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Building Player Characters

  • Writer: Yiran Zhou
    Yiran Zhou
  • Apr 19, 2021
  • 3 min read

Updated: May 4, 2021


The section below illustrates how the characters should be built. It will be included in the GM's guide.


Sniper: deals High range physical damage

1. Ranged, specific target:

Your character name fires type of projectile at types of targets, dealing numerical values points of physical damage.

eg. Javon fires 5 bullets at 1 selected target, each bullet deals Picked Card+15+Buff points of physical damage.

2. Ranged, area damage:


Your character name fires type of projectile, dealing numerical values points of physical damage to an area of dimension of area

eg. Javon throws 1 grenade, dealing Picked Card+5+Buff points of physical damage to an area of 15m x 15m.

3. Dodge or special skills can be anything you can come up with.

eg. Javon dashes 5 metres to a direction of his choice and fires a smoke bomb behind him, blinding the enemy by 3 seconds and dodge all damage for 10 seconds.



Mage: deals range magical damage and crowd control

1. Ranged damage (Either area or single-target):

Your character name casts type of cast at types of targets, dealing numerical values points of magical damage (optional: to an area of dimension of the area)

eg.

Nina releases 1 magical orb from her wand at 1 selected target, dealing Picked Card+15+Buff points of magical damage.

OR

Nina releases 1 magical orb from her wand, dealing Picked Card+5+Buff points of magical damage to an area of 15mx15m.

2. Ranged (Crowd) control:

any skill that stops / slows the enemy, or any other skills that negatively impact the combat ability of the enemy targets.

eg. Nina summons thorns from the ground and binds onto the enemy target, stopping them for 3+ seconds and deals Picked Card+3+Buff points of magical damage per second.

3. Dodge or special skills can be anything you can come up with.

eg. Nina turns herself invisible for 3 seconds and increases her movement speed by 80%.



Warrior: high armour and tenacity, controls crowd

1. Close combat single-target control:


any skill that stops / slows the enemy, or any other skills that negatively impact the combat ability of the enemy targets.

eg. Adrian knocks back the target and deals 5 points of physical damage.


2. Area crowd control:


any skill that stops / slows the enemy, or any other skills that negatively impact the combat ability of the enemy targets.

eg. Adrian jumps up 3 metres above the ground and stuns the enemy for 3 seconds upon landing, dealing 10+Buff points of physical damage.


3. Special skills can be anything you can come up with.

eg. Adrian gains a shield which can absorb up to 10 points of damage, increasing his movement speed by 30%.



Assassin: deals high damage up close; each damage can be accompanied by movements

1. Close combat physical damage:

Your character name + movement + dealing numerical values points of physical damage, with guaranteed critical strikes


eg. Haiko dashes 3 times towards the target and strikes using her swords, dealing Picked Card+50+Buff points of physical damage.

2. Close combat magical damage:

Your character name + movement + dealing numerical values points of magical damage


eg. Haiko jumps 5 metres above the ground and dashes towards the target, slashing the target and deals Picked Card+15+Buff points of magical damage.

3. Dodge or special skills can be anything you can come up with.


eg. Haiko flickers through the wall and becomes immune to all damages for 5 seconds.




Commoner: Provide extra protection and healing to the team

1. Healing the team:


Anything you would like your character to do + heals selected target by numerical value points of HP.

eg. Azury opens his umbrella and summons a rainbow, allies standing within the range of the rainbow will regen 30 points of HP.


2. Providing protection and support:

Anything you would like your character to do + increase armour/tenacity of your teammates

eg. Azury lends his umbrella to a teammate, providing a shield that absorbs 10 points of damage.


3. Dodge or special skills can be anything you can come up with.

eg. Azury hides in his hat and dodge all damage or control for 5 seconds.

Commoners are weaker in combats but are given abilities that benefit the team in other aspects:

1. Tax payer: earns extra money when completing tasks and crafting

2. Craftsman: Making upgrades, weapons, potions and other items faster; provides extra armour, magical resistance and healing to the team.

3. Negotiator: easier to get friendly reactions from NPCs

 
 
 

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