TEMPLATE
Ranks point max
Highlights how high a stat can go during character creation only.
0 - 2
1 - 6
2 - 12
3 - 14
4 - 18
5 - 22
Points to spend for rank
Shows how many points a rank can have total. Each stat is worth 1 point at all times.
0 - 4
1 - 12
2 - 20
3 - 28
4 - 36
5 - 44
CHARACTER TEMPLATE
Standard
Hp: 10 + (4 x life)
Block: 4 + (2 x power)
Dodge: 0 + (2 x speed)
Energy: 0 + (4 x special)
Nat 1: 3/3
Nat 6: 3/3
Valor: 0/10 (Valor is essentially xp points. Can be spent to get 2 points worth of stats for every 10 valor. Can spend a total of 40 valor to rank up.)
Power:
Life:
Speed:
Special:
Damage: 0 + (power) (damage dealt can be no lower than 1)
Special: 0 + (special)
Penetrate/Guard: 0 + (power)
Hit/Dodge: 0 + (speed)
MANUAL
Rolling to attack is unnecessary. Rolls will be made for proficiency checks as well as defending.
Unless otherwise stated, successful threshold for proficiencies is 4.
Some skills using the special stat will have nat 1 and 6 results.
Nat 1: complete failure.
Nat 6: Crucial success.
For example, proficiency in cooking could look like this…
Nat 1: Complete failure. Character loses hp upon eating the food. Let’s say (20 - (special stat)) / 2.
2-3: Fail. Does nothing when consumed. At least they get their proper nutrients.
4 and above: Success. Character gains temp hp equivalent to the special stat of the chef.
Nat 6: Crucial success. Character gains +6 temp hp in addition to the chefs special stat.
Defense rolls
1-3: hit
Block
4-6: Blocked
Dodge
4-6: dodged
All
Nat 6: counter
When all nat 1 counters are expended, yet you still have nat 6 counters, your nat 1 roll becomes an even greater critical success and will let you do the following.
1. Counter an enemy for an additional +6 damage
2. When your team is subject to aoe stuff like hazards or an attack, you can choose to let up to 3 units succeed without spending counters.
When all nat 6 counters are gone and you have nat 1 counters and you roll a nat 6, it’s an even worse critical fail, dealing an additional +6 damage to you.
Special counters can be used to amplify utilities like consumables or objects like turrets. Might be usable for other scenarios depending on how the game goes.
Unblockable attacks can be done on an enemy in place of a normal attack. Units subject to this adds +2 to their dodge modifier and add +3 to the damage dealt. Units with power +3 greater than yours can block this.
LEVELING UP
Valor points. This games equivalent of xp can be accrued by certain means, but the common means is by defeating enemy units. How much valor you gain from defeating one depends on the differences in the total valor for you both. For example
A 40 valor character defeating an 80 valor character will likely accrue 4 valor. For the off chance a 120 valor character is defeated by a rank 1, that rank 1 can accrue 10 valor.
Likewise if the character does something that impresses me, I may consider adding valor.
Remember, with, say a 80 valor rank 2 with no skills will have to defeat 4 40 valor units to accrue 1 valor.
At anytime in the game, when you have enough valor, you can "level up". Upon accepting a level up, you choose of the valor you accrued what you wish to spend it on.
10 valor: 2 extra stat points to go anywhere (core stats anyways)
20 valor: An ability slot
40 valor: a rank up.
Similarly, if one gains a total of 8 stat points, they rank up instantly.
Note that accepting a level up in-game means the enemies must roll for defense depending on how you worded your characters attack. It either can use the power stat or the special stat, but either way, enemies that fail take the total damage you do (power or special) + 1. Alternatively you can wait to level up before activating it. Damage is modified depending on how much valor you use. For example...
10: +0
20: +2
30: +4
40: +6
And so on.
Note, most generic enemies affected will auto fail. Units 1 rank higher than you or bosses or named characters resist as normal as seen above.
Also, keep in mind that if your characters hp drops to 0 before you level up, you can still do so.
Characters after a level up have their hp and counters fully restored.
ABILITIES
ABILITIES
(Can have up to 4. Gained usage of them after 20 valor points spent.)
Lifedrinker: Heal + (25% of special stat) whenever you deal damage.
Sap: Enemies you damage deal -25% damage on their next attack.
Resilient: Reduce all incoming damage by +25%
Heavy Hitter: subtract -1 to all target Block rolls.
Protected: Add +1 to Block rolls.
Accurate: subtract -1 to all target Dodge rolls.
Dodgy: Add +1 to Dodge rolls.
Enchanted: Add +25% damage to all attacks.
Rejuvenate: Heal + (25 % of Special stat) hp at the start of your turn if you didn’t take damage last turn.
Drain strength: When you deal damage, reduce the target’s Block Counter by 1.
Drain speed: When you deal damage, reduce the target’s Dodge Counter by 1.
Mana sap: When you deal damage, reduce the target’s Special Counter by 2.
Scarring: Enemies you damage are dealt temp damage equal to the damage you deal for until your next turn.
Guard Shred: When an enemy Blocks your attack, they lose 1 additional Block Counter.
Furious Swipes: When an enemy Dodges your attack, they lose 1 additional Dodge Counter.
Duelist: Add +25% damage to melee attacks. (Uses power)
Archery: Add +25% damage to ranged attacks. (Uses power)
Healer: Add +25% to all healing done.
Regenerate: Heal 1 HP at the start of your turn.
Magical Mastery: Add +25% damage (or healing) to your special abilities. +4 special counters and all energy effects cost 1 less, but no less than 1. Does not stack with archery or duelist.)
ENERGY EFFECTS
Unblockable Upgrade (2 energy): Your unblockable does not grant the target(s) extra dodge modifier and remains unblockable regardless of the power stat difference.
Undodgable (2 energy): Your attack cannot be avoided. Spend 2 more energy to add +3 to the attack. Must have speed at least 1 less of your target(s) for it to work
Summon (4 energy): Summon another unit. Could be the following:
16 of a rank 2 less of your own.
4 of a rank 1 less of your own.
1 of the same rank as you.
WARNING: There can be up to 10 units on a team at once, so use this wisely!
Heal (3 energy): Heal a unit for +2 + (special stat). Spend another energy to affect 1 more unit or to amplify the heal.
Shield (1 energy): Gain +2 to block modifier. Spend another energy to use your special stat as the block modifier.
Quick step (1 energy): At any time, you can reappear in a spot 30 ft. from you. Could also be used to add +2 to your dodge modifier.
Empower (1 energy): Give a unit +2 damage done. Can spend 1 more energy to affect another target.
Smite (1 energy): Use your special stat as the attack and damage modifier OR wyou damage an enemy, deal an additional +2 damage.
Intercept (1 energy): If an ally within 5 ft. of you is attacked, you may move to their space and attempt to block the attack (It must be a block. Cannot dodge). Defense rolls are applied as normal.
Emergency Block (8 energy): When you should be hit by an attack that would take you down to 0 hp or below as long as the remaining damage doesn’t exceed your max hp, you may, instead choose to nullify the damage. Does not work if the overall damage is higher than your health.
Ranks point max
Highlights how high a stat can go during character creation only.
0 - 2
1 - 6
2 - 12
3 - 14
4 - 18
5 - 22
Points to spend for rank
Shows how many points a rank can have total. Each stat is worth 1 point at all times.
0 - 4
1 - 12
2 - 20
3 - 28
4 - 36
5 - 44
CHARACTER TEMPLATE
Standard
Hp: 10 + (4 x life)
Block: 4 + (2 x power)
Dodge: 0 + (2 x speed)
Energy: 0 + (4 x special)
Nat 1: 3/3
Nat 6: 3/3
Valor: 0/10 (Valor is essentially xp points. Can be spent to get 2 points worth of stats for every 10 valor. Can spend a total of 40 valor to rank up.)
Power:
Life:
Speed:
Special:
Damage: 0 + (power) (damage dealt can be no lower than 1)
Special: 0 + (special)
Penetrate/Guard: 0 + (power)
Hit/Dodge: 0 + (speed)
MANUAL
Rolling to attack is unnecessary. Rolls will be made for proficiency checks as well as defending.
Unless otherwise stated, successful threshold for proficiencies is 4.
Some skills using the special stat will have nat 1 and 6 results.
Nat 1: complete failure.
Nat 6: Crucial success.
For example, proficiency in cooking could look like this…
Nat 1: Complete failure. Character loses hp upon eating the food. Let’s say (20 - (special stat)) / 2.
2-3: Fail. Does nothing when consumed. At least they get their proper nutrients.
4 and above: Success. Character gains temp hp equivalent to the special stat of the chef.
Nat 6: Crucial success. Character gains +6 temp hp in addition to the chefs special stat.
Defense rolls
1-3: hit
Block
4-6: Blocked
Dodge
4-6: dodged
All
Nat 6: counter
When all nat 1 counters are expended, yet you still have nat 6 counters, your nat 1 roll becomes an even greater critical success and will let you do the following.
1. Counter an enemy for an additional +6 damage
2. When your team is subject to aoe stuff like hazards or an attack, you can choose to let up to 3 units succeed without spending counters.
When all nat 6 counters are gone and you have nat 1 counters and you roll a nat 6, it’s an even worse critical fail, dealing an additional +6 damage to you.
Special counters can be used to amplify utilities like consumables or objects like turrets. Might be usable for other scenarios depending on how the game goes.
Unblockable attacks can be done on an enemy in place of a normal attack. Units subject to this adds +2 to their dodge modifier and add +3 to the damage dealt. Units with power +3 greater than yours can block this.
LEVELING UP
Valor points. This games equivalent of xp can be accrued by certain means, but the common means is by defeating enemy units. How much valor you gain from defeating one depends on the differences in the total valor for you both. For example
A 40 valor character defeating an 80 valor character will likely accrue 4 valor. For the off chance a 120 valor character is defeated by a rank 1, that rank 1 can accrue 10 valor.
Likewise if the character does something that impresses me, I may consider adding valor.
Remember, with, say a 80 valor rank 2 with no skills will have to defeat 4 40 valor units to accrue 1 valor.
At anytime in the game, when you have enough valor, you can "level up". Upon accepting a level up, you choose of the valor you accrued what you wish to spend it on.
10 valor: 2 extra stat points to go anywhere (core stats anyways)
20 valor: An ability slot
40 valor: a rank up.
Similarly, if one gains a total of 8 stat points, they rank up instantly.
Note that accepting a level up in-game means the enemies must roll for defense depending on how you worded your characters attack. It either can use the power stat or the special stat, but either way, enemies that fail take the total damage you do (power or special) + 1. Alternatively you can wait to level up before activating it. Damage is modified depending on how much valor you use. For example...
10: +0
20: +2
30: +4
40: +6
And so on.
Note, most generic enemies affected will auto fail. Units 1 rank higher than you or bosses or named characters resist as normal as seen above.
Also, keep in mind that if your characters hp drops to 0 before you level up, you can still do so.
Characters after a level up have their hp and counters fully restored.
ABILITIES
ABILITIES
(Can have up to 4. Gained usage of them after 20 valor points spent.)
Lifedrinker: Heal + (25% of special stat) whenever you deal damage.
Sap: Enemies you damage deal -25% damage on their next attack.
Resilient: Reduce all incoming damage by +25%
Heavy Hitter: subtract -1 to all target Block rolls.
Protected: Add +1 to Block rolls.
Accurate: subtract -1 to all target Dodge rolls.
Dodgy: Add +1 to Dodge rolls.
Enchanted: Add +25% damage to all attacks.
Rejuvenate: Heal + (25 % of Special stat) hp at the start of your turn if you didn’t take damage last turn.
Drain strength: When you deal damage, reduce the target’s Block Counter by 1.
Drain speed: When you deal damage, reduce the target’s Dodge Counter by 1.
Mana sap: When you deal damage, reduce the target’s Special Counter by 2.
Scarring: Enemies you damage are dealt temp damage equal to the damage you deal for until your next turn.
Guard Shred: When an enemy Blocks your attack, they lose 1 additional Block Counter.
Furious Swipes: When an enemy Dodges your attack, they lose 1 additional Dodge Counter.
Duelist: Add +25% damage to melee attacks. (Uses power)
Archery: Add +25% damage to ranged attacks. (Uses power)
Healer: Add +25% to all healing done.
Regenerate: Heal 1 HP at the start of your turn.
Magical Mastery: Add +25% damage (or healing) to your special abilities. +4 special counters and all energy effects cost 1 less, but no less than 1. Does not stack with archery or duelist.)
ENERGY EFFECTS
Unblockable Upgrade (2 energy): Your unblockable does not grant the target(s) extra dodge modifier and remains unblockable regardless of the power stat difference.
Undodgable (2 energy): Your attack cannot be avoided. Spend 2 more energy to add +3 to the attack. Must have speed at least 1 less of your target(s) for it to work
Summon (4 energy): Summon another unit. Could be the following:
16 of a rank 2 less of your own.
4 of a rank 1 less of your own.
1 of the same rank as you.
WARNING: There can be up to 10 units on a team at once, so use this wisely!
Heal (3 energy): Heal a unit for +2 + (special stat). Spend another energy to affect 1 more unit or to amplify the heal.
Shield (1 energy): Gain +2 to block modifier. Spend another energy to use your special stat as the block modifier.
Quick step (1 energy): At any time, you can reappear in a spot 30 ft. from you. Could also be used to add +2 to your dodge modifier.
Empower (1 energy): Give a unit +2 damage done. Can spend 1 more energy to affect another target.
Smite (1 energy): Use your special stat as the attack and damage modifier OR wyou damage an enemy, deal an additional +2 damage.
Intercept (1 energy): If an ally within 5 ft. of you is attacked, you may move to their space and attempt to block the attack (It must be a block. Cannot dodge). Defense rolls are applied as normal.
Emergency Block (8 energy): When you should be hit by an attack that would take you down to 0 hp or below as long as the remaining damage doesn’t exceed your max hp, you may, instead choose to nullify the damage. Does not work if the overall damage is higher than your health.
DEMO CHARACTER CREATION
Much like how dnd has an options for point buy, this game system, currently called project d6 has a point buy system when starting a character.
Upon starting a rank 1, the stats are like this
Mankrikk
Rank: 1
Hp: 10/10
Block: 4/4
Dodge: 0/0
Special: 0/0
Nat 1: 3/3
Nat 6: 3/3
valor: 0/10
total valor: 40
Points left: 12
Power: 0
Life: 0
Speed: 0
Special: 0
Damage: 0
Special: 0
Penetrate/Guard: 0
Hit/Dodge: 0
SKILLS
ENERGY EFFECTS
Every new character unless stated by me will start at Rank 1
Rank 1s get only 12 points. Now watch. 3 points in power.
Mankrikk
Rank: 1
Hp: 10/10
Block: 10/10 (4 + (3 x 2 = 6) = 10)
Dodge: 0/0
Special: 0/0
Nat 1: 3/3
Nat 6: 3/3
valor: 0/10
total valor: 40
Points left: 9
Power: 3
Life: 0
Speed: 0
Special: 0
Damage: +3
Special: 0
Penetrate/Guard: 3
Hit/Dodge: 0
SKILLS
ENERGY EFFECTS
2 points in life.
Mankrikk
Rank: 1
Hp: 18/18 (10 + (2 x 4 = 8) = 18)
Block: 10/10 (4 + (3 x 2 = 6) = 10)
Dodge: 0/0
Special: 0/0
Nat 1: 3/3
Nat 6: 3/3
valor: 0/10
total valor: 40
Points left: 7
Power: 3
Life: 2
Speed: 0
Special: 0
Damage: +3
Special: 0
Penetrate/Guard: 3
Hit/Dodge: 0
SKILLS
ENERGY EFFECTS
Now I have 7 points left to spend on stats.
4 more in power.
Mankrikk
Rank: 1
Hp: 18/18 (10 + (2 x 4 = 8) = 18)
Block: 10/10 (4 + (3 x 2 = 6) = 10)
Dodge: 0/0
Special: 0/0
Nat 1: 3/3
Nat 6: 3/3
valor: 0/10
total valor: 40
Points left: 3
Power: 7 (ERROR! VALUE CANNOT BE ABOVE 6 DURING CHARACTER CREATION!)
Life: 2
Speed: 0
Special: 0
Damage: +3
Special: 0
Penetrate/Guard: 3
Hit/Dodge: 0
SKILLS
ENERGY EFFECTS
The values above do not change except power. It doesn't need to as not only is it forbidden to use at this stage, but arguably also useless as you need other stats for other functions.
3 points taken out of power and gone to speed.
Mankrikk
Rank: 1
Hp: 18/18 (10 + (2 x 4 = 8) = 18)
Block: 12/12 (4 + (4 x 2 = 8) = 12)
Dodge: 6/6 (3 x 2 = 6)
Special: 0/0
Nat 1: 3/3
Nat 6: 3/3
valor: 0/10
total valor: 40
Points left: 3
Power: 4
Life: 2
Speed: 3
Special: 0
Damage: +3
Special: 0
Penetrate/Guard: 3
Hit/Dodge: 3
SKILLS
ENERGY EFFECTS
Now here is what happens when I put 4 of the points in life.
Mankrikk
Rank: 1
Hp: 18/18 (10 + (2 x 4 = 8) = 18)
Block: 12/12 (4 + (4 x 2 = 8) = 12)
Dodge: 6/6 (3 x 2 = 6)
Special: 0/0
Nat 1: 3/3
Nat 6: 3/3
valor: 0/10
total valor: 40
Points left: -1 (ERROR! TOO MANY POINTS USED!)
Power: 4
Life: 6
Speed: 3
Special: 0
Damage: +3
Special: 0
Penetrate/Guard: 3
Hit/Dodge: 3
SKILLS
ENERGY EFFECTS
Also, the life doesn't change as too many points were used, thus, making this build forbidden.
To mitigate the problem, I’m taking out the 4 extra life and put the 2 in special and 1 in speed
Mankrikk
Rank: 1
Hp: 18/18 (10 + (2 x 4 = 8) = 18)
Block: 12/12 (4 + (4 x 2 = 8) = 12)
Dodge: 8/8 (4 x 2 = 8)
Special: 8/8 (2 x 4 = 8)
Nat 1: 3/3
Nat 6: 3/3
valor: 0/10
total valor: 40
Points left: 0
Power: 4
Life: 2
Speed: 4
Special: 2
Damage: +4
Special: +2
Penetrate/Guard: 4
Hit/Dodge: 4
SKILLS
ENERGY EFFECTS
This works, because it uses ALL 12 points. Nothing lower… nothing more. All stats meet the the 6 or below threshold.
Every stat is worth 1 point no matter what. I can’t equip a skill yet as I don’t have the valor, but I can place UP TO 4 energy effects here on the list.
Mankrikk
Rank: 1
Hp: 18/18 (10 + (2 x 4 = 8) = 18)
Block: 12/12 (4 + (4 x 2 = 8) = 12)
Dodge: 8/8 (4 x 2 = 8)
Special: 8/8 (2 x 4 = 8)
Nat 1: 3/3
Nat 6: 3/3
valor: 0/10
total valor: 40
Points left: 0
Power: 4
Life: 2
Speed: 4
Special: 2
Damage: +4
Special: +2
Penetrate/Guard: 4
Hit/Dodge: 4
SKILLS
ENERGY EFFECTS
Shield
Quick step
Intercept
As long as the energy effects don’t go beyond the accepted 4, it’s fine. There is no need to fill up ALL 4 slots of energy effects, but it’s optional. Just however many the character may need as far as you, the maker, is concerned.
The stats COULD use less points, thus handicapping a character, BUT... in a world where Mertelm wishes to wipe out as many characters as possible unless they proved to be useful in some way, I advise not handicapping your character.
Every rank 1 without skills is worth 40 valor. It only makes a difference when facing certain entities with labeled total valor. Entities worth depends on factors such as…
Every skill bumps up the total valor by 20 each (can’t have anymore than 4 skills.)
If the entity seems to have 2 more points spent, it’s 10 extra total valor they are worth.
It only means something when determining defeated entities that will grant the Victor valor depending on difficulty or how long the fight persists for.
And this?
Troll fel hunter
Hp: 26/26
Block: 16/16
Dodge: 12/12
Special: 8/8
Nat 1: 3/3
Nat 6: 3/3
valor: 0/10
total valor: 150
Power: 6
Life: 4
Speed: 6
Special: 2
Damage: +6
Special: +2
Penetrate/Guard: 6
Hit/Dodge: 6
SKILLS
Scarring: Enemies you damage are dealt temp damage equal to the damage you deal for until your next turn.
Enchanted: Add +25% damage to all attacks.
Archery: Add +25% damage to ranged attacks.
Drain speed: When you deal damage, reduce the target’s Dodge Counter by 1.
150 total valor, because
4 skills = 80 valor
It may have been
Power = 4
Life = 2
Speed = 4
Special = 2
But it’s
Power = 6
Life = 4
Speed = 6
Special = 2
6 points higher means 30 extra valor.
Plus rank 1s are worth a total of 40 valor while rank 2s are typically worth at least 80.
Valor points is only xp and will not be affected by character creation, so if you’re worried about altering it, PLEASE DON’T. Leave it be.
Much like how dnd has an options for point buy, this game system, currently called project d6 has a point buy system when starting a character.
Upon starting a rank 1, the stats are like this
Mankrikk
Rank: 1
Hp: 10/10
Block: 4/4
Dodge: 0/0
Special: 0/0
Nat 1: 3/3
Nat 6: 3/3
valor: 0/10
total valor: 40
Points left: 12
Power: 0
Life: 0
Speed: 0
Special: 0
Damage: 0
Special: 0
Penetrate/Guard: 0
Hit/Dodge: 0
SKILLS
ENERGY EFFECTS
Every new character unless stated by me will start at Rank 1
Rank 1s get only 12 points. Now watch. 3 points in power.
Mankrikk
Rank: 1
Hp: 10/10
Block: 10/10 (4 + (3 x 2 = 6) = 10)
Dodge: 0/0
Special: 0/0
Nat 1: 3/3
Nat 6: 3/3
valor: 0/10
total valor: 40
Points left: 9
Power: 3
Life: 0
Speed: 0
Special: 0
Damage: +3
Special: 0
Penetrate/Guard: 3
Hit/Dodge: 0
SKILLS
ENERGY EFFECTS
2 points in life.
Mankrikk
Rank: 1
Hp: 18/18 (10 + (2 x 4 = 8) = 18)
Block: 10/10 (4 + (3 x 2 = 6) = 10)
Dodge: 0/0
Special: 0/0
Nat 1: 3/3
Nat 6: 3/3
valor: 0/10
total valor: 40
Points left: 7
Power: 3
Life: 2
Speed: 0
Special: 0
Damage: +3
Special: 0
Penetrate/Guard: 3
Hit/Dodge: 0
SKILLS
ENERGY EFFECTS
Now I have 7 points left to spend on stats.
4 more in power.
Mankrikk
Rank: 1
Hp: 18/18 (10 + (2 x 4 = 8) = 18)
Block: 10/10 (4 + (3 x 2 = 6) = 10)
Dodge: 0/0
Special: 0/0
Nat 1: 3/3
Nat 6: 3/3
valor: 0/10
total valor: 40
Points left: 3
Power: 7 (ERROR! VALUE CANNOT BE ABOVE 6 DURING CHARACTER CREATION!)
Life: 2
Speed: 0
Special: 0
Damage: +3
Special: 0
Penetrate/Guard: 3
Hit/Dodge: 0
SKILLS
ENERGY EFFECTS
The values above do not change except power. It doesn't need to as not only is it forbidden to use at this stage, but arguably also useless as you need other stats for other functions.
3 points taken out of power and gone to speed.
Mankrikk
Rank: 1
Hp: 18/18 (10 + (2 x 4 = 8) = 18)
Block: 12/12 (4 + (4 x 2 = 8) = 12)
Dodge: 6/6 (3 x 2 = 6)
Special: 0/0
Nat 1: 3/3
Nat 6: 3/3
valor: 0/10
total valor: 40
Points left: 3
Power: 4
Life: 2
Speed: 3
Special: 0
Damage: +3
Special: 0
Penetrate/Guard: 3
Hit/Dodge: 3
SKILLS
ENERGY EFFECTS
Now here is what happens when I put 4 of the points in life.
Mankrikk
Rank: 1
Hp: 18/18 (10 + (2 x 4 = 8) = 18)
Block: 12/12 (4 + (4 x 2 = 8) = 12)
Dodge: 6/6 (3 x 2 = 6)
Special: 0/0
Nat 1: 3/3
Nat 6: 3/3
valor: 0/10
total valor: 40
Points left: -1 (ERROR! TOO MANY POINTS USED!)
Power: 4
Life: 6
Speed: 3
Special: 0
Damage: +3
Special: 0
Penetrate/Guard: 3
Hit/Dodge: 3
SKILLS
ENERGY EFFECTS
Also, the life doesn't change as too many points were used, thus, making this build forbidden.
To mitigate the problem, I’m taking out the 4 extra life and put the 2 in special and 1 in speed
Mankrikk
Rank: 1
Hp: 18/18 (10 + (2 x 4 = 8) = 18)
Block: 12/12 (4 + (4 x 2 = 8) = 12)
Dodge: 8/8 (4 x 2 = 8)
Special: 8/8 (2 x 4 = 8)
Nat 1: 3/3
Nat 6: 3/3
valor: 0/10
total valor: 40
Points left: 0
Power: 4
Life: 2
Speed: 4
Special: 2
Damage: +4
Special: +2
Penetrate/Guard: 4
Hit/Dodge: 4
SKILLS
ENERGY EFFECTS
This works, because it uses ALL 12 points. Nothing lower… nothing more. All stats meet the the 6 or below threshold.
Every stat is worth 1 point no matter what. I can’t equip a skill yet as I don’t have the valor, but I can place UP TO 4 energy effects here on the list.
Mankrikk
Rank: 1
Hp: 18/18 (10 + (2 x 4 = 8) = 18)
Block: 12/12 (4 + (4 x 2 = 8) = 12)
Dodge: 8/8 (4 x 2 = 8)
Special: 8/8 (2 x 4 = 8)
Nat 1: 3/3
Nat 6: 3/3
valor: 0/10
total valor: 40
Points left: 0
Power: 4
Life: 2
Speed: 4
Special: 2
Damage: +4
Special: +2
Penetrate/Guard: 4
Hit/Dodge: 4
SKILLS
ENERGY EFFECTS
Shield
Quick step
Intercept
As long as the energy effects don’t go beyond the accepted 4, it’s fine. There is no need to fill up ALL 4 slots of energy effects, but it’s optional. Just however many the character may need as far as you, the maker, is concerned.
The stats COULD use less points, thus handicapping a character, BUT... in a world where Mertelm wishes to wipe out as many characters as possible unless they proved to be useful in some way, I advise not handicapping your character.
Every rank 1 without skills is worth 40 valor. It only makes a difference when facing certain entities with labeled total valor. Entities worth depends on factors such as…
Every skill bumps up the total valor by 20 each (can’t have anymore than 4 skills.)
If the entity seems to have 2 more points spent, it’s 10 extra total valor they are worth.
It only means something when determining defeated entities that will grant the Victor valor depending on difficulty or how long the fight persists for.
And this?
Troll fel hunter
Hp: 26/26
Block: 16/16
Dodge: 12/12
Special: 8/8
Nat 1: 3/3
Nat 6: 3/3
valor: 0/10
total valor: 150
Power: 6
Life: 4
Speed: 6
Special: 2
Damage: +6
Special: +2
Penetrate/Guard: 6
Hit/Dodge: 6
SKILLS
Scarring: Enemies you damage are dealt temp damage equal to the damage you deal for until your next turn.
Enchanted: Add +25% damage to all attacks.
Archery: Add +25% damage to ranged attacks.
Drain speed: When you deal damage, reduce the target’s Dodge Counter by 1.
150 total valor, because
4 skills = 80 valor
It may have been
Power = 4
Life = 2
Speed = 4
Special = 2
But it’s
Power = 6
Life = 4
Speed = 6
Special = 2
6 points higher means 30 extra valor.
Plus rank 1s are worth a total of 40 valor while rank 2s are typically worth at least 80.
Valor points is only xp and will not be affected by character creation, so if you’re worried about altering it, PLEASE DON’T. Leave it be.
Moderators: KoltheStoryteller