SecondBreaking
The Dragon Reborn
Characters
The character sheet is below, just copy the code and fill it all out. I'll check your CS when you post it and leave a like if it's accepted. I'm going to make a separate code for a sort of nation character sheet so that the info on the nations can be readily accessed. I'll update the IC with the info on the nations once everything is solidified.
In this game, there are many different character classes to encompass all of the possible different characters.
1st, choose your character class. HP (Hit Points) are determined by your class.
- Fighter (1)
-
At level 1, the Fighter gains these bonuses;
HP: 12 + 1d10 per level
Strength: +1
Dexterity: +1
Constitution: +2
Intelligence: +0
Wisdom: +0
Charisma: +0
Proficiency: +2
- Gladiator (2)
-
HP: 8 + 1d6 per level
Strength:+1
Dexterity:+2
Constitution:+2
Intelligence:+0
Wisdom:+0
Charisma:+0
Proficiency:+1
Skills:+0
- Paladin (3)
-
At level 1, the paladin gains these bonuses:
HP: 12 + 1d10 per level
Strength: +1
Dexterity: +0
Constitution: +1
Intelligence: +0
Wisdom: +2
Charisma: +0
Proficiency: +1
Spells: +1
- Spellsword (4)
-
HP: 8 + 1d6 per level
Strength: +1
Dexterity: +1
Constitution: +1
Intelligence: +1
Wisdom: +0
Charisma: +0
Proficiency: +1
Spells: +2
- Assassin (5)
-
HP: 1d8 + 1d10 per level
Strength: +0
Dexterity: +2
Constitution: +0
Intelligence: +1
Wisdom: +0
Charisma: +1
Proficiency: +1
Skills: +2
- Thief (6)
-
HP: 6 + 1d8 per level
Strength: +0
Dexterity: +3
Constitution: +0
Intelligence: +0
Wisdom: +0
Charisma: +1
Skills: +3
- Cleric (7)
-
HP: 8 + 1d8 per level
Strength: +0
Dexterity: +0
Constitution: +0
Intelligence: +0
Wisdom: +2
Charisma: +4
Skills: +0
Spells: +2
- Druid (8)
-
HP: 6 + 1d8 per level
Strength: +1
Dexterity: +0
Constitution: +0
Intelligence: +1
Wisdom: +1
Charisma: +2
Skills: +0
Spells: +2
- Ranger (9)
-
HP: 6 + 1d10 per level
Strength: +1
Dexterity: +2
Constitution: +0
Intelligence: +0
Wisdom: +1
Charisma: +0
Proficiency: +2
Spells: +1
- Wizard (11)
-
HP: 4 + 1d4 per level
Strength: +0
Dexterity: +0
Constitution: +0
Intelligence: +4
Wisdom: +0
Charisma: +0
Spells: +4
- Journeyman (12)
-
HP: 6 + 1d8 per level
Strength: +0
Dexterity: +1
Constitution: +0
Intelligence: +0
Wisdom: +3
Charisma: +0
Skills: +4
- Gleeman (13)
-
HP: 6 + 1d8
Strength: +0
Dexterity: +0
Constitution: +0
Intelligence: +1
Wisdom: +0
Charisma: +3
Skills: +2
Spells: +2
The code messed up for this guy so here's the 10th class.
10. Sorcerer - People who are born with the magical skills that they can manifest in the form of spells or raw magic. Sorcerers don't have to devote much time to their magic, but they are not as powerful as wizards when it comes to magic. Magic can also be taken away from a sorcerer, as it is a part of them. This is known as "Silencing"
HP: 6 + 1d8 per level
Strength: +1
Dexterity: +1
Constitution: +0
Intelligence: +2
Wisdom: +0
Charisma: +0
Skills: +1
Spells: +3
2nd, choose your character race. Races are provided below, if you are unsure of what races you are allowed to use. Again, if you want to play a race not listed just tell me, i'll probably let you. Depending on what race you choose, you will have certain bonuses (and negatives), so choose wisely!
Human - Humans are versatile, they get +4 skill points
Elf - Elves are elegant, but can be a little weak, they gain +1 Charisma, but suffer -1 Constitution
Dwarf - Dwarves are sturdy but not known for their speed, they gain +1 Constitution, but -1 Dexterity
Orc - Orcs are known for their formidable strength, but not their looks, orcs get +1 Strength, but -1 Charisma
Halfling - Haflings are swift but not very strong, they get +1 Dexterity, but -1 Strength
Gnome - Gnomes are quite clever, but also suffer the weakness of the halfling races, +1 Intelligence, -1 Strength
Tiefling - Tieflings are micheivous, they gain +1 Intelligence and +1 Charisma, but suffer -1 Strength and -1 Constitution
Celestial - Celestials are naturally talented with magic, and gain a spell as their racial bonus
Dragonborn - Sturdy and
Lizardfolk - Strong and swift, the lizardfolk gain in physical attributes but lose in the intellectual ones, +1 Strength, +1 Dexterity, -1 Intelligence, -1 Wisdom
Minotaur - Very strong, but not known for their good judgement, minotaurs gain +2 Strength, but suffer -2 Wisdom
Knoll - Often underestimated, the knoll gains +1 Strength and +1 Constitution, but not intelligent, suffers -2 Intelligence
Goblin - Nothing special about a goblin
Hobgoblin - Stronger than their goblin bretheren, hobgoblins gain in strength and constitution, but suffer in intelligence +1 Strength, +1 Constutition, -2 Intelligence
Were-creature - A normal being that can transform into an alternate form. Depending on the creature that the host turns into, it gains different bonuses. Werewolf(/any dog hybrid) gains +2 Strength, Werecat gains +2 Dexterity, Werebear gains +1 Strength, +1 Constitution. They don't gain any bonuses as a normal creature, and can only turn into their alternate form in certain situations.
3rd, choose what type of weapons your character uses, and what type of equipment they should start out with. Be sure to make things work according to their social class and skillset.
Ex. Don't make an orc character that starts out with aristocratic clothing, unless it's a rich orc.
4th, stats. Each section for stats (str, dex, con) starts out with 8 points. You have 18 points to spend on each of the sections, but a respective stat cannot exceed 16 at level 1. For example, you cannot have 20 intelligence. For modifiers (the numbers next to the stat with parenthesis around them), it's the stat -10 / 2. So if you have 16 strength, 16 - 10 = 6, 6/2 = 3. So the modifier is (+3).
More on Mechanics:
Fighting will be done with a dice system. When performing an attack or casting a spell, you roll a d20 (a dice with 20 faces) and add your bonuses on to the roll. Proficiency bonus is a bonus that you get while fighting with a weapon. Let's say you are trying to strike an opponent with a sword, and you have a proficiency of +2. This means that you'd roll the d20, and add 2 on to that roll.
Skills also can add on to rolls. Let's say that you have a sneak skill, and you have it at +2. This means that on top of the normal roll and bonuses, you would add 2 on to your roll.
Skills
This is the list of skills. Skills usually change modifiers, but some skills give you access to doing things that your character would not have been able to do earlier. Check 'em out if you have the chance or when you need to I guess.
- Appraise (Int)
- Autohypnosis (Wis)
- Balance (Dex)
- Bluff (Cha)
- Climb (Str)
- Concentration (Con)
- Control Shape (Wis)
- Craft (Int)
- Decipher Script (Int)
- Diplomacy (Cha)
- Disable Device (Int)
- Disguise (Cha)
- Escape Artist (Dex)
- Forgery (Int)
- Gather Information (Cha)
- Handle Animal (Cha)
- Heal (Wis)
- Hide (Dex)
- Intimidate (Cha)
- Jump (Str)
- Knowledge (Int)
- Listen (Wis)
- Move Silently (Dex)
- Open Lock (Dex)
- Perform (Cha)
- Psicraft (Int)
- Profession (Wis)
- Ride (Dex)
- Search (Int)
- Sense Motive (Wis)
- Sleight of Hand (Dex)
- Speak Language (none)
- Spellcraft (Int)
- Spot (Wis)
- Survival (Wis)
- Swim (Str)
- Tumble (Dex)
- Use Magic Device (Cha)
- Use Psionic Device (Cha)
- Use Rope (Dex)
I am providing a list of spells below, but it's probably not a complete list so if there are any spells that you think you would like to use or for me to add, just tell me and we can work it out.
Keep in mind that different classes (and in some cases, races) have access to different spells.
I'll add this in when I have the time and motivation :\
Code:
Name:
Title:
Appearance:
[Tabs]
[Tab=Info]
Age:
Race:
Gender:
Nationality:
Height:
Weight:
Eye Color:
Hair Color:
[/Tab]
[Tab=Character]
Level:
Class:
Deity:
Alignment:
Proficiency:
Organization:
Background:
[/Tab]
[Tab=Stats]
Hit Points:
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
AC:
Speed:
[/Tab]
[Tab=Skills]
Physical:
1.
2.
Magical:
1.
2.
[/Tab]
[Tab=Inventory]
Armor:
Clothing:
Weapon and Damage:
Misc Items:
[/Tab]
[/Tabs]
Ok, so this is the nation character sheet, used by people who are making a nation. (Down below)
Code:
[Tabs]
[Tab=Kingdom Location]
Copy and paste the map onto paint. Circle the region you are taking in red. Regions can be big or small, but remember that other people are going to play, so don't be greedy.
Description: Put a brief description of the scenery here.
Capital:
[/Tab]
[Tab=Kingdom Information]
Sigil: Put a picture of the kingdom's sigil here.
Household Motto: Ex. My life for my king.
Lords: Who rules the kingdom?
Ladies: Who are the rulers married to?
Marriage: Do they marry? Do they marry multiple partners?
Nobility: Who are the nobles? What are they like?
Warfare: How do they fight? Do they like fighting?
Races: What races live here? Ex. Human, Elven, Dwarven
Music: (Optional, vid from you-tube or something)
Other: Anything else you want us to know.
[/Tab]
[Tab=Locations & Landmarks]
(Place map of Tyrium, with major cities in the kingdom marked here)
Location 1-
Appearance:
Description:
Location 2-
Appearance:
Description:
Location 3-
Appearance:
Description:
Location 4-
Appearance:
Description:
Location 5-
Appearance:
Description:
[/Tab]
[Tab=Wildlife]
Flora;
Name:
Appearance:
Description:
Value: (Rating of 1-10. This means, how useful is it? Is it used as medicine? Is it used to coat weapons as a sort of poison?)
Activity: (Active or Inactive. Active means it is able to defend itself and attack characters, possibly because it is carnivorous. Inactive means it does not attack or defend itself, most likely photosynthetic.)
Name:
Appearance:
Description:
Value: (Rating of 1-10. This means, how useful is it? Is it used as medicine? Is it used to coat weapons as a sort of poison?)
Activity: (Active or Inactive. Active means it is able to defend itself and attack characters, possibly because it is carnivorous. Inactive means it does not attack or defend itself, most likely photosynthetic.)
Name:
Appearance:
Description:
Value: (Rating of 1-10. This means, how useful is it? Is it used as medicine? Is it used to coat weapons as a sort of poison?)
Activity: (Active or Inactive. Active means it is able to defend itself and attack characters, possibly because it is carnivorous. Inactive means it does not attack or defend itself, most likely photosynthetic.)
Fauna;
Name:
Appearance:
Description:
Danger: (Rating of 1-10. This means, how deadly is this creature? If a character faces it, is there a chance of death, injury, or deformity? Is it completely docile, or savage?)
Health Points:
Damage:
Speed:
AC:
Name:
Appearance:
Description:
Danger: (Rating of 1-10. This means, how deadly is this creature? If a character faces it, is there a chance of death, injury, or deformity? Is it completely docile, or savage?)
Health Points:
Damage:
Speed:
AC:
Name:
Appearance:
Description:
Danger: (Rating of 1-10. This means, how deadly is this creature? If a character faces it, is there a chance of death, injury, or deformity? Is it completely docile, or savage?)
Health Points:
Damage:
Speed:
AC:
Name:
Appearance:
Description:
Danger: (Rating of 1-10. This means, how deadly is this creature? If a character faces it, is there a chance of death, injury, or deformity? Is it completely docile, or savage?)
Health Points:
Damage:
Speed:
AC:
[/Tab]
[Tab=Deity]
Name:
Titles:
Picture:
Description:
Domains:
Personality:
[/Tab]
[Tab=Characters]
All kingdoms need important characters, and if all of the important characters die, the kingdom falls. Multiple players can have characters within one kingdom.
1. (Place character sheet here)
2. (Place character sheet here)
3. (Place character sheet here)
4. (Place character sheet here)
5. (Place character sheet here)
6+
[/Tab][/accordion][/side]
OOC: https://www.rpnation.com/threads/reclamation-of-tyrium.331918/
IC: https://www.rpnation.com/threads/reclamation-of-tyrium-ic.334044/
Extra: https://www.rpnation.com/threads/reclamation-of-tyrium-information.332953/
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