The whole world is a Gamer. Lit RPG/The Gamer

Zedalb

I just started a Patreon!
Location
Washington
Death Comes​

Monday July 16th 2018 midnight would forever be known as the night of the change. You were laying in bed when the little square window popped up in your vision.

Level 0: NPC (No Primary Class)
Which is an odd thing to see suddenly, with a thought you can make it disappear or reappear, which is even more odd. Within a few minutes your smart phone shows the internet is all talking about as a world wide phenomenon. It's strolling through the chats about it that you hear the crash. You grab whatever weapon like object you have on hand, tonight is already a weird night after all. You creep out of your room and the first thing you see is its glowing eyes.
The next thing is the bow and arrow pointed at you. The first arrow flies right past you and you charge towards the eyes and the bow you can barely see in the dark. You tackle it and crash onto the ground a top it, you can feel armor and see it now that you are close. It's a skeleton, a skeleton in armor with a bow and arrow. The bones are incredibly clean and white, except where it is already splashed with blood. Has it already killed tonight. It's bony hand reaches for a sword on it's hip trying to draw it even as your body weight tries to hold it down. You take your weapon, or your bare hands and smash it against it's skull, taking a few blows before the head shatters and it stops moving. You stop and just breath for a few moments feeling your heart race and the skeleton slowly dissolves into nothing leaving behind only a weapon. You grab it and move to your window, there are more of them, but they are in packs walking down your street breaking into houses. Some people are peaking out some area already stepping out to fight them weapons in hand. A war has begun.


+5 EXP LEVEL UP!
Choose a Primary Class!

Primary Classes available:
Warrior
Mage
Priest
Rogue
Stat Screen Unlocked!
Inventory Unlocked!
Friends List Unlocked!
Class Page Unlocked!
@Magnive
@Kensai

Wanted to give both of you a special invitation in light of recent events.



This is a gamer/Lit RPG game in which the whole world suddenly gained gamer powers/was put into this system. It is about coming together, and overcoming this challenge of saving yourselves, your town and eventually the world. This is about the best of humanity being shown at the worst of times. It takes place in my town so I can write more accurately about it. Everyone starts there together for ease of game play.


You start in Vancouver- Hazel Dell

Discord is essential many events will be ran on it.
Discord - Free voice and text chat for gamers

Rules:
You have 5 actions a turn
Moving between counties, requires one action for each county you are traveling between.

Quest will require a number of actions (Which take an action each) Quest can also require donations, all your donations to one quest are one action. (So if it need 500 gold, and 5 swords and you have both you can turn in both as one action)

You can spend an action to attempt to scout an area that has little information on it. Though this can be dangerous. You must be in the county to scout it.

You have 4 different actions that can be done at a dungeon zone. They can be done in total no more than 3 times a turn.
1) Exp training roll the dungeons ranking in d10s gain that much exp
2) Skill training, same as above, but gain half and get bonus advancement to skills
3) Item grinding, same half exp gain, but get bonus items/rarer items
4) Train someone else give them half your exp rolled, and protect them as they go through the dungeon.


Every 5 levels you can change your class or do another set of 5 levels in that class (to a maximum of level 100 in a class)

At first you can only take the four base classes, but will unlock higher tier classes once you hit level 5.

The base classes are Warrior, Priest, Rogue, Mage.
These are tier one classes, classes that require a class are one tier higher than the class they require.


EXP Formula is (5*Class tier) *new level

Stats:
Strength: (Physical Damage and lifting/carrying capacity)
Constitution: (HP/ Certain resistances)
Dexterity: (Ability to dodge, run quickly, and dance)
Agility: (Ability to hit things)
Intelligence: (Power of magical skills "Spells" )
Willpower: (Maximum Mana and ability to remain calm)
( All stats start at 5 and every class has a stat line, this is the stats they give each time that class hits level 5


Class Charts: (WIP)
Flowchart Maker & Online Diagram Software


Warrior Skills:
Melee weapon mastery: Each level makes appropriate equipment 5% more effective as well as imparting you with more technical skill in it's usage.
Shield mastery: Each level makes appropriate equipment 5% more effective as well as imparting you with more technical skill in it's usage.
Heavy armor mastery:Each level makes appropriate equipment 5% more effective as well as imparting you with more technical skill in it's usage.


Priest Skills:
Staff Weapon Mastery: Each level makes appropriate equipment 5% more effective as well as imparting you with more technical skill in it's usage.
Cloth Armor Mastery:Each level makes appropriate equipment 5% more effective as well as imparting you with more technical skill in it's usage.
Heal: Cost 20 Mana Restore a number of health equal to (Intelligence*1.0X where X is your skill level) to your self or target you touch.

Mage Skills
Staff Mastery:Each level makes appropriate equipment 5% more effective as well as imparting you with more technical skill in it's usage.
Cloth Mastery:Each level makes appropriate equipment 5% more effective as well as imparting you with more technical skill in it's usage.
Mana bolt: Cost 10 Mana and shots a bolt that does damage equal to ((Intelligence+Skill Level)*2.5)

Rogue Skills:
Light armor mastery:Each level makes appropriate equipment 5% more effective as well as imparting you with more technical skill in it's usage.
Dagger mastery:Each level makes appropriate equipment 5% more effective as well as imparting you with more technical skill in it's usage.
Stealth: Helps you remain undetected when hiding or sneaking.
luck:Increases rarity of loot drops nearby, increase chance of crits, increase chances of enemy fumbles, increased chance of traps,attack or other dangers missing.




Character sheet:

Name:
Sex:
Age:
Appearance:
Personality:
Stats: (Start with 5 in all and 5 to distribute)
Strength:
Constitution:
Dexterity:
Agility:
Willpower:
Intelligence:
HP: (Constitution*5+ Strength*1)
MP: (Willpower*5+Intelligence*1)

Primary Class:
Skills:

Equipment:
Start with 2 "Level 1 White" weapons (or a shield) of reasonable choice. Fire arms are okay, .50 cals and AK-47s are not.



Melee/bow Weapon Damage is : (Strength *1.0X where X is your weapon level)
Gun Weapon Damage is: (Weapon level)
 
Last edited:
Class Guide
All classes only give their stat line every time you hit level 5 in the class (Same time as when you are allowed to change it) you can do a class multiple time for more of the same stats.
Your active classes skills increase at twice the right as previous classes skills.
Class Flow Chart
Tier 2 Class requirements

Warrior
Ranger:
Stats: +3 Agility +2 Strength
Skills: 1: Ranged Weapon mastery, medium armor mastery 3: Eagle eye 5: Power Shot

The ranger is a formidable ranged combatant, gaining access to medium armor allowing it to move a little faster and obviously gaining ranged weapon mastery. Afterwards they gain access to eagle eye a buff that increases maximum range, accuracy and crit change. Eventually they gain access to power shot, which increases one attacks damage while lowering it's range and critical change. This allows them to choose between range and power as the situation requires.
Page
Stats:+3 Constitution +1 Strength +1 Agility
Skills: 1: Noble Vows 3: Shield Expertise 5: Vigilance
The page while a formidable class in it's own right is at its best as an entry into the knight class, however it does start with the noble vows skill which reduces the effectiveness of mental magic on the page in exchange for following a code of conduct. They also get Shield Expertise which enhances the defensive bonus for a shield and increases its effectiveness with a shield bash. Finally they get vigilance which lowers their chance of being critically hit. All in all the page is an expert in using their armor for protection and their vows to protect their mind.
Soldier
Stat: +1 con +1 Str +2 Agi +1 Dex
Skills: 1: Formation 3: Rally 5: Veteran
The soldier has a very unique skill and play style. The soldiers basic skill is formation, which all soldiers have and gives a stacking buff to all nearby soldiers. This means that groups of soldiers get much better when working together.
Individual soldiers can also, rally temporarily proving a larger bonus and temporary HP. Finally veteran soldiers increase the value off the formation buff when working together.All in all the soldier class relies on teamwork and a passive stacking buff. Using there shield and melee weapon mastery from warrior to actually fight, and just doing it much better together.
Weapon Expert
Stats: +2 strength +3 Agility
Skills: 1: Ranged Weapon mastery 3: Dual Weapon mastery 5: Weapon protection
The weapon expert is an improvement of the warrior, that over time learns how to use any weapon in any combination. If you want to throw knives with one hand while sword fighting with the other you can do that. At the point of mastery they gain weapon protection, by which point there skill with weapons has become so great that they are also experts in fighting against them and receive large defensive bonuses against them. The weapon expert is not a fancy class, but it leads into some true mastery and can give anyone a wide base to pick up any weapon they desire
Berserker
Stats:+3 Constitution +2 Strength
Skills: 1: War cry 3:Dual weapon Mastery 5: Undying rage
The berserker is a great damage dealer that is hard to put down. Not only does war cry increase strength temporarily it also gives temporary HP. To make maximum use of this the besker then gets dual weapon mastery, because if your holding two weapons it's twice the damage buff! Lastly the berserker learns undying rage which allows them to continue fighting under 0 HP temporarily.
Brawler
Stats: +2 Strength +1 Constitution +2 Agility
Skills: 1: Unarmed weapon mastery 3: Improvised weapon mastery 5: Unarmored armor mastery
Brawlers get much better at fighting without arms or armor, they are in many ways one of the most simple class, having nothing but passive skills. Many people would see it as a class of no value. The truth though is that it is the beginning on a path of true mastery of self, or at least mastering punching things in the face until they stop trying to kill you and surviving doing it!
Priest
Priest of Light
Stats:+2 Intelligence +3 Willpower
Skills 1:Smite 3: Radiance 5: Holy Aura
The priest of light gets an offensive light based spell immediately allowing them to have an offensive option, though this damage is at least somewhat based on how conceptually dark, the opponent is, making it good for most monster and dungeons. Afterwards they get a healing over time effect that causes those under its effects to glow like a torch also allowing them to see clearly. Finally with mastery, their healing aura from priest becomes the holy aura, which as well as healing also damages like smite and gives off light like radiance, at high levels this can be blinding
Cultist
Stat:+2 intelligence +1 willpower +1 agility +1 Dexterity
Skills: 1: Sacrifice 2: Dark Deal 3: Summoning
The cultist, starts off with the capacity to sacrifice, goods, HP or others to empower spells. Eventually they can make dark deals where they request favors or temporary powers in exchange for task the dark entities they are in contact with request. At mastery they are capable of summoning these dark entities into the world fully, though they do so at great peril to themselves and those around them
In this way cultist, are a way for priest to gain versatility and fire power, though all things come at a cost to the cultist.
Dark Priest:
Stats: +3 Intelligence +2 Willpower
Skills: 1:Dark Bolt 3:Darkness falls 5: Unholy aura

The dark priest gains an offensive attack that does more damage to light aligned creatures and people. Afterwards they gain darkness falls which is a damage over time effect that causes shadows to fall around the target making it harder for them to see. Finally they get unholy aura an upgrade to their healing aura, which applies darkness falls to nearby enemies and creates darkness around the caster making their exact location hard to see.
Priest of Balance
Stats:+3 Intelligence +2 Will Power
Skills 1: Give and take 3: Cleanse 5: Half Strike
The priest of balance is a powerful utility priest that can do a lot of things. It's first skill is a damage dealing ray, that stores the health to then be given to the caster or someone else at no mana cost. This lets it both fight and heal with the same skill, it's second skill cleanse removes all buffs and debuffs from a target which situationally can be used on an ally or enemy for your advantage, and finally half strike, is a melee attack that if successful the target is moved to half health. Whether used on an ally or enemy.
Nature Priest:
Stats: +2 Wisdom +1 Intelligence +1 Strength +1 Constitution
Skills: 1 Light armor mastery, Thrown Weapon mastery 3: Regeneration 5: Animal Ferocity
The nature priest gains access to light armor and thrown weapons, allowing them to be more effective in normal combat and eventually gain access to regeneration a healing over time effect and finally they learn animal ferocity which provides temporary HP and additional strength to it's target. All in all they make excellent support casters, who can at a moments notice buff themselves to be at least somewhat capable in combat.
Follower:
Stats: +2 Intelligence +2 will power +1 Constitution
Skills:1: Gods First Blessing 3: Gods Second Blessing 5: Gods Third Blessing
You are a devout follower of a singular god and gain great boons related to that god
Mage
Elemental mage
Stats:+3 will power +2 Intelligence
Skills: 1: Elemental Bolt 3: Elemental Aura 5: Elemental Shield
The elemental mage is the doorway to the traditional blaster mage, they start by selecting their element then the first skill they learn converts their mana bolt into a stronger, elementally aligned bolt. Afterwards they learn to surround themselves in a damaging aura of their element providing some protection from close combat. At mastery they can bring up great shields of their element to protect them from harm, though this tends to be very draining to mana rapidly.
Force mage
Stats: +2 Intelligence +2 Wisdom +1 constitution
Skills: 1: Force Shield 3: Force Weapon 5: Telekinesis
The force mage is one of the fastest ways to get a defensive spell, throwing out a wall of raw force they can block attack or spells though the damage done comes directly from their MP. Afterwards they learn to buff their own physical attacks by adding raw kinetic force to them, and eventually they gain the ability to pick up and move objects at a steady cost dependent on the object's weight.
Enchanter
Stats:+3 Intelligence +2 Willpower
Skills: 1: Illusionary object 3: Confusion 5: Thought reading.
The enchanter is a battlefield control mage that specializes in trickery and deception, the first skill they learn allows them to create illusions that others or monsters see as real. Often used to fake traps or other threats, sometimes used to hide behind. Then they learn confusion allowing them to alter what a particular person or monster sees, swapping out friends for foes (Resisted by will power) finally they learn thought reading where they can read the minds of a person or monster to know a moment before hand what they plan on doing.
Rune Mage
Stats:+2 Intelligence +2 Willpower +1 dexterity
Skills: 1: Runed Spell 3: Rune Gift 5: Runic Arrays
The rune mage does not learn new magic as they advance they instead learn a new way to use their other magic. At first they become capable of casting there spells into runes, thus saving mana in combat. In time they can learn how to make these runes usable by others, drawing them on arms or armor even. Until at the highest level where they can make arrays that can have conditions. "If someone gets within X feet without Y rune Activate rune Z" allowing them to get much more creative with what they can do.
Runes mages in this way rely upon other skills for power, but runic magic adds a type of versatility
Silver mage
Stat +1 Intelligence +1 willpower+1 agility +2 dexterity
Skills: 1: Blink 3: Jump 5:Teleportation array
The Silver mage, is focused upon teleportation at first, they are capable of only short range jumps in combat, used to evade, or to out maneuver opponents defenses. As they level they become capable of much much large jumps out of combat, measured in miles. Eventually each silver mage is able to make an array that can access all other arrays that have been magically connected allowing others to be teleported between them.While the silver mage, does not provide immediate firepower like many mage classes, it lends itself very well to surviving, by increasing your ability to dodge, your movement speed, and providing magical mobility.
Dark Mage
Stats+4 intelligence +1 Wisdom
Skills: 1: Curse 3: Blood Magic 5: Raise undead.
The dark mage is a traditional glass cannon mage that acts as an entryway to many of the darker magical classes. Their first skill allows them to curse an opponent lowering the targets stats. Then they gain the ability to spend HP to restore MP and finally they get the ability to raise a singular zombie or skeleton at a time as a protector, and as a doorway to being a proper necromancer eventually
Rogue
Scout
+3 Dexterity +2 Agility
Skills: 1: Bow Mastery 3: Camouflage 5: Quick
Scouts excel at moving, and hiding. Bow mastery gives them a way to make use of their speed offensively, camouflage makes them harder to detect in natural environments and quick is a passive increase to movement speed. All in all they are great at hit and run tactics as well as actual scouting.
Thug:
Stats:+2 Strength +2 Dexterity +1 Constitution
Skills: 1: Medium armor Mastery, Blunt weapon mastery 3: Leg Breaker 5:painful Wound
The thug is a rogue class that pretends really hard to be a warrior class. However it is still a rogue because it focuses on weakening the enemy rather than buffing itself. To this ends, it gets blunt weapon and medium armor mastery, giving it a bit more direct combat power to capitalize on the two debuffs. Leg Breaker is a special attack to the legs which lowers movement speed and the related stat. Painful wound is an attack more to cause pain rather damage that makes casting more difficult and can cause the opponent to otherwise be debuffed depending on the attack.
Thief
Stats +4 Dexterity +1 Agility
Skills : 1: Yoink 3: Extra pockets 5: Locksmith
The thief class is good at stealing things to great surprise. The first skill yoink provides a short bonus to dexterity and agility when trying to steal something. They then gain the skill extra pockets increasing their inventory size and gain experience in it by having a full inventory at level 5 they gain locksmith, which gives the ability to pick even magical locks and as it levels up makes the thief a more skilled locksmith. All in all the thief does exactly what is on the tin and is an expert at running away and stealing things.
Dagger
Stats:+2 Agility +3 Dexterity
Skills: 1: Dagger Expertise 3: Throwzini 5: Dagger storage
The dagger class is an expert with knives in all forms, they are the earliest class with an expertise skill, which stacks with weapon mastery boosting damage as well as increasing armor penetration and crit rate. Their throwzini skill lets them not only throw any dagger/knife as if it was a throwing knife it also gives them bonus range and accuracy with throwing knives. Finally dagger storage makes knives stack in their inventory allowing them to carry an nearly unlimited arsenal of knives.
City Rat
Stats: +2 Dexterity +2 Agility +1 strength
Skills: 1: Survivors luck 3: Parkour 5: Dirty trick
The city rat is a great class for rogues who like to survive. Their first skill survivors luck, makes their luck skill more effective for causing the enemy to fumble attacks. After that they learn parkour, which gives them a movement speed bonus over uneven terrain and at higher level actually makes them faster in a jungle gym than a track. At level 5 they learn dirty trick, which makes their next attack a critical if they first perform a dirty trick like throwing dirt in their opponents eyes, turning an opponent's helm around, or shooting from underneath a table.
Gambler:
Stats: +2 Dexterity +2 Agility +1 constitution
Skills: 1: Fortunes luck 3: Doubled Edged luck 5: Cheater
Gamblers are the rogue class that focuses on mastering it's luck skill, their first ability increases the effect of their luck skill in particular regards to money and wealth. Their second skill, allow them to increase their own crit rate but provides an equal bonus to those attacking them. Their final skill cheater allows them to guarantee their next hit is a critical strike, however this provides an unlucky debuff temporarily, the stronger the cheat (and the better the crit bonus) the longer and stronger the debuff.
 
Last edited:
Counties and their dungeons

Central
  • (1) Skeleton Patrols on the roads
    • (Scouted) The skeletons are patrolling the roads in small groups of 5 with swords and shields, a long side 3 archers, who provide ranged support, they are going house to house killing everyone they can.
  • (2) Skeleton Fort Overpass
  • (3) Skeleton Dungeon (Spawn Point)
Hazel-dell

  • (2) Wolf Pack Ambushes
  • (3) Wolf Shopping center
  • (5) Wolf Dungeon (Spawn Point)

Mall
  • (3)Goblin Raids
  • (4)Goblin Look outs
  • (5) The Mall (Spawn Point)
N.E
  • (3)
  • (5)
  • (7)

East
  • 1
  • 2
  • 3
Camas
  • 1
  • 2
  • 3
Battle ground
  • 1
  • 2
  • 3
Washougal
  • 1
  • 2
  • 3
Rigfield
  • 1
  • 2
  • 3
 
Last edited:
Interested in warrior class for an unarmed fighter bhild with background in amateur MMA
 
Looks interesting. I'm definitely a fan of it being a thing that happens for everyone. Would make the setting quite interesting!

A few thoughts, in no particular order.

Bear hands? Natural or improvised weapons?

How fast does HP/MP regenerate?

How flexible are skills? For example, could a Mage experiment with Mana Bolt to create Multi-bolt, rather than getting it from Mage level 3?

How long is a turn?

Every 5 levels you can change your class or do another set of 5 levels in that class (to a maximum of level 100 in a class)
When you write change your class, I am assuming that it's just that you change the one you're currently leveling, no?

Intelligence*1.0X where X
I would say that this should just read "Intelligence * X". No need to throw in 1.0 here.

When going into dungeons, don't we roll to actually survive the dungeon? :p

Oh, and thinking about going with a priest.
 
Dead


Name: Albrich Gottestdienst
Sex:Male
Age: 19
Appearance
:
Personality:
Trys to be professional at all times, but is often reliant on others to make a plan and then improvising.

"This.. thing is something that I can use.."

Stats:
Strength: 5
Constitution:5
Dexterity: 6
Agility: 5
Willpower: 7
Intelligence: 7
HP: 30
MP: 41

Primary Class: Rogue
Skills:
Light armor mastery: level 1
Dagger mastery: level 1
Stealth: level 1
Luck: level 1

Equipment:
One level 1 Sabre
one level 1 Pistol.
 
Last edited:
Interested in warrior class for an unarmed fighter bhild with background in amateur MMA

There is a brawler class after warrior 5!

Looks interesting. I'm definitely a fan of it being a thing that happens for everyone. Would make the setting quite interesting!

A few thoughts, in no particular order.


Bear hands? Natural or improvised weapons?

How fast does HP/MP regenerate?

How flexible are skills? For example, could a Mage experiment with Mana Bolt to create Multi-bolt, rather than getting it from Mage level 3?

How long is a turn?


When you write change your class, I am assuming that it's just that you change the one you're currently leveling, no?


I would say that this should just read "Intelligence * X". No need to throw in 1.0 here.

When going into dungeons, don't we roll to actually survive the dungeon? :p

Oh, and thinking about going with a priest.

Fixed bear hands, a turn is going to be a day.

Yes it's just the class your leveling you change, you keep all previous benefits from all classes. (With the exception your active classes skills level twice as fast)

MP/HP is tentatively 1% a minute.

Going into the dungeon gets RPed out, either here or on discord for speed. So think of it like, the first time you do a dungeon we do a table top session in which you can actually die or worse.
 
Name: Cosmas Nirganatre
Sex:Male
Age: 19
Appearance:
Personality:
Trys to be professional at all times, tries to appear as if he knows what he is doing.
Stats:
Strength: 5
Constitution:5
Dexterity: 6
Agility: 6
Willpower: 7
Intelligence: 6
HP: 30
MP: 41

Primary Class: Rogue
Skills:

Equipment:
One Sabre, one 9mm Pistol.


Note both weapons as "Level 1 White" (level and quality)
as well rogue skills at level 1 are in the OP so you can put them (at level 1) on your sheet.

EDIT: Please spoiler that image to, it's a bit large.
 
Did you deliberately avoid the question about experimenting with skills? :p
Not at first. They are going to be a bit more rigid for my sanity, but if someone puts in sincere effort, I am willing to accommodate, though honestly, I'd rather just write you up a new class with that special skill and open it up to anyone who meets the requirements.
 
See my smile
Here I am. Not Happy with this but, I like my concept.

Name: Markus A. Baker
Sex: Male
Age:32
Appearance:
Personality: Markus is stoic and stubborn nearly to a fault but, he is filled with an almost indomitable desire to help all those that he can and even those that he knows he can't.
Stats:
Strength:6
Constitution:6
Dexterity:5
Agility:5
Willpower:7
Intelligence:6
HP: 36
MP: 41

Primary Class: Priest
Skills 1:
Staff Weapon Mastery: Each level makes appropriate equipment 5% more effective as well as imparting you with more technical expertise in its usage.

Cloth Armor Mastery: Each level makes appropriate equipment 5% more effective as well as imparting you with more technical skill in its usage.

Heal: Cost 20 Mana Restore a number of health equal to (Intelligence*1.0X where X is your skill level) to your self or target you touch.

Equipment:1X Level 3 Green Bone Shield. 1X White, Level 1 Sledgehammer 1X White, Level 1 Trashcan Lid Shield.
 
Last edited:
Here I am. Not Happy with this but, I like my concept.

Name: Markus A. Baker
Sex: Male
Age:25
Appearance:
Personality: Stoic and stubborn but, filled with a burning desire to help all those that he can.
Stats:
Strength:7
Constitution:6
Dexterity:5
Agility:5
Willpower:10
Intelligence:8
HP: 37
MP: 58

Primary Class: Priest
Skills 1:

Equipment: 1X Sledgehammer 1X Trashcan lid shield.
Priest Skills:
Staff Weapon Mastery: Each level makes appropriate equipment 5% more effective as well as imparting you with more technical skill in it's usage.
Cloth Armor Mastery:Each level makes appropriate equipment 5% more effective as well as imparting you with more technical skill in it's usage.
Heal: Cost 20 Mana Restore a number of health equal to (Intelligence*1.0X where X is your skill level) to your self or target you touch.
 
What about things like weapon and armor masteries? Would it be possible for, a priest or mage to start leveling up heavy armor mastery, or using daggers?


I'm pretty sure that you have too many stat points.

He does, he added the points for priest immediately, I need to make it more clear, you get those points only every 5 levels in that class.
 
He does, he added the points for priest immediately, I need to make it more clear, you get those points only every 5 levels in that class.

Got it. So I should be at:

Strength:6
Constitution:6
Dexterity:5
Agility:5
Willpower:7
Intelligence:6

Thus making my HP and MP:
HP:36
MP:41

Right?
 
Name: Alexander Gottwald
Sex: Male
Age: 27
Appearance:
Personality: By and large, Alexander is a simple man: he enjoys happiness, both his own and that of others. Prior to the incident, that had manifested itself as an easy-going and helpful personality which served to endear him to most. Now, though? Well, he's determined to do his best to help the world get through what will doubtlessly be a tumultuous time. He decided to go for priest because, since everybody loves a white mage.
Stats:
Strength: 5
Constitution: 5
Dexterity: 5
Agility: 5
Willpower: 10
Intelligence: 5
HP: 30
MP: 55

Primary Class: Level 1 Priest
Skills:
Staff Weapon Mastery (level 1): Each level makes appropriate equipment 5% more effective as well as imparting you with more technical skill in it's usage.
Cloth Armor Mastery (level 1): Each level makes appropriate equipment 5% more effective as well as imparting you with more technical skill in it's usage.
Heal (level 1): Cost 20 Mana Restore a number of health equal to (Intelligence*1.0X where X is your skill level) to your self or target you touch.

Equipment:

Staff (level 1, white)
Shield (level 1, white)


Dropped out of the RP. Best of luck and have fun to you all!

Unoptimized builds are for suckers! :p
 
Last edited:
Nerx
Name:
Bobby Chung

Sex: male

Age: 19

Appearance:


Personality:
A regular in the ammy fighter scenw who has participated in many smokers between gyms, currently trains self defense classes for women and children. Looks up to George Saint Pierre and wants to be a big athlete in martial arts. He is a kind person who is talkative.

Strength: 7

Constitution: 6

Dexterity: 5

Agility: 7

Willpower: 5

Intelligence: 5

HP: 37

MP: 30

Primary Class:
Warrior

Skills:
Melee weapon mastery: Each level makes appropriate equipment 5% more effective as well as imparting you with more technical skill in it's usage.

Shield mastery: Each level makes appropriate equipment 5% more effective as well as imparting you with more technical skill in it's usage.

Heavy armor mastery:Each level makes appropriate equipment 5% more effective as well as imparting you with more technical skill in it's usage.


Equipment:

Cup protector

MMA Gloves

Already added an info blurb for brawler on the second post, for you.
Cool, gonna do writeup

How to calc mp/hp?
 
Last edited:
Back
Top