Character
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Getting a character is a simple affair on Dissidia: Final Fantasy MUSH. Simply log on to the MUSH and create a character using the instructions found on the login screen (by typing create "name" password, IE: create Geryon biglizard1). You will be placed in a series of rooms where you will be asked to complete brief character information (personality, background) and other info; a final room will allow you to stat your character. Once a character is finished, you will be immediately able to get into the game. Staff will review your character within 24-48 hours, and will give a final approval or will inquire if anything needs clarification.

Character Types

There are two specific character types available on Dissidia: Final Fantasy MUSH: Classed Tribe characters and Fiend Family characters.

  • Classed Tribe Characters: As detailed in the Tribes newsfile, Classed Tribe characters are members of the four Tribes who have chosen a particular Class to progress themselves in. These characters can be allied with any of the allied Kingdoms within the Crystal Alliance, independent or even allied with the Chaos Legion, the servants of Chaos. They level up through RP and participation (see Advancement), gaining new Class abilities as they level up.
  • Fiend Family Characters: Fiend Family characters are very similar to Classed Tribes; however, their base Tribe is their Fiend family, and they begin with a base 'Class' based on their type; there are at least two choices per Family at the beginning. As a Fiend levels up, at pre-determined intervals they will change into a more advanced creature. Levelling up is the same as a Classed Tribe character; participation in the MUSH and roleplaying, running plots and other events run by staff.

Character Limits

  • Players may request a new character every two weeks.
  • You may have up to 3 characters at any given time.
  • Insane or crazy character applications will be judged harshly, due to the high-risk these types of characters have toward twinky and/or annoying RP. We discourage insanity RP, and an app for an insane character MUST show that the player is capable of handling such a character responsibly.

Creating a Character

Creating a character on Dissidia: Final Fantasy MUSH is a fairly simple affair that constitutes a few easy and simple steps. Below is a guideline of the steps involved in character creation for the MUSH, from the basic steps of actually creating the character on the MUSH to applying starting Stat Points and Ability Points and 'buying' equipment.

  • Once logged into the MUSH, to create a character you simply type 'create <name> <password>', without the brackets. For a two-word name (such as Firstname Lastname), you would enclose the name in a quotation mark ("). (IE: create "Talia Esthar" prettygirl1, create Geryon biglizard).
    • Generally Tribesmen would have a first and last name, though you don't HAVE to create your character using both names; it just helps out, especially if a couple of players choose a similar name.
  • Once the character is created, you will be put into the first room of character generation, Character Generation - Getting Started, where you have a number of attributes that you'll need to set. To set these attributes, you would type either @<Attribute> me=<value> or &<attribute> me=<value>, leaving off the brackets.
    • The attributes that are required will be listed in the Getting Started room, and are reiterated here for ease of understanding: @sex (your character's gender), @alias (a shorthand name for your character that people can use when paging or +fingering you), @lock me=me (prevents people from picking up your player object), @lock/use me=me (prevents people from using any &commands that have been coded onto you), @lock/enter me=me (prevents another character from entering your character object), @desc me=<description> (a physical description of your character, using %R for a carriage return and %T for a five-space tab indent), and &staff_email (email for staff to send announcements to and to use to contact players in case of downtimes or unexpected events regarding the MUSH).
    • There are a few other attributes can be set and are usually helpful: &email (publically-viewable email), &homepage (your website), &finger-custom (a space-separated list of words, which you can use to create custom +oocfinger fields (IE: &finger-custom me=This That TheOther) by setting those attributes on yourself (&this me=Blah)). More information on +oocfinger can be found on the MUSH in +help +oocfinger.
  • After setting the required attributes and any of the others you feel like setting, the room will let you move on to the next section of character generation: Character Information. This room has two sections that are required to fill out: your character's Background and Personality. Unlike many MUSHes, however, our character generation restrictions are somewhat more lax; the Background section must have 200 words (and the command to set it on the MUSH will tell you if your background entry is less than that), and the Personality section must be 150 words (again, the command to set it on the MUSH will tell you if your personality entry is less than that). We use this method to provide distinctions, motivations and potential plot-hooks to staff for the character. The commands to set these attributes can be found in the Character Info room on the MUSH by typing +setup.
  • The next section of character generation is the final section of character generation: Character Sheet. This is fairly self-explanatory; in the Character Sheet section, you will find commands for choosing a Basic Class and Tribe (or Fiend Family and Branch), setting Attributes, buying Augments with AP, and getting starting equipment via the MUSH's Item Point system.
    • All of the Primary Attributes begin rated at 4, and all characters have 20 points to spend amongst the Primary Attributes. No Primary Attribute can be raised by more than 7 at creation (to a maximum of 11 before Tribe and Family bonuses and frailties are applied).
    • Classed Tribesmen begin with
    • character begins with 15 Ability Points (AP) to purchase Augments.
    • For Classed Tribesmen characters, a list of 'starting equipment' can be viewed (limited by Class restrictions) and chosen from.
    • For Fiend Family characters, a list of 'starting baubles' can be viewed (this will change to actual equipment if the Fiend has purchased the 'Use Equipment' Augment).
  • When a character has finished buying stats and Augments, choosing starting equipment, a final command will be used, +finish. This command will:
    • Check all Augments on the character and adjust any base values (such as HP Bar, MP Bar and stats) and apply any special powers (such as Jelly or Body Temp).
    • For Classed Tribesmen: Calculate all derived values based on stats, equipment and equipment Augments. For Fiend Branches: Calculate all derived values based on stats, Augments and baubles.
    • Teleport the character to the Out of Character Lounge, where they can go in-character and begin RPing.
    • Post to the Character Generation board (visible to staff only) about the character finishing character generation.

Unlike most MU*s, which require a detailed application process, Dissidia: Final Fantasy MUSH allows characters to immediately go IC. Staff does have one restriction on this: after a review of the personality and background that were attached to the character, if there are any discrepancies or clarifications needed, the character may be required to make alterations before returning IC.

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