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Maliki_lagiban

Cross roads

Apr 17th, 2014
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  1. [b](Character sheet stuff explained)[/b]
  2. {Name}(Your carters name)
  3.  
  4. {Age}(Rough age not particularly necessary as there are no real times it becomes at all a problem or benefit to the charter)
  5. {Race}(Your charters race there is no real limits on this it’s simply whatever race you want to use)
  6.  
  7. {Speical power}(the first real chance you have to put your brand on your character the racial power is a special ability that you possess, this varies wildly because the cross roads is about freedom in essence here are some examples, dragons breath the ability to breath out an elemental attack for 80 damage 3 times a day(most attacks take a similar approach for the racial there are ways to improve them), perhaps you would prefer something more like were form the ability to increases your strength factor dramatically 3 times a day(as well as the damage you can output), or perhaps something like this, pack tactics when targeting a foe previously attacked by a party member + accuracy, also you can take a free level in ANY skill (As listed below)
  8. {Description}(A description of how your character looks)
  9.  
  10. {Hp}(Hit points or health points all characters start with a set amount as decided by the dm, commonly 200)
  11. (10 extra hp will cost 5 exp you get 2 health for 1 point
  12. {Sp}(Spirit points, or special points, special abilities will consume these they regenerate every day after sleeping all characters start with a set amount, commonly 20)
  13. (advancing the amout of sp you have costs the same as sp
  14. {Coin}(How much money your character is currently in position of, all characters start with a set amount as decided by the dm, I personally use 200)
  15. {EXP points}
  16. (How many experience points your character has to be spent on the knowlages)
  17.  
  18. {Basic knowledge}
  19. (The basic knowledge’s you have and how much your character knows about them)
  20.  
  21.  
  22. {Advanced knowledge}
  23. (The advanced knowledge’s you have and how much your character knows about them)
  24.  
  25. {Combat skills}
  26. (active powers and special attacks that consume sp, the rough run down of how I create these is as follows, Name sp cost times 10 - 10 for each special effect , however some have a high cost no damage because they are extremely powerful versions of these special effects there are many, poisoning, wounding, burn, freeze, stun, targeting special areas)
  27.  
  28. {Passives}(Passive powers that are constantly active on your character, mostly things like the ability to wield any given weapon, read something, these are things you can do without any real thought or difficulty)
  29.  
  30.  
  31. {EQP}(Equipped items I personally allow all players to prepurchase weapons and armour with their coins before running the game for them the first time)
  32.  
  33.  
  34. {Total Att}(Your characters total attack ability this is your weapon+ any special abilities you have that raises them, this is then added to an attack to figure out how much damage it can possibly do)
  35. {Total DEF}(Total defence as above but with armour)
  36.  
  37. {QUESTS}
  38. (Current active quests)
  39.  
  40. {Quest items}
  41. (Any special quest items you are currently have)
  42. [b](Pet sheet)[/b]
  43. {Pet}
  44. {Name}(Your pets name)
  45. {Race}(Your pet’s race)
  46. {Basic}(Your pet’s basic knowledge’s altered by essence)
  47. {Advanced}(Your pet’s advanced knowledge’s altered by essence)
  48. {Combat}(Your pet’s combat skills)
  49. {Passive}(Your pet’s passive skills)
  50.  
  51. {Backpack}(You’re currently held items)
  52.  
  53. (Ready for the really hard part?)
  54. Each player starts with a set amount of experience to start set their character up commonly 50(dm will tell you how much
  55.  
  56. [b](Knowledge’s explained)[/b]
  57. Each skill has several levels to them as listed below each level costs inclemently more than the last
  58. Low level
  59. Low medium level
  60. Low high level
  61. Medium low
  62. Medium
  63. Medium high
  64. Low high
  65. Medium high
  66. High
  67. Master
  68. Grand master
  69.  
  70.  
  71. You can to choose to spend experience to buy extra health or special points at 1 experience per 2 points extra (This is added to the base amount)
  72.  
  73.  
  74.  
  75. {BASIC} firstly in basic costs 5 experience second 10 third 15(and so forth)
  76. A~
  77. Appraise - determine the Quality of an item
  78. Acrobatics – Skilful and artful movements of the body
  79. Animal Husbandry – The training and raising of animals
  80. Arcane – Control and Knowledge of the mystic powers
  81. B~
  82. Build – Construction of buildings
  83. Business Acumen – Keenness with handling currency exchange
  84. C~
  85. Charm - make people fall in love with you
  86. Cooking – Preparation of meal
  87. D~
  88. Detection – Noticing things that are hidden
  89. E~
  90. F~
  91. First Aid – Primary care of wounds
  92. Fishing – Taking fish out of a body of water
  93. Forage – Search for items about
  94. G~
  95. Gardening - plant seeds, till and sow dirt, reap the rewards
  96. H~
  97. Hand to hand - combat basic kicking and punching
  98. Hunting -track wild animals
  99. I~
  100. Identify – Determine the nature of an object
  101. Intimidate - make people Fear you
  102. J~
  103. K~
  104. L~
  105. Lock Pick - opens sealed containers and/or unlock doors
  106. M~
  107. Marksmanship – Basic understanding of ranged combat
  108. N~
  109. O~
  110. P~
  111. Pickpocket - steal items from other people’s pockets
  112. Phonology – Interpreting spoken language
  113. Perform – Acting and taking on a foreign persona
  114. Q~
  115. R~
  116. Ride – Control over and balance on a foreign body
  117. Reading - the ability to understand written languages and understand their contents
  118. S~
  119. Speech Craft - persuade someone to listen to your side
  120. Sail – Directing a boat
  121. Scout – Sneak ahead to determine future threats
  122. Smithing – Manipulation of materials to form tools and weapons
  123. T~
  124. Technology – Use and understanding of technology
  125. U~
  126. V~
  127. W~
  128. Weapon Lore -The ability to use weapons that you are not famliar with
  129. X~
  130. Z~
  131.  
  132.  
  133. {ADVANCED} first level in an advanced knowledge costs 10 second 20 third 30 and so on
  134. A~
  135. Arch Magic - art of creating runes and magical Circles
  136. Abjuration – Wards and counter spells
  137. Aeromancy – Control over the elemental power of air
  138. Alchemy – Using reagents to form potions or chemicals
  139. Aquamancy – Control over the elemental power of water
  140. B~
  141. Backstab - deal more damage while concealed with melee weapons
  142. Biomancy – Magic that affects biological systems (IE blood, bone flesh, nervous system)
  143. Bezzerking- the ability to use your rage for various effects
  144. C~
  145. Cryomancy – Control over the elemental power of ice
  146. Cymerian Magic – Learning of skills from monsters
  147. Corrupted blood - controlling various forms of corruption of your blood such as: lycrothisim and vampirism
  148. D~
  149. Divination - Scrying, Predictions and Minor holy magic’s
  150. E~
  151. Eldritch (or Eldar) Magic - the power of drawing from ancestral energise. (Tests Pending)
  152. Enchanting - the art of Creating Magical Items.
  153. Entolimancy – Magic that draws form the perfect order
  154. Essence forging: the ability to purify monster essence allowing the player to summon a creature forth from essence or purify it to allow only the changes that are wanted to come from using it to effect their pet
  155. Ex-quip extreme equipping the magical ability of summoning weapons and Armour
  156. F~
  157. Fysikosmancy – Magic that draws upon nature
  158. G~
  159. Golemology _ the Craft of creating Golems
  160. Geomancy – Magic that controls the force of Earth and stone
  161. H~
  162. Healing – Magical wound repairs
  163. I~
  164. J~
  165. K~
  166. L~
  167. M~
  168. Martial Arts – Advanced combat ability
  169. Music – Making sonorous compositions
  170. N~
  171. Necromancy – Power over Life or Death
  172. O~
  173. P~
  174. Paraisthisimancy – Magic of illusion and delusion
  175. Pyromancy – Control over the elemental power of fire
  176. Q~
  177. R~
  178. Racial lore - the study of your races lore gaining special skills that are part of your race
  179. S~
  180. Sniper - Shooting while Concealed
  181. Sanguiomancy - Blood Magic
  182. Stealth - the art of concealment and advanced Sneaking/Scouting
  183. Scotadimancy – Magic of darkness
  184. Selasmancy – Magic of light
  185. Summoning – Draw an object or entity form somewhere else to you
  186. T~
  187. Tower Stance - Special techniques used while holding large weapons in a special way. (Tests Pending)
  188. Telepathy - the ability to communicate with the mind, or control other minds.
  189. Telekinesis - the ability to move objects with the mind.
  190. Tarakhemancy – Magic that draws form primordial chaos
  191. Technology Crafting – Create new technology
  192. Technomancy - mental control of electronic and digital devices
  193. U~
  194. V~
  195. Visomancy - summoning of the Void and power over black holes
  196. Vrontimancy – Control over the elemental power of lighting
  197. W~
  198. War Cry - the craft of turning your voice into great words of power
  199. Weapon Specialization - Greater Damage with Weapons
  200. Weapon Expertise - Greater Defensive techniques with weapons
  201. Weapon Finesse – Greater control over weaponry
  202. X~
  203. Xanathology - Power over Entropy, Time and Movement of objects.
  204. Y~
  205. Z~
  206. Creating your own skills:
  207. Creating your own skills is mostly for more advanced players and for those of you who wish to dm
  208. creating a skill is fairly easy and runs a little something like this:
  209. First we look at your knowlages lets say you have the basic skill (weapon lore) level one now basic skills tend to give more passive ablitys and advanced skills tend to give more active skills.
  210. So weapon lore level one would be the basic level of weapon lore allowing your to use all the basic weapons (for exsample simple swords and the like) it could also give you an active combat skill of some kind
  211. now to create a simple active skills first you must decied what cost it has, 2sp in this case
  212. now your damage with at its base be 20 but if you add a level of effect it will cost you ten damage so.
  213. in this case i would go with stunning blow 2sp 10 damage+stun
  214. pretty darn easy
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