Вы находитесь на странице: 1из 3

7/28/2016

Classcraft

Rules Summary - Alpha 1

Behaviors
XP(Experience Points)

HP(Health Points)

+60XP

Correctly answering a question in class

-15HP

Being negative or slacking off in class

+100XP

Being positive and hard-working in


class

-20HP

Incomplete homework

-50HP

Disrespect to the teacher

+50XP

Finding a mistake in class

-10HP

+75XP

Helping another student

Disturbing the class, blurting out, or out


of seat without permission

+50XP

Maintaining a clean workplace

-75HP

Talking during a TEST (before, during,


after turned in)

-10HP

Bathroom pass wanted

-10HP

unprepared for class (no


book,paper,pencil,etc)

-75HP

Trash Basketball (shoot and miss)

-20HP

Trash Basketball (Shoot and make)

-25HP

Horseplaying/Hitting/Cursing

-10HP

Arriving late to class without a pass

AP(Action Points)
+8AP

AP regenerates every day at midnight

https://game.classcraft.com/rulesummary

1/3

7/28/2016

Classcraft

Rules Summary - Alpha 1

Powers
Mage

COLLABORATIVE

Mana Transfer
All team members, except mages, gain
7 AP.

Teleport
The mage can trade places with any
other classmate.

Invisibility
The mage can leave the classroom for
up to 2 min.

-35AP

-15AP

Warrior
Protect 1
The warrior can take up to 10 damage
instead of his/her teammate, receiving
only 80% of the initial damage.

-10AP

First Aid
The warrior gains 1 HP for each level
they have, but always gains at least 5
HP.

-20AP

COLLABORATIVE

Hunting
The warrior can eat in class.

-10AP

-5AP

Mana Shield
Protect 2

The mage prevents the loss of HP to


themselves (costs 3 AP per 1 HP).

The warrior can take up to 20 damage


instead of his/her teammate, receiving
only 65% of the initial damage.

Cheat Death
A fallen teammate (other than the
mage) can reroll the cursed die but
must accept the new outcome.

Time Warp
The mage gains an extra 8 minutes to
beat an exam.

Fountain of Mana
A teammate, who isn't a mage,
replenishes all of his/her AP.

Clairvoyance
All of the team members get a hint on
an exam question.

Mage Circle
All team members gain an extra 8 min
to beat an exam.

-15AP

Ambush
The warrior can hand in an assignment
one day later.

-35AP

Counter Attack
The warrior gets a hint on an exam
question.

-40AP

-20AP

-20AP

Protect 3
The warrior can take up to 30 damage
instead of his/her teammate, receiving
only 50% of the initial damage.

-20AP

-40AP

Frontal Assault
All team members can hand in an
assignment one day later.

-30AP

-40AP

Secret Weapon
During an exam, the warrior can use a
cheat sheet provided by the
Gamemaster. (Must be used the day
before an exam)

https://game.classcraft.com/rulesummary

-15AP

-25AP

2/3

7/28/2016

Classcraft

Rules Summary - Alpha 1

Powers
Healer
Heal 1
A teammate gains 10 HP.

Sainthood
The healer can open or close the
outside door

Sentences
COLLABORATIVE

Description

-15AP

Read a text of the gamemasters choosing to the


class

-5AP

Complete a math practice sheet for homework


Clean the tables at the end of class

Ardent Faith
During an exam, the healer can ask the
Gamemaster if his/her answer to a
question is correct.

Heal 2
A teammate gains 20 HP.

Favor of the Gods


The healer can listen to his/her iPod
during classwork.

-15AP

Do a 5 second dance for the class.


Nothing! It's your lucky day!

-20AP

-20AP

Revive
When a teammate (not including the
healer) falls to 0 HP, he/she avoids all
penalties and comes back to life with 1
HP.

Heal 3
A teammate gains 30 HP.

Healing Circle
All team members, other than the
healer, gain 15 HP.

Prayer
During an exam, the healer has access
to his/her notes.

https://game.classcraft.com/rulesummary

-25AP

-20AP

-30AP

-30AP

3/3

Вам также может понравиться