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Hybridic Heroes Game! (Player's Guidebook)

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Malakili007
Zeldaman2.0
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Post  Zeldaman2.0 Tue Sep 10, 2013 12:57 am

Here ya go. Just go over this and you should be fine.



Welcome to the introduction of Hybridic Heroes: Adventures [Alpha]! Because this game is in its [Alpha] stage, it may be a giant pile of shit. I will work on this, so please don’t worry. However, assuming this ends up being translated into the roleplay, the fundamentals only will be here. I apologize for any shenanigans that may ensue.
To begin, you must go through the ancient, tiring, and often cola-fueled process of rolling up a character. I have provided you with the necessary accommodations, and will discuss each section as it comes along.
Races:
To begin, you must select a starting race for your character. Once selected, this cannot be changed. Each race has its own innate properties and abilities, as well as stat modifications. The stats are Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Awareness (Awr), and Charisma (Cha). These affect various attributes, skills, and having stats at a certain level will allow you to take on feats. Modifications to your ability scores will be made later. Animals are of a hybridic nature, they appear humanoid, but take on various animalistic characteristics.
·        Canine-Tilfang: Gain +2 Strength, -2 Awareness
o   Wolven- Gains Leadership at Level 5, +2 Constitution
o   Foxen: +2 Int, +1 Cha
·        Feline-Vrel: +2 Dex, -2 Constitution
o   Panther: +2 to Hide checks, +1 to Move Silently
o   Tiger:  +2 Strength
·        Equine-Qorom: +2 to Str and Con, -2 to Int and Awr, relegated to “very” hungry
o   Mustang: “Wild” character, Automatic Endurance
o   “Gelded”: “Tame” character, Automatic Toughness
·        Rodents-Silth: +2 Dex, -2 Str
o   Rabbit: Auto Run
o   Ratlike: +2 Cha
·        Goats-Bertoen: Gain Race-specific Omnivore-can eat anything mildly edible to restore hunger. +2 con, -2 Awr.
·        Bovine-Margons: +2 Str, -2 Awr, Automatic Endurance and Power Attack
·        Birds-Thelfath: Can Fly, +2 Dex, +1 Str, -1 Int
Stats:
Here, your stats are explained in detail. This is to serve as a reference for when you finally place your stats, and then make the various modifications to each, if necessary. One stat may go up one point level per every three character levels.
·        Strength-used for melee attack, supplements physical damage, and allows for physical feats
·        Dexterity- used for ranged attack, partially supplements ranged damage, allows for feats requiring agile movement
·        Constitution- used to resist damage, helps poison resistance, allows for feats requiring a strong body
·        Intelligence- used to amplify magic, used to gather knowledge and information, assists in professional works.
·        Awareness- used to detect nearby surroundings, used to notice anything out of the ordinary, assists in knowing ones surroundings.
·        Charisma- used to persuade, allows for manipulation of others to your will.
General Info:
As I couldn’t come up with an inclusive word for all this ↓ stuff, I named it General Info. This pertains to all of your general purpose stats, as well as stuff that will be important to note.
·        Hunger-will deplete as time goes on, though some actions may make this increase faster. Consumable food refills it, but preferred foods do this better.
·        HP- determines your vitality, and how close you are to death (Abstracted)
·        CP- Caster points, they allow you to cast spells
·        TP- Tech points, they allow for skillful use of weapons
·        Attack- this value is the likelihood of an attack to hit an enemy
·        Damage –this is the possible damage output of a given weapon. Can be reduced by Damage Reduction (duh)
·        Armor- the likelihood of a given attack to miss. More of this and you die less.
·        Damage reduction- Not like some RPG’s armor, this, in some forms, allows you to ignore or negate the damage of some attacks. Mostly gained through magical means, [you may end up just being so bad ass that it happens anyway. Though it is exceedingly rare, you may meet someone like this, or become as such yourself. No one knows how or why, and doing so is a certain mystery].
Skills: Not going to lie, I got kind of sidetracked and assumed that the descriptions with a silly/annoyed/etc. voice to them were obvious enough, ergo I kinda had fun with them (see Spot and Haggle. And Fly). The number of skills you can have is determined by your intelligence, as well as how proficient you are in them (how many “ranks” you have with them), and the associated stat gives boosts accordingly. You can gain any non-fly skill as any race, fly being obtained by the birdie class, but if a skill is not listed as a part of your class, each point you put towards it is worth only half as much (i.e. 2 points per rank) and such skills have a max cap half of that of class skills. Class skill rank caps are Level+3.
 
So, in example. Bob the 1st level Douche Bag has X Intelligence. Let’s say he gets a +2 from this. His class gives him a base of 3 skill points per level. His +2 bonus makes this 5 points. Let’s say he has Swim and Bluff. Swim is part of his class skills, but Bluff is not. He decides to put 2 points into Bluff, and ends up with 1 rank in Bluff. Aside from any charisma bonuses, Bluff rolls will now be at +1. He allocates the last three points to Swim, putting his ranks at +3. Simple enough?
For right now, all skills are considered class skills. Because I don’t want to have to wade through all skills, for each class. I’ll get to it later.
(I’ll make this alphabetical later)
·        Bluff (Cha)- allows you to lie better
·        Fly (Dex)- for the /fucking/ /birds/
·        Swim (Str)- not for the fish, allows you to traverse water safely
·        Diplomacy (Cha)- coerce someone to help you. Recruiting requires Leadership.
·        Search (Int)- look for shit better
·        Spot (Awr)- OH FUCK IT’S A BIG DADDY RUN BITCHES RUN
·        Intimidate (Cha)- make yoself scary
·        Open Lock (Dex)- Exactly what it says on the fucking tin
·        Survival (con)  - gee, I wonder?
·        Navigation (Awr)- fffffff
·        Profession- lets you make money by doing the town/village/rabid group of angry whores/city something. (Cooking, cleaning, etc.)
·        Craft (Int)- lets you make shit. Not like profession, but allows you to make (over a course of time) something (Like a tricycle). Feats allow cool shit.
·        Haggle (Cha)- BITCH THIS ARMOR IS WORTH TWENTY GOLD. THAT’S ALL YOU GET.
·        Sense Motive (Cha)- Bitch you lyin’
·        Spellcraft (Int)- can detect presence of magical energies, and what those energies are doing
·        Balance (Dex)- in case you’re being a shonen
·        Disable Device (Dex)- for traps
·        Medicine (Awr)- allows you to treat mortal wounds, disease, and poison
·        Climb (Str)- for them slopes
·        Concentration (Con)- (I must ignore these incompetent fools)
·        Gather information (Cha)- the tin. Read it
·        Listen (Awr)- Lets you hear the sneakies.
·        Move silently (Dex)- creep up and snap them necks
·        Perform (Cha)- the tin. May net you money.
Feats:
Feats are basically all the cool shit people can do. Nearly all have a prerequisite of some sort, which may include Stat level, Class, or other feats. One feat is gained every three levels.
·        Ambidexterity- Two-Weapon Fighting with no penalties. Prereq Greater Two-Weapon Fighting, 17 Str, 17 Dex.
·        Armor Proficiency-light, medium, heavy. Fighters and clerics automatically get all, rogues and monks can have light and medium, and the rest have only light.
·        Blind-Fight-chance to hit if vision is impaired; Prereq Awr 15
·        Cleave-killing grants one additional strike, limit one; prereq Str 13, Power Attack
·        Combat Expertise-Can convert Attack to Armor, limit a -5 penalty for a 1:1 exchange boost.
·        Combat Reflexes- Can gain additional surprise attacks based on Dex
·        Craft Magic Arms and Armor- on the tin; prereq: 16 Int, Sorceror
·        Craft Wondrous Item-on the tin; prereq: 15 Int, Sorceror
·        Deflect Arrows-on the tin, applies to heavier projectiles as well (spears, etc); prereq: 16 Dex, heavy 16 Str, combat Reflexes
·        Diehard-Allows you to stay standing during “dying period”; Prereq: Endurance
·        Dodge-adds +1 bonus per three levels to Armor
·        Empower Spell-Doubles spell damage for 1.5x Mp, higher level Sorceror
·        Endurance-Allows ignoring of hunger, as well as fatigue. 20% chance per 10 levels. Prereq: Con 14
·        Far Shot-Doubles the max range of a ranged weapon; Prereq: Dex 14
·        Great Cleave-As Cleave, but with no limit: 1 attack/kill, Prereq: Cleave, Str 14
·        Greater Two Weapon Fighting- Reduces Two Weapon Fighting Penalty to -2/-3.
·        Greater Weapon Focus- Your proficiency with a weapon increases, allowing +2 to damage and attack. Requires Int 14
·        Improved Critical-Doubles chance to do a critical hit; applies once per weapon type. (Rapiers, longswords, etc.)
·        Improved Initiative-Greatly increases chances of striking first.
·        Improved Precise Shot- area shots now do +5 Damage to enemy. Prereq: Precise Shot
·        Improved Two Weapon Fighting-Lowers two-weapon fighting penalties from -6/-6 to -3/-5. Prereq: Two-Weapon Fighting, 14 Str, 14 Dex.
·        Improved Unarmed Strike-Can Strike without chance of Counter
·        Leadership-Can recruit others into your party. Level 8 Minimum unless otherwise able.
·        Magical Aptitude-Gains spells and CP half again as fast; Prereq Int 16, Sorceror
·        Manyshot-fires two arrows per attack. Prereq: Dex 19, Improved Precise Shot.
·        Mobility-provides +4 Dodge bonus when fleeing an enemies threat zone. Prereq: Dodge, Dex 13.
·        Point Blank Shot: Decreases minimum range of a Weapon by half; Prereq Dex 14
·        Power Attack-converts up to -5 Attack for an equal amount of Damage; Prereq: Str 13
·        Precise Shot-Can designate specific body regions for attack, adds +3 damage to such shots. Prereq: Point Blank Shot, Far Shot, Dex 15
·        Quick Draw-Near-instantly draw a weapon; Prereq Attack bonus +3, Combat Reflexes.
·        Rapid Reload-Reloads a crossbow bolt twice as fast as normal.
·        Rapid Shot-Gains extra attack with a bow per taking of this feat; Prereq: Point Blank Shot, Far Shot, Precise Shot, Dex 16
·        Run-Haul ass. You double your running speed. No longer Invokes “tired”.
·        Shot on the Run- You can move and attack with a ranged weapon in the same turn. Prereq: Mobility, Precise Shot.
·        Silent Spell-can cast spells without incantation. Doubles CP used.
·        Spring Attack-You can move before and after attacking with a melee weapon. Prereq: Mobility, Fighter, Dex 14
·        Still Spell- Can cast spells without movement. 1.5x CP used.
·        Toughness- More HP per level per taking.
·        Two Weapon Defense-Allows you to use Second weapon for “Combat Reflexes”. Prereq: Combat Reflexes, 17 Dex.
·        Two Weapon Fighting: Allows you to use Two Weapons in combat, at a -6/-6 penalty. Prereq: 13 Str, 13 Dex
·        Whirlwind attack: Attacks all enemies around you. Prereq: Str 18, Mobility, Greater Cleave, Spring Attack, Combat Reflexes.
Classes:
Each class is divided according to how they fight. It helps your case a lot if your backstory matches up with what your class is, though it’s not wholly necessary. The Base HP of each class affects how many HP you get per level, adding in any from Toughness or from Constitution bonuses. Attack rating is the ratio at which you gain bonuses to attack. At certain levels, your attack may be high enough that you naturally warrant more attacks, which will be covered later as I’m trying to keep this shit simple. Specials are basically all the cool nifty stuff that you can learn. Each class will have that in detail. Alignment factors into the Character Bullshit section, which is the next section. Equipment is listed as what the character can use in combat. Techs are the melee techniques a class learns, and spells apply to Clerics and Sorcerers as to what they learn and when they can learn it.
·        Fighter
o   Base HP: High
o   Base TP: 2
o   Attack rating: +1/level
o   Special: Gains an extra feat per every three levels
o   Alignment: Any
o   Equipment: Any and all armor, all weapons except those of an “exotic” nature.
o   Techs:
§  Blade/Staff/Thingie of the Neophyte: Deals one double damage attack for  5 TP. 2nd level.
§  Mighty roar: Enemies become Afraid if affected. 3 TP, 3rd level
§  Cross Slash: Two Double-Damage Strikes for 15 TP. 5th level.
§  Intimidating Shout. Upgraded Mighty Roar. 9 TP. 7th level.
§  Can of Ass-kicking: Full attack lets loose double damage attacks. 11th level, 22 TP.
·        Monk
o   Base HP: Very High
o   Base TP: 0
o   Attack rating: see Special
o   Special: Flurry of Blows: if a monk is unarmed, then they are granted with the speed and capacity to deal more hits than normal, and are not relegated to the normal damage of unarmed strikes. Their Attack rating becomes +2/level and their damage output becomes increasingly high.
o   Alignment: Any Non-Chaotic
o   Equipment: Light Armor, “Ninja” gear (anything the Turtles use, or is in Naruto)
o   Techs: None
·        Sorcerer
o   Base HP: Low
o   Base CP: 10
o   Attack rating: 1 Per every three levels.
o   Special: Note: you may specialize in one or two elements to increase their damage compared to the others, at the cost of not having those not chosen. Effect spells aren’t affected. <- (yay grammar)
§  Use Magical Devices: Sorcerers, with special training, with an innate knowledge of magic, are able to easily manipulate strange, complicated, and otherwise mystical and magical devices. Doing so requires at least a handful of seconds to figure out, but once this is done you can activate it almost at-will
§  Cone of Cold: Try saying this three times fast. Deals light Ice Damage. 1st level, 3 CP
§  Bolt of Plasma: PEW PEW PEW PEW PEW. 1st level, 3 CP
§  Heat Wave: Damn, who left the oven on? 1st level, 3 CP
§  Confusion: Guess I should punch myself in the face. 2nd level, 8 CP
§  Telekinesis: Move object like you have the force. But not as slow. I guess. 3rd level, 7 CP per object.
§  Mage armor: grant a small armor bonus to yourself or allies. 4th level, 8 CP
§  Ray of Frost: Shoot ice beams. From your fingertips. 10 CP, 5th level
§  Chain Lightning: Snap crackle pop. 10 CP, 5th level
§  Fireball: KILL IT WITH FIRE! 10 CP, 5th level
§  Make Zombie: Allows you to take a corpse and make it undead, following your commands. 8th Level, ½ max CP. Minion will follow you until second death.
§  Poison Breath: DUDE. TIC TACS. 9th level, 16 CP.
§  Fires of Angmar: Burninates everything. 12th level, 15 CP
§  Durza’s Lightning: ZZZZZZZZZAP. 12th level, 15 CP
§  Reaper’s Embrace: So… cold… 12th level 15 CP
o   Alignment: Any, prefers Chaos
o   Equipment: Light armor only, no shields, can use staffs, quarterstaffs, light spears, daggers, other light weapons.
o   Techs: Nope.
·        Cleric
o   Base HP: Moderate
o   Base TP: 3
o   Base CP: 8
o   Attack Rating: 1 per level
o   Special:
§  Deity: Worships a Deity from the Deity list, or may even worship a lesser-known, individual deity. This Deity grants the Cleric power.
§  Minor Healing: 1st level, 4 CP
§  Rebuke undead: Deals small damage to undead monsters. 2nd level, 3 TP
§  Blessing of the Gods: Divine blessings grant temporary bonuses against fear, and towards attacks. 3rd level, 7 CP
§  Moderate Healing: 5th Level, 10 CP
§  Harm Undead: Deal moderate damage to undead. 6th level, 7 TP
§  Divine Protection: Provides protection to you and your allies. Your reflexes are quicker, and blows don’t hurt you as much or as often. 7th level, 15 CP
§  Strong Healing: 8th level, 12 CP
§  Destroy Undead: Massive damage to undead. 9th level, 10 TP
§  Hallelujah: Be infused with the Jesus Beams of Doom. 12th level, 10 CP and 10 TP
o   Alignment: Any, but must be similar (half step away) to their Deity. For Evil Clerics, Healing becomes Harming, and undead Damaging becomes undead healing. Evil Clerics also gain the Make Zombie spell from the Sorceror list, as noted therein.
o   Any non-plate armor, most shields, any bludgeoning weapon.
o   Techs: None
·        Rogue
o   Base HP: Moderate
o   Base TP: 6
o   Attack Rating: +1 per every three levels
o   Special
§  Sneak Attacks: Per attack, if an enemy is unaware of your presence, you may deal sneak attack damage for 4 TP. If the enemy is confused, helpless, or otherwise unable to react in time, you can deal sneak attack damage. This damage is high, as it gives the Rogue time to pinpoint specific, vital areas.
§  Use Magical Devices: Rogues, with special training, light touches, and dexterous fingers, are able to easily manipulate strange, complicated, and otherwise mystical and magical devices. Doing so requires at least a handful of seconds to figure out, but once this is done you can activate it almost at-will.
o   Alignment: Any non-lawful
o   Techs:
§  Poison Darts: Gains the ability to fashion poison darts. The strength of the poison increases with the Rogue’s level. One skilled in Medicine may find benefits to this…
·        Hybrid
o   Choose two classes, and I will roll up a class sheet for you. Free of charge.
 
Holy tits I’m done with that section. Ohmygod.
 
Character information!
               This is where the specifics of your character come in. Here we cover several areas of information
·        Alignment: Your character may be one of nine alignments herein: Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Neutral, Chaotic Neutral, Lawful Evil, Neutral Evil, and Chaotic Evil. I’ll take a minute to discuss  Law v. Chaos, and Neutrality.
o   Law: Law doesn’t mean just the law of the land. It could refer to one’s rigid moral code, the commandments of a god, to tradition, etc. The thinking of this character is nearly set in stone, and is unlikely to change. Though they may be zealous at times, this isn’t always a bad thing.
o   Chaos: Again, this doesn’t mean just blatant law-breaking: it typically refers to a freedom of spirit, creativity, a fondness for new ideas, etc. Chaotic characters bring out the newness, the freshness, and love art of all kinds. Though they may be fickle, they are true to themselves, and to those they may call friend.
o   Neutrality: This represents a balance or absence of at least one set of defining elements in alignment: Law and Chaos, and Good and Evil. Someone who is Lawful Neutral cares about the “law” that guides them, without regard for “good” or “evil”. Chaotic Neutral, similarly, cares not for “good” or “evil”, but for what they feel is best for them, and sometimes those around them. Etc.
·        Deity: Any character may choose to worship a deific figure, not limited to just clerics. Perhaps this deity is the reason the character set out on the adventure, for whatever reason that may be. Perhaps they worship, but the god wasn’t the big reason they set out. It adds flavor to a character, so here they are, by alignment.
o   Juzod: Lawful Good, he is the Lord Of The Heavens. Presiding over Good, Law, and Righteousness, he hates evil and the wicked. He offers his divine protection to any who would follow him.
o   Delthad: Neutral Good, he is the Purveyor Of Life. He cares for those with decency in them, and believes in second chances. Presiding over Good, Medicine, and Life, he advocates a life of happiness and generosity.
o   Chel-noth: Chaotic Good, the Lady of the Woods. She adores animals, and as such had a strong hand in the world of today. Presiding over Nature, Wildlife, and Dance, she loves those who are passionate and have caring dispositions. She envies those who are creative.
o   Kornod: Lawful Neutral, The First Judge of the Dead. He is the master over judges, those who are judged, and provides counsel in legal matters. As people die, he judges them based on their life and actions. He is fair and just, and as such even the gods look to his counsel.
o   Alipheese: Neutral Goddess, Goddess of Song, Thought, and Motherhood. She gave life to the first animals, and to the races that walk today. She, with Chel-noth and Dael-boen, created sentient life and nature, sculpting the world. She adores those who follow her, and revels especially in creative hymns for her.
o   Dael-boen: Chaotic Neutral, the Father of Life, God of Fertility, and God of Laughter. Some view him as a trickster god, but he titles himself as a prankster. He promotes Fatherhood, and helped to create the world. He loves a good laugh, cares deeply for those that would follow him, and is free with his blessings.
o   Yid-Gath: Lawful Evil, the God of Necessity, Judgment, and Purgatory. He is the Second Judge of the Dead, presiding over those Kornod as deemed fit to be punished. He judges the evil of someone, and devises fitting punishments. He does not revel in pain, nor does he particularly care for life itself. His followers are more zealous, and come in several factions who differ on whether to follow Yid-garth’s ideal of judging, or to follow his apathy for life.
o   Magbarg: Neutral Evil, the Sultan of the Deep Hells, the Final Judge, who carries out the punishments of the truly wicked. Those who fall to his judgment are typically his own followers, who follow in his domains of Death, Rage, and Passion. For his truest followers only he makes his generals over the legions of the damned.
o   The Unspoken: The Ghast, the Bane of Life, and the Terrible are her names, the Chaotic Evil Goddess who dwells among none. She is responsible for death, cruelty, and all things evil. The gods have banished her to a far-off dimension, and all are ever-watchful in the event she returns…
·        Appearance: Based on your race, you may decide this for yourself. However, some small stipulations still apply: all Hybrids (race) have ten fingers, ten toes, hands, and have digitigrades limbs and legs.
·        Backstory: this is where you fill me in on your character’s backstory. How they got into adventuring, what they want outta life, all of it. I want at least three stages, with three sentences each.
o   Beginning: What was your character’s childhood like? Where did they grow up? What was their education? How did they gain their first interest in adventuring?
o   Adolescence: What defining things made your character’s early teen years stand out? How did they make the full decision to begin their adventure? What have they discovered about themselves?
o   Adulthood: What is their life like now? What are they doing in life? What do they want out of life?
·        Gear: Include by Adulthood how they gathered their gear. If you come up with a decent enough explanation for it, then I’ll accept it. Hell, if you want a buster sword that has super-rending properties, fine. Just tell me how the hell you managed upon it and why. But, as it’s awesome, it better be damn good. As in, I better be impressed or damn near die laughing. Ordinary gear requires an ordinary explanation, etc.
(Probably) MORTAL COMBAT
        Here’s the gist of how things will work in this game: each player is assigned a random position in turn order, which can be influenced by Dexterity and the Improved Initiative feat. Battles will then take on a semi-RP, semi-game nature. As such
Goblin Attacks!
Light damage to Player!
Player uses Cone of Cold!
Goblin takes light cold damage!
Goblin dies!
100 Gold earned!
100 Exp. Acquired!
Theme music!
Player has leveled up!
 
Etc etc etc.
Health is an abstraction in this game which will be dealt with by me. I’m pretty much resorting to this because figuring out exact, nice damages for certain levels would take way the fuck too long. So I simplified it. Actions are dictated as “turns”. Players can move and attack in any given round, change weapons and attack, change weapons and move, or move twice as far without attacking. Once all players have acted, a round is then over. Rounds continue until the battle is over.
 
 
 
 
 Note: this Character Sheet is for you alone and is independent of your OC Bio. Update it accordingly as you progress.
 
Character Sheet:
Name:
Race:
Class Level:
Stats: (I will roll these for you, or you can also pick from a set)
Strength:
Dexterity:
Constitution:
Awareness:
Intelligence:
Charisma:
HP:
CP:
TP:
Attack:
Armor:
Damage:
Damage Reduction:
Skills:
Feats:
Alignment:
Deity:
Appearance:


Last edited by Zeldaman2.0 on Wed Sep 11, 2013 5:54 pm; edited 3 times in total
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Post  Zeldaman2.0 Tue Sep 10, 2013 7:00 pm

Shitshitshitshitshitshitshitshitshit.

I forgot to list this, but here are the skill points per level that each class gets.

Fighter: 4
Monk: 6
Rogue: 10
Cleric: 6
Sorcerer: 8

Sorry about all that.

Also, you get one feat at first level, one at third, and one every third thereafter (6th, 9th, etc), while Fighters get two on each of these levels.

You also increase an ability point (Stat like Strength) during every third level up.

I apologize for any confusion.
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Post  Malakili007 Tue Sep 10, 2013 7:35 pm

< Filling in what I can for the time being and putting all this somewhere I can easily keep track of it.>


Character Sheet:
Name: Arianne
Race: Foxen
Class Level: 1
Stats:
Strength: 14
Dexterity: 16
Constitution: 12
Awareness: 11
Intelligence: 20
Charisma: 15
HP: MAX/MAX
CP: 15/15
TP: 0/0
Attack: 1
Armor: Light brown robes
Damage: Light
Damage Reduction: None
Skills:  +3 to Spellcraft  <Rank 3> (duh), +3 Diplomacy <Rank 3 >,  +2 Craft < Rank 2>, +3 Gather Information <Rank 3>   +2 Search <Rank 2>
Specials: Use Magical Devices, Cone of Cold, Confusion
Feats: (if Im reading it right, one feat at level one so) Magical Aptitude
Alignment: Neutral
Deity: Alipheese
Appearance: A red furred foxen with long white hair that she drapes over the right side of her face to hide her disfigurement. Wears robes, and wields an oak staff carved by her lover.

Inventory: Minor health potion, minor cast potion, Slightly used bread loaf

Currency: 3 gold 5 silver

You hit a little harder and faster physically. You take a hit only a little better than the average joe. You earn an additional 5 CP per level, and an additional 5 points for skill ranks.


Last edited by Malakili007 on Sat Sep 14, 2013 10:45 pm; edited 6 times in total
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Post  Zeldaman2.0 Tue Sep 10, 2013 8:59 pm

The staff damage would be light. I'd also recommend writing down which spells you're taking. You also gain Confusion at first level.
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Post  Malakili007 Tue Sep 10, 2013 9:02 pm

Yeah probably a good idea, which is why I'm trying to get this all in order and in one place to make it easy to keep track of. so how many spells may I take i.e is there a limit besides level?
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Post  Zeldaman2.0 Tue Sep 10, 2013 9:07 pm

No, but please remember as is mentioned in the class description that taking fewer elementals makes them more powerful.
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Post  Malakili007 Tue Sep 10, 2013 9:16 pm

As above:

you may specialize in an element to increase its damage compared to the others, at the cost of slightly weakening the other two. Effect spells aren’t affected.

So that's not the way I'm reading it at the moment, as is I take it to mean you can take all of the elementals but specialize in one resulting in the other two being weaker.

P.S. You have Craft in your list of skills twice.
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Post  Zeldaman2.0 Tue Sep 10, 2013 9:22 pm

Fixed my meaning of it. Took out the less half-assed version of Craft. Magical Aptitude affects all spell gains equally, though.
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Post  Malakili007 Tue Sep 10, 2013 9:29 pm

Okay that's better and I've made the primary choice already. as at level one there is only so much to choose from. Now because I'm bored my reasonings behind the matter at hand and choice made.

Arianne being of Neutral alignment and following Alipheese strikes me as one that would naturally go for a balance amongst the elements i.e. all of them. However, WERE she to choose one in particular it would be ice as it seems to ME to be the best representation of Neutrality.
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Post  Eques tenebrarum Tue Sep 10, 2013 10:24 pm

Character Sheet:
Name: Seri Rook
Race: Foxen
Class Level: 1
Stats: 
Strength: 13
Dexterity: 15
Constitution: 12
Awareness: 13
Intelligence: 14
Charisma: 13
HP: Max/Max
CP: 9
TP: 10/10
Attack:
Armor: Light Leather Armor
Damage: 
Damage Reduction:
Skills: +2 Listen, +4 Open Lock, +2 Walk Silently, +2 Climb
Feats: Far Shot
Alignment: Neutral
Deity: Delthad
Appearance: normal looking guy with dark brown hair with a orange tint towards the tips that is grown out to eye level, wears black pants, dark blue coat, with his armor underneath, quiver strapped to his back, short sword attached to it on the right side, bow attached on the left.


Last edited by Eques tenebrarum on Wed Sep 11, 2013 1:43 am; edited 1 time in total
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Post  Haar_Dragon Wed Sep 11, 2013 1:40 am

Name: Orpheus X



Race: Panther

Stats:

Strength: 13
Dexterity: 20
Constitution: 11
Awareness: 15
Intelligence: 14
Charisma: 19


Class Level: 1

HP: Max/Max
CP: 8
TP: 6
Attack:
Armor: Light padding
Damage:
Damage Reduction:
Skills: Open Lock +6, Haggle +2, Bluff +3, Balance +1
Feats: Combat Reflexes
Alignment: Chaotic Neutral
Deity: Dael-boen
Appearance: On the burlier side, though not necessarily "muscular." Black hair, gold cat-eyes. Often dresses in dark colors, always has some kind of hood.
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Post  NebulaGregarZX Wed Sep 11, 2013 3:44 pm

<I'm still a little confused, so not all the info is there, just the stuff I could gather. I'm on a limited schedule, and it's hot today. Please inform me of any errors I have made, and I will make an attempt to correct them. For example, is Clair allowed to have that many Skills?>


Name: Clant Chess
Race: Human
Class Level:

Stats:

Strength: 16
Dexterity: 15
Constitution: 13
Awareness: 18
Intelligence: 10
Charisma: 10
HP: MAX/MAX
CP: 0/0
TP: 2/2
Attack:
Armor:
Damage:
Damage Reduction:

Skills:

Spot Lv.2
Navigation Lv.2
Balance Lv.1
Medicine Lv.2
Listen Lv.3


Feats:

Armor Proficiency (Light/Medium/Heavy)
Blind-Fight
Combat Reflexes


Alignment: Chaotic Good
Deity: Chel-noth
Appearance: Keeps his hair in check with a bandana, and has much more success with that than any generic shonen protagonists, though it still gets in the way of his face. His outfit has a collar, and his wide shoulder-pads give him a more masculine appearance. Has additional armor around his abdomen, and a pair of flaps covering his thighs, offering a little bit of additional protection. Wears a number of belts to keep it all in place, and his pants tuck into a pair of formal and well-polished boots. This guy may have some level of OCD regarding his boots, if he actually puts effort into keeping them so clean, or maybe it's just his training...












Name: Clair Chess
Race: Human
Class Level:

Stats:

Strength: 14
Dexterity: 16
Constitution: 10
Awareness: 11
Intelligence: 18
Charisma: 14
HP: MAX/MAX
CP: 0/0
TP: 2/2
Attack:
Armor:
Damage:
Damage Reduction:

Skills:

Bluff Lv.2
Diplomacy Lv.2
Search Lv.2
Intimidate Lv.2
Profession Lv.1
Haggle Lv.2
Sense Motive Lv.2
Gather Information Lv.2
Perform Lv.1


Feats:

Armor Proficiency (Light/Medium)
Combat Reflexes
Improved Initiative


Alignment: Neutral Good
Deity: Delthad
Appearance: Much softer-faced than her older brother, she wears an identical bandana to his, wearing her hair in much the same style, though her curliness makes it a little different. Her armor is a little thicker on her shoulders, chest, and abdomen. She has the same hip-plate-flap things as Clant, though hers are more outward than his. Among the belts covering that area, she has a dagger strapped to her thigh. She wears tight leggings as a substitute for pants.
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Post  Malakili007 Wed Sep 11, 2013 4:43 pm

If I'm reading over things right, (zelda will have to correct me if Im wrong) but as it is right now it comes down to this (since all skills are class skills at this time)

2 skill points= 1 class rank

and as a fighter Clair (presumably at lvl 1) has a base of 4 skill points to allocate into skills (so I would say no on that amount of skills) unless zelda gave you a descriptor in his PM like mine which states as above

"You hit a little harder and faster physically. You take a hit only a little better than the average joe. You earn an additional 5 CP per level, and an additional 5 points for skill ranks."

in other words using Arianne as an example, at base sorceror has 8 skill points adding the additional 5 points gave her 13 which I was then able to allocate into skills as I did above (going to go back and add in what I believe the ranks come out to now and wait for zelda to see if I have all this right and make a slight adjustment now that I think Im understanding this a bit better)


Last edited by Malakili007 on Wed Sep 11, 2013 4:48 pm; edited 1 time in total
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Post  Zeldaman2.0 Wed Sep 11, 2013 4:47 pm

Name: Clant Chess
Race: Human
Class Level:

Stats:

Strength: 16
Dexterity: 15
Constitution: 13
Awareness: 18
Intelligence: 10
Charisma: 10
HP: MAX/MAX
CP: 0/0
TP: 2/2
Attack: +1
Armor: Strong leather
Damage: Moderate
Damage Reduction: None

Skills:

Spot Lv.2
Navigation Lv.2
Balance Lv.1
Medicine Lv.2
Listen Lv.3

He has four points worth, one point is worth one rank or level. I'd recommend Spot Lv. 2 and Listen Lv. 2

Feats:

Armor Proficiency (Light/Medium/Heavy)
Blind-Fight
Combat Reflexes


Alignment: Chaotic Good
Deity: Chel-noth
Appearance: Keeps his hair in check with a bandana, and has much more success with that than any generic shonen protagonists, though it still gets in the way of his face. His outfit has a collar, and his wide shoulder-pads give him a more masculine appearance. Has additional armor around his abdomen, and a pair of flaps covering his thighs, offering a little bit of additional protection. Wears a number of belts to keep it all in place, and his pants tuck into a pair of formal and well-polished boots. This guy may have some level of OCD regarding his boots, if he actually puts effort into keeping them so clean, or maybe it's just his training...





Otherwise fine, I changed his pertinent character information.






Name: Clair Chess
Race: Human
Class Level:

Stats:

Strength: 14
Dexterity: 16
Constitution: 10
Awareness: 11
Intelligence: 18
Charisma: 14
HP: MAX/MAX
CP: 0/0
TP: 6/6
Attack: +1
Armor: Strong Leather
Damage: Moderate
Damage Reduction: None

Skills:

Bluff Lv.2
Diplomacy Lv.2
Search Lv.2
Intimidate Lv.2
Profession Lv.1
Haggle Lv.2
Sense Motive Lv.2
Gather Information Lv.2
Perform Lv.1

I'd recommend keeping Diplomacy, Search, Sense motive and Gather Information for her current level, at their current ranks. Though perform may help, she IS going into a bigger city... :devil's advocate:

Feats:

Armor Proficiency (Light/Medium)
Combat Reflexes
Improved Initiative


Alignment: Neutral Good
Deity: Delthad
Appearance: Much softer-faced than her older brother, she wears an identical bandana to his, wearing her hair in much the same style, though her curliness makes it a little different. Her armor is a little thicker on her shoulders, chest, and abdomen. She has the same hip-plate-flap things as Clant, though hers are more outward than his. Among the belts covering that area, she has a dagger strapped to her thigh. She wears tight leggings as a substitute for pants.

Otherwise fine. Fixed her TP.



Thank you for opening my eyes on that Mal. One point equals one rank. Period. So with Arianne she can have up to 15 levels in different skills.

The extra skill points are calculate at (x-10)/2, round down, based on Intelligence. So Arianne's 20 becomes 20-10=10
10/2=5.
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Post  Malakili007 Wed Sep 11, 2013 4:50 pm

hey I like to be observant in things like this and if that's the case I'm going to take my slight adjustment back lol

and that clears up some other things take a look at my sheet and see if I have it right now would you?

p.s I always find the math behind things like this interesting

p.p.s after rereading the skills section I see where I went wrong...if a skill is NOT a class skill THEN it would require 2 points per 1 rank...but as they are currently all class skills it is 1 point per 1 rank (right?)
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Post  Zeldaman2.0 Wed Sep 11, 2013 5:35 pm

You are correct now.

Glad to know that.

And correct again.
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Post  Malakili007 Wed Sep 11, 2013 5:46 pm

okay the only other things I've had some confusion about are as such:

1. I don't see how Arianne can have up to 15 levels.... providing my math is correct as a Sorceror she has a base of 8 skill points....the intelligence calculations included she has an additional 5 (8+5=13) so my question is where your getting the left over two skill points?  (if they exist)

2. I was confused at first but I think I've cleared it up for myself but for others I'm including it here. I was thrown off by Clair and Clant having 3 feats each, but after looking it over, since their both fighters, they get one feat at level 1 plus an additional feat at each level so that makes two, however as fighters they AUTOMATICALLY get Armor proficiency making it 3

p.s. I like making p.s's

p.p.s I'm curious did you give her a lower awareness in part due to the fact she keeps one eye covered, and (though I didn't make it clear at first) she is completely blind in that eye anyways?
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Post  Zeldaman2.0 Wed Sep 11, 2013 5:56 pm

And this is why players like you make game masters like me oh so happy.

1. I fucked up my math, I had a mental association of Sorcerer=10, but you were correct.

2. Exactly right. Clerics can also use heavy armor, but not plate mail. All classes can use light armor.
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Post  Malakili007 Wed Sep 11, 2013 6:09 pm

Your welcome. It comes from having been GM/DM myself I know how hard it can be to keep track of everything at times. (there will be occasional screw ups)

1. It helps to have someone like me involved to check the math from time to time.

2. Good. I like being right.
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Post  Aesoth Mon Sep 16, 2013 1:10 am

Name: Zintan Domine
Race: Tiger
Class Level: 1
Stats: 
Strength: 17
Dexterity: 17
Constitution: 13
Awareness: 15
Intelligence: 14
Charisma: 16
HP: MAX/MAX
CP: 10
TP: 5
Attack: 1
Armor:
Damage:
Damage Reduction:
Skills: Intimidate <Rank 2>, Sense Motive <Rank 2>, Concentration <Rank 2>, Medicine <Rank 2>
Feats: Power Attack
Alignment: Lawful Evil
Deity: Yid-Gath
Appearance: Rather tall and bulky from his years of forced labor, his face has a a trio of this scars covering his left eye. Refraining from any type of headwear beyond a simple black hood, his jet black hair is pulled back into small ponytail. His demeanor is cold and calculating, seemingly detatched from the world around him.
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Post  Haar_Dragon Tue Sep 17, 2013 2:45 am

Name: Andromeda Iara
Race: Foxen
Class Level: 1

Stats:
Strength: 15
Dexterity: 17
Constitution:14
Awareness: 13
Intelligence: 17
Charisma: 16

HP: Max/Max
CP: 11/11
TP: 6/6
Attack:
Armor:
Damage:
Damage Reduction:

Skills: Spellcraft +3, Sense Motive +4, Medicine +2
Feats: Silent Spell
Alignment: Lawful Neutral
Deity: Yid-Gath
Appearance: Longish brown hair draped over one shoulder, and always seen wearing earth colors, ie green, brown

+3 CP, TP, Skill points


Last edited by Haar_Wyvern on Tue Sep 17, 2013 2:59 am; edited 1 time in total
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Post  Zeldaman2.0 Tue Sep 17, 2013 2:46 am

Max Ranks to a given skill are 3 plus character level.
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Post  Haar_Dragon Tue Sep 17, 2013 3:00 am

The hell are you talking about? Nothing goes above 4. Are you wearing your glasses? Razz
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Post  Zeldaman2.0 Tue Sep 17, 2013 3:09 am

I don't use glasses. .-.
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Post  Haar_Dragon Tue Sep 17, 2013 3:16 am

*hands zeldaman some glasses* You should try. It helps.
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