- Invitation Status
- Not accepting invites at this time
- Posting Speed
- One post per week
- Slow As Molasses
- Online Availability
- Online availability depends entirely on what is going on in life. I have a kindergartener, a baby on the way, and I'm the spouse to an officer, meaning without me, the house becomes a fallout warzone. On top of all of that, I write for work as well as for fun...so work tends to come first.
- Writing Levels
- Intermediate
- Adept
- Advanced
- Adaptable
- Preferred Character Gender
- Male
- Female
- Primarily Prefer Female
- Genres
- Fantasy and Sci-Fi are my two major favorites. However, I tend to be quite the picky player. I prefer an RP with a great deal of development...the world, the lore, everything. And for those GMs looking for help with lore, I love to world build!
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In Character Currently on hold. Expected Re-Vamp Date: 11/07/2015
Kabola is not a world of peace and tranquility.
It is a world divided by corruption, loss, and pain.
In the Mainland, a war is brewing, the tension so hot that it’s beginning to bubble over. The silence before the storm has begun, and it won’t be long before that silence ends.
On one side of this war are the great dragons, backed by their most holy Inhalla, the Mother of All, who want nothing more than to be able to fly through the skies without the fear of being hunted down and killed.
On the other side are the humans, backed by the corrupted Father of the Gold Dragon Family, whose mind has been swollen by the cruel power of Varon, the God Killer and creator of all mankind.
There has been a war like this before, known only as the Great War. Only a few thousand years after the creation of man, when the dragons still roamed freely, Varon placed as much of his hatred for Kallydrana, Queen of the Gods and Creator of Dragons, into the minds of his creations, driving them to desire only one thing – the death of all dragons. So, backed by their Almighty God, the humans attacked and killed hundreds – even thousands – of precious dragons. This war lasted almost a century before Kallydrana finally found a way to help her children.
By the time the Great War ended, all of the Kallydran Dragons, the rulers of all dragons and the first children of Kallydrana, were wiped away from existence. All but one, the great Allara, the first and oldest of all beautiful Onyx creatures. With most of the other dragons now hiding from the rage and greed of the humans, and Allara’s task done, she hid herself away for almost a thousand years, hoping that with time humans would begin to see the beauty of peace.
She watched as some dragons lost themselves to their hatred, though, growing in anger and finding themselves to be almost as cruel as humans. These dragons would never return to their benevolent roots. But she saw that others found pity for the senseless beings who could not witness the true power of their Inhalla and the Kalidyrre, the Council of the Gods. Allara saw with horror that the surface of Kabola would forever be scarred by this war, and the skies were no longer filled with dragons.
Humans became detached from the rest of the Mainland, separating themselves into a single half, coming to be known as the Plains of Varon. The rest of the continent was taken over by those who revered the great Kalidyrre, the original ten gods and their queen, Kallydrana. Bracchus Elves ruled the Plains of the Pilgrim on the other side of the mountain ranges and the massive Lake Waconiba to the north. The Verian Forest was forever closed off to the humans by the Dalin Elves and the Ksiux Dragons. Only the Plains of Varon were controlled by Mankind, who built cities and farms all across the expanse in hopes of better taming the land.
It’s been well over a thousand years, now. Since then, humans have settled down, and the dragon population has been given a chance to grow once more. Unfortunately for the Kallydran Dragon, Allara was never able to find a mate of the same noble breed. Now, even she has perished, leaving her only child, the Kallydran half-blood, to watch over the Mainland. Her rider, a woman of silver hair and striking eyes by the name of Akihanna Lyrial, has always kept a special hatred of human kind. After all, it was humans who took her first and even second family away from her, trapped her in the depths of a dungeon, and forced her to bear unspeakable torment. However, having been forced through destiny and duty to travel with a man by the name of Mauras and his High Dragon, Xanras, for the past ten years, Aki’s anger towards mankind has slowly begin to wan.
WORKING ON EDIT NOW
Hello!
I'm Mowkie, and you're looking at the first ever full Partheus Role Play!
Partheus is my world, and it has been a work in progress for the past nine years. The story you see above is the overall intro to The Mercy of Inhalla, the true war of Kabola, the largest of the three continents of Partheus. It is the setting for the final book of the trilogy I'm currently working on. Because of the amount of characters and separate personalities needed, I thought it would be awesome to have a group role play involving the ten chosen that I can later use as inspiration for the book.
This role play will require a great deal of dedication from all players.
It will have moments that are somewhat slow.
It will also have moments that are rather fast.
But most importantly, it will be a full dive story that will allow you, the player, to affect a world previously unknown to you. Your character will meet fantastic creatures, possibly fall in love, and find a power within them that they never knew was possible.
There will be drama.
Suspense.
Awesomesauceness.
All we need are ten Chosen whose players are ready for a full-scale adventure RP!
So, let me know if you're interested, what you'd like to see, and your thoughts on various aspects of this interest check. Questions are encouraged, and I will be sure to answer any and all of them to the best of my ability. Soon, we can get started on an adventure you'll never forget. <3
Now for some Information on Kabola!
Kabola, first of the three continents of Partheus, is the largest and least advanced continent with humans ruling as tyrant leaders over the dragons. Having been through the Great War between humans and dragons, which lasted nearly a century, Kabola is well known as the continent on which dragons remain hidden and dormant. The land, itself, is filled with fertile fields and plains as well as raging mountains that stretch down the western side and reach for the North-East to the Temple of the White Woman. The largest of the plains is completely inhabited by humans, who have built many farms, villages, and even towns across the great soils. The humans have adapted well enough to fight against the harsh winds and blinding rains of the plains, and some farmers have even been able to maintain great orchards that are large enough to build cities with. The continent only contains one forest, the Verian Forest, which is heavily protected by the Dalin Elves and the Emerald Dragons. There is also the Black Bog, which contains nothing but Black Dragons in their natural habitat. Beneath the two mountain ranges reside the Myzra Elves and the Thortoni Dwarves. The greatest and most noticeable landmark is the lake that takes most of the space behind the two mountain ranges known as Lake Waconiba. In the center is Silver Tail Island, the home of the Silver Haired Rider.
The actual size of the continent is somewhat hard to interpret. However, to give a basic description to the general length of travel, one would have to ride a Syntiba (can run at maximum speed of 60 mph with average speed of 45 mph) for two months straight from Gareth to the mountain town of Lortania. Due to this, there is a sort of train station set up using great beasts called Bendrines. These creatures can carry anywhere from 20 to 70 people at a time (depending on the size of the beast) as well as shipments of basic supplies from town to town, farm to farm, at an average speed of 250 mph, greatly lessening the trip time.
Of the 67% of Partheus’s water, Kabola contains approximately 3% fresh water within the continent in the lake as well as all rivers. Of the 33% of land on Partheus, Kabola takes up approximately 12%, stretching to be much larger than the other two continents. To human residents of this continent, the land is known as the Mainland, while they refer to the planet as Kabola, perhaps because they do not know that there are other lands in the sea.
For More Information ~ http://partheus.webs.com/partheus
Silver Tail Island ~
I take absolutely no credit for these beautiful images. All credit goes to their due artists, who I cannot find. T_T
In other areas, there are only hills covered with thick, dense forests the almost completely block out the light from the suns or moons. On the floor of the thick wood are the same bio-luminescent fungi left with decaying plants which don't get enough sun. Various wildlife live within these forests, able to eat and digest much of those which live on the ground beneath the canopies. This life is the source of a dragon's diet, and it was plentiful enough many years ago to feed the entire Silver Family every day. Now, it is almost overflowing with the population of such creatures.
The second lair built by the Silver Dragons has since fallen to ruin, the stone unable to bear the weight of the mountain above. However, the lair that remains intact is that which is home to the only dragon riders in the known world.
- Silver Lair Main Entrance (Above Ground)
- Silver Lair Underwater Entrance
- Silver Lair Emergency Exit (Underwater)
- Allara’s Resting Place
There are 10 Chosen Dragons for this particular story.
Silver (girlabot)
Emerald (Mowkie)
Amethyst (Glaciercold)
Turquoise
Amber (Azula)
Ammolite (Silver)
Bloodstone (Ananfal)
Obsidian
Ruby (Soulserenity20)
Pietersite
For all Dragon Information ~ http://partheus.webs.com/dragons
Age
There really is no telling just how long a dragon can live. Some believe the great beasts could survive millions of years, others believing merely hundreds. But for all dragons, there is truly no age limit. There are simply age classifications, which are listed below.
Hatchling...............0 to 2 Years
Youth....................2 to 16 Years
Adolescent.............16 to 20 Years
Young Adult...........20 to 30 Years
Adult.....................30 to 500 Years
Young Wyrm..........500 to 1,000 Years
Wyrm....................1,000 to 2,500 Years
Great Wyrm............2,500 to 5,000 Years
Old Wyrm...............5,000 to 10,000 Years
Ancient..................10,000 Years and Up
Finally, some Rules. Applies to Everything.
I know. You didn't want to see this.
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All Iwaku Rules Apply
No trolling! Serious inquiries only!
If you have questions, ASK. This is my world completely by my design, so if I can't answer your questions, I shouldn't be GMing. I DO NOT want to see completely personalized characters that have nothing to do with the world. If you want particular lore, let me know, and we can work something out.
I welcome CREATIVITY. So go and personalize your characters, create your own stories, do whatever. However, you must keep within the limits of the ten dragons, and only HUMANS are allowed to be riders. My elves, dwarves, etc. are just too complicated of races to be playable.
[/tab][/tab] -
Name: Cora Taylor Morgan
Age: 20
Gender: Female
Place of Origin: Port Syren
Height: 5'5"
Weight: 140lbs
Hair: A wiry mess of curly dark curls that falls just past her chin.
Eyes: Bright green
Appearance: Past [URL]http://img00.deviantart.net/ab92/i/2015/032/6/b/ty_luh_her_by_pheberoni-d8g8i6r.jpg[x][/URL], Current [URL]https://s-media-cache-ak0.pinimg.com/736x/7c/92/51/7c92511afe361d4bf543fccf3632ccec.jpg[x][/URL], Future [URL]https://s-media-cache-ak0.pinimg.com/736x/ff/a9/6b/ffa96b22b47b87abf2b1c14e57ac9918.jpg[x][/URL]. BONUS: Expressions [URL]http://41.media.tumblr.com/261259e28f2df80b36aada2794c34270/tumblr_nowgu1QAFz1rp3vxko1_500.jpg[x][/URL]
(images taken from DA user [URL]http://pheberoni.deviantart.com/pheberoni[/URL])
Although she stands at an average height and has few feminine curves to attract the eye, Cora poses a somewhat commanding figure due to her constantly aggressive stance and intense green eyes. Born into a clan of fishermen, she was built to do work: lean and hardy, with large, calloused hands and feet, and silvery scars on her face and arms. Despite the rough edges, Cora has some conventional beauty to her. A tangle of dark curls frames her freckled cheeks, wide eyes, and full, rosy lips. If her face ever strayed from its usual sour expression to something more pleasant, Cora might even be considered pretty, or at least not terrible to look at. She usually wears dark, loose clothing to accommodate her simple fishing lifestyle, as well as a pair of worn leather boots and a light knapsack.
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Personality
Reserved. Years of emotional and physical abuse have shaped Cora into a reserved, mistrustful young woman. She tends not to speak unless spoken to, and even then keeps her replies curt. It takes persistence and time to break through her thick outer crust, though she would probably not show any indication of it.
Adaptable. After being thrown around by people with power for so long, Cora is very skilled at adapting her strategy for survival based on her surroundings. She has the intelligence and persistence to thrive in any environment, and get along with almost anyone without causing herself physical or emotional strain.
Defensive. If Cora is attacked in any way- verbally or physically- she will leap to defend herself against her assailant. This is a tactic that she had to learn over time, and one that kept her alive during her short but tumultuous marriage. That being said, any criticism or even genuine concerns must be extremely gently put in order to have any lasting effect.
Sympathetic. Although Cora may seem crass at first glance, she has a tremendous soft spot for other victims of abuse, especially children. She is always willing to lend an ear to anyone in need, even if she doesn't immediately acknowledge them- and often internalizes others' conflict, thinking and worrying about them for days after.
Loyal. If by some miracle someone managed to break through Cora's defenses, they would earn her unending trust. She forms close attachments with people who treat her well, and would do anything to protect them, anything to bring them satisfaction.
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Skills
Knife Play. Cora is very good with knives and blades of all kinds. Very good.
Bookworm. After spending days and days reading in her ramshackle home by the harbor, Cora has become well-versed in a broad range of topics, including literature and foreign languages.
People Person. Cora is not one for idle conversation, but she has learned to 'read' others by their body language and expressions, a common ability shared by victims of abuse.
Aye Aye, Capt. Having grown up in a harbor town, Cora knows how to safely operate and manage a small sea vessel on her own. She has a deep, healthy respect for the ocean, and can predict its movements to a fairly accurate degree.
Abilities
Lung capacity. Eventually Cora will be able to withstand extreme changes in pressure, allowing her to breathe both in high and low altitudes. Her enhanced lungs can also sift some oxygen from water, allowing her to "breathe" for short periods underwater.
Ice manipulation. Perhaps stemming from her natural affinity for the sea, Cora is able to create and manipulate ice. Though the strength of her ability is dependent on humidity levels, she can draw moisture out of the air and cool it to form all manners of weapons and shapes. This ability can also be used to cool air, though manipulating it is a little tricky.
Strengths Cora's main strength lies in her dependability; she will find a way to finish whatever needs to be done without questions and without complaint. Her knife skills come into play during battle, as does her agility and well-muscled body. She is cautious where caution is due, but isn't afraid to get into the thick of things if the situation demands it. .
Weaknesses Although she can be relied upon in battle and in other scenarios, the lady is careful to distance herself emotionally from others' more personal affairs, choosing instead to keep to herself and hide any emotions she may be feeling. This is a defense mechanism that often hurts more than it helps, as she tends to build stress with no means of release until she is literally incapable of functioning. Due to the events of her past, the fisherwoman has PTSD, and will develop sudden panic attacks when reminded of her corrupted marriage. Cora will also do almost anything to avoid conflict, often stretching the truth or faking an emotion in order to please others. In terms of battle, the lady is not well-trained in more complicated instruments like the bow-and-arrow, and lacks finesse in her sword and dagger technique. If overused, her cooling abilities can also lower her body temperature drastically, usually causing sleepiness (she also feels sleepy when she gets too warm), and, at worst, hypothermia and burns.
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Brief History
Port Syren is unofficially structured around five main familial factions, lines of hardy seamen and women whose trade was passed on by their parents, grandparents, great-grandparents, etc... over the course of hundreds of years, eventually forming institution-like families who now unofficially control the city. The original families were the first settlers of the coastal town, each coming to build a mansion about the size of a town hall for their own particular faction- mansions that now serve as the general meeting place of each family. These five enormous buildings are surrounded by communities of people associated with that particular faction, forming distinct territories whose borders no man should cross without reasonable caution. The five families are very loyal to their own, and have a strong distrust for one another, disagreeing on all but two things: one, mutual contempt for Tarjan soldiers and governmental control, and two, the dragons that plague their fishing boats. They function very independently from one another, with each even having a different name for their port town; years after the families had established themselves on the coast, the government of Gareth assigned them the name "Port Syren" as the city began to grow around the five mansions. To this day, the patriarch of each family will insist that their ancestors alone were the original inhabitants of the seaside city.
Patriarchs of each family form marriage alliances with wealthy merchants from the plains, to uphold their power in the trading community, but rarely marry their children to the children of other "clans." The families compete with one another over fishing space, forming territories in the water- especially since safe water is a resource. They also have influences in the taverns and trading posts along the main streets of the town, with each shop usually being associated with one family or another (even if not explicitly stated). Of course, traveling merchants or visitors are completely unaware of this political tension when they first enter the city, and after accidentally showing a preference in some way (ie choosing to stay at an affiliated inn, or trading with the husband of some fishlord's granddaughter), are surprised to find that a good chunk of the city locals are now somewhat frosty to them. It takes a skilled trader to remain on good terms with every faction, especially since, as the trader grows in wealth, they will be more sought-after as a potential husband for some patriarch's children or grandchildren.
Factions:
Morgan. Devoted to fishing.
Blackfish. Talented ship-builders and cartographers.
Abney. Coral dragon hunters.
Fairburn. Harvesters of seaweed and other aquatic plantlife, as well as pearls and rare ocean resources.
Clark. Raise and trade Bendrines.
As Cora soon found, however, her greatest asset to the Morgan family was not her love of sailing- it was her hand in marriage, a valuable bargaining tool to Bernard and his political plans. Not six months after receving her boat, Cora was informed that she was engaged to marry an incredibly wealthy tradesman by the name of Florence Greene, who had finally agreed to break his neutrality after having done business in Port Syren for over a decade. Florence was a little over thirty, considerably older than 16-year-old Cora, but she had been taught to put the needs of her house over her own ambitions, and thus married the powerful merchant without protest. The marriage alliance with Florence was huge for the Morgan family, bringing in a wealth of new business partners and trading outlets through which to extend their influence. Everyone was thrilled at the prosperous union; everyone, that is, but Cora.
In the months following her marriage, Cora discovered why Florence had never married before- the man was intolerable. His temper was ferocious, his sexual appetite insatiable, and his desire for power legendary. He was cruel to almost everyone who displeased him, and his mother (who lived with the newlywed couple), was even worse. She constantly berated Cora for even the most well-intentioned mistakes, and never ceased her mocking and tormenting. If Cora spoke out about her feelings or concerns, she would be smacked down -both literally and figuratively- at the hands of the Greenes. After about a year, the young woman grew so miserable that she met with her father and begged him to annul her marriage. However, after consulting with Bernard for approval, Jasper Morgan refused; although Cora was dying, the Morgan family was enjoying great success from their union with Florence.
Despite her growing depression, Cora grew strong. The beatings, rape, and general abuse never let down, but Cora grew a skin of steel to survive. She adapted, she changed into something harder and more bitter than the spirited 16-year-old who had entered the marriage, so that by the time she forcefully ended it at 18 years old, she was almost a completely different person.
The hardest part about ending her corrupted marriage was garnering the courage to do so, as there were dozens of priests allied with rival factions who were eager to divorce her. As expected, Florence was furious, and dropped all connections with the Morgan family, even going so far as to ally himself with the Blackfish clan instead. Although Jasper was secretly relieved that his daughter had gotten out of the poisonous relationship, Bernard Morgan was absolutely enraged at the actions of his granddaughter, and wasted no time in excommunicating her from the family. After being exiled from her own clan, no others would touch her- and so Cora Morgan reclaimed her little boat, which had since fallen into disuse, and adopted a solitary lifestyle in a dusty corner of the city. She caught fish and sold them for dirt prices, collected seashells and other pretty artifacts, and generally struggled to stay afloat- but it was worth it. Even if she saw the contemptuous faces of her former family in the streets, even if she occasionally caught a glimpse of Florence himself ... It was preferable to the hell she had endured for over two years. Cora may have been broken, but she was free.
After two additional years of this new and lonely lifestyle, a stranger came to Cora in the night and offered to buy her a decent meal. Too hungry to refuse, Cora accepted, and in that one night her entire life changed. The stranger, whose name was Maurus, offered her a chance to be worth something once again- to have purpose, meaning, and importance in the world. Though she refused him at first, Cora changed her mind after about a week of heavy thought, and began her journey to Silver Tail Island.
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Name: Cassius
Species: Silver dragon
Gender: Male
Appearance: Hatchling/early youth [URL]https://daotyr.files.wordpress.com/2013/06/littleprince_blog.png[x][/URL], Adolescent/young adult [URL]http://i200.photobucket.com/albums/aa316/amberdragonrose/whitedragon1.jpg[x][/URL], Adult + [URL]http://i.imgur.com/4xhUp8Z.jpg[x][/URL]
As an albino dragon, Cassius drew the short end of the genetic stick. When he first hatches, the Silver has milky white, dull scales that are somewhat brittle to the touch, with wide pink eyes and an overall scrawny build. As he matures, however, Cass begins to shed his dull scales and grow new, metallic ones (only in appearance- they still remain somewhat brittle); although considerably lighter in color than the average male of his species, the albino does start to appear silvery as per the namesake of his kind. Over time he changes from a runt to a large and healthy male youth: strong, fast, and capable. He retains his light pink eyes throughout youth and adulthood.
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Personality
Shy. Cassius is very friendly, but has trouble approaching new people and dragons due to self-consciousness about his atypical appearance. Although reluctant to make first contact, he is very open and welcoming to those who approach him.
Courteous. As expected from a Silver dragon, Cass is very polite and warm to everyone he meets, even if he is a little timid at first. He is not easily angered, and will keep a level head around friends and enemies alike. However, the albino does have trouble speaking out when his opinions go against the norm, preferring to stay silent and avoid conflict if possible.
Empathetic. When he senses that someone is under emotional or physical distress, Cassius will do his best to alleviate the pain. He is increasingly patient with Cora and her fellow dragon-riders, and takes great care in giving advice and encouragement.
Uncertain. Being an albino dragon creates huge self-confidence issues in Cassius, which affect his battle skills and interpersonal relations. He is often reassured by Cora, but still maintains a measure of doubt in his own skill and worth.
Curious. Cassius was blessed with an enormous curiosity for the world around him. Combined with a naturally quick wit, he is nearly unstoppable in his quest for knowledge, always trying to get to know the other riders and dragons, and constantly attempting to explore new places without Cora noticing.
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Abilities
Ice manipulation. Much like his rider, Cassius is able to create ice from moisture in the air, and can use it to his own end. Unlike Cora, however, Cassius also has the ability to breathe fire on his ice to generate steam, which can be useful in situations where stealth is required.
Swimming. Cassius has a knack for the water, and is capable of holding his breath for around fifteen minutes at a time. His fire breath heats water to boiling temperatures, killing and cooking prey even when underwater.
Endurance. Given his ample wingspan, Cassius has an incredible endurance that allows him to fly for hours at a time. This ability is ideal for long flights across large bodies of water.
Strengths Much like his rider, Cassius is a dependable character. Unlike his rider, however, Cass's reliability encompasses emotional support; he is a likeable, sweet dragon who tries his best to improve the lives of those around him. In a more physical sense, Cassius is an adept swimmer, and has slender, long wings that allow him greater flight endurance than some of his peers. His white, flaming breath is a fearsome weapon should he choose to engage in combat, but his true strength lies in mediating conflict instead of adding to it.
Weaknesses Although Cass is a generally charismatic figure, he has a hard time seeing himself as anything more than a genetic mutation. He suffers from a great fear of losing the people who love him, because he worries that no other individuals will be able to see past his albinism. The young dragon is also a natural pacifist, and is somewhat uncertain in battle without Cora there to guide him. Cassius is also not a particularly agile flyer, having large wings more suited for endurance flights across the sea. His brittle scales are vulnerable to direct attacks, and the skin beneath is sensitive to extreme sunlight.
MoI GM Encounters
A New Sheet
Now, of course you all were to give strengths and weaknesses for your characters as well as abilities, etc. I certainly want those to come into play on this. So, here's what we're going to do. We're going to fill out a character sheet. And once all of them are filled out, I'll use Photoshop to ACTUALLY fill them in and then put each character sheet at the top of each profile on the second post of the OOC. I know that we already created characters and filled out the necessary sheet, but this one is for me to use to give random encounters and opportunities of all sorts as well as judge whether or not you're all playing true to char. This keeps things a bit more fair.
For those of you who have played the legendary Dungeons and Dragons by Wizards of the Coast, you'll really love what I've cooked up for you today!
Our very own character sheet!
For those who have never seen one of these, here's what everything means.
So, now for a BASIC breakdown.
Attributes
These six traits are the most important part of the ENTIRE character sheet and the basis of your character. For traditional Dungeons and Dragons, you would roll for such things. But, seeing as we've all already established our characters, let's choose, eh? Pick a number between 3 and 18 (equivalent to rolling three six-siders) for each attribute (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). The lower the number, the worse the attribute; the higher the number, the better the attribute. For example, a 16 Dexterity is significantly better than a 10 Dexterity. Please be reasonable. Everyone gets 80 points to place among these six attributes, and once again, NO HIGHER than 18 on any one Attribute unless I say otherwise and accept it here in the OOC.
For those of you who place an 18 on strength (ONLY on Strength), roll a 90 sider (since Iwaku can’t do 100), and if you get that 90, I’ll give you the “Double Zero,” which means your stats go WAY up. Absolutely ALL rolls must be done here on Iwaku for me to see, though. If posts are deleted, then the action is null and void, and I'll roll for you at half.
Based on these Attributes, I will fill in your THAC0 (we're gonna modify this so that everyone has a THAC0 based more on attributes than weapons, etc.) For those of you who do not know what THAC0 is, it's short for "To Hit Armor Class 0." This is just a fancy term for how high of a roll you need (on a d20) to do damage. The better the armor, the lower the AC (Armor Class). For example, studded leather armor usually has an AC of 3, while dragon scales can have a -5 or so. If you were to aim for the leather armor, you can add 3 to your roll (base roll is an 11, so add 3 and get 14). If you were to aim for the dragon scales, you take 5 away from your roll (base roll is an 11, so take away 5 and get a 6).
Your Saving Throws (Spells, Breath Weapon, Magical Items, etc.) are also based on your Attributes. These are for when you're being attacked by something such as poison or a dragon's breath weapon. In order for its effects to kick in, you have to miss your saving throw (for the sake of this, we'll say you have to roll within the number on your character sheet - for example, saving throw for poison is a 6, and you roll a 7, you "miss" the saving throw, and your character is poisoned).
Saving Throws also count in your Attributes. For example, you write a maneuver out for your character that involves a great deal of dexterity, and I tell you to "Dex Check." This mean you must roll within your character's Dexterity (for example, if your Dexterity is a 14, and you roll a 12, you pass, and your character makes it across the pit of spikes).
Dragon Symbol Here
Oh, look! You get to find an image to customize your character sheet. If you can't find a black and white image that you're satisfied with, give me one to make black and white for you. ^^
Armor Class (AC) and Hit Points (HP)
Your Armor Class (AC) depends on what your character is wearing. For example, a character with simple clothing and no modifiers would have an AC of 10...which means that an enemy would require a roll of ten maximum (d20 minus 10) in order to hit your character. Modifiers such as armor and Dexterity lower this number. The lower, the better. For anyone who might use a shield, there may also be a bonus for that.
Hit Points are kind of self-explanatory...you may choose to roll for them (we'll say a d50 here on Iwaku) or stick with 30 HP to start with. You must roll this on Iwaku for everyone to see so I know you're not cheating. Any bonuses to your roll are automatic. Once you have your number, you add your Constitution modifier. Once it's added, you have your max HP.
Strengths & Weaknesses
We're going to go a bit more in depth with our abilities. What I'd like to see is simple bonuses based on skills. For example, those with sword training might get a +2 to attack or a +3 to damage, etc. Weaknesses might include a lack of training forcing a -5 to attack, but strength allows for a +2 to damage. I'll give you leeway on this...to see what you come up with.
Abilities, particularly the magical ones, are going to give the kind of damage (for example, Cora's Ice Manipulation can cause cold damage) and the bonuses to specific enemies (Ice Manip would be a +5 damage to fire enemies). You can also add things like paralyzing enemies for a certain amount of time (if you guys want, we can do this in rounds). Be creative. Show me what these powers can do!
Now, of course you all were to give strengths and weaknesses for your characters as well as abilities, etc. I certainly want those to come into play on this. So, here's what we're going to do. We're going to fill out a character sheet. And once all of them are filled out, I'll use Photoshop to ACTUALLY fill them in and then put each character sheet at the top of each profile on the second post of the OOC. I know that we already created characters and filled out the necessary sheet, but this one is for me to use to give random encounters and opportunities of all sorts as well as judge whether or not you're all playing true to char. This keeps things a bit more fair.
For those of you who have played the legendary Dungeons and Dragons by Wizards of the Coast, you'll really love what I've cooked up for you today!
Our very own character sheet!
For those who have never seen one of these, here's what everything means.
So, now for a BASIC breakdown.
Attributes
These six traits are the most important part of the ENTIRE character sheet and the basis of your character. For traditional Dungeons and Dragons, you would roll for such things. But, seeing as we've all already established our characters, let's choose, eh? Pick a number between 3 and 18 (equivalent to rolling three six-siders) for each attribute (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). The lower the number, the worse the attribute; the higher the number, the better the attribute. For example, a 16 Dexterity is significantly better than a 10 Dexterity. Please be reasonable. Everyone gets 80 points to place among these six attributes, and once again, NO HIGHER than 18 on any one Attribute unless I say otherwise and accept it here in the OOC.
For those of you who place an 18 on strength (ONLY on Strength), roll a 90 sider (since Iwaku can’t do 100), and if you get that 90, I’ll give you the “Double Zero,” which means your stats go WAY up. Absolutely ALL rolls must be done here on Iwaku for me to see, though. If posts are deleted, then the action is null and void, and I'll roll for you at half.
Based on these Attributes, I will fill in your THAC0 (we're gonna modify this so that everyone has a THAC0 based more on attributes than weapons, etc.) For those of you who do not know what THAC0 is, it's short for "To Hit Armor Class 0." This is just a fancy term for how high of a roll you need (on a d20) to do damage. The better the armor, the lower the AC (Armor Class). For example, studded leather armor usually has an AC of 3, while dragon scales can have a -5 or so. If you were to aim for the leather armor, you can add 3 to your roll (base roll is an 11, so add 3 and get 14). If you were to aim for the dragon scales, you take 5 away from your roll (base roll is an 11, so take away 5 and get a 6).
Your Saving Throws (Spells, Breath Weapon, Magical Items, etc.) are also based on your Attributes. These are for when you're being attacked by something such as poison or a dragon's breath weapon. In order for its effects to kick in, you have to miss your saving throw (for the sake of this, we'll say you have to roll within the number on your character sheet - for example, saving throw for poison is a 6, and you roll a 7, you "miss" the saving throw, and your character is poisoned).
Saving Throws also count in your Attributes. For example, you write a maneuver out for your character that involves a great deal of dexterity, and I tell you to "Dex Check." This mean you must roll within your character's Dexterity (for example, if your Dexterity is a 14, and you roll a 12, you pass, and your character makes it across the pit of spikes).
Dragon Symbol Here
Oh, look! You get to find an image to customize your character sheet. If you can't find a black and white image that you're satisfied with, give me one to make black and white for you. ^^
Armor Class (AC) and Hit Points (HP)
Your Armor Class (AC) depends on what your character is wearing. For example, a character with simple clothing and no modifiers would have an AC of 10...which means that an enemy would require a roll of ten maximum (d20 minus 10) in order to hit your character. Modifiers such as armor and Dexterity lower this number. The lower, the better. For anyone who might use a shield, there may also be a bonus for that.
Hit Points are kind of self-explanatory...you may choose to roll for them (we'll say a d50 here on Iwaku) or stick with 30 HP to start with. You must roll this on Iwaku for everyone to see so I know you're not cheating. Any bonuses to your roll are automatic. Once you have your number, you add your Constitution modifier. Once it's added, you have your max HP.
Strengths & Weaknesses
We're going to go a bit more in depth with our abilities. What I'd like to see is simple bonuses based on skills. For example, those with sword training might get a +2 to attack or a +3 to damage, etc. Weaknesses might include a lack of training forcing a -5 to attack, but strength allows for a +2 to damage. I'll give you leeway on this...to see what you come up with.
Abilities, particularly the magical ones, are going to give the kind of damage (for example, Cora's Ice Manipulation can cause cold damage) and the bonuses to specific enemies (Ice Manip would be a +5 damage to fire enemies). You can also add things like paralyzing enemies for a certain amount of time (if you guys want, we can do this in rounds). Be creative. Show me what these powers can do!
Proficiencies
There are 26 total Proficiencies to choose from, each a unique bonus that can either help or hinder your character. This allows for more diverse opportunities without making everyone all angry and such over the lack of fairness. Below, I’ll give an explanation of each.
Each proficiency will help or hinder a specific roll (such as Dexterity, Strength, Attack, Damage, etc.) based on the event that is happening. For example, Theolyn has a 5 Proficiency in Healing, adding a +5 modifier to his Intelligence check when trying to heal someone and adding a +50% healing bonus to the HP roll. However, he has a -5 Proficiency in Valor, giving him a -5 to attack (which means instead of his THAC0 being a 15, he must now roll a 20) when attacking a large and frightening enemy. However, he has a 20% chance to do double damage if the dice is on his side.
Now, to explain each of the 26 Proficiencies. Read through these THOROUGHLY, as they will determine what your character can and cannot do.
You will choose five proficiencies to grant bonus points towards. They will count down from five. One will have five, one four, one three, and so on. You cannot go above five at this point, as it is the start of the RP. However, to my discretion and according to what you have your character focus and practice on, you can get up to a +10 in any proficiency, even those you did not initially choose.
For example:
Theolyn's Pluses:
Healing: +5
Animal Handling: +4
Nature: +3
Stamina: +2 (Run, Fly, & Fight)
Intimidation: +1
But if I have him focus on Arcana (studying his magic), he can slowly gain bonuses towards this. +10 is the maximum and a near guarantee to pass a dice check.
Once that is complete, you will choose five proficiencies to grant negatives towards. Like the bonuses, they will count, but in the negatives. From -5 to -4 to -3, and so on. Unlike the bonuses, you may pool these negatives together and divide them among more or fewer proficiencies with a maximum of -10 and a minimum of -1 to any one. You are also allowed to add more points if that is what you desire, but that is not necessary.
Theolyn's Negatives:
Valor: -5
Acrobatics: -5
Stealth: -4
Sleight of Hand: -3
Deception: -2
You CAN raise these numbers, but they will rise at a much slower rate than Proficiencies without negatives.
Proficiencies Usage
Proficiencies can be used in any given situation depending on the desire of the player or the need of the GM. They will play heavier rolls in GM Encounters, whether they be opportunities or battles or anything else we can think of. In order to add numbers to proficiencies after the original set is placed, the rider must actively practice, be it in collaboration with another player, a training session, or even solo. It must be written out and played to be granted any experience to the rider. This mean that time skips will be perfect for you all to use for gaining bonuses in proficiencies. Also note that, after we've gotten the hang of it with our characters, we'll be filling something out for the dragons as well, and some of their proficiencies will coincide with their riders.
Below is an example of a proficiency use:
[fieldbox=GM ENCOUNTER - Wolf in the Woods, red, solid]
A Wolf in the Woods
AC: 9 INT: 3 HP: 5
ROUND ONE
[fieldbox=Theolyn to GM, green, dashed]
At the sounds of the wolves' lonely howls, Theolyn made a shushing noise towards the group. "Everyone, stay still, and keep close together. They're less likely to hunt us then." He stepped forward slowly then, looking over at Aki with firm, gentle eyes before surveying the area. Just as the alpha stepped from the shadows, he stood straight up, showing the full height of his massive body. He showed that he was alpha, the tallest, meanest one there. His body language screamed his intent, his eyes averting to the feet of the beast before him. This said that he wanted no trouble, but if the pack were to attack, he would fight back.[/fieldbox]
So, Theolyn did two actions in this post: telling the group to keep close together and speaking to the wolf. So, that means the player (me in this instance) would possibly have to roll twice: one for Intelligence using his Nature proficiency (could also say a roll for Leadership, meaning Charisma, depending on the preference), and one for Charisma using his Animal Handling proficiency.
If he were to win both rolls, the group would likely follow his order, and the wolf would depart.
If he wins the second roll but not the first, the group may not tighten up, but the wolf would still back down.
If he were to win the first roll, but not the second, the wolf pack would attack, but the group would have an advantage due to being so close to each other.
Finally, if he were to lose both rolls, the pack would attack, and the group would be at a disadvantage because of how spread out they are.
There are 26 total Proficiencies to choose from, each a unique bonus that can either help or hinder your character. This allows for more diverse opportunities without making everyone all angry and such over the lack of fairness. Below, I’ll give an explanation of each.
Each proficiency will help or hinder a specific roll (such as Dexterity, Strength, Attack, Damage, etc.) based on the event that is happening. For example, Theolyn has a 5 Proficiency in Healing, adding a +5 modifier to his Intelligence check when trying to heal someone and adding a +50% healing bonus to the HP roll. However, he has a -5 Proficiency in Valor, giving him a -5 to attack (which means instead of his THAC0 being a 15, he must now roll a 20) when attacking a large and frightening enemy. However, he has a 20% chance to do double damage if the dice is on his side.
Now, to explain each of the 26 Proficiencies. Read through these THOROUGHLY, as they will determine what your character can and cannot do.
- Acrobatics – The ability to move one’s body with speed, strength, and grace. Never does the Acrobat make a mistake in how he or she controls the body. The higher this proficiency, the faster the rider is able to learn to fly on a dragon, climb a tree, or hold a position. Dice checks will include Strength and Dexterity, the primary being Dexterity.
- Animal Handling – The ability to communicate and handle wild and domesticated beasts, be it through body language, verbal, or mindspeak. The higher this proficiency, the more likely the rider is able to deter beasts of lower intelligence, call prey forth, or communicate with wildlife as a whole. Dice checks will include Intelligence, Strength, and Charisma, the primary being Intelligence. Any boost in this proficiency automatically raises the Charisma of the rider by the amount shown when communicating with any animal, no matter the intelligence.
- Arcana – The ability to learn and study the art of Aura Magic and apply it to real life situations. The higher this proficiency, the higher the chance the rider is able to learn a spell (10% more likely with every two points), dodge or counter a spell (5% more likely with every two points), and grow an immunity to a spell (10% more likely with every point). Dice checks will be percentile, meaning two d10, involving things such as the rider learning new Aura Magic outside of their unique abilities and how often their unique abilities grow stronger.
- Athletics – The ability to run faster, climb higher, and swim deeper. The higher this proficiency, the faster/higher/deeper the rider can go in one sitting. If the rider has this proficiency, they must also have the Stamina proficiency. This can also play into bonuses to attack and defend and how well the rider does in a battle. Dice checks will include Strength, Dexterity, and Constitution as well as attack and damage adjustments, and the primary check will be Strength.
- Aura Stamina – The ability to use any and all magic for longer periods of time. The higher the proficiency, the longer the rider is able to hold a spell without becoming tired. This is for any kind of magic, including unique abilities and calling upon Elements. The larger and more complicated the spell, the less time it can be held, while smaller and simpler spells can last longer. Dice checks will include Constitution and Intelligence.
- Close Combat – The ability to use any specific weapon (weapon classification required in Strengths & Weaknesses table) in close-ranged combat. This means anything within the reach of a medium to short ranged weapon, from halberds to whips to swords and hammers. The higher this proficiency, the higher an attack modifier and damage booster. The rider is also more likely to learn a new skill or maneuver with this particular weapon (10% more likely every two points). Dice checks will always be during attack, the primary check being the THAC0, but Strength checks can also be used for the possibility of extra damage.
- Deception – The ability to easily lie to someone. Plain and simple, this ability allows for riders to keep special and important secrets, be they personal or applying to the whereabouts of their comrades or other important, possibly classified information. The higher this proficiency, the more likely and more creatively the rider can get away with lying to someone, be they a stranger or a friend. This can mean the rider is able to maintain a perfectly normal facial expression while lying to someone’s face. Dice checks will include Intelligence, Wisdom, and Charisma, the primary being Charisma.
- Hand to Hand – The unique styles of combat without the use of weaponry. This proficiency gives bonuses towards any style of hand to hand, including forms of martial arts or the simple ability to keep an enemy from wrestling the weapon from one’s grasp. Riders with this proficiency are anywhere from adept to experts in the art of combat without weapons, able to find pressure points or even knock an enemy out with nothing more than their fists. Dice checks will include Strength and Dexterity, equal in both parts, and will require called shots with well-explained maneuvers.
- Healing – The ability to use any form of magic, be it unique or simple spells, to heal minor to major wounds on any creature, from human to dragon. The higher this proficiency, the better the rider is able to heal. Higher numbers allow for larger wounds to be healed, while negatives have a possibility in making the injuries worse. Dice checks will include Wisdom and Intelligence, primarily Intelligence, as well as percentiles when the healing has succeeded.
- History – The ability to absorb information on the history of Kabola, including, but not limited to the Kalidyrre, dragons, and human kind. This proficiency can also allow the rider to learn about the history of other races, how they came to be and why they are there. This, teamed with the Persuasion proficiency, can give a boost in persuading possible allies to join the force against the bad guys. Dice checks include Intelligence and Wisdom as well as percentile for how much information is gathered.
- Intimidation – The air around a rider with this proficiency casts a wave of fear or awe, depending on the situation or environment. The higher this proficiency, the more easily the rider can get others to do what they want and the more likely enemies will run away in fear. Dice checks will include Charisma and percentile depending on the situation. Charisma will always be used when attempting to get another person or creature to do what is wanted.
- Investigation – The ability to observe and survey the area and ask questions in order to solve a puzzle or mystery. The higher this proficiency, the more likely the rider will be able to get answers out of what is asked or observed. If this proficiency is chosen, Perception would add extra bonuses on top. Dice checks will include Intelligence, Wisdom, and Charisma, the primary being Intelligence. Percentile might also be played on depending on the situation.
- Leadership – The ability to properly lead and encourage a group of comrades and friends into any situation. This proficiency covers many situations, including battle and politics as well as the occasional social situation, such as breaking up a fight. The leader calls all to attention at his or her mere presence, and the higher the proficiency, the more likely others are going to follow him or her. The player must also be able to write out proper leadership techniques in order to be effective. Dice checks will include Charisma, Strength, Intelligence, and Wisdom, the primaries being Wisdom and Charisma. Percentiles may also be rolled depending on the situation.
- Medicine – The ability to use basic First Aid remedies and bandages, make potions, and determine what might help a specific ailment. The higher the proficiency, the more knowledge the rider has in the use of medicinal properties and applications. While this is not used for major healing or magical healing, it is a good remedy for quick bandaging before being taken to a proper healer and the perfect use for illnesses. Dice checks will primarily be Intelligence as well as percentiles for how well the ailment was covered.
- Nature – The knowledge and understanding of plant and wildlife. This proficiency allows for better growing of plants and the knowledge of wild herbs to be used in medicine. The higher the proficiency, the better the rider is able to distinguish healing plants from poisonous ones and the better the outcome of raising plants will be. Dice checks are primarily Intelligence, but can also be Wisdom.
- Perception – The ability to realize or notice something ahead of time. Observation skills. This can be either mental or physical, but never both. You will be required to specify which one you have chosen. Mental Perception gives the rider the ability to sense upcoming minds or entities using his or her own mind. The higher the perception skill, the farther out the rider can search. Physical Perception is noticing, seeing, hearing, or smelling something in the area. While Mental Perception leans towards living beings and objects containing some sort of magic, Physical Perception can be anything, from something as small as a piece of paper to something as big as a corpse or something along those lines. Mental Perception goes much, much farther than Physical Perception, which must be within the line of sight or hearing in order to work. Dice checks will include Intelligence and Wisdom as well as some percentile based on how much they hear/see/smell/sense.
- Persuasion – Like Deception, Persuasion involves Charisma, Intelligence, and Wisdom. It is the ability to make a good argument and show people the other side of things. It can be used to change another person’s opinion, get them on your side, buy something (must have Trading Proficiency), or try out something new. Persuasion can make a very good side proficiency to Leadership or even Deception. Also, in order for this proficiency to work in the first place, the rider must make a good argument. For example, one cannot simply say that pigs can fly. One must explain how pigs fly and why.
- Ranged Combat – See Close Combat for description. This proficiency is for ranged weapons, including crossbows, all bows, spears (thrown), knives (thrown), and other such weapons. Dice checks include Dexterity as well as rolls to attack and THAC0. Weapon of choice must be explained in Strengths & Weaknesses table. The Sleight of Hand proficiency can improve upon this ability.
- Shield – The ability to effectively use a shield in both defense and offense. The higher this proficiency, the lower the rider’s Armor Class (you want it as low as possible) and the more damage can be inflicted. Shield of choice must be listed in Strengths & Weaknesses table. Also note that the larger the shield, the slower the character. For example, a warrior with a kite shield will have a -2 to movement speed, while one with a round shield may only have a -1. These kinds of negatives will only be removed during an attack roll. Dice checks will include Strength, attack, damage, and defense.
- Sleight of Hand – The ability to move quickly to grab something. This can be used for pickpocketing, thieving, and grabbing ammunition (Ranged Combat proficiency required) such as arrows or throwing knives. The higher the proficiency, the faster the hands move and the less detectable the movement becomes. Dice checks include Dexterity and Intelligence, primarily Dexterity.
- Stamina – The ability to run/climb/fly/swim/fight for longer periods of time. The higher this proficiency, the longer the rider is able to do any (choose three out of the five) of these skills. List the chosen skills in the Strengths & Weaknesses table. The rider is less likely to faint in battle when taking significant damage (percentile roll will be required if such happens) and less likely to falter when performing the feats chosen. Dice checks include Strength, Constitution, and percentile, depending on the situation.
- Stealth – The ability to sneak in the shadows undetected. The higher this proficiency, the less likely the rider will be detected by others unless the Perception proficiencies are used against them. However, the rider can also practice a mental stealth to make them a shadow not only to the physical world, but also the mental. This proficiency fits in quite well with the Sleight of Hand proficiency, allowing for a boost when using both proficiencies. Dice checks will include Dexterity and percentile based on the situation.
- Survival – The ability to survive with little to nothing. The higher this proficiency, the more likely the rider is able to survive and hunt, gather, stay safe from predators, etc. This can include building fires, fetching water, and keeping a steady body temperature. This proficiency works well with the Nature and Medicine proficiencies to allow the rider to survive with injuries sustained for whatever reason. It can also be used for reaction time when involved in random encounters alone. This proficiency is boosted when the rider is alone (meaning the rider and dragon or just the rider). The Stamina proficiency is needed to survive for longer than one week alone. Dice checks include Intelligence, Strength, Dexterity, and Constitution and may also involve some percentile based on the situation.
- Trading – The ability to haggle and trade effectively with others, be they friend, foe, or stranger. The higher the proficiency, the more the rider will get out of the trade. Trades can include knowledge, goods, currency, and services. This proficiency can also be used with Persuasion to help gain allies in the upcoming war. Persuasion adds a boost to this proficiency. Dice checks include Charisma, Intelligence, and Wisdom as well as percentiles.
- Valor – The courage of a rider’s heart when facing great enemies or fears. The higher this proficiency, the more likely the rider is able to successfully accomplish great feats of heroism, particularly when facing bosses of any sort. When paired with the Leadership proficiency, the rider is able to grant morale to his or her comrades and gain a boost when leading a charge towards a boss or great source of fear. Dice checks include Charisma and Strength as well as percentiles based on the situation.
- Zeal – The enthusiasm and morale within the heart of a rider. The higher this proficiency, the harder it is for this rider to feel down about something. The rider is more likely to do something, be it a chore, battle, or seemingly impossible feat. The rider is also able to instill morale into the hearts of his or her comrades and even help keep their spirits high in a time of strife. Riders with this proficiency oftentimes have high Charisma and create relationships faster. Dice checks will be primarily Charisma, but percentiles will be given depending on the situation.
You will choose five proficiencies to grant bonus points towards. They will count down from five. One will have five, one four, one three, and so on. You cannot go above five at this point, as it is the start of the RP. However, to my discretion and according to what you have your character focus and practice on, you can get up to a +10 in any proficiency, even those you did not initially choose.
For example:
Theolyn's Pluses:
Healing: +5
Animal Handling: +4
Nature: +3
Stamina: +2 (Run, Fly, & Fight)
Intimidation: +1
But if I have him focus on Arcana (studying his magic), he can slowly gain bonuses towards this. +10 is the maximum and a near guarantee to pass a dice check.
Once that is complete, you will choose five proficiencies to grant negatives towards. Like the bonuses, they will count, but in the negatives. From -5 to -4 to -3, and so on. Unlike the bonuses, you may pool these negatives together and divide them among more or fewer proficiencies with a maximum of -10 and a minimum of -1 to any one. You are also allowed to add more points if that is what you desire, but that is not necessary.
Theolyn's Negatives:
Valor: -5
Acrobatics: -5
Stealth: -4
Sleight of Hand: -3
Deception: -2
You CAN raise these numbers, but they will rise at a much slower rate than Proficiencies without negatives.
Proficiencies Usage
Proficiencies can be used in any given situation depending on the desire of the player or the need of the GM. They will play heavier rolls in GM Encounters, whether they be opportunities or battles or anything else we can think of. In order to add numbers to proficiencies after the original set is placed, the rider must actively practice, be it in collaboration with another player, a training session, or even solo. It must be written out and played to be granted any experience to the rider. This mean that time skips will be perfect for you all to use for gaining bonuses in proficiencies. Also note that, after we've gotten the hang of it with our characters, we'll be filling something out for the dragons as well, and some of their proficiencies will coincide with their riders.
Below is an example of a proficiency use:
[fieldbox=GM ENCOUNTER - Wolf in the Woods, red, solid]
A Wolf in the Woods
AC: 9 INT: 3 HP: 5
ROUND ONE
As the group came into the forest just outside of the clearing, movement stirred among the trees and vines, howls echoing from all over. Their songs were haunting and beautiful, calling out to each other like lonely souls. But it was quite obvious that these creatures weren't calling for mates. They were calling for battle. After a moment of howling, all went silent, and the forest stopped moving. Tension filled the air as everyone waited for something to happen.
Finally, a lone wolf stepped forward, directly centered before the group, his eyes gleaming a fired amber color, his fur a ghostly white. He was easily the size of the few-month-old baby dragons, twice the size of a large dog. His ears were forward, his teeth bared, and he stood as tall as he could, ready for any kind of reaction.
[/fieldbox]Finally, a lone wolf stepped forward, directly centered before the group, his eyes gleaming a fired amber color, his fur a ghostly white. He was easily the size of the few-month-old baby dragons, twice the size of a large dog. His ears were forward, his teeth bared, and he stood as tall as he could, ready for any kind of reaction.
[fieldbox=Theolyn to GM, green, dashed]
At the sounds of the wolves' lonely howls, Theolyn made a shushing noise towards the group. "Everyone, stay still, and keep close together. They're less likely to hunt us then." He stepped forward slowly then, looking over at Aki with firm, gentle eyes before surveying the area. Just as the alpha stepped from the shadows, he stood straight up, showing the full height of his massive body. He showed that he was alpha, the tallest, meanest one there. His body language screamed his intent, his eyes averting to the feet of the beast before him. This said that he wanted no trouble, but if the pack were to attack, he would fight back.[/fieldbox]
So, Theolyn did two actions in this post: telling the group to keep close together and speaking to the wolf. So, that means the player (me in this instance) would possibly have to roll twice: one for Intelligence using his Nature proficiency (could also say a roll for Leadership, meaning Charisma, depending on the preference), and one for Charisma using his Animal Handling proficiency.
If he were to win both rolls, the group would likely follow his order, and the wolf would depart.
If he wins the second roll but not the first, the group may not tighten up, but the wolf would still back down.
If he were to win the first roll, but not the second, the wolf pack would attack, but the group would have an advantage due to being so close to each other.
Finally, if he were to lose both rolls, the pack would attack, and the group would be at a disadvantage because of how spread out they are.
WHAT'S IN THE BOXES?!
1. NAMES – On the left is the dragon’s name, the font of which will somewhat fit the personality of the dragon based on the description in the character sheets already put up. In the middle is the level of the rider, which will rise as we do events. All levels of the main characters will remain relatively the same, only rising higher than characters whose players aren’t putting forth as much effort. On the right in the bold box is the rider’s FULL NAME. Middle isn’t required, but first and last are.
2. SYMBOL – Choose one offline, have a friend make it, or make it yourself! Find an image that fits your dragon/rider (or, in the case of Theo’s sheet, just the dragon), preferably in black and white and easy to transfer, and put it up for me to save. It MUST be at least 700x700 px large, which I know is a bit big…but alas, I can’t resize tiny images and make them look good. I’m just…not that good at graphic art.
3. ATTRIBUTES – You get 80 points to use here. Assign them among the six attributes based on the strengths YOU think your character has. THIS DOES NOT HAVE TO BE 100% according to your characters. I mean, seriously…does anyone here think Theolyn REALLY has that low of Charisma? It’s just for opportunity checks. Not that big of a deal! I will count points, though…so keep it within that pool. ALSO, if you give your character a Strength of 18 (REMEMBER, don’t go above 18 on ANYTHING unless given permission), roll a 90-sided dice here in the OOC. If you roll a 90, I’ll give you a double 0, which is GOOD. Anything below, I’ll assign strengths accordingly.
4. PROFICIENCIES – Here’s where that long and somewhat complicated list comes into play. Read up on what I’ve given, ask questions, and choose ten. FIVE GOOD, FIVE BAD. Here is a reminder of how I want the points assigned:
5. HEALTH POINTS (HP) – You have two choices here…either your character starts out with 30 HP, OR your roll here on Iwaku (as I had done earlier in the OOC) for a possible 50 HP (roll a 50-sided dice), and WHATEVER NUMBER YOU GET, YOU STICK WITH. If I don’t see it, you don’t get credit. So be sure I see it.Mowkie said:You will choose five proficiencies to grant bonus points towards. They will count down from five. One will have five, one four, one three, and so on. You cannot go above five at this point, as it is the start of the RP. However, to my discretion and according to what you have your character focus and practice on, you can get up to a +10 in any proficiency, even those you did not initially choose.
For example:
Theolyn has the following Proficiencies:
Healing: +5
Animal Handling: +4
Nature: +3
Stamina: +2
Intimidation: +1
But if I have him focus on Arcana (studying his magic), he can slowly gain bonuses towards this. +10 is the maximum and a near guarantee to pass a dice check.
Once that is complete, you will choose five proficiencies to grant negatives towards. Like the bonuses, they will count, but in the negatives. From -5 to -4 to -3, and so on. Unlike the bonuses, you may pool these negatives together and divide them among more or fewer proficiencies with a maximum of -10 and a minimum of -1 to any one. You are also allowed to add more points if that is what you desire, but that is not necessary.
Theolyn's Negatives:
Valor: -5
Acrobatics: -5
Stealth: -4
Sleight of Hand: -3
Deception: -2
EDIT: You CAN raise these numbers, but they will rise at a much slower rate than proficiencies without negatives.
6. THAC0 & ATTRIBUTE TABLE – All of this will be assigned by me. Your THAC0 is based on your level and start at a base of 20, but it will later be modified by your strengths (including weapons) to become lower. With THAC0, you’ll roll a 20-sider to attack an enemy, and based on their AC, you must roll above the number displayed here. For example, Theolyn’s is the basic list, and he attacks the wolf earlier described, who has an AC of 9. If I roll an 11 or higher, he hits. If I roll below an 11, he misses. IF I ROLL A ONE, HE HURTS HIMSELF. This will further be explained in the Battle System. Your Attribute Table is all assigned by me, based on the numbers your have given me for your Attributes. These will come in handy in simple situations, such as opening barred doors, gaining renown, learning spells, etc.
7. SAVING THROWS – Like 6, these are assigned by me. I have my own, rather simple system of halving your Attributes for each Saving Throw. And like 6, these will be used in things like what is said. For example, Theo’s Poison Save is an 8, and he’s been attacked with poison darts. Before I know how much damage he takes, I try to roll under that 8. If I roll above it, he takes poison damage and is poisoned for a certain number of rounds. If below, he isn’t poisoned. ^^ The ST are determined based on the following attributes:
- Paralyze/Poison – Constitution
- Magical Items – Intelligence
- Petrify/Polymorph – Strength
- Breath Weapon – Dexterity
- Spells/Basic Magic – Wisdom
Form to Fill Out
DRAGON NAME
Desired Font (only if you have a preference - Provide a Link so I can download it)
RIDER NAME
Desired Font (preference only - LINK PLEASE :3)
SYMBOL (Image or Link - MUST BE AT LEAST 700x700)
ATTRIBUTES (80 Points)
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
PROFICIENCIES (Choose 5 Good, and 5 Bad (unless assigning more points to fewer))
HP (Either Put here the number your roll here in the OOC or just 30)
DRAGON NAME: Nyteria
Desired Font: Palace Script MT (Provide a Link if Possible)
RIDER NAME: Theolyn Bevirus Khumar
Desired Font: Marathon (Provide a Link if Possible)
SYMBOL - (I already saved the image, so I'm going to trust that you guys know what this means)
ATTRIBUTES
Strength: 18 (73)
Dexterity: 8
Constitution: 16
Intelligence: 12
Wisdom: 14
Charisma: 10
PROFICIENCIES
Healing: +5
Animal Handling: +4
Nature: +3
Stamina: +2
Intimidation: +1
Valor: -5
Acrobatics: -5
Stealth: -4
Sleight of Hand: -3
Deception: -2
Desired Font: Palace Script MT (Provide a Link if Possible)
RIDER NAME: Theolyn Bevirus Khumar
Desired Font: Marathon (Provide a Link if Possible)
SYMBOL - (I already saved the image, so I'm going to trust that you guys know what this means)
ATTRIBUTES
Strength: 18 (73)
Dexterity: 8
Constitution: 16
Intelligence: 12
Wisdom: 14
Charisma: 10
PROFICIENCIES
Healing: +5
Animal Handling: +4
Nature: +3
Stamina: +2
Intimidation: +1
Valor: -5
Acrobatics: -5
Stealth: -4
Sleight of Hand: -3
Deception: -2
DRAGON NAME:
Desired Font:
RIDER NAME:
Desired Font:
SYMBOL:
ATTRIBUTES
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
PROFICIENCIES
Desired Font:
RIDER NAME:
Desired Font:
SYMBOL:
ATTRIBUTES
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
PROFICIENCIES
Strengths & Weaknesses
1. Strengths and Weaknesses - Since there really isn’t a sure-fire way to do this, I’m going to give you guys a bit of free reign on this. Try to somewhat stick to your Proficiencies, but mix it up a bit…make your char more interesting. Be creative. But I have to approve it before it goes on the actual sheet…so keep in mind that I’ll probably ask for a few changes to be made…it’s no biggie. Go through your list of Strengths and Weaknesses on your actual char sheet and list them one by one…if you want to add any more, now is the time to do so. For Theolyn, I didn’t. I just kept to the script. Also, this is for your magical abilities.
The strengths and weaknesses are individual traits, not something I've written up for you. Go into your character sheet (the one you built for your character when you started), open your strengths and weaknesses tabs, and go through them one-by-one. You'll give pluses and minuses to your character's Proficiencies depending on the strength or weakness. This is at YOUR discretion, and I will either accept it or work with you on it.
THIS IS JUST FOR POINTS ON YOUR ROLLS, NOT WHAT THE SKILL DOES!!!!
That just means that something like, for example, Leatrix’s Sand Shield, she may get a +3 to the Shield proficiency when it’s being used. It doesn’t actually explain WHAT the Sand Shield does.
2. ELEMENTS – That’s right…Elements. Based on your dragon, your character, and their personalities, a specific Element, each with its down strengths and weaknesses, will be assigned to your character at my discretion. More information to be provided in the Elements tab.
That's right! Elements. As I've said before, each of you get one. Whether it's because of your character's bond with their dragon or their personality or what they do in life, for some reason, an Element has chosen each character and dragon. Below, you will find an explanation of each Element that has been assigned (I'm not explaining those that have not been assigned because I don't want you guys asking for Elements that are too powerful for this RP). Because of the amount of characters (and the fact that I didn't want doubles), I've decided to create THREE circles instead of two. One character (possibly two if you guys decide to add the Moonstone Dragon) will get to introduce this new circle. After the explanations, you can see what Element you got. You may ask for a different one or offer to trade, but like I said...no doubles. So get ready to make some deals. ^^ Hopefully, though, you'll like what I've given you.
Tardas - The Circle of Bases
Earth (Ihnora) - This is one of the four very basic Elements. But keep in mind that it is the bases that are the backbone to everything else. They are not to be underestimated! Earth is the strongest, wielder of dirt, sands, and stones. Those blessed with this Element can create walls, stepping stones, shields, and much, much more. They can make the soil more or less fertile, and if strong enough, can even ask great trees to do their bidding. This Element is very mellow and stable, a good support when you need it.
Air (Thuus) - The second of the four bases, Air controls the winds that fly beneath their dragon's wings. They may find themselves caressed by a light breeze or awaken to find themselves floating above their beds. Wind is a whimsical Element, happy and free. It is harder to tame than Earth and has a lighter spirit, but its friendship is an unbreakable bond.
Fire (Xhaken) - The third and most volatile of the four bases, Fire is a life force that brings warmth and light to the world. It can burn away fears and corruption, bring back the light of memories, and chase away the cold of the night. By contrast, it can take away life, harm the world, cause devastation. It can cause death as much as it brings about life. It takes stability to maintain a bond with Fire. Unfortunately, this Element seems to enjoy choosing the most volatile of creatures.
Water (Kxara) - The cool and the cold, Water washes away what Fire burns. It soothes and relaxes, freezes and sears. This Element shifts much like Air, and though it is not as whimsical, it changes its shape to fit its environment. It is mysterious and beautiful, but it can be harsh and terrifying if the one chosen by it is not careful.
Spirit (Ynxir) - Spirit is the Element that carries the souls of all living things to their physical forms, pulls them into the Next World, and keeps them lifted during times of great duress. Spirit is the most free of all Elements, the hardest of the first Circle to control. But its bonds are the strongest.
Tedra - The Circle of Life
Life (Ihkari) - Life is the breath that animates the shell containing a soul. It allows the body movement and functionality. But it is so much more than that. Life is what grows the trees and all plants that graces the surface of Partheus. It is the child of the god's Life Force, creating a cycle the flows up from the ground into the shells of all living creatures and then back down. Life is the gift that ends with Death. It is the gift that all creatures must, sooner or later, give back. This Element is easily hurt, requiring a tenderness few possess. It is a demanding Element, but it is also very giving.
Death (Ihnthar) - Death is there when Life is breathed from the shell that contains the Soul. It is there when Spirit takes the Soul back to the Next World. It is there when the body decays and becomes new Life. Though associated with evil, it is not an evil Element. In fact, it is a peaceful, serene Element. Very misunderstood.
Light (Uhdyr) - Light comes from many things. The suns, the moons, the stars...it is what lets the world be seen in all its glory. It glitters from the scales of dragons and helps many see what they could not see before. It is a lighthearted and warm Element, easy to "talk" to and befriend. But sometimes, it is hard to see through all the Darkness.
Darkness (Dhanor) - The overbearing Element of Darkness is a heavy burden to bear sometimes. But like Earth, it is a strong backbone that will always be there, lurking, but not always upfront. It is the creator of many things in the shadows, and there are a great deal that have grown accustomed to its thick cloud. It is deceitful and sly, and it loves to play tricks. But it is, like all Elements, a strong friend.
Chaos (Inortia) - The first Child of Chaos, the Goddess who became Kallydrana, this Element is completely uncontrollable. At least, that is what is believed.
Below is the MOST RECENT list of characters that have been assigned a specific Element. If you wish to dispute what you have been given, please PM me as well as the player you wish to trade with.
Earth - Eolo
Air - POSSIBLE MOONSTONE
Fire - Skolas
Water - Cora
Spirit - Aiyana
Life - Theolyn
Death - Boo
Light - Shirin
Darkness - Khajju
UNASSIGNED/UNCONTROLLABLE
Chaos
Tardas - The Circle of Bases
Earth (Ihnora) - This is one of the four very basic Elements. But keep in mind that it is the bases that are the backbone to everything else. They are not to be underestimated! Earth is the strongest, wielder of dirt, sands, and stones. Those blessed with this Element can create walls, stepping stones, shields, and much, much more. They can make the soil more or less fertile, and if strong enough, can even ask great trees to do their bidding. This Element is very mellow and stable, a good support when you need it.
Air (Thuus) - The second of the four bases, Air controls the winds that fly beneath their dragon's wings. They may find themselves caressed by a light breeze or awaken to find themselves floating above their beds. Wind is a whimsical Element, happy and free. It is harder to tame than Earth and has a lighter spirit, but its friendship is an unbreakable bond.
Fire (Xhaken) - The third and most volatile of the four bases, Fire is a life force that brings warmth and light to the world. It can burn away fears and corruption, bring back the light of memories, and chase away the cold of the night. By contrast, it can take away life, harm the world, cause devastation. It can cause death as much as it brings about life. It takes stability to maintain a bond with Fire. Unfortunately, this Element seems to enjoy choosing the most volatile of creatures.
Water (Kxara) - The cool and the cold, Water washes away what Fire burns. It soothes and relaxes, freezes and sears. This Element shifts much like Air, and though it is not as whimsical, it changes its shape to fit its environment. It is mysterious and beautiful, but it can be harsh and terrifying if the one chosen by it is not careful.
Spirit (Ynxir) - Spirit is the Element that carries the souls of all living things to their physical forms, pulls them into the Next World, and keeps them lifted during times of great duress. Spirit is the most free of all Elements, the hardest of the first Circle to control. But its bonds are the strongest.
Tedra - The Circle of Life
Life (Ihkari) - Life is the breath that animates the shell containing a soul. It allows the body movement and functionality. But it is so much more than that. Life is what grows the trees and all plants that graces the surface of Partheus. It is the child of the god's Life Force, creating a cycle the flows up from the ground into the shells of all living creatures and then back down. Life is the gift that ends with Death. It is the gift that all creatures must, sooner or later, give back. This Element is easily hurt, requiring a tenderness few possess. It is a demanding Element, but it is also very giving.
Death (Ihnthar) - Death is there when Life is breathed from the shell that contains the Soul. It is there when Spirit takes the Soul back to the Next World. It is there when the body decays and becomes new Life. Though associated with evil, it is not an evil Element. In fact, it is a peaceful, serene Element. Very misunderstood.
Light (Uhdyr) - Light comes from many things. The suns, the moons, the stars...it is what lets the world be seen in all its glory. It glitters from the scales of dragons and helps many see what they could not see before. It is a lighthearted and warm Element, easy to "talk" to and befriend. But sometimes, it is hard to see through all the Darkness.
Darkness (Dhanor) - The overbearing Element of Darkness is a heavy burden to bear sometimes. But like Earth, it is a strong backbone that will always be there, lurking, but not always upfront. It is the creator of many things in the shadows, and there are a great deal that have grown accustomed to its thick cloud. It is deceitful and sly, and it loves to play tricks. But it is, like all Elements, a strong friend.
Chaos (Inortia) - The first Child of Chaos, the Goddess who became Kallydrana, this Element is completely uncontrollable. At least, that is what is believed.
Below is the MOST RECENT list of characters that have been assigned a specific Element. If you wish to dispute what you have been given, please PM me as well as the player you wish to trade with.
Earth - Eolo
Air - POSSIBLE MOONSTONE
Fire - Skolas
Water - Cora
Spirit - Aiyana
Life - Theolyn
Death - Boo
Light - Shirin
Darkness - Khajju
UNASSIGNED/UNCONTROLLABLE
Chaos
Battle Systems – An In-Depth Guide on MoI Encounters
Attacking
Rounds
Battle Proficiencies
Close Combat | Ranged Combat | Hand to Hand
Healing Allies
Medicine
Dice Checks
Attributes
Attacking
Rounds
- A single round in a battle scenario lasts for one turn for each character. This simply means that every play can post a SINGLE TIME in a single round. All other actions do not count until the second round.
- Each character is allowed ONE TURN per round. A turn is a post the player makes responding to the GM Encounter, and it should say in the header something along these lines: “[Character’s Name] to GM – [GM Encounter Title]” For example: “Theolyn to GM – A Wolf in the Woods.”
- Each character is allowed a MAXIMUM of 3 Actions per turn/round, and only one action can be a major action. This simply means an attack or defend. The two minor actions can be persuasion, running towards the target, or something else along those lines. THE DRAGON IS A SEPARATE CHARACTER, which means the rider can have up to three, and so can the dragon.
- This roll will be the first in any GM Encounter - at the discretion of the GM and certainly not for EVERY Encounter - be it for a possible battle or for who is the fastest in reacting to their surroundings. Each player will roll one ten-sided dice. The highest number is the character who says or does something first, determining how events will play out. If there are two tied for a place, they will reroll until their numbers are different, and then the one with the highest will take the next action, the lower taking the action right after that.
- EXAMPLE: Skolas rolls a 10, and Theolyn and Leatrix both roll 8’s. Skolas will go first, and Theolyn and Leatrix will be re-rolled. Theolyn gets a 4, while Leatrix gets a 7. This means Leatrix’s actions will happen right after Skolas’s, and Theolyn’s actions will happen right after Leatrix’s. Then, whoever rolled the next lowest number on the original list goes.
- THIS IS ONLY DONE IN GM ENCOUNTERS!!! There is no posting order! The "Roll for Initiative" will be placed in the Encounter posts that require them.
- Modifiers will include Perception (mental or physical, depending on the situation) and Investigation. Dependent upon the situation given, these modifiers will either raise or lower your character’s initiative. For example, say Khajju had been searching a mysterious room and realized that there was some sort of timer. His +2 to Investigation would add 2 to his initiative roll, giving him an advantage to reaction time.
- This roll will be the roll after initiative if a battle starts, and it involves one 20-sided dice posted on the same post in the IC. If the player decides their character is going to attack, they will choose what attack they will use (close, ranged, h-h, or magic), which may or may not modify their THAC0. Refer to individual character sheets for possible THAC0’s. If the dice roll is that number or higher, the attack hits. If below that number, it misses.
- Enemy THAC0 will modify this number – refer to the chart provided in the character sheet and match up the numbers. For example: Theolyn attacks the wolf in previous example. The wolf has an AC of 9, and Theolyn’s basic THAC0 is 20. If you subtract 9 from 20, you get 11, meaning he must roll an 11 or higher (including modifiers) to hit the wolf. Negative ACs get ADDED, meaning a -2 AC will take Theolyn’s THAC0 to a 22, which is an impossible roll.
- Rolling a 1 causes damage to the character making the attack.
- Rolling a 2 causes damage to a character around the character making the attack.
- Proficiencies, Strengths, and Weaknesses will modify your THAC0. For example, Skolas’s +2 to Close Combat will take two away from his THAC0 when using a close-ranged weapon. This means instead of having to hit, for example, a 17, he has to roll a 15 or higher, making his chances rise.
- Depending on the weapon or spell the character uses, they will choose either a 12-, 8-, 6-, or 4-sided dice for each landing hit. Below is a basic list of how many sides each attack will need.
- 12 – Great Swords, Battle Axes, Hammers – slow-moving, heavy-hitting, close-combat items
- 8 – Swords and smaller, faster close-combat weapons (Medium-ranged as well)
- 6 – Arrows and large projectile spells
- 4 – Throwing knives, smaller projectile spells, and hand-to-hand.
- These are important particularly when hitting traps or being attacked with poison or magic or something along those lines. These won't necessarily involve GM Encounters, but usually do. For example, say the group is fighting a Dusthuro (Black) Dragon, and it uses its acid breath weapon on them...those it aimed at would have to roll a Saving Throw against Breath Weapons.
- For Saving Throws, instead of rolling above the number on the character sheet, we roll a 20-sider and must roll BELOW the provided number. For example, Theolyn's Saving Throw for Breath Weapon is a 4, and I roll a 3 - he passes, and he doesn't take acid damage. If I roll a 5 or higher, he takes acid damage. Pretty cut and dry. See the Character Sheet Breakdown for how Saving Throws are processed.
Battle Proficiencies
Close Combat | Ranged Combat | Hand to Hand
- Each of these proficiencies will add or take away (depending on whether or not it's a + or -) from both the character's attack roll and damage roll. For damage, every two points gives one point extra (or less) damage if the attack lands. Example: Skolas has the +2 close combat, so while he's using his prefered combat method, he takes two away from the number he must hit to land the attack (base roll of 17 becomes a 15), and he gets an extra point of damage.
- With the Shield Proficiency, the character's AC rises with the use of the shield. For every two points added to the Shield, one AC will be granted to the character when using a shield. If magical, this only happens when the magic is being used. For example, Leatrix can have a +2 to her Shield Proficiency when using her Sand Shield, and her basic AC could be a 5...so she would now have an AC of 4, which makes her harder to hit.
- The basic rider can last for TEN ROUNDS before they begin to take minuses to combat rolls, etc. Those with bonuses in Stamina (for fighting, mostly) will be able to fight more rounds (one round per Stamina point). Those with minuses in Stamina lose rounds per point.
- Against large foes that have high Intimidation factors (will be marked in the necessary information beneath the GM Encounter image), Valor will nullify possible minuses to attack and even lower the possibility of that character running away. For example, with a monster that has a 10 Intimidation (10 % per point), Shirin's +2 Valor would give her a 20% chance of staying, meaning if she rolled an 85%, she would stay and attack the target. Meanwhile, Theolyn would be long gone. XD
- Against large groups of enemies, the zeal of a character can raise the moral of those around them, adding bonuses to anyone within 5 feet to every point added, including bonuses to attack, damage, and defense. This can also play into magical characters, and their zeal may even play into other Encounters, such as Persuasion and renown encounters.
Healing Allies
Medicine
- Medicine rolls determine how successful applying First Aid is. First, the character must roll an Intelligence check (with whatever bonuses the character has to the Medicine Proficiency), and if passed, the character does what the player explains. The player must explain exactly what their character is doing (if knowledge is limited, your best bet is Google it - I'm not taking away points if you get something wrong...that's just silly), and then roll two ten siders (explained in Percentile) to see how well the wounds were bandaged. This means when applying a tourniquet, the player must explain how their character does it, and then the percentile shows how well the bleeding stopped. Based on the Percentile and the situation, this can possibly grant a certain amount of HP - to the discretion of the GM.
- Healing will require either an Intelligence or Wisdom check depending on the situation (player will be informed by the GM of which they must roll), and if passed, the actions the player explained (as great of detail as possible) will happen to the character, and then Percentile can be rolled to how well the healing worked. Once percentile is rolled, the player will then roll for however many possible HP the healed character can receive (for 80%, the character can get up to 8 points back).
- NOTE: During Theolyn's "Rebirth" ability, all HP is returned to the revived character, but Theolyn will lose up to half his HP.
Dice Checks
Attributes
- Like rolling for Saving Throws, the player will roll for whatever the GM has specified (Strength Check, Dex Check, Const. Check, etc. - may be abbreviated), and the aim is to roll UNDER the number listed beneath that specific Attribute. For example, Theolyn's Constitution is a 16, and I roll a 12, he passed.
- The Attributes Table mostly adds bonuses to specific rolls, which are written over each number (for example, Theolyn's Dmg (Damage) Adj (Adjustment) is a +3, meaning whatever attack he makes (except magic) will give a +3 to his damage). Be sure to give these modifiers when rolling, or they won't be applied.
- Roll two 10-sided dice. The first number is the high number (meaning the first number in a two-digit number - 10's are automatic 0's), and the second number is the low number (meaning the second number in the two-digit number - 10's become 100's if the first roll was a 10).
- Example: First ten-sider rolled an 8, and the second a 10 - my roll is 80%.
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