Author Topic: Dungeons and Dragons RP  (Read 74735 times)

Dungeons and Dragons RP
possible logo is possible.. later

This is NOT exactly like DnD; it is just based on it.

This will be very similar to a 'Roll to Dodge' except I will be using a D20 and you will be able to level up and train various skills.  You will work as a team to the stuff that comes up in the campaign.  I will be the 'Dungeon Master' or DM.    I will be the one to come up with the story and control the AI.  I will check this multiple times every day, so it will not go and die in a few days.

We will allow 5 people in the party.  WE ARE FULL AT THE CURRENT TIME  I reserve the right to remove anyone who does not take the game semi-seriously.  I like joking around, but please stick to the story and don't be a detriment.



Rolling: A natural 20 is known as a critical success, and it will make something go insanely well.  A natural 1 will result in a critical failure where something goes terrible wrong.  The closer you are to 20, the better the outcome.  There will be no 'overshot'.  Higher is better.



The following traits will be used:

Strength
Dexterity
Wisdom
Constitution
Intelligence
Charisma

You start out with 10 points to add any of the above traits.  If you have a 2 in Strength, then a climb check you I would roll a D20 and add the +2 from your strength.  You gain more points as you level up.  



Use this as your player sheet:

Quote
(Player Name) - (Level) - (Race) - (Class)

Health: (current health)/(base health:to get your base health, multiply your constitution by 4 and then add 4)
Strength:
Dexterity:
Wisdom:
Constitution:
Intelligence:

Gold:

Armor Level: (not everyone can wear every armor type, you will start out with cloth armor, zero armor points)

Special Abilities/Feats: (These will be granted at certain levels depending on your class/race.  You start out with none.)

Status: (You may post this, but I may change it depending on the outcome of the roll)

Inventory: (start out with minimal crap)

Please also include a short back-story so I can develop the campaign.



Depending on the type and quality of the items you have, you may also get additions to rolls.  If you have an enchanted elvish long sword then you will receive a large bonus to attack rolls with that weapon.  You may buy weapons and items at various shops that you will find, but the rare items you will find/receive in your travels.  I will post a stores inventory once you come to it.  Different stores carry different items.  Enchanted weapons will come with a unique ability that varies on the item.



Battling:  I will roll first to see if you beat their armor level, and if you did, then you can roll for damage.  The amount rolled for damage will depend on the weapon.



Level 0 Spells - You can use Level 0 spells as often as you choose.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Dancing Lights: Creates torches or other lights.
Ghost Sound: Figment sounds.
Touch of Fatigue: Touch attack fatigues target.
Mage Hand: 5-pound telekinesis.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Acid Splash: Orb deals 1d3 acid damage.

Level 1 Spells - You have (5 x Level) Spell Points (SP) to use on Level 1 Spells
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Grease: Makes 10-ft. square or one object slippery.
Comprehend Languages: You understand all spoken and written languages.
True Strike: +20 on your next attack roll.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Disguise Self: Changes your appearance.
Animate Rope: Makes a rope move at your command.
Erase: Mundane or magical writing vanishes.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.

Spell list will be updated once the mages level up.



Current Picture:


None yet

What just happened:  On the road to Gatlin.  We have just encountered a dead man lying by a dead horse.  They have people in the treeline ready to ambush the ambushers.  If they even get ambushed at all.



This page will be added to and edited often.
« Last Edit: January 07, 2012, 11:37:21 AM by SirLancelot7 »

Masterockets - 1 - Human - Theif (XP: 800)
Health: 8/8
Strength:1
Dexterity:3
Wisdom:2
Constitution:1
Intelligence:2
Charisma:1

Gold: 0

Armor Class: (10+3+0)

Armor: Cloth +0

Status: Okay

Inventory: Bag (large), Dirty clothes


Coming from a poor family and having too many siblings, Masterockets often had to steal food from local food stands to feed himself and his family when it was his turn. He learned to steal from his older siblings and knew how to do it without them ever noticing, but they did help a lot with the distracting. As he was coming home from a food trip he had noticed his small house was empty. Everything that was inside, stolen from other people, was gone and there was a blood trail leading to the door. Tramatized and scared of someone coming, he grabbed his hidden bag and his knife and escaped the town. Living off the land wasn't that hard, lots of people came by for trade with lots of food and valubles that were easy enough to steal, even with the guards looking in every which way and stoping everyone who went by.
Then one day he was magicly teleported to a city with four other people or something and then our story began I guess
« Last Edit: December 18, 2011, 10:57:05 PM by masterockets »

Stealing isn't a feat.  It is more of an action that anyone can do (but a theif can do it better).

A feat is something rare/magical, like for example:

A ranger could get a feat called 'inevitable shot'.  Say they shoot an arrow and miss a target, if they use the feat then the arrow will be pushed by spirits in another enemy's direction and they get a chance to hit again.

Sorry for not explaining correctly.

Also, everyone starts out with cloth armor, a level of 0 until they buy more.

Ok, I was just making stuff up because nothing was explained
what about that?
« Last Edit: December 13, 2011, 11:28:21 PM by masterockets »

That is much more of a feat, but you don't start out with any feats.  They will be given when you reach certain levels.

That is much more of a feat, but you don't start out with any feats.  They will be given when you reach certain levels.
ASDFafasfdaf
this is why it's hard for me to understand, you need all the information posted or I won't get it at all

Sorry, it's a work in progress.  You are being a guinea pig, and I thank you for that. 

I will fix the parts where the OP is lacking

Drakus - 1 - Elf - Mage/Assassin (800 EXP)
Health: 12/12
Strength:1
Dexterity:1
Wisdom:2
Constitution:2
Intelligence:3
Charisma:1

Gold: 7

Armor Class: (10+dexterity+armor)
Armor: Cloth +0

Special Abilities/Feats:

Status: Somewhat insane, but normal

Inventory: Black robes, Walking Staff

Spells:
Detect Magic
Mage Hand
Acid Spalsh
Shield
Magic Missle


The son of a prominent family who was kidnapped at the age of 3. He was held in a dungeon where magicians performed alchemic and magical experiments on him, eventually causing him to go insane. They successfuly imbued him with a dark aura, but he had no idea how to use it. One day he saw a chance to escape and took it, and through a random series of unexplainable events, of which he cannot recollect, he was able to overpower his captors. He had escaped through a forest to a small town nearby attempts to get stronger and learn how to use his "dark aura."
« Last Edit: December 18, 2011, 08:21:51 PM by Kill All »

Map:

"What the world just happened?": We just got kicked out of Gablin.
Important Notes!; In the palace in Gablin on the second floor there is a magically sealed chest with a strange artifact in it.

General Stats:

Inventory;

Player Inv:
Masterockets: Small Dagger, Silver Shruiken
Kill All: Walking Staff
Mulch: Iron short sword, Mysterious Letter, 50ft rope.
Veg: Iron 2h sword
xxxxKill: Stuff
Mr. Jelly: Iron Dagger, ???

General Inv:
3 Tents

Current Loot: None

Food: 7 days worth.
« Last Edit: January 11, 2012, 08:50:26 PM by Mulch »

Well, it's only my second day on the forums. Don't worry, I (plan to) check the forums everyday.


Jell Y. - 2 - Human - Ranger (XP 0)

Health: 8/8
Strength: 1
Dexterity: 5
Wisdom: 1
Constitution: 1
Intelligence: 2

Gold: 8

Armor Class: (10+3+armor)
Armor: Cloth +0

Special Abilities/Feats:

Status:

Inventory: Bow, 11x iron arrows, Green tunic

Backstory: Raised by elves at a young age, Jell was taught in the way in the ways of the woodland ranger. He left as an outcast, shunned by humans and shunned by elves.


I think I'll use a different character sheet though.

Alex Aroth - Level 2 - Human - Mage (0xp)

Health: 8/8
Strength: 0
Dexterity: 2
Wisdom: 4
Constitution: 1
Intelligence: 3
Charisma: 0

Gold: 0

Armor Level: I dunno.

Special Abilities/Feats: None

Status: N/A

Inventory:
-Black robes lined with white.
-Plain ol' staff.

Spells:

Dancing Lights
Mage Hand
Ghost Sound

Comprehend Languages
Magic Missile

Backstory time
Alex was once a normal person. Young, ambitious, and curious. One day, he journeyed into a forest. There, he met an old hermit. But this was no ordinary hermit. The two of them talked, not about simple things, like the weather, or the trees. They spoke of the arcane arts. Alex would return to his home to find it ransacked and burned.
The old hermit helped him. Raised him. Taught him the ways of the arcane.
Taught him how to fight.
Prepared him for adventure.
At this point in time, all Alex wants is peace, and serenity.
Also, he wants his parents murderer's heads on sticks, but that's another matter.
He mainly wants peace and serenity.

Vegetari - 2 - Human - Paladin (0XP)

Health: 8/8
Strength: 1
Dexterity: 3
Wisdom: 2
Constitution: 1
Intelligence: 2
Charisma: 1

Gold: 33

Armor Level: 13
Armor: Cloth +0

Special Abilities/Feats: N/A

_____________________________ _____________________________ ___

Backstory: Your average Lawful Good Paladin, Vegetari has really had the normal life of a Paladin-in-training. Not much to say about him, but he decided to get out of the norm and do some stuff for the good of all.

Masterockets - 2 - Human - Theif (0xp)
Health: 6/8
Strength:1
Dexterity:3
Wisdom:2
Constitution:1
Intelligence:2
Charisma:1

Gold: 7

Armor level: 13
Armor: Cloth +0


Backstory: Coming from a poor family and having too many siblings, Masterockets often had to steal food from local food stands to feed himself and his family when it was his turn. He learned to steal from his older siblings and knew how to do it without them ever noticing, but they did help a lot with the distracting. As he was coming home from a food trip he had noticed his small house was empty. Everything that was inside, stolen from other people, was gone and there was a blood trail leading to the door. Tramatized and scared of someone coming, he grabbed his hidden bag and his knife and escaped the town. Living off the land wasn't that hard, lots of people came by for trade with lots of food and valubles that were easy enough to steal, even with the guards looking in every which way and stoping everyone who went by.

Drakus - 2 - Elf - Mage/Assassin (0xp)
Health: 12/12
Strength:1
Dexterity:1
Wisdom:2
Constitution:2
Intelligence:3
Charisma:1

Gold: 10

Armor Class: 11
Armor: Cloth +0

Special Abilities/Feats:

Spells:

Detect Magic
Mage Hand
Acid Spalsh
Shield
Magic Missle

Backstory: The son of a prominent family who was kidnapped at the age of 3. He was held in a dungeon where magicians performed alchemic and magical experiments on him, eventually causing him to go insane. They successfuly imbued him with a dark aura, but he had no idea how to use it. One day he saw a chance to escape and took it, and through a random series of unexplainable events, of which he cannot recollect, he was able to overpower his captors. He had escaped through a forest to a small town nearby attempts to get stronger and learn how to use his "dark aura."


Quote
Truth - Level 2 - Human - Warrior (0XP)

Appearance: White skin, long white hair, red eyes, moderate build.

Health: 12/12
Strength: 3
Dexterity: 1
Wisdom: 1
Constitution: 2
Intelligence: 1
Charisma: 2

Gold: 0

Armor Class: 11
Armor: Cloth +0

Special Abilities/Feats: none

Backstory: Truth does not know much about who he is or where he comes from. He can not remember anything before when he woke up a few hours ago. The only link he does have to his past is a letter titled "The Truth" though the contents of the letter are incomprehensible and appear to be in an entirely differently language. Truth is certain this letter was addressed to him however and is determined to find out it's meaning.
« Last Edit: January 17, 2012, 08:57:01 PM by Mulch »

can i be a lumberjack by any chance

I guess.. You would get a bonus to tree cutting..  and axe-weilding

I guess.. You would get a bonus to tree cutting..  and axe-weilding
Awww you didn't get the reference. Never mind. :R

Mulch you. Have one extra stat point :P you need to remove 1.

Yes, Much, you will need to subtract one point.  (Warriors don't need intelligence.. that is a wizard skill lol)

Also, no moving points around.  You may only add new ones on level up, not shift them around.  Choose wisely.

Awww you didn't get the reference. Never mind. :R

The only thing I can think about is the lumberjack song