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| | #1 |
| Senior Member Join Date: Sep 2006 Location: Those who criticize our generation forget who raised it. Gender: Posts: 7,213 Thanks: 373 Thanked 760 Times in 447 Posts | Sewers & Chain Chomps. (A D&D based Mario game) (New topic is here.) Basically, its an interactive story. You design your characters, go on quests, but essentially, if instead, you don't want to go on the quest, and kill the quest supplier, you may. You can do whatever you want within your characters ability. Are you a level 15 wizard? Set the town on fire! Just don't expect to have constant rule breaking. DESIGNING A CHARACTER: First of all, you want your character to be unique: Name: Age: Gender: Height: Weight: Description: Biography: Then, you pick a race: Goomba; +2 Strength, -2 Constitution (They are strong, but easy to kill) - 30 ft. per round movement. - Darkvision (see up to 60 ft. in no lighting.) Koopa; +2 Constitution, -2 Dexterity (They are defensive, but slow) - 20 ft. per round movement. - They do not slow down because of heavy armor or carrying heavy loads, unlike others. - +2 against poison, they have sturdy bodies. - +4 against being tripped and being bull rushed, as they are sturdy on their feet. - Low light vision (Can see twice as far in torchlight, moonlight, etc.) Toad; -No stat changes. (As the staple of the mushroom kingdom, they have become adept to all forms of arts, although because of their bodies, they cannot become masterful.) - They gain one additional skill and feat, because they are quick learners. Bandit; +2 Dexterity, -2 Strength (They are quick, as theives, but do not worry about battle because they can simply run away.) - 30 ft. per round movement. - +1 on all saving throws, because they are good at getting out of situations. - +1 Attack bonus on thrown weapons, such as Shuriken. - +2 on listen and move silently checks, they have keen ears and are quiet. ShyGuy; +2 Intelligence, -2 Charisma (Magic users, but they can't have well off charisma if they wear a mask all the time) - 30 ft. per round movement. - Low light vision (Can see twice as far in torchlight, moonlight, etc.) - Cannot be put to sleep Boo; +2 Charisma, -2 Wisdom (Scary, thus making them charismatic, however they haven't common sense.) - 30 ft. per round movement. - +2 on Intimidate and hide checks, they are scary and agile. - Invisibility as a spell like ability once per day. Bomb Omb; +2 Strength, -2 Intelligence, -2 Charisma. (Strong, as explosives, but not intelligent as they seem to blow themselves up.) - 20 ft. per round movement. - +2 against poison, they have sturdy bodies. - They can explode as an extraordinary ability once per day. It does 1d8 per level to all within a thirty foot radius, including allies and the user. This takes a full round action. Pick a class: (Next to them is their starting weapon, and what abilities are best for them) Fighter (Bastard Sword; STR & CON) Sorcerer (Quarterstaff; INT & CON) Cleric (Mace; WIS & CHA) Barbarian (Axe; STR & CON) Ranger (Bow and Arrow; DEX & WIS) Rogue (Dagger; DEX & CHA) Bard (Short Sword; CHA & INT) Paladin (Longsword; WIS & CHA). Assign Ability Scores: Strength: Determines how hard you hit and what you can pick up Dexterity: Determines your hand eye coordination and how well you dodge Constitution: Determines your physical health and how many HP you have Intelligence: Determines your IQ and your skill/spell power/number Wisdom: Common sense and willpower, very important for clerics Charisma: Charm, Force of personality, very important for bards 1) Constitution is always good, because it gives you more HPs. 2) Try not to assign an odd number, because you get a bonus every even number. (8 points gives you a -1, 10 gives you -0, 12 gives you +1, 14 gives you +2, etc.) Now to assign points, first write them all down and put a 8 next to them. Now write a 27 up at the top of the paper. You can assign 27 points to every ability but as you assign more points it becomes more expensive as so: Score assigned------Points cost 9-----1 10-----2 11-----3 12----4 13-----5 14-----6 15-----8 16-----10 17-----13 18-----16 Pick Skills: http://www.vgf.com/forums/396557-post6.html http://www.vgf.com/forums/396730-post8.html (*Ignore the part about "You may only use this if you buy it..." It only makes it confusing. ** Replace "Human" with "Toad") Pick Feats: Pick two feats, any two so long as you meet the requirements. http://www.vgf.com/forums/827150-post86.html http://www.vgf.com/forums/827672-post90.html Pick Spells: (Sorceror, Cleric, Bard only. Later, Paladins & Rangers.) This should have everything you need: Spell Lists & Domains Index :: d20srd.org (NOTE: This will come AFTER you do everything else, and give me your Player Sheet. This is so I can tell you how many spells to pick, and explain them a little better.) HOW TO PLAY: Well, now that you've made your character, you need to post his Player Sheet in the newer topic, and announce you want to play. For RPing: (Parentheses around your text mean you're out of character) "Quotations marks around text" Show's your character is speaking. *Red words with asterisks show actions* Bold inside speech shows yelling. Italics inside speech shows stressing a word. (No, really.) Small words inside speech shows you're whispering Tell me if you want to do tasks. For example: "Bluff," "Pick Lock," "Hide," "Listen." I'll make the roll (Since it'll be fair), and tell you your result. D&D Terms you should know: DM- Dungeon Master. Person controlling NPC's. AC- Armor Class. Think, "Defense." Padded Armor is a +1 AC, while Full Plate Armor is +8 AC. DC- Difficulty Class. It's just how hard it is to do something. I don't use this term much. HD- Hit Dice. it's how many times a monster or character's HP has gone up, basically. There isn't much difference between this and a monster's level. STORY: Mystic ruins spelled doom. Everything's gone down hill since they were investigated. Mario and Bowser had fallen, the two finally taking each other out. Since then, races seem to live together, the more stubborn once keeping to their own tight-knit societies. Orlando, palace guard, and Biggs, palace spellcaster, who had just been assigned, were under orders to investigate them. A thief named Pix and a warrior named Koopan were lured their by the promise of treasure. It seemed everything was conveniently set up. Pix was attacked, and the others could not stand by. Pix followed them back to the castle and Koopan was promised an axe, but when they arrived, an awful sight was to be found. The castle of Princess Peach had been burned to the ground, screams of guards still echoing inside. They went to Toad Town near by to regroup their bearings, and decided to work together for different means. Whether it be revenge, treasure, or otherwise. Upon entering, they noticed a strange woman with pale blue skin, and flowing purple hair. She appeared human, but could that be? At a Weapons & Armor shop, they met another thief named Chunky, who joined their group for unknown motives. They left Pix there, sleeping, but when they returned, he was gone. They said a man in a black hood had taken him. Not soon after, the mayor pleaded for their help, saying the same woman had kidnapped his son. Reluctantly, they agreed and entered a Circus tent where she had apparently gone into. They found his son in the middle of a large painting, rather resemblant to a pentagram. They defeated several shadow like creatures including a large mare like one, but the girl escaped. After staying the night at an inn, they met up with someone named Flux, a Koopa Fighter. He had nothing better to do, so perhaps out of curiosity he joined their merry group. That morning a Toad was standing alone, outside in pouring rain, wearing a large black hooded robe. When approached by Flux, he said something ominous to him. Feeling threatened, he commanded undead to hold Flux while he ran. Their only lead being leaves broken in a trail, they enter a dark forest where they met an injured Uniyoshi. They uncovered a pitch black cave, and are about to enter... PLAYERS: Dungeon Master: SephirothKirby Players: X-3, The Barbarian. Pix, The Rogue. (Currently Out Of Action) ChuckleHuck, The Paladin Tazy, The Sorcerer Chunky, The Rogue. Flux, The Fighter. (----, -------) (----, -------) Last edited by SephirothKirby; 10-30-2007 at 04:57 PM. |
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| | #2 |
| Senior Member Join Date: Nov 2004 Gender: Posts: 9,659 Thanks: 31 Thanked 89 Times in 71 Posts | I don't know anything that would be wise but not intelligent, but here's a list of enemies. Bandits might be a good balanced character... they're humanlike but not too humanlike... and even though they wear masks they have more charisma than shyguys because Bandits' masks have charming smiles. Er... it's up to you. |
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| | #3 |
| Senior Member Join Date: Sep 2006 Location: Those who criticize our generation forget who raised it. Gender: Posts: 7,213 Thanks: 373 Thanked 760 Times in 447 Posts | EDIT: This will be used as a placeholder for two Player Sheets, since I haven't the room. Pix- Level: 2 Race: Bandit Class: Rouge Strength = 8 (10 -2 Racial) -1 Dexterity = 16 (14 +2 Racial) +3 Constitution = 12 +1 Intelligence = 10 -0 Wisdom = 10 -0 Charisma = 16 +3 Alignment: Neutral Hit Points: 11 Feats: 1) Weapon Finesse Skills: 1) Appraise (5/5) 2) Disguise (5/5) 3) Open Lock (5/5) 4) Diplomacy (5/5) 5) Search (5/5) 6) Gather Information (5/5) 7) Hide (5/5) 8) Use Magic Device (5/5) Weapon: Dagger (1d3 -1, Critical: 19-20/x2, One Handed, Piercing) Armor: Leather (+2 AC) [Max DEX: +6, Armor Check Penalty: -0, Speed Reduction: -0 ft.] GP: 462 AC: 15 (10 + 2 Leather + 3 Dexterity) Languages: Common, Bandit. Description: Age- 18 Gender- Male Height- 2'7 Weight- 45 pounds Description- I look like a Bandit. Biography- I like Tetris. Base Attack Bonus: +1 Fortitude Bonus: +0 (+1 Constitution) Reflex Bonus: +3 (+3 Dexterity) Will Bonus: +0 (-0 Wisdom) Movement Range: 30 ft. Special Abilities: Sneak Attack- When you attack your opponent and he is unaware, you do an additional 1d6 damage. Trap Finding- You may use the Search skill to locate traps. Evasion- When you make a Reflex save to take half damage from an attack, and succeed, you take no damage. EXP: 2,250 Next Level: 3,000 Inventory: Dagger (1 Pound) Leather (15 Pounds) 462 GP (2 Pounds) [18/30 Pounds] Flux- Level: 3 Race: Koopa Class: Fighter Strength = 14 +2 Dexterity = 12 +1 Constitution = 15 +2 Intelligence = 12 +1 Wisdom = 10 -0 Charisma = 10 -0 Alignment: Neutral Hit Points: 27 Feats: 1) Exotic Weapon Proficiency (Bastard Sword) 2) Improved Initiative 3) Power Attack 4) Endurance Skills: 1) Intimidate (6/6) 2) Jump (6/6) 3) Listen (6/6) Weapon: Bastard Sword (1d10 +3, Critical: 19-20/x2, One Handed, Slashing) Armor: Scale Mail (+4 AC) [Max DEX: +4, Armor Check Penalty: -2, Speed Reduction: -0 ft.] GP: 1,030 AC: 15 (10 + 4 Scale Mail + 1 Dexterity) Languages: Common; Koopa. Description: Age- 27 Gender- Male Height- 2'7 Weight- 40 pounds Description: Looks similar to a normal red Koopa, though his skin and shell are darker (Dark Orange, and Brick Red, respectively.) Usually carries an calm expression on his face, until combat comes around, at which point turns into an angry glare at whatever his current opposition is. Biography: Flux started out the early years of his life living in Koopa Village, leading a normal, good life, that kind o' stuff. Though, during his teen years, he became a little bit rebellious, though nothing too extreme. And, once he became an adult, he left and traveled across the Kingdom...Though, he grew bored with this. So...What'd he do now? Wander off to some town and get a good idea of what to do with his life. And, this is where the most interesting part of his story begins... Base Attack Bonus: +3 (+2 Strength) Fortitude Bonus: +3 (+2 Constitution) Reflex Bonus: +1 (+1 Dexterity) Will Bonus: +1 (-0 Wisdom) Movement Range: 20 ft. EXP: 0 Next Level: 5,000 Inventory: Bastard Sword (6 pounds) Scale Mail (30 pounds) 1,030 GP (5 pounds) Potion x2 (0 pounds) Mage Armor Oil x1 (0 pounds) Magic Weapon Oil x1 (0 pounds) [41/50 pounds maximum] Last edited by SephirothKirby; 10-21-2007 at 04:33 PM. |
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| | #4 |
| Veteran Member Join Date: Aug 2001 Location: Rookery Gender: Posts: 11,720 Thanks: 50 Thanked 65 Times in 56 Posts | Not really. None of the seven standard D&D races get a Wisdom bonus. Or Intelligence, or Charisma, for that matter. |
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| | #5 |
| The Bee's Knees Join Date: Jun 2006 Location: The land of rain and trees (Oregon) Gender: Posts: 29,755 Thanks: 1,649 Thanked 5,700 Times in 2,580 Posts Blog Entries: 20 | I like "Mushrooms & Magic" better. :] Just an idea I've been pushing around for a while... Anywhat, sounds cool, Lenny. Might give it a try. Also, what about the Toad race? |
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| | #6 |
| Member Join Date: Sep 2006 Location: In the walls. Gender: Posts: 1,983 Thanks: 117 Thanked 64 Times in 46 Posts | ^How does Mushrooms and magic work? Sewers > Dungeons & > & Chainchomps > Dragons |
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| | #8 |
| been dreamin', i've been waitin' Join Date: Jan 2001 Location: a bomb-ass cloud house bachelorette pad Gender: Posts: 24,401 Thanks: 173 Thanked 1,179 Times in 716 Posts | Mushrooms and Magikoopas. Also, humans fit in. Put them in, nao. |
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| | #9 |
| Senior Member Join Date: Oct 2006 Location: I weep oily black tears of joy. Gender: Posts: 7,590 Thanks: 119 Thanked 418 Times in 306 Posts Blog Entries: 5 | You won't really need a WIS species, but on D&D terms, the only one I know is Taranaul and they have an ECL of + 1 for it. Humans are most likely unneccessary since they seem to be very rare. Wisdom is also your five senses. |
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| | #10 | |
| Member Join Date: Sep 2006 Location: In the walls. Gender: Posts: 1,983 Thanks: 117 Thanked 64 Times in 46 Posts | Quote:
Hmm... | |
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| | #12 |
| Member Join Date: Sep 2006 Location: In the walls. Gender: Posts: 1,983 Thanks: 117 Thanked 64 Times in 46 Posts | No. You win alliteration. Not how the title actualy makes sense due to the fact of Mushrooms are not Dungeons and Magic is am are not Dragonzorz. |
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| | #13 |
| Member Join Date: Mar 2004 Location: Aisle 12, between the kumquats and the radicchio. Gender: Posts: 2,325 Thanks: 168 Thanked 137 Times in 90 Posts | Oh come on. It's obvious. "Castles and Koopas". Durrrr. |
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| | #15 |
| been dreamin', i've been waitin' Join Date: Jan 2001 Location: a bomb-ass cloud house bachelorette pad Gender: Posts: 24,401 Thanks: 173 Thanked 1,179 Times in 716 Posts | Kastles and Koopas? |
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| | #16 |
| Senior Member Join Date: Sep 2006 Location: Those who criticize our generation forget who raised it. Gender: Posts: 7,213 Thanks: 373 Thanked 760 Times in 447 Posts | Well, Valigarmander has a very good idea, but Chad also understands why I named it such. In any case, I have many to reply to. Val: Also, what about the Toad race? They are equal. Not wise. Prince Toad: None of the seven standard D&D races get a Wisdom bonus. Or Intelligence, or Charisma, for that matter. Yeah, well, I won't use a wisdom race, but INT and CHA stay. The races they are for fit, and who says I can't make my own? I've maintained balance. Chunky: Also, humans fit in. Put them in, nao. There's like five humans in the Mario universe, they do not fit. (Mario, Luigi, Wario, Waluigi, Peach...I think thats it.) Val Again: Anywhat, sounds cool, Lenny. Why'd you call me Lenny? Everyone: I did not make this topic so you could ridicule its name. |
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| | #18 |
| Member Join Date: Mar 2004 Location: Aisle 12, between the kumquats and the radicchio. Gender: Posts: 2,325 Thanks: 168 Thanked 137 Times in 90 Posts | Hmmm, aim's a bit off there. Actually, I'm poking at the people who're making a big deal out of its name. But w/e. |
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| | #19 |
| Useful as an Owl Join Date: Jan 2004 Gender: Posts: 15,944 Thanks: 753 Thanked 1,213 Times in 790 Posts Blog Entries: 10 | I'm interested, for sure. Sounds like a good idea to me. I'll be signing up if you ever make it. I'm not really familiar with D&D, so I have a question: Are those races basically the classes in the game, or do we choose one and give it a class? |
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| | #20 |
| Veteran Member Join Date: Aug 2001 Location: Rookery Gender: Posts: 11,720 Thanks: 50 Thanked 65 Times in 56 Posts | Yeah, feel free to make your own races with their own bonuses. I'm just saying you don't "need" one with a Wisdom bonus. Actually they have guidelines for making your own races... I think it's in the DMG. Basically, certain stats (especially Strength) are more important than others, so giving bonuses to certain stats demands equal penalties. That's why, say, half-orcs have two penalties (Int and Cha) while every other race has only one-- because half-orcs have a bonus to Str. ...however, feel free to do it your own way. |
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