Hall of Infinite Doors

CHARACTER RULES

Game for Andrew

Setting: Futuristic Technology combined with Fantasy/Magic

Character Paths: Magic or Technological

Method of increasing power: Gain experience points to level up. Level adds predetermined amount to statistics. Specialization as level increases. Items add temporarily to statistics, permanent buffs also exist.

Character Statistics:

Hit Points: The amount of damage a character may sustain before they are killed. Items and leveling increase this value.

Damage: The amount of hitpoints you take away from a character when you attack them. This is frequently a range determined by dice rolls.

Attack Rate: How many times you attack in a round. An attack rate lower than one means you attack less than once per turn, perhaps to "charge up" an attack or reload. If an attack takes more than 1 round to complete, then with a higher attack rate you can complete it in less rounds.

Defense: The amount damage taken is reduced by. This may come from items and some types of damage ignore defense.

Experience Points: Gained through killing foes, completing tasks and evading or surviving obstacles. Sufficient experience will help you grow a level. The amount of experience for an encounter is either determined by level (level squared = exp gained) or by the game master. They can also be adjusted depending on difficulty.

EXP Required to attain the next level:

2- 12
3- 27
4- 48
5- 100
6- 144
7- 196
8- 256
9- 324
10- 500

Level: Determines rank, abilities, and statistics to a certain extent.

Abilities: Any other statistics not listed are considered abilities. Cover a wide range of possibilities. Vary depending on character type.

Precious Metals: These may be used to make purchases. These metals may be measured in pieces or kilograms. A piece is 10 grams and 100 of them make up a kilogram. The standard unit of value is a kilogram of iron. Here is the breakdown of relative values of precious metals.

100,000,000 kg Iron – 10,000,000kg Copper – 1,000,000kg Silver – 100,000kg Palladium – 10,000kg Gold – 1,000kg Platinum – 100kg Rhodium – 10kg Tiberium – 1kg Adamantium

Standard measure of value is 1kg of iron or 1 silver piece.


Major Classes: Technologist, Magic User

Both classes level the same way, but receive different ability points. Ability points may be used in the respective tree that the character has taken.

Level 1: Both Classes
HP: 10 (or 1d20)
Damage: 1d6 + 1 Melee attack
Ability Points: 3
Defense: 0
Attack Rate: 1

Each additional level

HP: 5 (or 1d10)
Damage: +1 to melee attack
Ability Points: +1
Defense: remains unchanged
Attack Rate: +1 every 5th level


Mage Abilities:

Heal- 1 point per Level

Takes full round to cast (not based on attack rate). Heals 1d6 points of damage. Each additional point increases the amount healed by 1d6



Magic Weapon- 1 point per level

+3 damage to melee attack per point added



Mage Armor- 1 point per level

+1 defense per level




Toughness- 1 point per level

Gain one additional hit-point per level (if you are level 12 and add 3 levels to this you will gain 36 hp)



Firebolt- 1 point per level

1d6 points of damage per level (Fire Damage)



Magic Missile- 1 point per level (Level 3 minimum)

Launches 3 missiles that deal 1d4 damage each. 2 missles per additional level added.



Thunderbolt- 3 points per level (Level 3 minimum)

Deals 1d20 damage per level. (Electricity Damage)


Holybolt- 1 point per level (level 4 minimum)

2d6 points of damage per level, only effects demons and undead


Fireball- 1 point per level (Level 5 minimum)

2 turns to cast (1 turn with attack rate of 2). 3d6 points of fire damage + 5 per level.



Enervation- 2 points per level (Level 5 minimum)

Deals 1d6 damage to enemy per level, heals that amount for you.



Hatred- 1 point per level (Level 6 minimum)

Deal 2d6 damage to enemy per level, deals 1d6 damage to you per level



Spectral Hit- 3 points per level (Level 7 minimum)

Adds 1d6 fire damage, 1d6 electricity damage and 1d6 magic damage to melee attacks per level



Slay Living- 5 points per level (Level 8 minimum)

3 rounds to cast, on third round kills creature with less hitpoints than you. (Does not work on creatures with over 100 hitpoints per level) (Death Spell)


Smite Evil- 2 points per level (minimum Level 9)

Each level adds your character level to your damage in all melee attacks versus undead or demons.


Thorns- 2 points per level (Level 9 minimum)

Enemy takes 1d6 damage per level every time they strike you with a melee attack. Ignores armor.


Quickened Heal- 5 points (Level 10 Minimum)

Healing no longer takes a full turn but instead takes a single action, therefore it can be done multiple times within a single round.


Chain Lightning- 3 points per level (Level 10 minimum)

Deals 1d30 lightning damage and arcs as many times as levels.


Firestorm- 2 points per level (minimum level 11)

Takes 2 turns to cast. 4d20 fire damage + 10 per level.



Haste- 4 points per level (minimum level 12)

+1 to attack rate per level



Ethereal Strike- 3 points (minimum level 12)

Ignore target creatures armor with melee attacks.



Weaken- 2 points per level (Level 13 minimum)

Reduces target armor by 1 per level each time they are struck with it.



Bone Spirit- 1 point per level (minimum level 13)

1d20 magic damage + 5 per level


Destruction- 5 points per level (Level 14 minimum)

5 rounds to cast. On fifth round, kills target creature(s). Cannot deal more than 25 x your level x spell level worth of damage. Cannot destroy creature of higher level than you.


Meteor Strike- 5 points per level (minimum level 15)

Takes 2 turns to cast. 10d20 points of damage + 25 per level (fire/physical damage)


Invulnerability- 10 points (minimum level 16)

+15 armor, + 100 hitpoints


Divine Strike- 5 points per level (minimum Level 17)

Takes 3 rounds to cast. Deals 5d20 + 50 points of damage to target undead or demon creature and releases 3 holy bolts per level at whatever level your holybolt currently is, these target any nearby undead or demons.


Horrid Wilting- 3 points per level (minimum level 18)

Goes for as long as you concentrate. Deals 1d6 damage to all creatures in area first turn, 2d6 damage second turn, 3d6 third turn, ect. Damage is capped at full turns per spell level. (Example: If you have an attack rate of 4 and this spell at level 2, then you would be able to deal up to 8d6 per turn, and it would stay on that amount of damage from there on out)


Loathing- 1 point per level (Minimum level 20)

Deals 10d6 damage to you and your opponent per level.


Time Stop- 3 points per level (Minimum Level 20)

May be used once per battle. You may take 1 turn freely per battle without any enemy action per level. May be used to heal, attack, or retreat. Enemies still have defense measures.


Synergies- 1 or more points (Minimum Level 25)

You may put your points into a synergy class rather than a skill, and they will then benefit you in all of your abilities within that discipline. Disciplines are as follows.

Fire: Firebolt/Fireball/Firestorm/ Meteor Strike/Spectral Hit
Lightning: Thunderbolt, Chain Lightning, Haste/Spectral Hit
Magic: Magic Missile/Bone Spirit/ Spectral Hit/Magic Weapon
Hate: Hatred/Loathing/Enervation/Thorns
Death: Slay Living/Destruction/Horrid Wilting
Defense: Heal/Mage Armor/Quickened Heal/Invulnerability
Holy: Holybolt/Smite/Divine Strike


Resurrection- 15 points (Minimum Level 30)

If you die you are teleported to a safe area with full life and your equipment. You permanently lose 1 level as a result. Lose all bonuses associated with that level.



Technologist Abilities:


Weapon Mastery- 1 point per level

Pick weapon type, gain that weapon types bonus per point invested. Maximum of 5 points per weapon type.



Stem Cell Treatment- 1 point per level

Heals 1d6 damage per level (full round action)


Repair- 1 point per level

Repair structure or vehicle 1d6 damage per level (full round action)



Force Shields- 1 point per level

+1 defense per level



Hand to Hand Combat Training- 2 points

+1 to melee damage per level



Stem Cell Glands- 2 points per level (Minimum level 5)

Adds 3 hit points per level per level




Advanced Weapons Training- 3 points (Minimum Level 5)

May used advanced weaponry.



Explosives Training- 2 points (Minimum Level 5)

May use explosives



Grenade- 1 point per level (Minimum Level 5)

1d6 damage per level to all enemy combatants in area. Requires explosives training.



Bionic Implants- 3 points per level (Minimum Level 7)

+1 melee damage per level (stacks with hand to hand combat training)



Stimulant Injection- 3 points per level (Minimum Level 8)

Take 1d6 damage per level when initially used. Gain +1 to attack rate per level until end of battle. Takes full round to use.



Gunslinger- 4 points (Minimum Level 8)

May duel wield any handgun class weapon and use them simultaneously.


Deadly Accuracy- 3 points (Minimum Level 9)

Gain +1 damage per level with whatever ranged weapon you are using


Chemical Weapons Training- 3 points (minimum level 10)

Allows use of chemical weapons


Poison Gas attack- 1 point per level (Minimum level 10)

Requires chemical weapons training. Kills all units under 10 hit points per level who breathe.


Enhanced Force Shields- 3 points per level (Minimum Level 11)

+5 armor per level


Missile Launch- 2 points per level (Minimum level 12)

Requires explosive and advanced weapons training. Takes 3 turns to use. 3d20 + 20 damage per level to target.


Rapid Regeneration- 1 point per level (Minimum level 13)

Passive heal 1d6 per level. (Per full turn)


Uncapped Weapons Mastery- 1 point per level (Minimum Level 14)

Weapons Mastery may surpass 5th level.


Airstrike – 6 points per level (Minimum Level 15)

Takes 1 full round to order, arrives 3 rounds after ordered. 5d20 per level points of damage to all enemies in area, must be done outdoors.

You have 1 choice:

« Go Back