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NEF: WH explainsheet

Dec 29th, 2014
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  1. Name: You choose this.
  2. Class: You will choose one of the Trainee classes from the handbook.
  3.  
  4. Character Specific Skill: You choose one of these from the list in the handbook. If it says it is a 'cost' skill, you will
  5. have 30 less % points to allocate to stat increases chances (you'll see about that further down).
  6.  
  7. Affinity: I'll give you a choice between two affinities, and you will choose one.
  8.  
  9. Personal Fault: Your personal fault is something that when [condition] is true, negative [effect] happens. This could be
  10. something from when within three squares of enemies, you have -2 to DEF, to when the weather is raining,
  11. you suffer -15 to hit. The handbook has a list of potential conditions you cna use as inspiration.
  12.  
  13. Personal Skill: Your personal skill is much like the personal fault, but a positive effect instead. You have one personal
  14. skill when you're a trainee class, you gain one for a total of two when you promote to standard class, and
  15. you gain a third personal skill when you promote to you third and final class. Your personal skills and
  16. faults shouldn't overlap: if one gives you +1 mov when over 50% HP, for example, you should not have
  17. another personal skill that gives you +1 mov.
  18.  
  19. Preferred stats: You will get these from your trainee class. These are stats that, if no other stats increase, will
  20. automatically increase.
  21.  
  22. Weapon profs: The weapons you can use, also something you'll get from your trainee class. Weapon proficiencies go from E - the
  23. lowest - up to A then to S, the highest (so E-> D -> C -> B -> A -> S). Your weapon proficiencies determine what
  24. weapons you can use. You will generally have a weapon type proficiency, and a weapon subtype proficiency.
  25.  
  26. Level: 1 (0/100) This is your level of your current class. XP is universal. When it reaches 100, you level up. Each class
  27. can only level up so many tiems before it reaches max level. In the case of trainee classes, this max level
  28. is 5. You then promote to your First class, but we'll deal with that when we come to it.
  29. Total Level: 1 This is your total level - the number of levels of all classes that you've had.
  30.  
  31.  
  32. Progression spent: 0/330% You have 330 points to distribute among your stats (your base stats will be taken from your trainee
  33. class). The amount of points is the percentage chance of that stat incrementing at each level up.
  34. You cannot put percentages for CON, AID, or MOV. You must put at least 10% in all other stats
  35. except *either* str or mag, where you can choose to leave one at 0%. You can't give a stat more
  36. than 70%, except HP, which you can give up to 100%. The handbook describes what each stat does.
  37.  
  38. You also have four points to increase your stats instantly. You can't add more than two points to a
  39. stat. You show this e.g HP: 17+2. You can increase any stat but MOV. If you increase CON or AID,
  40. the other one increases too (AID is always CON-1).
  41.  
  42. HP: - (-%)
  43. STR: - (-%)
  44. MAG: - (-%)
  45. SKL: - (-%)
  46. CON: -
  47. AID: -
  48. LCK: - (-%)
  49. DEF: - (-%)
  50. RES: - (-%)
  51. SPD: - (-%)
  52. MOV: -
  53.  
  54. Inventory:
  55. Name Type () RNG MT WT CR Hit QL
  56.  
  57. Vulnerary (3/3)
  58.  
  59. You will have a starter weapon, stated in your trainee class, and everyone starts with a vulnerary, a three use healing item that recovers 10HP when used on you or another character. Find the weapon stated in your trainee class, and copy and paste the details from the table at the back of the book. If you character starts with an iron sword, for example, ctrl+f Iron Sword and you'll fins it soon enough.
  60.  
  61. Bio (WIP?):
  62.  
  63. This is your character's description and backstory. Try to make it fit in with the world lore at large, but don't worry about making up small details. Your character is a new recruit to the Knights of Kala - you've never seen battle before, and certainly not against witches. Think - what inspired your character to join up? Do they have any family? Where were they born, and how were they raised? What are their major habits and preferences? Having a fleshed out character will help both you and others roleplay better, which in turn will lead to supports. Read about supports in the handbook.
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