Archive for November, 2009

I created two playable races.

Tuesday, November 24th, 2009

The Takral

You are a member of a race of large reptiles and you have low magical abilities. You can’t use missiles(except spears, axes and javelins).

Your hand to hand combat is epic(1d8), but you have low smarts(intelligence -3).

You can’t be a cleric or a magic-user, but you can be a special class called “Shamen”, which wisdom and intelligence help out with.

Your 5 ft. taller than a human , you have 3 fingered fists, a sinister looking face complete with fangs red slit eyes, green scaly skin, a hissing voice, and you weigh 250 lbs. or more. You must have a Strength score

of 13+ to play a Takral character.

Takral Race Abilities:

Class Choices:

Takral whith less then 10 Wisdom and less than 10 Intelligence can only be fighters.

But if a Takral does have 10 Wisdom and 10 Intelligence, they can be a Shamen, level 1 Shamen get level one Cleric spells, level two Shamen get level one Magic-User spells, and level three Shamen get a single level two Cleric spells, level 4 Shamen get a single level two Magic-User spell and so on an so on. Shamen can only use missiles, daggers, and staffs.

Weapon/Armor Restrictions: Weapons that weigh less than 15 lbs. Do -1 damage and when you attack with them you roll a 8-sided dice and when you roll 2 or less it breaks, but if you roll more then 2 it doesn’t break.

Takral Advancement

Level XP Str. Int. Con. Wis. Char. Dex.

1 0 0 0 0 0 0 0

    2 2,100 1 0 0 0 0 0

3 4,050 2 0 0 1 1 1

4 7,000 3 2 3 2 1 1

5 13,000 4 2 4 3 1 1

6 20,000 5 3 5 5 1 1

The Vrallkis

You are a un-holy human like creature, and you have abnormal brain capacity. You are physically frail

and get -1 strength, you worship Necromantical gods and live in dark caves, or towers.

Your hand to hand combat is okay(1d4), but your spell casting is first rate(if you want to be a Cleric).

You are Chaotic Neutral, Neutral Evil, Chaotic Good, or True Neutral.

Your kind of short, being 1 1⁄2 ft. shorter than normal humans, you have naturally sharp fingernails, fangs, pale skin, and you weigh 150 lbs. or less. You must have a Wisdom score

of 13+ and a Strength score of 14- to play a Vrallkis character.

Vrallkis Race Abilities:

Vrallkis’es cannot be fighters unless their strength is 10 or higher,

They make good Clerics(do to the fact that you have to have 13 or more wisdom to be one) and okay Magic-Users.

Weapon/Armor Restrictions: Weapons that weigh 10-14 lbs do -1 damage, 15-19 lbs. -2, 20-24 lbs. -3, and 30 lbs. or over cannot be used.

However, unlike most Clerics, Vrallkis Clerics (also called Vralkai-Zol) can use missiles, however if the missiles (or the firing contraption) weigh 3-5 lbs. -1 damage, 5-10 lbs -3 damage.

Vrallkis Advancement

Level XP Str. Int. Con. Wis. Char. Dex.

1 0 0 0 0 0 0 0

    2 2,005 1 1 1 1 1 1

3 4,005 1 2 2 2 1 1

4 6,000 1 2 2 2 1 1

5 13,000 1 3 2 3 1 1

6 30,000 1 3 3 5 2 1

Falling Through Holes Spider-webbing Rats And Madly in Love Statues

Tuesday, November 3rd, 2009

WOW! today was a good adventure! sorry we haven’t posted but we haven’t had the game for awhile. So anyway today we went on a HUGE adventure and so now i’ll tell you about it. Today we had just killed a giant spider and gotten some spider-web from it and we continued on until we came to a light at the end of a loooooooong hallway, so we sent baby bob to go check and see if anyone was there (because he was the shortest) and it turned out it was a goblin camp! so he came back and told us what he saw, then we decided after many hours to just charge in and kill them but they were GONE! Well that was depressing so we went down another hallway and we came to a door with a lot of scratching so Z went to go check what was behind the door….and it was giant rats! so he fought their king one-on-one and won! Then he told us it was safe to come in. Later we found out that we didn’t have any food! so we then we continued down the hall hoping that we would find the goblins we saw and that they had food on them, then we came to a door, we all listened at the door but we didn’t hear anything so we went in and and it was a room with a very squishy floor, so we sent May to go and see what the room was like, there was a door at the other end and she walked over and waited for us, the Vivian went over to her sister and guess what FELL THROUGH THE FLOOR! so she got knocked out and May had to carry her. So went to the next room (by this time Vivian had woken up) and it was filled with mushrooms! so May ate some and nothing happened so we figured is was harmless so me and Vivian both had some and  fell asleep and Vivian got knocked out again. Later we came to a room with lots of barrels and boxs so we decided to look inside, it had fresh food! *happy dance* So we packed some of that and continued on, then we came to a room with a little old man in the corner he had a grey face and long wiskers, i got suspicious of him because he looked like a rat so i tied him up with the spider-web we found and had Vivian carry him, but then he turned into a WERERAT! so as i was tying him up he BIT me on the neck! so i hope i don’t turn into a wererat later because then i would need tying up. So then we came to a room with a 6 statues of knights with red ruby eyes, we noticed that the eyes seemed to follow us so we each took a statue and started asking questions. My statue was no help no help and all and i ended up hitting him with my sword so that didn’t make our relationship any better….Vivian had more luck though and made her statue like her TOO much and he started calling her name after we left and it started to get on my nerves. Next we came to a long room with skeletons hanging on the wall! they still had there shields and swords so we tried to take them but the skeletons came to life! so then we ran into a little room and May used her “hold door spell” to keep the skeletons out. Well thats where we stopped and i hope we have more luck next time!