"Dragon Lance" Dungeon & Dragons RPG Info:
Please read the sticky: "Dragon Lance RPG Description" before using the form below.
Info needed for filling out Character Creation Form #3
Character Name -
Age (Including Birthday) -
Note: Current Date - July 9th, 752 AD
Sex (Male, Female, other, or none) -
Regular Character Class:
Fighter, Cleric, Mage, Thief
NPC Character Class:
The 4 regular class charcters, town folk, monsters, generic soldiers (in an army), etc.
Level:
Everyone starts at level 1. Add 1 to the level number for each completed quest.
Quests:
Current -
Completed -
Alignment:
Description of Moral stance and beliefs.
1. Unaligned -
Can be Neutral, unconcerned, decided to not choose an alignment, think they are above morality, or see the benefits of good and evil equally.
2. Good Alignment -
Good creatures or characters believe it's right to aid and protect those in need. Such characters are not required to sacrifice themselves to help others, but might be asked to place others needs above their own, even if doing so means putting themselves in harms way. In other words a typical heroic adventurer.
3. Lawful Good Alignment -
Lawful good creatures or characters respect the authority of laws and leaders and believe that codes of conduct are the best way of achieving one's ideals. Examples of lawful good characters are shining champions of what's right, honorable, and true, risking or sacrificing their lives to stop the spread of evil in the world.
4. Evil Alignment -
Evil creatures or characters don't necessarily go out of their way to hurt people but they're perfectly willing to take advantage of the weakneses of others to acquire what they want.
5. Chaotic Evil Alignment -
Chaotic evil creatures have a complete disregard for others. They kill, steal, and betray others to gain power. Their word is meaningless and their actions are destructive. Their world views can be so warped that they destroy anything and anyone that doesn't directly contribute to their efforts.
Race:
Origin:
Each Origin is associated with a plane of existance.
1. Aberrant - Native or corrupted by the Far Realm. Examples: Beholders and Mind Flayers.
2. Elemental - Native to Elemental Chaos. Examples: Demons, efreets, elementals, titans.
3. Fey - Native to Feywild. Examples: Cyclopes, eladrin, elves, faerys, gnomes, hags, treants.
4. Immortal - Native to the Astral Plane. Examples: Angels, demi-gods, goddesses, gods, and devils.
5. Natural - Natural Creatues Native to the Natural World. Examples: Dragons, dwarves, goblins, humans, orcs, and trolls.
6. Shadow - Native to the Shadowfell. Examples: Nightmares and wraithes.
Type:
General description of appearance and Behavior.
1. Animate - Given life through magic. Examples: Golems, skeletons, and zombies.
2. Beast - Ordinary animals or creatures similar to them. Usually act instinctively. Examples: Bears, drakes, and owlbears.
3. Humanoid - Human or resemble humans in form, behavior, facial features, or all three. Most are bipedal. Examples: Elves, gnolls, hobgoblins, and humans.
4. Magical Beast - Generally resemble beasts but often behave like people, possess magical abilities, or both. Examples: dragons, manticores, and umber hulks.
Physical Description (Including height, weight, eye and hair color) –
Ability Scores:
Due to not having a players guide and trying not to make things too complicated the ability scores will go from 1 to 100. The number can be picked or rolled (add the total of 5 20 sided dice or 2 10 sided percentile dice). The ability number won't be modified due to race so treat the number as a generic number. Note: The ability number can be raised due to using a magical item or gem. Add 10 for each enhancement to your roll for each ability put the enhanced number in parentheses. Enhanced numbers can exceed 100. When the item or gem is no longer being used the ability number goes back to a lower value or to it's original value. See Gem Potential Powers in the "Dragon Lance" Form info topic. Use your imagination as to how the abilities enhanced number effects your character.
1. STR (Strength) - Strength measures physical power. This ability is important for many adventurers who fight hand to hand.
2. END (Endurance) - Otherwise known as Constitution (Con). Endurance represents health, stamina, and vital force.
3. INT (Intelligence) - Intelligence describes how well a character learns and reasons.
4. DEX (Dexterity) - Dexterity measures hand-eye coordination, agility, reflexes, and balance.
5. CHA (Charisma) - Charisma measures force of personality, persuasiveness, and leadership.
6. LUC (Luck) - Luck measures an unexpected turn of events either in favor of the adventurer (Good Luck - high number), or against the adventurer (Bad Luck - low number)
7. PSI (Psionic Potential) - Measures psionic potential and the ability to use the power of the mind to manipulate the environment or the mind of others.
8. MAG (Magic Potential) - Measures the natural magic level of an adventurer. The higher the number the easier it is for the individual to perform spells.
9. WIS (Wisdom) - Wisdom measures common sense, perception, self-discipline, and empathy.
Hit Points - Ability to withstand punishment. Add Strength and Endurance and then times that number by the characters level.
Preferred Setting or Role Play theme -
Profession or Role (List Name) -
Personality -
Ambitions -
Hobbies & Interests -
History -
Initiative: Generally order of action is determined by dexterity, higher numbers go first, and so on, typically in battles. A group leader if any can issue orders that effect inituative.
Defense:
Common defenses include resistance, immunities, or vulnerabilities.
1. Amor Class - How hard it is to land a sigificant blow with an attack using a weapon or magical effect that acts like a weapon. Examples: High speed, intelligence, able to dodge well, and wear heavy armor or a shield that is difficult to penetrate.
2. Fortitude - Inherent toughness, mass, and resilience of a creature. Examples: Able to defend against effects of disease, poison, and forced movements.
3. Reflex - Ability to predict attacks or to deflect or dodge an attack. It can be useful against attacks that effect an area.
4. Will - Ability to defend against effects that can disorient, confuse, or overpower the mind. It also measures self-control, strength of will, and devotion.
5. Armor -
a. Light Armor:
1. Cloth Armor - Jackets, mantels, robes, and padded
vests. Can have a protective
magic spell on them.
2. Leather Armor - Sturdier than Cloth Armor. Can protect
vital areas with
multiple layers of boiled leather plates.
3. Hide Armor - Thicker and heavier than leather armor and
is composed of skin
from any creature that has a tough hide ranging from a
bear to a dragon. Sometimes contrists precision
movements.
b. Heavy Armor:
1. Chainmail - Metal rings woven together into a shirt,
leggins, and a hood which makes up together a suit of
chainmail. Good protection put it can reduce mobility
and agility.
2. Scale Armor - Consists of overlapping pieces of highly
durable material such as steel or even dragon scales.
It's heavier but easier to wear than chainmail. With
straps and buckles it allows for flexablilty and agility.
3. Plate Armor - Heaviest of all the armors. It's made up
of shaped plates of metal which gives the best
protection but it slows down movement and reaction
time.
6. Shield - Their are 2 shield types: Light, which can be used while carring something else and heavy which has to be held by the hand only. Magic can make a heavy shield lighter.
General Attacks:
Typically include Bull rush, grab, melee basic attack, opportunity attack, and ranged basic attack. Note: The outcome of an attack or battle will be either dealt with case by case or in a forum post by forum post manner. In either case the Game Master (Guild's Captain) will have the final say. Ability numbers and type of weapons including spells will be used in a general fashion and open to some interpretation. In other words it won't be math based but will be determined by using the Guild members imagination. Refer to the other RPG's in this Guild for an example of a "casual" attack or battle. I'm counting on the battle posts to interesting, imaginative, and fair. No God Mongering unless your character happens to be a Demi-God, Goddess, Angel, Demon, or Devil.
Weapons:
1. Categories -
a. Simple Weapons - Clubs, quarterstaffs, daggers, and
crossbows. Most adventurers can use these weapons.
b. Military Weapons - Longswords, warhammers, halberds,
and longbows. Usually takes extra training to use one of
these weapons.
2. Weapon groups - Axe, bow, crossbow, hammer, heavy blade, light blade, mace, polearm, sling, spear, staff. and unarmed combat.
3. Implement groups - Items that can be used as weapons or to channel power. The adventurer needs to be trained to use the item. Otherwise it's useless.
a. Holy Symbol - Associated with a divine power source. It's
a holy symbol that represents an emblem or image of one
of the gods. The symbol can be worn or be on an item.
b. Orb - A heavy round object made of crystal or glass. It
usually fits in a hand.
c. Rod - A short heavy cylinder typically covered by runes or
crystals.
d. Staff - Typically made of wood and is about the height of
the user. They can be covered or crowned by decorative
crystals or symbols of magical powers.
e. Totem - Associated with the primal power source. It's
either a short length of wood or bone from a patron
animal. Usually covered with teeth, small bones, scraps of
hide, leaves, or symbols.
f. Wand - Associated with arcane powers. It's a slender,
tapered, piece of wood that's used to channel the
magical energy.
Power sources:
1. Arcane - Draws on magical energies that permeates the cosmos. Examples: Wizards, mages, or warlocks. Arcane powers are called spells. Spells can cause damage in the following categories: Acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Spells can also create helpful effects for the character.
2. Divine - Divine magic comes from the gods who grant power to their devotees. Examples: Clerics and Paladins. Divine powers are called prayers.
3. Martial - Martial powers are not magic in the traditional sense, although some martial powers are well beyond the capabilities of ordinary mortals. Examples are fighters, rangers, rogues, and others. Martial powers are called exploits.
4. Primal - Primal magic draws on the spirits of nature that pervade the world. Some primal powers are more overtly magical than others, but they all evoke these primal spirits. Some characters channel primal spirits through their bodies to transform themselves and make their physical attacks more formable. Others evoke primal spirits to create effects on the physical world. Primal powers are called evocations.
5. Psionic - Characters who use psionic powers harness the potential in their minds to create dramatic effects. They can use these powers to manipulate the minds of others and create effects on the world like telekinesis, hallucinations, etc. psionic powers are called disciplines.
6. Shadow - To claim and wield the power of shadow energy or a shadow a character must pledge a shard of his or her soul to the Shadowfell, the dark realm of the dead. Shadow powers are called hexes.
Power Effect Types (Makes use of the different power sorces above. Note: This is a general list of spells. A list of specific spells is vast and will be checked when listed on a created character):
Augmentable, Aura, Beast (Companion), Beast Form (Able to shapshift into a beast), Channel Divinity, Charm, Conjuration, Disease, Fear, Full Discipline (2 mini powers used at the same time - attack and move), Healing, Illusion, Invigorating (High endurance can add power to one attack), Poison, Polymorph (shapshifts another character), Rage, Rattling (using intimination in an attack), Reliable (An attack happens again and again until the target is hit. No extra power is required), Runic (Channels the power of runes. Runes can be special stones, rings, artifacts, amulets, charms, magically enhanced weapons, etc), Sleep, Spirit (Companion), Stance (Can be directed at self or another character. Character is stuck in the same postion throughout the encounter), Summoning, Teleportation, Zone (a spell or power that effects a certain area.).
Skills:
Represent competence in a variety of fields, including tests of physical might, historical knowledge, making the implausible believable, etc. Each skill is linked to a basic ability. Additional skills or feats is a talent, knack, or natural ability that is added later on due to experience or training.
Basic Skills list:
1. Acrobatics - Uses Dexterity. Balance, escape from a grab, escape from restraints, hop down, and reduce falling damage (with special training).
2. Arcana (Spells) - Uses Intelligence. Arcana knowledge, monster knowledge (magical construct, elemental, fey, and shadow), and detect magic (with special training).
3. Athletics - Uses Strength. Climb, escape from a grab, jump, and swim.
4. Bluff - Uses Charisma. Gain combat advantage, and create a diversion.
5. Diplomacy - Uses Charisma
6. Dungeoneering - Uses Wisdom. Dungeon knowledge, monster knowledge, and forage (find food and water underground).
7. Heal - Uses Wisdom. First aid and treat disease.
8. History - Uses Intelligence
9. Insight - Uses Wisdom
10. Intimidate - Uses Charisma
11. Nature - Uses Wisdom. Nature knowledge, monster knowledge (natural origin), forage (find food and water in the wilderness), pathfinding, calm animal (natural beast), and train animal.
13. Perception - Uses Wisdom. Perceive something and find a hidden creature.
14. Religion - Uses Intelligence. Religious knowledge and monster knowledge (Immortal origin or undead).
15. Stealth - Uses Dexterity
16. Streetwise - Uses Charisma
17. Thievery - Uses Dexterity. Disable trap, open lock, pick pocket, or sleight of hand.
Special Traits:
Includes special skills or abilities such as a magical aura, regeneration, the ability to ignore difficult terrain or special senses that are greater than the normal 5 senses.
Languages:
1. Common - Humans, halflings, tieflings. Script - Common.
2. Deep Speech - Mind flayers, githyanki, kuo-toas. Script - Rellanic.
3. Draconic - Dragons, dragonborn, kobolds. Script - Lokharic.
4. Dwarven - Drarves, galeb-duhrs. Script - Davek.
5. Elven - Elves, eladrin, fomorians. Script - Rellanic.
6. Giant - Giants, orcs, orgres. Script - Davek.
7. Goblin - Goblins, hobgloblins, bugbears. Script - Common.
8. Primordial - Efreets, archons, elementals. Script - Barazhad.
9. Supernal - Angels, devils, gods. Script - Supernal.
10. Abyssal - Demons, gnolls, sahuagin. Script - Barazhad.
Character Carrying Ability:
1. Normal Load = 10 (lbs) x Strength number
2. Heavy load = 2 x normal load
3. Max dragging load = 5 x normal load.
Equipment:
1. Currency Conversions: Main Currency = Gold Pieces (gp)
a. General: 10 copper = 1 silver, 10 silver = 1 gold, 100 gold
= 1 platinum, 100 platinum = 1 astral diamond.
b. Copper (cp): 10 copper = 1 silver, 100 copper = 1 gold,
10,000 copper = 1 platinum, 1,000,000 copper = 1 astral
diamond
c. Silver (sp): 1 silver = 10 copper, 10 silver = 1 gold, 1,000
silver = 1 platinum, 100,000 silver = 1 astral diamond
d. Gold (gp): 1 gold = 100 copper, 1 gold = 10 silver, 100
gold = 1 platinum, 10,000 gold = 1 astral diamond
e. Platinum: 1 platinum = 10,000 copper, 1 platinum = 100
gold, 100 platinum = 1 astral diamond
f. Astral Diamond: 1 astral diamond = 1,000,000 copper, 1
astral diamond = 100,000 silver, 1 astral diamond = 10,000
gold, 1 astral diamond = 100 platinum2. Gemstone Values -
2. Gemstone Values -
a. Amber, amethyst, garnet, moonstone, jade, pearl, peridot,
and turquoise = 100 gp
b. Aquamarine, black pearl, and topaz = 500 gp
c. Emerald, fire opal, and sapphire = 1,000 gp
d. Diamond (regular), jacinth, and ruby = 5,000 gp
3. Equiped Items:
Item slots or location on character. Typically are in addition to the general outfit, armor (if any), or clothing. Most are magical and either training or knowledge of it's use.
a. Head Slots - Helm, Hat, Tiara, Bandana. Can add
protection and warmth.
b. Arm Slots - Shields and Bracers. Adds general protection.
c. Feet Slots - Boots and greaves. Adds to speed and
movement.
d. Hand Slots - Gloves and Gauntlets. Increases attack
damage.
e. Neck Slot - Amulets and cloaks. Adds to fortitude, reflex,
will, and other benefits.
f. Rings - Can wear one on each hand. Rings tend to be rare
and can provide spells and powers that help with healing,
flying, teleportation, etc.
g. Waist Slot - Belts. Can improve strength, healing, and
resistance.
h. Wondrous Items (Doesn't use up a slot) - Crystal balls,
flying carpets, bags that carry extraordinary loads, and
figurines that can be animated.
4. Clothing or Outfit Description (If Needed) -
a. Quest Outfit - Equiped listed above + Armor, Shield,
Weapons, & Implements.
b. Formal Outfit -
c. Casual Outfits -
Backpacks items - General provisions, special tools, and any extra items that can be equipped depending on size and weight.
Carried purses or bags -
Items at Dragon Lance Inn - Any extra or valuable items that the character doesn’t wish to be equipped with or have in a backpack at the time. Treasure and extra outfits are good examples. The Dragon Lance Inn is considered to be a safe haven. Characters can’t be harmed or robbed while either they are their and or their possessions are their. The list of items can be posted at the Inn.
Special Movements based on Mounts and Vehicles:
1. Airship - Range 180 miles, 7.5 mph, 20 ton capacity
2. Cart or Wagon - Range 25 miles, 2.5 mph, 1 ton capacity
3. Riding Horse - Range 50 miles, 5 mph, varies btw 237 & 1187 lbs capacity
4. Rowboat - Range 15 miles, 1.5 mph, 600 lb capacity
5. Rowboat Downstream - Range 20 to 30 miles, 2 to 3 mph, 600 lb capacity
6. Sailing Ship - Range 84 miles, 3.5 mph, 150 ton capacity
7. Warhorse - Range 40 miles, 4 mph, varies btw 262 & 1312 lbs capacity
Gem Potential Powers:
A particular gem can benefit a certain character class - Fighter, Cleric, Mage, Thief. It can enhance one of the basic character abilities - Strength, Endurance, Intelligence, Dexterity, Charisma, Luck, Psionic, Magic, Wisdom. It can help channel a certain type of power - Arcane, Divine, Martial, Primal, Psionic, Shadow. Or it can benefit the wearer if it's their Birthstone.
Note: In most D & D games the only use for a gem is for beauty or used for currency. In the "Dragon Lance" RPG I'm including additional powers that can be used by wearing, holding, or adding the Gem to an item to increase it's power potential. Adding a gem to an item will require either a blacksmiths ability or an alchemist ability.
1. Garnet - January Birthstone. Class - Fighter or Thief. Ability - Dexterity or Charisma. Power - Martial.
2. Amethyst - February Birthstone. Class - Cleric or Mage. Ability - Wisdom or Intelligence. Power - Divine or Arcane.
3. Aquamarine - March Birthstone. Class - Fighter or Cleric. Ability - Wisdom or Psionic. Power - Psionic or Divine.
4. Diamond - April Birthstone. Class - All. Ability - Stength, Endurance, Magic, and Intelligence depending on it’s use. Power - Arcane, Martial, and Shadow depending on the character.
5. Emerald - May Birthstone. Class - Clerics and Thieves. Ability - Wisdom, Psionic, and Luck. Power - Divine, Psionic, and Primal depending on character.
6. Pearl - June Birthstone. Class - Fighters and Clerics. Ability - Intelligence, Strength and Endurance. Power - Divine and Martial.
7. Ruby - July Birthstone. Class - Fighters and Thieves. Ability - Strength, Endurance and Charisma. Power - Marital and Primal.
8. Peridot - August Birthstone. Class - Fighters and Clerics. Ability - Charisma, Wisdom, and intelligence. Power - Divine and Primal.
9. Sapphire - September Birthstone. Class - Mage and Clerics. Ability - Wisdom, intelligence, and Luck. Power - Arcane and Divine.
10. Fire Opal - October Birthstone. Class - All. Ability - Magic, Endurance, Psionic, and intelligence depending on the character. Power - All, depending on the character.
11. Topaz - November Birthstone. Class - Fighters and Clerics. Ability - Endurance, Wisdom, and Charisma. Power - Divine and Marital.
12. Turquoise - December Birthstone. Class - Mage and Clerics. Ability - Wisdom, Intelligence, and Charisma. Power - Arcane, Divine, and Primal depending on the character.
13. Amber - Class - Fighters and Thieves. Ability - Dexterity, Endurance, and Charisma depending on the character. Power - Martial and Primal.
14. Moonstone - Class - Mage and Clerics. Ability - Wisdom, Intelligence, and Magic depending on the character. Power - Arcane and Divine.
15. Jade - Class - All. Ability - Wisdom, Charisma, and Luck. Power - Arcane, Divine, and Primal.
16. Black Pearl - Class - Fighters and Thieves. Ability - Charisma, Intelligence, and Dexterity. Power - Martial and Shadow depending on the character.
17. Jacinth (Sacred Blue Gem) - Class - Mage and Cleric. Ability - Wisdom, Dexterity, and Intelligence. Power - Arcane and Divine.
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