Link to the game that made me think of starting this. It is made of awesome. Whether this RTD will be made of awesome or not depends on if I'm awesome or not. I don't believe I am.Yeah, Tarran IS awesome. He asked for someone to run a game so he could play too, and deal with the ridiculous waiting list overload. So, here I am running an alternate game. I've added a few things into body, so you might want to look over before posting your sheet. Feel free to suggest ANYTHING and I'll try to add it. Creativity is awesome!
Also, if you want on *my* waiting list, PM me your sheet, don't post it here.
So, this is obviously an RTD that allows you to play as a dragon and screw up the world!
WARNING: BELOW IS A RANDOM MESS OF SPOILERS THAT ARE LIKELY NOT LISTED IN ANY UNDERSTANDABLE ORDER, YOU HAVE BEEN WARNED.
Humans: Yes.
Technology: Medieval.
Angels: Yes. Rarely seen.
Demons: Yes. Not common.
Good Gods: Yes. Some.
Neutral Gods: Yes. Many.
Evil Gods: Yes. Many.
Active gods: Partially. The gods don't often do anything. However, you mess with them, they will mess you up.
Transformations: Yes.
Magic: Yes. Lots.
Heroes: Yes. Badass ones.
Villains: Yes. Dangerous ones.
Dwarves: Yes. Very rare outside of mountains.
Elves: Yes. Rare outside of special forests.
Goblins: Yes. Uncommon.
Other monsters: Yes. Lots. I will draw from all kinds of medieval fantasy games I know. Not a lot.
Magic: Yes.
Artifacts: Yes. Rare.
Curses: Yes.
Blessings: Yes.
Deadliness: Yes. Be extremely cautious. Don't complain if you die after doing something stupid.
These are just general rules. Don't exit the game imediately after looking at the size, just read them, they're really easy to follow.
Bold your actions. It's easy to do, taking five seconds. It's annoying for me to search through for your action when people talk a whole lot.
Strikethrough old actions, or edit them. DON'T GIVE ME TWO ACTIONS, it's annoying. Sometimes I may do the old action's result only to realize you posted another action.
Roleplaying is encouraged but not necessary.
Avoid metagaming. Lack of roleplaying may be okay, but metagaming is just bad. If you abuse too much, it will make me very upset, and thus your turns will likely turn out worse whenever possible.
For roleplaying, you may bold. But, if you bold, make sure talking has Quotation marks (" "), and roleplayish actions are Italicized.
For talking, Bold and Quotation marks.
I do not have special formulas for how your stats will change. I will just change them on my own whims. Unless you find something extremely bullshitty, don't argue about how your stats change.
Brutal actions are allowed, but avoid making them common nature. If they are, avoid talking about them in depth. Also, don't do any that would likely result in Toadyone or Threetoe coming in. I will not be held responsible for your actions.
Don't do vague actions. Don't do actions that could be taken more than one way without specifying what you want to do. If you do either, I have full rights to take it how I want it.
Standard 1d6 for now. Unless there's something special that needs more, I will leave it at that. One thing to note, a 3 is nicer than most RTDs: It counts as a partial success. Meaning you have a 2/3 chance to succeed on every action. However, see below. Actions that require or use stats will face those penalties or bonuses. For example, trying to deal with someone with low Trustworthiness will face penalties to your roll.
Each of these stats can go from 0 to 100. 100 is the highest. 50 is average. Normally, they give bonuses/penalties to respective rolls at: -2 at 0-19, -1 at 20-39, 0 at 40-60, +1 at 61-80, and +2 at 81-100. But some may differ. In addition, having too much or too little of a stat may give increased penalties. Also, some may act differently than just -2 to +2. Those marked with red are not used at character creation. Blue stuff is stuff based entirely on what your dragon's body is like.
Strength: How buff you are. 50 is average dragon strength. 10 or lower is very weak, and you may die if you stay that low. 90 or more makes you sluggish, damaging your Agility by 2 points by each point above 90. 10 or lower and you cannot fly.
Agility: How quick you are and your ability to dodge attacks. 50 is average. 10 or lower and you will have to roll to move without tripping. At 90 and above, you suffer for being too agile: -2 toughness per point above.
Intelligence: How smart you are. You may be asking; "Why would a dragon need to be smart?" Well, you'd be surprised. 20 or lower is severely retarded, and you will fall into obvious traps really often without you being able to avoid them. In addition, you cannot learn magic below 10. At and above 90, you may start overthinking things.
Toughness: How much damage you can take before going down. Every 5 points gives 4 HP. 90 or higher results in -3 agility per point above. Below 20 and you'll get sick. Often.
Charisma: How well you can talk, and how well you can use your body and voice to reflect your mood. Yes, dragons can talk in this game. 90 or higher and many people will want you... in various ways ranging from trophies to... uhh... "partners".
Fame: How infamous you have become. Pretty easy to guess how that will effect you. 0 is completely unknown, 100 is known throughout the world.
Trustworthiness: How trustworthy and honor-bound you are perceived to be. This will quickly go down if you are a cruel bastard or repeatedly use cunning tactics/actions. It's hard to get this up. If this is high, expect people to make a lot of deals with you and accept a lot of your deals. If this is low, no one will trust you for anything.
Cruelty: How cruel you are perceived to be. High cruelty is cruel. Low cruelty is nice/merciful. This effects how people will interact with you. High cruelty will allow you to intimidate people easier, but will make it harder for people to believe you when you're acting nice. Lower has the exact opposite effect. This is not the same as Evilness. This is cruelty, not good/evilness. You can have a nice evil person, or a cruel good person.
Evilness: How good people perceive you to be depending on what kind of actions you make. High means you are seen as a very evil being. Low means you are seen as a good being. This will have a similar effect as Cruelty, but slightly different. This is not the same as Cruelty. You can have a nice evil person, or a cruel good person. Though it's usually Evil-cruel, or Good-nice.
Intimidation: How scary you look. As a result, how much you scare people. Higher amplifies scary actions and lessens nice actions. Lower amplifies nice actions and lessens scary actions.
Your body. How it's shaped effects how people view you, and also effects how agile or strong you are. Mostly intended for flavor. And should be picked role-playing-ish.
If you want more options for body creation, tell me.
Head: What shape your head is.
Smooth all-round: Your head is fairly smooth, with no rigid areas, and no rapidly rising or falling areas. -10 Intimidation. Female: +5 Charisma. Male: -5 Charisma.
Standard: Your head is fairly smooth, with no rigid areas, but with some quickly heightening or lowering bits. No effect.
Rough: Your head is somewhat rigid, and has some quickly heightening or lowering bits. +5 Intimidation. Female: +5 Charisma. Male: +5 Charisma.
Very Rough: Your head is very rigid, and has multiple quickly heightening or lowering bits. Scales tend to poke out a lot. +10 Intimidation. +5 Evilness. Female: +5 Charisma. Male: +10 Charisma.
Horns: Your horns, dude!
No horns: You lack horns, which is rare among dragons. -5 Evilness. +5 Charisma if Smooth all-round head.
Small horns: You have small, barely noticeable horns. No effect.
Large horns: You have long, large horns, a rarity. +5 Evilness. +5 Intimidation. -5 Charisma if Smooth all-round head, +5 if Very Rough head and male.
Single Horn: Instead of two, you have one-a rarity among Dragons, but it's not nearly as intimidating, since you look like a Unicorn. +5 Charisma, -15 Intimidation (IT LOOKS SILLY FOR GOD'S SAKE). +2 damage from head ramming.
Frontal Horns: Your horns bend forward, and partially block your face-they do nothing for your looks, but provide a valuable defensive measure. +5 Toughness, -10 Charisma.
Tusks: You have no horns, but tusks instead, like a boars. Common in low born Drakes instead of True Dragons. While they are an asset in combat, they make you undesirable. +10 Toughness, -15 Charisma. +4 damage from head ramming.
Claws: What are your claws like?
No claws: You're clawless. Rare. Cannot attack with claws. -5 Evilness, -5 Intimidation.
Normal claws: How average. No effect.
Long claws: Your claws are larger than normal. You do 3d3 damage instead. +5 Evilness, +5 Intimidation.
Scale Color: What are your scales like?
White: People view you less evilly for being white. Commonly associated with any dragon. -5 Evilness.
Black: People view you more evilly for being white. But you are also more attractive. Commonly associated with any dragon. +5 Evilness. +5 Charisma.
Gray: Commonly associated with breathless, warrior dragons. No effect.
Red: Commonly associated with fire dragons, but rare. +5 Intimidation.
Blue: Commonly associated with water or lightning dragons. No effect.
Green: Commonly associated with poison or acid dragon. No effect.
Brown: Commonly associated with any dragon. No effect.
Purple: A rare color of dragon, thought by many to be some sort of mutant aberration. Lowers your desirability. -5 Charisma.
Gold: An extremely rare color of Dragon-associated with treasure, obviously. +5 Charisma.
Chromatic: The rarest of all dragons, they are usually viewed as living Gods by both mortals and their kin. +10 Charisma, -5 Intimidation, -5 Evil.
Chartreuse: A mix between green and yellow, this color is rare, usually associated with acid dragons. It's not anything special, though. No effect.
Periwinkle: A mix between blue and violet, this color is rare, usually associated with lightning dragons. No effect besides the silly name.
Other: If you feel there are too little colors, go ahead and suggest one. Remember, though, that I have the final say in the effects! And there may or may not be any good effects!
Scale Type: How your scales are arranged-affects how easy it is to remove your scales, leaving that spot vulnerable for a long period of time, and how fast they regrow. Enemies that know your vulnerabilty can be very dangerous to you. Older Dragons naturally grow scales slower.
Loose: They don't protect you as well, but allow much more flexibilty. They tend to fall off easy, and regrow quickly. +5 Agilty -5 Toughness, Easy to knock off, regrow quickly.
Standard: Nothing special-moderately difficult to remove, regrowth moderate.
Mirror: Your scales are naturally shiny and pretty-it fully brings out your Dragons Scale color. It doesn't do much for your defensewise though-be careful or you'll shatter like an expensive vase, +10 Charisma, double any Charisma bonuses from scale color, or turn a negative into a positive and double it. Very easy to remove, regrow very slowly. -5 Toughness, -5 Agility
Tight: Your scales form a powerful cage around you, protecting you from harm. +5 Toughness, -5 Agility. Difficult to remove, but regrow very slowly.
Body length: How long your body is.
Short: You are a smaller dragon. -10 Toughness for having a smaller body. +5 Agility for being a smaller target.
Standard: No effect.
Long: +5 Toughness from larger body, -5 Agility for being a larger target.
Very Long: Think Chinese dragons. +10 Toughness from larger body, -15 Agility for being a larger target.
Spiritual Essence: Most Dragon souls typically are reincarnated into new bodies after death, with a useful fraction of the skills they held in their past life, but old souls are also tired souls...which one is yours like?
New Soul: Fresh from the factory! +10 Charisma, -15 Intelligence
Young Soul: Been around the block... +5 Charisma, -5 Intelligence
Average Soul: Not too warm, not too cold. No effect.
Old Soul: Your getting too old for this. +5 Intelligence, -5 Charisma, can communicate with your past lives rarely
Ancient Soul: With great knowledge, comes great sorrow... +10 Intelligence, -15 Charisma, can communicate with your past lives more often
Spine stiffness: How stiff your spine is.
Stiff: +10 Toughness. -15 Agility.
Standard: No effect.
Loose: -15 Toughness. +10 Agility.
Tail: What is your tail like?
Small: +5 Agility due to being a smaller target, -10 Charisma due to looking 'uglier'.
Standard: No effect.
Long: +5 Strength due to needing to swing a larger tail around, -5 Agility for obviously being a larger target.
Mace end: +10 Strength due to needing it to swing that tail, -10 Agility for obviously being a larger target and being more sluggish, -5 Charisma due to being less sleek, +3 damage from tail.
Blade end: Your tail ends is a nasty switchblade which can bisect an armored man in half. +5 agility due to accuracy, -10 strength since it's light and somewhat hollow, +5 Intimidation due to it looking... intimidating, +5 damage from tail. Can dull, so be careful.
Spike end: Your tail is similar to a spiked club that can impale and pierce your enemies. Looked down upon as a common trait. +5 agility due to accuracy, +5 strength since it's sort of heavy, +1 damage from tail, -10 Charisma. Be careful it doesn't get stuck in anything.
Breath: What do you breathe my good sir/ma'am? Please don't show me by breathing on me.
Prismatic:Random breath attack from anything on the following list-even no breath and healing breath! Can be used every 7 rounds, -1 to hit.
Ice: Frost breath, for turning your enemies into pretty statues. 1D10 Damage against non-iceproof monsters, can be used every 5 turns. 25% of stun, non consecutively.
Thorns (you can specify crystal, bone, wood etc) A spray of piercing thorns at your enemies at a high rate of fire. Does more damage to smaller creatures than larger ones. 2d5 damage to small, 1d5 to large, can be used every 2 turns. Increases hunger greatly.
Death: Evil bile the corrupts whatever it touches, and often reanimates those it slays into twisted parodies of life. Does 1d10 damage, can be used ever 6 turns, enemies slain with death breath return as loyal zombies. +20 Evilness
Life: Not a weapon, instead it's a stream of concentrated Goodness that heals and rejuvenates the living. Heals 1d20, can be used every 6 turns. -20 Evilness
Fire: Standard fair for a dragon. +5 Intimidation, +5 Evilness. 1d20 damage against non-fireproof monsters, can be used every 5 turns.
Water: Heated water for boiling someone alive. Rare. 1d25 damage against non-heatproof monsters. Needs water.
Lightning: Raw lightning for shocking someone. +5 Intimidation. 1d15 damage against non-fireproof monsters, can be used every 3 turns.
Acid: For melting people. 1d20 damage against non-fireproof monsters, can be used every 3 turns. Increases hunger. Sometimes lowers Charisma, temporarily or permanently.
Poison: For poisoning people. +5 Evilness. 1d5 damage per turn for 8 turns against non-poison proof monsters, can be used every 10 turns or after eating a poisonous item/creature.
Energy: A rare sort of Draconic breath that can damage nearly any foe regardless of resistance, but does not do as much as damage as a dedicated element. 1d10 damage, can be used every 5 turns.
Sonic: Concentrated sound waves for blowing people away. Does more damage to smaller creatures and structures than larger ones. 1d20 damage to small, 1d10 to large, can be used every 5 turns.
Entropy: Concentrated nothingness, it saps the strength of those it strikes. 1d10 damage against living enemies, can be used every 8 turns. Increases hunger. Sometimes lowers enemy strength, temporarily or permanently.
Time: The mystical sands of time themselves bend to your will-1d10 damage against living enemies, can be used every 8 turns. Increases hunger. Sometimes lowers enemy agility, temporarily or permanently.
Astral: The power of the stars and sun can illuminate, or blind the unwise... 1d10 damage against enemies with minds, can be used every 8 turns. Increases hunger. Sometimes lowers enemy intelligence, temporarily or permanently. -10 Evilness
Void: The power of gravity. 1d10 damage against airborne enemies, can be used every 8 turns. Increases hunger. Sometimes lowers enemy endurance, temporarily or permanently. +10 Evilness
Chaos: The Chaos corruption flows through your veins...breath does no damage, but randomly lowers all enemy stats on hit, temporarily or permanently. You run a risk of further mutations with this power, and when you grow older, will need sources of chaos magic to live. +20 Evilness
None: You live without breath weapons. As a result, you are a better warrior. Though you lack a panic button. +10 Strength, +5 Agility, +10 Toughness.
Unlike most games, gender effects various things! Listed are pluses and minuses.
Male:
++Strength: +10.
-Agility: -5.
-Intelligence: -5.
++Toughness: +10.
-Charisma: -5.
--Relations from other males: Hostile, rivalry, very territorial.
-Relation from females: Indifferent, uninterested, mildly territorial.
+Doesn't need to give birth to children.
+Doesn't have to raise children.
--Doesn't get to be with children.
Overall: --, mainly from relations from opposite sex: - is two levels from a +. Not that big of a penalty, considering the alternative is people trying to mate with you all the time.
Female:
-Strength: -5.
+Agility: +5.
+Intelligence: +5.
-Toughness: -5.
+Charisma: +5.
+Relations from males: Indifferent, interested, mildly territorial.
--Relation from other females: Hostile, uninterested, very territorial.
-Needs to give birth to children.
-Has to raise children.
++Gets to stay with own children.
Overall: No bonuses or minuses.
If you think I'm being unfair to females... then consider females are smarter than males. If you still consider me being unfair, then, well, I don't care and you should complain to someone else.
To be blunt, there is no goal. So you will have to make some up for yourself.
However, if you can't think of any, how about these:
Keep and maintain 80 or more Fame for 20 or more turns.
Have 40+ children before growing too old. (Male)
Have 20+ children before growing too old. (Female)
Kill 5 or more other dragons.
Take over 3 or more kingdoms.
Kill 10 or more heroes.
Befriend a kingdom(s).
Be worshiped widely as a god.
Survive godly wrath 3 or more times.
Kill 500 or more people.
Live to max age or further.
Become a high-mage dragon.
Get 400000 golds worth of loot.
Find a very powerful artifact.
Let me be blunt: I'm not a specialist for dragons. I know little besides movies and roguelikes. And a little reading. And dragons vary so much. So, I'll tell you right now what the dragons are in this game:
Body: Scaly. Wings are scaly. They are Europeans, but with the long body you can also be a Chinese-like dragon. They have 4 limbs: 2 legs and 2 arms. They have large wings. They have a tail. Their body starts out about the size of a large dog, and gets to be as long as a large stone tower you see in castles while being as wide as 2 horses. Their neck and chest has no vulnerable spot, and dragons are really hard to kill. However, like all animals, hitting the neck can still be very devastating hitting some big artery or the bone. And, also like all animals, getting lots of cuts can bring down a dragon purely by bleeding. Dragons are carnivores, but are facultative carnivores, meaning they mainly eat meat, but if they can find enough plant food, they will eat it instead. They will, however, face some temporary digestive problems if they eat plant food, but it won't take too long for their stomach to calm down. Dragons have claws, which are pretty damn sharp. Dragons have some ability to gently move small objects, but there is a limit.
Mood: Dragons love gold, but they aren't eternally entranced by gold; enough resisting and they loose all appetite for it. Dragons aren't evil, but the type of actions they do usually look evil in the eyes of humans. Dragons are smart enough to learn which actions humans view as bad. Whether or not they choose to adjust their actions to avoid doing those actions depends on them. Dragons don't know English initially, but can learn if they want to. Dragons will get an urge to mate when they grow old enough, and will feel depressed if they avoid it, but it can be drowned in other pleasures if intense enough. Dragons are nearly as intelligent as humans. Young dragons are very passive, and rarely actively cause violence. Those who do are trouble kids, and trouble kids tend to be very violent when they grow up. Dragons tend to either DESPISE insults or barely care at all. Similarly, dragons tend to be very trustworthy or not trustworthy at all.
Territoriality: Dragons are defensive of their territory. Unless they willingly allow someone on their territory, or there is a member of the opposite sex (every dragon wants to make babies badly since dragons are so spread out) and they have not had bad experiences with him/her, they WILL GO CRAZY if other dragons are in their territory. They may try to kill other dragons, but most of the time they will either maul them (but not kill them) or make very, very threatening warnings.
Desperation: All dragons have a "Desperation Drive". Wherein they will loose all feeling of pain, and go berserk (where the player cannot control their dragon). This has very little chance of saving them, but it will likely kill the offender. And there still is a chance for them to survive. Desperation Drive activates if all of these are true: Is bleeding (internally or externally). Is in severe pain. Is wounded. No escape route. Enemy is still around, in melee. Enemy still superior. Enemy, to your knowledge, cannot be reasoned with. The player's dragon will get huge buffs to attack, but utterly looses the ability to defend him/herself (won't dodge). In addition, the player will gain 20 more HP. Though that HP WILL ONLY LAST AS LONG AS YOU ARE BERSERK. It will go away if you ever exit berserk. This means you will die if below 20 HP before it stops, since that HP is temporary.
Mini-spoiler, GO!
Unmodified claws: 3d2.
Unmodified mouth: 1d12.
Unmodified tail: 2d5.
Ramming: Depends on situation.
Don't worry, this spoiler may fill up with more stuff.
Eventually.
So it's not likely destined to oblivion.
Name: You may use anything. Try to keep it sane. Don't use multiple SSSes, dragons to not speak in snake voice.
Gender: Select your gender. See spoiler above.
Body: Select your body. See spoiler above.
Head:
Horns:
Claws:
Scale Color:
Scale Type:
Body length:
Spiritual Essence:
Spine stiffness:
Tail:
Breath:
Stats: All non-red. REMEMBER TO FACTOR IN YOUR GENDER AND BODY PARTS PLEASE. And remember to add a plus or minus so I can quickly tell that you are getting it from your body part or gender. Each stat starts at 50 points. And you have 20 bonus points. So in total you have 270 points to work with.
Strength: 50
Agility: 50
Intelligence: 50
Toughness: 50
Charisma: 50
Roleplaying: If you want to add roleplaying information, here's where to add it to:
Personality: Your personality. Here, this may help:
http://www.gurusoftware.com/GuruNet/Personal/Factors.htm Mother background: What is your mother like? If the same mother as another player's, you will both be born in the same spot.
Father background: What was your father like? You may never see him, but if you do, this will seriously effect what the encounter will be like.
You may notice a lack of your own background. The reason is because you're not even out of your egg yet.
1: Humans are hostile to dragons and sometimes heroes will fight you just for glory. Don't try to befriend them all at once.
2: Don't trust everyone. There are plenty of people trying to kill a dragon for various reasons ranging from parts of your body to your treasure.
3: Don't rush into things. This has a good chance of getting you killed.
4: Don't get too greedy. Gold is nice, but it doesn't mean shit if you're dead.
5: Don't fall into traps. Avoid going against someone at a specified time, especially if they're ready for you.
6: If you are going to screw shit up, avoid attracting too much attention! People will come for you!
7: Don't underestimate humans. You may end up dead. Be ready for anything.
8: Don't piss off the gods too much.
Players:
1: Tarran
Gender: Male.
Body:
Head: Very Rough
Horns: Large horns
Claws: Normal claws
Scale Color: Black (I just noticed, I screwed up, it's supposed to ADD Evilness, not SUBTRACT it. I'll fix it in mine, please do the same.)
Scale Type: Standard
Body length: Long
Spiritual Essence: Ancient Soul
Spine stiffness: Standard
Tail: Blade end
Breath: Fire
Stats: All non-red. REMEMBER TO FACTOR IN YOUR GENDER AND BODY PARTS PLEASE. And remember to add a plus or minus so I can quickly tell that you are getting it from your body part or gender. Each stat starts at 50 points. And you have 20 bonus points. So in total you have 270 points to work with.
Strength: 50(+10,-10)=50
Agility: 50 (-5, -5, +5, +10)=55
Intelligence: 50(-5, +15)=60
Toughness: 50 (+10, +5, -5)=60
Charisma: 50 (Rough Head +10, +5 large Horns, +5 black scales, -15 Ancient Soul, -5 Gender)=50
Roleplaying:
Personality: Distant, stubborn, does what is right, kind, unfriendly, pessimistic, unresponsive, self-reliant, self-disciplined, Insensitive, and suspicious. (basically, he hates the world and everything it stands for but still helps people from the bottom of his, very very old, heart.)
Mother background: Anyur, daughter of one of the most destructive dragons ever known. She is old and wise, and kind-hearted. She is strong, and tough, but is not exactly agile, or a genius. She has a small following of--unforced--human followers that worship her as a god. Her brother is jealous of her, but tolerates her being his neighbor. She is caring, considerate, friendly, honest, hard-working, responsible, frugal, vain, social independence, and serious. She is also very territorial. Moreso than most female dragons.
Father background: Halos (Ha-los, not Hey-loes), "God Of Greabrig Mountain". He is a VERY POWERFUL dragon. Naturally, due to his name, he almost literally "owns" Greabrig Mountain. He has a wealth of gold, and has some forced Vassal cities. This, however, has lead to MANY people trying to kill him. However, he somehow survives. He is strong, agile, tough, and intelligent. He's also reasonably good at talking. He is somewhat old. He is cold, uncaring, selfish, silly, self-reliant, vain, lazy, hostile, rigid, and unforgiving. But less so to people who are closer to him
2: IronyOwl
Gender: Male
Body:
Head: Very Rough
Horns: Large
Claws: Long
Scale Color: Black
Scale Type: Mirror
Body length: Long
Spiritual Essence: New Soul
Spine stiffness: Standard
Tail: Long
Breath: Lightning
Stats: All non-red. REMEMBER TO FACTOR IN YOUR GENDER AND BODY PARTS PLEASE. And remember to add a plus or minus so I can quickly tell that you are getting it from your body part or gender. Each stat starts at 50 points. And you have 20 bonus points. So in total you have 270 points to work with.
Strength: 65 (+10 Gender, +5 Tail)
Agility: 30 (-5 Gender, -5 Body, -5 Scales, -5 Tail)
Intelligence: 50 (+20 Points, -5 Gender -15 Soul)
Toughness: 60 (+10 Gender, +5 Body, -5 Scales)
Charisma: 90 (-5 Gender, +10 Head, +5 Horns, +10 Color, +10 Scales, +10 Soul)
Roleplaying:
Personality: Greedy, Inquisitive, Curious, Patient, Ambitious. Hungers for magical knowledge in particular, and is slightly displeased at his own lack of noteworthy intellect.
Mother background: Acilierix, a haughty gold dragon with a penchant for manipulation and politics. She has a brutal streak in combat, but is mostly an arrogant and greedy but effective ruler, merchant princess, and politician, albeit one who occasionally uses her draconic strength to personally make examples of those who cross her.
Father background: Death Walker, a fearsome black dragon more commonly known as Lurking Death or Death Mask. His horns form a masklike mane, and he has few goals other than bringing ruin and destruction to all. He's revered (and very, very feared) as a literal god of death by some of the mortals that live near his swamp, while those further out consider entering such a place to be a death sentence. He tends to lurk underneath the water's surface and is an expert ambusher and combatant.
3: Draignean
Gender: Male
Body,
Head: Very Rough
Horns: Large Horns
Claws: Long Claws
Scale Color: Grey
Body length: Very Long
Spine stiffness: Standard
Tail: Long
Breath: None
Scale Type: Average
Spiritual Essence: Average
Stats,
Strength: 50 (Long Tail +5, Warrior +10, +15 bonus, +10 Gender)=90
Agility: 50 (Long Body -15, Long Tail -5, Warrior +5, -5 bonus, -5 Gender, +35 Bonus)=65
Intelligence: 50 (-5, -20)= 25
Toughness: 50 (Long Body +10, Warrior +10, +10 bonus, +10 Gender)=90
Charisma: 50 (V. Rough Head, +10, Large Horns, +5, -20 bonus, -5 Gender) 40
Roleplaying,
Personality: Honorable, Traditionalist, Arrogant, Courteous, Conqueror, Warrior.
Mother background: Beautiful, cowardly, dead. (Midrayal, White)
Father background: Evil, powerful, greedy, jealous, intelligent. (Halnon, Black)
4: Haika
Gender: Female
Body:
Head: Smooth
Horns: No Horns
Claws: Normal Claws
Scale Color: Chromatic
Scale Type: Mirror
Body length: Short
Spiritual Essence: Ancient Soul
Spine stiffness: Standard
Tail: Standard
Breath: Prismatic(Approved!)
Stats:
Strength: 50-5=45
Agility: 50+5-5+5=55
Intelligence: 50+5+10=65+20=85
Toughness: 50-5-10=35
Charisma: 50+5+5+5+10(x2)+10-15=80
Roleplaying:
Personality: thoughtful, pessimistic, calm, educated, visonless(Blind Dragon), conservative, problem-solving skills, physically weak/prone to illness
Mother background: I'd like to take the most common mother among the other players. So that I match up with at least one of them.
Father background: Father was a wanderer, highly intellegent, but a young dragon with no other children.
5: Wolfchild
Gender: Female
Body: Select your body. See spoiler above.
Head: Smooth
Horns: None
Claws: Normal
Scale Colour: Chromatic
Scale Type: Loose
Body length: Standard
Spiritual Essence: Average
Spine stiffness: Standard
Tail: Bladed
Breath: Life
Stats: member to add a plus or minus so I can quickly tell that you are getting it from your body part or gender. Each stat starts at 50 points. And you have 20 bonus points. So in total you have 270 points to work with.
Strength: 45 (-5 gender)(-10 tail)(+10 spent)
Agility: 65 (+5 gender)(+5 Scale Type)(+5 tail)
Intelligence: 65 (+5 gender)(+10 Spent)
Toughness: 40 (-5 gender)(-5 Scale Type)
Charisma: 70 (+5 gender)(+5 head)(+5 Horns)(+10 Scale Colour)
Roleplaying:
Personality: Kind, Honest, Forgiving, Courageous
Mother background: Vitnaa, White Scaled Frost dragon, who honoured deals but trheatened violence to get treasure
Father background: Histran, black scaled death dragon, vicious and cruel. Forced himself on Vitnaa
6: Ahra
Gender: Male
Body:
Head: Very rough
Horns: Large horns
Claws: Long claws
Scale Color: Black
Body length: Long
Spine stiffness: stiff
Tail: Blade end
Breath: none
scale type: tight
soul: average
Stats:
Strength: 50 (Gender +10, blade end tail -10, bonus points +10, warrior +10)= 70
Agility: 50 (Gender -5, Blade end tail, +5, Stiff spine -15, long body -5 , bonus points +10, Warrior +5, Tight Scales -5= 40
Intelligence: 50 (gender -5) = 45
Toughness: 50 (gender +10, stiff spine +10, long body +5, warrior+10, Tight Scales +5)= 90
Charisma: 50 (gender -5, Black scales +5, large horns W very rough head +5, very rough head, Male +10) =65
Roleplaying:
Personality: honorable, rationalist, logical, closed
Mother background: Aratuva, an blood-thirsty poison spitting aggresive very long dragon, died in an trap shot by atleast 3 ballistas
Father background:Grimatur an massive (somewhat rational) grey dragon from the western dagger mountains
Waiting list:
UltimUHNGH
Nega?
RAM
Micelus
The Legends
1. Asabragr the Brave21 DP
A Black Dragon who barely lived a day-slain by Dwarves in valiant defense of his sister.