Candlelight

Game Master Tuyena



Let's begin here.


4d10 ⇒ (10, 4, 10, 2) = 26
4d10 ⇒ (2, 10, 2, 3) = 17
4d10 ⇒ (1, 3, 6, 6) = 16
4d10 ⇒ (7, 3, 8, 4) = 22
4d10 ⇒ (8, 8, 8, 7) = 31
4d10 ⇒ (5, 3, 5, 4) = 17
4d10 ⇒ (5, 3, 4, 1) = 13
4d10 ⇒ (6, 5, 6, 9) = 26
4d10 ⇒ (2, 6, 5, 1) = 14
4d10 ⇒ (6, 4, 5, 7) = 22


Speed +10
Agility +10
Dexterity +5
Prowess +5
Charm +5


Strength 26
Speed 27
Agility 26
Dexterity 27
Prowess 36
Vigor 17
Toughness 13
Intelligence 26
Willpower 14
Charm 27

Note: Still need to choose a background.

Silver Crusade

4d10 ⇒ (2, 1, 1, 7) = 11
4d10 ⇒ (3, 2, 6, 4) = 15
4d10 ⇒ (1, 4, 7, 7) = 19
4d10 ⇒ (10, 9, 8, 4) = 31
4d10 ⇒ (6, 4, 1, 3) = 14
4d10 ⇒ (1, 9, 10, 7) = 27
4d10 ⇒ (2, 4, 1, 10) = 17
4d10 ⇒ (9, 3, 6, 1) = 19
4d10 ⇒ (2, 5, 3, 2) = 12
4d10 ⇒ (5, 6, 9, 9) = 29


Strength +10
Vigor +10
Prowess +5
Toughness +5
Dexterity +5


Background: Tradesman's Apprentice (+5 Strength, +5 Dexterity, +5 Toughness)

Fine and Deadly Weapon of Choice.

Silver Crusade

Arnesto the Tradesman

Strength 26
Speed 15
Agility 20
Dexterity 41
Prowess 25
Vigor 37
Toughness 27
Intelligence 19
Willpower 12
Charm 29

Sharp and Deadly Flamberge... ( That he doesnt use )


Elige the Wizard, Harry.

4d10 ⇒ (10, 9, 7, 8) = 34
4d10 ⇒ (6, 6, 6, 2) = 20
4d10 ⇒ (4, 4, 5, 3) = 16
4d10 ⇒ (2, 9, 8, 3) = 22
4d10 ⇒ (8, 10, 1, 2) = 21
4d10 ⇒ (8, 10, 6, 10) = 34
4d10 ⇒ (9, 6, 9, 6) = 30
Specialized Int: 4d10 ⇒ (9, 7, 8, 8) = 32
4d10 ⇒ (3, 3, 4, 9) = 19
4d10 ⇒ (6, 9, 4, 7) = 26

Intelligence +10
Dexterity +10
Willpower +5
Speed +5
Charm +5

Strength 34
Speed 25
Agility 16
Dexterity 32
Prowess 21
Vigor 34
Toughness 30
Intelligence 47
Willpower 30
Charm 31

Apprentice (+5 Int, +5 Willpower)

Spell Adept (Flame Lance)


The role of Elige shall be played this game by Nick Cage.


Specialize Willpower

4d10 ⇒ (1, 7, 10, 9) = 27
4d10 ⇒ (2, 1, 5, 3) = 11
4d10 ⇒ (2, 6, 8, 4) = 20
4d10 ⇒ (4, 4, 10, 2) = 20
4d10 ⇒ (10, 7, 4, 2) = 23
4d10 ⇒ (9, 1, 2, 7) = 19
4d10 ⇒ (10, 9, 7, 7) = 33
4d10 ⇒ (6, 2, 2, 10) = 20
4d10 ⇒ (3, 3, 6, 9) = 21
4d10 ⇒ (8, 1, 2, 5) = 16


+10 Willpower
+10 Vigor
+5 Toughness
+5 Strength
+5 Intelligence


Strength 32
Speed 11
Agility 20
Dexterity 20
Prowess 23
Vigor 30
Toughness 38
Intelligence 25
Willpower 31
Charm 16


Massive Wounds when above 0 HP

When suffering a Massive Wound while above 0 HP, you must succeed on a toughness check adding your current remaining HP to the roll.

Armor Damage Reduction and Movement Speeds

Armor subtracts from movement speed, excepting leathers.

Leathers: -0 Move/ 1DR
Chain: -1 Move / 2 DR
Mail: -2 Move / 3 DR
Half Plate: -3 Move / 4 DR
Full Plate: -4 Move / 6 DR

Critical Hits

Rolling under your Prowess score on a successful hit will result in a critical strike. Dealing 50% more damage by default.

Hitting

All attacks are made unopposed at first.

Unopposed rolls = Weapon Skill (Prowess/Dexterity) - Agility + 50.

Challenge Rolls Successful hits may be challenged and avoided by rolling under the players appropriate Stat. Challenge rolls by default may be made once per round.

Defense Types
Dodge
Parry
Stand Tall.

Defense Type must be declared at the start of the players turn. However, if the declared defense type is non applicable then dodge is selected by default.

Stand Tall - Successfully Standing Tall does not avoid the hit but rather reduces the damage before damage reduction by half.

Backgrounds

Noble Born: Raised in a wealthy family you've been afforded luxuries most can only dream. Your privileged lifestyle has given you a passing appreciation for nearly all the arts, including social intrigue and even swordplay.

(+5 Prowess, +5 Intelligence, +5 Charm)

(1 Fine and Deadly weapon of choice)

Ruffian: Whatever you don't take, just ends up in someone else's hands, and you can't have that. Are you a murderer? You wouldn't recommend anyone go digging to find out. Whatever the case may be, people carry their coin-purse loose, and you carry your morals looser.

(+5 Speed, +5 Prowess, +5 Dexterity, - 10 Willpower)

(+Skilled (Intimidate))

(+Skilled (Stealth))

Street Urchin: Whether a beggar, small time thief, or aspiring con artist; your time on the streets has taught you to be quick with your hands and quicker with your wit.

(+5 Dexterity, +5 Agility, +5 Intelligence)

(+Skilled (Sleight of Hand))

Sellsword: Being a soldier for hire isn't glamorous work, but it's a job and you were the one to do it. You've emerged from your years a grizzled veteran, the survivor of not so few battles, whether by great skill or dumb luck, time will tell.

(+5 Strength, +5 Prowess, +5 Toughness, -5 Speed)

(+Skilled (Warfare))

Apprentice: As a sorcerer's apprentice you've seen things both incredible and equally disturbing, but none could say that in either case these revelations weren't enlightening. You emerged from your trials ready to test your abilities and continue your never-ending quest for knowledge.

(+5 Intelligence, +5 Willpower)

(+Spell Adept)

Farmer: You weren't meant for the life of an adventurer, but somehow that's exactly where you ended up. Whether some grave misfortune befell your family, you set out on your own to experience the world, or perhaps you simply are searching for new and exotic livestock; you've no idea what to expect next.

(+5 Strength, +5 Vigor, +5 Toughness, -10 Intelligence)

(+Loyal Companion)

Wild Child: The term "Raised by Wolves" comes to mind, whether literal or not. You had to raise yourself the best you could, whether that be in a secluded wood or sprawling metropolis, you know the world revolves around only one principle, survival of the fittest.

(+5 Agility, +5 Toughness, +5 Willpower)

(+Unusual Friends)

Tradesman: Life as a craftsman's apprentice wasn't always easy, but it taught to you the important of patience and diligence. You emerged from your time underneath your mentor with a new appreciation for the effort it takes to see your dreams realized.

(+5 Strength, +5 Dexterity, +5 Toughness)

(1 Fine and Deadly weapon of choice)

Prodigy: Everything has always come easy to you and you seem to succeed at almost anything you do. Your effortless actions far surpassing your peers. However, your formative years exploring your limits has left you little time for refining your talents and less time for friends.

(+5 Dexterity, +5 Prowess, +5 Intelligence, -10 Charm)

(+Skilled (Skill of Choice))

Performer: The world is a stage, or so they say. Whether you were a talented musician, a renowned dancer, or even a sought after escort; your desire to be center stage will carry you far.

(+5 Agility, +5 Dexterity, +5 Prowess, +5 Charm, -5 Vigor)

(+Skilled (Performance of Choice))

Weapon Qualities

Deadly weapons add +1 to massive weapon rolls.

Fine weapons add +1 to damage rolls.


Weapon Types

Light Class Weapons (Ex. Daggers, Sickles, Punch Daggers, etc.)

Light
Damage 1d4
DR Penetrate 2
Massive Wound Modifier N/A

Hybrid Class Weapons (Ex. Handaxes, Morningstars, etc.)

Damage 1d6
DR Penetrate 1
Massive Wound Modifier +1

Medium Class Weapons (Ex. Longswords, Katanas, etc.)

Damage 1d8
DR Penetrate N/A
Massive Wound Modifier +1

Heavy Class Weapons (Ex. Greatswords, Battleaxes, etc.)

Two-Handed
Damage 2d6
DR Penetrate N/A
Massive Wound Modifier +2

Pole Class Weapons (Ex. Longspears, Halbreds, Lucerne Hammers, etc.)

Two-Handed
Damage 1d8
DR Penetrate 2
Massive Wound Modifier +1

Ranged Class Weapons (Ex. Longbows, Crossbows, etc.)

Two-Handed
Damage 1d8
DR Penetrate 4
Massive Wound Modifier N/A

Shields
When using a shield you may perform a Block challenge roll, using your prowess.

Light
Damage 1d4
DR Penetrate N/A
Massive Wound Modifier N/A

Unarmed

Light
Damage 1d3
DR Penetrate N/A
Massive Wound Modifier N/A


Innate Class Abilities

Warrior
Vicious - The Warriors critical strikes deal instead 100% extra damage.

Example: Bob the Barbarian of Bavaria, has a Prowess of 29.

He rolls to hit a foe and gets a 12. A critical hit! Bob is using a greatsword which for him would normally deal 2d6+4 x 1.5

But because Bob is a warrior he instead gets to deal 2d6+4 x 2. Bob kills people to death.

Rogue
Backstab - Whenever the target is denied their Agility to defense, you inflict additional damage equal to (Class Tier x 3 + (Prowess/Dexterity (Depending on whether the attack was ranged or melee)) this additional damage can critical.

Additionally, any innate DR Penetration your weapon has is doubled during a Backstab.

Example: Jake the Snake is sneaking up on an unsuspecting guard. Because the guard is unaware of Jake, he gets to make a Backstab attack, and even manages to score a critical in the process!

Jake is using a Dagger for the attack and is a Tier 1 Class, as such his damage looks like this

1d4+2+7(3 x 1(Class Tier) + 4 (Prowess, since the attack is melee) = 11 Damage! x 1.5 = 16 Damage.

Our unsuspecting Guard is wisely wearing a set of Half - Plate which gives him DR4. But because of the backstab, Jake's dagger ignores all of this.

Take that do-gooder guard!

Wizard
Arcane Spell Casting - You know a number of spells equal to your Class Tier + Intelligence Modifier. You may cast a number of spells per day equal to your intelligence Modifier. However, successful Willpower checks as a standard action can regain a spent spell slot.

Example: The Magnificent Maven Magistrate Morlock has exhausted all his spells for the day, even with his impressive 70 intelligence. Worse yet, the fight continues on.

Fear not Morlock! A quick duck into nearby bushes and a successful Willpower check later and you're ready to hurl horrific death once again! Huzzah!

Cleric
Divine Spell Casting - Your can tap into any spell on your list that you like at any moment. However you may only cast a number of spells per day equal to your Class Tier + Willpower Modifier. After Casting a spell perform a willpower check, if unsuccessful that spell slot is expended for the day.

Example: The Esteemed Reverend Rogerius has exhausted all his spells for the day excepting one. After having cast it, he makes a willpower check and unfortunately fails. Rogerius is unable to cast anymore spells for the day. It seems your gods have abandoned you, Rogerius!

Meanwhile a short distance over, the Clever Cunning and Courageous Cleric Carl has cast a great deal of spells today, but he shows no signs of slowing down as he makes every Willpower check with ease and his spell slots remain unexpended. Righteous!


Base Statistics
Base HP is 10 + Vigor Modifier. Every level up this value increases by Vigor Modifier again.

Base Movespeed is 4 squares. Every speed modifier adds an additional square you may move in a round.

Spell Casting and Armor

Arcane Spell Casters unless otherwise stated must succeed on a Dexterity check in order to cast in armor. In addition, for every move speed penalty an armor applies, subtract 10 from the difficulty of the roll.

Example: John wants to cast a spell in Leathers. He must succeed on a Dexterity check. John's Dexterity is 41 so on 41 or lower he succeeds and casts the spell.

However, if John was wearing Mail then because of the - 2 Move Speed penalty on the armor, John has to now roll below a 21 in order to succeed at the spell.

Divine Spell Casters are not as limited and their spells do not become more difficult to cast while wearing armor until donning something heavier than Mail by default. Divine Spell Casting instead applies penalties for how many steps beyond what they are able to wear without failure.

Example: John is wearing Mail and casting a divine spell, he does so with no check needed.

However, if John attempted the same spell while wearing Full Plate he would take a - 20 penalty to the roll since it is two steps heavier than his maximum.

-Posted with Wayfinder


Half Breed (Minotaur), Cleric

Background: Wildchild

Strength 42
Speed 11
Agility 20
Dexterity 20
Prowess 23
Vigor 35
Toughness 48
Intelligence 20
Willpower 36
Charm 6

Unusual Friends

Outcast (Half-Breeds may never become skilled in interactions involving Charm)


Some Races

Human Humans are the pinnacle of adaptability and are inclined to nearly anything they desire.

(+5 to two stats of choice)

(+Skilled (Skill of Choice)

Half-Breed Half Human, and half something monstrous you're an outcast amongst both sides of your lineage.

Half-Breeds are specifically in reference to those born of a monstrous parent and not more conventional races such as Half-Elves, etc.

These Half-Breeds tend to be born by creatures such as Minotaurs, Ogres, Trolls, and Giants.

Due to the often dark and violent ways Half Breeds are conceived and birthed, they are almost universally orphans.

(+10 Str, +5 Vigor, +5 Toughness, - 10 Charm, - 5 Intelligence, - 5 Agility)

(-Outcast (Half-Breeds may never become skilled in interactions involving Charm))

-Posted with Wayfinder


2d10 ⇒ (5, 6) = 11
2d10 ⇒ (6, 6) = 12
2d10 ⇒ (6, 9) = 15
2d10 ⇒ (1, 3) = 4
2d10 ⇒ (9, 1) = 10
2d10 ⇒ (4, 10) = 14
2d10 ⇒ (2, 5) = 7
2d10 ⇒ (2, 7) = 9
2d10 ⇒ (10, 7) = 17
2d10 ⇒ (3, 2) = 5

Unusual Friend


Minor Earth Elemental Companion

Strength +20
Speed +5
Agility -10
Dexterity -5
Prowess +10
Vigor +40
Toughness +40
Intelligence -5
Willpower +5
Charm -5

-Posted with Wayfinder


Ugin-Earth Elemental Friend

Strength 31
Speed 17
Agility 5
Dexterity 0
Prowess 20
Vigor 54
Toughness 47
Intelligence 4
Willpower 22
Charm 0


New Guy

Specialized Toughness

4d10 ⇒ (8, 9, 5, 2) = 24
4d10 ⇒ (6, 8, 8, 2) = 24
4d10 ⇒ (1, 4, 8, 1) = 14
4d10 ⇒ (4, 7, 7, 6) = 24
4d10 ⇒ (2, 4, 2, 7) = 15
4d10 ⇒ (4, 7, 10, 6) = 27
4d10 ⇒ (9, 5, 10, 7) = 31
4d10 ⇒ (9, 9, 6, 6) = 30
4d10 ⇒ (9, 9, 3, 7) = 28
4d10 ⇒ (1, 3, 1, 4) = 9


It's a blessing and a curse that everyone who specialized rolled high in that stat.


Enten Emesh

Half-Breed(Dragon), Outcast

Background: Warrior and Farmer

+Loyal Companion = Bova (the Ox)

49 Strength
24 Speed
9 Agility
29 Dexterity
20 Prowess
47 Vigor
46 Toughness
15 Intelligence
28 Willpower
-1 Charm


Arnesto the Tradesman

Human

Strength 26
Speed 15
Agility 20
Dexterity 46
Prowess 25
Vigor 42
Toughness 27
Intelligence 19
Willpower 12
Charm 29

Skilled in ~~ Persuasion ~~

Fine and Deadly Crossbow

4 Daggers

Chainmail


Strength 16
Speed 27
Agility 41
Dexterity 37
Prowess 41
Vigor 12
Toughness 13
Intelligence 26
Willpower 19
Charm 27

Wild Child

2d10 ⇒ (8, 6) = 14
2d10 ⇒ (2, 1) = 3
2d10 ⇒ (3, 4) = 7
2d10 ⇒ (1, 5) = 6
2d10 ⇒ (6, 7) = 13
2d10 ⇒ (1, 8) = 9
2d10 ⇒ (5, 9) = 14
2d10 ⇒ (5, 3) = 8
2d10 ⇒ (4, 4) = 8
2d10 ⇒ (1, 9) = 10


Speed +30
Agility + 30
Dexterity +5
Prowess +20
Intelligence +10
Willpower +10
Charm -10


Bova the Ox

2d10 ⇒ (3, 6) = 9
2d10 ⇒ (9, 6) = 15
2d10 ⇒ (10, 2) = 12
2d10 ⇒ (6, 8) = 14
2d10 ⇒ (10, 10) = 20
2d10 ⇒ (6, 3) = 9
2d10 ⇒ (6, 5) = 11
2d10 ⇒ (4, 8) = 12
2d10 ⇒ (8, 2) = 10
2d10 ⇒ (2, 4) = 6


Bison

+30 Strength
+10 Speed
+60 Vigor
+20 Toughness
-10 Intelligence
-10 Willpower
-10 Charm

-Posted with Wayfinder


Strength 16
Speed 27
Agility 41
Dexterity 37
Prowess 41
Vigor 12
Toughness 13
Intelligence 26
Willpower 19
Charm 27

Wild Child

Strength 14
Speed 33
Agility 37
Dexterity 11
Prowess 33
Vigor 9
Toughness 14
Intelligence 18
Willpower 18
Charm 0


Enten Emesh

Half-Breed(Dragon), Outcast

Background: Warrior and Farmer

49 Strength
24 Speed
9 Agility
29 Dexterity
20 Prowess
47 Vigor
46 Toughness
15 Intelligence
28 Willpower
0 Charm

+Loyal Companion = Bova (the Ox)

39 Strength
25 Speed
12 Agility
14 Dexterity
20 Prowess
69 Vigor
31 Toughness
2 Intelligence
0 Willpower
0 Charm


The Rogue class is considered finished for the moment.

Warrior should be done soon and then the Cleric will be underway.

-Posted with Wayfinder


Warrior class is considered finished for the moment, work is now underway on the Cleric.

-Posted with Wayfinder


Cleric class is considered finished for the moment, work is now underway on the Wizard.

If anyone does not have access to the talents page on the wiki let me know.


Could you link the wiki?


Sent via Skype.


Talent:

Fueled by Pain - When you elect to Stand Tall and are successful, however much damage you negate is added to your next damage roll if against the same target who attacked you.


Salt the Wound feature


" Strip the Flesh " Coming soon to an appliance store near you!


Mmmmm


I meant along the lines of gold for immediate value...


That makes sense.

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