The Rules

Character Creation Gude
The first step is choosing your race...

Dragonborn-large, strong and really good fighters, dragonborn are good if you want to bring the force into the battle, but are not the smartest or friendliest of people. 400HP

Elf-Smaller and light on their feet, they are quick and have a lot of fighting and survival knowledge.200 HP

Rouge-Fairly quick and quite intelligent, these guys are sneaky and make great thieves. 200HP

Human-If your struggling on who to choose, these guys are well rounded character choice with room for creativity. 250 Hp

Halfling-Halflings are nice people, and are smart.200 HP

Mage-If you like magic and mysterious things, go with a mage. 250 HP

Dwarf-Dwarfs are quite strong and good fighters, but are not the best at getting around. 250HP

Orc- Strong and good fighters yet quite dumb. 300HP

Ninja- Fast and smart, but are terrible at social interaction and are quite fragile. 150 HP

Soldier- "A Jack of all trades," "Average Joe," "basic man…" 250 hp

Goblin-Small and quick, they are easy to kill, but they are pretty good fighters. 175HP

UNLOCKABLE CLASSES???

These classes are friendable, they might have unique abilities and disabilities. You can't choose them immediately, you must complete specific quests or stories to unlock them. Once you have verification that you have unlocked them, you get them forever.

Healer- Does no damage, but heals allies. Apparently also is very nice. As healer, you can go talk to allies and heal them :) 225HP

Cyclop​​s- A strong man with very little intelligence and dexterity. But has tons of constitution. Isn't good at parties.

Pirate- A fast boi with lots of strength, but is dumb and scares the residents… Special skill: you have access to the captains suite in your ship (for a special weapon). You also get 0.5% more gold when stealing.

Cecaelia- Great aquatic swimmers with lots of speed, they have been trained to drown swimmers and naval ships by dragging them down to the depths. They do not get along well with humans. - 200 hp

Depending on your choice of race, you are better at specific areas of your character

Your characters skills are called saves, and they are measured in numbers

You have 5 different skills

Strength- Obviously how strong and powerful your character is

Dexterity-How agile, fast, reflexes and well balance your character is

Constitution- How much health and stamina your character has

Intelligence- How smart your character is

Charisma-Basically the social skills your character has and how scary or friendly they seem. Can affect how much information you get out of interrogating strangers

You get extra points for specific skills depending on the race you choose

The max amount of points for on skill is 20

You get fifty points to put in different areas so you can have strengths and weaknesses

Your race can give you extra points or abilities. These points are added or subtracted to the 50 point total, but you can't choose whether to use them or not and you can't choose what skill they are added to.

Dragonborn-+2 Strength +1 Constitution -1 Charisma -2 intelligence

Elf-+3 dexterity+ 1 Intellegence-2 Charisma

Rouge-+1 Dexterity +1 Intelligence

Human-+1 Dexterity +2 Intelligence +1 Charisma

Halfling-+2 Charisma +1 intelligence

Mage-+2 intelligence -1 charisma -1 strength

Dwarf-+2 strength +1 constitution -2 dexterity

Orc-+2 strength +1 constitution -1 Intelligence

Ninja- +2 dexterity +2 intelligence -2 charisma -1 constitution

Goblin-+3 dexterity +1 intelligence -2 constitution -2 strength

Healer- +2 charisma +1 dexterity (this class does not have an attack slot)

Cyclops- +3 strength +2 constitution -2 dexterity -2 intelligence -1 charisma

Pirate- +3 dexterity, +1 strength, -2 charisma, -1 intelligence

Cecaelia- +3 dexterity, +2 intelligence, -3 charisma, -1 constitution

Your Character also gets to choose weapons.

Depending on your race (yes your race dictates a lot of stuff), you can only choose from a certain few weapons. Come to me or Dan if you want to add a weapon. We will decide what races can use it and what kind of weapon it is. Your character gets 3 weapons in total. One short or medium range weapon(your choice, but you can only have one or the other), one long range weapon, and one ultimate weapon(you only get to use this once every 5 turns and there is only one per race). The weapons and their races usable are listed below.

Short Ranged Weapons:

Weapons that are used in short to medium ranged combat, with fast paced action.

Longsword- All races except mage, healer and ninja

Short sword- All races except mage, healer and ninja

Dual daggers- Elf, halfling, human, Rouge, Ninja, Goblin, Pirate

Single Dagger- Elf, halfling, human, Rouge, Ninja, Goblin, Pirate

Club-Dragonborn, Dwarf, Orc, Cyclops

Mace(small)-Dwarf, halfling, Rouge, Human, Soldier

Mace(large)-Dragonborn, Orc, Soldier, Cyclops

Staff-only mage

Katana- Ninja, Rogue, Human

Short bow- Elf, Human, Halfling, Soldier, Goblin

Throwing Knives-Elf, Human, Rouge, Halfling, Ninja, Goblin, Pirate

Heavy Shuriken- Elf, Human, Rouge, Halfling, Ninja

Bone Sword-, Human, Soldier, Rogue, Goblin, Cyclops

Scythe: Human, Soldier, Dragonborn, Cyclops

Battleaxes- Dragonborn, Soldier, Cyclops

Healing staff: healer only

Rapier: Pirate only

Unlockable items:

Sword of sealing: All races except Mage, Ninja, Healer. (Find through the story!)

Keyblade: Human, Rogue (Either find the secret place, or be the first to name yourself sora)

Long Range Weapons

Obviously, weapons that are used to engage enemies at large distances.

Longbow-All Races except mage, Ninja, Orc, healer and Dragonborn

Crossbow-All Races except mage, Ninja, Orc, healer and Dragonborn

Spear-All Races except mage and healer

Trident-All Races except mage, healer and Goblin

Light Shuriken- Ninja only

Slingshot- All races except mage, healer, orc, and dragonborn

Unlockable items:

Great Goddesses Bow: all races except Ninja, Orc, Healer, Mage, Dragonborn.(Find throughout the story!)

Throwing cards: All classes that have an intelligence level of 10. (unless your mage, or healer) (Win the lottery in the town)

There may be more to come, I just can't think of any for now suggestions plz

Ultimate Weapons

These weapons do large amounts of damage or effect the game in large ways, however have a longer cooldown and can only be used every 5 turns.

Dragonborn-Fireblast--start breathing Fire, does infinite damage to one enemy for one turn-

You cannot attack the next turn, and must wait 8 turns to activate.

Dragonborn- Rejuvenating wings: All friendly players heal 40 hp.

Elf-Natures Wave--Arrow of bow starts glowing green, when fired a wave of green and nature destroys everything in a straight line. (Must wait 9 turns to activate)

Elf- Elves Horn- The elf summons 2 other elves with 150 hp. They disappear the next turn.

Rouge- Blade Breaker -All Enemies weapons instantly become useless and do no damage for one turn (Must wait 7 turns to activate)

Rouge- Poison Dagger- The enemy takes 30 damage over the next 3 turns.

Human- Energy Elixir- Drinks an energy drink, it can attack 5 times in one turn, but can't attack next turn.

Human- Pump Action Shotgun- The human Pulls out a shotgun. The shotgun does 200 damage for 1 turn.

Halfling-  Invisibility cloak-Becomes invisible(Enemies cant attack an invisible object) for two turns, can attack twice with short/medium range weapons during those two turns.

Halfling- Force Field: The Halfling can't take damage for one turn. (Cooldown is 3 turns)

Mage- Super Shield-Summon a shield for all friendly players or players in an alliance with you that takes infinite damage for one turn.

Mage- Flash Freeze: Enemies are encased in ice, they can't attack for one turn. (Must wait 7 turns to activate)

Dwarf- Hammer Smash- They craft a giant hammer that does 250 damage, but breaks the next turn.

Dwarf- Malicious Mech- The dwarf builds a mech that shoots all entities (except himself) for 40 damage.

(Cooldown is 4 turns)

Orc- Backup crew- Summons 2 friends with 225 hp that attack with him, but they go away at the end of the next turn.

Orc: Clubbing time- The orc summons a giant club that does double damage on your next attack. (it can still attack this turn btw) (Cooldown 6 turns)

Ninja: Exploding clones- The ninja summons a clone (1 hp) that must be attacked. When attacked, it does 40 damage to each enemy.

Ninja- Stealth strike- The ninja will become invisible for 2 turns, and on turn 3, it does double damage. (Cooldown is 7 turns)

Soldier- Snipe Shot- Does 250 damage to one enemy, unusable until next ultimate.

Soldier- TACTICAL NUKE- Summons a nuke that obliterates all enemies in a 2x2 area anywhere on the map. (Cooldown 9 turns)

Goblin- Missed me- The goblin is invincible for 3 turns. (Cooldown 6 turns)

Goblin- Sorry for that (not)- The goblin drops a bomb which does 250 damage around the goblin.

Healer- Healing Heart: The healer creates a 2x2 area. This heals friends by 60, and damages enemies for 60 for the rest of the match. The zone resets when you use this ability again.

Healer: Sprite cranberry: Player hands out sprite cranberries for all frens it heals them to full health (Cooldown 9 turns)

Cyclops- Beam Blast- The cyclops shoots a beam that exterminates everyone in a straight line. (Cooldown 9 turns)

Cyclops- End Of Gods- The cyclops slashes a sword, causing 250 damage to an enemy for one turn…

Pirate-Davy jones' locker: Brings an enemy down into the deep, does 100 damage over the next 5 turns. (cooldown 6 turns)

Pirate-Shark!: Yee ol lad summons a shark with 75 speed, 250 attack, and 250 hp. He will die the next turn though. (cooldown 5 turns)

Weight of weapons

Longsword: 30kg

Shortsword: 20kg

Dual Daggers: 15kg

Single Dagger: 7 kg

Club: 40kg

Small mace: 15kg

Big mace: 30kg

Staff: 15kg

Kitana: 10kg

Short-bow: 15kg

Throwing knives: 7kg

Heavy Shuriken- 15kg

Bonesword: 20kg

Scythe: 15kg

Battleaxe: 40kg

Longbow: 20kg

Crossbow: 15kg

Spear: 20kg

Trident: 25kg

Light shuriken: 5kg

Slingshot: 8kg

Healing staff: 20kg

Sword of sealing: 25kg

Keyblade: 15kg

Rapier: 15kg

Throwing cards: N/A

Speed of characters:

Dragonborn: 20

Elf: 72

Rogue: 50

Human: 30

Halfling: 50

Mage: 30

Dwarf: 25

Orc: 25

Ninja: 80

Soldier: 40

Goblin: 60

Healer: N/A

Cyclops: 27

Pirate: 62

Attack of weapons (and spells)

Longsword: 110 dmg

Shortsword: 75 dmg

Dual Daggers: 120 dmg

Single Dagger: 60 dmg (Chance to attack twice)

Club: 150 dmg

Small mace: 80 dmg

Big mace: 125 dmg

Staff: n/a

Katana: 70 dmg

Short-bow: 90 dmg

Throwing knives: 50 dmg

Heavy Shuriken- 85 dmg

Bonesword: 115 dmg

Scythe: 85 dmg

Battleaxe: 150 dmg

Longbow: 110 dmg

Crossbow: 80 dmg

Spear: 120 dmg

Trident: 130 dmg

Light shuriken: 40 dmg (chance to attack x3)

Slingshot: 55 dmg (chance to attack twice)

Healer staff: 50hp

Sword of sealing: 130 dmg

Keyblade: 120 dmg

Throwing cards: 10dmg (Chance to attack 10 times)

Rapier: 85dmg

Weight classes: Heavies, Orc, Dragonborn, Dwarf, Cyclops

Mediums: Human, Soldier, Halfling, Mage, Healer

Speedsters: Ninja, Rogue, Goblin, Elf

Also gotta get that inventory. In characters, you must list the loot you have, not including weapons, or ultimate.

Ex.

Inventory: Lights blessing (x2), Bonk! Atomic punch, Hearty radish.

To make up for duel wielding, we now have shields.

If your weapon is 20kg or less, you can carry a shield.

Shields help prevent damage, and open opportunities for counterattacks.

Rng 1 to 3, if its 1, your shield doesn’t work. If its 2, you get 25% less damage. If its 3, you get a Counterattack. (attack twice next turn)

Shield types:

Wood: 15 durability

Stone: 25 durability

Iron: 30 durability

Diamond: 50 durability

Shield of safety: Unbreakable (unknown on how to find…)

You can buy extra swords and shields at markets, find them in dungeons, or thru stage completion