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- [b](Character sheet stuff explained)[/b]
- {Name}(Your carters name)
- {Age}(Rough age not particularly necessary as there are no real times it becomes at all a problem or benefit to the charter)
- {Race}(Your charters race there is no real limits on this it’s simply whatever race you want to use)
- {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)
- {Description}(A description of how your character looks)
- {Hp}(Hit points or health points all characters start with a set amount as decided by the dm, commonly 200)
- (10 extra hp will cost 5 exp you get 2 health for 1 point
- {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)
- (advancing the amout of sp you have costs the same as sp
- {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)
- {EXP points}
- (How many experience points your character has to be spent on the knowlages)
- {Basic knowledge}
- (The basic knowledge’s you have and how much your character knows about them)
- {Advanced knowledge}
- (The advanced knowledge’s you have and how much your character knows about them)
- {Combat skills}
- (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)
- {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)
- {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)
- {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)
- {Total DEF}(Total defence as above but with armour)
- {QUESTS}
- (Current active quests)
- {Quest items}
- (Any special quest items you are currently have)
- [b](Pet sheet)[/b]
- {Pet}
- {Name}(Your pets name)
- {Race}(Your pet’s race)
- {Basic}(Your pet’s basic knowledge’s altered by essence)
- {Advanced}(Your pet’s advanced knowledge’s altered by essence)
- {Combat}(Your pet’s combat skills)
- {Passive}(Your pet’s passive skills)
- {Backpack}(You’re currently held items)
- (Ready for the really hard part?)
- Each player starts with a set amount of experience to start set their character up commonly 50(dm will tell you how much
- [b](Knowledge’s explained)[/b]
- Each skill has several levels to them as listed below each level costs inclemently more than the last
- Low level
- Low medium level
- Low high level
- Medium low
- Medium
- Medium high
- Low high
- Medium high
- High
- Master
- Grand master
- 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)
- {BASIC} firstly in basic costs 5 experience second 10 third 15(and so forth)
- A~
- Appraise - determine the Quality of an item
- Acrobatics – Skilful and artful movements of the body
- Animal Husbandry – The training and raising of animals
- Arcane – Control and Knowledge of the mystic powers
- B~
- Build – Construction of buildings
- Business Acumen – Keenness with handling currency exchange
- C~
- Charm - make people fall in love with you
- Cooking – Preparation of meal
- D~
- Detection – Noticing things that are hidden
- E~
- F~
- First Aid – Primary care of wounds
- Fishing – Taking fish out of a body of water
- Forage – Search for items about
- G~
- Gardening - plant seeds, till and sow dirt, reap the rewards
- H~
- Hand to hand - combat basic kicking and punching
- Hunting -track wild animals
- I~
- Identify – Determine the nature of an object
- Intimidate - make people Fear you
- J~
- K~
- L~
- Lock Pick - opens sealed containers and/or unlock doors
- M~
- Marksmanship – Basic understanding of ranged combat
- N~
- O~
- P~
- Pickpocket - steal items from other people’s pockets
- Phonology – Interpreting spoken language
- Perform – Acting and taking on a foreign persona
- Q~
- R~
- Ride – Control over and balance on a foreign body
- Reading - the ability to understand written languages and understand their contents
- S~
- Speech Craft - persuade someone to listen to your side
- Sail – Directing a boat
- Scout – Sneak ahead to determine future threats
- Smithing – Manipulation of materials to form tools and weapons
- T~
- Technology – Use and understanding of technology
- U~
- V~
- W~
- Weapon Lore -The ability to use weapons that you are not famliar with
- X~
- Z~
- {ADVANCED} first level in an advanced knowledge costs 10 second 20 third 30 and so on
- A~
- Arch Magic - art of creating runes and magical Circles
- Abjuration – Wards and counter spells
- Aeromancy – Control over the elemental power of air
- Alchemy – Using reagents to form potions or chemicals
- Aquamancy – Control over the elemental power of water
- B~
- Backstab - deal more damage while concealed with melee weapons
- Biomancy – Magic that affects biological systems (IE blood, bone flesh, nervous system)
- Bezzerking- the ability to use your rage for various effects
- C~
- Cryomancy – Control over the elemental power of ice
- Cymerian Magic – Learning of skills from monsters
- Corrupted blood - controlling various forms of corruption of your blood such as: lycrothisim and vampirism
- D~
- Divination - Scrying, Predictions and Minor holy magic’s
- E~
- Eldritch (or Eldar) Magic - the power of drawing from ancestral energise. (Tests Pending)
- Enchanting - the art of Creating Magical Items.
- Entolimancy – Magic that draws form the perfect order
- 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
- Ex-quip extreme equipping the magical ability of summoning weapons and Armour
- F~
- Fysikosmancy – Magic that draws upon nature
- G~
- Golemology _ the Craft of creating Golems
- Geomancy – Magic that controls the force of Earth and stone
- H~
- Healing – Magical wound repairs
- I~
- J~
- K~
- L~
- M~
- Martial Arts – Advanced combat ability
- Music – Making sonorous compositions
- N~
- Necromancy – Power over Life or Death
- O~
- P~
- Paraisthisimancy – Magic of illusion and delusion
- Pyromancy – Control over the elemental power of fire
- Q~
- R~
- Racial lore - the study of your races lore gaining special skills that are part of your race
- S~
- Sniper - Shooting while Concealed
- Sanguiomancy - Blood Magic
- Stealth - the art of concealment and advanced Sneaking/Scouting
- Scotadimancy – Magic of darkness
- Selasmancy – Magic of light
- Summoning – Draw an object or entity form somewhere else to you
- T~
- Tower Stance - Special techniques used while holding large weapons in a special way. (Tests Pending)
- Telepathy - the ability to communicate with the mind, or control other minds.
- Telekinesis - the ability to move objects with the mind.
- Tarakhemancy – Magic that draws form primordial chaos
- Technology Crafting – Create new technology
- Technomancy - mental control of electronic and digital devices
- U~
- V~
- Visomancy - summoning of the Void and power over black holes
- Vrontimancy – Control over the elemental power of lighting
- W~
- War Cry - the craft of turning your voice into great words of power
- Weapon Specialization - Greater Damage with Weapons
- Weapon Expertise - Greater Defensive techniques with weapons
- Weapon Finesse – Greater control over weaponry
- X~
- Xanathology - Power over Entropy, Time and Movement of objects.
- Y~
- Z~
- Creating your own skills:
- Creating your own skills is mostly for more advanced players and for those of you who wish to dm
- creating a skill is fairly easy and runs a little something like this:
- 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.
- 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
- now to create a simple active skills first you must decied what cost it has, 2sp in this case
- now your damage with at its base be 20 but if you add a level of effect it will cost you ten damage so.
- in this case i would go with stunning blow 2sp 10 damage+stun
- pretty darn easy
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