but...
I've decided to go a slightly different way....
you can all see it here:
http://www.scribd.com/doc/168775637/Rules
you are all more than welcome to help me out with scrolls do
or if you don't like PDF's: (but then you will not see the character sheet...)
► Show Spoiler
STATS:
Defining stats: (4 points to allocate at level 1. 1 each following level)
-Health (HP) 5
-Close combat Attack (ATT) 0
-Ranged attack (R-ATT) 0
-Power (POW) 0
Passive Defining stats: (cannot be advanced, equipment or magic must be used)
-Defense (DEF) 4 (4 is for humans and other medium sized creatures)
-Aura (AURA) 4 (4 is for most non magical beings)
Skills: (8 points at level 1. 2 points each level after that.
Players must also choose a main skill at level 1. When using that skill, they add their level to the skill check)
-Alchemy can be used to mix ingredients and in some cases gain a potion or paste of said mixing. Alchemy is a prolonged Full round action, requiring at least 2 ingredients and a way of mixing them. Each ingredient adds 1 full round action to the time it takes to make the result. A recipe will half that time (round up) and may add to the Alchemy roll.
-Alertness passive, alertness works by alerting you to dangers IF said danger makes an offensive action. Such as an opponent moving closer or someone trying to steal your purse.
-Diplomacy used to convince others of your opinion or ideas. In some cases other skills may be added to the roll. Opposed by a Sense motive roll.
-Disable device (only thief classes) Used to open locks and disable traps and the like.
-Intimidate used to scare another into letting you have your will. In some cases ATT or POW may be added to this roll. Opposed by a Sense motive roll.
-Larceny(only thief classes) used to take things out of others possession, without being noted, a Stealth roll might be required alongside it.
-Lore (Animals) Any successful lore check can reveal one statistic information on a fitting target.
-Lore (Arcane) Any successful lore check can reveal one statistic information on a fitting target.
-Lore (Devine) Any successful lore check can reveal one statistic information on a fitting target.
-Lore (Humanoids) Any successful lore check can reveal one statistic information on a fitting target.
-Lore (Monsters) Any successful lore check can reveal one statistic information on a fitting target.
-Profession (describe) Professions can be used in many cases. Giving lesser bonuses to other skills or work as a standalone skill in fitting situations.
-Search allows a character to search a room or smaller area for traps, hidden items or other hidden things. Light and other conditions might affect the outcome.
-Sense motive. Opposite of Diplomacy and Intimidate, used to see through lies or to keep once cool when threatened. In some cases ATT, POW or other skills may be added to the roll.
-Spot (only thief classes) Passive, as Search but automatic, Spot can alert a character to traps, hidden items or other hidden things. Light and other conditions might affect the outcome.
-Stealth opposite of Search and Spot, used to hide oneself or once actions and items. Light and other conditions might affect the outcome.
ÔÇâ
System:
Actions:
There are 5 different types of actions:
-Free actions: things that does not hinder you in any way, such as speaking and dropping a held item. Each round a character can perform any reasonable amount of free actions.
-Move actions: moving between rooms, In combat characters can move the between 2 rooms using 1 move action. Out of combat a move action is only used when opening a door, climbing up or down a ladder or the like. (combat is whenever someone is in a hostile situation, no matter the distance between the players) performing a move action after an attack provokes an attack of opportunity. Each round, a character can perform up to 2 move actions before a Major action, or 1 after. Move actions and Minor actions share time.
-Minor actions: drinking potions, changing weapon, loading a cross bow. Such tasks are considere.d Each round, a character can perform up to 2 minor actions before a Major action, or 1 after. Move actions and Minor actions share time.
-Major actions: attacking, casting spells from scrolls and looting corpses are all major actions; only 1 major action can be performed per round. A major action can be treaded in for a extra move or minor action.
-Full round action: full round actions are special cases, such as rituals many full round actions are prolonged over multiple turns, no other action can be performed in a round where a full round action is used, including free actions.
Attacking:
-Roll 1d6 + 1d(ATT or R-ATT)
-add/remove any relevant modifiers (such as -2 for wielding 2 light weapons, or -3 for wielding a light and medium weapon) compare to opponent DEF, if its above, you hit.
-Roll damage according to the used weapon, Lower by damage reduction if any. Remove this number from target HP.
Casting spells or using spells from scrolls:
-Roll 1d6 + 1d(POW)
-add/remove any relevant modifiers, such as those from amulets or armor.
-Compare this number with the spells difficulty. If the roll result is higher than the difficulty, the spell is a success. Some spells uses stats from the target, often their AURA as difficulty.
Using skills:
-Roll 1d6+1d(Skill) -add/remove any relevant modifiers, such as armor penalty or blessings.
-compare to a preset DC. Result on success varies for each skill.
Limitations:
-Only one defensive or passive magic item can be worn at a time.
-Attacking with 2 light weapons at a time gives a -2 to attack.
-Attacking with a medium and a light weapon gives .3 to Attack.
-You cannot wield 2 medium weapons at a time.
-You cannot perform a ranged attack the same round as a close combat attack, not even when dual wielding 2 small weapons.
-when combat is over, initiative is rolled for loot dips, only one item (or group of items in the case of gold) can be taken per minor action.ÔÇâ
Classes:
All players characters gain:
- Regain vitality: out of combat the character regain 1d4 health. Major action.
At level 1, 2, 4 and 7 and 10 , all classes much chose an ability from the list below or improve on an ability they already got(including ÔÇ£Regain vitalityÔÇØ).
- Capable: The character gains +1 to any one Defining stat, can be taken multiple times. Each time giving 1 new point to a Defining stat.
- Cross class ability: Grants the character one ability that another Class group could have taken. May only be taken at level 1, 4 and 10
- Skilled: The character receives 3 more skill points at the level this skill is gained and 1 more each level after that.
- Tough: The player gains +1 Health each level.
Need more abilities that will first be available on level 2, 4, 7 and 10.ÔÇâ
Warrior Classes:
Warrior classes includes The barbarian, the fighter and the Holy warrior.
All warriors gain: +2 Health each level.
Warrior classes may exchange ATT for Damage.
At level 1, 3, 6 and 10 , all warriors much chose an ability from the list below or improve on an ability they already got(only level 1 is described):
- Battle health: once per day, regain 2d4 health. Free action.
- Die hearth: When the character has less than 5 health his DEF and ATT raises by 1. Passive ability.
-Thick skin: When the character has less than 5 health, he gain Damage reduction 1. Passive ability.
Need more abilities that will first be available on level 3, 6 and 10.
Barbarian:
Barbarians can dual wield medium weapons. -3 to attack with each weapon.
Fighter:
Fighters may reroll damage 1 per day /level
Holy Warrior:
Holy warriors can channel healing energies, healing living creatures up to 4 + 2/Level per day as a minor action (This healing may be divided over as many times and targets as the warrior wants)
ÔÇâ
Thief Classes:
Thieve classes includes The Burglar, the Hunter and the Scout.
All Thieves gains access to the skills: Disable device, Larceny and spot.
Thieves gains +1 skill point each level.
At level 1, 3, 6 and 10 , all thieves much chose an ability from the list below or improve on an ability they already got(only level 1 is described):
- Back stab: once per day: deal 1d6 extra damage on an attack in close combat. Free action.
- Ghost: allows the character to try and use stealth after an attack, to avoid the auto detection normally comes with attacking.
- Aimed Strike: 1/day the character may add POW to their ranged damage.
Need more abilities that will first be available on level 3, 6 and 10.
Burglar:
Burglars who dual wield light weapons can cast one weapon while stabbing with another as a full round action, effectively making two attacks on two targets.
Hunter:
Hunters may exchange R-ATT for damage
Scout:
Scouts may use Sense danger 1/Day, this ability reveals the number of enemies behind a barricade, door, wall or the like. This is a major action.ÔÇâ
Caster classes:
Caster classes includes The Cleric, the War mage and the Wizard
All Casters gains the following ability: Mage touch: deals 1 damage/level, ignoring all resistance, damage reduction and armor. Full round action.
At level 1, 3, 6 and 10 , all casters much chose an ability from the list below or improve on an ability they already got(only level 1 is described):
- Fire spell: deal 1d2 damage on up to 1d4 targets. Major action. DC 4+1 per target.
- Ice magic: slows down up to 1 target/Level, the targets can only take one major action or a move action the current round. DC = target AURA+1 per target.
- Arcane shield: Add 2 to targets DEF for the current round, full round action. DC 5.
Need more abilities that will first be available on level 3, 6 and 10.
Cleric:
Clerics can channel positive energy. Either healing living targets or hurting undead targets an amount = POW, but not above the Cleric level. This is a major action.
War mage:
War mages may trade POW for damage when casting spells, in the case of multiple targets, the extra damage only applies once.
Wizard:
Wizards may add their level to any Lore roll.
Defining stats: (4 points to allocate at level 1. 1 each following level)
-Health (HP) 5
-Close combat Attack (ATT) 0
-Ranged attack (R-ATT) 0
-Power (POW) 0
Passive Defining stats: (cannot be advanced, equipment or magic must be used)
-Defense (DEF) 4 (4 is for humans and other medium sized creatures)
-Aura (AURA) 4 (4 is for most non magical beings)
Skills: (8 points at level 1. 2 points each level after that.
Players must also choose a main skill at level 1. When using that skill, they add their level to the skill check)
-Alchemy can be used to mix ingredients and in some cases gain a potion or paste of said mixing. Alchemy is a prolonged Full round action, requiring at least 2 ingredients and a way of mixing them. Each ingredient adds 1 full round action to the time it takes to make the result. A recipe will half that time (round up) and may add to the Alchemy roll.
-Alertness passive, alertness works by alerting you to dangers IF said danger makes an offensive action. Such as an opponent moving closer or someone trying to steal your purse.
-Diplomacy used to convince others of your opinion or ideas. In some cases other skills may be added to the roll. Opposed by a Sense motive roll.
-Disable device (only thief classes) Used to open locks and disable traps and the like.
-Intimidate used to scare another into letting you have your will. In some cases ATT or POW may be added to this roll. Opposed by a Sense motive roll.
-Larceny(only thief classes) used to take things out of others possession, without being noted, a Stealth roll might be required alongside it.
-Lore (Animals) Any successful lore check can reveal one statistic information on a fitting target.
-Lore (Arcane) Any successful lore check can reveal one statistic information on a fitting target.
-Lore (Devine) Any successful lore check can reveal one statistic information on a fitting target.
-Lore (Humanoids) Any successful lore check can reveal one statistic information on a fitting target.
-Lore (Monsters) Any successful lore check can reveal one statistic information on a fitting target.
-Profession (describe) Professions can be used in many cases. Giving lesser bonuses to other skills or work as a standalone skill in fitting situations.
-Search allows a character to search a room or smaller area for traps, hidden items or other hidden things. Light and other conditions might affect the outcome.
-Sense motive. Opposite of Diplomacy and Intimidate, used to see through lies or to keep once cool when threatened. In some cases ATT, POW or other skills may be added to the roll.
-Spot (only thief classes) Passive, as Search but automatic, Spot can alert a character to traps, hidden items or other hidden things. Light and other conditions might affect the outcome.
-Stealth opposite of Search and Spot, used to hide oneself or once actions and items. Light and other conditions might affect the outcome.
ÔÇâ
System:
Actions:
There are 5 different types of actions:
-Free actions: things that does not hinder you in any way, such as speaking and dropping a held item. Each round a character can perform any reasonable amount of free actions.
-Move actions: moving between rooms, In combat characters can move the between 2 rooms using 1 move action. Out of combat a move action is only used when opening a door, climbing up or down a ladder or the like. (combat is whenever someone is in a hostile situation, no matter the distance between the players) performing a move action after an attack provokes an attack of opportunity. Each round, a character can perform up to 2 move actions before a Major action, or 1 after. Move actions and Minor actions share time.
-Minor actions: drinking potions, changing weapon, loading a cross bow. Such tasks are considere.d Each round, a character can perform up to 2 minor actions before a Major action, or 1 after. Move actions and Minor actions share time.
-Major actions: attacking, casting spells from scrolls and looting corpses are all major actions; only 1 major action can be performed per round. A major action can be treaded in for a extra move or minor action.
-Full round action: full round actions are special cases, such as rituals many full round actions are prolonged over multiple turns, no other action can be performed in a round where a full round action is used, including free actions.
Attacking:
-Roll 1d6 + 1d(ATT or R-ATT)
-add/remove any relevant modifiers (such as -2 for wielding 2 light weapons, or -3 for wielding a light and medium weapon) compare to opponent DEF, if its above, you hit.
-Roll damage according to the used weapon, Lower by damage reduction if any. Remove this number from target HP.
Casting spells or using spells from scrolls:
-Roll 1d6 + 1d(POW)
-add/remove any relevant modifiers, such as those from amulets or armor.
-Compare this number with the spells difficulty. If the roll result is higher than the difficulty, the spell is a success. Some spells uses stats from the target, often their AURA as difficulty.
Using skills:
-Roll 1d6+1d(Skill) -add/remove any relevant modifiers, such as armor penalty or blessings.
-compare to a preset DC. Result on success varies for each skill.
Limitations:
-Only one defensive or passive magic item can be worn at a time.
-Attacking with 2 light weapons at a time gives a -2 to attack.
-Attacking with a medium and a light weapon gives .3 to Attack.
-You cannot wield 2 medium weapons at a time.
-You cannot perform a ranged attack the same round as a close combat attack, not even when dual wielding 2 small weapons.
-when combat is over, initiative is rolled for loot dips, only one item (or group of items in the case of gold) can be taken per minor action.ÔÇâ
Classes:
All players characters gain:
- Regain vitality: out of combat the character regain 1d4 health. Major action.
At level 1, 2, 4 and 7 and 10 , all classes much chose an ability from the list below or improve on an ability they already got(including ÔÇ£Regain vitalityÔÇØ).
- Capable: The character gains +1 to any one Defining stat, can be taken multiple times. Each time giving 1 new point to a Defining stat.
- Cross class ability: Grants the character one ability that another Class group could have taken. May only be taken at level 1, 4 and 10
- Skilled: The character receives 3 more skill points at the level this skill is gained and 1 more each level after that.
- Tough: The player gains +1 Health each level.
Need more abilities that will first be available on level 2, 4, 7 and 10.ÔÇâ
Warrior Classes:
Warrior classes includes The barbarian, the fighter and the Holy warrior.
All warriors gain: +2 Health each level.
Warrior classes may exchange ATT for Damage.
At level 1, 3, 6 and 10 , all warriors much chose an ability from the list below or improve on an ability they already got(only level 1 is described):
- Battle health: once per day, regain 2d4 health. Free action.
- Die hearth: When the character has less than 5 health his DEF and ATT raises by 1. Passive ability.
-Thick skin: When the character has less than 5 health, he gain Damage reduction 1. Passive ability.
Need more abilities that will first be available on level 3, 6 and 10.
Barbarian:
Barbarians can dual wield medium weapons. -3 to attack with each weapon.
Fighter:
Fighters may reroll damage 1 per day /level
Holy Warrior:
Holy warriors can channel healing energies, healing living creatures up to 4 + 2/Level per day as a minor action (This healing may be divided over as many times and targets as the warrior wants)
ÔÇâ
Thief Classes:
Thieve classes includes The Burglar, the Hunter and the Scout.
All Thieves gains access to the skills: Disable device, Larceny and spot.
Thieves gains +1 skill point each level.
At level 1, 3, 6 and 10 , all thieves much chose an ability from the list below or improve on an ability they already got(only level 1 is described):
- Back stab: once per day: deal 1d6 extra damage on an attack in close combat. Free action.
- Ghost: allows the character to try and use stealth after an attack, to avoid the auto detection normally comes with attacking.
- Aimed Strike: 1/day the character may add POW to their ranged damage.
Need more abilities that will first be available on level 3, 6 and 10.
Burglar:
Burglars who dual wield light weapons can cast one weapon while stabbing with another as a full round action, effectively making two attacks on two targets.
Hunter:
Hunters may exchange R-ATT for damage
Scout:
Scouts may use Sense danger 1/Day, this ability reveals the number of enemies behind a barricade, door, wall or the like. This is a major action.ÔÇâ
Caster classes:
Caster classes includes The Cleric, the War mage and the Wizard
All Casters gains the following ability: Mage touch: deals 1 damage/level, ignoring all resistance, damage reduction and armor. Full round action.
At level 1, 3, 6 and 10 , all casters much chose an ability from the list below or improve on an ability they already got(only level 1 is described):
- Fire spell: deal 1d2 damage on up to 1d4 targets. Major action. DC 4+1 per target.
- Ice magic: slows down up to 1 target/Level, the targets can only take one major action or a move action the current round. DC = target AURA+1 per target.
- Arcane shield: Add 2 to targets DEF for the current round, full round action. DC 5.
Need more abilities that will first be available on level 3, 6 and 10.
Cleric:
Clerics can channel positive energy. Either healing living targets or hurting undead targets an amount = POW, but not above the Cleric level. This is a major action.
War mage:
War mages may trade POW for damage when casting spells, in the case of multiple targets, the extra damage only applies once.
Wizard:
Wizards may add their level to any Lore roll.
Hay everyone... so.. do any of you feel like helping me with making a HUGE spell book for the game that I'm currently making graphics for...
If I'm so lucky, then you can see some sample spells below.
Spells needs 4 things:
A Level
A Name
Two Schools (Sample schools: Fire, destruction, Ice, Arcane, Healing, Divine and Creation. Feel free to invent schools, but a school needs at least 3 spells in level 1)
and a description.
Thanks in advance
Spell book
Accepted spells wrote:
Level 1 Spells:► Show SpoilerCold Shield - Arcane, ice
Summons a shield of ice that grants + 2 to Defense, and have no penalty, last through one fight. Range personal.
Fireball - Destruction, fire
1d6+1/Power Fire damage. Range short.
Guide strike - Arcane, Devine
The target of this spell may roll his next attack roll 2 times, using the better result. Range touch.
Ice bolt - Destruction, ice
1d4+1/Power Ice damage. Range medium.
Ignite - Creation, Fire
Ignites any flammable surface, or deals 1 damage/Power + 1 damage/level to any flammable material, such as wooden doors. Range touch.
Magic bolt - Arcane, Destruction
2/Level Magic damage. Range medium. Ignores all armor and damage reduction.
Messenger - Creation, Fire
Summons a small fire imp that will deliver a short message (one sentence/level) the Imp can travel up to 2 rooms per round, and will continue to try and find the one the message is for for a number of rounds equal to 3* power.
Minor healing - Devine, Healing
Restores 1/level health to a target. Range touch.
Minor Hurt - Devine, Healing
Drains 1/level health from a target. Range touch.
Rime frost - Creation, Ice
Lays a layer of ice over a surface of 1 m2/level.
This layer of ice last until dispelled or destroyed, it have a total HP = casters power + level. Range touch.
Level 2 Spells:► Show Spoiler
Level 3 Spells:► Show Spoiler
Level 4 Spells:► Show Spoiler
Level 5 Spells:► Show Spoiler
Spells under development wrote:
Level 1 Spells:► Show Spoiler
Level 2 Spells:► Show Spoiler
Level 3 Spells:► Show Spoiler
Level 4 Spells:► Show Spoiler
Level 5 Spells:► Show Spoiler
Current Spell Schools wrote: Arcane
Creation
Destruction
Divine
Fire
Healing
Ice