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| 1 | WELCOME! To the grand arena! You are one of the many different heroes from among the multiverse hand-picked by an unseen, neutral, and bizarre deity to serve in a series of grueling battles and trials against multiple challenges, plucked from around the world in hopes of keeping warfare and battle contained. Weird, huh? Well, too bad! | |
| 2 | ||
| 3 | Keep track of your sheet. | |
| 4 | ||
| 5 | - | Name: |
| 5 | + | Name: Fisty McBash |
| 6 | ||
| 7 | - | Age: |
| 7 | + | Age: 27 |
| 8 | ||
| 9 | - | Race: Stick with a humanoid. Try not to go too far-fetched. Other races can be 'unlocked' by individual players later on. |
| 9 | + | Race: Thri-kreen |
| 10 | ||
| 11 | - | Class: What would you describe your character's combat capabilities? Or role in their world? It can be something as simple as a really good chef, or as complex as a swift ninja samurai. |
| 11 | + | Class: Barbarian |
| 12 | ||
| 13 | - | Equipment: Depending on your class description, DM Will allow you to pick from certain equipment. |
| 13 | + | Equipment: |
| 14 | 1 Loincloth | |
| 15 | 4 Throwing Axes | |
| 16 | ||
| 17 | - | Skills: Your unique in-game abilities. |
| 17 | + | |
| 18 | Skills: | |
| 19 | ||
| 20 | Barbarian Rage: You may enter a barbaric rage for 3 Rounds. During this time, you gain 1 AP at the end of each round, and a +4 bonus to strength and vigor scores. You are fatigued at the end of this for 3 rounds, reducing all AP Gain to only 2 per round, and you may not enter Rage again until you are no longer fatigued. | |
| 21 | ||
| 22 | Power Attack: You roll at advantage, but the next attack rolled against you rolls at advantage. 2 AP To cast. | |
| 23 | - | AP: 'Action points'. AP Is used in a variety of ways. Your average character begins with 3 AP by default, and generates 2 AP at the beginning of each round. Your character may store up to 6 points of AP. Weapons and equipment have certain AP Requirements to follow. |
| 23 | + | |
| 24 | Four Armed Strike: You may make a double attack at the cost of 2 AP for one round. (3 CD) | |
| 25 | - | On average, attack actions take two AP to do. |
| 25 | + | |
| 26 | Feast: By devouring flesh, you heal for a small amount at the expense of 2 AP. You lose all AP and roll at disadvantage if you attempt feasting on a live target. | |
| 27 | - | Moving 10 feet is equal to 1 AP. |
| 27 | + | |
| 28 | ||
| 29 | - | I.E, write it as '3/6 AP, 2 per round) |
| 29 | + | |
| 30 | Statistics | |
| 31 | - | Mana: Equal to 10 for every +1 in Willpower |
| 31 | + | |
| 32 | AP: 3/6 AP, 3 per round | |
| 33 | ||
| 34 | ABILITY SCORES: Your ability scores are rolled. First, roll 3d6 6 times. Drop the lowest result. Arrange the results into any stat you please. | |
| 35 | ||
| 36 | Every 2 points above 10 is a +1 bonus to checks relating to that score. Every points BELOW 10 is a -1 penalty. | |
| 37 | - | Strength: Used for physical attacks and strikes. Used as a requirement for some equipment. |
| 37 | + | |
| 38 | Strength: 16 | |
| 39 | - | Dexterity: Used for determining your quickness, as well as a requirement for certain equipment or skills. Dexterity is used for dodging attacks or avoiding spells. It is also the statistic for ranged attacks. |
| 39 | + | |
| 40 | Dexterity: 14 | |
| 41 | - | Vigor: How many hits you can take. Also used to determine your susceptibility to most AoE effects, diseases, and other effects that are generally impossible to dodge. |
| 41 | + | |
| 42 | Vigor: 11 | |
| 43 | - | Stamina: Stamina is your endurance. How much energy you have to continue fighting on. For every +1 mod, you gain a +1 bonus to your AP Cap. |
| 43 | + | |
| 44 | Stamina: 14 | |
| 45 | - | Willpower: Your ability to project your mind upon the battlefield. Used for most spells, and is an absolute must for casters. Used to defend against certain spells; particularly charm or illusionary effects. |
| 45 | + | |
| 46 | Willpower: 11 | |
| 47 | ||
| 48 | ||
| 49 | TOWN MAP: | |
| 50 | ||
| 51 | https://pastebin.com/aRmXiLYi |