Spoiler! :
Okay it seems my ambition got a little ahead of me when planning this. Non linier stories, complex strategy, and massive sprawling battles are all much easier said than done. I've just not had the time or motivation to get it all to the level I'd have liked to.
That said I have made significant additions and improvements over the past month & the feedback I got back from the test run was fairly positive. I feel have enough now to begin a proper campaign, even if it is shorter and less ambitious than I'd originally planned.
That said I have made significant additions and improvements over the past month & the feedback I got back from the test run was fairly positive. I feel have enough now to begin a proper campaign, even if it is shorter and less ambitious than I'd originally planned.
We begin where any good RPG should, with character selection and customisation.
If you are interested in taking part please state which avatar you would like to play, assign them up to 40 skill points in the categories listed (15 max per category), and select 4 feats from the class trees at the bottom. Your characters begin at level 3, so you may only select feats that are on or below the 3rd row on the chart.
Players:
Spoiler! :
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Strength: 11
Constitution: 10
Intelligence: 8
Will: 7
Reflexes: 9
HP:100
Stamina: 70
Defence: 10
Taintykins the Just
Warrior
Special ability: "Exceptionally trained"
+5 initial skill points to spend.
Feats:
Heavy Swing (Damage:7 Range:1 Hits:1) Cost: 15 stamina, Cooldown: 2 turns
Broad Swing (Damage:3 Range: 1 Hits:1) Cost: 30 stamina, Cooldown: 2 turns
Meditate (Damage:0 Range: 0 Hits:0) +10 Stamina/Mana per use. Can be used to increase Stamina/Mana up to 150% of normal max.
Flurry (Damage:2 Range: 1 Hits:3) Cost: 20 stamina, Cooldown: 2 turns
Equipment:
Broad sword 50pts
battered helm 15pts
Bronze greaves 10pts
Bronze breastplate 25 pts
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Strength: 7
Constitution: 10
Intelligence: 5
Will: 10
Reflexes: 8
Hp: 100
Defense: 12+1
Stamina: 100
Vilhelm Langsworth
Warrior
Special ability: "Defensive stance"
Small chance to block enemy physical attacks, negating all damage.
Equipment: Iron Shield, Iron helm, Iron shortsword
Feats:
Armourer (Damage:0 Range: 0 Hits:0) +10% defence
Counter (Damage:0 Range: 1 Hits:0) Cost: 30 stamina, Cooldown: 2 turns. Automatically gain free hits on any enemies who attack the following turn.
Shield bash: (Damage:3 Range: 1 Hits:1) Cost: 30 stamina, Cooldown: 2 turns. Knocks target backwards 2 squares. Can be blocked by characters or terrain.
Taunt: (Damage:0 Range: 3 Hits:0) Cost: 20 stamina, Cooldown: 3 turns. Causes all enemies within a 3 square radius to have to pass a willpower test in order to target any ally.
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Strength: 8
Constitution: 7
Intelligence: 8
Will: 7
Reflexes: 10
HP: 70
Stamina: 70
Defence: 4
Milo Hugo Windby
Rogue
Special ability: "Runner"
+1 movement speed. Unaffected by terrain
Starting Equipment:
Short bow (Range:8 Damage: 3 Hits:1) Cost: 50
Leather Breastplate Defence: 3) Cost: 20
Leather greaves (Defence: 1) Cost: 5
Health potion (Restores 20 hp ) Cost: 15
Iron dagger (Range:1 Damage: 2 Hits:1) Cost: 10
Feats:
Back stab (Damage: Base +3 Range: 1 Hits:1) Cost: 30 stamina, Cooldown: 2 turns. Must be behind target.
Camouflage (Damage:0 Range: 0 Hits:0) Cost: 50 stamina, Cooldown: 4 turns. Lasts 3 turns. All enemies must pass an intelligence and willpower test in order to engage the user.
Trap (Damage: 3 Range: 1 Hits:1) Cost: 10 stamina, Cooldown: 4 turns. If triggered, roots the target in place for 1 turn and deals damage.
Fire Arrow (Damage: Base +2 Range: Base Hits:1) Cost: 25 stamina, Cooldown: 1 turns. A higher damage version of the regular bow attack. May cause burn damage. Requires a bow
__________________________________
Strength: 7
Constitution: 9
Intelligence: 7
Will: 9
Reflexes: 8
Hp: 90
Defence: 5
Stamina: 90
Iron Fang
Rogue
Special ability: "Scout"
May ask for detailed information on the stats, equipment, and feats of any enemy type within 8 squares.
Stuff
Assassin's dagger (Range:1 Damage: 5 Hits:1) Cost: 35 --Rogue only--
Bronze helm (Defence: 4) Cost: 2 Sorry, cost: 20, not 2
Bronze greaves (Defence: 2) Cost: 10 45
Leather Breastplate (Defence: 3) Cost: 20 65
Crossbow (Range:5 Damage: 4 Hits:1) Cost: 30 --Rogue only-- 95
Feats:
Fire arrow (Damage: Base +2 Range: Base Hits:1) Cost: 25 stamina, Cooldown: 1 turns. A higher damage version of the regular bow attack. May cause burn damage. Requires a bow
Camoflage (Damage:0 Range: 0 Hits:0) Cost: 50 stamina, Cooldown: 4 turns. Lasts 3 turns. All enemies must pass an intelligence and willpower test in order to engage the user.
Ambush (Damage: Base +1 Range: 3 Hits: 1-6) Cost: 40 stamina, Cooldown: 4 turns. Requires the user to be in cover, or begin their turn out of line of sight of the target, to activate. Grants 1 free hit on the target, with bonus damage, to all allies within 3 squares.
Trap (Damage: 3 Range: 1 Hits:1) Cost: 10 stamina, Cooldown: 4 turns. If triggered, roots the target in place for 1 turn and deals damage.
__________________________________
Strength: 7
Constitution: 8
Intelligence: 9
Will: 8
Reflexes: 8
HP: 80
Mana: 90+10
Defence: 4
--No melee weapon selected--
Vallorn Dro'kh Sha
Mage
Special ability "Scholar"
May select 5 initial spells instead of 4
Feats:
Beam (Damage: 4, decreasing with range Range: 7 Hits:1) Cost: 40 mana, Cooldown: 3 turns
Heal (Damage: 0 Range: 3 Hits:1) Cost: 10 mana, Cooldown: 2 turns. Restores 20 life to 1 ally.
Ice Rain (Damage: 3 Range: Line of sight Hits:1) Cost: 40 mana, Cooldown: 3 turns Lasts 2 turns. User may select any 3x3 square on the map. All enemies and allies within that space take damage as long as they are inside the attack radius.
Fear (Damage: 0 Range: 5 Hits:1) Cost: 15 mana, Cooldown: 3 turns. Lasts 2 turns. Target must pass a willpower test to perform any actions.
Lightning Bolt (Damage: 6 Range: 3 Hits:1) Cost: 30 mana, Cooldown: 2 turns.
Starting Equipment:
SpellBook -50Pts
Mage's Armor -50Pts
__________________________________
Strength: 7
Constitution: 7
Intelligence: 10
Will: 8
Reflexes: 8
HP:70
Defence: 4
Mana: 100+30
Cror the bearded
Mage
Special ability "Gifted"
+20 mana bonus
Feats:
Wound (Damage:0 Range: 4 Hits:1) Cost: 30 mana, Cooldown: 4 turns. Deals up to 60% of the target's hp as damage. Larger units have a chace to resist.
Heal (Damage: 0 Range: 3 Hits:1) Cost: 10 mana, Cooldown: 2 turns. Restores 20 life to 1 ally.
Rock shield (Damage: 0 Range: 6 Hits:0) Cost: 10 mana, Cooldown: 2 turns. Lasts 3 turns. Places a Boulder on the map to restrict movement. Boulders have 200hp and 5 defense.
Safeguard (Damage: 0 Range: 8 Hits:0) Cost: 40 mana, Cooldown: 1 turns. Targeted ally is protected for 2 turns. Any attack that would normally kill them instead reduced them to 1hp.
Starting Equipment:
SpellBook -50Pts
Mage's Armor -50Pts
__________________________________
Strength: 11
Constitution: 10
Intelligence: 8
Will: 7
Reflexes: 9
HP:100
Stamina: 70
Defence: 10
Taintykins the Just
Warrior
Special ability: "Exceptionally trained"
+5 initial skill points to spend.
Feats:
Heavy Swing (Damage:7 Range:1 Hits:1) Cost: 15 stamina, Cooldown: 2 turns
Broad Swing (Damage:3 Range: 1 Hits:1) Cost: 30 stamina, Cooldown: 2 turns
Meditate (Damage:0 Range: 0 Hits:0) +10 Stamina/Mana per use. Can be used to increase Stamina/Mana up to 150% of normal max.
Flurry (Damage:2 Range: 1 Hits:3) Cost: 20 stamina, Cooldown: 2 turns
Equipment:
Broad sword 50pts
battered helm 15pts
Bronze greaves 10pts
Bronze breastplate 25 pts
__________________________________
Strength: 7
Constitution: 10
Intelligence: 5
Will: 10
Reflexes: 8
Hp: 100
Defense: 12+1
Stamina: 100
Vilhelm Langsworth
Warrior
Special ability: "Defensive stance"
Small chance to block enemy physical attacks, negating all damage.
Equipment: Iron Shield, Iron helm, Iron shortsword
Feats:
Armourer (Damage:0 Range: 0 Hits:0) +10% defence
Counter (Damage:0 Range: 1 Hits:0) Cost: 30 stamina, Cooldown: 2 turns. Automatically gain free hits on any enemies who attack the following turn.
Shield bash: (Damage:3 Range: 1 Hits:1) Cost: 30 stamina, Cooldown: 2 turns. Knocks target backwards 2 squares. Can be blocked by characters or terrain.
Taunt: (Damage:0 Range: 3 Hits:0) Cost: 20 stamina, Cooldown: 3 turns. Causes all enemies within a 3 square radius to have to pass a willpower test in order to target any ally.
__________________________________
Strength: 8
Constitution: 7
Intelligence: 8
Will: 7
Reflexes: 10
HP: 70
Stamina: 70
Defence: 4
Milo Hugo Windby
Rogue
Special ability: "Runner"
+1 movement speed. Unaffected by terrain
Starting Equipment:
Short bow (Range:8 Damage: 3 Hits:1) Cost: 50
Leather Breastplate Defence: 3) Cost: 20
Leather greaves (Defence: 1) Cost: 5
Health potion (Restores 20 hp ) Cost: 15
Iron dagger (Range:1 Damage: 2 Hits:1) Cost: 10
Feats:
Back stab (Damage: Base +3 Range: 1 Hits:1) Cost: 30 stamina, Cooldown: 2 turns. Must be behind target.
Camouflage (Damage:0 Range: 0 Hits:0) Cost: 50 stamina, Cooldown: 4 turns. Lasts 3 turns. All enemies must pass an intelligence and willpower test in order to engage the user.
Trap (Damage: 3 Range: 1 Hits:1) Cost: 10 stamina, Cooldown: 4 turns. If triggered, roots the target in place for 1 turn and deals damage.
Fire Arrow (Damage: Base +2 Range: Base Hits:1) Cost: 25 stamina, Cooldown: 1 turns. A higher damage version of the regular bow attack. May cause burn damage. Requires a bow
__________________________________
Strength: 7
Constitution: 9
Intelligence: 7
Will: 9
Reflexes: 8
Hp: 90
Defence: 5
Stamina: 90
Iron Fang
Rogue
Special ability: "Scout"
May ask for detailed information on the stats, equipment, and feats of any enemy type within 8 squares.
Stuff
Assassin's dagger (Range:1 Damage: 5 Hits:1) Cost: 35 --Rogue only--
Bronze helm (Defence: 4) Cost: 2 Sorry, cost: 20, not 2
Bronze greaves (Defence: 2) Cost: 10 45
Leather Breastplate (Defence: 3) Cost: 20 65
Crossbow (Range:5 Damage: 4 Hits:1) Cost: 30 --Rogue only-- 95
Feats:
Fire arrow (Damage: Base +2 Range: Base Hits:1) Cost: 25 stamina, Cooldown: 1 turns. A higher damage version of the regular bow attack. May cause burn damage. Requires a bow
Camoflage (Damage:0 Range: 0 Hits:0) Cost: 50 stamina, Cooldown: 4 turns. Lasts 3 turns. All enemies must pass an intelligence and willpower test in order to engage the user.
Ambush (Damage: Base +1 Range: 3 Hits: 1-6) Cost: 40 stamina, Cooldown: 4 turns. Requires the user to be in cover, or begin their turn out of line of sight of the target, to activate. Grants 1 free hit on the target, with bonus damage, to all allies within 3 squares.
Trap (Damage: 3 Range: 1 Hits:1) Cost: 10 stamina, Cooldown: 4 turns. If triggered, roots the target in place for 1 turn and deals damage.
__________________________________
Strength: 7
Constitution: 8
Intelligence: 9
Will: 8
Reflexes: 8
HP: 80
Mana: 90+10
Defence: 4
--No melee weapon selected--
Vallorn Dro'kh Sha
Mage
Special ability "Scholar"
May select 5 initial spells instead of 4
Feats:
Beam (Damage: 4, decreasing with range Range: 7 Hits:1) Cost: 40 mana, Cooldown: 3 turns
Heal (Damage: 0 Range: 3 Hits:1) Cost: 10 mana, Cooldown: 2 turns. Restores 20 life to 1 ally.
Ice Rain (Damage: 3 Range: Line of sight Hits:1) Cost: 40 mana, Cooldown: 3 turns Lasts 2 turns. User may select any 3x3 square on the map. All enemies and allies within that space take damage as long as they are inside the attack radius.
Fear (Damage: 0 Range: 5 Hits:1) Cost: 15 mana, Cooldown: 3 turns. Lasts 2 turns. Target must pass a willpower test to perform any actions.
Lightning Bolt (Damage: 6 Range: 3 Hits:1) Cost: 30 mana, Cooldown: 2 turns.
Starting Equipment:
SpellBook -50Pts
Mage's Armor -50Pts
__________________________________
Strength: 7
Constitution: 7
Intelligence: 10
Will: 8
Reflexes: 8
HP:70
Defence: 4
Mana: 100+30
Cror the bearded
Mage
Special ability "Gifted"
+20 mana bonus
Feats:
Wound (Damage:0 Range: 4 Hits:1) Cost: 30 mana, Cooldown: 4 turns. Deals up to 60% of the target's hp as damage. Larger units have a chace to resist.
Heal (Damage: 0 Range: 3 Hits:1) Cost: 10 mana, Cooldown: 2 turns. Restores 20 life to 1 ally.
Rock shield (Damage: 0 Range: 6 Hits:0) Cost: 10 mana, Cooldown: 2 turns. Lasts 3 turns. Places a Boulder on the map to restrict movement. Boulders have 200hp and 5 defense.
Safeguard (Damage: 0 Range: 8 Hits:0) Cost: 40 mana, Cooldown: 1 turns. Targeted ally is protected for 2 turns. Any attack that would normally kill them instead reduced them to 1hp.
Starting Equipment:
SpellBook -50Pts
Mage's Armor -50Pts
__________________________________
Starting Equipment:
Each character has 100 points to spend. Mages may not wear armor.
Spoiler! :
Health potion (Restores 20 hp ) Cost: 15 each
Mana potion (Restores 20 mana) Cost: 10 each --Mage only--
Stamina potion (Restores 30 stamina) Cost: 15 each --Warrior & Rogue only--
Rusting dagger (Range:1 Damage: 1 Hits:1) Cost: 5
Iron dagger (Range:1 Damage: 2 Hits:1) Cost: 10
Twin daggers (Range:1 Damage: 3 Hits:2) Cost: 40 --Rogue only--
Assassin's dagger (Range:1 Damage: 5 Hits:1) Cost: 35 --Rogue only--
Bronze longsword (Range:2 Damage: 4 Hits:1) Cost: 30 --Warrior & Rogue only--
Bronze shortsword (Range:1 Damage: 4 Hits:1) Cost: 20 --Warrior & Rogue only--
Iron longsword (Range:2 Damage: 5 Hits:1) Cost: 35 --Warrior only--
Iron shortsword (Range:1 Damage: 5 Hits:1) Cost: 25 --Warrior only--
Broadsword (Range:1 Damage: 7 Hits:1) Cost: 50 --Warrior only--
Battle axe (Range:1 Damage: 8 Hits:1) Cost: 70 --Warrior only--
Spear (Range:3 Damage: 5 Hits:1) Cost: 45 --Warrior & Rogue only--
Battered helm (Defence: 3) Cost: 15
Bronze helm (Defence: 4) Cost: 20
Iron helm (Defence: 5) Cost: 30
Wooden shield (Defence: 5) Cost: 25 --Warrior only--
Bronze shield (Defence: 6) Cost: 35 --Warrior only--
Iron shield (Defence: 7) Cost: 45 --Warrior only--
Leather greaves (Defence: 1) Cost: 5
Bronze greaves (Defence: 2) Cost: 10
Leather Breastplate (Defence: 3) Cost: 20
Bronze Breastplate (Defence: 5) Cost: 25 --Warrior only--
Iron Breastplate (Defence: 6) Cost: 35 --Warrior only--
Short bow (Range:8 Damage: 3 Hits:1) Cost: 50 --Rogue only--
Long bow (Range:10 Damage: 4 Hits:1) Cost: 70 --Rogue only--
Crossbow (Range:5 Damage: 4 Hits:1) Cost: 30 --Rogue only--
Spellbook (Range:0 Damage: 0 Hits:0) Cost: 50 Enables spellcasting --Mage only--
Acolyte's staff (Range:3 Damage: 1 Hits:1) Cost: 70 Enables spellcasting --Mage only--
Wizard's staff (Range:3 Damage: 3 Hits:1) Cost: 90 Enables spellcasting --Mage only--
Mage's aura (Range:1 Damage: 1 Hits:3) Cost: 80 Enables spellcasting --Mage only--
Ornate robe (Defence: 3) Cost: 25 --Mage only--
Mage's armor (Defence: 4) Cost: 50 Provides +10 mana --Mage only--
Feats: