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| Few rules for "Under siege"scenario; Look it up :) | |
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| Tweet Topic Started: Jun 26 2008, 10:53 PM (170 Views) | |
| mihi | Jun 26 2008, 10:53 PM Post #1 |
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Knight
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The rules below are mine....all mine .Obay them and everything will be ok
Few rules: I didn’t write armour options for classes because you can put on any armour or weapon on your character but choose it wisely from the wargear options. Magic: beside Planetouched and Elemental race no one knows magic. Aasimars know one level of magic and Elemental only one lvl from his element. If you choose to be a wizard you know all first level spells. If your wiz is an Aasimar you already know two lvls of all spells. If your wiz is a Elemental you know all spells from the first lvl and from second lvl only in your element (ex: fire elem.-only fire and so on…). If you choose to be a paladin you can choose one of the lvl 1 spells from each element. If you become a veteran you will not get magical powers you just become more faster, better and accurate in what you are doing. You can get new skills in combat but not magic skills unless your a wiz(exept aasimars, paladin and elemental). Wizards will have a limited mount of energy (you can call it spell points) that I will decide and will increase with lvl up. Each spell will cost some energy that will decrease with lvl up (I’ll decide that too) and if you do not have enough you can’t cast the spell. To refill your energy you must stay and concentrate wich will take time (and in a battle time is what you’ll not have) so you must use magic wisely. Spells: There are 4 lvl of spells in 4 elements: Earth Lvl 1: Bolt-the wiz trows a kinda bolt form energy that transforms into a solid sharp rock bolt as soon as it leaves his hand and can inflict damage on any thing. Quicksand-the wiz can make a few meters wide quicksand anywhere in his sight. Slow-he can cast on any open terrain, that the enemy is advancing in, and it will become soft, mudy and strips of strong grass will catch on to enemyes leg sand they’ll have to break free. Sumoning-this spell will be upgraded. with lvl up:Lvl 1: you can talk with animals and understand any form of language written or spoken to you and you can sumon a little imp Lvl 2: you can sumon a griffin to help you in whatever need. Lvl 3: can sumon a unicorn Lvl 4: can sumon a dragon Lvl 2: Earthquake-you can all guess what this one does Hypnotise-you can make someone to do anything you want. Shield-you can make a rocky shield in front of you or someone Lvl 3: Mind reading-you can read the victim’s mind see what he did, get secrets from him,etc…. Control earth-you can shape the ground however you want, make a form of any creature rise from the earth and fight (not with magic though just hit with his rocky fists or something), you can make the ground swallow your enemy, etc… Lvl 4: Treesinging- call upon the ents (if you’re in a forest or near one) to do your wishes. Resurrection-revive any dead guy. Water Lvl 1: Bolt-the wiz trows a ice bolt that doesn’t do much dmg but when it hits it breakes into litle pieces that can get in more then one foe if they’re close by. Cure-you can cure a guy from poison or any sicknes he might have. Dispel-I think you know what this does. Lvl 2: Heal-you can heal any wound even fatal ones. Freeze-freeze someone or something in place(that’s easier to break afterwards) Shield-you can shield anyone from water spells Lvl 3: Control water-same as control earth Spirit-if someone dies you can conserve his spirit and resurrect him later Lvl 4: Teleport-you can open a portal and go anywhere on the map in any place that you’ve been before and it can be in your mind (not unknown places) Fire Lvl 1: Bolt-fire bolt that can set the enemy or something else on fire. Fire wall-you know what this means don’t you? Lvl 2: Firehost:-the wiz can concentrate and make a foe burn alive from the distance as long as the wiz sees the guy Erupt-you can make a few fire eruptions from the ground or make a foe erupt and blow from inside out (it can bring fear in the enemy not to mention burn nearby foes) Shield-same as the water shield Blind-you know Lvl 3: Explosion-you can make a fire explosion anywhere you can see and burn everything around it Control fire-same as the other ones only you play with fire Lvl 4: Meteor rain-take a guess Air Lvl 1: Bolt-lightning bolt Fog-you can cover all the battlefield with a thick fog that is hard to see through Wind-you can blow someone or something a few meters away Lvl 2: Lightning-take a wild guess what it does (much more effective then the bolt spell) Haste-you can cast it on anyone and he’ll be faster than anything. He can even run up the wall. Lvl 3: Storm-you cast a tornado that takes everything around it away Chainlightning-is like lightning only it catches on to the enemy nearby the victim Levitation-you can make anyone or anything levitate. Lvl 4: Control air-the wiz can concentrate so he can make the particles of oxygen desintegrate from a air zone that he wants or make them thicker. It can be very usefull. That’s about it now a few details to clear up some things: Imp-a litle creature that can cast fire bolt and is very agile. Can be very confusing and anoying for the enemy. Griffin-well…you all know what they are. They can fly, atack and they’re strong like a centaur. Unicorn-a strong horse with a horn wich can be very deadly. Beside that it’s fearless and he can go into any battle. It has the power of blinding any foe creature that gets a glimse in it’s eyes. Dragon-you know what he can do and I can tell you that is very hard to kill. Spirit-when someone becomes a spirit his like a gost. He can go through walls, can comunicate with the dead and can not be harmed by anything. He also can't touch or harm anybody. Stash, armour and weapons rules: Ok… I know the drawing sucks but don’t laugh ‘cause is just a sketch so you will understand much easyer what I mean. So: ![]() First image is the slots where you can put weapons on the back of a guy. As you can see you have 3 slots on his back, one on each side and one down on both legs. You can put any weapon in each slot. The shield you can keep it atached to your hand so it does not occupy a slot. The spear you can either hold it in your hand or put it on your back in one slot. Then you have two pockets on your belt in wich you can put little things like money, darts, rings, keys, etc… The blue line over the right shoulder is how you can carry a bow without occupy a slot. Then on the 3rd image you can see that you have another 2 pockets in front on your belt. In the second image is the stash (knapsack) in wich you have 3 big slots that I draw horizontaly but you can stash your thing also verticaly if you want to. The blue thingy is the sleepingbag that doesn’t need an extra slot. The 4th image is a centaur that can carry a lot of things as you can see. He has one bigger pocket (=two normal pockets) on each side, 3 slots and a stash slot (=another 3 slots) on each side. On his back he can carry 4 slots. Also the dwarf and the beserker have 4 slots on the back. Now the armour can be light, medium or heavy or whatever you want to. The only rule that you should consider when you pick up your armour and weapons is that the heavyer armour and weapon you got the heavyer you move and vice-versa. Ex: Creature with armour none and no heavy weapon it can be very fast. Creature with armour none and heavy weapon it can be fast. Creature with light armour and no heavy weapon it can be fast Creature with light armour and heavy weapon it can be normal speed (either fast or slow) Creature with medium armour and no heavy weapon it can be with normal speed Creature with medium armour and heavy weapon it can be slow Creature with heavy armour and no heavy weapon it can be slow Creature with heavy armour and heavy weapon it can be very slow Now at the guys who have agility in there skills the fast/slow grade it goes tward fast with one grade so: Creature with armour none and heavy weapon it can be very fast. Same rule is at centaurs because of there strenght. Now on to the weapons: I’ve no them on the drawing so it will be easyer to explane. 1. Hand balista-heavy weapon, very powerfull. To shoot with it you have to put it on it’s suport leg (drawen with blue). The balista is two slots on your stash and the suport leg one. 2. Shovel tip-light weapon. You can add a woodstick and dig with it. Five of them occupy a slot in your backpack. 3. Spear tip-light weapon. You can add a woodstick and make a spear. Can be put in pockets (10 in one). 4. Multi-muschet-heavy weapon, good when are many targets. It’s a rare weapon invented by the dwarfs with a mechanism that alow the berer to shot many dart form iron bolts at great speed that can shred flash like knife trough butter. Good armour percing (it can penetrate even heavy armour in close range). Needs 2 slots. Needs to be reloded with a cartridge (10 shots) that occupy the same space as the shovel does in your backpack. And one more weapon option: You did notice that the centaur’s shield is bigger that the normal one right? Heavy shield-heavy weapon bigger, thicker and harder then a normal shield. It can shield the berer even from balista or multi-muschet shots. Now this are only some new weapons that I made up but you can put any weapons that you think of but not SF like some sword that cuts trough anything or some gun thingy that has a lot of shots and very over powered stuff. This is the only rule at weapons (no use of SF weapons) other than this anything goes. They're gonna be some other weapons and things that you can take from a weapon store in the fort before leaving on your mission (like rope, simple muschets, muschet pistols-you know the ones with only one bullet that you have to reload after every shot, etc). But at first you'll have only the weapons and armour that you build your character with. I know I did write about how you're geting your spells somewhere above but some of you didn't understand very well so I'm gonna repeat it: So the only guys that can cast spells are the asimars, elements, wizards and paladins. Now the starting lvl of your char. is lvl one, with no skills. When you make your char. you can put whatever age you want 'cause you'll not be novice anyway. And even if you are a veteran you'll still begin with no special skills and only lvl one spells if you're a spell caster. Only when you'll get to level up you'll get new skills and spells. There are a few exceptions to this rules: If your char it's a asimar you'll have all lvl 1 spells from all the elements If your char it's a normal guy (not spell caster) but you make him a wiz you'll have all lvl 1 spells from all the elements If your char it's a element you'll have all lvl 1 spells from whatever element you choose to be If your char it's a normal guy but you make him a paladin you can choose from lvl 1 spells one spell (wichever you want) from all the elements. If your char it's a asimar wizard you'll have all lvl 1 spells from all the elements (from being a asimar) and in adition, because the wiz also comes with all lvl 1 spells, you'll know all lvl 2 spells from all the elements too. If your char it's a asimar paladin you'll have all lvl 1 spells and one spell from lvl 2 from each element (wichever you choose to). If your char it's a element wiz you'll have all lvl 1 spells from all the elements and lvl 2 spells from whatever element you choose to be If your char it's a element paladin you'll have all lvl 1 spells from whatever element you choose to be and one spell from the other elements except yours (wichever you choose to). Another thing. If you'll be a spell caster or an elf who we all know they know even the oldest laguges that ever existed in the world I'll give you a PM with some link that can translate a form of language that no one else will understand and will make the scenario more interesting (for ex if you find an old book with some form of writing in it that only some of you will understand is gonna be more fun I think
).I think that covers about all if you have questions ask me anything
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NEVERENDING TALE INVENTORY:quilver of arrows(30=>27 left),backup quilver of arrows(30),2 long knifes(30cm long blade),hiding cloak,6 healing potions,5 elven breads(5 bites/one=>4 breads and 3 more bites left),1 buttle of elven water(10 drinks=>8 drinks left),200 gold,magical ring (ring of the dead),brass circlet=>4 empty slots left ALIGNMENT:NEUTRAL++ Group 2 powers: tornado shot->extra arrow dg,ring of the dead->can comunicate with the dead Darkness spreading equipment: medium armour, spear, shield, short sword, short bow, quilver of arrows (30 arrows), backpack with: bottle of entish water (one drink can stop your thirst=10 drinks), elven bread (one bite can fill your stomac for one day=10 bites), rope. ALIGNMENT:good | |
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| Gote | Jun 29 2008, 01:00 AM Post #2 |
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Fire Mage
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I was reading the rules and so the lvl up section. Are we having stats now?
Or it's something that is not supposed to be there. Pls elaborate if you can.And about the classes. Are there any restrictions? |
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<Darkness spreading > Poisoned Blade of the Assassin and Leather Quiver of Agility, Leather Quiver of Agility, golden jeweled daggerleather armour, 2 short swords, shortbow, 50 arrows, backpack, 4 healing potions, black leather boots, black leather gloves, sleeping bag, bread, 1 apple, 3 meat packs, 1187 gp, crossbow <color=pink>Neverending Tale Scenario</color>{evil grope 2 red} 500 GP, 2 dagger, 95darts 4 smoke bombs, 4 meter rope, 1 short bow ,20 arrows ,1 bottles of holly water, 2 bottles of acid magical dagger, silver medallion => 0 slots left | |
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| mihi | Jun 29 2008, 05:34 PM Post #3 |
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Knight
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Oh yeah tks Gote for reminding me about this stuff. No you do not have stats. The only thing that you can have and call it a stat is a limit amount of energy if your a spellcaster, that I will decide at the begining of the rpg. Also the energy that every spell will cost I'll post it at the begining of the rpg. And you could say you have stamina but it doesn't affect you much. During the day it doesn't matter how much you run or fight but if you do not sleep at night the next day you probably won't be that efficient (you'll miss shots or have slower reactions or something).
No there aren't any. It works like this: basicaly you make your char. by choosing a race and a class. Now your char. will have the perks or drawbacks of the race and class it's from and the perks/drawbacks that you'll write in the perk/drawback option (you know the five perks/drawbacks that you have to put in at your char. description). Now some perks/drawbacks I can also take in consideration during the game from your background (for ex. Aeon told me that his char. will be a wiz but his traind more in air magic than the rest, 'cause that's what he wants...so his char. will learn much more easyer air magic new skills than other skills and will use less energy in air magic than other elemental magic). One more thing in case I didn't say: with each lvl up in magic the energy that you use for a spell will decrease with 1 point. |
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NEVERENDING TALE INVENTORY:quilver of arrows(30=>27 left),backup quilver of arrows(30),2 long knifes(30cm long blade),hiding cloak,6 healing potions,5 elven breads(5 bites/one=>4 breads and 3 more bites left),1 buttle of elven water(10 drinks=>8 drinks left),200 gold,magical ring (ring of the dead),brass circlet=>4 empty slots left ALIGNMENT:NEUTRAL++ Group 2 powers: tornado shot->extra arrow dg,ring of the dead->can comunicate with the dead Darkness spreading equipment: medium armour, spear, shield, short sword, short bow, quilver of arrows (30 arrows), backpack with: bottle of entish water (one drink can stop your thirst=10 drinks), elven bread (one bite can fill your stomac for one day=10 bites), rope. ALIGNMENT:good | |
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![]](http://z5.ifrm.com/static/1/pip_r.png)
.Obay them and everything will be ok

(for ex if you find an old book with some form of writing in it that only some of you will understand is gonna be more fun I think
).



Or it's something that is not supposed to be there. Pls elaborate if you can.
4:18 PM Jul 11