Welcome to Class RPG
Your journey as a hero starts here. Train, battle, and conquer your assignments!
“Turn your class into an adventure where effort becomes power and learning becomes progression.”
Welcome to the Classroom RPG
Welcome, adventurers! Your Physics class is no longer just a classroom, it’s a world full of monsters, bosses, and epic challenges. Every assignment, problem, quiz, or project is a monster waiting to be defeated. Your goal? Build your character, gain experience, and conquer the semester.
How This Works
Mini-Monsters (Practice Problems & Classwork)
These are your training challenges: in-class problems, optional exercises, or practice activities. Defeating mini-monsters earns XP, Gold, and items to strengthen your character. These are safe encounters, mini-monsters do not attack back and allow you to prepare for bigger battles.
Assignment Monsters (Gradebook Battles)
These are the real challenges: homework, quizzes, projects, and tests. You use your earned free attacks from solving problems, AP, MP, Aspects, and items to attack these monsters. Each monster has HP, and your damage depends on level, weapons, items, and the Aspects you’ve trained.
Some monsters require multiple attacks, and some challenge the entire class in a Raid Battle.
Currencies You’ll Use
- XP (Experience Points) – Grow stronger, level up, and increase your power.
- AP (Action Points) – Used for physical actions and standard attacks.
- MP (Mana Points) – Used for spells, magic, or special Aspects.
- Gold – Used for classroom perks and weekly shop items.
Why It’s Fun
- You control your strategy — train first or jump straight into battles to defeat your assignments.
- The class can team up to defeat Raid Monsters.
- Lecture monsters pop up providing challenge, XP, Loot, and Keeping Students Engaged!
- Progress is tracked through Character Sheets.
- A weekly shop lets you buy weapons, armor, and upgrades.
Attributes
Attributes are the core traits that define your character’s abilities. They affect combat, spellcasting, survivability, and overall effectiveness in challenges. Increasing an Attribute improves all associated actions and rolls. Each Aspect lists which Attributes influence it.
| Strength (Str) | Measures raw physical power and control. Strength determines how hard you hit, how much force you can apply, and your effectiveness in physically demanding challenges. |
| Dexterity (Dex) | Reflects the character’s ability to move with precision and coordination. It influences accuracy in actions, evasive success, and tasks requiring controlled movement. |
| Agility (Agi) | Represents the character’s physical quickness, balance, and coordination. It influences rapid response, precise motion, and evasive maneuvers. |
| Constitution (Con) | Your character’s endurance and resilience. Higher Constitution means more HP, resistance to damage, and stamina for long battles. |
| Toughness (Tou) | |
| Health (Hea) | |
| Wisdom (Wis) | |
| Charisma (Cha) | |
| Spellcraft (Spc) | |
| Wizardry (Wiz) | |
| Derived Attributes/th> | These come from the attributes. |
|---|---|
| Health Points (HP) | Health and survival; damage reduces HP after defenses. |
| Action Points (AP) | Used for physical actions and Training Hall activities. |
| Magic Points (MP) | Used for magic, spells, and special Aspects. |
Starting Values
- Core Attributes begin at 1
- All other Attributes begin at 0
- Attribute level cannot exceed character level
Raising Attributes
Cost = 2 × target level
Example: Raising Strength from 1 → 2 costs 4 XP.
Aspects (Skills, Traits, Abilities)
Aspects represent skills or abilities that grant bonuses, special effects, or unlock new actions.
- Aspect level cannot exceed character level
- Some Aspects grant passive bonuses
- Others unlock active abilities
Randomized Roll Mechanic
| Lowest Stat | Die |
|---|---|
| 1–3 | d4 |
| 4–5 | d6 |
| 6–7 | d8 |
| 8–9 | d10 |
| 10–11 | d12 |
| 12+ | d20 |
Bonuses from Attributes, items, or other effects are added after the roll.
Training Hall
- Safe practice activities
- Costs AP or MP
- HP fully restores afterward
- Earn XP, Gold, and loot
Dungeons
- Multi-stage assignments or projects
- Each dungeon has unique rules and rewards
- Read instructions carefully
Battlegrounds (Assignment Monsters)
- Graded homework, quizzes, tests, or projects
- Once started, must be completed
- Monster HP determines score
Victory = typically 100%
Defeat = partial credit based on performance
Train hard, build your Aspects, and prepare your character — every XP earned now makes future battles easier.