CHAR SHEETI've simplified the char creation a bit. There are no classes anymore, but I still won't allow allrounder chars, that can do anything and everything. I dropped the Initiative stat along with the Agility trait, as they were coherent and could possibly slow down the rp.
The equipment section has been dropped as well, but I will check if your gear is reasonable for your char as well.
Let's just pretend I never wrote that shit. I've reworked the char sheet. Classes and equipment are back in, but in comparison to the old equipment sheet, they allow more freedom in determining the char's weapons and clothing. You just have to choose between light, medium and heavy classes of armor and weapons.
Please keep the bonuses and disadvantages of your weapons and armor split up from your basic stats and name the item, where the bonus/disadvantage is coming from, as you might get the chance to acquire new and better equipment throughout the RP. Also, non-magical chars can't add their WB or ADV on their spellcasting stats!Char sheets have to be approved by me. Please hand in your application until Tuesday evening. Otherwise, you'll be beheaded, quartered, burned at the stake, quartered again, dropped into an acid bath and then burnt again.
BE ADVISED: You'll be traveling in one group. If all of you think of going for all fighter and no mage or all Spellcaster and no fighter and so on, you'll be sword fodder within a friction of a second. So try to keep the group diverse.
Filled char-slots: 0 of 5Name:
Age:
Gender:
Appearance:
Bio:
Race:[ ] Elf (+1 on Agility, Dexterity or Aura)
[ ] Human (+1 on a random trait)
[ ] Dwarf (+1 on Strength, Constitution or Dexterity)
Class:[ ] Warrior (+1 on Strength or Constitution)
[ ] Scout (+1 on Agility or Dexterity)
[ ] Mage (+1 on Intellect or Aura)
Attributes (20 points, none higher than 8):Body (BOD):
Mobility (MOB):
Mind (MND):
Traits (8 points, none higher than 4):Strength (ST):
Constitution (CO):
Agility (AGI, used for special checks, e.g. climbing, dodging traps or enemies, lockpicking etc.):
Dexterity (DX):
Intellect (IN):
Aura (AU):
Combat Values:Hit Points (HP) = BOD + CO + 10
Defense (DEF) = BOD + CO + ADV*
Movement (MOV) = (MOB/2) + 1
Melee Attack (MAT) = BOD + ST + WB**
Ranged Attack (RAT) = MOB + DX + WB
Spellcasting (SPC) = MND + AU + WB + ADV
Targeted Spellcasting (TSC) = MND + DX + WB + ADV
*ADV = Additional defensive value
**WB = Weapon bonus
Spells:
Only spellcaster chars are allowed to have two spells. You can choose from the following:
Spoiler (click to show/hide):
1) Healing Touch
Employs divine magics to restore HP via touch. Requires SPC check.
2) Firebeam
Fires a continous beam of fire that burns the enemy if applied long enough. Requires TSC check.
3) Magic Barrier
Envelops the caster in a protective shield of magic. A successful SPC check enhances DEF but the sum of the enhanced value cannot be higher than the character's SPC.
4) Deafen
Uses the art of air magic to summon an intense bubble of sound on the target area, stunning enemies and potentially triggering environmental hazards that may be sensitive to sound, such as certain traps or avalanches. Requires TSC check.
5) Illumination
Summons a bright light above the mage which illuminates dark areas. Requires SPC check.
Equipment:Everybody gets the basic equipment consisting of tinder and flint, waterskin, a pair of healing herbs, and a sleeping bag, all carried in a backpack or carrying bag. Furthermore, you got 10 coins to spend on weapons and armor.
Weapons: Spoiler (click to show/hide):
Fighters:
[ ] Light weapon, (e.g. wooden club or short sword), one-handed, +1 WB (weapon bonus), 2 coins (+2 WB, -1 AGI, 4 coins, if dual-wielded)
[ ] Medium weapon (e.g. long mace or longsword), one-handed: +2 WB, -2 AGI, two-handed: +3WB, -1 AGI, 4 coins
[ ] Heavy weapon (e.g. claymore or battleaxe), two-handed, +4 WB, -3 AGI, 6 coins
Scouts:
[ ] Short bow, +1 WB, -1 ADV (additional defensive value), 2 coins
[ ] Longbow, +2 WB, -2 ADV, 4 coins
[ ] Crossbow, +3 WB, -3 ADV, 6 coins
[ ] Dagger , +1 WB, 2 coins (+2 WB, -1 AGI, 4 coins, if dual-wielded)
[ ] Swordbreaker (two-handed), +1 WB, +1 ADV, 4 coins, can disarm opponent (requires ST+DX check)
[ ] Chain whip, +2 WB, -1 ADV, 6 coins, can be used as a grappling hook (MOB + DX check required).
Mages:
[ ] Wand +1 AU, -1 DEF, 2 coins (+2 AU, -2 DEF, 4 coins, if dual wielded)
[ ] Quarterstaff +1 AU, +2 DEF, -1 AGI, 4 coins
[ ] Mage staff +3 AU, -2 AGI, 6 coins
Armor:Spoiler (click to show/hide):
Fighters:
[ ] Light armor (e.g. leather armor), +1 ADV, 2 coins
[ ] Medium armor (e.g. chainmail), +2 ADV, -1 MOV, 4 coins
[ ] Heavy armor (e.g. plate), +3 ADV, -2 MOV, 6 coins
Shields (fighters only, can be taken for free, equivalent to your armor class):
[ ] Light Shield (e.g. small buckler): +1 DEF (optional for Light Armor users), breaks on a critical hit or by falling to the ground
[ ] Medium Shield (e.g. heater shield): +2 DEF, -1 AGI (optional for Medium Armor users), breaks on critical hit
[ ] Heavy Shield (e.g. tower shield): +3 DEF, -2 AGI (optional for Heavy Armor users)
Scouts:
[ ] Sneaking armor, +2 AGI, -1 DEF, 1 coins
[ ] Light armor (e.g. leather armor), +1 ADV, 2 coins
[ ] Medium armor (e.g. chainmail), +2 ADV, -1 MOV, 4 coins
Mages:
[ ] Cloth clothes, +1 AGI, -1 DEF, 2 coins
[ ] Light armor (e.g. leather armor), +1 ADV, 4 coins
[ ] Enchanted clothes, +2 AU, -1 DEF, 6 coins