holy sources. This is, plainly put, one of the nastiest possible faults and should ONLY be selected for a character if they are specifically being used as either a doomed soul or a reader hopes that they may find redemption in the end.

Moon Crazed: If being Moon-Touched is a blessing then its direct opposite is to be Moon Crazed. Although the specifics on how and why someone were to become Moon Crazed is disputed, the end result is all-too-recognizable. Like a Moon Touched character, a Moon Crazed one has an alternate form. Unlike a Moon Touched character, one who is Moon Crazed has no control over their shape change and, unfortunately, it is also incredibly painful. Moon Crazed characters also lose control once in their new form, taking a 'back seat' to the bestial mind that comes to the forefront, much like a Mr Hyde personality.

And, to round off the list of examples is a list of character plot hooks. Unlike advantages and faults, plot hooks do not provide specific benefits or drawbacks, rather they provide an interesting piece of insight into what makes a contributed character unique. These are intriguing snippets about a character that will help the author make full use of them and provide a way for a contributed character to become more involved in the story lines. Although these do not directly affect the character's attributes it does heavily affect how they will be utilized in the story, so make sure you have a solid character hook.

Comedic Relief: This character is meant to help ease stressful moments and provide a laugh for readers. If done well, s/he may resemble Jeff Goldbloom's character from Jurassic Park or, if done poorly, may be more reminiscent of Marlon Wayans' character from the Dungeon and Dragons movie. The comedic relief in any given story usually has a step-up on other characters since their survival is usually the case... or else they end up taking one fall too many at the heightened climax of the story.

Mysterious Stranger: Some adventuring parties have "that one guy" who sits by himself perpetually shrouded in darkness, speaking only in whispers, and unwilling to carry on a conversation for more than a few sentences. A character with this hook will probably attract reader attention only by his or her shrouded past and the haze of mystery that surrounds him/her. This kind of hook worst best with a character who has suffered greatly in the past, or else has lived so long without 'letting anyone in' that it has become second nature. The Mysterious Stranger plot hook goes very well with any number of character faults; use it wisely!

Mythological: This character is not one of the standard animal-types and, as such, is considered rare. Humanoid mythological creatures are considered half-breeds, usually resulting from the union between a 'normal' species and a fantastic creature. In such a case they usually tend to resemble their fantastic parent, though they may have some tell-tale features of their more mundane one if desired. Some city states consider Mythological creatures to be blasphemous, while they are considered good and righteous beings in others. Unless very good at disguise or specifically exempt, Mythological creatures cannot be from Myre or Bannihar.

Valiant: In a world of ever-increasing blackness and where 'good' is a rarely-found adjective, the Valiant upholds all the aspects of what the empire once was. Valiants are fair and equitable, chivalrous and just. They are kind, yet stalwart, merciful, yet firm. Few and far between, Valiants, sadly, tend to live short lives in the dark fantasy genre and are usually used as a counterpoint to the horrible and oppressive evils that abound in the world-- sadly, it's the evils that tend to win.

Test of Faith: While there is a great difference between someone who has lost faith and someone who questions their faith, for this character they think of them as one and the same. Having come from a highly religious family, or else possibly one of the clergy themselves, characters suffering from a Test of Faith have, for whatever reason, had their devotion to the Moon Goddess eaten away by unanswered questions. They may or may not be content with their new view on life, but the one thing they know is that they feel somehow lessened and inadequate for their doubts.

Twisted: Something about the character is 'not right'. Perhaps they laugh at inappropriate times, maybe they never look directly at someone with whom they're talking, it could be that they carry a necklace of unidentifiable body parts around their neck. For whatever reason, this character just seems 'a little off', and everyone can tell. It isn't enough specifically to ostracize the individual, but everyone they meet is left feeling uncomfortable for them having been there.

Abnormality: This character, for whatever reason, is not what someone would consider 'normal'. This does not imply any specific action taken on behalf of the character-- it is most often something beyond their control such as an odd trait, strange breeding, or a non-communicable condition. Whatever the case, some individuals may shun the character, some may hold a healthy curiosity, sone some may be completely indifferent. Examples of Abnormalities in the story world would be anything including mixed heritage, hermaphrotism, furless/hairless, strange coloration, albinism, abnormal size, etc.

Wild Lander: While at least 99% of the population of the world live within the 6 major cities, there is a very slight percentage of people who are capable of living off the land. Small towns, tribes, and individual families dot the wilderness, somehow managing to survive beyond all reason in a world that wants them dead. Characters who were raised in the wilds tend to have a flavor all their own and, though most can function well enough in the cities, they tend to consider the inhospitable land beyond the city walls to be 'good enough' to call home.

Cloistered: Almost everyone making a life in the remains of the once great Empire of the Moon Goddess has learned all the harsh lessons that the world has to offer. Almost everyone in the cities has seen death and knows just how horrible the world can be. Almost everyone living has seen some amount of horror or been the victim of some kind of wrongness. 'Almost everyone' excludes a character with this plot hook... and these poor unfortunate, naiive souls are going to have quite an unpleasant wakeup call.

Fallen: This character used to have life a lot better until one event changed everything. Perhaps the trip to Zion is all they could manage to get themselves away from a losing situation, or perhaps they are using it as a way to reestablish a fraction of what they lost. Maybe they were blackmailed and told that they had no choice. Maybe they have actively chosen to remake themselves after their life turned sour and see this as the only way they can be redeemed. For whatever reason, the character today, for better or for worse, is not who or what they once were.

These are by no means exhaustive lists. Please consider any kind of advantage, fault, or story-hook to be suitable so long as it fits in with the dark fantasy adventure genre. You are encouraged to come up with a hook that fits your character and helps flesh them out. Also remember that story-hooks are NOT meant to be character advantages, so choosing "Mythological" and making your character a dragon does NOT provide him/her/it the ability to breathe fire-- you would want to couple that with a character advantage such as "Dragonborn: (my contributed character can fly and breathe fire like a traditional dragon)."

Also stay tuned for methods on how you can increase your character's chance of survival (or at least importance) in the story/games! Thanks for tuning in folks, and good luck on surviving the upcoming adventure!

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