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The attributes of your character are split into 4 stats
 
The attributes of your character are split into 4 stats
  
*HP: Your hit points
 
*HP Bonus: How many hit points you gain when you level up.
 
*Stamina(SP): Your stamina points.
 
*Stamina Bonus: How many stamina points you gain when you level up.
 
*Attack Points: How much you add to your damage and attack.
 
*Attack Bonus: How many attack points you gain per level.
 
 
*Endurance: Your ability to take damage, or a pounding in general. <br>
 
*Endurance: Your ability to take damage, or a pounding in general. <br>
 
*Strength: Your ability to do damage, assuming you hit. <br>
 
*Strength: Your ability to do damage, assuming you hit. <br>
 
*Dexterity: Your ability to actually hit something, or your ability to dodge an attack. <br>
 
*Dexterity: Your ability to actually hit something, or your ability to dodge an attack. <br>
 
*Intellect: Your ability to cast spells effectively or resist them.
 
*Intellect: Your ability to cast spells effectively or resist them.
*Movement: You fast you can move.
 
  
You start off with a score of 10 in END(endurance), STR(strength), DEX(dexterity), and INT(intellect) and a score of 6 in MOV(movement).
+
You start off with a score of 10 in each one.
  
 
=== Races ===
 
=== Races ===
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*Ent
 
*Ent
**HP Bonus: +2
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**HP: +2 every level
 
**END: +2
 
**END: +2
 
**Special: +2 magic resitance, Weapon Profciency, Magic Use, Launguage, Eat Tree
 
**Special: +2 magic resitance, Weapon Profciency, Magic Use, Launguage, Eat Tree
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*Choice: Wolf
 
*Choice: Wolf
  
*Wolf Hybrid
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**Wolf Hybrid
**Attack Bonus: +1
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***Attack Bonus: +1
**STR: +2
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***STR: +2
**Special: Transform into Human, Transform into Hybrid, Transform into Wolf, Weapon Proficiency, Natural Weapon: Claws (1d4 every level), Magic Use
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***Special: Transform into Human, Transform into Hybrid, Transform into Wolf, Weapon Proficiency, Natural Weapon: Claws (1d4 every level), Magic Use
  
*Wolf
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**Wolf
**Attack Bonus: +1
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***Attack Bonus: +1
**STR: +2
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***STR: +2
**Movement: +2
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***Movement: +2
**Special: Transform into Human, Transform into Hybrid, Transform into Wolf, Natural Weapon: Claws (1d4 every level)
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***Special: Transform into Human, Transform into Hybrid, Transform into Wolf, Natural Weapon: Claws (1d4 every level)
  
 
'''Natural Weapons: ''' You have a melee attack that does 1d4. Every level there after you gain another 1d4 to that number.
 
'''Natural Weapons: ''' You have a melee attack that does 1d4. Every level there after you gain another 1d4 to that number.
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*Choice: Ape
 
*Choice: Ape
  
*Ape Hybrid
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**Ape Hybrid
**STR: +2
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***STR: +2
**INT: +2
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***INT: +2
**Special: Transform into Human, Transform into Hybrid, Transform into Ape, Weapon Proficiency, Magic Use, Berserk (+20 HP, +10 Stamina, +6 Strength, Lasts 5 turns. Stamina Cost: none, Can only be used once every battle)
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***Special: Transform into Human, Transform into Hybrid, Transform into Ape, Weapon Proficiency, Magic Use, Berserk (+20 HP, +10 Stamina, +6 Strength, Lasts 5 turns. Stamina Cost: none, Can only be used once every battle)
  
*Ape
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**Ape
**SP: +20
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**Stamina Bonus: +20
**STR: +2
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***STR: +2
**INT: +2
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***INT: +2
**Special: Transform into Human, Transform into Hybrid, Transform into Ape, Weapon Proficiency, Magic Use, Berserk (+20 HP, END+10 Stamina, +6 Strength, Lasts 5 turns Stamina Cost: none, Can only be used once every battle)
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***Special: Transform into Human, Transform into Hybrid, Transform into Ape, Weapon Proficiency, Magic Use, Berserk (+20 HP, END+10 Stamina, +6 Strength, Lasts 5 turns Stamina Cost: none, Can only be used once every battle)
  
  
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*Choice: Bear  
 
*Choice: Bear  
  
*Bear Hybrid
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**Bear Hybrid
**HP Bonus: +10
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***HP Bonus: +10
**END: +2
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***END: +2
**STR: +2
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***STR: +2
**Special: Transform into Human, Transform into Hybrid, Transform into Bear, Natural Weapons (1d4 every level), Magic Use
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***Special: Transform into Human, Transform into Hybrid, Transform into Bear, Natural Weapons (1d4 every level), Magic Use
  
*Bear
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**Bear
**HP: +20
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***HP Bonus: +20
**Stamina: +20
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***Stamina Bonus: +20
**END: +2
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***END: +2
**STR: +2
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***STR: +2
**Special: Transform into Human, Transform into Hybrid, Transform into Bear, Natural Weapons (1d4 every level)
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***Special: Transform into Human, Transform into Hybrid, Transform into Bear, Natural Weapons (1d4 every level)
  
 
'''Natural Weapons: ''' You have a melee attack that does 1d4. Every level there after you gain another 1d4 to that number.
 
'''Natural Weapons: ''' You have a melee attack that does 1d4. Every level there after you gain another 1d4 to that number.
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*Length: As long as you wish unless you are forced
 
*Length: As long as you wish unless you are forced
 
*Action type: Free Action
 
*Action type: Free Action
 +
  
 
==== Lizard ====
 
==== Lizard ====
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*DEX: +3
 
*DEX: +3
 
*INT: +0
 
*INT: +0
*Specials: Access to Combat abilities equal to your level
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*Specials: Able to learn any Combat focused skill on your level. Cost half Stamina to use Combat skills*
  
 
==== Stealth ====
 
==== Stealth ====
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*DEX: +5
 
*DEX: +5
 
*INT: +1
 
*INT: +1
*Specials: Access to Stealth abilities equal to your level
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*Specials: Able to learn any Stealth focused skill on your level. Cost half Stamina to use Stealth skills*
  
 
==== Magic ====
 
==== Magic ====
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*Stamina Bonus: +10
 
*Stamina Bonus: +10
 
*Attack Bonus: +0.5
 
*Attack Bonus: +0.5
*END: +1
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*END: +0
*STR: +0
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*STR: +1
 
*DEX: +3
 
*DEX: +3
 
*INT: +6
 
*INT: +6
*Specials: Access to Magic abilities equal to your level
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*Specials: Able to learn any Magic focused skill on your level.
 
 
== Playing without Classes (UNDER CONSTRUCTION) ==
 
 
 
IGNORE THIS SECTION
 
It's not a bad thing to not want classes, in fact, if you want to don't use classes! Here is a guide on making characters without classes.
 
  
 
== Experience ==
 
== Experience ==
 +
=== Advanced Classes ===
  
Each time a character defeats a monster or another worthy task they receive experience or XP. In order to reach certain levels you must have enough XP. Below is a chart showing how much XP is required for a level up.
 
 
*LVL 1: 0
 
*LVL 2: 10
 
*LVL 3: 30
 
*LVL 4: 60
 
*LVL 5: 100
 
*LVL 6: 150
 
*LVL 7: 210
 
*LVL 8: 280
 
*LVL 9: 360
 
*LVL 10: 450
 
*LVL 11: 550
 
*LVL 12: 660
 
*LVL 13: 780
 
*LVL 14: 910
 
*LVL 15: 1050
 
 
As you can see there is a pattern...every level's experience requirements are the previous requirements plus the last lvl x 10.
 
Once you have gained the required amount of experience you can level up.
 
 
'''Leveling Up:''' You gain more power. Here are the basics:
 
*You add END+HP Bonus to your HP.
 
*You add END+Stamina Bonus to your SP.
 
*You add Attack Bonus to your Attack Points.
 
*You receive 1 skill point to spend as you wish.
 
*You might gain access to new abilities.
 
 
=== Advanced Classes (UNDER CONSTRUCTION) ===
 
 
COMPLETELY IGNORE THIS SECTION FOR NOW.
 
 
Once you have obtained a certain item or completed a certain quest you have an opportunity to become a more advanced class than the basic ones. You apply the new stats just like you applied the stats of your first class. Every time you level up from then on you may choose what class to progress. You can level up an advanced class just as you would a basic class. You may only have one advanced class.
 
Once you have obtained a certain item or completed a certain quest you have an opportunity to become a more advanced class than the basic ones. You apply the new stats just like you applied the stats of your first class. Every time you level up from then on you may choose what class to progress. You can level up an advanced class just as you would a basic class. You may only have one advanced class.
  
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Berserkers do just what their name suggests. They go berserk on the battlefield recklessly killing things.
 
Berserkers do just what their name suggests. They go berserk on the battlefield recklessly killing things.
  
Pre-Requirements: must have Tattoo of the Tribes
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Pre-Requirements: Tattoo of the Tribes
  
 
*HP Bonus: +12
 
*HP Bonus: +12
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*DEX: +4
 
*DEX: +4
 
*INT: 0
 
*INT: 0
*Specials: Berserk, Access to Berserker abilities equal to your level
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*Specials: Berserk, Access to Berserker abilities
  
 
'''Berserk: '''You enter into a crazed rage. You gain +10 HP, your END+10 Stamina, and +4 STR for every level that you have. This ability can only be used once every battle. After this ability ends you return to normal.
 
'''Berserk: '''You enter into a crazed rage. You gain +10 HP, your END+10 Stamina, and +4 STR for every level that you have. This ability can only be used once every battle. After this ability ends you return to normal.
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==== Paladin ====
 
==== Paladin ====
  
Paladins are warriors of the light. They're purpose is to serve others before themselves.
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Paladins are warriors of the light. The purpose is to serve others before themselves.
  
Pre-Requirements: Must have sins purged OR own Holy Symbol
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Pre-Requirements: Must have sins purged
  
 
*HP Bonus: +10
 
*HP Bonus: +10
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*DEX: +3
 
*DEX: +3
 
*INT: +1
 
*INT: +1
*Specials: Access to Paladin abilities equal to your level
+
*Specials: Access to all Paladin abilities
  
 
==== Assassin ====
 
==== Assassin ====
 
Assassins sneak around in the shadows attacking anything mercilessly. Doing damage is  their focus.
 
 
Pre-Requirements: Must kill and innocent person OR own an Assassin's Ring
 
 
*HP Bonus: +8
 
*Stamina Bonus: +8
 
*Attack Bonus: +2
 
*END: +0
 
*STR: +4
 
*DEX: +5
 
*INT: +1
 
*Specials: Access to Assassin abilities equal to your level
 
 
 
==== Ranger ====
 
==== Ranger ====
 
Rangers are agile and prefer to take out their enemies from a distance.
 
 
Pre-Requirements: Must own Magic Cloak
 
 
*HP Bonus: +8
 
*Stamina Bonus: +10
 
*Attack Bonus: +2
 
*END: +1
 
*STR: +0
 
*DEX: +5
 
*INT: +4
 
*Specials: Access to Ranger abilities equal to your level
 
 
 
==== Sorcerer ====
 
==== Sorcerer ====
 
Sorcerers dabble in the darker arts of magic. They have new ways to take out their enimies.
 
 
Pre-Requirements: Must own Magical Pendant
 
 
*HP Bonus: +4
 
*Stamina Bonus: +8
 
*Attack Bonus: +0.5
 
*END: +0
 
*STR: +0
 
*DEX: +3
 
*INT: +7
 
*Specials: Access to Sorcerer abilities equal to your level
 
 
 
==== Priest ====
 
==== Priest ====
 
Priests are a religous people. They use their divine power to help others and then themselves.
 
 
Pre-Requirements: Must own Holy Symbol
 
 
*HP Bonus: +4
 
*Stamina Bonus: +10
 
*Attack Bonus: +0.5
 
*END: +2
 
*STR: +0
 
*DEX: +3
 
*INT: +5
 
*Specials: Access to Priest abilities equal to your level
 
  
 
== Abilities ==
 
== Abilities ==
 
You may choose a free ability your first level. Every level after that you will need to pay for them, however some abilities come free.
 
 
 
=== Combat ===
 
=== Combat ===
 
 
 
 
=== Stealth ===
 
=== Stealth ===
 
 
 
 
=== Magic ===
 
=== Magic ===
 
 
 
 
=== Other ===
 
=== Other ===
 
'''Berserk: '''You enter into a crazed rage. You gain +10 HP, your END+10 Stamina, and +4 STR for every level that you have. This ability can only be used once every battle. After this ability ends you return to normal.
 
*Stamina Cost: none
 
*Length: 5 turns
 
*Action Type: Free Action
 
 
'''Eat Corpse: '''You can eat a corpse to regain your END+10 HP and your END+10 stamina. You can eat a corpse 5 times.
 
*Stamina Cost: 10
 
*Length: none
 
*Action Type: Ability
 
 
'''Eat Tree:'''You can eat a tree to regain your END+50 HP and your END+20 stamina. You can do this once every 5 turns. Once you eat the tree, it is gone and you can now occupy that space. Stamina cost: 10
 
 
'''Natural Weapons: ''' You have a melee attack that does 1d4. Every level there after you gain another 1d4 to that number.
 
Stamina Cost: 10
 
Action Type: Attack
 
 
'''Transform:''' Transfrom into a designated form.
 
*Stamina cost: 10
 
*Length: As long as you wish unless you are forced
 
*Action type: Free Action
 
 
'''Underwater Breathing: '''Creature can remain underwater for unlimited amounts of time.
 
*Length: All the time
 
*Action type: none (passive)
 
  
 
== Equipment ==
 
== Equipment ==
 
=== Weapons and Shields ===
 
 
Flamethrower
 
Long Sword
 
Short Sword
 
Great Sword
 
Dagger
 
Scythe
 
Shotgun
 
Pistol
 
Chain Whip
 
Knife
 
Bow
 
Crossbow
 
Shield
 
Spiked Shield
 
Buckler
 
Chainsaw Sword
 
 
=== Armor ===
 
 
Leather Gloves
 
Gauntlets
 
Full Plate
 
Scale Mail
 
Leather
 
Metal Boots
 
Leather Boots
 
Hat
 
Helmet
 
 
=== Items ===
 
 
Health Potion
 
Major Health Potion
 
Immense Health Potion
 
Stamina Potion
 
Major Stamina Potion
 
Immense Stamina Potion
 
Ring
 
Pendant
 
 
  
 
== Adventuring ==
 
== Adventuring ==
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'''Movement:''' A move counts as one action. All characters move at a base land speed of 6 meters. A square on a grid is considered to be 1 meter. Moving diagonally counts as 1.5 meters. Some creatures, classes, or races may receive bonuses, allowing them to move faster than others.
 
'''Movement:''' A move counts as one action. All characters move at a base land speed of 6 meters. A square on a grid is considered to be 1 meter. Moving diagonally counts as 1.5 meters. Some creatures, classes, or races may receive bonuses, allowing them to move faster than others.
  
'''Attacking(melee):''' An attack counts as one action. The first step in attacking is finding your DEX and STR. The next step is attacking. Roll a d20 and add your DEX. If it is higher than the object or creature's Dodge Class that you are attacking, roll for damage. To roll for damage, roll the weapon's damage dice and add your STR and Attack Bonus and any other bonuses. After that subtract the creatures armor from your damage roll. You can then subtract the resulting number from the object or creature's HP. Each attack requires you to -1 SP.
+
'''Attacking(melee):''' An attack counts as one action. The first step in attacking is finding your DEX and STR. The next step is attacking. Roll a d20 and add your DEX. If it is higher than the object or creature's Dodge Class that you are attacking, roll for damage. To roll for damage, roll the weapon's damage dice and add your STR and Attack Bonus and any other bonuses. You can then subtract the resulting number from the object or creature's HP. Each attack requires you to -1 SP.
  
'''Attacking(long range):''' An attack counts as one action. The first step in attacking is finding your DEX. The next step is finding if the target is within range. Count squares from you to the target. The GM will decide if you can hit it. If you can, roll a d20 and add your DEX. If it is higher than the object or creature's Dodge Class that you are attacking, roll for damage. To roll for damage, roll the weapon's damage dice and add your DEX and Attack Bonus and any other bonuses. After that subtract the creatures armor from your damage roll. You can then subtract the resulting number from the object or creature's HP. Each attack requires you to -1 SP.
+
'''Attacking(long range):''' An attack counts as one action. The first step in attacking is finding your DEX. The next step is finding if the target is within range. Count squares from you to the target. The GM will decide if you can hit it. If you can, roll a d20 and add your DEX. If it is higher than the object or creature's Dodge Class that you are attacking, roll for damage. To roll for damage, roll the weapon's damage dice and add your DEX and Attack Bonus and any other bonuses. You can then subtract the resulting number from the object or creature's HP. Each attack requires you to -1 SP.
  
 
note to the GM: Use your mind when determining if a long range weapon can hit a target. make a line from the character to the target...if the line passes through an object you KNOW an arrow can't pierce don't let the attacker go through with it.  
 
note to the GM: Use your mind when determining if a long range weapon can hit a target. make a line from the character to the target...if the line passes through an object you KNOW an arrow can't pierce don't let the attacker go through with it.  
 
note: magic does not subtract armor from it's damage, instead magic involves a resistance roll to see if the attack is resisted or effective.
 
  
 
note: if your attack roll is 1, you automatically fail. if your attack roll is 20 you threaten a critical hit. To see if your make a critical hit, make an additional attack roll. If it hits, you may roll damage two times and add it together.
 
note: if your attack roll is 1, you automatically fail. if your attack roll is 20 you threaten a critical hit. To see if your make a critical hit, make an additional attack roll. If it hits, you may roll damage two times and add it together.
 
'''Resistance:''' Resisting an action that happens when magic is cast. Refer to the magic to see if it is resistable. To roll for resitance roll a d20 and add your INT and Magic level. The enemy makes the same roll. Whoever is higher wins, if the caster wins the taarget takes damage, if the target wins the spell is resisted.
 
  
 
'''Using an Ability:''' Using an ability varies in it's length depending on what is being used. Typically using an ability will require only one action unless stated otherwise. If the ability requires you to "cast" refer to instructions on casting.
 
'''Using an Ability:''' Using an ability varies in it's length depending on what is being used. Typically using an ability will require only one action unless stated otherwise. If the ability requires you to "cast" refer to instructions on casting.
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'''Waiting:''' Waiting counts as one action. You do nothing in this turn. You regenerate either END+10 stamina or INT+10 stamina, whichever is higher.
 
'''Waiting:''' Waiting counts as one action. You do nothing in this turn. You regenerate either END+10 stamina or INT+10 stamina, whichever is higher.
 
'''Changing Weapons/Equipment:''' Changing weapons or equipment is considered one action
 
  
 
'''Range of Detection:''' All characters have a range of detection around them. If a creature is focused on a certain target the target will need to be outside of the range of detection before they can stealth or something similar. The GM will decide if the creature is focused on any one target. The typical range of detection is 8 meters.
 
'''Range of Detection:''' All characters have a range of detection around them. If a creature is focused on a certain target the target will need to be outside of the range of detection before they can stealth or something similar. The GM will decide if the creature is focused on any one target. The typical range of detection is 8 meters.

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