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So. this game is my getting back game 2, the game I use to get up to date, to get back into the groove, and that I make no obligation to what so ever... I'll do it 100% as I want, in the speed that I feel like...
If you can live with that, please read one.
This game is just a test game.. that is, its the setup and testing of both my graphics and game system for my newt big game (but that is in the far future)
If that sound interesting, please read on.. you might be able to get a spot
and.. to quote myself:
If you can live with that, please read one.
This game is just a test game.. that is, its the setup and testing of both my graphics and game system for my newt big game (but that is in the far future)
If that sound interesting, please read on.. you might be able to get a spot
and.. to quote myself:
I wrote:The reason I keep making these Temp games, is simply that they allow my mind to wander... they can update twice a day, or once a year, and I wont feel bad for it....
yet I can use them when I need to be creative and make something new.. the other 4 games does require an amount of loyalty from my side.. and that can sadly be a bit boring for me... so I make these other games to not run dead in those games, That I do, in fact love, just.... having to do them sometimes gets to the hairs of me... that makes it nice to have something i don't HAVE to do... many times I've sad an thought.. "I simply cant handle to update MyrMen today.. but I should...." Then I sit down and update "Getting back" its easy, its relaxing... and after making it.. sometimes I suddently feel like updating both MyrMen and The horde.... so I make all 3 updates.. and post them at the same time... MEGA UPDATE!!!!!!!!!!!!!!!
That makes me so happy
"I say that we can all try out for the dukes guard, they pay okay, and you get a place to live"
"Piss of a diving horse if I'll work for that fool, It was his taxes that made up poor in the first place"
"But, I'm hungry now...."
"I know, I know.. then what about the blacksmith and the deer hunter, they both seek apprentices, and I'm sure we could find a third job in the next town"
"No... ! We promised father to stay together. we cannot part!"
"I DON'T CARE, I'M HUNGRY!"
"Eh ehem!... gentlemen.. if I may" Says the Brown clad figure in the corner and throws a small brown leather bag.. *cling cling* sounds as it hits the table...
"There should be enough to give you all a meal... now please hear me out..."
"...I once used to be an adventure, but sadly, that ended when I took a sword to the lung...
..
.
... What? Why do you look like that? Expected me to say something else??
.
.
.. Anyways... On the way back from my last adventure.. me an my party came across this small stronghold..."
"On the top of it stood one lone Orc...
Tabor the mind bender, our groups evil'ish cleric decided to dominate this Orc and all his friends in that place...
The rest of us.. not really wanting to have anything to do with that prick of a goblins reproduction organs.. decided to just go on our way... And I needed a healer anyways..
This is all fine and well.. But what do you know.... when I get back on my feet.. I soon learn that that infernal leftover of a trolls foot scrapings had stolen my price sword...
Now.. not that the sword was magical or anything.. Its just a family heirloom... so I kind of need it back.. Oh.. and its magical...
So here is the deal... If you three agree to all become members of the Adventure guild, and thus take up adventure classes.. and will try to retrieve my sword for me.. I'll pay for your introduction fee to the guild and buy you some starting gear for.. lets say 150 gold each... what do you all say?"
So.. that's it...
If you want to sign up.. HERE Is the pdf with the rules and is a DOC version.. you will get the most out of reading it as pdf... as its more nicely set up... and there is a character sheet if you want to print that and have your character handy...
IF you don't like the hellish slow connection Scribd gives, send Me PM with your Email and I'll just send it that way... OR read it here as text:
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STATS:
Defining stats: (4 points to allocate at level 1. 1 each following level)
-Health (HP) 5
-Close combat Attack (ATK) 0
-Ranged attack (RNG) 0
-Power (POW) 0
Passive Defining stats: (cannot be advanced, equipment or magic must be used)
-Defense (DEF) 4 (4 is for humans and other medium sized creatures)
-Aura (AURA) 4 (4 is for most non magical beings)
Skills: 8 points at level 1. 2 points each level after that.
Players must also choose a main skill at level 1. When using that skill, they add their level to the skill check
Players must place no more than 3+level in any one skill Base.
-Alchemy can be used to mix ingredients and in some cases gain a potion or paste of said mixing. Alchemy is a prolonged Full round action, requiring at least 2 ingredients and a way of mixing them. Each ingredient adds 1 full round action to the time it takes to make the result. A recipe will half that time (round up) and may add to the Alchemy roll.
-Alertness passive, alertness works by alerting you to dangers IF said danger makes an offensive action. Such as an opponent moving closer or someone trying to steal your purse.
-Athletics is used to climb, jump, swim and other athletic proves. Is combined with ATK to make strength checks.
-Diplomacy used to convince others of your opinion or ideas. In some cases other skills may be added to the roll. Opposed by a Sense motive roll.
-Disable device (only thief classes) Used to open locks and disable traps and the like.
-Intimidate used to scare another into letting you have your will. In some cases ATT or POW may be added to this roll. Opposed by a Sense motive roll.
-Larceny(only thief classes) used to take things out of others possession, without being noted, a Stealth roll might be required alongside it.
-Lore (Animals) Any successful lore check can reveal one statistic information on a fitting target.
-Lore (Arcane) Any successful lore check can reveal one statistic information on a fitting target.
-Lore (Devine) Any successful lore check can reveal one statistic information on a fitting target.
-Lore (Humanoids) Any successful lore check can reveal one statistic information on a fitting target.
-Lore (Monsters) Any successful lore check can reveal one statistic information on a fitting target.
-Profession (describe) Professions can be used in many cases. Giving lesser bonuses to other skills or work as a standalone skill in fitting situations.
-Search allows a character to search a room or smaller area for traps, hidden items or other hidden things. Light and other conditions might affect the outcome.
-Sense motive. Opposite of Diplomacy and Intimidate, used to see through lies or to keep once cool when threatened. In some cases ATT, POW or other skills may be added to the roll.
-Spot (only thief classes) Passive, as Search but automatic, Spot can alert a character to traps, hidden items or other hidden things. Light and other conditions might affect the outcome.
-Stealth opposite of Search and Spot, used to hide oneself or once actions and items. Light and other conditions might affect the outcome.
ÔÇâ
System:
Actions:
There are 5 different types of actions:
-Free actions: things that does not hinder you in any way, such as speaking and dropping a held item. Each round a character can perform any reasonable amount of free actions.
-Move actions: moving between rooms, In combat characters can move the between 2 rooms using 1 move action. Out of combat a move action is only used when opening a door, climbing up or down a ladder or the like. (combat is whenever someone is in a hostile situation, no matter the distance between the players) performing a move action after an attack provokes an attack of opportunity. Each round, a character can perform up to 2 move actions before a Major action, or 1 after. Move actions and Minor actions share time.
-Minor actions: drinking potions, changing weapon, loading a cross bow. Such tasks are considere.d Each round, a character can perform up to 2 minor actions before a Major action, or 1 after. Move actions and Minor actions share time.
-Major actions: attacking, casting spells from scrolls and looting corpses are all major actions; only 1 major action can be performed per round. A major action can be traded in for a extra move or minor action.
-Full round action: full round actions are special cases, such as rituals many full round actions are prolonged over multiple turns, no other action can be performed in a round where a full round action is used, including free actions.
Attacking:
-Roll 1d6 + 1d(ATK or RNG)
-add/remove any relevant modifiers (such as -2 for wielding 2 light weapons, or -3 for wielding a light and medium weapon) compare to opponent DEF, if its above, you hit.
-Roll damage according to the used weapon, Lower by damage reduction if any. Remove this number from target HP.
Casting spells or using spells from scrolls:
-Roll 1d6 + 1d(POW)
-add/remove any relevant modifiers, such as those from amulets or armor.
-Compare this number with the spells difficulty. If the roll result is higher than the difficulty, the spell is a success. Some spells uses stats from the target, often their AURA as difficulty.
Using skills:
-Roll 1d6+1d(Skill) -add/remove any relevant modifiers, such as armor penalty or blessings.
-compare to a preset DC. Result on success varies for each skill.
Getting MAX on a test roll:
When you roll skill or Stat rolls, you have the chance of getting MAX, that is, the maximum result possible.
Example, if you have 3 ATK and make an attack, you roll 1d6+1d3, if the result is 6 & 3 = 9, you get MAX. some weapons, spells or occasions have special results on a MAX compared to normal results. Such as the Curved Dagger; normally it deals 1d2 damage, but on a MAX it deals an additional 2d2 damage.
Limitations:
-Only one defensive or passive magic item can be worn at a time.
-Attacking with 2 light weapons at a time gives a -2 to ATK with each weapon..
-Attacking with a medium and a light weapon gives .-3 to ATK with each weapon.
-You cannot wield 2 medium weapons at a time.
-You cannot perform a ranged attack the same round as a close combat attack, not even when dual wielding 2 small weapons.
-when combat is over, initiative is rolled for loot dips, only one item (or group of items in the case of gold) can be taken per minor action.
To create a Character!
To create a character, first add the abilities and bonuses all classes gets. (see next chapter, Classes)
Then choose a class type: Warrior, Thief or Caster, and add all the abilities and bonuses that class type gains, and last, chose a subclass and add its abilities and bonuses.
After that, divide 4 points among your Main Stats. As described above.
And then divide 8 points among your skill points (Max 3+lvl) As described above.
Sample:
Add and select common abilities:
- Regain vitality 1/day: out of combat the character regain 1d4 health. Major action.
- Skilled: The character receives 3 more skill points at the level this skill is gained and 1 more each level after that.
Then add the class type, its abilities and bonuses:
Warrior:
+2 Health each level.
Warrior classes may exchange ATK for Damage.
Warrior classes penalty for using 2 weapons or two-handed weapons is -1
- Die hearth: When the character has less than 5 health his DEF and ATK raises by 1. Passive ability.
Then add the subclass type, its abilities and bonuses:
Fighter:
+2 ATK.
+1 RNG.
+2 Health.
Fighters may reroll damage 1 per day /level
And last, divide the 4 main stat points and 8 skill points (+any gained from abilities)
Classes:
Players start at level 1.
to go up a level a character need to pay total XP equal to 5 + 5*Current level.
All player characters gain:
- Regain vitality 1/day: out of combat the character regain 3+Lvl health. Major action.
At level 1, 2, 4 and 7 and 10 , all classes much chose an ability from the list below or improve on an ability they already got(including ÔÇ£Regain vitalityÔÇØ).
- Capable: The character gains +1 to any one Defining stat, can be taken multiple times. Each time giving 1 new point to a Defining stat.
- Cross class ability: Grants the character one ability that another Class group could have taken. May only be taken at level 1, 4 and 10
- Skilled: The character receives 3 more skill points at the level this skill is gained and 1 more each level after that.
- Tough: The player gains +1 Health each level.
Warrior Classes:
Warrior classes includes The barbarian, the fighter and the Holy warrior.
All warriors gain: +2 Health each level.
Warrior classes may exchange ATK for Damage. (ATK exchanged for damage will become a new die. So if you trade 3 ATK you get +1d3 damage. Can only be done in attacks that uses ATK to hit)
Warrior classes penalty for using 2 weapons or two-handed weapons is -1
At level 1, 3, 6 and 10 , all warriors much chose an ability from the list below or improve on an ability they already got(only level 1 is described):
- Battle health: once per day, regain 2d4 health. Free action.
- Die hearth: When the character has less than 5 health his DEF and ATK raises by 1. Passive ability.
-Thick skin: When the character has less than 5 health, he gain Damage reduction 1. Passive ability.
Barbarian:
+ 2 ATK.
+ 4 Health.
Barbarians can dual wield medium weapons. -2 to attack with each weapon.
Fighter:
+2 ATK.
+1 RNG.
+2 Health.
Fighters may reroll damage 1 per day /level
Holy Warrior:
+2 ATK,
+2 Health
+2 lore(devine)
Holy warriors can channel healing energies, healing living creatures up to 4 + 2/Level per day as a minor action (This healing may be divided over as many times and targets as the warrior wants)
ÔÇâ
Thief Classes:
Thieve classes includes The Burglar, the Hunter and the Scout.
All Thieves gains access to the skills: Disable device, Larceny and spot.
Thieves gains +1 skill point each level.
At level 1, 3, 6 and 10 , all thieves much chose an ability from the list below or improve on an ability they already got(only level 1 is described):
- Aimed Strike: 1/day the character may add POW to their ranged damage.
- Back stab: once per day: deal 1d6 extra damage on an attack in close combat. Free action.
- Ghost: allows the character to try and use stealth after an attack, to avoid the auto detection normally comes with attacking.
Burglar:
+2 ATK..
+2 Stealth .
+2 Spot.
Burglars who dual wield light weapons can throw one weapon (RNG) while stabbing with another (ATT) as a full round action, effectively making two attacks on two targets.
Hunter:
+2 RNG
+ 2 Spot
+ 2 Search
Hunters may exchange RNG for damage. (RNG exchanged for damage will become a new die. So if you trade 3 RNG you get +1d3 damage. Can only be done in attacks that uses RNG to hit)
Scout:
+1 ATK
+1RNG,
+2 Spot
+2 Search
Scouts may use Sense danger 1/Day, this ability reveals the number of enemies behind a barricade, door, wall or the like. This is a major action.
ÔÇâ
Caster classes:
Caster classes includes The Cleric, the War mage and the Wizard
All Casters gains the following ability: Mage touch: deals 1 damage/level, ignoring all resistance, damage reduction and armor. Full round action.
If a caster have a scroll, he can pay a number of XP equal to Spell level * Spell level. In doing so, the caster will learn the spell, and do no longer need a scroll to cast the spell.
At level 1, 3, 6 and 10 , all casters much chose an ability from the list below or improve on an ability they already got(only level 1 is described):
- Arcane shield: Add 2 to targets DEF for the current round, full round action. DC 5.
- Fire spell: deal 1d2 damage on up to 1d4 targets. Major action. DC 4+1 per target.
- Ice magic: slows down up to 1 target/Level, the targets can only take one major action or a move action the current round. DC = target AURA+1 per target.
Cleric:
+1 ATK.
+1 POW,
+2 HEALTH
+2 lore (Devine)
Clerics can channel positive energy. Either healing living targets or hurting undead targets an amount = POW, but not above the Cleric level. no saving throws or damage reduction. This is a minor action.
Once after each encounter, a cleric can heal Level + POW amount of health points, divided as he sees fit. This is a major action.
Clerics may add their level Lore(Devine) rolls.
War mage:
+2 POW
+2 Health
+2 Knowlede(Arcane)
War mages may trade POW for damage when casting spells, in the case of multiple targets, the extra damage only applies once. (POW exchanged for damage will become a new die. So if you trade 3 POW you get +1d3 damage. Can only be done in spells that uses POW to overcome a DC)
Wizard:
+2 POW
+ 2 Lore(Arcane)
+2 Profession(Chose 1)
Wizards may add their level to any Lore roll with exception of Lore(Devine).
ÔÇâ
EQUIPMETNT
Players starts with 150 Gold coins worth of equipment:
Currency
Gold Coins (GC) are the standard currency in which all prices are listed. Gold coins are worth 10 silver coins.
Weapons
Weapon Price (GC) Description
10 Arrows 1 Arrows for bows
Axe 15 Medium weapon 1d5+1 Damage
Bow 70 Ranged weapon 1d6 Damage medium range
Dagger 5 Small weapon 1d2+1 Damage Short range
Curve dagger 10 Small weapon, 1d2 Damage, short range, -1 ATK, on MAX +2d2 Damage.
Double Axe 40 Large weapon 2d4 Damage *-2 ATK
Falchion 40 Large weapon 1d6 damage *2d6 Damage on a 6.
Knife 3 Small weapon 1d3 Damage short range
Spear 5 Large weapon 1d5 Damage Short range
Sword, Long 25 Medium weapon 1d6+2 Damage
Sword, Short 15 Medium weapon 1d6 Damage
Sword Two handed 40 Large weapon 2d3+2 Damage *-1 ATK *needs 2 hands.
Armor
*All armor bonus to DEF is at the same time a penalty to stealth and other skills when relevant.
Armor Price (GC) Description
Helmet 10 + 1 to intimidation
Padded cloth 25 +1 DEF
Leather armor 50 +2 DEF -1 POW
Chain mail 120 +3 DEF - 1 RNG, POW and Athletics
Light plate 250 +4 DEF +1 Damage reduction -1 RNG and ATK -2 POW and Athletics
Heavy plate 400 +6 DEF +2 Damage reduction -2 ATK -3 RNG -5 POW and Athletics
Small Shield 40 +1 DEF * Requires 1 hand.
Medium shield 80 +1 DEF +1 Damage reduction -1 RNG and ATK -2 POW and * Requires 1 hand.
Heavy shield 150 +2 DEF +1 Damage reduction -2 RNG and ATK -2 POW and * Requires 1 hand.
Gear: and price (GC)
AdventurerÔÇÖs kit 20
Backpack 12
Cask of beer 25
Donkey or mule 40
Lantern 20
Lockpick 15
Pole (3m) 2
Rations (1 day) 2
Rope (per meter) 1
Torch 4
AdventurerÔÇÖs Kit
Contains flint and tinder, water flask, sack and a blanket.
Scrolls
Scrolls are divided into levels. Each level of scrolls have a given average value. Spell casters can learn spells. By paying a number of XP equal to Spell level * Spell level. The caster must be of equal or higher level than the spell.
Level 1 Scrolls. Cost 30 Gold Coins.
- Arcane shield: Add 2 to targets DEF for the current round, full round action. DC 5.
-Devine healing: Heals 1d3+1d(Lore Devine) from a target, minor action, DC 7.
- Fire spell: deal 1d2 damage on up to 1d4 targets. Major action. DC 4+1 per target.
-Healing hands: Heals 1d6 Damage from a target. Major action, DC 5.
- Ice magic: slows down up to 1 target/Level, the targets can only take one major action or a move action the current round. Major action DC = target AURA+1 per target.
-Identify: gives insight into the properties of magical objects. DC varies.
-Orb of light: Creates a small glowing orb that illuminates its surroundings and follows the mage around. Last 1 day or till dispelled. Full round action, Lowers POW by 1 as long as active.
-Sense magic: Detects the presence of magic. Minor action. DC individual.
Potions
There exists a lot of potions out there to help and improve the performance of adventures and others, some of the most common are healing potions and power potions.
Each potion have an individual value based on its ingredients, this is marked on the potion, along with a recipe.
Drinking multiple potions over a day have a risk of giving negative effects.
For each potion after the first, roll 1d6+1d(number of potions drunk this day) and compare the number to the table below.
Result: Effect:
2 Normal potion effect.
3 Normal potion effect.
4 Normal potion effect.
5 Normal potion effect.
6 Normal potion effect.
7 Normal potion effect.
8 Potion sickness* for 1 round
9 Potion sickness* for 2 rounds
10 Delayed effect** 1 round
11 Potion sickness* for 3 rounds
12 Delayed effect** 2 round2
13 Opposite effect of last potion.
>13 Roll again twice.
* The character take -1 to ATK, RNG, POW and DEF, effects stack in both strength and duration.
**The the potion takes effect X number of rounds later than normal.
Potion list:
-Minor Healing potion 50 Gold coins.
Drinking a minor healing potion restores 1d4+2 Health.
Defining stats: (4 points to allocate at level 1. 1 each following level)
-Health (HP) 5
-Close combat Attack (ATK) 0
-Ranged attack (RNG) 0
-Power (POW) 0
Passive Defining stats: (cannot be advanced, equipment or magic must be used)
-Defense (DEF) 4 (4 is for humans and other medium sized creatures)
-Aura (AURA) 4 (4 is for most non magical beings)
Skills: 8 points at level 1. 2 points each level after that.
Players must also choose a main skill at level 1. When using that skill, they add their level to the skill check
Players must place no more than 3+level in any one skill Base.
-Alchemy can be used to mix ingredients and in some cases gain a potion or paste of said mixing. Alchemy is a prolonged Full round action, requiring at least 2 ingredients and a way of mixing them. Each ingredient adds 1 full round action to the time it takes to make the result. A recipe will half that time (round up) and may add to the Alchemy roll.
-Alertness passive, alertness works by alerting you to dangers IF said danger makes an offensive action. Such as an opponent moving closer or someone trying to steal your purse.
-Athletics is used to climb, jump, swim and other athletic proves. Is combined with ATK to make strength checks.
-Diplomacy used to convince others of your opinion or ideas. In some cases other skills may be added to the roll. Opposed by a Sense motive roll.
-Disable device (only thief classes) Used to open locks and disable traps and the like.
-Intimidate used to scare another into letting you have your will. In some cases ATT or POW may be added to this roll. Opposed by a Sense motive roll.
-Larceny(only thief classes) used to take things out of others possession, without being noted, a Stealth roll might be required alongside it.
-Lore (Animals) Any successful lore check can reveal one statistic information on a fitting target.
-Lore (Arcane) Any successful lore check can reveal one statistic information on a fitting target.
-Lore (Devine) Any successful lore check can reveal one statistic information on a fitting target.
-Lore (Humanoids) Any successful lore check can reveal one statistic information on a fitting target.
-Lore (Monsters) Any successful lore check can reveal one statistic information on a fitting target.
-Profession (describe) Professions can be used in many cases. Giving lesser bonuses to other skills or work as a standalone skill in fitting situations.
-Search allows a character to search a room or smaller area for traps, hidden items or other hidden things. Light and other conditions might affect the outcome.
-Sense motive. Opposite of Diplomacy and Intimidate, used to see through lies or to keep once cool when threatened. In some cases ATT, POW or other skills may be added to the roll.
-Spot (only thief classes) Passive, as Search but automatic, Spot can alert a character to traps, hidden items or other hidden things. Light and other conditions might affect the outcome.
-Stealth opposite of Search and Spot, used to hide oneself or once actions and items. Light and other conditions might affect the outcome.
ÔÇâ
System:
Actions:
There are 5 different types of actions:
-Free actions: things that does not hinder you in any way, such as speaking and dropping a held item. Each round a character can perform any reasonable amount of free actions.
-Move actions: moving between rooms, In combat characters can move the between 2 rooms using 1 move action. Out of combat a move action is only used when opening a door, climbing up or down a ladder or the like. (combat is whenever someone is in a hostile situation, no matter the distance between the players) performing a move action after an attack provokes an attack of opportunity. Each round, a character can perform up to 2 move actions before a Major action, or 1 after. Move actions and Minor actions share time.
-Minor actions: drinking potions, changing weapon, loading a cross bow. Such tasks are considere.d Each round, a character can perform up to 2 minor actions before a Major action, or 1 after. Move actions and Minor actions share time.
-Major actions: attacking, casting spells from scrolls and looting corpses are all major actions; only 1 major action can be performed per round. A major action can be traded in for a extra move or minor action.
-Full round action: full round actions are special cases, such as rituals many full round actions are prolonged over multiple turns, no other action can be performed in a round where a full round action is used, including free actions.
Attacking:
-Roll 1d6 + 1d(ATK or RNG)
-add/remove any relevant modifiers (such as -2 for wielding 2 light weapons, or -3 for wielding a light and medium weapon) compare to opponent DEF, if its above, you hit.
-Roll damage according to the used weapon, Lower by damage reduction if any. Remove this number from target HP.
Casting spells or using spells from scrolls:
-Roll 1d6 + 1d(POW)
-add/remove any relevant modifiers, such as those from amulets or armor.
-Compare this number with the spells difficulty. If the roll result is higher than the difficulty, the spell is a success. Some spells uses stats from the target, often their AURA as difficulty.
Using skills:
-Roll 1d6+1d(Skill) -add/remove any relevant modifiers, such as armor penalty or blessings.
-compare to a preset DC. Result on success varies for each skill.
Getting MAX on a test roll:
When you roll skill or Stat rolls, you have the chance of getting MAX, that is, the maximum result possible.
Example, if you have 3 ATK and make an attack, you roll 1d6+1d3, if the result is 6 & 3 = 9, you get MAX. some weapons, spells or occasions have special results on a MAX compared to normal results. Such as the Curved Dagger; normally it deals 1d2 damage, but on a MAX it deals an additional 2d2 damage.
Limitations:
-Only one defensive or passive magic item can be worn at a time.
-Attacking with 2 light weapons at a time gives a -2 to ATK with each weapon..
-Attacking with a medium and a light weapon gives .-3 to ATK with each weapon.
-You cannot wield 2 medium weapons at a time.
-You cannot perform a ranged attack the same round as a close combat attack, not even when dual wielding 2 small weapons.
-when combat is over, initiative is rolled for loot dips, only one item (or group of items in the case of gold) can be taken per minor action.
To create a Character!
To create a character, first add the abilities and bonuses all classes gets. (see next chapter, Classes)
Then choose a class type: Warrior, Thief or Caster, and add all the abilities and bonuses that class type gains, and last, chose a subclass and add its abilities and bonuses.
After that, divide 4 points among your Main Stats. As described above.
And then divide 8 points among your skill points (Max 3+lvl) As described above.
Sample:
Add and select common abilities:
- Regain vitality 1/day: out of combat the character regain 1d4 health. Major action.
- Skilled: The character receives 3 more skill points at the level this skill is gained and 1 more each level after that.
Then add the class type, its abilities and bonuses:
Warrior:
+2 Health each level.
Warrior classes may exchange ATK for Damage.
Warrior classes penalty for using 2 weapons or two-handed weapons is -1
- Die hearth: When the character has less than 5 health his DEF and ATK raises by 1. Passive ability.
Then add the subclass type, its abilities and bonuses:
Fighter:
+2 ATK.
+1 RNG.
+2 Health.
Fighters may reroll damage 1 per day /level
And last, divide the 4 main stat points and 8 skill points (+any gained from abilities)
Classes:
Players start at level 1.
to go up a level a character need to pay total XP equal to 5 + 5*Current level.
All player characters gain:
- Regain vitality 1/day: out of combat the character regain 3+Lvl health. Major action.
At level 1, 2, 4 and 7 and 10 , all classes much chose an ability from the list below or improve on an ability they already got(including ÔÇ£Regain vitalityÔÇØ).
- Capable: The character gains +1 to any one Defining stat, can be taken multiple times. Each time giving 1 new point to a Defining stat.
- Cross class ability: Grants the character one ability that another Class group could have taken. May only be taken at level 1, 4 and 10
- Skilled: The character receives 3 more skill points at the level this skill is gained and 1 more each level after that.
- Tough: The player gains +1 Health each level.
Warrior Classes:
Warrior classes includes The barbarian, the fighter and the Holy warrior.
All warriors gain: +2 Health each level.
Warrior classes may exchange ATK for Damage. (ATK exchanged for damage will become a new die. So if you trade 3 ATK you get +1d3 damage. Can only be done in attacks that uses ATK to hit)
Warrior classes penalty for using 2 weapons or two-handed weapons is -1
At level 1, 3, 6 and 10 , all warriors much chose an ability from the list below or improve on an ability they already got(only level 1 is described):
- Battle health: once per day, regain 2d4 health. Free action.
- Die hearth: When the character has less than 5 health his DEF and ATK raises by 1. Passive ability.
-Thick skin: When the character has less than 5 health, he gain Damage reduction 1. Passive ability.
Barbarian:
+ 2 ATK.
+ 4 Health.
Barbarians can dual wield medium weapons. -2 to attack with each weapon.
Fighter:
+2 ATK.
+1 RNG.
+2 Health.
Fighters may reroll damage 1 per day /level
Holy Warrior:
+2 ATK,
+2 Health
+2 lore(devine)
Holy warriors can channel healing energies, healing living creatures up to 4 + 2/Level per day as a minor action (This healing may be divided over as many times and targets as the warrior wants)
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Thief Classes:
Thieve classes includes The Burglar, the Hunter and the Scout.
All Thieves gains access to the skills: Disable device, Larceny and spot.
Thieves gains +1 skill point each level.
At level 1, 3, 6 and 10 , all thieves much chose an ability from the list below or improve on an ability they already got(only level 1 is described):
- Aimed Strike: 1/day the character may add POW to their ranged damage.
- Back stab: once per day: deal 1d6 extra damage on an attack in close combat. Free action.
- Ghost: allows the character to try and use stealth after an attack, to avoid the auto detection normally comes with attacking.
Burglar:
+2 ATK..
+2 Stealth .
+2 Spot.
Burglars who dual wield light weapons can throw one weapon (RNG) while stabbing with another (ATT) as a full round action, effectively making two attacks on two targets.
Hunter:
+2 RNG
+ 2 Spot
+ 2 Search
Hunters may exchange RNG for damage. (RNG exchanged for damage will become a new die. So if you trade 3 RNG you get +1d3 damage. Can only be done in attacks that uses RNG to hit)
Scout:
+1 ATK
+1RNG,
+2 Spot
+2 Search
Scouts may use Sense danger 1/Day, this ability reveals the number of enemies behind a barricade, door, wall or the like. This is a major action.
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Caster classes:
Caster classes includes The Cleric, the War mage and the Wizard
All Casters gains the following ability: Mage touch: deals 1 damage/level, ignoring all resistance, damage reduction and armor. Full round action.
If a caster have a scroll, he can pay a number of XP equal to Spell level * Spell level. In doing so, the caster will learn the spell, and do no longer need a scroll to cast the spell.
At level 1, 3, 6 and 10 , all casters much chose an ability from the list below or improve on an ability they already got(only level 1 is described):
- Arcane shield: Add 2 to targets DEF for the current round, full round action. DC 5.
- Fire spell: deal 1d2 damage on up to 1d4 targets. Major action. DC 4+1 per target.
- Ice magic: slows down up to 1 target/Level, the targets can only take one major action or a move action the current round. DC = target AURA+1 per target.
Cleric:
+1 ATK.
+1 POW,
+2 HEALTH
+2 lore (Devine)
Clerics can channel positive energy. Either healing living targets or hurting undead targets an amount = POW, but not above the Cleric level. no saving throws or damage reduction. This is a minor action.
Once after each encounter, a cleric can heal Level + POW amount of health points, divided as he sees fit. This is a major action.
Clerics may add their level Lore(Devine) rolls.
War mage:
+2 POW
+2 Health
+2 Knowlede(Arcane)
War mages may trade POW for damage when casting spells, in the case of multiple targets, the extra damage only applies once. (POW exchanged for damage will become a new die. So if you trade 3 POW you get +1d3 damage. Can only be done in spells that uses POW to overcome a DC)
Wizard:
+2 POW
+ 2 Lore(Arcane)
+2 Profession(Chose 1)
Wizards may add their level to any Lore roll with exception of Lore(Devine).
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EQUIPMETNT
Players starts with 150 Gold coins worth of equipment:
Currency
Gold Coins (GC) are the standard currency in which all prices are listed. Gold coins are worth 10 silver coins.
Weapons
Weapon Price (GC) Description
10 Arrows 1 Arrows for bows
Axe 15 Medium weapon 1d5+1 Damage
Bow 70 Ranged weapon 1d6 Damage medium range
Dagger 5 Small weapon 1d2+1 Damage Short range
Curve dagger 10 Small weapon, 1d2 Damage, short range, -1 ATK, on MAX +2d2 Damage.
Double Axe 40 Large weapon 2d4 Damage *-2 ATK
Falchion 40 Large weapon 1d6 damage *2d6 Damage on a 6.
Knife 3 Small weapon 1d3 Damage short range
Spear 5 Large weapon 1d5 Damage Short range
Sword, Long 25 Medium weapon 1d6+2 Damage
Sword, Short 15 Medium weapon 1d6 Damage
Sword Two handed 40 Large weapon 2d3+2 Damage *-1 ATK *needs 2 hands.
Armor
*All armor bonus to DEF is at the same time a penalty to stealth and other skills when relevant.
Armor Price (GC) Description
Helmet 10 + 1 to intimidation
Padded cloth 25 +1 DEF
Leather armor 50 +2 DEF -1 POW
Chain mail 120 +3 DEF - 1 RNG, POW and Athletics
Light plate 250 +4 DEF +1 Damage reduction -1 RNG and ATK -2 POW and Athletics
Heavy plate 400 +6 DEF +2 Damage reduction -2 ATK -3 RNG -5 POW and Athletics
Small Shield 40 +1 DEF * Requires 1 hand.
Medium shield 80 +1 DEF +1 Damage reduction -1 RNG and ATK -2 POW and * Requires 1 hand.
Heavy shield 150 +2 DEF +1 Damage reduction -2 RNG and ATK -2 POW and * Requires 1 hand.
Gear: and price (GC)
AdventurerÔÇÖs kit 20
Backpack 12
Cask of beer 25
Donkey or mule 40
Lantern 20
Lockpick 15
Pole (3m) 2
Rations (1 day) 2
Rope (per meter) 1
Torch 4
AdventurerÔÇÖs Kit
Contains flint and tinder, water flask, sack and a blanket.
Scrolls
Scrolls are divided into levels. Each level of scrolls have a given average value. Spell casters can learn spells. By paying a number of XP equal to Spell level * Spell level. The caster must be of equal or higher level than the spell.
Level 1 Scrolls. Cost 30 Gold Coins.
- Arcane shield: Add 2 to targets DEF for the current round, full round action. DC 5.
-Devine healing: Heals 1d3+1d(Lore Devine) from a target, minor action, DC 7.
- Fire spell: deal 1d2 damage on up to 1d4 targets. Major action. DC 4+1 per target.
-Healing hands: Heals 1d6 Damage from a target. Major action, DC 5.
- Ice magic: slows down up to 1 target/Level, the targets can only take one major action or a move action the current round. Major action DC = target AURA+1 per target.
-Identify: gives insight into the properties of magical objects. DC varies.
-Orb of light: Creates a small glowing orb that illuminates its surroundings and follows the mage around. Last 1 day or till dispelled. Full round action, Lowers POW by 1 as long as active.
-Sense magic: Detects the presence of magic. Minor action. DC individual.
Potions
There exists a lot of potions out there to help and improve the performance of adventures and others, some of the most common are healing potions and power potions.
Each potion have an individual value based on its ingredients, this is marked on the potion, along with a recipe.
Drinking multiple potions over a day have a risk of giving negative effects.
For each potion after the first, roll 1d6+1d(number of potions drunk this day) and compare the number to the table below.
Result: Effect:
2 Normal potion effect.
3 Normal potion effect.
4 Normal potion effect.
5 Normal potion effect.
6 Normal potion effect.
7 Normal potion effect.
8 Potion sickness* for 1 round
9 Potion sickness* for 2 rounds
10 Delayed effect** 1 round
11 Potion sickness* for 3 rounds
12 Delayed effect** 2 round2
13 Opposite effect of last potion.
>13 Roll again twice.
* The character take -1 to ATK, RNG, POW and DEF, effects stack in both strength and duration.
**The the potion takes effect X number of rounds later than normal.
Potion list:
-Minor Healing potion 50 Gold coins.
Drinking a minor healing potion restores 1d4+2 Health.
And for character sheet, you can just use this version:
► Show Spoiler
SAMPLE: HROC
Stats
XP: 2
HP: 11->8->5
ATK: 5 (Sword, 2-Handed. 2d3+2 -1ATK or Dagger 1d2+1)
RNG: 0
POW: -1
DEF: 6
AURA: 4
-------
Skills: (if they are not here they are 0)
Alchemy (main) 2
Alertness 3
Intimidate 3
Sense motive 2
Stealth-2
-------
Active Abilities:
Regain Vitality 1/day +1d4 Health (Mjr)
-------
Passive Abilities:
Die hard (p) Health<5 = +1 ATK & DEF
Dual wield medium weapons at -2 ATK
Can exchange ATK for a Damage bonus
Skilled (+1 Skillpoint each level)
-------
Inventory:
Sword, 2-Handed. 2d3+2 -1ATK
Dagger 1d2+1 short range
Helmet +1 Intimidate
Leather armor +2 DEF -1POW
AdventureÔÇÖs kit
Backpack / Rations 2 / Torch / 2m rope (6.5 ft)
FULL SHEET BLANK:
Stats
XP: 0
HP: 5
ATK: 0
RNG: 0
POW: 0
DEF: 4
AURA: 4
-------
Skills: (if they are not here they are 0)
Alchemy
Alertness
Athletics
Diplomacy
Disable device (thief only)
Intimidate
Larceny (thief only)
Lore (Animals)
Lore (Arcane)
Lore (Devine)
Lore (Humanoids)
Lore (Monsters)
Profession ___________
Search
Sense motive
Spot (thief only)
Stealth
-------
Active Abilities:
-------
Passive Abilities:
-------
Inventory:
Stats
XP: 2
HP: 11->8->5
ATK: 5 (Sword, 2-Handed. 2d3+2 -1ATK or Dagger 1d2+1)
RNG: 0
POW: -1
DEF: 6
AURA: 4
-------
Skills: (if they are not here they are 0)
Alchemy (main) 2
Alertness 3
Intimidate 3
Sense motive 2
Stealth-2
-------
Active Abilities:
Regain Vitality 1/day +1d4 Health (Mjr)
-------
Passive Abilities:
Die hard (p) Health<5 = +1 ATK & DEF
Dual wield medium weapons at -2 ATK
Can exchange ATK for a Damage bonus
Skilled (+1 Skillpoint each level)
-------
Inventory:
Sword, 2-Handed. 2d3+2 -1ATK
Dagger 1d2+1 short range
Helmet +1 Intimidate
Leather armor +2 DEF -1POW
AdventureÔÇÖs kit
Backpack / Rations 2 / Torch / 2m rope (6.5 ft)
FULL SHEET BLANK:
Stats
XP: 0
HP: 5
ATK: 0
RNG: 0
POW: 0
DEF: 4
AURA: 4
-------
Skills: (if they are not here they are 0)
Alchemy
Alertness
Athletics
Diplomacy
Disable device (thief only)
Intimidate
Larceny (thief only)
Lore (Animals)
Lore (Arcane)
Lore (Devine)
Lore (Humanoids)
Lore (Monsters)
Profession ___________
Search
Sense motive
Spot (thief only)
Stealth
-------
Active Abilities:
-------
Passive Abilities:
-------
Inventory:
There is 1 limitation.. The 3 characters used must be of each their base class (Warrior, Thief and Caster) As this is a test game...
I'll chose the players not before 24 hours from now.. and no later than Sunday.....