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Ability Move Frequency

Adaptability Periodic: 3 turns

Endure Once per battle

Dark vision Always on

Spark of brilliance Always on

Bloodlust Once per battle

Trickery Always on

Charge Always on

Bellow of courage Once per battle

Stability Always on





Special Move: Level 0 Move Recovery Time

Defend n/a

Disable 1 turn

Air compression level 1 2 turns

Hit and run 1 turn

Heal level 1 1 turn

Drain level 1 2 turns



Fighter Moves Level 1 Move Recovery Time

Sweep 2 turns

Headbutt 1 turn

Strong strike 2 turns

Focus 1 turn

Gladiator: Uppercut 3 turns

Monk: Cleanse 4 turns



Rogue Moves Level 1 Move Recovery Time

Debilitate 1 turn

Sprint 1 turn

Blind 1 turn

Well aimed strike 2 turns

Bard: Charge of battle 2 turns

Thief: Slight of hand 2 turns



Magic Moves Level 1 Move Recovery Time

Inner magic 4 turns

Split focus 4 turns

Freeze 3 turns

Rock shot 3 turns

Mage: Fireball 3 turns

Druid: Animalistic assault 4 turns

Cleric: Aura of might 4 turns

Warlock: Blood strike 2 turns



Race Moves: Level 2 Move Recovery Time

Human

Sprint 1 turn

Focus 1 turn

Swim 2 turns

Climb 2 turns

Dwarf

Low-light vision n/a

Cripple 2 turns

Ancestral might 5 turns

Crafting level 1 n/a

Gnome

Tinkerer 2 turns

Adaptability Periodic: 3 turns

Forest lover n/a

Prank 3 turns

Blood Elf

Call of warfare n/a

The thrill of battle n/a

I'm not done yet 5 turns

I like it here n/a

Goblin

Feast 2 turns

Prank 3 turns

Dual strike 3 turns

Piggy back ride 3 turns

Orc

Feast 2 turns

Orc magic 2 turns

Dual strike 3 turns

I like it here n/a

Satyr

Shout of anger Once per battle

Back off 2 turns

Deep bass 3 turns

Song of the aware 5 turns

Centaur

The runner n/a

Sprint 1 turn

Superior focus n/a

Trample 3 turns



Utility Moves: Level 3 Move Recovery Time

Multilingual n/a

A friend to all n/a

Cultured n/a

Disappearing act n/a

Intimidating n/a

Silver tongue n/a

Bluff n/a

Superior memorization n/a

Student of history n/a

Trader n/a

Nature's kin n/a

Knowledge of creatures n/a

Training a weakness n/a

Street smart n/a

Extreme conditioning n/a

Déjà vu Once per day



Special Move: Level 4 Move Recovery Time

Counterattack n/a

Erratic stance Once per battle

Air compression level 2 2 turns

Mug n/a

Heal level 2 1 turn

Drain level 2 2 turns



Fighter Moves Level 6 Move Recovery Time

Gladiator:

Quick shield n/a

Superior counterattack n/a

Quick to defend n/a

Eye of the enemy 1 turn

Monk:

Multitasker n/a

Added bonus n/a

Out of the way 5 turns

Inner focus 5 turns



Rogue Moves Level 6 Move Recovery Time

Bard:

Song to the fallen Once per battle

Song to the standing Once per battle

Final farewell Once per battle

Lungs of steel 5 turns

Thief:

Rolling strike 1 turn

Gamble 1 turn

Quick escape 3 turns

Acrobat 1 turn



Magic Moves Level 6 Move Recovery Time

Cleric:

Group heal level 1 4 turns

Beam of light 1 turn

Shine the brightest 5 turns

By the divine 4 turns

Warlock:

Injection 3 turns

Dark art 4 turns

Land of the unholy 5 turns

Curse 5 turns

Description

Temporarily obtains an enviornment dependent ability after spending a certain amount of time in one type of area

Able to take one killing blow and survive per battle

Able to see in total darkness

5% chance of doubling damage after an attack connects

Character can take a full turn as soon as the first drop of blood is spilled

5% chance of avoiding any attack that is sure to connect

Character is able to perform a charge instead of an attack (moves 1 addiditional space and attacks), uses movement aswell as

When character's health falls below 25% it performs the move immediately, all allies in range become immune to pain for thr

Character is able to attack and move at the same time





Description

The character shields a near character, the enemies accuracy increases by 50%, but damage is reduced by half

A move that may cause an opponent to drop a held object (shield or weapon), it reduces movement speed by half and any da

The character compresses air through an instrument and sends a debilitating shockwave forward 3 spaces, arc is 30 degrees

(Character must move before using) The character attacks the enemy then immediately moves the distance prior to attacking

Character can heal up to 25% max health of a near ally

Attacks the enemy and drains a third of the health lost



Description

Using a weapon or the body, the fighter attempts to use the enemies height and weight to do proprtional damage (better for

25% damage, 50% chance to disorient an enemy, 25% to disorient the character using it

Deals double damage to one target

Next attack has 95% total accuracy

Using a weapon, the character swings upward in an arc, deals double damage, 25% to stun, 75% to move 1 space backwards

Rids the body of any ailment, heals health by 25%



Description

Attacks an enemy's arm for half damage, enemy deals only half damage on its next turn

Triples movement for one turn

(Accuracy is reduced by 20% to use this move and 40% on a one eyed enemy) Blinds one eye, reduces enemy's accuracy by 4

Increases accuracy by 20% and deals normal damage

Character allows all allies to charge on their next turn in place of movement

Steals from anyone in or out of battle, after using slight of Hand the character must check if they were caught: 40% -(2x chara



Description

Increases effect of magical move by double (character can make an additional move after using this move)

Allows the character to target an additional ally/enemy (character can make an additional move after using this move)

Stops all enemy's actions for 3-5 turns (single target), 25% damage

(Must be around rock to use) Launches a rock at the enemy, enemy: 100% to move one space away from the impact, 50% for

Shoots a ball of fire at one enemy, deals double damage, everything around the target takes 50% damage(including allies)

(Must be in animal form to use) Rushes an enemy and carries it 3 spaces, deals double damage and any character that is hit b

All allies deal 100% additional damage for all attacks for 2 turns

Sacrifices 25% of max health, deals 4x damage to one target in 4 spaces



Description

Triples movement for one turn

Next attack has 95% total accuracy

Character can swim and dive under water

Character can climb scalable objects



Character sees very well in dim areas

Strikes at the legs of a tall enemy, deals normal damage and enemy cannot move on its next turn

The character does an additional 50% damage for 3 turns

Character is able to craft tools outside of combat



Can repair armor with temporary materials, each repair degrades it's capabilities by 10% of its maximum

Temporarily obtains an enviornment dependent ability after spending a certain amount of time in one type of area

Magic damage is increased by the user's level + 1 when in a forested area

Distract an enemy attacking a near ally, 25% to miss, 50% to reduce damage by half, 25% enemy will miss entirely (can be use



Offense is increased by 50% when below 25% health

Each fallen ally gives the character a 20% increase in offence (before any multipliers)

Makes an additional move following an attack (this does not use a move)

The character can exchange movement for a basic attack (not a special)



Eat a dead enemy and recover 25% health (must be close to the corpse)

Distract an enemy attacking a near ally, 25% to miss, 50% to reduce damage by half, 25% enemy will miss entirely (can be use

Performs two basic attacks

Jumps on an enemy's back (enemy must face away) and attacks for 25% damage for every total turn until the enemy(stunne



Eat a dead enemy and recover 25% health (must be close to the corpse)

Throws an object or small creature at an enemy within 4 spaces, distracts enemies and causes them to attack the user, deals

Performs two basic attacks

The character can exchange movement for a basic attack (not a special)



Increases the user's damage by 3 x for 3 turns

Shouts at a near enemy and pushes them 5 spaces back, any ally can make a quick basic attack (50%) if it passes close to it, st

All character's within 3 spaces take normal damage and are pushed back one space

All allies gain 10% evasion for 3 turns from all attacks



Doubles movement

Triples movement for one turn

Adds 10% accuracy to attacks and 20% for basic attacks

Runs full movement in a straight line and attacks all enemies for 50% damage each



Description

Gain 1 new language

Increases charisma by 2 when speaking

Character knows the basic right and wrong actions of many races

Character is able to blend in with most crowds unnoticed

Character is able to use either Str or Con to intimidate as opposed to Chr for social actions, has limitations

Increases charisma by 5 when convincing a character against its better judgement

Increases intellegence by 5 when supplying an answer for a doubt

Character can recall seemingless useless details (when they occurred) and information at any time

Character's Int increases by 5 when recalling historical events

Character recieves better deals with merchants

Character Wis is increased by 5 when dealing with most things nature related

The character recieves a large amount of knowledge on animals and races (good for characters who use animals and animal t

Character recieves 1 point for a stat that is 3 or below

Character is able to find certain people in towns

If the character has a physical move that has only application with enviornmetal effect (sprinting, swimming, climbing, etc) th

Allows for the character to redo their last action or change the action taken (does not count as a move)



Description

After succesfully defending an ally the character makes a quick attack for half damage

When the character's helath drops below 50% the character increases physical evasion by 10%

The character compresses air through an instrument and sends a debilitating shockwave forward 6 spaces, arc is 60 degrees

Replaces the basic attack with mug, 10% chance to steal from opponent

Character can heal up to 50% max health of a near ally

Attacks the enemy and drains two thirds of the health lost



Description



Enemy's accuracy does not increase while defending a character

Counter attack's damage now deals normal damage

Defend reaches 1 additional space

Causes 1 enemy in 4 spaces to target the user for 3 turns (not a move)



Character can attack 4 times, targeting close enemies for 25% damage, replaces basic attack

Character gains 5% stunning to all attacks (special or basic)

Deals 25% damage to a near ally (moves next to target that is in range) and pushes them 1 square avoiding a sure hit by an op

All basic attacks gain 50% accuracy for 3 turns



Description



All allies that have fallen are revived at 10% health and go directly after the bard (turn order is altered)

All allies that have not fallen receive a 20% increace to defenses for each fallen ally until the end of battle

Deals 100% damage to each enemy times the amount of fallen allies + the user's remaining health - 1, cannot miss and reduc

Allows for the immediate use of a bard or sonic based move that is in recovery (not a move)



Rolls under a medium or larger enemy and strikes at their legs reducing movement by 75% for 2 turns and dealing 25% dama

Jumps over a close enemy and tries to attack their neck for 4 x damage, but reduces accuracy by 25%, if the user misses then

Can move 3 spaces if an enemy moves toward the user (must be near while still moving)

The user can jump 2 spaces while moving (at any time while moving, increases movement)



Description



Character can heal up to 25% max health of all allies

Deals normal light damage to a target within 5 spaces, double if undead

Targets an ally within 5 spaces, that ally now attracts all enemies in 4 spaces for 3 turns

1 ally within 4 spaces takes an immediate turn



Attacks an enemy next to the user for double damage, 50% to poision

Sacrifices 50% max health to deal 6 x damage to a close enemy, does not miss

Corrupts the ground for 4 spaces, anyone other than the user takes 10% damage per turn, heals the user 5% per turn, movem

1 target within 5 spaces takes 5% damage and has 5% to reduce movement to 1 every turn

type of area









es movement aswell as move

immune to pain for three turns









peed by half and any damage dealt will be reduced by 25%

aces, arc is 30 degrees

tance prior to attacking









onal damage (better for larger enemies)









ove 1 space backwards









enemy's accuracy by 40%, deals 25% damage





caught: 40% -(2x character's level)









using this move)



om the impact, 50% for one additional space, double damage

age(including allies)

y character that is hit by its additional movement is stunned and takes 50% damage

type of area



miss entirely (can be used any time, not a move)









miss entirely (can be used any time, not a move)



until the enemy(stunned, 50% to shake it) shakes it or the start of the character's next turn





o attack the user, deals damage based on what is thrown









f it passes close to it, stops the target if it his another character, dealing half damage to each

se animals and animal traits)





mming, climbing, etc) then it no longer requires a move to use









aces, arc is 60 degrees









iding a sure hit by an opponent (not a move, used after accuracy calculation)









cannot miss and reduces the user health to 1





and dealing 25% damage, moves 2 space from the target after attacking

if the user misses then the enemy can use a quick strike

ser 5% per turn, movement is reduced to 1 and evasion is reduced by 5%

Race Strength Dexterity Constitution Intelligence Wisdom Charisma

Human 1 1 1 1 1 1

Dwarf 2 -1 2 0 2 -1

Gnome -2 0 -2 3 0 0

Blood Elf 2 0 2 1 1 0

Goblin 0 3 0 1 0 1

Orc 2 1 2 0 0 -2

Satyr 0 0 0 2 2 3

Centaur 0 4 1 2 2 1

Special Ability: Level 0

Adaptability

Endure

Spark of brilliance

Bloodlust

Trickery

Charge

Bellow of courage

Stability

Description

...humans

short, mostly human creatures. live in caves, usually miners

tiny, humanoid creatures, living in green areas. generally smarter than most

warrior elves. the population is fond of war and bloodshed. sometimes use pain-centered magic

small, green creatures especially fond of mischief, money, and technology

fierce, combative people with grotesque features and greenish-brown skin. cannot use magic

half-goat, half-human people. generally just the lower half of them is goat-like, but males have horns. fur is usually shades of red. use sound-

half-horse, half-human people. master hunters, specializing in long-range weapons

shades of red. use sound-based magic

Class Strength Dexterity Constitution Intelligence Wisdom Charisma

Gladiator 1 0 1 0 0 0

Monk 0 1 1 0 0 0

Bard 0 0 0 0 0 2

Thief 0 2 0 0 0 0

Cleric 0 0 0 2 0 0

Warlock 1 0 0 0 0 1

Special Move: Level 0 Preferred Style

Defend Weapon and shield

Disable Body

Air compression level 1 Sound based combat and support

Hit and run Fast and unnoticed

Heal level 1 Healing and supportive

Drain level 1 Destructive and crippling

Description

A fighter devoted to attacking one opponent at a time and defending it's allies

The monk's focus is to have the proper move for every occasion and is the most supportive of the main fighting classes

A bard uses sound to provide both offensive and supportive capabilities and is effective at a variety of ranges

The thief is meant to provide lower offense, but avoid all possibilities in getting damaged, the survivalist

A cleric puts the team before itself and devotes itself to aiding others, whether it heals or provides enhancing magic it is neve

A warlock debilitates its opponents and strengthens itself, it is a strong survivalist, but tends to be the lone wolf when it come

n fighting classes





hancing magic it is never useless

lone wolf when it comes to combat

Class Special Move: Level 0 Level 1 Level 2 Level 3

Gladiator Defend 1 fighter move 1 Race move 1 Utility move

Monk Disable 1 fighter move 1 Race move 1 Utility move

Bard Air compression level 1 1 rogue move 1 Race move 1 Utility move

Thief Hit and run 1 rogue move 1 Race move 1 Utility move

Cleric Heal level 1 1 magic move 1 Race move 1 Utility move

Warlock Drain level 1 1 magic move 1 Race move 1 Utility move

Level 4 Level 5

Counterattack 5 Additional skill points

Erratic stance 5 Additional skill points

Air compression level 2 5 Additional skill points

Mug 5 Additional skill points

Heal level 2 5 Additional skill points

Drain level 2 5 Additional skill points

Race Initial Health Initial Movement Initial Perception Physical Evasion Magical Evasion

Human 11 6 2 1 1

Dwarf 12 5 1 -1 -1

Gnome 8 5 0 0 0

Blood Elf 12 6 1 0 0

Goblin 10 6 3 3 1

Orc 12 6 1 1 -2

Satyr 10 6 2 0 3

Centaur 11 7 6 4 1





Class Initial Health Initial Movement Initial Perception Physical Evasion Magical Evasion

Gladiator 1 0 0 0 0

Monk 1 1 0 1 0

Bard 0 0 0 0 2

Thief 0 2 0 2 0

Cleric 0 0 0 0 0

Warlock 0 0 0 0 1

Physical Defense Magical Defense

1 1

2 2

-2 0

2 1

0 0

2 0

0 2

1 2





Physical Defense Magical Defense

1 0

1 0

0 0

0 0

0 0

0 0

Character Creation

Steps

1: Race and Class

2: Stats part 1

3: Stats part 2

4: Stats part 3

4: Add Info.



Terms

Close

Near

Turn

Total turns

Attack

Basic attack

Move Recovery

Initial Perception

Pain

Move

Turn actions

Stun

Seduction



Getting Character stats

Health

Movement

Perception

Physical Evasion

Magical Evasion

Physical Defense

Magical Defense





Additional info

Levels

Levels (cont)

Attack Accuracy

Attack Damage

Total Damage

Directions

Choose Race and class based on how you wish to play your character

Solely using your character's race add up the points the race gives for the 6 stats, subtract the total from 20

Distribute the remaining stats as you choose to get to 20, but you can not add anymore than 6 additional points to 1 skill

Add the 2 points of the character's class to the stats, 22 points in total

Add Special Abilities, Offense, Defense and Supportive information to the character sheet



Description

8 squares surrounding the character

Within 2 squares of the character

One character's turn

A count of every character that has taken a turn since a certain event

An offensive move

A standard attack with no benfits or advantages

The turn recovery is how long a character waits before they can use a move again, ex: one turn-can use once, waits 1 turn, th

Dexterity + Wisdom

(Variable effects) Can cause stunning, reduced movement, reduced accuracy, or reduced attack, if ignored it prevents many a

An action in combat other than movement, usually classified as supportive, defensive, or offensive

(Symbolizes 1 minute of battle) A character can make one move, one movement, one item use (use a potion, switch a weapon, etc), and ab

Character deals only 75% of damage and is unable to move

Lasts for 3 turns





Add the initial health of the race + initial health of the class + total constitution + character's level

Add the initial movement of the race + initial movement of the class

Add the initial perception of the race + initial perception of the class + character's level

Physical evasion of race + physical evasion of class

Magical evasion of race + magical evasion of class

Physical defense of race + physical defense of class + character's level + equipment's physical defense

Magical defense of race + magical defense of class + character's level + equipment's magical defense









Prior available moves can be learned at a later level of the same level type, ex: level 1 and level 6 are class specific moves and

A move with a level attatched (heal level 2) cannot be learned until the move of the previous level has been learned

(Basic accuracy + Percentage die) - (opponent evasion + Percentage die)

(Character's damage + weapon die) * any multiplyers (such as double or half)

Attack Damage - opponent character's defense

nal points to 1 skill









e once, waits 1 turn, then can use again



ored it prevents many affects including eluding death temporarily



tch a weapon, etc), and about one minute of character conversation (DM's choice)









class specific moves and at level 6 a level 1 move can be learned

been learned

Name:

Race:

Class:

Physical Description:





Stats:

Strength:

Dexterity:

Constitution:

Intelligence:

Wisdom:

Charisma:



Movement:



Basic Attacks: Basic Accuracy: Damage calculation: Range:

Strike (Str) Str + level Str * 1.5 + level Weapon based

Strike (Dex) Dex * 1.5 + level Dex + level Weapon based

Body slam (Con) Con * 1.25 + level Con * 1.25 + level 1 space (next to user)

Magic orb (Int) Int + level Int * 1.5 + level 4 spaces

Magic orb (Wis) Wis * 1.5 + level Wis + level 4 spaces

Dominate (Chr) Chr * 1. 25 + level Chr * 1. 25 + level Near (2 spaces)



Health:

Physical Defense:

Physical Evasion:

Magical Defense:

Magical Evasion:

Special Abilities:









Offensive Moves: Move Description: Accuracy calculation Damage calculation:









Defensive Moves: Move Description: Accuracy calculation Condition/Result:









SupportiveMoves: Move Description: Accuracy calculation Condition/Result:



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