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Posted: Thu Apr 27, 2006 4:56 pm
Salutations, this is Dungeon Master Bandai here with one of the fresh new additions to the chaos order; a fully linear role playing game-- made by moi. It will be complete with monsters, maps, leveling systems, the whole nine yards to be expected in a typical pen and paper RPG. Things may look complicated but it's really easy to get into, if you have any questions or suggestions, please send me a private message; and I'll see what I can do.
For now it will be one base game complete with a string of adventure modules. It is your classic medieval fantasy with dragons, evil lords, and royal kingdoms. The system is a system cultivated by me in the days of my dungeon master infancy.
It is based on stats and the 'dice' action in your post window, your character will start out a novice and work their way up the ladder to being a legendary hero.
I hope you enjoy this, alot of work was put into it after all.
Have fun!
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Posted: Thu Apr 27, 2006 5:21 pm
Character Name: Level: Experience points: Race: Age: Gender: Height/ Weight: Eyes/hair/skin color: Occupation: -------------------------------------------- Strength: Defense: Magic: Agility: ------------------------------------------------ Hit Points: / Magic points: / ------------------------------------------------
WEAPONS: weapon 1. : -Damage: -Ammo: (Add more weapons as needed) ------------------------------------------------
Skills: 1. 2. 3. 4. 5. 6. ------------------------------------------------ Defects: ------------------------------------------------ Items/personal posessions: (Make room as ne--, yeah.) ------------------------------------------------ Languages: ------------------------------------------------ Treasure(s): Gold:
------------------------------------------------ Elements: Spells:
------------------------------------------------
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Posted: Thu Apr 27, 2006 5:49 pm
Playable Races:
Human Elven (Half-elf,wood elf, dark elf, high elf) Dwarven Anthro (An animal in the shape of man, choose an animal)
---------------------------------------------------------------------------------- Playable Occupations:
Alchemist Archer Barbarian Bard Berserker Bounty Hunter Dark Knight Demolitionist Dragon Rider Illusionist Mage Mercenary Monk Necromancer Ninja Paladin Pirate Priest Psychic Ranger Samurai Slayer Swordsman Thief --------------------------------------------------------------------------------
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Posted: Sun Jul 09, 2006 3:35 pm
Strength: Roll a 6-sided die Defense: 6-sided die Magic: 6-sided die Agility: Roll a ten sided die, 1-9 gets a "1" in agility, but 10 gets a "2"
Hit Points: Roll a ten sided die Magic points: Roll an 8-sided die.
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Posted: Sun Jul 09, 2006 4:00 pm
Weapons:
Axe: 6 (damage) Battle Axe: 7 b*****d Sword: 8 Blunderbuss: 7 Bow: 4 Bow staff: 3 Cutlass: 6 Crossbow: 6 Dagger: 4 Flintlock pistol: 6 Glaive: 6 Hand axe: 5 Hammer: 5 Halberd: 6 Katana: 8 Lance: 6 Long bow: 5 Long sword: 7 Mace: 5 Morning Star: 7 Naginata: 6 Nunchaku: 3 Rapier: 5 Rifle: 7 Scimitar: 7 Staff: 3 Shuriken: 3 Short bow: 4 Short sword: 5 Spear: 7 Sword: 6 Wand : 2 (added to a spell damage) War hammer: 8
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Posted: Sun Jul 09, 2006 4:08 pm
Skills: Players get two skills to start.
Plant knowledge Read Encryptions Knowledge of Cultures Performing Art Medicine Knowledge of lore Interrogation Diplomacy Handle Animals Navigation Survival Knowledge Weapon Mastery Fishing Tailor Appraisal
These are the starting skills available
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Defects: Expand on your character and get free points to spend on your stats by taking a weakness upon your character. Minor defects get you one free point to spend, and major defects get two.
arrow Attack Restriction: limitations on who you will attack due to moral reservations, emotional attachments, or orders from a superior. Minor: applies to few people, moderately strong reservations Major:Restriction may apply to an entire race or occupation, very strong reservations.
arrow Awkward: Something or other has just brough a natural clumsiness to you. Minor: clumsy, accidents occaisional Major: Very clumsy, applicable in battle situations,
arrow Conditional Ownership: You own something important that you rented or are equipped with by a superior-- this item is to be taken care of and will result in punishment if conditions are not met. Minor: mild conditions, just don't break it more or less. Major: Strict conditions, item is extremely valuable.
arrow Easily Distracted: Easily distracted by certain events, objects, people, or ideas. Minor: Distracted by one specific trigger, countered infrequently (ex: ale) Major: Distracted by a number of things, or one that is constantly encountered (ex: the opposite sex)
arrow Girl/guy magnet: For some reason the character attracts the opposite, maybe even both sexes frequently, this does not happen to all but rather other character with things like the easily distracted defect. The characters "fans" will even go so as far to fight over their idol's affections. This does not reflect some amazing charisma in the character, but his/her fate to constantly meet obsessive people. Minor: One or two may be actively chasing the character, perhaps after being rescued-- or a childhoood friend. Major: Anywhere up to half a dozen may be after the character-- a new one may appear with each campaign!
arrow Item Dependency: your abilities/livelihood, depend on some kind of important channeling item. Minor: One or two of your abilities are dependent on haveing said item. Major: half of your abilities, maybe all of your spells even, depend on you having a certain item with you in your hands.
arrow Marked: Your body bears a permanent and distinguished sign, perhaps a tattoo or birthmark. Minor: the mark is easy to conceal and would not bring much controversy if seen. Major: The mark is large or on an area hard to conceal, if seen it will be trouble. Maybe a wanted mark, or tie a an evil cult.
arrow Phobia/prejudice: An irrational fear or hatred for an event, object, or person that can limit or cloud your judgement/actions. Minor: small phobia/prejudice, or encountered infrequently (fear of suspended bridges, prejudice against dark elf necromancers) Major: significant phobia/prejudice, or encountered frequently (fear of the dark, prejudice against dwarves.)
arrow Recurring Nightmares: self explanatory Minor: only happens on certain conditions, like nightmares on the crescent moon. Major: occur frequently and effect your lifestyle. Like nightmares during winter.
arrow Rejected by Society: frequently against prejudice, or wanted by the law. minor: frequently the victim of prejudice, stares, merchants refusing to sell goods, etc. major: actively wanted by the police, townsfolk will raise alarms if spotted.
arrow Servitude: An obligation to carry out the orders of a master or higher power. Minor: Free will is maintained, orders are infrequent. Major: A large part of your life is devoted to serving your master or commander, orders come regularly and may conflict with the characters will.
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Posted: Mon Jul 10, 2006 5:00 pm
No matter the occupation, everyone gets two starting elements and starting spells, mage and other magic classes get additional magic/elements, have it level faster, and get stronger magic.
Players will choose a primary element, and a secondary element. The primary is full of attack spells, and the secondary is a line of status effect spells.
Primary elements:
Dark Fire Geo Gravity Holy Ice Lightning Psychic Time Vine Water Wind
-------------------------------------------------------- Secondary Elements:
Blind Cheer Confuse Poison Shield Stun Wall
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Posted: Wed Jul 19, 2006 12:06 pm
Here are the list of items, aesthetic and survival related, you can buy. :
Rope: 2g per 50' Bandages: 1g for 20 applications worth Blanket: 1g Saddle set: 2g Lute: 1 for wooden, 3 for fine lute. Mandolin: same as lute Oil flask: 5g Oil lantern: 7g Torch: 4g Pitch: 4g Matches: 3g for 45 matches Gunpowder: 3g for 10 uses Buckshot: same as powder Harness/leash: 1g Backpack (s/m/l): 1/5/10 (small holds 10 items, medium: 20, Large: 35) Girdle: 3g (keep important items close to you with this slotted gear belt) Wine: 3g Canteen: 4g Rations: 5g for two weeks worth Climbing gloves: 4g Pick: 6g Shovel: 5g Cooking pot: 7g Herbs & spices: 8g Cooking set: 4g Pony: 30g Horse: 60g Dog: 45g Parrot: 25g Monkey: 25g Dragon egg: 80g Telescope: 5g Scripture: 3g Cross: 1g for wooden, 4g for silver wolves bane: 3g Garlic: 2g Eurachist Wafers: 1g for a box of ten Potion: 15g Ether: 10g Revive: 40g Elixir: 20g Cure-all: 5g (cures all status effects except zombie, curses, and petrification) Picklock set: 20g Dog whistle: 2g Smoke bomb: 4g Diary: 2g for 50 page blank book Quill & ink: 4g Abacus: 7g Deck of cards: 2g Dice: 3g
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Posted: Thu Jul 26, 2007 9:15 pm
This is from the world Gourou created
The world Valvon is in a four planet system with one star, Valvon itself is in a binary gravitation with another planet, Balvon-- both with exactly the same mass, locked in place with two satellites each and a small planet on each side. Rumors circulate about a galactic chain that may one day be utilizied for valvon to move into balvon; currently neither side have made contact but through advanced steam engineering are looking for ways to communicate through light reflections on microscopes-- the civilization of Valvon has been developed over 890 years, and is in a medieval state with ranging political ideas and higher technology due to steam engineering and magic augmentation. The side always facing Balvon is mainly an uninhabitable frozen tundra due to limited line of sight with the sun-- further complicating the two world's contact. The rest range from lush forests, mountains,and jungles, to drier rural colonies. Desert land is scarce, and considered cursed after inhabitation and the consequent fallout of an entire race believed to have amazing magic power. The capital valvonic, though considered one city is the size of most smaller states in Valvon-- it is in a representative monarchy with free thinking and focus on the arts. It is united under one god, and offers entrance to all races. Off to the west is the region Amoria, scattered archipelagoes over vast bodies of water-- oceanography and sailing were first developed here, though the colonies in Amoria are united under no flag. This land was the birth of freelancers, mercenaries, and pirates. It developed the idea of blood for gold and it has gone unchecked for so many years, Valvonic law tries their best to merely keep the peace than quell them. But underneath it's rugged exterior are tropical paradises inhabited by exotic animals, and anthroes unseen to the rest of the world-- rumor has it there is an underwater civilization, but diving is all in it's infancy and anthroes are bound by some mesmer magic to never tell it's secrets. The eastern lands, Seiru, are mountainous, recieving heavy precipitation in winter and spring. It is ruled by the military, but is revered by the people for their strength and fairness. Punishment for crime is severe, and honor comes before ones own life. Seiru has made little contact with the other countries, and travelers return home with tales of amazing palaces and fortresses. Anthro are rarer here, but dragons and demons lurk in the mountains above. To the south is one mountain, bigger than Valvonic and Seiru put together. The land is hot and at it's basin are dangerous jungles with savage anthroes and monsters fearsome enough to keep even dragons away. A hidden civilization, a secret cult, is believed to be inside of the mountains. Attempts have been made to reach into the area for it's astounding amount of ore and minerals, but few return from these runs and prove to be more trouble than they're worth. Finally to the north is Zanoreth a country on the edge of the tundra, freezing cold year round, and night counquers the land. One massive black castle sits upon a mountain, another cult resides here. the castle's lord a vampire who is slowly amassing Zanoreth's demons and monsters under his banner and is pushing an offensive against Valvonic.
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