Post by Taber on Jun 29, 2005 2:04:52 GMT
Fighting Prowess: as you gain levels in Fighting Prowess you learn the use of; weapons, armour, and shields. If you allocate no levels to Fighting Prowess it is assumed that you are a poor fighter.
Poor. Unfamiliar with combat arts; can be easily wounded or killed.
Average. A run-of-the mill type, but certainly no hero.
Fair. Better then average and will acquit himself adequately.
You may
Good. Can go one-on-one with seasoned fighters.
Vary Good. This person can cause a lot of trouble in combat!
Excellent. If blood is spilled, it’s not likely to come from this character…
Magic ability: you will gain 5 spells per level in Magic ability, to place where you like from any class of magic.
None. Most people have no magic to speak of.
Poor. A hedge wizard or apprentice. Might vary well turn himself in to a frog.
Average. Competent, but hardly a world-shaker. Only a few spells at his command.
Fair. A wider range of spells. Effective, but not powerful.
Good. Knows numerous spells in many categories, and is versatile in their use.
Vary Good. Know powerful spells in most of the eight C’s. Formidable.
Excellent. Not a person to cross. Can easily command almost all the know spells, and might be able to turn the party into anchovy paste with a single gesture.
Magic types, these do over lap so don’t afraid to use a spell in what ever way you can think of… so long as I agree.
Class1. Combat magic. Any spell used primarily in an offensive/defensive manner in combat.
Class2. Curative Magic. Any spell used to heal wounds, cure diseases, stop poison damage, etc.
Class3. Clairvoyance Magic. Any spell used to detect things: secret doors, magic, hidden or trapped items, etc.
Class4. Conveyance Magic. Teleportation, levitation, flying, telekinesis spell, etc.
Class5. Communication Magic. Any spell used to communicate: telepathy, translation, hypnosis, magic reading spells, etc.
Class6. Construction Magic. Any spell which uses matter or energy to “build,” e.g. wall spells, protective fields, stone-shaping spells, etc.
Class7. Concealment Magic. Any spell which serves to hide or misdirect, e.g. invisibility, illusion, shape-change spells, etc.
Class8. Conjuration Magic. Any spell which produces a condition or entity, e.g. light spells, weather control, demean-summoning spells, etc.
Stealth Skill: hiding and moving with out detection
Poor. Trying to hide an elephant behind you.
Average. You can sneak past mom and dad on your back to your room, late at night.
Fair. You’re good, but no super ninja.
Good. Not bad, but not great either, just don’t try this in heavy amour.
Vary Good. Like a cat staking her pray, nothing is heard till it is to late
Excellent. Nothing, but wind and shadow, you are only seen if you want to be.
Poor. Unfamiliar with combat arts; can be easily wounded or killed.
Average. A run-of-the mill type, but certainly no hero.
Fair. Better then average and will acquit himself adequately.
You may
Good. Can go one-on-one with seasoned fighters.
Vary Good. This person can cause a lot of trouble in combat!
Excellent. If blood is spilled, it’s not likely to come from this character…
Magic ability: you will gain 5 spells per level in Magic ability, to place where you like from any class of magic.
None. Most people have no magic to speak of.
Poor. A hedge wizard or apprentice. Might vary well turn himself in to a frog.
Average. Competent, but hardly a world-shaker. Only a few spells at his command.
Fair. A wider range of spells. Effective, but not powerful.
Good. Knows numerous spells in many categories, and is versatile in their use.
Vary Good. Know powerful spells in most of the eight C’s. Formidable.
Excellent. Not a person to cross. Can easily command almost all the know spells, and might be able to turn the party into anchovy paste with a single gesture.
Magic types, these do over lap so don’t afraid to use a spell in what ever way you can think of… so long as I agree.
Class1. Combat magic. Any spell used primarily in an offensive/defensive manner in combat.
Class2. Curative Magic. Any spell used to heal wounds, cure diseases, stop poison damage, etc.
Class3. Clairvoyance Magic. Any spell used to detect things: secret doors, magic, hidden or trapped items, etc.
Class4. Conveyance Magic. Teleportation, levitation, flying, telekinesis spell, etc.
Class5. Communication Magic. Any spell used to communicate: telepathy, translation, hypnosis, magic reading spells, etc.
Class6. Construction Magic. Any spell which uses matter or energy to “build,” e.g. wall spells, protective fields, stone-shaping spells, etc.
Class7. Concealment Magic. Any spell which serves to hide or misdirect, e.g. invisibility, illusion, shape-change spells, etc.
Class8. Conjuration Magic. Any spell which produces a condition or entity, e.g. light spells, weather control, demean-summoning spells, etc.
Stealth Skill: hiding and moving with out detection
Poor. Trying to hide an elephant behind you.
Average. You can sneak past mom and dad on your back to your room, late at night.
Fair. You’re good, but no super ninja.
Good. Not bad, but not great either, just don’t try this in heavy amour.
Vary Good. Like a cat staking her pray, nothing is heard till it is to late
Excellent. Nothing, but wind and shadow, you are only seen if you want to be.