I got the chance to do working out at work. Bugger all else to do today
So. If average is 21 points, start off with 1 blue in each (8 points)
Leaves hero with 13 points
+2 points per blue die added to a stat
+3 Points per red die added to a stat
+6 points per green die added to a stat
+1 point to replace a blue with a red, +3 points to replace a red with a green, +4 to replace a blue with a green
Each hero has 5 health, and one special potion (randomly decided or you tell me what you want and I will vet it). You will only ever take 1 health from any attack, unless it is special
Race Bonus
Dwarf gains +1 health, Elf/Half Elf gain +1 Dex, Celestians gain Fly, Demons gain Teleport, Centaur gains +1 STR, Undead gain Poison Immunity, and Humans gain an extra skill of their choice
Difference between +1 stat and +1 die is that +1 stat guarentees you at least 1 success. As such, an Elf will always hit with a bow, and takes less to go through armour, for example
Class Bonus
Barbarian - berserk skill, Mage - +1 potion, Paladin - heal spell, Ranger - surefoot skill, Druid - shapeshift, Rogue - stealth, Warrior - bonus gear!
Skills list (preliminary)
Tough - ignore 1 damage in each round of combat
Berserk - Enter a frenzy, attacking everything around you, but at the cost of defence
Fire (Mage only) - your spells set your terget on fire, in addition to any other damage
Ice (Mage only) - Your spells freeze an opponent solid, in addition to other damage
Hex (Mage only) - Your spells can sap a target's strength, rather than deal damage (target discards highest roll when attacking)
Surefoot - Crossing a prescipice or sliding past overgrown brambles are no problem for you
Lucky - You may well find better loot…
Shapeshift (Druid Only) - You can become a Dire Beast (bear, boar, duck…. Wait, duck?) - Make a shapeshifted character sheet in addition to your normal one, but do not have separate skills beyond what the animal would have
Cleave - Strike up to three critters at once
Massive damage (Fighter / Rogue) - Deal 2 damage per strike
Succubus (Demon only) - Heal yourself while hurting another while in a tender embrace - based off WILL stat
Hookshot (Celestian / Demon) - Guide your shots round corners to hit targets you cannot see
Minstrel - Play a tune to raise your companion's spirits (+1 WILL)
Poison - Blade poisons to cripple (-1 DEX), weaken (-1 STR), or befuddle (-1 WILL) your target. Can be used on bows, too!
Heal (Paladin / Celestian) - Instantly heal a friend's wounds (1 blue die per wound taken, each success heals a wound)
Lycanthropy (Counts as 2 skills) - You can shapeshift into a Ware-Beast, and it hurts! Like Shapeshift, only shifted form gains Regenerate (Heal, but only on self). Can pass along the curse
Holy (Never on Demons) - Reroll 1 dice each round vs Undead or Demons
Potions
You tell me what potions or potions you want to have to start with, but the ones gained in dungeon will be random.
Potions are generally one of 3 categories - Healing, Buffing, Curing
Healing potions heal some or all of your health. Most in dungeons only heal 1
Buffing potions grant +1 blue or red die to a stat
Curing remove status effects, such as soneform, poison, mental domination and the like
---
Hopefully the above makes sense for character creation. Of course, I'm not limiting to classes / races listed, as there's no harm having a rebel kobold, troll, or anything else (roughly) humanoid. Just do a sheet and I'll give it a thumbs up, or suggestions of change. Just tell me what is the result of what
CHARACTER SHEET
Name:
Age:
Race:
Gender:
Class:
Stats:
STRENGTH
ARMOUR
WILLPOWER
DEXTERITY
HEALTH
POTIONS
SKILLS
GEAR.
---
I'll go into gear later. Probably on an individual bases, or something. Not decided yet. Maybe just put down what you want?
Just so there is no confusion over "dice", here's what each has:
Blue dice has 1 health, 2x0, 2x1, and 1x2 faces
Red dice has 1x potion, 1x0, 2x1, 1x2, and 1x3 faces
Green dice has 1x potion and health, 2x1, 1x2, 1x3, and 1x4 faces.