Files
tbd-station-14/Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml
UBlueberry c6ff1e44fb Guidebook Updates for the Amateur Spessman (#28603)
* 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>
2024-06-09 01:00:43 +02:00

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<Document>
# The Captains and the Clowns
This is a guide for editing your character's appearance. Make sure you read Character Creation first.
Upon creating your character, you may be intimidated by your vast range of options.
It's okay to make your first character [color=#a4885c]randomized[/color] and roll with it, even experienced players do it.
Making your first character doesn't have to be precise, either. You can [color=#a4885c]wing it[/color] and see what happens.
If you'd like to be [color=#a4885c]methodical[/color], though, creating a character is easy to do one step at a time.
## Choosing a Species
Most species have minor differences, which you can read about under the [color=#a4885c]Species[/color] entry.
However, you may find that it's easier to make your first character as a human, moth, dwarf or reptilian.
This shouldn't discourage you from getting creative with your character, though.
This guide will assume you are creating a human, but the process is similar across all species.
## Minor Characteristics
These include:
- Age (18-29 for young, 30-59 for middle-aged, 60+ for old)
- Sex (your sprite, as seen by toggling "Show clothing")
- Pronouns (what the game will refer to you as)
- Skin color (may be a slider or RGB depending on species)
- Eye color (RGB)
- Hair color (RGB)
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")
## Hair and Facial Hair
Again, you may be intimidated by the vast range of options. That's okay.
[color=#a4885c]Take your time with it.[/color] You can skim or click through each of the options and find which one you like.
Sometimes it's easier to set your desired hair color before looking at the options.
If you really can't decide, some popular haircut options include Floorlength Bedhead, Modern, Buisness, CIA or simply bald.
Alternatively, [color=#a4885c]randomize[/color] a separate character and see what kind of haircuts they're rocking with. Suprise yourself.
Don't feel obligated to use any of these, though.
## Markings
Markings range from [color=#a4885c]scars and snouts[/color] to [color=#a4885c]tattoos and tails[/color].
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.
Some species have more marking options than others. Humans are more limited in terms of markings than moths or reptilians.
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.
These are [color=#a4885c]cosmetic[/color] and have no effect on gameplay.
## How to stand out
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.
Don't sweat having a big, flashy and memorable character. Make your own story that you'll be remembered for.
</Document>