Post by Seleste on Dec 4, 2014 1:44:17 GMT -5
To give each character that participates a fair chance and opportunity to offer their known skills with an attack, we have developed a system where these things can be applied to future events. During said events, the character will be able to participate with a a set of five skills you pick for them, which will add a bonus to their attacks. The set of skills can be anywhere from one to five that you pick for them, and can not change for each event. These skills will be with them for them at all times. A series of developing skills will go in a separate category all together; but if these skills/traits are high enough then they can be added to the fights within the event as well.
Each character should have a max of five skills to start out with. Three of them will be from the basic list (which we will provide below) and two of them can be your own development. Don't worry! An example will be offered to give an idea. The maximum level for each skill would be 10. So in a fight, your roll would have a +10 added to it, if your attack includes something related to this skill. You cannot, however, stack rolls. For example, if you are an axe-wielding warrior, and you have Athletics/Strength +10, and your own stat known as "Axe-Mastery" +10, you can't get +20 for your roll. You can only roll to a max of +10 each turn through skill bonuses unless otherwise stated.
Additionally, to give each character a unique flavor and add even more depth to the D20 events, a perk system has been developed to allow every character to have something fun and special to bring to an event. Perks are like a buff that the character will have at all times. These unique bonuses(usually) stack with skills. You can not change a perk before an event. (But if you ever want to change a perk, just ask Seleste or Sibelius!)
--------------------------------------------------------------------------------------------
Here are the basic skill choices to choose from. (Choose 3)
1. Acrobatics/Agility
------------
You can perform an acrobatic stunt, keep your balance while walking on narrow or unstable surfaces, slip free of a grab or restraints, take less damage from a fall, jump higher, and run/swim faster.
2. Detect Magic (Arcane Mastery)
-------------
You can use your knowledge of arcane to identify magical effects and sense the presence of magic.
3. Athletics/Strength
-------------
Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming.
4. Charisma or Diplomacy
----------------
Charisma or Diplomacy measures a character's force of personality, persuasiveness, and leadership.
5. Endurance
--------------
Endurance allows you to check or stave off ill effects and to push yourself beyond normal physical limits.
6. Healing
------------
You know how to help someone recover from wounds or debilitating conditions, including disease. This does not apply to physical healing, only magical properties apply.
7. Insight
-----------
You can discern intent and decipher body language during social interactions. You make an Insight check to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being.
8. Nature
-----------
You have picked up knowledge and skills related to nature, including finding your way through the wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land.
9. Thievery
------------
You have picked up thieving abilities and can perform tasks that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand.
10. Perception
------------
Make a Perception check to notice clues, detect secret doors, spot imminent dangers, find traps, follow tracks, listen for sounds behind a closed door, or locate hidden objects.
11. Religion
------------
This can apply to your own religion, such as demonology, necromancy, holy, etc. You have picked up knowledge about gods, religious traditions and ceremonies, divine effects, holy symbols, and theology.
____________________________________________________________________________
Here are the perks to choose from. (Choose 1)
1. Man-eater/Lady Killer:
+10 added to each attack roll against the opposite gender, every time. Additionally, Charisma/Diplomacy checks are increased against the opposite gender by +5. Special cases may apply.
2. Beast Hunter:
+10 added to each attack roll against beasts and animals. You may also intimidate a beast, stunning it from attacking for 1 round.
3. Tech Savvy:
+10 added to each attack roll against mechanical targets. Additionally, perception towards mechanical targets is vastly increased. You can gather information on mechanical targets, such as how to disassemble and reprogram them.
4. Humanity:
The living will react more positively to you. +10 to Diplomacy when dealing with living mortals.
5. Masochist:
For every point of HP you are below max HP, you gain +5 to all attack rolls. Healing reverses this effect.
6. Lunar-Cycle:
Attack rolls always hit on the week of a full moon. +25 to all attacks.
7. Better Criticals:
Critical hits do 100% more damage.
8. Sleight-of-Hand:
Don't like your roll? Roll twice per turn.
9. Grim Reaper:
Getting a killing blow allows you a second, guaranteed hit that same turn on another target. If you kill that target too, this effect repeats.
10. Berserking:
You are guaranteed to hit every other roll, but you still need to roll every turn.
11. Companion/Minion: (Pet Classes Only)
You start each event with a companion/minion to assist you. These targets have half of your HP, and can only roll to a maximum of 40, leaving them unable to critically strike. You roll for them as well, every turn.
12. Touch of the Grave: (Forsaken Only)
The touch of the grave imbibes you with the ability to sap life from your foes, but it leaves you weakened in the offensive department. Your attack rolls cannot critically strike, and you can only deal a maximum of 1 damage with them. However, each time you successfully hit, you heal yourself for 2 damage. This also branches into two unique specializations. (Choose One)
(Healers Only): You can also heal another for 2 damage instead of yourself if your attack lands.
(Tanks Only): You start with twice as much HP as everyone else.
Each character should have a max of five skills to start out with. Three of them will be from the basic list (which we will provide below) and two of them can be your own development. Don't worry! An example will be offered to give an idea. The maximum level for each skill would be 10. So in a fight, your roll would have a +10 added to it, if your attack includes something related to this skill. You cannot, however, stack rolls. For example, if you are an axe-wielding warrior, and you have Athletics/Strength +10, and your own stat known as "Axe-Mastery" +10, you can't get +20 for your roll. You can only roll to a max of +10 each turn through skill bonuses unless otherwise stated.
Additionally, to give each character a unique flavor and add even more depth to the D20 events, a perk system has been developed to allow every character to have something fun and special to bring to an event. Perks are like a buff that the character will have at all times. These unique bonuses(usually) stack with skills. You can not change a perk before an event. (But if you ever want to change a perk, just ask Seleste or Sibelius!)
--------------------------------------------------------------------------------------------
Here are the basic skill choices to choose from. (Choose 3)
1. Acrobatics/Agility
------------
You can perform an acrobatic stunt, keep your balance while walking on narrow or unstable surfaces, slip free of a grab or restraints, take less damage from a fall, jump higher, and run/swim faster.
2. Detect Magic (Arcane Mastery)
-------------
You can use your knowledge of arcane to identify magical effects and sense the presence of magic.
3. Athletics/Strength
-------------
Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming.
4. Charisma or Diplomacy
----------------
Charisma or Diplomacy measures a character's force of personality, persuasiveness, and leadership.
5. Endurance
--------------
Endurance allows you to check or stave off ill effects and to push yourself beyond normal physical limits.
6. Healing
------------
You know how to help someone recover from wounds or debilitating conditions, including disease. This does not apply to physical healing, only magical properties apply.
7. Insight
-----------
You can discern intent and decipher body language during social interactions. You make an Insight check to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being.
8. Nature
-----------
You have picked up knowledge and skills related to nature, including finding your way through the wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land.
9. Thievery
------------
You have picked up thieving abilities and can perform tasks that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand.
10. Perception
------------
Make a Perception check to notice clues, detect secret doors, spot imminent dangers, find traps, follow tracks, listen for sounds behind a closed door, or locate hidden objects.
11. Religion
------------
This can apply to your own religion, such as demonology, necromancy, holy, etc. You have picked up knowledge about gods, religious traditions and ceremonies, divine effects, holy symbols, and theology.
____________________________________________________________________________
Here are the perks to choose from. (Choose 1)
1. Man-eater/Lady Killer:
+10 added to each attack roll against the opposite gender, every time. Additionally, Charisma/Diplomacy checks are increased against the opposite gender by +5. Special cases may apply.
2. Beast Hunter:
+10 added to each attack roll against beasts and animals. You may also intimidate a beast, stunning it from attacking for 1 round.
3. Tech Savvy:
+10 added to each attack roll against mechanical targets. Additionally, perception towards mechanical targets is vastly increased. You can gather information on mechanical targets, such as how to disassemble and reprogram them.
4. Humanity:
The living will react more positively to you. +10 to Diplomacy when dealing with living mortals.
5. Masochist:
For every point of HP you are below max HP, you gain +5 to all attack rolls. Healing reverses this effect.
6. Lunar-Cycle:
Attack rolls always hit on the week of a full moon. +25 to all attacks.
7. Better Criticals:
Critical hits do 100% more damage.
8. Sleight-of-Hand:
Don't like your roll? Roll twice per turn.
9. Grim Reaper:
Getting a killing blow allows you a second, guaranteed hit that same turn on another target. If you kill that target too, this effect repeats.
10. Berserking:
You are guaranteed to hit every other roll, but you still need to roll every turn.
11. Companion/Minion: (Pet Classes Only)
You start each event with a companion/minion to assist you. These targets have half of your HP, and can only roll to a maximum of 40, leaving them unable to critically strike. You roll for them as well, every turn.
12. Touch of the Grave: (Forsaken Only)
The touch of the grave imbibes you with the ability to sap life from your foes, but it leaves you weakened in the offensive department. Your attack rolls cannot critically strike, and you can only deal a maximum of 1 damage with them. However, each time you successfully hit, you heal yourself for 2 damage. This also branches into two unique specializations. (Choose One)
(Healers Only): You can also heal another for 2 damage instead of yourself if your attack lands.
(Tanks Only): You start with twice as much HP as everyone else.