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Zortal Kombat Character Creation Walkthrough:
The new combat system seems to be a little overwhelming to many individuals who don't understand how certain things work. I have been asked by several people - especially in Starfleet on the best way to setup their characters for the new system. So I wrote this walkthrough to help everyone.
This guide will assume you only have enough experience points for level one development - assisting you in creating a character base that offers you the skills you require now. Further development builds off this base if you are higher level but anyone can use this guide as a starting point to learning the new system.
The first thing to consider is what your character needs to do and have. If you plan on operating a ship most specifically.
Skill points provided for classes are a pool to be used for both console modes, and general skills. There are 10 console skills each costing one point each.
For example if you choose Warrior class you will only have 12 skill points in your pool available. This choice would at least provide you with access to all the console modes, but no additional skill in their use. The negatives being lack of points to be placed in other skills.
As such for most characters in Starfleet I would recommend choosing Hybrid (18 Skill Points) and Specialist (24 Skill Points) unless you don't plan on being involved in any console use.
Feat points are only useful for person to person combat, if you don't plan on having your character be regularly involved in this you would be better off having additional skill points available to make your character more useful towards other tasks.
When you have made your decision of what class type you want,
Type char class select <class> The list of class choices being: Warrior - 30 hit points, 12 skill points, 6 feat points. Hybrid - 24 hit points, 18 skill points, 4 feat points. Or Specialist - 18 hit points, 24 skill points, 2 feat points.
Selection of attributes is next. Once again think of what you plan on doing with your character, each characteristic you have will give bonuses and penalties to everything you do. Beyond attacks, this includes your skills, console modes, and ability to make resistance rolls against certain attacks.
char attr list will display your attributes. Strength is for melee and bare handed attacks, attack and damage bonus. Dexterity is for ranged attack and damage bonus, and defense along with your reflex resist. Constitution adjusts your hitpoints gained and handles your fortitude resist. Intelligence, Wisdom, and Charisma are primarily used for certain skill adjustments, though Wisdom is also used to decide your will resist.
Spreading your combat abilities out amongst several different choices ultimately only limits your potential. So at this point you should be thinking of what person to person combat type you will be specializing in. Ranged, Melee, or Unarmed.
Melee and Unarmed combat require additional points spent in Strength and it is recommended to spend points in Dexterity and Constitution to assist in defense.
Ranged combat require additional points to be spent in Dexterity with recommendation to spend points in Constitution to assist in defense.
When you have made your decision on how to spend your attributes use: char attr buy <attribute>
If you make a mistake you can always use char attr unbuy <attibute> to fix it as long as you haven't increased in level since you last spent a point.
Like I stated earlier in the walkthrough, console modes and skills share the same point pool. To list both, use: char skill list and char cons list.
Information about each of the different skills is provided by using: char info skill <skill name>
It is my recommendation to put at least 1 skill point into each of the console modes unless you never plan on using them. Additional points can be spent at your discretion to increase ability in console modes you use a lot, or gain ability in skill sets. Another recommendation is to buy at least one rank in medical as it allows you to assist those injured by the new combat system.
Finally, feat points. All your options are displayed with two commands: char tree feats and char tree attack
Most would spend all their feat points in the feat tree instead of the attack tree in order to have the ability to use weaponry and gain bonuses (or remove penalties) to attacks. Recommendations for Specialists is to buy AP: Light Armor and your choice of: Unarmed-Combat, WP: Light Ranged, or WP: Light Melee/Two-Handed Melee.
Other classes have to make a decision for which directions they are going. Are they only going to be wielding a single weapon, if so in addition to purchasing the ability to use that weapon, they might consider buying several ranks of Dueling to gain bonuses to hit and damage. If they are going to be using Two-Weapon-Combat with their weaponry, they really should spend points in buying several ranks of that to remove the negatives of doing such.
Make sure not to spread your points out too much, and instead specialize in the area you chose through spending attribute points.
Attack choices are simply supplemental to basic ability, though can be the deciding factor in battles. Weigh carefully what every attack and feat does by looking at them with: char info feat <feat or attack name>
When you have made your decisions use: char feat buy <feat or attack name> to purchase what you want. Remember, feat points and skill points unlike attribute points do not have to be spent prior to level up. So you can save them until you are able to purchase higher ranked feats and attacks at higher levels if you wish instead of wasting them on multiple abilities immediately. Again, if you make a mistake, use: char feat unbuy <feat or attack name> to get your point back.
I hope my walkthrough has helped some people better understand and use the new system. Just remember to look through the help files $help @combat if you need more information.