Everyone starts off with 20 hit points. Also, everyone has 60 points to go towards items in this school yard pick. Any unused item pick points will be converted to hit points, and up your characters starting hit points. Get it? Also the number in parenthesis is the available number of items. The number after the asterisk is how many blocks of space the item takes up. Each character starts with six blocks of space. Everything will be handled by rolling one twenty sided die by the way. I'll roll for you, I found a simulator online.
I still have to work out how the mage is going to work. I'm thinking she'll pick from ten or so spells her four starting spells. She will have mp points, so she may want to purchase some mp refills.
Stuff can be found on fallen enemies, in dungeons etc as well. This is just your starting out gear.
Items available:
Steel Sword (3) *2 – roll a six or better to connect, does three damage. Cost: 10 points
Broad Sword (1) *3 – Roll a ten or better to connect. Does five damage Cost: 20 points
Rapier (1) *1 – Roll an eleven or better to connect. Does four damage, is automatically swung twice, regardless of whether the first blow was a hit, the second swing also takes an eleven to connect with four damage, unless previous blow hit, then it's five damage. Cost: 30 points.
Health Potion (10) *1 – restores ten hit points when used. Automatically taken, but is used in place of an attack. Cost- 5 points per bottle
Mace (1) *2 – Roll a ten or better to connect, does five damage. Rolling an 18, 19, or 20 does fifteen damage. - 25 points
Bow (2) *1 When the character posses arrows, a roll of 5-12 will do 3 damage. 13-15 will do 5 damage and 16-19 will do 7 damage. A roll of 20 will do ten damage. Cost- 15 points
Quiver (2) *2 – A standard quiver that can hold 15 arrows. Comes with 15 arrows. Arrows are able to be picked up after a battle. A 20 sided die will be rolled in place of an attack (or after a battle when the player wishes.) The number on the die is the number of salvageable arrows up to the number of arrows shot. Cost- 10 points
Magic potion – (5) *1 – works the same as hit points but for the mage's magic points. - five points per bottle
Magic Torch – (1) *1 – A torch that lights when instructed, and extinguishes when instructed. Cannot be put out other wise. Cost – 20 points
Bag – (1) allows the owner to hold up to ten extra items. - Cost 25 points.
Shield – (2) *2 – a person who owns a shield will automatically roll when a hit against them is landed, fifteen or higher will block the attack (unless attack is unblockable) – Cost- 20 points
as I said, this is a school yard pick. Once the person before you picks you may go, I'll try to update as we go along, or someone can take it upon themselves as well if I'm not around. When you're done picking, and want to put the rest of your points towards your hp's, just say FINISHED on your turn.
Also please keep track of your available open inventory slots. Putting this in your post will be helpful.
The pick order goes
Vik
Shiny
Colossus
Spaced
Blue
Last edited by Thundermatts on Mon Dec 06, 2010 5:07 pm; edited 1 time in total