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Dice Café

Let's start with spells first. I think it will be faster.
So, you got two. Just pick them from the starting spells list. Since her Knowledge is 2, she'll get the first spell under each of the spoiler you choose. As her knowledge increases, she'll naturally get the other spells inside the same spoiler.
 
So, you got two. Just pick them from the starting spells list. Since her Knowledge is 2, she'll get the first spell under each of the spoiler you choose. As her knowledge increases, she'll naturally get the other spells inside the same spoiler.
Alright, I chose Beast Aspect & Dancing Lights.
 
Ian Temero Ian Temero , then you got this, then you good.

WEAPON & ARMOR:
By default, all starting characters have:
1. Weapon | Please pick one weapon type below. Feel free to decide the look and name of your weapon. Those who choose "Range" have x6 starting ammunition, where one ammunition is enough for one combat encounter.
Weapon types are categorized according to effect, instead of form. There can be a sword that is Light, such as a rapier; or a sword that is Ranged, such as a gunsword; or twin swords that are Dual-wielded.
  1. Heavy
    Two-handed
    "Cleave". Once per turn, you can make an area attack with -2 to hit, to damage a number of foes = Combat that are clustered around you. Two-handed.
  2. Light
    +1 crit | One-handed
    Can be "Dual-wielded" when you equip a second light weapon in your off-hand, allowing you to make an extra attack, giving all your attacks -1 hit. No penalty when making only one attack.
  3. Mage
    Attack range: 3 | Spell Casting Range: +2 | One-handed
    Your afflictions penalize targets by an additional -1 and last 1 round longer.
  4. Ranged
    Attack range: 4 | Two handed
    You may use a minor action to "Aim", giving you -1 Toughness, but +2 to hit on your next attack. You have -2 to attack rolls when melee attackers are engaged with you.
2. Light Armor | +2 Toughness. Feel free to decide the look and name of your armor. For characters with "Arcane Studies" you have instead: Mage Armor |+1 Toughness, +1 Spell Power
3. Backpack |+6 Carrying capacity
4. Spellbook and Component Pouch | Only for mechromancers. These don't take up an inventory slot.
 

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