Abishai
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Post by Abishai on Oct 20, 2004 20:41:22 GMT -5
*LOL* Sorry, I didn't know that you were thinking along those lines at all. Feel free to offer some advice on what you think the feel of the place should be, what the lands should be like ect. . . .
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Jalathas
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Post by Jalathas on Oct 20, 2004 20:58:09 GMT -5
Actually, I was making a D&D campaign world, ruled by dragons instead of gods. I have one adventure done. That's why I said that.
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Abishai
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Post by Abishai on Oct 20, 2004 21:01:28 GMT -5
So, if you want to integrate it into the game it's all good by me. You'd have to do a little bit of work in order to make it all come together, but it shouldn't be too terribly hard.
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Abishai
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Post by Abishai on Oct 20, 2004 21:16:16 GMT -5
Okay some of you like thieves. . . imagine that.
str 2 dex 6 con 3 int 3 wis 3 wil 3
Use the standard fighter to gain 8 skills
ranged weapons 1 dodge 1 disable device 1 alertness 1 pick pocket 1 open lock 1 hide 1 stealth 1
Pallidens (sp) are basically a cleric to begin with. . . in D + D they just had cool mounts. . . so learn some animal empathy and animal handling as a cleric.
If there are any other classes out there that you'd like me to try and accomodate let me know.
With the various magic types that I've posted in the thread you should be able to find something for just about everyone. . . once again if I've left something out let me know.
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Jalathas
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Post by Jalathas on Oct 21, 2004 15:39:10 GMT -5
Could you combine all your current rules into one post, or divided into sections? It's kinda confusing.
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Abishai
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Post by Abishai on Oct 21, 2004 15:55:00 GMT -5
Yeah, I'll go back through it. No time like the present.
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Abishai
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Post by Abishai on Oct 21, 2004 16:07:27 GMT -5
The four classes once again:
fighter/mage/cleric/monk
The Traits (just changed): divide 20 points inbetween them none higher than 6 for the time being
Strength (to hit with brawl and melee as well as damage) Dexterity (to hit with martial arts and ranged weapons) Constitution (HP and poison resistance) Intelligence (magical damage) Wisdom (magical to hit/avoidance) Charisma ( <--new one obviously for use in actual rp or for bardic magic)
Mages can start with 2 points in ANY magic available. Clerics and Monks start with 1 point in ANY magic Fighters start with NO magic
Magic:
Air 1. raise fog (self explanatory) 2. arms of air (can manipulate objects kind of like telekineses) 3. lightning bolt. 4. harden air (immobolize/constrict opponent) 5. lightning storm (self explanatory I think)
Fire 1. smoke screen (self explanatory) 2. fiery blade (enchant a blade with fire temporarily) 3. fire ball (self explanatory) 4. jet of fire (shoot a stream of fire that you can direct) 5. Immolation (create a devastating wake of fire centered on your opponent
Earth 1. dust storm (self explanatory) 2. tremor (cause the earth to tremble slightly knocking opponent down-they have to spend an attack getting back up) 3. hands of earth (hands rise from the ground grabbing opponent's ankles immobolizing them 4. riven earth (the earth splits throwing dirt, rocks, and your opponent into the air) 5. earthquake (self explanatory)
Water 1. concealing rain (self explanatory) 2. quick freeze (a freezing attack that quickly freezes, and then quickly thaws) 3. ice ball (self explanatory) 4. glacial spike (ice spike rises from the ground) 5. Blizzard (self explanatory)
Holy 1. heal five HP 2. heal 10 HP 3. heal 25 HP 4. heal all 5. resurrect (sp)
Bane 1. summon undead 2. create undead 3. control undead 4. rot (cause a quick atcting rotting disease to be inflicted on your opponent-lowering one physical stat 5. maim (lower all opponents physical stats)
Mind 1. mental barrier (provides extra armor) 2. reflect attacks (works against not only melee and ranged attacks but also against magical attacks) 3. hit drains wisdom by number of succeses 4. order (give an order to your opponent that must be obeyed-cannot use orders that would directly injure the person) 5. mental slave (any command may be issued)
Body 1. increase constitution by spellcraft (explained later) level 2. increase dexterity by spellcraft level 3. increase strength by spellcraft level 4. increase all physical attributes by spellcraft level 5. increase all physical attributes by spellscraft +2
Telekinesis:
1 int x spell level = maximum weight that can be picked up and/or thrown in pounds 2 int x spell level x 5 3 int x spell level x 10 4 int x spell level x 20 5 intl x spell level x 40
Throwing the object involves using a wisdom and ranged weapons check against opponents dex and dodge
Illusion:
1. small static illusion that affects one sense 2. small static illusion that affects all senses 3. small movale illusion that affects one sense/large static that affects all senses 4. large movable illusion affects all senses 5. mental trap (with this power you can actually create a realm inside a person's mind that he cannot escape. . . he thinks he's really in the place that you devise)
Mental music:
1. fascinate: reduces opponents ability to see and hear as long as you continue to play. (makes it easier for your buddies to sneak up and get an extra attack or two in) 2. distraction: distract your enemy with a feat of legerdemain (pick pocket skill) for every 2 points above opponents int + alertness you gain +1 bonus to attack during the next round 3. jarring song: a melody that works only against spell casters subtracting the number of points equal to int + perform skill from opponents magical attacks for the next (level in mental music) turns. 4. limited invisibility: invisible as long as you remain stationary (your music is silent, but must still be played), opponents need an extra 6 to hit you. 5. mental slave: identical to Mind level 5
Inspire
1. +1 to skills for 1 person 2. +2 to skills for 1 person or +1 to 2 people 3. +3, +2, +1 4. +4, +3, +2, +1 5. +5, +4, +3, +2, +1
The bouses last for as long as you continue to play. If you stop for any reason, the bonuses are lost.
animal mastery
1. animal speach: communicate with one animal 2. group animal speach: speak with a number of animals equal to your int rating 3. greater animal speach: speak with all animals in immediate area 4. call animals: summon a particular type of animal or summon all types of animals in a given area. The number that show up is equal to int + animal empathy. The creatures will not attack you, but they will also not attack your enemy right away. Any actions that they take will have to be rped. 5. command animals: wis + animal empathy = the number of animals that this works on.
Nature's spies
1. mental link: establish a mental connection with a number of creatures up to spell level + animal empathy 2. shared vision: share vision with one mental linked animal 3. vision/hearing: vision and hearing shared with 2 linked animals 4. vision/hearing/smell: shared with 5 linked animals 5. all senses shared with 10 animals.
Each animal is distinct and the effects do not overlap. So, even with 10 creatures, a charecter will not confuse locations ect. . . .
The range on this is equal to a wis + int radius that moves with the spell caster.
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Abishai
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Post by Abishai on Oct 21, 2004 16:13:25 GMT -5
Skills, I only put fighting skills down. . . .
brawl (hand to hand combat less disciplined then martial arts)
dodge (self explanatory)
martial arts (disciplined hand to hand fighting style with incredible power-costs twice as many skill points as brawl)
melee (attacking with hand-held weapons)
ranged weapons (throwing weapons/bows/crossbows)
spellcraft (this skill as well as Wisdom score reflect how high of a level you can achieve in any magic spell users must have at least one level to use any spells-to use level two spells requires two levels of this skill. . . .)
animal empathy: use it to calm a bear or the like balance bluff climb craft various. . . . deciper script disable device disguise escape artist forgery handle animal (training) medicine hide innuendo intimidate jump knowledge various. . . . alertness (all of your senses, how well you pay attention) stealth open lock perform pick pocket read lips ride languages swim tumble use rope survival empathy leadership gather info subterfuge instruction (how well you can teach others) interrogation mimicry seduction ventriloquism torture blacksmith weaponsmith boyer (sp) (bow making)/fletcher (arrow making)
Mages have 4 points for skills, monks and clerics have 5, fighters have 8.
You cannot start with a skill higher than 3
I just decided to make things equal on the starting HP everybody starts with 10 + con.
Matial Arts:
At level two and each additional skill point beyond you can choose one of these:
Thousand Fists: 1 extra HP of damage with unarmed attack per point in martial art
Wind Strike: Throw opponent tremendous distances/with tremendous power
Chi Strike: Immobolize opponent
Dragon Kick: Added damage and extra force (kick back through a tree or wall perhaps)
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Abishai
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Post by Abishai on Oct 21, 2004 16:22:04 GMT -5
A player can then select the charecters race.
Human is default with no changes to stats.
Elf adds one to dexterity, one to wisdom, and subtracts two from constitution
Dwarf addos one to constitution, one to strength, and subtracts two from dexterity
Half-orc adds two to strength, subtracts one from intelligence and one from dexterity
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Abishai
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Post by Abishai on Oct 21, 2004 16:28:36 GMT -5
Weapons
unarmed 2 damage (throws 4) dagger 4 damage (throw 10 ft per point in ranged weapons) light mace 6 damage sickle 6 damage club 6 damage javelin 6 damage (20 ft) hand axe 6 short sword 6 quarter staff 6 rapier 6 (can use dex for "to hit") scimitar 6 heavy mace 8 morning star 8 battle axe 8 longsword 8 warhammer 8 bill 8 pike 8 scythe 8 great club 10 poleaxe 10 great sword 10 hafted axe 12
small bow 6 (80 ft) long bow 8 ( 120ft) light crossbow 8 (60 ft) heavy crossbow 10 (90 ft)
With armor I'm suggesting that the armor rating is added to constitution when figuring out damage. So Grog is hit with a great club, his opponents strength is 5 thus dealing a total of 15 possible damage. Grog has on armor offering only one point of defense, and he has a constitution of six. Thus he takes eight points of damage. 15 - (1 + 6) = 8 Armor also will affect the amount of dexterity you have. So, with heavy armor on you won't be using martial arts or dodging out of somebodies way. You'll have to decide what is important.
Armor
Padded 1 def 8 max dex Leather 2 def 6 max dex Studded Leather 3, 5 Mail shirt 4,4
Hide 3, 4 Brigandine shirt 4,3 Full mail 5,2 Breastplate 5,3
Full brigandine 6,0 Bonded mail 6,1 Plate and mail 7,0 Full plate 8,1
Shields
Buckler 1 def small shield (wood or metal) 1 def large shield (wood or metal) 2 def
I'm still working on prices for everything. I do have an exp chart for advancing charecters though. . . .
Extra HP can be earned upon reaching 20, 50, 90, 140, 200. . . exp the amount of extra HP is equal to your constitution.
Rasing magic levels will cost 10 points for the first level, and 7 x the current rating for every other level.
Example: Rax, a monk has two points in Mind magic and wants to buy a point in Body. He will have to spend ten exp to do so. If he were to instead pay for another point in Mind he would have to pay 14 exp. Level 2 x seven = 14 exp.
Skills (marital arts being the exception) wll cost two points for the first level, each additional point will cost 3 x the current rating.
Martial Arts will cost four points for the initial level, and each additional will cost five x the current rating
All traits (str, dex, con. . . .) will cost 5 x the current rating to raise.
This should work out evenly for the different classes.
Oh, last thing here. . . for when you make your charecter. Starting equipment for the classes.
Mage- padded armor, quarterstaff Cleric- leather armor, club Monk- padded armor, quarterstaff Fighter- studded leather, short sword
Then, the simple money system is posted not too long ago. I think that's it.
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Abishai
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Post by Abishai on Oct 22, 2004 10:47:27 GMT -5
Merits Magic resistant 3pt: Your wisdom is considered 2 points higher when dodging magic, and when resisting it's effects
Quick shot 3pt: gives an extra ranged attack per turn
2 weapon fighting 3pt: gives an extra attack with off hand
Ambidextrous 1pt: fight equally well with either hand
Toughness 3pt: add two to constitution for figuring out HP
Acute vision 1pt: + 2 to alertness when vision is concerned Acute smell 1pt: blah, blah
Acute hearing 1pt: blah, blah
Flaws Hard of hearing -1: -2 to alertness. . . .
Bad sight -2: blah blah blah
One eye -2: no periphial vision on one side, ranged attacks suffer penalty
Deaf -4: instantly fail any hearing check
Blind -6: instantly fail any visual check
Lame -3: your speed is reduced greatly, you limp, cannot have dex above 3
One arm -3: pretty obvious
Magic succeptibility -3: duh. . . .
Ok, here's a few more that aren't just physical in nature.
Nightmares -1: terrifying nightmares can cause duress during the day. skills -1
Overconfidant -1:
Shy -1:
Phobia -1: if faced with the phobia will run away in terror
Soft Hearted -1: you cannot stand to see others in pain or duress, you will do whatever you can to prevent it
Curiosity -2: it killed the cat you know
Short Fuse -2: if you have an attitude better be able to back it up baby
Deranged -3:
Photographic memory 2pt
Iron Will 5pt: can't be affected by mind type spells
amnesia -2:
absent minded -2:
perfect balance 3pt:
enemy - 1-5 depending on how powerful, 1 would be your equal 5 would be a dragon
hunted -3
spiritual medium 2pt: communicate with ghosts
haunted -3
Okay, you can take 7 points in flaws. These can then be balanced out with either merits OR you can also use the seven points to raise your charecters stats by the following list:
attributes cost 5 points per 1 point increase spells cost the full 7 (cannot raise above 2) skills cost 2 points
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Coral
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Post by Coral on Oct 22, 2004 18:03:28 GMT -5
*Sigh* Could you summarize this all up for me in a nutshell? I simply have a short attention span. Its called ADHD.
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Abishai
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Post by Abishai on Oct 22, 2004 19:52:08 GMT -5
Believe it or not the last page WAS a summary. If you only want a fighter divide 20 points between the six stats. Then choose 8 points worth of skills. Bing, bang, walla bang you're done. If you want magic, you have to read a little bit.
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Abishai
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Post by Abishai on Oct 24, 2004 16:39:28 GMT -5
Okay, the world is a somewhat fuedilistic world. There are 10 different regions each controlled by a different full dragon. These regions are then divided into smaller segments under the control of the primary dragons offspring, each region has seven segments. These seven segments are further broken down into individual fifedomes. These fifedoms are what we today would call large castles. They are all at strategic military points, and contain no less than 5,000 men each. From these fifedoms outposts branch out, and from the outposts branch sentry posts, the first warning sign of an invasion.
If you read this Cobra just draw a map with the 10 dragon's areas of dominance. There should be areas of conflict as the war over territory has been raging for a century.
There are various religions that the people believe in, these will be talked about later. For the moment, I'll just real briefly say what they are.
Draknar: dragons are seen, and worshipped, as gods Ashevi: worships magical beasts and offers offerings to them (sometimes human) Krahl: seeks oneness with nature Protal: focuses inward and is set on achieving enlightenment Kynex: worsips the rising sun and performs human sacrifices Burishi: worships the dead/undead (think vampire like cult)
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Abishai
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Post by Abishai on Oct 25, 2004 11:25:29 GMT -5
Okay, what I'm goint to post isn't for the everyday practicioner. Most of what I post is for those that are in charge of the religion. . . Kind of like the pope has his own secret agenda, but being a catholic you still really couldn't tell what it was. . . .
The head clerics of the Draknar religion are seen as:
Omnicient Onipotent All powerful Evil Pawns of the great dragons
In reality they are:
Almost all knowing, they have huge networks of spies. . . everywhere
Granted enhanced magical abilities by the dragons to ensure they remain in power
Canibalistic, many eat human flesh as a means of prolonging their own lives. The flesh of the pure of heart is most highly prized.
Initiates that show any level of worth are bombarded with mental spells to force them to act according to how the higher powers want them to. Free will is nonexistant.
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