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Shado-San
Captain

4,400 Points
  • Person of Interest 200
  • Full closet 200
  • Citizen 200
PostPosted: Mon Aug 06, 2007 11:45 am


***EDIT***
Due to some repetitive nature in weapons and magics, and plain stupidity in some cases {merfolk}, i am killing some of the playable character races. along with a few of the Personalities. The removed Races are Dragons, Gargoyles, Harpies, Drow, and Merfolk. at a later time you will have a chance to switch to these, but you will not be able to switch back, all your stats will transfer over, if you so choose the new races. The removed Personalities are Merchant, Sage, War Hero, and Rogue
***End Edit***


ok folks, here is the deal, 20 sides, 7 times, record as follows.

STATS:
first 4 are totaled

Armor:

Weapon:

Charm:

Players will need:
Notepad
D20 dice

Summoner: person who creates the game, and rolls for the attacking opponents if opponent is not a player.

Races: each race has stat modifiers.
Succubus/Incubus= Intellegence:0 Strength:0 Dexterity:+2 Wisdom:-1
Cerberus= Intellegence:+1 Strength:+4 Dexterity:+1 Wisdom:-1
Animangus= Intellegence:0 Strength:0 Dexterity:0 Wisdom:0
Sprites= Intellegence:+5 Strength:-2 Dexterity:0 Wisdom:=3
Vampires= Intellegence:0 Strength:+2 Dexterity:+3 Wisdom:-1

Personalities:there are ten personalities that also modify the stats.
Mystic:+6 intellegence, +6 wisdom
General:+6 strength for every player in party
Thief:+8 stealth/luck check steals 100 gold from opponent if player rolls above 18, and loots opponents coprse if you roll above 18 after battle.
Berserk:+10 strength, -10 armor defense
Ranger:+4 dexterity one quiver holds 240 arrows
Monk:+2 intellegence, +4 wisdom Damage to party members are reduced by half

To begin a player will select a race and a personality from those listed above. Next they will roll a 20 sided die 7 times. The rolls shall determine the players stat point number, their weapons, armor, and whether or not they get the charm {ring, bracelet, or necklace, the players choice}. the first 4 rolls are to be totaled, and the player shall determine how to distribute them among their stats.

Stats:
Strength= Melee Weapon Attack[L+P]
Wisdom= magic damage [L+P]
intellengence= mana regnereation[L+P every 5 turns]
dexterity= Range Weapon Damage[L+P] Life Rengeration rate [L+P every 5 turns]

The 5th roll determines their weapons[SEE WEAPONS].

The 6th determines the armor[SEE ARMOR].

and the 7th determine if they get the charm that does +3 to all stats [10- player fail to get it, 10+ player gets the charm}.

Player can carry 2 weapons unless race doesn't allow it. A player can only carry 2 one-handed weapons, 1 two-handed weapons, or 1 one-handed weapons and shield [if allowed by race] See WEAPONS for beginning weapon. Two-handed weapons:long swords, hand a a half swords, mauls, and spears. Range weapons are considered Two-Handed weapons and consist of Bows [arrows come in a quiver of 80 arrows], slings [rocks come in a quiver of 20]. All other weapons are one handed.

Players may also carry up to 8 potions and any amount of gold.

Players also have a chest that holds up to 20 items. [jewelry and potions take for to equal one item slot in the chest].

Gold is acquired by killing monster [player level divided by monster level]. all players start the game with 400 gold and 8 potions. 4 life potions and 4 mana, these potions only restore 1/4 life.

Life and Mana are totaled using the following formula [L+P]X2. Life is figured by using Dexterity and mana is figured using Intellegnce.

WEAPONS: Some races cannot wield all weapons, any dual wielded weapon gets the attributes of the second weapon. Two handed weapons damage is figured 2[L+P]. Player can cerry a bow and one sword if race allows.

Succubus/Incubus= Cannot ever wield two-handed weapons. Incorperates the LUST charm [lowers enemies resistence to Melee attacks]. Die roll:-10[scimitar, med speed] 10+[scimitar with 2L fire damage, fast speed]
Drow= cannot wield shields, thus the drow gets the choice of getting a second weapon, or +300 gold. Die roll:-10[Short sword medium speed] 10+[broad sword with 1/2 damage of successful hit goes to players life, med speed]
Cerberus= cannot wield any weapons or shields. gets +600 gold. damage strength [L+P] and speed is based off Dexterity [L+P]
Merfolk= unable to wield 2 handed weapons except ranged weapons. Die roll:-10[b*****d Sword, fast speed] 10+[Bow with 2l ice damage and 3 turn freeze and 2 quivers]
Animangus= can wield any weapon. Die roll:-10[scimitar, fast speed] 10+[long sword, medium speed]
Harpies= cannot use shields, gets +300 gold or second weapon. Die roll:-10[scimitar med speed] 10+[bow with 2l shock damage and 2 turn confusion]
Dragons= cannot wield weapons shields, or armor, unless in human form. Gets +900 gold. Die roll:-10[claw/bite:L+P] 10+[claw/bite: 2(L+P)]
Gargoyles= can only wield 2 handed weapons. Die roll:-10[maul med speed] 10+[spear with mana leak{reduces opponents mana by 1/2}fast speed]
Sprites= cannot wield any weapons exept for bows and scimitars, cannot wield shield. Die roll:-10[fire/ice bow [does 2L fire and ice damage, 2 turn freeze fast speed 3 quivers] 10+[fire/ice scimitar 2L fire and ice damage, 2 turn freeze 3 quivers]
Vampires= can wield any weapon. Die roll:-10[scimitar, med speed] 10+[hand and 1/2 sword with 2' fire damage, med speed]

ARMOR:armor blocks some of the damage dealt to player, if the damage is less then armors defense, the entire blow is blocked, if the damage exceeds the defense, the difference betweent he two are dealt to player.
Succubus/Incubus= -10[chest:5 Shield:2 Helm:2] 10+[chest:7 Shield:5 Helm:4]
Drow= cannot use shield -10[chest:7 Helm:4] 10+[chest:10 Helm:6]
Cerberus= cannot use shield -10[chest:7 Helm:7] 10+[chest:8 Helm:10]
Merfolk= -10[chest:5 Shield:5 Helm:5] 10+[chest:8 Shield:7 Helm:6]
Animangus= -10[chest:7 Shield:7 Helm:7] 10+[chest:19 Shield:8 Helm:7]
Harpies= cannot use shields -10[chest:5 Helm:7] 10+[chest:8 Helm:9]
Dragons= -10[tail:6 scale:7 horn:5] 10+[tail:9 scale:9 horn:9]
Gargoyles= -10[chest:5 Shield:7 Helm:3] 10+[chest:10 Shield:10 Helm:7]
Sprites= cannot wield shield. -10[chest:5 Helm:5] 10+[chest:7 Helm:7]
Vampires= -10[chest:5 Shield:7 Helm:5] 10+[chest:9 Shield:9 Helm:9]

Abilities:each race has abilities unique to the race.


Spells:

Spells cost to learn, here is a list of the spells and how much they cost.

Level:::Cost Level:::Cost Level:::Cost
01:::5 12:::120 23:::380
02:::10 13:::135 24:::4200
03:::15 14:::150 25:::4600
04:::20 15:::170 26:::500
05:::30 16:::190 27:::550
06:::40 17:::210 28:::600
07:::50 18:::230 29:::650
08:::60 19:::260 30:::700
09:::75 20:::290 31:::760
10:::90 21:::320 32:::820
11:::105 22:::350  33:::880

There are two different types of common magic in demonia. light and dark. some can only learn one type, others can learn both.

:Light: :both: :dark:
merfolk dragon succubus
harpie drow animangus
gargoyle cerberus vampie
Sprite

Commonm Light Spells:

Nomadic Doctorate:instantly regenerates 1/2 an allies health. (mana 10)15+ LVL6

There are also racial spells. Spells specific to certain races.

The Powers:

There are three different powers available. Each has it's own special retreat. The portal to the retreat cannot be activated during battle. How the portals are actived depends on the power.

Succubus/Incubus=
Drow=
Cerberus=
Merfolk=
Animangus=
Harpies=
Dragons=
Gargoyles=
Sprites=
Vampires=

Shadow Alliance:the retreat is a tree city, com[pletely undetectable from the sky, the ground, or by means of magic. each member is given an old ring

Dark Klan:the retreat is a palace in an alternate plane of existance, the palace is emmense and there are rooms that have never been opened. Each member is given a small black bag.

Ordum Drakonis:The retreat the is great lost city of atlantis, an ancient power source keeps the force fields holding back the water active. Each member is given a toothless skeleton key.

LEVELING:
when a person levels, they get 4 stat points. To level they must reach a certain amount of experience points.

Level:::Cost Level:::Cost Level:::Cost
01:::0 12:::800 23:::11000
02:::20 13:::1000 24:::12500
03:::60 14:::1300 25:::15000
04:::100 15:::1700 26:::20000
05:::130 16:::2200 27:::25000
06:::160 17:::2800 28:::30000
07:::200 18:::3500 29:::35000
08:::250 19:::4400 30:::40000
09:::300 20:::6400 31:::50000
10:::450 21:::7800 32:::60000
11:::600 22:::9000 33:::70000
Shado-San rolled 7 20-sided dice: 16, 20, 1, 19, 13, 4, 4 Total: 77 (7-140)
PostPosted: Mon Aug 06, 2007 11:50 am


Shado-San
Sprite
mystic
founder Ordum Drakonis

STATS:
56

and are distributed thus
1:dexterity 19
2:strength 7 -2
3: intellegence 17 +11
4:Wisdom 19 +9
{+# = race and personality adjustments.}
Weapon:13 [scimitar]

Armor: 4 [chest:5 Helm:5]

Charm:4 no charm

Shado-San
Captain

4,400 Points
  • Person of Interest 200
  • Full closet 200
  • Citizen 200
Hikaru Ronin rolled 7 20-sided dice: 15, 12, 4, 16, 1, 19, 3 Total: 70 (7-140)

Hikaru Ronin

PostPosted: Fri Oct 19, 2007 8:41 am


Aurvon
Cerberus
Dark Klan

Stats:47

Dexterity:10
strength:17
intelligence:10
wisdom:10

weapon:None
armor: None (8:chest,10:helm)
charm:
link hero of courage rolled 7 20-sided dice: 16, 1, 20, 1, 19, 15, 10 Total: 82 (7-140)
PostPosted: Sun Dec 30, 2007 9:36 am


Link
Sprite
Ordum Drakonis

STATS:
38

and are distributed thus
1:dexterity 11
2:strength 6
3:intellegence 10
4:Wisdom 11

Weapon: 19 [Bow]

Armor: 15 [chest:5 Helm:5]

Charm:10 no charm

link hero of courage

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RP experiment

 
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