Character Building is the overall term for the creation and potential progress or growth of a character. It represents the various stages of life of a character, starting with inception and going from there. In this section, we will go over the general concepts surrounding character builds and how a player can create and progress their character in the game.
- 1 Overview
- 2 Character Creation
- 3 Starting Item Packages
- 4 Character Re-spends
- 5 Character Death and Retirement
- 6 Unspent Levels, Custom Rules Submissions, and AP
Before one can go into the specifics of Character Creation, Starting Out, and more, there are several universal concepts involved in every level of Character Building. While there is a lot of detail covered in the following sections, it is recommended that players review the concepts outlined in Core Rules prior to building a character to ensure they have the proper foundation to understand any concept which may not be fully explained here.
Levels and Ability Points
Two major concepts at the core of character building are Levels: "Levels" and "Ability Points":
- Levels are ‘points’ that get ‘invested’ into Classes, and are the gateway prerequisite to learning skills. Without Levels invested into Classes, a character loses access to skills otherwise available to learn from those lists. Generally, as long as the appropriate Event Fee was paid, each character earns +1 Level per event regardless of the Origin, Attributes, Class(es), and Abilities of the character, and represent a character’s mastery of particular archetypes (i.e. Classes).
- Beyond paying an appropriate fee to attend an event in order to earn +1 level, there are other ways characters can earn additional levels. Various purchases (+2 Starting Levels, +1 Yearly Level, a current running Crowdsourcing endeavor, special extra event purchases for 1-days and 4-days, conventions and other special events, etc.)
- Ability Points (or "AP" for short), similar to “experience points” or “build points” in RPGs, are what get spent to directly learn skills as a character. Without sufficient AP, a character is unable to acquire the abilities available on Class Lists. The amount of AP gained by a character is directly related to their Intelligence Attribute: the more “intelligent” they are, the greater a character’s ability to learn multiple and more complex skills. A maximum of 5 AP can be "banked" or "saved" at any given time in total for a character before any AP beyond this is considered "use it or lose it" and becomes "lost." No more than 10 AP in total may be earned at any given event.
- Beyond paying an appropriate fee to attend an event in order to earn a "Base AP" amount for a character, there are other ways characters can earn additional AP. Various purchases (+2 purchasable AP per level earned, +Base AP Yearly, a current running Crowdsourcing endeavor, special extra event purchases for 1-days and 4-days, conventions and other special events, assisting with camp cleanup each month, etc.)
Please note, Levels and Abilities earned must be submitted each month to the Logistics staff for processing via the Level Up! form, and failure to do so in a timely manner will result in the loss of any Levels and Abilities which otherwise would have been gained that event.
Teaching and Learning
Another component to character building is the actual teaching and learning of skills, the process for doing so dependent on what is being learned. In general, Abilities never require a specific teacher, while Classes may or may not require a teacher depending on the rank of the desired class.
By default, unless a character is trying to put +1 Level into a Class that he or she does not yet have, a character may invest +1 Level into any Class he or she already has. The number of Levels invested into a particular List can serve as a prerequisite for which Abilities a character may learn from that list, and can unlock special Class-unique abilities at certain investiture thresholds called "Level Platforms".
In order to put +1 Level into a Class that a character does not yet have (but for which they meet the prerequisites), there are different rules depending on the rank of the desired class:
- Basic Classes
- There is no restriction on when a character can invest another earned into any Basic Class.
- Basic Classes never require a Class Teacher prior to Level investment.
- Expert Classes
- Expert Classes can only be learned once a character has already obtained the Level 6 Platform for at least one Basic Class.
- The first Expert Class learned by a character does not require a teacher.
- All subsequent Expert Classes learned require teaching by another character (either a PC or NPC) who has already obtained the Level 12 Platform for the Expert Class being learned.
- An exception to this is any Expert Class learned via the "Relax, I’m a Professional" Favor Store reward.
- All subsequent Expert Classes learned require teaching by another character (either a PC or NPC) who has already obtained the Level 12 Platform for the Expert Class being learned.
- Master Classes
- Master Classes can only be learned once a character has already obtained the Level 12 Platform for at least one Expert Class. A player should seek training via a Training Request or through a PC who is capable of teaching via Master Teacher Certification up to 3 events before obtaining the Level 12 Platform for their Expert Class as Master Lists may take up to 3 months of Successful RP Interaction to learn.
- All Master Classes learned require teaching by another character (either a PC or NPC) with "Master Teacher Certification" for the taught Class.
- "Master Teacher Certification" is Plot-awarded permission for a character to teach the Master Class for which the certification is awarded to other PCs.
- To qualify for "Master Teacher Certification", a character must have obtained the "The Stuff Legends Are Made Of" Level Platform for the Class which they wish to become a teacher, and has passed a Plot-dictated test based on roleplay appropriateness and understanding of the OOG roleplay milestone qualifiers for the class to be learned.
- A character may not learn a Master Class if they have two Master Classes for which they do not yet have the "The Stuff Legends Are Made Of" Level Platform. Once "The Stuff Legends Are Made Of" for an "open" Master Class is obtained, the character may once again learn additional Master Classes until not more than two learned Lists are considered "open"
There is no limit to the total number of Classes any character can earn. As long as you have a level to invest in the class, role play appropriately to learn, have any and all prerequisites that particular class may require, have a teacher to unlock the class option, and have no other rules barring you from learning the class, then you can learn it. There are also no direct "Class Trees" in the game. For example, you do not necessarily need a specific Basic Class in order to become a specific Expert Class (however, there may be logical class progressions that make it easier, particularly those that have related Attribute or Ability prerequisites).
Character may "self-teach" themselves any Ability in the game, so long as they have all of the prerequisites for that Ability and enough available AP to spend. To "self-teach" an Ability, the player simply denotes the Ability learned and amount of spent AP on their Level Up! form. Unless otherwise specified, the character will gain use of these Abilities at the next monthly event.
Characters can also have Abilities taught to them from other characters via the "Teach" and / or "Tutor" Abilities. Learning characters are still required to have all prerequisites and AP as normal. Characters taught in this way will benefit from special bonuses, depending upon the Teach or Tutor ability used during the learning process. Players must note the Taught or Tutored Ability on their Level Up! form as well as the amount of spent AP.
Special lists have unique rules governing how they are earned independent from how normal Basic, Expert, and Master Classes and Abilities are learned.
In addition to the ranked Classes, there are several side-Class Lists called Trademarks which are gained outside of the normal standard progression. These Trademarks are essentially role play intensive lists that add a level of depth and role play richness to any character as well as providing potent mechanical supplement. However, in order to earn and progress Trademarks, characters must do so in a way that is as unique as the classes themselves. For a full list of available Trademark Classes, please see Trademark Classes. Otherwise, here are the general rules regarding Trademarks and how to both earn and progress them:
- Trademarks can only be earned or progressed by investing “Accolades” into them. Accolades can be earned by spending Immersion Points or 3 Levels total. A single Accolade may also be earned and invested into a Trademark at character creation via player request only so long as the character has an approved backstory submission that outlines how and why the character has the requested Trademark.
- Trademarks require constant and noticeable role play which appropriately showcases a character as being or having the associated Trademark. Trademarks and any associated abilities may be red-locked from use on character cards at the plot team’s discretion should appropriate role play not be maintained.
- A character may not have more than 2 Trademarks at a time. A character can earn and convert their Trademarks through in-game role play if they so desire in order to “change” from having one to having another. All role play-intensive requirements remain the same.
- All abilities available to a Trademark are considered Scaling based on the highest rank of Standard Class available to the character. These abilities are learned via spending AP as normal. Level Requirements listed must match an appropriate Level of any Standard Class the character has in order to purchase that ability at an equal or lower rank corresponding to that Standard Class (E.G. If the Trademark has Scaling Willpower with a Level 3 requirement, then the character must have a Level 3 Basic class to learn at Basic, a level 3 Expert Class to learn at Expert, and a Level 3 Master Class to learn at Master).
- All Progress Platforms available to a Trademark are similar to Level Platforms, but may only be earned by investing the appropriate number of Accolades into them and meeting all specified prerequisites of the Platform.
- Progress Platforms will each indicate prerequisites and Accolade costs. Prerequisites typically include a minimum number of levels invested in any specified type of Standard Class (E.G. Level 1 Basic, Level 6 Expert, Level 9 Master, etc.) and, by default, are considered to include all previously listed Progress Platforms available to the Trademark (even though this specific prerequisite may not be listed). Once prerequisites are met and the player has enough Accolades to earn a Progress Platform, he or she may notify Logistics via a standard Level Up form.
Super Classes are special top-tier Lists which are not learned in the typical manner, but rather gained via intense, in-depth roleplay. The rules governing Super Classes are as follows:
- A character must earn and invest "Catalysts" into his or her Super Class in order to take Progress Platforms. Catalysts can only be earned through in-game role play and plot-dictated scenarios which qualify as a Catalyst. Catalysts may also be earned by spending Immersion Points (earned via appropriate in-game roleplay) and, sometimes, through special promotions by the game. Catalysts cannot be earned by investing levels nor can a backstory grant a Catalyst (though backstories can lay the groundwork for how a Catalyst can be earned or awakened by Plot in the future).
- Non-Platform Extraordinary Abilities and Super Rank Abilities may be earned on Supers; however, these abilities also require Catalysts to gain.
- All extraordinary abilities in the game belong to an extraordinary category, which help dictate the mechanical prowess and plot-level description of the abilities.
- There are no limit to the number of Supers a character can earn in-game.
Building a character from the ground up requires the integration of almost every concept in the game, from Attributes to Origins to Classes to Levels to Abilities. Below is a step-by-step guide to creating a character:
- Create Your Concept: Is there a particular Origin you would like to play? A certain facet of the game plot you’d like to explore? What skillset most interests you as a player? Take all of these ideas to form the foundation of your character and use it to craft the overall idea of the character you’d like to play such as their family and history, their goals and ambitions, the faults and features of their personality. This is where you decide who your character is and who they want to become.
- Choose a Character Origin, and Traits: Every character started from somewhere, and that’s their Origin. Be it a science experiment gone wild, a robotic soldier with a knack to kill, or a regular human just trying to survive, your Origin story is up to you and should relate directly to your Concept. Based on your chosen Origin, select what Flaws and Boons your character has to further flesh out what makes them unique. Also note, you can take an extra Trait Boon if you have an approved Character History!
- Allocate Starting Attributes, Levels, and AP: This is where the meat of your character comes into play, and defines how your character functions from a mechanical standpoint.
- Every new character automatically begins with 1 Level and a score of 3 in each Attribute.
- Based upon the character's Origin and Traits, apply any modifications to the character's Attribute scores.
- Every new character has an additional 2 Attribute points to distribute into any Attribute(s), in any combination (with the exception of any limitations imposed by the Debilitated Trait, or where this would result in the Attribute exceeding 7).
- Invest available Level(s) into qualifying Classes, starting at the Basic rank. All available Levels must be invested into Classes at character creation and cannot be left unassigned.
- Based upon the character's final Intelligence Attribute Score, spend AP on Abilities. Every new character begins with 4x Base AP (as determined by their Intelligence Score) at Level 1, plus Base AP per each Level above 1 they have. Any AP left unspent at character creation may carry over to the first event at which the character is played; however, if not spent between the first played event and the following event, unspent AP is lost as per normal.
- Hit Points (HP) are determined by the character’s actual Stamina Attribute Score.
- Conceive and Send Custom Ability Rewards to Rules: There are many ways for characters to earn unique, custom abilities in the game. Many times, starting characters can even have them.
- Read our general rules about Custom Abilities.
- Check our website and social media pages and groups for any open Crowdsourcing opportunities we have going on as well as our Favor System, Player Referrals and Rewards, or Achievements. You may be eligible for these types of custom submissions, which can greatly increase the power of your character, grant you additional attributes, and more.
- If you do have custom submissions available to you, then you should theory-craft what you want your custom submissions to be. You can see a list of pre-approved concepts for these things here: Pre-Approved Custom Submission Concepts
- Submit your concepts for custom submissions to the Rules Team via the appropriate Contact Form (Please remember it can take up to 3 months for the Rules Team to complete the rules for each custom submission from the month the submission was processed): http://oblivion.immortalunbound.com/contact-custom-rules
- Submit Your Character: The final step is to send the completed character card to Logistics via the New Character form. Once submitted, the card will be processed and can be picked up from Logistics at event Check-In.
Starting Item Packages
New characters may start the game with up to 10,000 Units worth of items and / or components available on the Common Item List. Players can acquire their Starting Item Package from Logistics at Check-In. Please note that no more than 25 of any component or item type may be purchased, any attempt to purchase more than 25 of any component or item type will result in 25 of the attempted item being generated and the overage being converted into Universal Units.
In the event of a character re-spend or retirement in which a character still has starting items from a previous Starting Item Package and / or the character has acquired new items in-game, these items may be traded into Logistics to be exchanged for any other number of items and / or components of equal or lower total unit value. The maximum rank of item or component that the character is allowed to receive is equal to 1 rank below the highest rank of item or component respectively handed into Logistics for the trade, to a minimum of Basic Rank (E.G. A character handing in a maximum of an Expert Rank item and a Master Rank component in all of the items handed in for exchange can only receive a maximum of Basic Rank items and Expert Rank components, regardless of total unit value; there is no limit to the number of higher rank items or components available to exchange for in this case, as this is still based on total unit value of the items and components being traded into Logistics). Only items and components which are considered "common" may be gained in this way ("uncommon" items are identified as such within their respective Item Tables).
Additionally, for character respends and retirements, if the player has a very high number of items and / or components which have a very high total unit value, the player may opt to exchange 25,000 units worth of items and / or components for an Heirloom item with a power level equal to that of the Heirloom Trait, 50,000 unit worth of items and / or components for an Heirloom item with a power level equal to that of the Custom Item 400 Favor Point store item, or 100,000 units worth of items and / or components for an Heirloom item with a power level equal to that of the Custom Item 400 Favor Point store item with one free "rank upgrade" from Basic to Expert. This may also be done incrementally on a per 25,000, per 50,000, and / or per 100,000 unit basis (or any combination thereof) for additional Heirlooms at each respective increment. Marshals may choose to deny any exchange for Heirlooms if it is felt that this exchange system is being overused or abused. Note, players looking to benefit from any Heirlooms immediately at events in which they attempt to utilize this system will be unable to; please keep in mind that as with all custom submissions, players must utilize the Custom Rules contact form (all approval and turn-around time rules apply).
Sometimes a character concept may sound fun in theory, but in play, just doesn't work out as you had hoped. Perhaps you discovered what you really want to play after attending an event or two or perhaps a character class was revamped in a way that would just cause you to no longer have fun playing that character mechanically. Hell, maybe your character permed within the first couple of events! For these reasons, a player may often have the ability to "re-spend" their character, with certain rules applying.
A "re-spend" is the act of having all or some of the spent Levels and / or AP that a player has spent for a character refunded to the player so that player may work with Logistics and Rules to recreate their character, utilizing only the refunded Levels and AP to repurchase skills as the player desires, either on that character's remaining, existing classes the Levels and AP were refunded on or on new classes if the player does not want to retain his or her original character classes.
In the event a character has not been played more than 3 times, a player may choose to re-spend before the end of the third event the character is played, where he or she can tweak his or her character to his or her preferences. This rule also applies to "Alt" characters as well, even if a "Main" character has been played more than 3 times, but an Alt has not. If the player decides to make a significant change to that character, such as switching Classes, he or she is given another three-event play period to get accustomed to that new character with another potential full re-spend at the end of that three-event play period. If a player makes another significant change to his or her character after the second re-spend, such as a Class change, he or she still has another three-event period to tweak, but this new character and any new versions of the character thereafter can only utilize up to a maximum of his or her base starting Levels and AP in the re-spend; all other Levels and AP on the character card that would be refunded will be forfeit. There is no limit to the number of times a re-spend may occur with this three-month rule, bearing in mind that beyond the first re-spend only significant changes such as Class changes will allow the player to actually re-spend and after the second re-spend, only allowing starting Levels and AP.
In the event that the Rules Staff has drastically changed a character class or ability, the AP or Levels spent on that particular ability or entire character class respectively will be refunded to a player so that player may re-spend only the refunded Levels and AP to repurchase the new version of the ability that they received the refunded AP for or so that player may re-spend only the refunded Levels to reinvest into the drastically changed character class that the character already had access to. In the event that a character no longer wishes to retain a character class that has been drastically changed by the Rules Staff, the Levels invested in that class will be forfeit. The character must learn any new classes and new abilities in-game as normal.
Marshals reserve the right to deny any re-spend if it is perceived that a player is abusing the re-spend rules.
Character Death and Retirement
Sometimes a player character can permanently die, otherwise known as a character "perm" or "perming" a character. This happens when a character has no means of returning back to the in-game world and the player would have to create a new character in order to continue playing the game. Other times, a player or a plot marshal may feel that the time has come for the character to retire, having accomplished all that was set out for the character to do. There are special rules governing this and they are as follows:
- Once a character perms or retires, if he or she did so without having played that character at least 3 times, then the player is eligible for a full character respend of Levels and AP as outlined in the respend rules. Alternatively, a player may work with the plot team of the game to attempt to "bring back" his or her original character as-is, but in-so-doing willingly sacrifices his or her normal 3-month respend for that character if the plot team allows this
- If a character perms or retires outside of the 3-month respend rule, then the player will be eligible to start a new character at a predetermined level based on the total level of his or her original retiring or permed character. The following summarizes what those predetermined levels would be:
|Old Character Level||New Character Level and AP Total|
|1-5||Equal Level and new base AP|
|6-8||Level 6 and new base AP|
|9-11||Level 7 and new base AP|
|12-14||Level 8 and new base AP|
|15-17||Level 9 and new base AP|
|18-20||Level 10 and new base AP|
|21-23||Level 11 and new base AP|
|24+||Level 12 and new base AP|
- Any purchased levels, including any event backbuys, additional starting levels, and / or yearly or special promotional level purchases which the original permed / retired character may have already purchased, and any previously purchased AP may all be repurchased for the new character; however, the new character cannot ever exceed the total character level that would have ever been possibly attainable by the original permed / retired character. For the purposes of repurchasing levels in this fashion, the levels must be repurchased in order of highest to lowest cost value based on what would have been available from previous purchases
- Players may choose to subtract 1 from a new starting character's level and, rather than start a new character, apply that remaining number as a total number of Level gains to any pre-existing "alt character" he or she already has (though this will not allow the "alt character" to exceed the total level of the original permed / retired character)
- Any pending or unapplied levels on the Original Permed / Retired Character will carry over to the New Character
- Any Extraordinary Abilities purchased within the last 3 months on the Original Permed / Retired Character can be resubmitted for the New Character
Please speak with an appropriate marshal for any questions regarding character perms and retirement.
Unspent Levels, Custom Rules Submissions, and AP
Typically, for Levels and AP, anything not submitted by a deadline specified by staff after an event but before the next will be forfeit. Sometimes, though, a player may have Levels and AP that are unspent due to an accumulation of such things, such as Full Time NPCing multiple months in a row and never having made a character, creating an "amorphous alt" and purchasing levels or events but which was never submitted formally to staff, and / or retiring a character, gaining retirement levels, and not creating another character for some time. In these cases which a player would have many unspent levels and / or AP for a character, staff will allow "banking" of these Levels and AP for up to 12 months from the time they were gained. After 12 months of time, any unspent Levels and AP earned from such accumulation are considered forfeit.
For Custom Rules Submissions, players have 12 months of time from the moment they are earned in order to submit them for approval. After this time has passed, the Custom Rules Submissions are considered forfeit.
Please speak with staff if you have any questions regarding this.