| | |
| The first thing you need to do in order to roleplay is figure out what kind of character you want. Do you want to play a knight in shining armor, throwing yourself into the fray and vanquishing the denizens of the dark? Or perhaps you want to play an elf, eeking out an existance off the desert hardpan. Whatever you can imagine, you can play it. Just choose the race you want; if it's a race that isn't listed specifically, odds are good you want to choose the Humanoid race. Within the Humanoid race is a chart for different attributes (such as fur, tail, claws, etc.) which will allow you to custom-create the race you would like! You can play any sort of character you would like to in this game, but the races are, for now, divided into seven main categories: |
| |
Dragon Dragons are massive, powerful characters. Their size is also a large weakness; they are easy to hit, and their attacks are slow and predictable. Make sure to check the combat table for bonuses and penalties on this sort of combat. They are also HIGHLY limited in the types of skills they may select. | IQ: 1d14 WP: 1d10 IN: 3d5 ST: 2d10 +20 AG: 1d4 DU: 1d10 +20 SP: 1d10 +5 | 300 | 1d2 | 6 | 3 | Dwarf Dwarves are the immortal magic users in DP, a role traditionally filled by Elves; they live underground, which provides massive amounts of magic for them to use. They harness it in the creation of magic weapons and technology. Dwarven cities and homes seem almost modern, using spells like gravity or the like to create running water systems, etc. | IQ: 1d10 WP: 1d8 IN: 2d5 +5 ST: 1d8 AG: 1d8 DU: 1d8 SP: 1d6 | 80 | 1d5 | 10 | 3 | Elf Elves, which live in the woods mainly, are at constant war with the vampires. They've developed into an almost warrior-like society: lean and quick, adapted to life in the trees and combat in the same. Their lifespan is technically about 100-150 years, a little longer than a human's, but most don't live that long. Life in the Pines is hazardous and abrupt. | IQ: 1d7 +3 WP: 1d10 IN: 1d8 ST: 1d10 AG: 1d10 +2 DU: 1d10 +1 SP: 2d6 | 110 | 1d8 | 11 | 0 | Gremlin Small and agile, only a foot or two in height, the sheer numbers of these pointy stick wielding menaces are enough to frighten the oldest dragon while it still is in possession of it's tail. Not particularly magical the Gremlin Mage will employ simple spells. The real power of the gremlin horde is the Gremlin Pot which is more than a little magical and is always found with the horde. A little known fact is that the destruction of the pot destroys the entire horde spawned by it. Fortunately for gremlins their pots are not easy to destroy. Gremlins are fiendishly clever if not very intelligent. Gremlins also possess the innate ability to understand all languages. While they are only fluent in speaking Gremly, they can manage a few words in almost all tongues. | IQ: 3d2 WP: 1d8 IN: 2d6 ST: 1d4 AG: 2d5 +3 DU: 2d3 SP: 1d6 | 50 | 1d6 | 5 | 1 | Humanoid
| IQ: 1d10 WP: 1d10 IN: 1d10 ST: 1d10 AG: 1d10 DU: 1d10 SP: 1d10 | 100 | 1d10 | 10 | 1 | Vampire Vampire Durability is special: they take NO damage save from the following items/weapons, in which case they take full damage: Holy Water (same as acid), Wood, Sunlight, Silver, Magic. Due to their special bonus, vampires do not get damage (received) modifications, only the Hit Point bonus that a high DU offers. Also note vampire bites do not effect dragons | IQ: 1d8 WP: 1d6 IN: 1d4 ST: 1d10 +7 AG: 1d5 +6 DU: 1d10 SP: 1d10 +5 | 110 | 1d4 | 8 | 0 |
|
|
|
|
| |
|