* Created NewPlayer.xml * Created NewPlayer.yml and added it to guides.ftl * shifted some controls from Space Station 14 to New? Start here!, as well as made a character creation xml to be written later * switched some stuff between the New? entry and the Space Station 14 entry * Made everything so nice!!!!!!!!!!!!!! * fixed formatting inconsistencies * added a How to use this guidebook section * build correction and guidebook clarification for other servers * wrote character creation ig probs fo shizzle * added new terms to the glossary and alphabetized it * meh this seems important enough to add * okay no more shitsec bad idea * I HATED Roleplaying.xml ANYWAY!!! * I REALLY REALLY HATED IT ACTUALLYLLL * Moved Controls and Radio into newplayer.yml, making meta.yml and radio.yml obsolete * Separated the character creation bits that are just cosmetic from the ones that matter * also put all the related new player xml files in their own folder * expanded Radio.xml, kinda fixed survival.xml * removed the line that mighta maybe sorta possibly could encourage self antag * thought about this randomly but ICK OCK * talking is no longer a key part of this game * moves stuff around, a lot of stuff. basically moves everything but the jobs themselves around * ah probably should make sure this works first also me when i lie on the internet * don't be such a grammar nukie Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * okay nevermind that's justified Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * prepare. it is coming. the great reorganization... * yesyes that's all well and goo- THE REORG IS COMING. THE REORG IS COMING. WAKE UP. * rename that real quick * step one begins. first, consolidate existing service entries into their own yaml. this makes botany.yml obsolete. * update shiftandcrew.yml to only have departments as children also fuck it alphabetization * consolidated salvage into cargo * made a new entry for command * gave salvage a home and service an existence * made some XML files to be filled out later * quick rename... * took some stuff from Intro.txt and i think Gameplay.txt and put it in NewPlayer.xml * The Great Writing about Departments (25XX, black and white) * added a bunch of links everywhere * biochemical is no longer a thing * service formatinaaaaaaa * shiny...,,,,,,,,, colo(u)rz..,,,,,,,,,,,,, * let's get that fixed * second time i made a typo there as well * we hate fun around here * grammar?!???/ * various fixes and more linkings * oops * wewlad lol!! --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: AJCM <AJCM@tutanota.com>
55 lines
3.0 KiB
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55 lines
3.0 KiB
XML
<Document>
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# The Captains and the Clowns
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This is a guide for editing your character's appearance. Make sure you read Character Creation first.
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Upon creating your character, you may be intimidated by your vast range of options.
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It's okay to make your first character [color=#a4885c]randomized[/color] and roll with it, even experienced players do it.
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Making your first character doesn't have to be precise, either. You can [color=#a4885c]wing it[/color] and see what happens.
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If you'd like to be [color=#a4885c]methodical[/color], though, creating a character is easy to do one step at a time.
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## Choosing a Species
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Most species have minor differences, which you can read about under the [color=#a4885c]Species[/color] entry.
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However, you may find that it's easier to make your first character as a human, moth, dwarf or reptilian.
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This shouldn't discourage you from getting creative with your character, though.
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This guide will assume you are creating a human, but the process is similar across all species.
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## Minor Characteristics
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These include:
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- Age (18-29 for young, 30-59 for middle-aged, 60+ for old)
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- Sex (your sprite, as seen by toggling "Show clothing")
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- Pronouns (what the game will refer to you as)
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- Skin color (may be a slider or RGB depending on species)
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- Eye color (RGB)
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- Hair color (RGB)
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These are minor changes and have little effect on gameplay. This is what players will read when they [color=#a4885c]examine you[/color]. ("young man")
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## Hair and Facial Hair
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Again, you may be intimidated by the vast range of options. That's okay.
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[color=#a4885c]Take your time with it.[/color] You can skim or click through each of the options and find which one you like.
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Sometimes it's easier to set your desired hair color before looking at the options.
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If you really can't decide, some popular haircut options include Floorlength Bedhead, Modern, Buisness, CIA or simply bald.
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Alternatively, [color=#a4885c]randomize[/color] a separate character and see what kind of haircuts they're rocking with. Suprise yourself.
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Don't feel obligated to use any of these, though.
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## Markings
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Markings range from [color=#a4885c]scars and snouts[/color] to [color=#a4885c]tattoos and tails[/color].
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Think of them like [color=#a4885c]accessories[/color] that are a part of your body, for giving your character some extra flair and uniqueness. They cannot be changed during the round.
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Some species have more marking options than others. Humans are more limited in terms of markings than moths or reptilians.
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You can have a set number of markings in each '[color=#a4885c]category[/color]', as seen at the top. For example, reptilians can have one chest marking but two markings on the top of their heads.
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These are [color=#a4885c]cosmetic[/color] and have no effect on gameplay.
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## How to stand out
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Memorable characters are usually remembered for their personality, their deeds and their [color=#a4885c]robustness[/color], but that doesn't mean you have to be some sort of hotshot.
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Don't sweat having a big, flashy and memorable character. Make your own story that you'll be remembered for.
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</Document>
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