Notes
There will be 35 levels when we relese the game.
the classes are:
ninja
necromancer
warrior
mage
deathdude
bard
ballerina
ranger
paladin
Gladiator
Berzerker
rouge
the Races are:
angel
demon
undead
human
elf
dwarf
dragonkin
mushroom gnome
vazalon (humanoid reptile)
lackylion (insectoid, four-legged creature)
nyssilan (snake/newt humanoid)
the classes are:
ninja
necromancer
warrior
mage
deathdude
bard
ballerina
ranger
paladin
Gladiator
Berzerker
rouge
the Races are:
angel
demon
undead
human
elf
dwarf
dragonkin
mushroom gnome
vazalon (humanoid reptile)
lackylion (insectoid, four-legged creature)
nyssilan (snake/newt humanoid)
classes
Ninja
The ninja is a master of weapon martial arts. You are skilled with the blowgun and throwing star and a master of stealth. You own the shadows, and pwn your enemies face.
The ninja uses their opponent's strength against them. Many of your specialties focus on sneaking up on an enemy and stabbing them, dodging blows, or catching their punch and throwing them over your shoulder.
You mainly use you martial power to attack your enemy, but in the higher levels, you can focus your chi to blast balls of PURE energy at your foes to deal massive amounts of damage.
At level one you get: 100 HP+racal bonus+ HP stat score. quick 30, brain 15, muscle 20, tough 10, smart 15, awe 20 and 20 points to spend. no stat can be raised by more then 12 except muscle and quickness which can be raised indefinitely.
10 throwing stars (1d12)
two blowguns and 10 darts (1d10) for them
a jar of poison (can be used to poison the tip of up to 10 things and applies small nature poison)
a ninja garb (basic cloth)
and 100 gold to buy more stuff.
At first level, you gain the fallowing abilities:
Normal abilities:
Ninja Star PROFISANCY: a basic weapon, but you can throw it as a regular action instead of an attack action. If you do this, you may not use your attack action to activate any uber or awesome abilities.
Wall-Jump Specialization: you can wall-jump over one or two squares without making a check. For every square after that, pretend you started on the second square away from the wall when determining how far you go.
Backstab: if you have an advantage in combat against an, you deal an extra 1d8 damage to that opponent. If the opponent does not know you are there, you deal an extra 2d10 damage. Note that this does not work with soul blasts because those are not very stealthy.
Awesome Abilities:
raaaaaaaaa: you can spend an extra turn charging an uber power that can be charged to double the damage. While charging a power and use this to deal more damage, you take 15 extra damage from all attacks that use the attack action. cooldown rest.
Final strike: useable only on a target with below 20 HP. You do not make a hit roll, and deal 20 damage. THE ENEMY MAY NOT BE BROUGHT BACK TO LIFE IN ANY WAY. cooldown 10
Uber Powers:
RAGE: USEABLE ONLY WHEN bleeding. Basic attack the three nearest enemies and multiply damage dealt to each of them by 2. End in a space adjacent to one of them. Takes entire turn.
Small soul blast: you charge for one full turn, and let lose on the next. Deals 3d10x2
Bard
As a bard, you use the power of song to destroy your enemy and heal your friends. You go especially well with the ballerina.
Bards are good healers. Their music is woven with magic (and at higher levels majic).They are also fine with weapons. They specialize with a certain instrument and practice every day with it, for at least 15 minutes, probably more. a bard who does not do this becomes less powerful.
at lv one bards get 105 hp +racal bonus+ HP stat score, quick 10, brain 20, muscle 10 tough 10, smart 15, awe 30 and 35 points to spend. All stats can be raised indefinitely.
One instrument (1d12) of your choosing,
a microphone (1d10)
amp (adds damage to some attacks, but takes time to set up)
more coming soon, but now...
NECROMANCER
you are a darker class, right up there with the deathdude. You use your powers to raise the dead. You’re not much of a people person, and many people are suspicious of you. I mean, "Hey, Mr. NPC, mind if I animate your dead uncle to fight evil for a bit? I’ll return him to you if I have the time." awkward. But it's still epic. YOU know awesome dragon we just fought? yeah, well now its my minion for as long as I can concentrate.
at first level you get: 75 hp+racial bonus+ HP stat score, quick 10, Brain 50, mus 10, tough 2o, smart 25, and 15 points to spend. Mus and quick can only be raised by five or less, and brain must be raised by 5 or more. Everything else can be raised indefinitely without restrictions.
A skull that you use to channel your power. (You may also take skulls of animated creatures that are destroyed or creature’s skulls that have special abilities as noted in the monster description if it is a monster or ether by wiseguy creation or as noted elsewhere.)
necronomicon (student edition) (an index of your minions and your spellbook [see mage])
cloth robes, uasualy adorned with skulls
staff (optional, used to mount skull on top of.)
100 gold to buy more stuff
you gain the falowing spells and abbilities:
Normal abbilities:
Master of shadows: you gain low vision if you have normal vision or nightvision if you have low light vision. you can change the light in squares adjcent you to the lowest light you can see for two turns every 5 minutes. every 10 levels and again at 35, rase the amount of squares you can darken by one.
Undead mastery: allied undead that are not raised by you (such as a fellow player or you yourself if you are playing an undead) within 10 squares do not take the stat penelty or hit point penelty. on your turn, you can comand them to attack with any spells or attacks that do not have cooldown insted of a raised undead. your Heal dead can also apply to them. you can also spend the action used to bring bones back together after being killed or useing it as a disguise. (more on that later)
last minute mastery: when you kill an undead, it basic attacks an ally of its (or rather its masters, most undead do not make their own choices) choice. this attack does half the damage it would uasaly do and takes a -1 penelty to the hit roll..
Skeletal compainion: all necromancers have an undead companion that lasts forever. however, you may dismiss and call it back as a regular action as much as you want. this creature is eather the first signifigant thing you kill or the first enemy you kill worthy of being beside you. any creature can be one, but they all shrink down to human hight and have the same abbilities, so no you can't have a 20000 foot dragon even if you could defeat it. it is your level and has half your hit points+25. you can train it as eather a long rage or melee fighter, and can comand him to use certen spells and powers designated for him, which are listed at the end of this section. he can weild any wepon you are skilled with. for roll playing, he could be as smart or as brainless as you want, but he can not make checks.
Skeletal tolkens: each undead you raise is worth a certen amount of skeletal tolkens
Awesome powers
funiral master: when an ally dies (not falls unconsious, but dies for real) you auttomaticly raise them as an undead version of themselfs for one turn. they canot take damage or preform checks, but can do anything else and act on your turn. they are still controled by their players. also, after they fall dead again, it looks aesthetcally awesome. cooldown 10.
Rase basic dead: You rase a skeletal solder which can deal 3d8+4 with it's longsword
every time you comand it. each is worth one skeletal tolken. Cooldown 1, max 3/rest.
The ninja uses their opponent's strength against them. Many of your specialties focus on sneaking up on an enemy and stabbing them, dodging blows, or catching their punch and throwing them over your shoulder.
You mainly use you martial power to attack your enemy, but in the higher levels, you can focus your chi to blast balls of PURE energy at your foes to deal massive amounts of damage.
At level one you get: 100 HP+racal bonus+ HP stat score. quick 30, brain 15, muscle 20, tough 10, smart 15, awe 20 and 20 points to spend. no stat can be raised by more then 12 except muscle and quickness which can be raised indefinitely.
10 throwing stars (1d12)
two blowguns and 10 darts (1d10) for them
a jar of poison (can be used to poison the tip of up to 10 things and applies small nature poison)
a ninja garb (basic cloth)
and 100 gold to buy more stuff.
At first level, you gain the fallowing abilities:
Normal abilities:
Ninja Star PROFISANCY: a basic weapon, but you can throw it as a regular action instead of an attack action. If you do this, you may not use your attack action to activate any uber or awesome abilities.
Wall-Jump Specialization: you can wall-jump over one or two squares without making a check. For every square after that, pretend you started on the second square away from the wall when determining how far you go.
Backstab: if you have an advantage in combat against an, you deal an extra 1d8 damage to that opponent. If the opponent does not know you are there, you deal an extra 2d10 damage. Note that this does not work with soul blasts because those are not very stealthy.
Awesome Abilities:
raaaaaaaaa: you can spend an extra turn charging an uber power that can be charged to double the damage. While charging a power and use this to deal more damage, you take 15 extra damage from all attacks that use the attack action. cooldown rest.
Final strike: useable only on a target with below 20 HP. You do not make a hit roll, and deal 20 damage. THE ENEMY MAY NOT BE BROUGHT BACK TO LIFE IN ANY WAY. cooldown 10
Uber Powers:
RAGE: USEABLE ONLY WHEN bleeding. Basic attack the three nearest enemies and multiply damage dealt to each of them by 2. End in a space adjacent to one of them. Takes entire turn.
Small soul blast: you charge for one full turn, and let lose on the next. Deals 3d10x2
Bard
As a bard, you use the power of song to destroy your enemy and heal your friends. You go especially well with the ballerina.
Bards are good healers. Their music is woven with magic (and at higher levels majic).They are also fine with weapons. They specialize with a certain instrument and practice every day with it, for at least 15 minutes, probably more. a bard who does not do this becomes less powerful.
at lv one bards get 105 hp +racal bonus+ HP stat score, quick 10, brain 20, muscle 10 tough 10, smart 15, awe 30 and 35 points to spend. All stats can be raised indefinitely.
One instrument (1d12) of your choosing,
a microphone (1d10)
amp (adds damage to some attacks, but takes time to set up)
more coming soon, but now...
NECROMANCER
you are a darker class, right up there with the deathdude. You use your powers to raise the dead. You’re not much of a people person, and many people are suspicious of you. I mean, "Hey, Mr. NPC, mind if I animate your dead uncle to fight evil for a bit? I’ll return him to you if I have the time." awkward. But it's still epic. YOU know awesome dragon we just fought? yeah, well now its my minion for as long as I can concentrate.
at first level you get: 75 hp+racial bonus+ HP stat score, quick 10, Brain 50, mus 10, tough 2o, smart 25, and 15 points to spend. Mus and quick can only be raised by five or less, and brain must be raised by 5 or more. Everything else can be raised indefinitely without restrictions.
A skull that you use to channel your power. (You may also take skulls of animated creatures that are destroyed or creature’s skulls that have special abilities as noted in the monster description if it is a monster or ether by wiseguy creation or as noted elsewhere.)
necronomicon (student edition) (an index of your minions and your spellbook [see mage])
cloth robes, uasualy adorned with skulls
staff (optional, used to mount skull on top of.)
100 gold to buy more stuff
you gain the falowing spells and abbilities:
Normal abbilities:
Master of shadows: you gain low vision if you have normal vision or nightvision if you have low light vision. you can change the light in squares adjcent you to the lowest light you can see for two turns every 5 minutes. every 10 levels and again at 35, rase the amount of squares you can darken by one.
Undead mastery: allied undead that are not raised by you (such as a fellow player or you yourself if you are playing an undead) within 10 squares do not take the stat penelty or hit point penelty. on your turn, you can comand them to attack with any spells or attacks that do not have cooldown insted of a raised undead. your Heal dead can also apply to them. you can also spend the action used to bring bones back together after being killed or useing it as a disguise. (more on that later)
last minute mastery: when you kill an undead, it basic attacks an ally of its (or rather its masters, most undead do not make their own choices) choice. this attack does half the damage it would uasaly do and takes a -1 penelty to the hit roll..
Skeletal compainion: all necromancers have an undead companion that lasts forever. however, you may dismiss and call it back as a regular action as much as you want. this creature is eather the first signifigant thing you kill or the first enemy you kill worthy of being beside you. any creature can be one, but they all shrink down to human hight and have the same abbilities, so no you can't have a 20000 foot dragon even if you could defeat it. it is your level and has half your hit points+25. you can train it as eather a long rage or melee fighter, and can comand him to use certen spells and powers designated for him, which are listed at the end of this section. he can weild any wepon you are skilled with. for roll playing, he could be as smart or as brainless as you want, but he can not make checks.
Skeletal tolkens: each undead you raise is worth a certen amount of skeletal tolkens
Awesome powers
funiral master: when an ally dies (not falls unconsious, but dies for real) you auttomaticly raise them as an undead version of themselfs for one turn. they canot take damage or preform checks, but can do anything else and act on your turn. they are still controled by their players. also, after they fall dead again, it looks aesthetcally awesome. cooldown 10.
Rase basic dead: You rase a skeletal solder which can deal 3d8+4 with it's longsword
every time you comand it. each is worth one skeletal tolken. Cooldown 1, max 3/rest.