LEFT TO ADD
*TALENTS
*TALENTS A CLASS BEGINS WITH
*GRAPHICSCharacters Strife26
SIZE=6
10-AGI 8-APP 6-CHA 7-DEX 8-INT 8-PER 8-STR 5-TOU 3-WIL
79 HP
HEAD=11
UPPERBODY=16
LOWERBODY=16
LARM=9
RARM=9
LLEG=9
RLEG=9
MC=6
[Inventory soon to be posted]
{Same goes with everyone else}
Aussieguy
Size=6
10-AGI 6-APP 7-CHA 6-DEX 7-INT 5-PER 7-STR 5-TOU 7-WIL
79 HP
HEAD=11
UPPERBODY=16
LOWERBODY=16
LARM=9
RARM=9
LLEG=9
RLEG=9
MC=7
Dwarmin
SIZE=7
10-AGI 9-APP 4-CHA 8-DEX 2-INT 9-PER 6-STR 7-TOU 5-WIL
100 HP
HEAD=14
UPPERBODY=21
LOWERBODY=21
LARM=11
RARM=11
LLEG=11
RLEG=11
MC=7
Iiteum
SIZE=6
10-AGI 6-APP 6-CHA 5-DEX 6-INT 6-PER 4-STR 7-TOU 5-WIL
85 HP
HEAD=14
UPPERBODY=22
LOWERBODY=22
LARM=9
RARM=9
LLEG=9
RLEG=9
MC=7
RULES, THEY CAN BE READ FROM STATS TO GAMEPLAY STUFF, IT REALLY DOESN'T MATTER.
Game play will go by the rules of the dice and hard math. Meaning that there will need to be much computation and a little bit of luck for those playing.*AGI goes like this*
0=Immobile
1-2=Unbelievably Slow
3-4=Incredibly Slow
5-6=Very Slow
7-9=Slow
10-15=Normal
16-20=Fast
21-27=Very Fast
28-36=Incredibly Fast
36-45=Unbelievably Fast
45+=Ludicrously fast
TurnsTurns basically go in a chain of who has the highest agility. It would go something like this in-game.
Rat-21AGI
Cat-20AGI
Dog-19AGI
Human-10AGI
Turtle-5AGI
Big Snail-1AGI
Than it repeats until all creatures on the board have used up their AP (Or AGI). Of course because of the fact that the rat has the highest AP of all of the creatures, this would mean that it would be ahead of the cat in the turn chain because it has more turns to use in a game turn.
Other ActionsCertain actions such as attacking, which can be done more than once, will come at the cost of the attacker's target's size divided by their percent difference.
Certain actions such as talking require two AP to enact, one to say something, another listen and respond back. Also when fighting, some creatures may not want to listen to your words of wisdom, so don't expect to take up a creatures AP by talking to them.
Other actions, well depending on the situation and definite skill checks, they will tend to take up little or allot of AP.
Each creature also has one special move which they can always use, they can be anything as far as I am concerned, except for moving one tile in any direction.
AP does not carry over.
HP handlingIf you have played IVAN before or DF and other games that I'm missing with a similar system. Than you should know that in these games, they keep tack of individual body parts with their own HP. And when the HP limits of said body parts goes over it's limit, than it either becomes useless or gets loped off. The same system applies to this game.
Getting killedDying is pretty much permanent in this game. Although there is a HP counter that once it reaches it's limit, than your character is dead.
Depending on your stats, your mortality counter maybe very high or just the average number. For all creatures the average MC is -5. Having a limb severed off brings your character into the negative value, unless treated of course. For every game turn a lopped off limb has been left untreated, your PC's mortality counter will increase by one and after it passes it's limit, game over.
There are also many other ways to get killed in this game, which I hope we will see but for now their a secret.
*Stats go like this*
0-5=Abysmal
6-10=Below average
11-20=Average
21-30=Above Average
31-45=Exceptional
46-70=Legendary
71-99+=God-Like
StatsAgility= How fast your PC is
-One point adds one action to every turn, all characters start with ten points, no matter what.
-For every ten points over your PC's encumbrance limit, your PC's AP decreases by
one point; even if your PC's AP is way into the negatives of your encumbrance limit you will still get one turn to act.
-Also having the highest agility entitles your character to get the first move.
Appearance= How good lookin your PC is
-High points will improve certain skill checks with the fairer sex or other types of creatures and vice versa
-Will also affect many other skill checks
Charisma= How well your PC gets along with others
-Affects your PC's over all ability to get along with others
-Affects your all social skill checks
Dexterity= Your PC's flexibility
-Affects your to hit bonus
-Affects your to dodge bonus
-And affects your PC's abilities to do certain tasks
Intellectuality= Your PC's ability to understand new things
-Affects how well your character can improve their skills
-First two affects of PER and DEX
Perception=How well your PC notices stuff
-Same first two effects as DEX
-Affects how far your PC can see and notice details
Size= How big or tall your PC is
-Increase overall HP by one (7) for each body part
-Also depending on your size, certain creatures that are taller than you will have a chance to miss and vice versa.
Strength= How strong you are
-One point= +10 to encumbrance limit
-Two points= +1 to all physical attacks
-Three= Increases your PC's Arm and leg HP by one
Toughness= Your PC's physical limit
-One point adds five HP to your PC's head (1), upper body (2), and lower body (2)
-Three points adds one HP to your PC's arms and legs.
-Five points increase your PC's mortality limit by one
Will= Your PC's resolution to do stuff
-Every two points adds one bonus value to saving throws
-Affects your ability to use magics
-every five points adds one to your mortality limit
O.K. O.K., it's not done but I've got the board down.
The maximum number of people I'm taking for this is four, only four maybe more depending on how this will run.
Here is what the board
may look like.
Skill chart
0.00-1.00=Dabbling
1.01-3.00=Novice
3.01-6.00=Competent
6.01-9.00=Proficent
9.00-10.00=Established
10.00-15.00=Expert
15.00-20.00=Master
20.00-30.00=High Master
30.00-50.00=Grandmaster
50.00+=Legendary
*THIS APPLIES TO ALL WEAPON SKILLS TOO*
Skills
Red=Combat orientedBlue=Intellectual orientedPurple=Social orientedAiming PER DEX
Alertness DEX PER
Alchemy INT
Anatomy PER INT
Appraising INT PER
Athletics AGI DEX
Bluffing CHA APP
Blocking DEX
Botany INT
Building INT DEX STR
Casting INT WIL
Casting Tolerance WIL
Charm APP CHA STR SIZE
Concentration WIL
Console CHA APP
Cooking INT
Device crafting INT
Device Handling INT
Dissecting INT PER
Diplomacy CHA APP INT
Dodging DEX PER
Finding Weakness PER
First Aid INT
Flicking STR DEX
Forage INT PER
Grapple STR DEX PER
Haggling CHA APP
Improvised weaponry INT STR DEX
Intimidation STR SIZE CHA
Linguistics INT
Literacy INT
Pain Tolerance TOU WIL
Performing CHA APP DEX
Pickpocketing AGI CHA DEX APP
Seeking intentions INT PER CHA
Stealth AGI DEX
Swinging STR
Throwing STR DEX PER
Thrusting STR DEX
Wound Treating INT
Intellect skill gain
Gaining Skill in this game, comes mainly in the form of constant practice or by doing something completely new.
For the most part doing a combination of actions with your AP (plus free action), such as lets say Alchemy ["I mix the two bubbling potions together, than I put the funnel down the Goblin's mouth and last I wait to see if it's head explodes"] will gain you the most skill points.
As for the gained amount from this action, well I would first check to see your INT let's say (7 Below average) than divide the number of actions (3) by your INT (7) and now let us say that your PC has no skill in Alchemy, so each of these actions is something new (X2.5 base multiplier 1.0, plus .5 for every new action). The skill gain from this is 1.07, BAM! Novice alchemist!
Attack skill gain
As for other skills such as combat skills, well for some, SP is gained automatically(dodging, blocking etc) and the SP gain for each of those is 0.05 for each successful roll or 0.1 for each fail; the number is multiplied by .5 for a succession of rolls.
Erhm, as for other skills which involve the PC hitting a creature, well the skill gain goes like this.
Base skill gain for any hit, 0.05, +0.05 for every hit
Succession of two hits, X1.5 (add 0.5 if more successful hits)
Severs a creatures limb add 0.15 to the skill gain.
Kills in one hit, times total by three.
Kills after more than one but less than three, add 0.10
Any more than that add 0.05
*Depending on the weapon you used, the total skill gain from this one hit is multiplied by 2*
Social skill gains
Social skill gains are pretty much or exactly like intellectual skills, except that a successful pull of one of the actions, leads to a multiplier of 2.00
Distribution of stats
10=Speciality
9-7=Great bonus
6-5=Moderate Bonus
4-3=Small Bonus
2-1=Slight bonus
//=No bonus
AGI-+3=Speciality +2=Great Bonus +1=Moderate Bonus
Alchemist- BANG! POW! Are the noises you'll hear if you're ever in a fight with an experienced Alchemist or if you're an alchemist yourself, than you'll probably hear those noises when you fail to mix the two or fourteen correct potions you needed to memorize.
//-AGI //-APP //-CHA +6-DEX +7-INT +3-PER //-STR +2-TOU +4-WIL
Alchemy-12.00
Aiming-6.00
Botany-7.00
Concentration-7.00
Foraging-6.00
First Aid-5.00
Literacy-15.00
Swinging-3.00
Throwing-6.00
Archer (or Marks Person)- ZIIIP! PWWINNG! Don't be afraid of archers, be afraid of their missiles, for with a keen eye and vision, archers are the type to put you full of arrows. Of course if you are one, just make sure you don't run out of arrows, than again you can always improvise an arrow. Or heck, if arrows aren't your thing, than get gun!
+1-AGI //-APP //-CHA +8-DEX //-INT +10-PER +2-STR //-TOU //-WIL
Aiming-9.00
Alertness-5.00
Athletics-5.00
Concentration-4.00
Device Crafting-5.00
Finding Weakness-5.00
First Aid-4.00
Stealth-5.00
+7.00 to any ranged weapon if your choice or you could divide the number among any ranged weapons.
Barbarian-YYYAAAAAAHGGGGHHGG! Look out, here comes the barbarian, trained from a young age to smash things to itty bitty pieces of flesh or whatever their made of and taught to survive on nothing more than tree bark, the barbarian is a very tough foe to take down. Of course if you are one, expect to be pretty dumb, of course you're ability to grab a chair leg and ram through some things gut makes up for the lack of brains.
//-AGI //-APP //-CHA +4-DEX //-INT +5-PER +5-STR +10-TOU +3-WIL
Athletics-3.00
Alertness-3.00
Blocking-1.00
Botany-5.00
Dissecting-5.00
Foraging-5.00
Grapple-6.00
Improvised Weaponry-5.00
Pain Tolerance-3.00
Swinging-5.00
Wound Treating-3.00
Weight Lifting-3.00
+5.00 to either blunt weapons or hacking weapons (think claymore type, or axe)
Conscript-UP ON YOUR FEET SOLDIER! LEFT RIGHT LEFT RIGHT! The conscript is little more than a person who knows a little about killing and a little on how to survive in the world of course when a Conscript puts all of their training together, than they are sure to take down their foe! If in you are a conscript, your training in weaponry is more general, therefore you are more likely to dive into a dungeon and the first weapon you find is likely to be with you till the end!
//-AGI //-APP //-CHA +3-DEX +3-INT +3-PER +3-STR +3-TOU +3-WIL
Athletics-2.00
Alertness-2.00
Blocking-1.50
Botany-1.50
Building-2.00
Device Crafting-3.00
Device Handling-3.00
Dissecting-3.00
First Aid-3.00
Flicking-2.00
Foraging-3.00
Grapple-3.00
Improvised Weaponry-3.00
Literacy-5.00
Pain Tolerance-3.00
Stealth-1.50
Swinging-2.00
Thrusting-2.00
Wound Treating-3.00
+3.00 to three weapons of your choice and +1.50 the weapon type, if you pick weapons with the same type the 1.50 is added to the skill.
Doctor- HI EVERYBODY! A doctor is someone who knows his way around the body of every creature. Whether they're slimy, scaled or just squishy expect a doctor to be able to heal them, or dice them up into little tiny bits, ligament by ligament or bone by bone. Being a doctor entitles one to have large bonuses in fights from years of studying the anatomy of all creatures, unfortunately a doctor has little to no skill in almost no weapons but still being able to know how to properly dice up an opponent is good!
//-AGI +5-APP +5-CHA +5-DEX +7-INT +3-PER //-STR //-TOU +7-WIL
Anatomy-10.00
Botany-5.00
Cooking-6.00
Concentration-5.00
Consoling-3.00
First Aid-15.00
Dissecting-10.00
Finding Weakness-7.00
Foraging-5.00
Literacy-10.00
Thrusting-5.00
Wound Treating-15.00
+5.00 to small knives +4.00 to slicing and piercing weapons
Entertainer- LIGHTS! CAMERA! HOLY SHIT ROCK! O.K. not the most dangerous opponent out there, but entertainers sure know their way around people, and around sticks, tomatoes, empty alcohol bottles and more! Don't expect to be able to take down opponents if you're entertainer but do expect to know how to make money!
+3-AGI +10-APP +10-CHA +5-DEX +2-INT +5-PER +1-STR +1-TOU +5-WIL
Alertness-5.00
Appraising-5.00
Athletics-7.00
Bluffing-5.00
Charm-10.00
Console-6.00
Diplomacy-7.00
Haggling-6.00
Performing-10.00
Seeking Intentions-6.00
Throwing-5.00
Fighter- SWOSH! FWING! CRACK! A fighter is experienced in a good number of weapons and somewhat in other combat skills, which makes the fighter the better equipped for using weapons proficiently. If you do happen to be one, expect to begin with a good amount of weapon skills.
+1-AGI //-APP //-CHA +3-DEX //-INT //-PER +7-STR +7-TOU +2-WIL
Aiming-5.00
Athletics-5.00
Blocking-5.00
Dodging-3.00
Finding Weakness-3.00
Flicking-3.00
First Aid-5.00
Grapple-5.00
Pain Tolerance-3.00
Weight lifting-3.00
Swinging-3.00
Throwing-3.00
Thrusting-2.00
+4.00 to two weapons of your choice
Healer- FORGET 911! I'M HERE INSTEAD! The healer, not the most dangerous foe, knows less about the anatomy plus bandaging a wound of all creatures than a doctor, and knows even less about combat skills. The healer does gain talents which increase their HP and a few that help their best skill, healing. If you are a healer stick to sidelines where you know you can help best, your companions.
//-AGI +7-APP +5-CHA //-DEX +3-INT //-PER //-STR //-TOU +10-WIL
Anatomy-5.00
Casting-6.00
Casting Tolerance-5.00
Charm-3.00
Cooking-4.00
Concentration-7.00
Console-5.00
Finding weakness-6.00
Literacy-9.00
Pain Tolerance-5.00
Mage- YOU PUT THE BANG IN THE HEALING SPELL! A mage is someone who could not decide on whether or not they wanted to be someone who blew stuff up or healed the sick and dying. So instead they choose both! Expect to be in the middle of the fray if you're a mage and also knowing a healing spell or two, may have you running back and forth between the areas of a fight.
//-AGI //-APP //-CHA //-DEX +7-INT +5-PER //-STR //-TOU +10-WIL
Aiming-5.00
Alertness-4.00
Casting-5.00
Casting Tolerance-7.00
Concentration-6.00
First Aid-4.00
Literacy-10.00
Noble- THESE PEASENTS KNOW NOTHING OF FIGHTING! I SHALL TEACH THEM BY THRUSTING MY SWORD THROUGH THEIR CHEST! A Noble does not know much about fighting but they are certainly well experienced in one weapon! Too bad that there is a chance that the weapon may be hard to find. Although if you are one, expect to know how to get a good deal which is a skill you learned by climbing the social ladder.
//-AGI +7-APP +10-CHA +1-DEX +5-INT //-PER +1-STR //-TOU +3-WIL
Aiming-4.00
Athletics-3.00
Appraising-6.00
Blocking-4.00
Charm-9.00
Diplomacy-10.00
Flicking-3.00
Haggling-6.00
Intimidation-6.00
Linguistics-5.00
Literacy-10.00
Seeking Intentions-10.00
Swinging-3.00
Thrusting-3.00
+5.00 to swords and +2.50 to slicing weapons
Paladin- A CREATURE'S WORTH IS MEASURED BY IT'S LOYALTY FOR MY GOD! A Paladin is someone who is brought up the way a noble is, but the Paladin is certainly not highest standing of the social ladder. If you are a Paladin, expect to be in high standing with your aligned god and as well the weapon that is associated with them.
+1-AGI +5-APP +5-CHA +3-DEX +3-INT +1-PER +4-STR +2-TOU +5-WIL
Aiming-5.00
Athletics-4.00
Appraising-3.00
Blocking-6.00
Charm-7.00
Diplomacy-8.00
Finding Weakness-4.00
First Aid-4.00
Flicking-5.00
Grapple-3.00
Haggling-3.00
Intimidation-6.00
Literacy-6.00
Pain Tolerance-3.00
Seeking Intentions-6.00
Swinging-5.00
Thrusting-5.00
Wound treating-4.00
+5.00 to the weapon associated with your god and +3.00 to the weapon type.
Rouge- YOU'LL ONLY HEAR ME TALK WHEN I'VE CUT OFF YOUR EAR AND I FEEL LIKE TALKING TO IT. Known only for their ability to sneak up on someone and pickpocket, steal a held item, a packed item, maybe a piece of clothing than slash their throat out, all in that order. Being a rouge does not necessarily entitle one to going one on one against an opponent and automatically killing it so don't expect to go around killing things.
+3-AGI +2-APP +7-CHA +10-DEX +1-INT +5-PER //-STR //-TOU +1-WIL
Aimming-4.00
Alertness-4.00
Appraising-3.00
Atheletics-5.00
Bluffing-5.00
Charm-4.00
Diplomacy-3.00
Dodging-5.00
Finding Weakness-5.00
Grapple-4.00
Haggling-5.00
Pickpocketing-7.00
Seeking Intentions-4.00
Stealth-6.00
Swinging-2.00
Thrusting-2.00
+4.00 to clubs (+2.00 bludgeon) or small knifes (+2.00 pierce)
Scientist- I'M THE GUY WITH KNOWING AND THE FIGURING AND THE FANCYLABCOAT! O.K., O.K. not the most dangerous foe, actually the scientist is as dangerous as bunny. Although being one entitles a player to vast amounts of knowledge which can be used to the player's advantage. Seriously, you will need to think in order to survive if you want to become a scientist.
//-AGI //-APP //-CHA //-DEX +10-INT +5-PER //-STR //-TOU +3-WIL
Alchemy-7.00
Anatomy-7.00
Appraising-7.00
Botany-7.00
Building-7.00
Casting-4.00
Casting Tolerance-4.00
Concentration-7.00
Cooking-7.00
Device Crafting-7.00
Device Handling-6.00
Dissecting-6.00
First Aid-6.00
Forage-7.00
Linquistics-7.00
Literacy-10.00
Wound Treating-6.00
Tourist- "INSERT YOUR WITTY DIALOUGE HERE" The tourist is anyone the player would like to be, spend some skill points here, than some there and you have your player ready!
+1-AGI +1-APP +1-CHA +1-DEX +1-INT +1-PER +1-STR +1-TOU +1-WIL
*Plus twelve points to add to any stat minus AGI
*And a thirty point skill potential to add to any list of skills you would like
*Five skill points for any weapon of your choice
Warrior- I DON'T KNOW MUCH ABOUT COOKING BUT CUTTING, THERE'S SOMETHING I CAN DO! When it comes to warriors, think of them as less smarter than a fighter and just as strong as a barbarian but more able to slice their opponents to bits with their prefered weapon, rather than just club them to death. Expect to be in fray as a warrior, expertly dispatching your opponents with your prefered weapon.
+2-AGI //-APP //-CHA +4-DEX //-INT +3-PER +10-STR +5-TOU +2-WIL
Aimming-5.00
Alertness-4.00
Atheletics-5.00
Blocking-4.00
Dodging-4.00
Finding Weakness-5.00
First Aid-3.00
Flicking-5.00
Grapple-5.00
Improvised weaponry-5.00
Pain Tolerance-4.00
Swinging-5.00
Thrusting-5.00
+6.00 to any weapon and +4.00 to the weapon type.
Wizard- HM? NOW WHAT'S THE BEST WAY TO BLOW SOMETHING UP? The opposite of a healer, the wizard will most likely be the one to be blowing creatures up. If you do so happen to be a wizard, make sure that no creatures get close to you and if you have to, cast a spell to toss off into the distant in chunks or pieces.
//-AGI //-APP //-CHA //-DEX +7-INT +3-PER //-STR //-TOU +10-WIL
Aimming-5.00
Alertness-4.00
Casting-7.00
Casting Tolerance-8.00
Concentration-6.00
Device crafting-5.00
Device handling-6.00
Dodging-4.00
Finding Weakness-5.00
First Aid-4.00
Literacy-9.00
Alignment
Universal Alignment: How others see you
-Your role in society
-Your adventuring profession
-Your religion
-Your appearance and preferences
Personal Alignment: How you tend to act
-How your actions are carried out
-What you claim to be
-Reasons for your preferences and decisions
-The way you interact with your --world
Long term Alignment: Is the measure of how negatively or how positively you have influenced your world in all of its forms.
Gods
Mostly Good gods.
Lawful Good
Tardy: associated with pureness, adherent faith, destruction of evil and good knowledge.
Neutral Good
Ruoan: associated with justification of actions, fair law, well meant actions and freedom.
Chaotic Good
Reill: associated with complete free will, thralldom, helpfulness and sentient
life.
Netural Gods
Lawful Neutral
Supurt: associated with all laws, judgement, destruction of evil and balance.
Neutral
Reaa: associated with the four main elements of the world air, earth, fire and water.
Chaotic Neutral
Rewuac associated with rebelliousness, free will, travel and destruction.
Mainly Bad gods.
Lawful Evil
Dotromon: associated with leadership, dominance, alliances and spuriousness.
Neutral Evil
Imbnar: associated with greed, money, self preservation and stealth.
Chaotic Evil
Juplavi: associated with all sins of Lawful gods, destruction of good, blind fury and absolute power.