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Posted: 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
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Shado-San rolled 7 20-sided dice:
16, 20, 1, 19, 13, 4, 4
Total: 77 (7-140)
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Posted: 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
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Hikaru Ronin rolled 7 20-sided dice:
15, 12, 4, 16, 1, 19, 3
Total: 70 (7-140)
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Posted: 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:
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link hero of courage rolled 7 20-sided dice:
16, 1, 20, 1, 19, 15, 10
Total: 82 (7-140)
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Posted: 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
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