[FAQ regarding Extended Character Information] [This FAQ was written by ice_song (WhiteMage_1)] 1. Whenever the term "Mortal" is used it refers to the form of the character while attending normal classes at YUME. 2. The term "Organisational Affiliation" includes any specific group the character is associated with. For example, a nobleman of the House of Windsor would include that under Organisational Affiliation. 3. Details of Hair, Eyes, and Skin when there is more than one form (Changelings, please restrict these details to 2-3 forms unless you can provide sufficient reasoning for others) should be listed one form at a time (i.e. list appearance of hair, eyes and skin of mortal, then list the appearance of hair, eyes and skin in lupine form). 4. Education includes both school learning and otherwise in the past, up to the point of entrance into YUME. 5. Politics refers to the political beliefs and/or associations the character has. It can be a political part, or simply what his/her/its idea of perfect government is. 6. When asked to give details of your character "as your character" quotations from that character are expected. 7. "Liege Lord" refers to the ruler of the place your character comes from. For example, someone coming from the UK would list the current ruling monarch. 8. "Badges of Honour" refers to any awards your character has received in the past. 9. The difference between equipment "carried" and equipment "owned" is that the former refers to equipment the character never lets out of his/her/its hand and the latter refers to something he/she/it owns, but is not necessarily always seen with. 10. The last category of equipment and items ("Treasures") lists those things that the character owns, but does not use in battle and could be counted as inconsequential though they may have special meaning for the character (this could include things such as a ring, letters from a loved one, etc...). 11. The "Other" category under Character History is for those who have histories that are unknown to them, or are from a past life. This is for characters in which history is not merely something linear. 12. "Talents" refers to things such as Sense of Design, or Sense of Taste, something which is unusually high in the character. It is advisable to begin with only a few Talents, but hidden ones can be found as the character progresses. All Mages automatically start with The Blessing of Mana, this is the hardest Talent to be learned (most simply cannot).(This feature was based on the game Star Ocean: The Second Story) A listing of Talents goes as follows (original ones are allowed, but approval should be sought): Originality Sense of Design Pitch Sense of Taste Dexterity Love of Animals Writing Ability Sense of Rhythm Sixth Sense The Blessing of Mana A description (from the game) of each goes as follows: Originality: The ability to modify things with one's own creativity. - Used in Customise and Metalwork Pitch: The ability to grasp musical tones well. - Used in Musical Talents, but does not affect composing. Dexterity: The gifted talent of being able to move one's finger tips exactly as one wishes. - Used in Metalwork, Pickpocketing, Compounding and Machinery Writing Ability: The talent of being able to put one's feelings into words. - Used in Authoring Sixth Sense: The private ability to sense things that cannot be expressed with words. - Used in Scout Sense of Design: The creative talent for the arts. - Used in Art and Machinery Sense of Taste: The gift of judging what tastes would please anyone. - Used in Cooking Love of Animals: Animal lover. More than anything, more than anyone. - Used in Familiar Sense of Rhythm: The ability to perfectly grasp musical rhythm. - Used in Musical Talents, the composing part The Blessing of Mana: The innate magical power. - Used in Alchemy (only those with The Blessing of Mana can perform Heraldry magic). 13. "Skills" refers to things such as Musical Notation, Writing, Kitchen Knife, and also combat skills such as Counterattack, Parry, Body Control, Motormouth, and Provocation. These are developed gradually over time. When a certain combination of skills are learned the character gains a certain Knowledge or Specialty. A list of skills (from the game) goes as follows: Sketching Musical Notation Music Instrument Tool Knowledge Mineralogy Herbal Medicine Craft - (Ability to do jobs that demand manual dexterity) Aesthetic Sense - (The degree of maturity that enables an understanding of love and beauty) Writing Effort - (The willpower to achieve one's goal) Perseverance - (The willpower to continue effort) Danger Sense - (A feeling, high sensitivity to murderous intent) Patience - (The willpower to endure difficulties and sadness) Biology Mental Science - (Knowledge of the mysterious powers of the mind, etc.) Kitchen Knife - (The ability to use a kitchen knife, essential to any respectable chef) Recipe - (Knowledge about cooking ingredients) Good Eye - (The ability to choose good cooking ingredients) Whistling Animal Training Metal Casting Scientific Ability - (The ability to use laboratory equipment) Fairyology Functionality - (The ability to balance beautiful form with function) Courage Poker Face - (The ability to keep a straight face under any circumstance) Copying Mech Knowledge Mech Operation --The following skills are used in combat-- Below the Belt - (The ability to ignore an enemy's defence when attacking) Strong Blow - (The ability to blow away the enemy) Flip - (The ability to flip around the enemy and attack from behind) Counterattack - (The ability to counterattack when attacked by an enemy) Feint - (The ability to improve aim) Mental Training - (The ability to increase attack power) Motormouth - (Reduces the time it takes to cast Heraldic spells) Body Control - (Prevents fainting) Spirit Force - (Increases defensive powers) Parry - (Increases ability to parry an enemy's attack) Cancel - (The ability to eliminate the gap between normal attack and a special move) Gale - (Increases one's combat speed) Provocation - (The ability to taunt an enemy during combat) Float - (The ability to deliver a powerful blow to the enemy and knock them into the air) [Since this is not a dice-rolling RPG having combat skills are a tricky thing. Be sure to remember that even if your skill level is at max. (which it should NOT be when you are first beginning, it shouldn't even be CLOSE to the max.) it still means there's only a *chance* of these things happening.] 14. There are a number of ways to learn skills. For example, going to science classes will help you with Biology, etc. Reading books on skills will also help, as will a number of things. Be creative. 15. "Knowledges" refers to specialties learned through the accumulation of certain skills. It is only through certain skills that these specialties are learned. A listing of knowledges (from the game) is as follows: Art: Sketching, Aesthetic Sense Musical Talent: Music Instrument, Musical Notation Customise: Craft, Metal Casting, Functionality Identify: Tool Knowledge, Mineralogy, Herbal Medicine Metalwork: Craft, Mineralogy, Aesthetic Sense Authoring: Writing Practice: Effort, Perseverance, Patience Scout: Danger Sense Compounding: Biology, Herbal Medicine, Mental Science Cooking: Kitchen Knife, Recipe, Good Eye Familiar: Whistling, Animal Training Alchemy: Fairyology, Scientific Ability, Mineralogy Survival: Herbal Medicine, Patience Pickpocketing: Courage, Poker Face Reproduction: Copying Machinery: Mech Knowledge, Mech Operation 16. By learning skills and knowledges it is easier to gain new strengths and eliminate weaknesses, however in some cases it is necessary to have a strength before the specialty can successfully be used. For example, you may try calling an animal using your knowledge of Familiar, but it probably won't work unless you've got the Talent Love of Animals and if you want that animal to stick around you're going to want to have a strong Animal Kin. [Any questions should be emailed to myself, ice_song at WhiteMage_1@yahoo.com]