This will be a step-by-step guide to creating your character sheet and using the system. If there's any issues or questions, don't hesitate to grab hold of a staff member regardless.
Chapter 1: Character Sheet
To create a Character Sheet - head to the Character Sheets subforum and create a new topic titled with your character’s in-game name, pasting the format provided within it. Below will be a rundown of what each section of the character sheet. They'll explain what numbers or things to put there.
You may distribute 15 Major Points among Ability Scores, Feats Ingenuities, all of which will be explained below.
Level and Experience
Every character created on Tales of Warcraft starts on Level 1, you'll have 15 Major Points and 10 HP to start off with.
Whenever you and your party defeat an enemy, you gain 5 EXP for every point they have in Constitution, Strength, Dexterity, Willpower, Wisdom, Senses and Mana, or for each major or minor point they've invested into Feats. You also get +5 EXP, multiplied by the target's level, for example, 25 additional EXP if the target is level 5, spread out equally among your party.
Every time you level up, you gain +3 HP.
Every fifth level you may pick another talent(5th level, 10th level, 15th level, etc.).
Every even level (2nd level, 4th level, 6th level, etc.), you gain 1 Major Point and 1 Minor Point.
Every uneven level, you gain 2 Minor points.
Minor Points can be spent on ingenuities and feats. Major Points can be spent on ingenuities, feats and ability scores.
Experience needed for level-ups:Level 2: 100 EXP Level 3: 200 EXP Level 4: 400 EXP Level 5: 600 EXP Level 6: 800 EXP Level 7: 800 EXP Level 8: 800 EXP ... Level 10: 1000 EXP Level 11: 1000 EXP Level 12: 1000 EXP … Level 15: 1500 EXP Level 16: 1500 EXP Level 17: 1500 EXP
Anything beyond this means you severely need a life.
Additionally, a storyteller/waver can distribute additional EXP if they believe that an individual or party performed exceptionally well in some way during a roleplaying session.
Side note: You do not get EXP from friendly duels with other players.
Ability scores directly affect how successful your Spells, Feats, attacks, re-rolls, and so forth are. The point cap for each Ability Score is 6, except for Mana, which has a special cap.
Constitution: Determines the toughness your body is and how many hits you can take. Constitution is usually rolled against unavoidable damage, such as poison, fire and fall damage. It's also used to determine Health Points.
Strength: Determines your physical strength, and how well you can use a large weapon.
Dexterity: Deterimines your ability to gain the initiative and how well you can use smaller weaponry. Dexterity is also used for fleeing combat.
Willpower: Determines your mental strength. Willpower is also used for some Spellbooks.
Wisdom: Determines your intelligence, and how well you can use spells. Wisdom is also used for some Spellbooks.
Senses: Determines how well-developed your senses and reflexes are. Senses is also used for Armor Class.
Mana: Determines the amount of spells you can have. For each point in Mana you have, you gain 3 MP and can select one spell from one of your spellbooks. At level 1, you may only have up to 5 Mana. You may have 1 additional Mana for each even level you have.
Fortune: Determines your luck. Can be used to re-roll any roll with your Fortune modifier instead. (Once a day)
Ingenuities are mostly out-of-combat abilities that involve crafting or utility. You can find a full list of all Ingenuities in Chapter 4 - Ingenuities, along with an explanation on how they work.
HP, MP, Defense, Dodge and Gear
HP is, of course, how much health you have.
If you reach 0 HP by Slashing or Piercing damage, you'll be considered dead unless you're helped within 15 minutes. If you reach 0 HP by Blunt damage, you're knocked out. Spellcasters may announce lethal or non-lethal intention upon reducing someone to 0 HP. Defense is how tough you are to hit - if an opponent wants to damage your HP they will often roll against your Defense to do so. So the higher Defense you have, the tougher it is to leave a scratch. Dodge is essentially your naked Defensive Value that is not modified by armor. To beat a target's Defense or Dodge you must either MEET or OVERCOME the target's Defense or Dodge respectively.
Health Points: 15 + 3(per point in Con) + 3 per level.
Mana Points: 3 per point in Mana. Defense: 8 + Senses + Shield bonus + Armor bonus. Dodge: 10 + Senses.
You can choose the following armor types and shields:
Cloth, will grant +3 in Initiative rolls and +1 to Armor Class while equipped.
Leather, will grant +1 in Initiative rolls and +2 to Armor Class while equipped.
Mail, will grant +4 to Armor Class but also -1 in Dexterity checks while equipped. Requires the user to have 3 Ability Points in Constitution. When you have Mail equipped, you can't move more than 2 seconds in a movement turn unless you have 5 in Strength, 5 in Constitution and 3 in Dexterity.
Plate, will grant +5 to Armor Class but also -2 in Dexterity checks while equipped. Requires the user to have 4 Ability Points in Constitution. When you have Plate equipped, you can't move more than 1 seconds in a movement turn unless you have 6 in Strength, 5 in Constitution and 2 in Dexterity.
When you use a weapon, you may roll the weapon damage (or WD) of that weapon for Physical damage. The final result will then be subtracted from the enemy's HP.
A character can equip:
1 one-handed weapon (or 2 if you have the Dual wield talent) and a shield
1 two-handed weapon
Additionally, a character can hold:
2 daggers (or 2 throwing knives or 2 flintlocks)
2 one-handed weapons
2 two-handed weapons (or 1 two-handed weapon and a shield) at the same time
You can hold 15 bullets, arrows or bolts and 5 throwing weapons at the same time. Note: Ranged weaponry gives a -4 modifier unless you have Hold Still from the Sleight ingenuity. Attacking with a weapon takes up a full turn.
A weapon can deal Blunt, Piercing or Slashing damage - Blunt is non-lethal damage, Piercing and Slashing is lethal damage. You can pick what kind of damage from the selection.
Your character can equip the following selection of weapons:
Unarmed, 1d2 Blunt damage, no bonuses, Strength/Dexterity based.
Dagger, 1d4 Piercing or Slashing damage, grants +2 on offensive rolls with this weapon, Dexterity based.
Claws, 1d4 Piercing or Slashing damage, if you roll above 20 on offensive rolls with this weapon, you may roll an additional 1d4 damage, Strength/Dexterity based.
Plated Gauntlet, 1d2 Blunt damage, counts as unarmed for the benefit of Brawler Training and doesn't activate Defenseless, Strength/Dexterity based.
One-handed Sword, 1d6 Piercing or Slashing damage, grants 1 additional Defense, Strength/Dexterity based.
One-handed Mace, 1d6 Blunt damage, ignores 1 point of the enemy's Defense, Strength based.
One-handed Axe, 1d6 Slashing damage, deals 1 additional point of damage when you roll damage, Strength based.
Flintlock, 1d8 Piercing damage, requires 1 turn to reload, Dexterity based.
Throwing Knife, 1d4 Slashing damage, can be thrown from Short range, Dexterity based.
Wand, 1d6 (Chosen) damage, you may deal the damage type which can be unlocked with a Spellbook you posses, such as Frost damage if you have access to Conjuration Spellbook, this can be done 4 times a day, Wisdom/Willpower based.
Two-handed Sword, 2d6 Piercing or Slashing damage, grants 2 additional Defense, Strength based. Requires 3 Strength to use.
Two-handed Mace, 2d6 Blunt damage, ignores 2 points of the enemy\s Defense, Strength based. Requires 3 Strength to use.
Two-handed Axe, 2d6 Slashing damage, deals 2 additional points of damage when you roll damage, Strength based. Requires 3 Strength to use.
Spear, 1d8 Piercing damage, can be thrown from Medium range, Strength/Dexterity based.
Quarterstaff, 2d4 Blunt damage, grants 1 additional Defense and Dodge, Strength/Dexterity based.
(Note on halberds and whatnot, pick one of those weapons and stick to it in a fight.)
Bow, 1d6 Piercing damage, no bonuses, Dexterity based.
Crossbow, 1d14 Piercing damage, requires 1 turn to reload, Dexterity based.
Rifle, 1d8 Piercing damage, requires 1 turn to reload and can crit for double weapon damage when the offensive roll with this weapon is above 20, Dexterity based.
Staff, 1d6 (Chosen) damage, you may deal the damage type which can be unlocked with a Spellbook you posses, such as Frost damage if you have access to Conjuration Spellbook, this can be done 6 times a day, Wisdom/Willpower based.
Buckler, 1d2 Blunt damage, grants 1 in Defense, Strength based.
Shield, 1d2 Blunt damage, grants 2 in Defense but -1 to Dexterity rolls, Strength based.
Tower Shield, 1d4 Blunt damage, grants 3 in Defense, but -2 to Dexterity rolls, Strength based.
Talent Trees and Talents
Talent Trees give you the ability to select schools of magic to wield, or to select specific Trainings that you can rank up in. You may also select a +5 bonus to either Crafting/Gathering Ingenuities(Crafter), or a +5 to Utility Ingenuities(Artisan). You can pick 2 talent trees/Ingenuity bonuses from the start.
When choosing your two talent trees you may opt for any two of the following:
A Spellbook of Magic
A Type of Training
A +5 bonus to your character's ingenuity
In Talents, you write which Spellbooks, Trainings or Ingenuity bonuses you've chosen to unlock.
For an explanation on how races work, see: Chapter 2 - Racials.
Traits are special conditions you can add to your character, to view them, simply check the same document as the Racials, where they'll be listed at the bottom.
Chapter 2: Racials
Now that you've set up your sheet, you are to add what race your character is. Just write down one of the standard races (and morphed variants) we allow you to play. You will receive a number of talents based on your character's race.
The list of available Racials(and Traits) can be found HERE.
Chapter 3: Ingenuities
Ingenuities are mostly out-of-combat abilities that involve crafting or utility. The thing about Ingenuities is that they don't require a Talent Tree or Mana to unlock, but rather Minor Points. When you put a Minor Point into a Crafting/Gathering Ingenuity, you get several recipes that you can use to craft/collect things
Utility Ingenuities offers a selection of two choices you have to pick one of, in order to unlock the other option in every, you may keep adding points to the Utility Ingenuity after you've reached level 6, where you can spent an additional 6 points to unlock all options.
When you've chosen an Ingenuity, you place them under Ingenuities and add (number), the number being the amount of points spent on said Ingenuity. Below, you list the Ingenuity Talents you've selected from Utility Ingenuities. When called to roll on one of your ingenuities, the point spent represents your positive modifier you add onto the roll.
When attempting a Stealth check, and you have 3 points spent in Stealth, you roll 1d20+3
The list of available Ingenuities can be found HERE.
Chapter 4: Trainings
If you pick a Training as one of your Talent Trees, you can purchase Talents from that Training. This allows you to spend Major Points and Minor Points(though it's recommended only spending Minor Points!) on different feats which will upgrade your character's combat specialization in some way. If you wish to unlock a Training, place it under Talent Trees in your character sheet. Remember - you can only have 2 Talent Trees from the start.
When you've gone ahead and picked a Talent Tree, you will see there's levels for the chosen Training. In order to level up in the Training you must unlock 2 feats from a lower level and have the required character level listed - only then will you have access to the next level and its feats.
The list of available Trainings can be found HERE.
Chapter 5: Spellbooks
If you seek to cast spells on Tales of Warcraft, you must unlock a Spellbook Talent Tree. You can then spend a Mana one each one of the Spells, which'll unlock it for your use.
If you choose to unlock a Spellbook as one of your talent trees you are given immediate access to one spell from the list for free. Every subsequent spell can be bought by putting a Major Point into Mana.
There's different strategies and twists with each Spellbook, so it's all about looking through them to see which one fits your character best. Spellbooks are divided into six categories: Arcane, Death, Divine, Fel, Nature and Shadow.
(Note: Playing a magic user shouldn't be taken lightly, and if you're a beginner, it is recommended to start out with Trainings instead. We will stick to our right of removing any magic user who doesn't live up to our expectation of quality.)
The list of available Spellbooks can be found HERE.
Chapter 6: Combat Technicals
Now that you've learned about the different things to learn about our system, it's time to learn how combat works.
Below you will find a step-by-step guide on how to proceed in combat. There is also an universal reroll rule in place, which states that you can reroll a roll with your Fortune modifier instead of the required modifier, once per fight or event. To do so, simply state that you want to use your Fortune Reroll.
Once combat has begun and each part has selected their starting weapons, the first thing that has to be done is an Initiative roll.
To roll Initiative, roll a 1d20 (/roll 20) and add your Dexterity modifier, Armor modifier and Misc. modifiers.
The one with the highest result may start with an action. Also note with your opponent(s) and ally(or allies) who starts in what range, a list of which can be found below, as this will have a great impact on some of the actions one can perform.
Creature Positions ListMelee Range is being able to reach another creature after running for 1 second, but one will have to have complete vision over the target first. As in, if you're both standing within 1 second of each other, but you're both on each of your own side of your corner, hiding, you're not in Melee range, but Obstructed range.Short Range is being able to reach another creature after running for 2 seconds.Medium Range is being able to reach another creature after running for 6 seconds.Long Range is being able to reach another creature after running for 9 seconds.Far Range is anything beyond 9 seconds away. Very few abilities can affect people who're in Long Range.Obstructed is when there is an object covering the entire creature, effectively hiding them. One have to make a movement turn in order to reach them. When the creature is obstructed, spells and feats that requires line of sight cannot affect them.
Hint: Click on the time below the minimap ingame, and select stopwatch.
Players will now write an emote detailing their action. Below will be a list of what can be done in your turn.
A Basic Attack is rolling a 1d20 with your Strength or Dexterity modifier (depending on the weapon you use), to attempt a roll check that'll land above the target's Defense. If the roll is above the enemy's Defense, you'll deal Weapon Damage and incur any possible effects, you may additionally add half your Dexterity/Strength onto the finished damage result. The finished damage is then given in a negative to the target, making them remove the damage in HP.
Talents can be used, which are those you unlock from Trainings or Spellbooks. They will detail how they work, and what effect, damage, condition, etc. is needed for them to work.
A Movement Turn means moving up to 3 seconds, passing by within Melee range of enemies allows them to roll a Basic Attack against you however, unless they are unarmed and have just used a Spell. We call this an Attack of Opportunity. It is completely fair to move in an arc around people to avoid this, but you may only move for 3 seconds.
Switching weapons means spending a turn to properly switch between weapons, this doesn't provoke an Attack of Opportunity like Dropping your weapon does - which allows you to switch to a weapon and attack in the same turn, but open up for Attacks of Opportunity.
A Rush means making a Movement Turn, with the exception of attacking someone with a Basic Attack within Melee range of your destination. Your attack will suffer a -8 modifier to the check, however. There's feats which changes this rule.
Skipping a turn is allowed too, sometimes you're forced to skip a turn under the effect of a Talent. Merely state you wish to skip the turn, and hand the turn to the next person in the turn order. You will still suffer effects which works against you when you start your turn or finish your turn.
Speech is allowed within members of your side's turns, unless it is flavor texts such as "Watch out!", which won't have any effect but adds flavor.
Emoting, in the sense of writing flavor for how your character is holding up is always allowed, though no actions outside of your turn unless specified, or if an Attack of Opportunity opens for you.
When a character has performed one of said actions below, the turn goes on to the creature who rolled below your result in Initiative. This will continue until everyone in the turn order has completed their turn, then the turn will reset and return to the one who rolled the highest Initiative. A tip is to note down which turn number you're on, to keep track of Talents' effects.
Now that you've been at the combat for long enough, you, friend(s) or target(s) will reach 0 HP at some point. If you reach 0 HP by Slashing or Piercing damage, you'll be considered dead unless you're helped within 15 minutes. If you reach 0 HP by Blunt damage, you're knocked out. Spellcasters may announce lethal or non-lethal intention upon reducing someone to 0 HP.
And that should conclude the explanation of how our system works. If you have any questions, grab hold of a staff member and we'll help you. Have fun out there.