Deep within the bowels of the Earth, there is a portal. On the other side of that portal is the deep and yawning void, full of evil eldritch beasties, slumbering horrors, things that would devour the world if given the chance.
Oh. And a collection of "crazy people", "insufferably insane idiots", and "I'm honestly glad they're over there because over here they would probably blow everything up" in the vague shape of a highschool. They're the thin red line keeping people safe. At least when they're not busy grading the 50-some odd papers on "Tactical Applications of Mermaid Spit in Potion Brewing". Welcome to Voidlight Academy. Here we fight monsters.Well then. Welcome to the OOC of Voidlight Academy, a game that I'm running with Shadestyle, KingMurdoc, and possibly anyone else I pick up along the way.
Without further ado, here is your character sheet.
Name: (What do you call yourself? What do others call you?)
Age: (How old are you? Physically, mentally?)
Gender: (What do you consider yourself? Need not be the same as your biological sex.)
Sex: (What bits do you have?)
Race: (What are you? Human, Fey, half-Cthulhu, pretty much anything goes.)
Appearance: (What do you look like? If you have alternate forms, their appearances should go here.)
Personality: (What are you like? And why are you here for that matter?)
Level: 1 (Determines available AP [Action Points], SP [Skill Points], Perks.
HP: 20+[CON*level]
Init: DEX+1d20 at the start of each combat.
Stats:
Constitution: (How hard it is to kill you.)
Dexterity: (How stealthy and speedy you are. Governs dodging, IF you have a passive for it, and movement on the battle grid.)
Intelligence: (Governs crafting, Affinities to some extent, some types of magic.)
Resistance: (How resistant to damage you are.)
Strength: (Physical strength.)
Synergy: (Ki, whatever. If it's not, essentially, physics-based, and it's not in a spellbook, this is the stat for it. Innate abilities use SYN, generally.)
You have 8+[4*lvl] (12 for a level 1 character) SP. Once SP are spent, they can only be moved once per 5 levels or with GM approval.
SP are capped at level+3.
Perks: A character gets one Perk to start out with, and a Perk every 5 levels afterwards. Perks can do, well, anything, so long as it is balanced. You MUST use a Perk to enable Summoning, which grants a free Summoning action (that must specify a cap for the number of available summons) and a similarly free action to control one's summons.
A character can buy ONE additional Perk with a corresponding Flaw.
Affinities: Affinities are things your character is good at. You can improvise something related to an Affinity at any time, subject to GM interpretation. You may have three Affinities. It is highly recommended to be slightly more specific than 'magic'.
Actions: (Your attacks and abilities.)
AP: 4+[2*level] (6 for a level one character)
It costs 2 AP to make an ability. It costs 1 AP to add a level to an ability, granting it an additional feature if the damage formula is static, or increasing the damage if the damage formula scales with the level of the ability. Ability levels are capped at [level+1] (2 for a level 1 character.)
You may have a Basic Attack or Heal, and a Basic Defense. These may not have levels.
A standard damage formula is 2d4+STAT non-scaling (that is to say, you have to add each subsequent d4 yourself) or (1+ALVL)d4+STAT scaling.
Healing works similarly.
Inventory: (Your items. You may have three when starting out, plus an additional, free, basic melee or ranged weapon should your character require one and not have one. It uses 2d4+STAT for damage.)
Summons:
Summons require a statblock like players, but they have much less available, statistics-wise.
Where X is the number of summons you can have out at one time:
Summons are capped at ([Player's Base SP -8]/X) SP
Summons are capped at ([Player's Base AP -4]/X) AP
Summons can, however, be given additional power by investing AP into the player's Summon skill. For each AP invested into the player's Summon skill, the player may choose to either increase total SP by 2, or total AP by 2. The player may invest as many levels as they want into their Summons, but they must create an additional Action should they need to go over the cap.
Summons are automatically the same level as their player.
Summons have only ONE Affinity and NO Perks.
The Summon Sheet:
[b]Name:[/b] The name of the summon
[b]Appearance:[/b] What the summon looks like
[b]Additional Details:[/b] If you have any other details you want to put here, this is where to put them.
[b]Level:[/b] 1 (Determines available AP [Action Points], SP [Skill Points], Affinities.
[b]HP:[/b] 20+[CON*level]
[b]Init:[/b] DEX+1d20 at the start of each combat.
[b]Stats:[/b]
Constitution: (How hard it is to kill you.)
Dexterity: (How stealthy and speedy you are. Governs dodging, IF you have a passive for it, and movement on the battle grid.)
Intelligence: (Governs crafting, Affinities to some extent, some types of magic.)
Resistance: (How resistant to damage you are.)
Strength: (Physical strength.)
Synergy: (Ki, whatever. If it's not, essentially, physics-based, and it's not in a spellbook, this is the stat for it. Innate abilities use SYN, generally.)
You have ([4*lvl]+bonus)/X (4 for a single level 1 summon with no bonus) SP. SP can be redistributed on levelup.
SP are capped at level+3.
[b]Affinity:[/b] The Affinity is the thing your summon is good at. A summon can improvise something related to an Affinity at any time, subject to GM interpretation. A summon may have one Affinity.
[b]Actions[/b]: (Your attacks and abilities.)
AP: ([2*level]+bonus)/X (2 for a single level 1 summon with no bonus points.)
It costs 2 AP to make an ability. It costs 1 AP to add a level to an ability, granting it an additional feature if the damage formula is static, [u]or[/u] increasing the damage if the damage formula scales with the level of the ability. Ability levels are capped at [level+1] (2 for a level 1 summon.)
Discord:
https://discord.gg/015OSU0vZ7NTeoVhzIC thread