Example Character Sheet #3: Muck McMagicman
Basics
- Name: Mackenzie "Muck" McMagicman
- Player: Grate Oracle Lewot
- Affinity: Poison
- Disorder: Insomnia
- Level: 0
- XP: 0/20
Current Stats
HP: 10/10,
VP: 5/5,
MP: 10/10,
Status: Drunk
Blood Alcohol Level: 0.08
Weapon Levels
- Bow: D (0/21)
- Other: E
Support Levels
- n/a
Inventory
- 1) Hot Drumstick
- 2) Vulnerary
- 3)
- 4)
- 5)
- 6)
- 7)
- 8)
- 9)
- 10)
- Armor: Bronze Platemail
- 20-Quiver: 10 Arrows, 10 Venin Arrows
- Money: Rupees (42)
Combat Stats
- HP: 10
- VP: 5
- MP: 10
- Attack Power: 1
- Magic Power: 1
- Defense Power: 2
- Brain Power: 1
Field Stats
- Strength: 1
- Hand-Eye: 9
- Platform: 1
- Knowledge: 1
- Clever: 3
- Charisma: 9
- Unique: Able to slip through tiny cracks.
- Weight: 1
Attacks
- AP: 0/3
- Basic Attack: Oozes over, envelopes, and suffocates the target.
Weapons
- 1) Thunder Tome (E)
- 2) Iron Bow
- 3)
- 4)
Special Attacks
- None
Psychic Attacks
- None
Magical Attacks
- Petrificate~ Attack: x2, VP: 5, Target: One, Element: Earth, Benefit (User): Raccoon State, Chance: 100%
"The user vanishes, then reappears as a statue above the target and falls. The user breaks out of the statue as a raccoon."
Elemental Modifiers
- Earth +2
- Ice --
- Water +5
- Wind +2
- Fire --
- Thunder x0
- Poison x0
- Plant --
Technicalities
- Appearance: A slimy green monster similar to the Swamp Thing or Grimer or Muk.
- Personality: Unabashedly self-serving yet fun to party with; totally ignorant of societal conventions but quick to pick them up; basically he never has any idea what he's doing, but damned if he isn't going to have a good time doing it. Likes to play pranks.
- Backstory: A bizarre monster who arose out of a polluted bog, he hasn't been around for long, but he's made a name for himself in every town he's passed through.
- Trivia: Although he appears to have holes where the human eyes, mouth, and ears would be, he has no organs, so even he doesn't know how he senses and processes information, or moves his arms.
Notes
- ~Made of Poison
With this character I've tried to exploit the system a bit to see how many different Elements and
strategies I can resist, use, counter, and cover. Let's see how I did.
This character's Affinity is Poison. While I note
repeatedly that Affinity is not based on the Elements that a character uses,
you'll find that these often synch up because of the inherent association between the Affinity's
Element and its personality type. Anyway, Muck here not only has a Poison Affinity, he's also
Made of Poison. He's some kind of muck monster, and
he's so toxic that you might get Poisoned just by
using a melee attack on him. These kinds of conditions, as well as unique ones that the players
make up, are written in the "Notes" section at the end of the character sheet, which is
left off of the sheets of characters who have no such conditions.
If you return to the top of the sheet, you'll see that Muck also has a mental disorder:
Insomnia. I said I was trying to exploit the system;
I just gave him Insomnia to make him immune to the
Sleep Status Problem. Insomnia is not without its
disadvantages, though: Muck will consider all nightly sleeping quarters uncomfortable, and his
HP won't be healed by a night of sleep. He'll have to rely on heal
points and items to restore his HP.
Speaking of his stats going up and down, you can see that on this sheet, there's a "Current
Stats" section above the Weapon Level section. This won't appear on sheets for things like
generic enemies or NPC species since they're not a sheet for one particular character but a
reusable sheet for the whole species, and even on sheets for individual characters I might
sometimes leave the Current Stats off if they're currently all at max/normal values—but the point
is, for something like a player character, this section is where you indicate
damage (i.e. missing HP), spent VP and/or MP, current
Status Condition(s), and blood alcohol level. In Muck's case,
it's the last one that applies: his BAL is currently at 0.08, which in turn means that his status
is set to Drunk. Normally, when player characters first start out the game, they wouldn't have
any points missing or any Status Conditions, but by starting them with some, you can imply
something about events that occurred shortly before the game's story begins.
Anyway, smashed or not, Muck has a D Weapon Level in
Bows, and he's carrying some items. He's
also wearing some armor, which will provide him with some extra
defense, and unlike Bob and Lewot, he's decided to start with 10 MP instead of 10 VP.
His surname isn't McMagicman for nothing—I'm assuming he'll specialize in magical attacks.
But what's that "20-Quiver" thing after the Armor field? This is a complication related
to Muck's Iron Bow weapon: in order for Bow users to carry lots of arrows, they can
equip a special type of item called a Quiver. The "20" in the
Quiver's name indicates how many arrows it can carry, so one thing that Muck can
do to improve his battle performance is to seek out a larger-sized Quiver. Just like how only one
suit of armor can be worn at a time, only one Quiver can be equipped, so any
additional Quivers that he finds would each take up a slot in his item inventory. But whether
equipped or not, they can each hold multiple arrows, and different kinds at that;
the Venin Arrows listed after the regular arrows
are a poison-dipped variety, but other types exist as well, and any combination can be put into
any Quivers. If Muck unequips the 20-Quiver, then it will take up one of his item
slots, and because it's no longer equipped, you won't see that "Quiver" field on his character
sheet; rather, the numbers of arrows in the 20-Quiver will be listed after it in its slot
in the item inventory. Similarly, if Muck equips his Iron Bow along with his 20-Quiver,
the Quiver's arrow information will be written after the Bow's in its weapon
inventory slot, in order to be readily available for Bow use. All of that's a bit
unnecessarily complicated, though, so let's move on for now.
Muck has decided to start with 2 Defense Power. Remember that bit about spending AP on
Defense instead of special attacks? He's taken a rather extreme route and only left himself one
special attack. With 2 Defense, he'll be a bit of a tank, not having to worry much about taking
damage. Combined with his being Made of Poison, which hurts and sometimes Poisons enemies who
touch him, it looks like he's hoping to sit back and relax while his enemies kill themselves
trying to hurt him. Remember, he's wearing armor too. He's got an effective Defense of
3.
For field stats, he's taken the advice in Lewot's analysis to heart, maxing out two of them at
9 and leaving several minimized at 1. He's grabbed the
Unique ability to slip through tiny cracks in the walls or ground,
which makes sense given his slimy form. This might help make up for his Platform of 1,
allowing him to squeeze past obstacles instead of jumping over them. For Strength or
Knowledge, though, he'll have to rely on his teammates.
Muck has two weapons, a Thunder Tome to allow
him to cast magical spells, and an Iron Bow to make use of his Bow-type Weapon Level.
Since players can only start with one D Weapon Level, they should not be allowed to
start with more than one D-level weapon, but since magic weapons are mainly used to
cast spells rather than to directly attack people, it's fine to start with one of those in
addition to your main weapon. At least, that's the rule, and Muck is exploiting it a little bit
to give himself access to the Thunder Element. Since he's Made of Poison, his
basic attack will be Poison-type, and in case he's fighting an enemy who is
immune to both Poison and Thunder, he can use his Iron Bow to deal 4 non-Elemental
damage—as long as he doesn't run out of arrows, its type of ammo. Most
projectile weapons draw their strength
from the ammunition used, but Bows are the other way around, with the same
arrows being usable by different bows but doing different amounts of damage
depending on the bow. We've already gone over how the Quiver works, but anyway, the
overall idea here is that even though Muck spent 2 Attack Points on Defense, he can still start
out doing more damage than most D-level melee weapons (because the Iron Bow has a set power that
ignores Muck's own stats) and utilizing several Elements. But he will have to
find more arrows once he runs out of them, and if his Thunder Tome gets stolen,
he won't be able to cast his one spell: one magical weapon of any kind is required in
order to be able to cast any magic spell.
His spell is pretty unusual, doing Earth-type damage to the enemy and then giving Muck
the Raccoon State Status Benefit. But the
MP cost seems fair enough, so there's nothing wrong with the attack. Using it, Muck
can give himself some extra HP in battle, not to mention dodging
earthquake-type attacks (which might be good against him due to his Earth weakness). He
could also use this move outside of battle to give himself the Raccoon State and
fly over obstacles, thus compensating for his Platform stat of 1. Now that's
covering your bases.
One very persnickety thing to note is that Muck's spell, in its description, specifies that he
vanishes and reappears above the enemy's head... This is just flavor text, right? Well, actually,
what we find is that, much like how you can't hammer a flying enemy in Paper Mario,
flying targets in Arpeggio will dodge any
melee attacks attempted on them by an attacker who has a smaller Platform
stat than they do. Projectile attacks will still hit them, of course... but, well,
logically speaking, so would a move that magically appears above their head, even if it is a
melee attack (i.e., physically landing on them). Muck has done something very sneaky here to
bypass that whole Platform detriment, essentially turning himself into the projectile
via the spell's flavor text. Of course, since the spell also puts him in a Raccoon State, any
subsequent melee attacks of his will benefit from that boosted Platform stat of
9, so at that point he can hit flying foes with anything.
Speaking of field stats, Muck's Weight was 1. He's gone the opposite
route from Bob, opting for the ability to ride wind currents and do other such featherweight
things. 1 Weight means he has terrible alcohol tolerance and will get drunk off of
just one beer, but if you'll glance at his Elemental Modifiers, you'll notice that he's
immune to Poison, which at least makes him immune to
alcohol poisoning, if not drunkenness. He's
also immune to Thunder, which means that he can freely attack
Electrified characters, negating enemy use of that
Benefit as far as he's concerned. Of course, these immunities have cost him, and he's got normal
weaknesses to Earth and Wind and a super-weakness to
Water. I chose Water because, while I can't say that it's necessarily going to be
underused in the game in which Muck finds himself, it is at least not associated with any
Status Problems, and Muck might be able to counter some Water-based enemies by whacking
them with his Thunder Tome. Dodging earthquakes with the Raccoon State has already been mentioned,
and because the State doesn't leave Muck perpetually flying, his weakness to Wind isn't
exacerbated.
I considered having Muck automatically summon Acid Rain or
Smog in the style of Pokémon Abilities that summon everlasting
weather (this would have gone in the "Notes" section), but Acid Rain could prove a severe
disadvantage for his teammates if they are not immune to Poison as he is, and since only his
basic attack is actually Poison-type, he would be hampering his own accuracy with Smog. The
players are under no obligation to design their characters based on team synergy, but basic
considerations such as your character's mere presence potentially harming teammates should
probably be kept in mind.
There is no one "best character" that can be built within the rules of character creation, mainly
because the Maestro will tailor the game to the characters they receive and exploit their
weaknesses regardless of how convoluted those weaknesses are. As such, while you can do these
kinds of McMagicman-ian tricks to give yourself certain extra advantages, Arpeggio is designed
with more of a focus on creativity and fun, and probably works best when characters are designed
under the same philosophy.
Example #1: Bob Everyman | Example #2: Grate Oracle Lewot | Example #3: Muck McMagicman