AshPrince
Lurker
- Joined
- Dec 11, 2008
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Idea: Make a DG-style RP featuring
(Rough) Premise: Magical Girls exist; so do monsters, they're both bound to the
Revised Premise: ???
I'm in need of inspiration/help coming up with a more 'global' setting type thing. Ya'know like DG2's 'alien rapists are invading.' Though since this is a start from scratch it's a chance to say '____ is how things have always been.'
Work Done
Character Sheet
Classes/Races
Equipment
Work Needed
Any inspiration/help with any of these would be awesome.
Talents & Spells
Sex System
Monsters
Miscellaneous items.
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play characters.(Rough) Premise: Magical Girls exist; so do monsters, they're both bound to the
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(Wood Fire Earth Metal Water). Revised Premise: ???
I'm in need of inspiration/help coming up with a more 'global' setting type thing. Ya'know like DG2's 'alien rapists are invading.' Though since this is a start from scratch it's a chance to say '____ is how things have always been.'
Work Done
Character Sheet
Name: Your character's name
Inborn Element: (Race) Water, Wood, Fire, Earth, or Metal
Weapon: (Class) Gloves, Instrument, Rod, 1h Sword, or 2h Blade
Strength: ##
Constitution: ##
Agility: ##
Charisma: ##
Intelligence: ##
HP: Constitution x2 + Strength
SP: Intelligence x2 + Charisma
Evasion:10 + ½ Agility
Perception: ½ Charisma
Speed: ½ Agility + ½ Strength
Resistances
AC: The character’s natural resistance to physical attacks.
Water: The character’s natural resistance to water or cold based spells.
Fire: The character’s natural resistance to fire or heat based spells.
Earth: The character’s natural resistance to earth or stone based spells.
Wood: The character’s natural resistance to wind or nature based spells.
Consumed Souls (Experience)
Water:
Wood:
Fire:
Earth:
Metal:
Experience is gained by consuming the souls of fallen monsters. Souls come in five varieties; Petty: +1 Exp Lesser: +2 Exp Common: +3 Exp Greater: +4 Exp and Grand: +5 Exp. Each soul is tied to the inborn element of it's original owner; a "Fire Demon" will drop a "____ Fire Soul" which can then be consumed for Fire Experience which can then be spent on Fire Spells or Talents.
Talents
Spells
Equipment
Head:
Neck:
Chest:
Feet:
Weapon:
Inventory
Miscellaneous items.
Biography
Fluff & Background
OOC Section
Anything else
Inborn Element: (Race) Water, Wood, Fire, Earth, or Metal
Weapon: (Class) Gloves, Instrument, Rod, 1h Sword, or 2h Blade
Strength: ##
Constitution: ##
Agility: ##
Charisma: ##
Intelligence: ##
HP: Constitution x2 + Strength
SP: Intelligence x2 + Charisma
Evasion:10 + ½ Agility
Perception: ½ Charisma
Speed: ½ Agility + ½ Strength
Resistances
AC: The character’s natural resistance to physical attacks.
Water: The character’s natural resistance to water or cold based spells.
Fire: The character’s natural resistance to fire or heat based spells.
Earth: The character’s natural resistance to earth or stone based spells.
Wood: The character’s natural resistance to wind or nature based spells.
Consumed Souls (Experience)
Water:
Wood:
Fire:
Earth:
Metal:
Experience is gained by consuming the souls of fallen monsters. Souls come in five varieties; Petty: +1 Exp Lesser: +2 Exp Common: +3 Exp Greater: +4 Exp and Grand: +5 Exp. Each soul is tied to the inborn element of it's original owner; a "Fire Demon" will drop a "____ Fire Soul" which can then be consumed for Fire Experience which can then be spent on Fire Spells or Talents.
Talents
Spells
Equipment
Head:
Neck:
Chest:
Feet:
Weapon:
Inventory
Miscellaneous items.
Biography
Fluff & Background
OOC Section
Anything else
Classes/Races
Choose one of the five Chinese Elements to be your inborn element. Whichever Element you choose grants you certain bonuses & restrictions.
You start with one Common Soul of your Inborn Element.
Water
Associated Materials: Sea, Ice, Storms, Rain, Steam, Fluid, Sound, Mist, Acid, Slime, Salt, Time, Pressure, Moon
Opposed Element: Fire
Perks: +2 Intelligence +5 Water Resistance +3 Water Experience +1 Water Experience Gained
Flaws: -5 Fire Resistance 1/2 Fire Experience Gained.
Wood
Associated Materials: Wind, Moisture, Air, Minerals, Mana, Ink, Mind, Rubber, Paper, Plants, Poison, Wax, Dissolve, Carbon, Clouds
Opposed Element: Earth
Perks: +2 Agility +5 Wood Resistance +3 Wood Experience +1 Wood Experience Gained
Flaws: -5 Earth Resistance 1/2 Earth Experience Gained
Fire
Associated Materials: Heat, Light, Lava, Radiation, Sparks, Plasma, Explosions, Burn, Blaze, Oil, Ash, Smoke, Glass, Napalm, Sun
Opposed Element: Metal
Perks: +2 Charisma +5 Fire Resistance +3 Fire Experience +1 Fire Experience Gained
Flaws: -5 AC 1/2 Metal Experience Gained
Earth
Associated Materials: Clay, Rock, Dust, Sand, Mud, Crystal, Powder, Shadow, Space, Darkness, Gravity, Bone, Quake, Silicon
Opposed Element: Water
Perks: +2 Constitution +5 Earth Resistance +3 Earth Experience +1 Earth Experience Gained
Flaws: -5 Water Resistance 1/2 Water Experience Gained
Metal
Associated Materials: Lightning, Magnetism, Electric, Rust, Gold, Silver, Steel, Iron, Platinum, Titanium, Copper, Bronze, Brass, Blood, Forge, Stars, Diamond
Opposed Element: Wood
Perks: +2 Strength +5 AC +3 Metal Experience +1 Metal Experience Gained
Flaws: -5 Wood Resistance 1/2 Wood Experience Gained
Choose one of five weapon types. Whichever weapon type you select will provide certain bonuses & restrictions. Weapons maybe be augmented by applying souls but their type may not be changed.
Consider this your character's 'class'
Instrument Musical
AoE: 1d4
Spells can be cast as AoE for a -5 toHit penalty.
Gloves
Melee: 1d6 + 1/2 Str
Rod
Melee: 1d4
Ranged: 1d6 + 1/2 Cha
Receives a +2 Bonus on Spell toHit.
1H Sword
Melee: 1d8 + 1/2 Str
Receives a -2 Penalty on Spell toHit.
2H Sword
Melee: 1d12 + 1/2 Str
Receives a -5 Penalty on Spell toHit.
You start with one Common Soul of your Inborn Element.
Water
Associated Materials: Sea, Ice, Storms, Rain, Steam, Fluid, Sound, Mist, Acid, Slime, Salt, Time, Pressure, Moon
Opposed Element: Fire
Perks: +2 Intelligence +5 Water Resistance +3 Water Experience +1 Water Experience Gained
Flaws: -5 Fire Resistance 1/2 Fire Experience Gained.
Wood
Associated Materials: Wind, Moisture, Air, Minerals, Mana, Ink, Mind, Rubber, Paper, Plants, Poison, Wax, Dissolve, Carbon, Clouds
Opposed Element: Earth
Perks: +2 Agility +5 Wood Resistance +3 Wood Experience +1 Wood Experience Gained
Flaws: -5 Earth Resistance 1/2 Earth Experience Gained
Fire
Associated Materials: Heat, Light, Lava, Radiation, Sparks, Plasma, Explosions, Burn, Blaze, Oil, Ash, Smoke, Glass, Napalm, Sun
Opposed Element: Metal
Perks: +2 Charisma +5 Fire Resistance +3 Fire Experience +1 Fire Experience Gained
Flaws: -5 AC 1/2 Metal Experience Gained
Earth
Associated Materials: Clay, Rock, Dust, Sand, Mud, Crystal, Powder, Shadow, Space, Darkness, Gravity, Bone, Quake, Silicon
Opposed Element: Water
Perks: +2 Constitution +5 Earth Resistance +3 Earth Experience +1 Earth Experience Gained
Flaws: -5 Water Resistance 1/2 Water Experience Gained
Metal
Associated Materials: Lightning, Magnetism, Electric, Rust, Gold, Silver, Steel, Iron, Platinum, Titanium, Copper, Bronze, Brass, Blood, Forge, Stars, Diamond
Opposed Element: Wood
Perks: +2 Strength +5 AC +3 Metal Experience +1 Metal Experience Gained
Flaws: -5 Wood Resistance 1/2 Wood Experience Gained
Choose one of five weapon types. Whichever weapon type you select will provide certain bonuses & restrictions. Weapons maybe be augmented by applying souls but their type may not be changed.
Consider this your character's 'class'
Instrument Musical
AoE: 1d4
Spells can be cast as AoE for a -5 toHit penalty.
Gloves
Melee: 1d6 + 1/2 Str
Rod
Melee: 1d4
Ranged: 1d6 + 1/2 Cha
Receives a +2 Bonus on Spell toHit.
1H Sword
Melee: 1d8 + 1/2 Str
Receives a -2 Penalty on Spell toHit.
2H Sword
Melee: 1d12 + 1/2 Str
Receives a -5 Penalty on Spell toHit.
Equipment
Head
Neck
Chest
Feet
Weapon
Water
Petty: Restores 1 SP a turn
Lesser: Restores 2 SP a turn
Common: Restores 3 SP a turn
Greater: Restores 4 SP a turn
Grand: Restores 5 SP a turn
Wood
Petty: +1 Eva
Lesser: +2 Eva
Common: +3 Eva
Greater: +4 Eva
Grand: +5 Eva
Fire
Petty: +1 Perception
Lesser: +2 Perception
Common: +3 Perception
Greater: +4 Perception
Grand: +5 Perception
Earth
Petty: +2 Speed
Lesser: +4 Speed
Common: +5 Speed
Greater: +7 Speed
Grand: + 10 Speed
Metal
Petty: +2 HP
Lesser: +4 HP
Common: +6 HP
Greater: +8 HP
Grand: +10 HP
Petty: Restores 1 SP a turn
Lesser: Restores 2 SP a turn
Common: Restores 3 SP a turn
Greater: Restores 4 SP a turn
Grand: Restores 5 SP a turn
Wood
Petty: +1 Eva
Lesser: +2 Eva
Common: +3 Eva
Greater: +4 Eva
Grand: +5 Eva
Fire
Petty: +1 Perception
Lesser: +2 Perception
Common: +3 Perception
Greater: +4 Perception
Grand: +5 Perception
Earth
Petty: +2 Speed
Lesser: +4 Speed
Common: +5 Speed
Greater: +7 Speed
Grand: + 10 Speed
Metal
Petty: +2 HP
Lesser: +4 HP
Common: +6 HP
Greater: +8 HP
Grand: +10 HP
Water
Petty: +1 Fire Resist
Lesser: +2 Fire Resist
Common: +3 Fire Resist
Greater: +4 Fire Resist
Grand: +5 Fire Resist
Wood
Petty: +1 Earth Resist
Lesser: +2 Earth Resist
Common: +3 Earth Resist
Greater: +4 Earth Resist
Grand: +5 Earth Resist
Fire
Petty: +1 AC
Lesser: +2 AC
Common: +3 AC
Greater: +4 AC
Grand: +5 AC
Earth
Petty: +1 Water Resist
Lesser: +2 Water Resist
Common: +3 Water Resist
Greater: +4 Water Resist
Grand: +5 Water Resist
Metal
Petty: +1 Wood Resist
Lesser: +2 Wood Resist
Common: +3 Wood Resist
Greater: +4 Wood Resist
Grand: +5 Wood Resist
Petty: +1 Fire Resist
Lesser: +2 Fire Resist
Common: +3 Fire Resist
Greater: +4 Fire Resist
Grand: +5 Fire Resist
Wood
Petty: +1 Earth Resist
Lesser: +2 Earth Resist
Common: +3 Earth Resist
Greater: +4 Earth Resist
Grand: +5 Earth Resist
Fire
Petty: +1 AC
Lesser: +2 AC
Common: +3 AC
Greater: +4 AC
Grand: +5 AC
Earth
Petty: +1 Water Resist
Lesser: +2 Water Resist
Common: +3 Water Resist
Greater: +4 Water Resist
Grand: +5 Water Resist
Metal
Petty: +1 Wood Resist
Lesser: +2 Wood Resist
Common: +3 Wood Resist
Greater: +4 Wood Resist
Grand: +5 Wood Resist
Water
Petty: +1 Water Resist
Lesser: +2 Water Resist
Common: +2 Water Resist +1 AC
Greater: +2 Water Resist +2 AC
Grand: +2 Water Resist +3 AC
Wood
Petty: +1 Wood Resist
Lesser: +2 Wood Resist
Common: +2 Wood Resist +1 AC
Greater: +2 Wood Resist +2 AC
Grand: +2 Wood Resist + 3 AC
Fire
Petty: +1 Fire Resist
Lesser: +2 Fire Resist
Common: +2 Fire Resist +1 AC
Greater: +2 Fire Resist +2 AC
Grand: +2 Fire Resist +3 AC
Earth
Petty: +1 Earth Resist
Lesser: +2 Earth Resist
Common: +2 Earth Resist +1 AC
Greater: + 2 Earth Resist +2 AC
Grand: +2 Earth Resist +3 AC
Metal
Petty: +1 AC
Lesser: +2 AC
Common: +3 AC
Greater: +4 AC
Grand: +5 AC
Petty: +1 Water Resist
Lesser: +2 Water Resist
Common: +2 Water Resist +1 AC
Greater: +2 Water Resist +2 AC
Grand: +2 Water Resist +3 AC
Wood
Petty: +1 Wood Resist
Lesser: +2 Wood Resist
Common: +2 Wood Resist +1 AC
Greater: +2 Wood Resist +2 AC
Grand: +2 Wood Resist + 3 AC
Fire
Petty: +1 Fire Resist
Lesser: +2 Fire Resist
Common: +2 Fire Resist +1 AC
Greater: +2 Fire Resist +2 AC
Grand: +2 Fire Resist +3 AC
Earth
Petty: +1 Earth Resist
Lesser: +2 Earth Resist
Common: +2 Earth Resist +1 AC
Greater: + 2 Earth Resist +2 AC
Grand: +2 Earth Resist +3 AC
Metal
Petty: +1 AC
Lesser: +2 AC
Common: +3 AC
Greater: +4 AC
Grand: +5 AC
Water
Petty: Minor Muffle: Enemy Perception Checks receive a -2 Penalty for three turns.
Lesser: Lesser Muffle: Enemy Perception Checks receive a -3 Penalty for three turns.
Common: Muffle: Enemy Perception Checks receive a -4 Penalty for three turns.
Greater: Greater Muffle: Enemy Perception Checks receive a -5 Penalty for three turns.
Grand: Superior Muffle: Enemy Perception Checks receive a -5 Penalty for five turns.
Wood
Petty: Minor Jump: The character may jump a distance or height equal to 1/2 their speed +5.
Lesser: Lesser Jump: The character may jump a distance or height equal to their speed -5.
Common: Jump: The character may jump a distance or height equal to their speed.
Greater: Greater Jump: The character may jump a distance or height equal to their speed +5.
Grand: Superior Jump: The character may jump a distance or height equal to twice their speed.
Fire
Petty: Minor Haste: The character gains +2 Speed & Evasion but suffers -2 toHit on all attacks for one turn.
Lesser: Lesser Haste: The character gains +4 Speed & Evasion but suffers -4 toHit on all attacks for one turn.
Common: Haste: The character gains +4 Speed & Evasion but suffers -2 toHit on all attacks for one turn.
Greater: Greater Haste: The character gains +4 Speed & Evasion for one turn.
Grand: Superior Haste: The character gains +4 Speed & Evasion for two turns.
Earth
Petty: Minor Platform: After the character performs a jump a Platform appears at the maximum height. The platform lasts one turn and is destroyed by any damage.
Lesser: Lesser Platform: After a character performs a jump a Platform appears at the maximum height. The platform lasts two turns and is destroyed by any damage.
Common: Platform: After a character performs a jump a Platform appears at the maximum height. The platform lasts two turns and has 5 HP.
Greater: Greater Platform: After a character performs a jump a Platform appears at the maximum height. The platform lasts two turns and has 10 HP.
Grand: Superior Platform: After a character performs a jump a Platform appears at the maximum height. The platform lasts three turns and has 10 HP.
Metal
Petty: +1 AC
Lesser: +2 AC
Common: +3 AC
Greater: +4 AC
Grand: +5 AC
Petty: Minor Muffle: Enemy Perception Checks receive a -2 Penalty for three turns.
Lesser: Lesser Muffle: Enemy Perception Checks receive a -3 Penalty for three turns.
Common: Muffle: Enemy Perception Checks receive a -4 Penalty for three turns.
Greater: Greater Muffle: Enemy Perception Checks receive a -5 Penalty for three turns.
Grand: Superior Muffle: Enemy Perception Checks receive a -5 Penalty for five turns.
Wood
Petty: Minor Jump: The character may jump a distance or height equal to 1/2 their speed +5.
Lesser: Lesser Jump: The character may jump a distance or height equal to their speed -5.
Common: Jump: The character may jump a distance or height equal to their speed.
Greater: Greater Jump: The character may jump a distance or height equal to their speed +5.
Grand: Superior Jump: The character may jump a distance or height equal to twice their speed.
Fire
Petty: Minor Haste: The character gains +2 Speed & Evasion but suffers -2 toHit on all attacks for one turn.
Lesser: Lesser Haste: The character gains +4 Speed & Evasion but suffers -4 toHit on all attacks for one turn.
Common: Haste: The character gains +4 Speed & Evasion but suffers -2 toHit on all attacks for one turn.
Greater: Greater Haste: The character gains +4 Speed & Evasion for one turn.
Grand: Superior Haste: The character gains +4 Speed & Evasion for two turns.
Earth
Petty: Minor Platform: After the character performs a jump a Platform appears at the maximum height. The platform lasts one turn and is destroyed by any damage.
Lesser: Lesser Platform: After a character performs a jump a Platform appears at the maximum height. The platform lasts two turns and is destroyed by any damage.
Common: Platform: After a character performs a jump a Platform appears at the maximum height. The platform lasts two turns and has 5 HP.
Greater: Greater Platform: After a character performs a jump a Platform appears at the maximum height. The platform lasts two turns and has 10 HP.
Grand: Superior Platform: After a character performs a jump a Platform appears at the maximum height. The platform lasts three turns and has 10 HP.
Metal
Petty: +1 AC
Lesser: +2 AC
Common: +3 AC
Greater: +4 AC
Grand: +5 AC
Water
Petty: Attack Spells Gain +2 toHit
Lesser: Attack Spells Gain +4 toHit
Common: Attack Spells cost 1/2 SP
Greater: Attack Spells are twice as effective.
Grand: All Spells are twice as effective.
Wood
Petty: Melee Attacks gain +2 toHit
Lesser: Melee Attacks gain +4 toHit
Common: Melee Attacks ignore 2 points of AC
Greater: Melee Attacks gain +2 toHit and ignore 2 points of AC
Grand: Melee Attacks gain +4 toHit and ignore 4 points of AC.
Fire
Petty: +2 Fire Damage on all attacks
Lesser: +4 Fire Damage on all attacks
Common: Gain a ranged attack for 1d6 Fire Damage (Rods' ranged attacks deal 2d6 Fire Damage)
Greater: Gain a ranged attack for natural Damage Die, this attack deals Fire Damage (Rods deal 2d8 Fire Damage with their ranged attack.)
Grand: Gain a ranged attack for Natural Damage Die +4 Fire Damage. (Rods deal 2d8 +4 Fire Damage with their ranged attack)
Earth
Petty: Melee Attacks deal additional 1/2 damage to enemy SP, after AC
Lesser: Melee Attacks deal additional full damage to enemy SP, after AC
Common: Melee Attacks deal additional full damage to enemy SP, before AC
Greater: Melee Attacks interrupt Spells.
Grand: Melee Attacks Dis-spell Spells.
Metal
Petty: +4 Damage to Melee
Lesser: +1 Damage Die to Melee
Common: Damage Die for Melee upgraded to the next size (d4->d6->d8->d10->d12->d20)
Greater: +4 Damage & +1 Damage Die to Melee
Grand: +1 Damage Die to Melee & Damage Dice for Melee upgraded to the next size.
Petty: Attack Spells Gain +2 toHit
Lesser: Attack Spells Gain +4 toHit
Common: Attack Spells cost 1/2 SP
Greater: Attack Spells are twice as effective.
Grand: All Spells are twice as effective.
Wood
Petty: Melee Attacks gain +2 toHit
Lesser: Melee Attacks gain +4 toHit
Common: Melee Attacks ignore 2 points of AC
Greater: Melee Attacks gain +2 toHit and ignore 2 points of AC
Grand: Melee Attacks gain +4 toHit and ignore 4 points of AC.
Fire
Petty: +2 Fire Damage on all attacks
Lesser: +4 Fire Damage on all attacks
Common: Gain a ranged attack for 1d6 Fire Damage (Rods' ranged attacks deal 2d6 Fire Damage)
Greater: Gain a ranged attack for natural Damage Die, this attack deals Fire Damage (Rods deal 2d8 Fire Damage with their ranged attack.)
Grand: Gain a ranged attack for Natural Damage Die +4 Fire Damage. (Rods deal 2d8 +4 Fire Damage with their ranged attack)
Earth
Petty: Melee Attacks deal additional 1/2 damage to enemy SP, after AC
Lesser: Melee Attacks deal additional full damage to enemy SP, after AC
Common: Melee Attacks deal additional full damage to enemy SP, before AC
Greater: Melee Attacks interrupt Spells.
Grand: Melee Attacks Dis-spell Spells.
Metal
Petty: +4 Damage to Melee
Lesser: +1 Damage Die to Melee
Common: Damage Die for Melee upgraded to the next size (d4->d6->d8->d10->d12->d20)
Greater: +4 Damage & +1 Damage Die to Melee
Grand: +1 Damage Die to Melee & Damage Dice for Melee upgraded to the next size.
Work Needed
Any inspiration/help with any of these would be awesome.
Talents & Spells
Sex System
Monsters
Miscellaneous items.
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