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Classcraft
Behaviors
XP(Experience Points)
HP(Health Points)
+60XP
-15HP
+100XP
-20HP
Incomplete homework
-50HP
+50XP
-10HP
+75XP
+50XP
-75HP
-10HP
-10HP
-75HP
-20HP
-25HP
Horseplaying/Hitting/Cursing
-10HP
AP(Action Points)
+8AP
https://game.classcraft.com/rulesummary
1/3
7/28/2016
Classcraft
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
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
Powers
Healer
Heal 1
A teammate gains 10 HP.
Sainthood
The healer can open or close the
outside door
Sentences
COLLABORATIVE
Description
-15AP
-5AP
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.
-15AP
-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