Ok, i took in what everyone was discussing about what we should have for moving on to level 2 and came up with this. I hope it suits everyone, but i'd rather not be running around in circles for ages changing it either. There will be a zillion more abilities later for all the random future variations. (in fact, I intend to make a post on that soon to discuss and post up.)
anyways level 2 is done smile if this could be put in b10's RG guide that'd be really helpful.
Also the ball will be starting soon.... and I need to judge the contest (lathough it's a close thing by the look of it!)
*buwahaha*
anyways, you can see the level upgrade info here or at the ball.
Deafault weapons are upgraded!
NEW DEAFAULT DAMAGE = x1 orange dice, x1 red dice
Warriors
~Get [+6] stats - +3 in hp (health/endurance) and the other 3 to spend in strength, defence, evasion or accuracy
~Updated sword /(other melee weapon) that can deal more damage
~+1 damage to attack score dice roll in melee combat (where you attack
*Cutting Edge - a skill that raises chance of hitting and raises chance of increased damage. Costs 20 Mp and lasts 3 turns
- roll a 10-sided dice each turn: if you get a 1 or 2, you are gaurenteed an attack bonus. If level 2- damage = 1hp extra, if lv 3 damage = 2hp, lv4=5hp etc etc (regardless of sheild class of monster)
*Flat Edge - increases chance of dodging . Costs 10 Mp and lasts 3 turns. roll a 10 sided dice each turn. if 1 or 2, you can dodge the attack
Warrior gains choice of ONE of the melee weapons below
Faithful Axe of Dwarvenkind
Level: 2
Weapon: Faithful Axe of Dwarvenkind
Type: melee
Description: A trusted weapon of teh dwarves, expertly crafted and famed for it's accuracy.
Dice to be rolled: x2 yellow+x1 red + CAN RE-ROLL 1 DICE
Other: can re roll one dice
Double Handed Broadsword
Level: 2
Weapon: Double Handed Broadsword (lv2)
Type: Melee
Description: A weighty blade forged form the strongest steel, requring much skill and pysical strength
Dice to be rolled: x2 yellow + x1 red
Other: Only Able to be weilded by WARRIORS or CLERICS
Spear of the Hunter
Level: 2
Weapon: Double Handed Broadsword
Type: Melee
Description: A light and useful spear that had a hard and strong tip.
Dice to be rolled: x2 yellow + x1 red
Other: Only Able to be weilded by WARRIORS or CLERICS
Clerics
~Gain +5 stats (you rank upto a new level) - limited to magic, accuracy, health/endurance, magical power and magical defense
~Gain 6 magic points to use for spells
~Be able to heal players (upto +5hp)
~Be able to ressurect players to +2 hp
~Be able to use basic magic (what the mother superior teaches you)
*Magic Draw ability - draw energy form nature to boost magic gauge. Use once per game, and steals 1hp to do this. boosts magic gauge by 4 magic points (lv2). - lv3 and upwards(-2hp, +6 mp)
*Turn undead ability - if monster is calssed as 'undead', roll star dice. If star, monster misses next go. Unlimited use
Choose ONE of the spells below
Lesser Healing Circle
Level: 2
Magic: Leasser Healing circle
Type: Healing
Description: This spell casts a protective shield over all the heroes in the team. GIVE EACH HERO +1 HP OF HEALING THEN ROLL THE DICE
Dice to be rolled: STAR - if roll a STAR, all heroes receive +2 hit points instead
Spell Points it costs:
MADGE: 2
CLERIC: 1
Other:
Light of the Lamb
Level: 2
Magic: Light of the Lamb
Type: Healing
Description: This spell casts a healing spell on an individual player. Heal player 3hp
Dice to be rolled: STAR - if roll a STAR, player is helaed by 4hp and cured of all ailments
Spell Points it costs:
MADGE: 3
CLERIC: 2
Other:
Thunder of God
Level: 2
Magic: Thunder of God
Type: Offensive (& poss helaing)
Description: This summons a bolt of electricity from nature to harm the evil. If the subject is not a 'bad guy' (ie if it's mistaken identity etc), attack is halved. If subject is undead, attac bonus of +1.
Dice to be rolled: x2 yellow + x1 orange. Roll star dice. if Star, you ro a player is helaed by 1 hp.
Spell Points it costs:
MADGE: 5
CLERIC: 3
Other:
Rouges
~ [+6 stats] +4 must be used in speed and/or evasion (can be divided between the two)
~updated weapon -- long range
~ ability to disable traps. each time 3 traps are sucessfully disabled = +2 hp recovered
~ Able to have 3 more slots in knapsack
* poison darts Ability-- (only able to use twice before discarding) - weapon ignores armor class and takes 1hp per go until cure or death.
*Rush ability -- roll star dice. If star, player appears as if form nowhere and rushes opponent, thus stunning them. opponent misses next go. Max use of 3 times per fight.
choose form ONE of the LONG RANGE weapons below
Drow Lash of Torment
Level: 2 - availiable for upgrade
Weapon: Lash Of Torment
Type: melee (limited long range also)
Description: This whip is embedded with cruel spikes of iron and glass, effectively making it a whip-dagger. Dravel recovered this weapon from a trader who dealt in the underground. This weapon is famous because of the Drow's use of it as teh preferred method of dealing with Moonmaw slaves.
Dice to be rolled: x2 yellow+ x1 red
Other: This weapon is expertly designed to cut through Moonmaw Defenses. IF FIGHTING A MOONMAW, IGNORES SHIELDING
Paralysing Shortbow of the Ancients (lv2 version)
Level: 2
Weapon: Shortbow of the Ancients
Type: long range
Description: made of the oldest yew in the ancient elven forest
Dice to be rolled: x2 yellow+ x1 red
--> roll STAR dice. if star, monster paralysed and misses next turn
Other:
Flash Pellets (lv 2 version)
Level: Level 2
Weapon: [long range weapon] ‘flash pellets’
Type: Long Range
Description: These long range throwing pellets create a small explosion.
Dice to be rolled: roll x2 yellow, x1 red + The STAR dice
Other: If you get a star [even number], the monster temporarily blinded and misses its next turn.
Madges
~Get +6 stats limited to magical attack, magical defense and accuracy
~Gain 6 magic points to use for spells
~Be able to use magic spells
~Be able to use limited healing magic
~Shielding increases +1, BUT when magic points are below 3, the shielding weakens
*Sleep ability - roll star dice. if star the monster falls alseep (thus misses turns) until it rolls a star. (it'll roll each turn it has)
*Poison ability - Roll star dice. if star the poison is effective. it has the potential to last for 6 turns maximum. Monster rolls dice: if star. If star the monster breaks out of poison. If not star, the monster recieves 1hp damage, regardless of shielding.
Madge gains their choice of ONE of this type of spell below (eg madge chooses the fire variation), and his/her own staff to help cast them.
Level: 2
Magic: Flame/lightning/dark.earth/ice Arrow
Type: Long Range
Description: bolts that continue to cause pain when they hit their target
Dice to be rolled: 2x yellow + 1x red -- Able to re-roll ONE dice
Spell Points it costs:
MADGE: 1
CLERIC: 2
Other:
anyways level 2 is done smile if this could be put in b10's RG guide that'd be really helpful.
Also the ball will be starting soon.... and I need to judge the contest (lathough it's a close thing by the look of it!)
*buwahaha*
anyways, you can see the level upgrade info here or at the ball.
Quote:
Deafault weapons are upgraded!
NEW DEAFAULT DAMAGE = x1 orange dice, x1 red dice
Warriors
~Get [+6] stats - +3 in hp (health/endurance) and the other 3 to spend in strength, defence, evasion or accuracy
~Updated sword /(other melee weapon) that can deal more damage
~+1 damage to attack score dice roll in melee combat (where you attack
*Cutting Edge - a skill that raises chance of hitting and raises chance of increased damage. Costs 20 Mp and lasts 3 turns
- roll a 10-sided dice each turn: if you get a 1 or 2, you are gaurenteed an attack bonus. If level 2- damage = 1hp extra, if lv 3 damage = 2hp, lv4=5hp etc etc (regardless of sheild class of monster)
*Flat Edge - increases chance of dodging . Costs 10 Mp and lasts 3 turns. roll a 10 sided dice each turn. if 1 or 2, you can dodge the attack
Warrior gains choice of ONE of the melee weapons below
Faithful Axe of Dwarvenkind
Level: 2
Weapon: Faithful Axe of Dwarvenkind
Type: melee
Description: A trusted weapon of teh dwarves, expertly crafted and famed for it's accuracy.
Dice to be rolled: x2 yellow+x1 red + CAN RE-ROLL 1 DICE
Other: can re roll one dice
Double Handed Broadsword
Level: 2
Weapon: Double Handed Broadsword (lv2)
Type: Melee
Description: A weighty blade forged form the strongest steel, requring much skill and pysical strength
Dice to be rolled: x2 yellow + x1 red
Other: Only Able to be weilded by WARRIORS or CLERICS
Spear of the Hunter
Level: 2
Weapon: Double Handed Broadsword
Type: Melee
Description: A light and useful spear that had a hard and strong tip.
Dice to be rolled: x2 yellow + x1 red
Other: Only Able to be weilded by WARRIORS or CLERICS
Clerics
~Gain +5 stats (you rank upto a new level) - limited to magic, accuracy, health/endurance, magical power and magical defense
~Gain 6 magic points to use for spells
~Be able to heal players (upto +5hp)
~Be able to ressurect players to +2 hp
~Be able to use basic magic (what the mother superior teaches you)
*Magic Draw ability - draw energy form nature to boost magic gauge. Use once per game, and steals 1hp to do this. boosts magic gauge by 4 magic points (lv2). - lv3 and upwards(-2hp, +6 mp)
*Turn undead ability - if monster is calssed as 'undead', roll star dice. If star, monster misses next go. Unlimited use
Choose ONE of the spells below
Lesser Healing Circle
Level: 2
Magic: Leasser Healing circle
Type: Healing
Description: This spell casts a protective shield over all the heroes in the team. GIVE EACH HERO +1 HP OF HEALING THEN ROLL THE DICE
Dice to be rolled: STAR - if roll a STAR, all heroes receive +2 hit points instead
Spell Points it costs:
MADGE: 2
CLERIC: 1
Other:
Light of the Lamb
Level: 2
Magic: Light of the Lamb
Type: Healing
Description: This spell casts a healing spell on an individual player. Heal player 3hp
Dice to be rolled: STAR - if roll a STAR, player is helaed by 4hp and cured of all ailments
Spell Points it costs:
MADGE: 3
CLERIC: 2
Other:
Thunder of God
Level: 2
Magic: Thunder of God
Type: Offensive (& poss helaing)
Description: This summons a bolt of electricity from nature to harm the evil. If the subject is not a 'bad guy' (ie if it's mistaken identity etc), attack is halved. If subject is undead, attac bonus of +1.
Dice to be rolled: x2 yellow + x1 orange. Roll star dice. if Star, you ro a player is helaed by 1 hp.
Spell Points it costs:
MADGE: 5
CLERIC: 3
Other:
Rouges
~ [+6 stats] +4 must be used in speed and/or evasion (can be divided between the two)
~updated weapon -- long range
~ ability to disable traps. each time 3 traps are sucessfully disabled = +2 hp recovered
~ Able to have 3 more slots in knapsack
* poison darts Ability-- (only able to use twice before discarding) - weapon ignores armor class and takes 1hp per go until cure or death.
*Rush ability -- roll star dice. If star, player appears as if form nowhere and rushes opponent, thus stunning them. opponent misses next go. Max use of 3 times per fight.
choose form ONE of the LONG RANGE weapons below
Drow Lash of Torment
Level: 2 - availiable for upgrade
Weapon: Lash Of Torment
Type: melee (limited long range also)
Description: This whip is embedded with cruel spikes of iron and glass, effectively making it a whip-dagger. Dravel recovered this weapon from a trader who dealt in the underground. This weapon is famous because of the Drow's use of it as teh preferred method of dealing with Moonmaw slaves.
Dice to be rolled: x2 yellow+ x1 red
Other: This weapon is expertly designed to cut through Moonmaw Defenses. IF FIGHTING A MOONMAW, IGNORES SHIELDING
Paralysing Shortbow of the Ancients (lv2 version)
Level: 2
Weapon: Shortbow of the Ancients
Type: long range
Description: made of the oldest yew in the ancient elven forest
Dice to be rolled: x2 yellow+ x1 red
--> roll STAR dice. if star, monster paralysed and misses next turn
Other:
Flash Pellets (lv 2 version)
Level: Level 2
Weapon: [long range weapon] ‘flash pellets’
Type: Long Range
Description: These long range throwing pellets create a small explosion.
Dice to be rolled: roll x2 yellow, x1 red + The STAR dice
Other: If you get a star [even number], the monster temporarily blinded and misses its next turn.
Madges
~Get +6 stats limited to magical attack, magical defense and accuracy
~Gain 6 magic points to use for spells
~Be able to use magic spells
~Be able to use limited healing magic
~Shielding increases +1, BUT when magic points are below 3, the shielding weakens
*Sleep ability - roll star dice. if star the monster falls alseep (thus misses turns) until it rolls a star. (it'll roll each turn it has)
*Poison ability - Roll star dice. if star the poison is effective. it has the potential to last for 6 turns maximum. Monster rolls dice: if star. If star the monster breaks out of poison. If not star, the monster recieves 1hp damage, regardless of shielding.
Madge gains their choice of ONE of this type of spell below (eg madge chooses the fire variation), and his/her own staff to help cast them.
Level: 2
Magic: Flame/lightning/dark.earth/ice Arrow
Type: Long Range
Description: bolts that continue to cause pain when they hit their target
Dice to be rolled: 2x yellow + 1x red -- Able to re-roll ONE dice
Spell Points it costs:
MADGE: 1
CLERIC: 2
Other:
