Base Class Info¶
Setup¶
[Class]¶
Desc:
Need | Gain |
---|---|
• Stats: (Main, Combined, Other) • Skills: • Knowledge: • Language: |
• FCS: • Stats: (Main, Combined, Other) • Skills: • Special Effect (SE): • Resistance Chance: (Damage, Condition) • Speed: (Ground, Swim, Flight, Climb, Burrow) • Knowledge: • Language: • Trait: (Damage, Movement, Other, Unlocked) ◦ Damage ◦ Movement ◦ Other ◦ Unlocked • Nat.Weapons: • Other: |
Expanded¶
Ability¶
- Trait: Class: [Class]: Active, Passive
- Action Cost: 1-4AP, 1-4RP, 1BP, Free
- Range: self, _ unit(s)
- Components:
- Impact: Tangible, Intangible, Mix
- Duration: Instant, #Round, Concentration, Toggle
- Use: Regular, X uses per [short,medium,long] Rest or Day
- Resource: X, Free
- Prerequisite:
- Description:
Starting Stats¶
L(+Stat)=Per Level: Add # each level for stat S(±Stat)= - Start: Add/ Subtract # for stat in Character Creation - Assume this is the case even without the “S”
Other¶
Notes:¶
Level based scaling has a level 30 limit. Focus (FCS) stat is gained from the first non-Innate class you obtain. When multiclassing, you must have the stats/info needed for all the classes you wish to have without including the gained info/stats from previous classes. Remember to keep track of prerequisites for classes.
Modifier guide¶
Symbols¶
- Main
- B = Base
- M = Modifier
- Assume stat mentioned is Base (B) unless otherwise stated
- Positive/Negative
- Negative: -(B) = -(M)
- Assume Positive: (B) = (M)
- Positive: +(B) = +(M)
Modifier count¶
- X(B) = 1(M)
- Skill (X=3)
- Main Stat (X=4)
- Special Effect (X=4)
- Resistance Chance [Damage and Condition] (X=4)
- Spirit (X=5)
- Movement Speed (X=5)
- Language (X=5)