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Posted

Hi. I'm starting an Exile RPG and I just figured this would be a good place to plug it. Or maybe if you were interested in helping me out as staff, that would be great too. But mainly I'm just trying to spread the word.

 

It's going to be an IRC-based game. The server is www.sorcery.net and the room is #ExileRPG.

Posted

I assume you're talking about a D&D-style game.

 

Hmmm... this scares me. But only because I have absolutely no idea how IRC works. laugh

 

As for... the second personage, what an amazing insight! Thank you for sharing that with us all!! Can I, like, worship you?!?!

 

*Insert more sarcastic fanservice here*

 

Just kidding, nice quote though.

Posted

Ugh. I normally am. It's just that dang PDN that hacks me off. It reminds me too much of this kiddie book, that when I was in year 6, we all were forced to read it. frown

 

I HAD AN OFF-THE-SCALE READING ABILITY! AND THEY MADE ME READ A STUPIDLY LONG BOOK FOR FIVE-YEAR-OLDS!!! mad

 

*calms down a touch*

 

They regreted it, when I started an equal oppotunities and religious discussion afterwards. laughlaugh

Posted

Fixed my signature smile And IRC...it isn't that complicated, I have instructions on the 'How to Connect' page...I have the page all worked out in frontpage, it should be up soon. Just gotta figure out how to implement the spells into an RPG form. I almost got it. If you're interested keep an eye on this thread smile

Posted

Yo, Vertigo. If you want to just read what I wrote, read the top and bottom parts of my posts. Saw your website. If you made those rules/races/classes then sorry but no, just just no. I made a avernum/exile rpg setting and first off the races should look much more like this:

 

New Playable Races

Human

*Avernite

*Imperial

Slitherazakai

*Avernite

*Savage

@Nephilim,

*Avernite

*Tribal

@Nepharim

*Avernite

*Tribal

Vahnatai

*Dark Vahnatai

*Crystal Vahnatai

*Seering Vahnatai

Troglodytes

Goblins(maybe)

*LeaderShip Caste

*Warrior Caste

 

The classes do much better avernum style:

 

New Base Classes

*All Avernites (except race specific)

Soldier

Rogue

Berserker

Cleric

Archer

Rebel

Hedge Wizard

Shaman

Sorcerer

Custom(maybe)

 

New Favored Prestige Class Specifications

Human, Any (except Race Specific)

Slitherazakai: EmberMage, SpearBlade, I'llfigureoutpriestnamelater

Nephilim: Roamer, NightBlade, Shaman(N)

Nepharim: DeathBlade, Wanderer, Shaman(N)

Vahnatai: Crystal Shaper, BladeMaster, Keeper, Crystal Worker

Troglodytes: Khazi, Defender, Lord

Goblins: Savage, Shaman(G), Zealot

 

The Spells/Special abilites would probably work better avernum style too:

 

Special Abilities

 

@ Good Traits

 

* Strong Back

You are strong, stout, and easily able to bear heavy loads. You can carry more weight, and armor encumbers you less than it normally would.

XP Penalty: 10%

# Weight Capacity X1.5

# Encumberment X.5

 

* Nimble Fingers

You have a natural aptitude for tools, traps, and delicate machinery of all sorts. You will receive a bonus whenever you have to deal with these sorts of objects.

XP Penalty: 15%

# +5 to Tool Use

 

* Beastmaster

Many animals have taken a liking to you, to the extent that they will follow you and help you. Every day, you can summon one beast to your aid. It will fight in your defense. The higher your level, the better a creature that will come.

XP Penalty: 15%

# Call Beast 1/day

 

* Strong Will

Certain foes will attempt to use their clever magical powers to cloud your mind. Fortunately, when you have this ability, you are much more likely to resist this trickery.

XP Penalty: 15%

# Resistance to mental effects +25%

 

* Good Education

You have received the best education the surface world had to offer. You are much more likely to be able to handle situations which require lots of knowledge, such as decoding magical runes.

XP Penalty: 15%

# Arcane Lore +5

 

* Toughness

Your body is very resilient, and your constitution is unusually strong. You are less likely to take serious damage in hostile situations and disease and poison will have less of an effect on you.

XP Penalty: 20%

# Protection From Melee Damage +20%

# Protection From Disease and Poison +50%

 

* Fast On Feet

You are very fleet of foot and your reaction time is among the best. You will act much more quickly in combat and sometimes you will receive bonus action points.

XP Penalty: 20%

# Initiative +3

# Action Points +1 every other turn

 

* Natural Mage

Some people learn magic. For you, it's a natural skill, as ingrained as walking and breathing. All of your spells receive bonuses and you can cast mage spells even while wearing encumbering armor.

XP Penalty: 25%

# Mage Spells +1

# Priest Spells +1

# SP +5 each lvl.

 

* Elite Warrior

You were trained in the ways of war almost from birth. When other children were learning to walk, you were learning how to hold a knife. You receive bonuses in combat and these bonuses increase as you gain levels.

XP Penalty: 30%

# Chosen Weapon Profession +3 levels

# Chance to Hit +10%

 

* Divinely Touched

One of your ancestors was not mortal. A touch of divine blood flows in your veins. You have several special abilities, each of which can be used once per day.

XP Penalty: 40%

# Call Spirit, 1/day

This is the ability to communicate with the spirit world. In addition to always having someone to talk too, once per day you can summon a shade to aid you. The higher your level, the better you will obtain.

# Lay On Hands, 1/day

This blessing is a healing touch. Once per day, you can heal yourself. The amount of healing increases with your level.

# Natural Curing, 1/day

Merely by concentrating, you can purge yourself of disease and poison. The higher your level, the better the effect.

 

@ Bad Traits

 

* Cursed At Birth

A mage took an unfortunate dislike to your parents. As a result, you were cursed when you were born. Through no fault of your own, you will sometimes receive penalties to your actions, and some magical effects will harm you more.

XP Bonus: 20%

# -1 to all rolls

# -10% resistance to Magic

 

* Sickness Prone

You were a sickly child and this frailty has plagued you even in adulthood. Disease, poison, and similar afflictions will have more of an effect on you.

XP Bonus: 20%

# +50% Disease/Poison Effects

 

* Sluggish

You are slow on your feet and your reaction time is poor, at best. You will receive less action points in combat and your turn to act will come later then normal.

XP Bonus: 30%

# -3 to Initiative

# -1 Action point, every other turn

 

* Brittle Bones

On the surface, there is a tragic condition which causes all who suffer it to have very brittle bones. Unfortunately, you are counted among its victims. Going into melee is a very bad idea for you. The blows of your enemies will be devastating.

XP Bonus: 30%

# -50% protection from Melee Damage

 

* Completely Inept

The adventuring life is a completely bad match for you. You freeze up when creatures attack you. The slightest chill causes you to catch cold. Enemy blows are devastating to you. You stumble a lot. Every day is a struggle just to keep moving. You even have trouble putting your pants on correctly in the morning.

XP Bonus: 40%

# -35% protection from All Damage

# -1 Action Point, permanent

# -3 Initiative

 

Trained Abilities

 

* Pathfinder

Pathfinder skill helps you find your way through hostile terrain. Your chance of being poisoned by swamps and the like is reduced. The more of this skill you have, the better the effect.

 

Inherited Abilities

 

Go Berzerk, 1/day

You can cause yourself to go berserk, increasing your effectiveness in combat while enabling your foes to hit you more easily. The higher your level, the better the effect.

 

Earned Abilities

 

Ritual of Sanctification, 1/day

Summons forth great holy power, destroying any nearby evil objects, such as altars. Affects everything within 2 spaces of your group, Use of this ability is very draining. So, you can only use it once per day.

 

Beyond all that I must say that "VALORIM???? WHAT WERE YOU THINKING???? EXILE D$#@IT EXILE!!!!

 

If you like my system, let me know, I have a lot of it done...

Posted

OH almost forgot, Item list, if you haven't done it yet, already got it:

Key

DR = Damage Reduction

CP = Combat Penalty

 

Equipment (All items are listed individually)

 

Armor

 

* Helmets

 

@ Leather Helmets

These are leather caps, sometimes made with chain mail hanging from the rear to give some additional protection for the back of the neck.

 

Cursed Leather Helmet

4 pounds, 5 coins

-1 AC

 

Poor Leather Helmet

4 pounds, 8 coins

0 AC

 

Leather Helmet

4 pounds, 15 coins

1 AC

 

Fine Leather Helmet

4 pounds, 35 coins

2 AC

 

WyrmSkin Helmet

4 pounds, 100 coins

3 AC

5% resistance to illness

 

@ Metal Helmets

These are the highest grade of protective headgear. It's a metal cap with flanges down the side, back, and sometimes the front. The most extreme varieties of helmets have only a slit in the front for the wearer to peer out.

 

Cursed Bronze Helmet

7 pounds, 5 coins

-2 AC, 5% CP

 

Bronze Helm

7 pounds, 25 coins

2 AC, 5% CP

 

Iron Helmet

7 pounds, 50 coins

3 AC, 5% CP

 

Steel Helmet

7 pounds, 150 coins

4 AC, 5% CP

 

Blessed Steel Helmet

7 pounds, 400 coins

5 AC, 5% CP

 

@ Magical Helmets

 

Ruby Helm

7 pounds, 700 coins

4 AC, 5% CP, 10% resistance to Fire Damage.

 

Runed Helm

7 pounds, 700 coins

3 AC, 10% resistance to Magic Damage.

 

Helm of Alertness

4 pounds, 1000 coins

4 AC, 10% resistance to Mental Effects

 

Helm of Speed

7 pounds, 2500 coins

2 AC, 5% CP, +1 to Action Points.

 

Emerald Helm

7 pounds, 500 coins

3 AC, 5% CP, 10% resistance to illness, 5% resistance to acid.

 

* Bracers

 

Leather Bracer

1 pound, 15 coins

1 AC

 

Bronze Bracer

1 pound, 40 coins

2 AC, 5% CP

 

Iron Bracer

1 pound, 150 coins

3 AC, 5% CP

 

Blessed Bracer

1 pound, 600 coins

5 AC, 5% CP

 

Drakeskin Bracer

1 pound, 300 coins

4 AC, 5% resistance to fire

 

* Hand Coverings

 

@ Gloves

Gloves are leather coverings for the hands, made from the soft, delicate leather of smaller lizards. Gloves are greatly valued in the cold areas of Exile, and it can get very cold.

 

Cursed Gloves

2 pounds, 0 coins

-2 AC

 

Gloves

2 pounds, 8 coins

1 AC

 

DrakeSkin Gloves

2 pounds, 80 coins

2 AC

5% resistance to fire

 

@ Gauntlets

Gauntlets are metal armor for the hand. They're generally leather gloves, but with articulated metal plates covering them. They will interfere slightly with spell-casting.

 

Bronze Gauntlets

3 pounds, 15 coins

2 AC

 

Iron Gauntlets

3 pounds, 30 coins

3 AC

 

Steel Guantlets

3 pounds, 90 coins

4 AC

 

@ Magic Gloves

 

Nimble Gloves

2 pounds, 400 coins

2 AC, +2 to Open Lock Skill.

 

Ogrish Gauntlets

3 pounds, 1000 coins

3 AC, +1 Dice to Melee Damage. (example: greatsword 3D6, with these now 4D6)

 

Giantish Gauntlets

3 pounds, 3000 coins

3 AC, +3 Dice to Melee Damage. (example: dagger 1d4, with these now 4D4)

 

Glue Gauntlets

3 pounds, 30 coins

2 AC, +1 to Accidental Theft.

 

Aspskin Gloves

2 pounds, 400 coins

3 AC, 5% resistance to illness

 

Micah's Gloves

2 pounds, 750 coins

1 AC, +1 lvl to Arcane Spells.

 

* Breastplates

 

@ Leather Armor

These are full suits of thick leather armor, boiled in wax to make them very hard. Leather Armor is perfect for the adventurer on a budget. Alas, even armor this light will interfere with spell casting.

 

Cursed Leather Armor

15 pounds, 10 coins

-3 AC, 10% CP

 

Poor Leather Armor

15 pounds, 20 coins

1 AC, 5% CP

 

Leather Armor

15 pounds, 50 coins

3 AC, 5% CP

 

Fine Leather Armor

15 pounds, 100 coins

5 AC, 5% CP

 

DrakeSkin Armor

15 pounds, 400 coins

8 AC, 5% CP

5% resistance to fire

 

@ Studded Armor

Studded Armor is very similar to leather armor, except that it has been reinforced with flat pieces of metal for extra protection. Since metal tends to be expensive in Exile, these are much more expensive then leather.

 

Cursed Studded Armor

30 pounds, 10 coins

-3 AC, 15% CP

 

Poor Studded Armor

30 pounds, 60 coins

2 AC, 10% CP

 

Iron Studded Armor

30 pounds, 150 coins

3 AC, 10% CP

 

Steel Studded Armor

30 pounds, 350 coins

5 AC, 10% CP

 

Blessed Studded Armor

30 pounds, 800 coins

10 AC, 10% CP

 

@ Chain Mail

Chain mail is a baldric of leather or heavy cloth, covered with a vest made by weaving together rings of metal wire (the chain mail part). The chain mail tends to drop low, in order to provide protection for the legs. It's heavy (and noisy) but effective.

 

Cursed Chain Mail

45 pounds, 10 coins

-5 AC, 20% CP

 

Poor Chain Mail

45 pounds, 220 coins

3 AC, 15% CP

 

Iron Chain Mail

45 pounds, 600 coins

4 AC, 15% CP

 

Steel Chain Mail

45 pounds, 1200 coins

6 AC, 15% CP

 

Mithril Chain Mail

45 pounds, 3000 coins

10 AC, 10% CP

 

@ Plate Mail

Plate armor is the strongest (and the heaviest, and most expensive) armor available. It is chain mail, but set with many additional thick plates of metal, which extend down the arms and legs. Great protection but forget about spell-casting.

 

Bronze Plate Mail

70 pounds, 600 coins

3 AC, 25% CP

 

Iron Plate Mail

70 pounds, 1200 coins

5 AC, 25% CP

 

Steel Plate Mail

70 pounds, 2000 coins

10 AC, 25% CP

 

Blessed Plate Mail

70 pounds, 5000 coins

15 AC, 20% CP

 

@ Magical Armor

 

Shadow Leather

15 pounds, 500 coins

5 AC, +1 to DEX, +1 to Defense.

 

Rogue's Vest

15 pounds, 400 coins

3 AC, 5% CP, +1 to DEX.

 

Rogue's Leather

15 pounds, 700 coins

5 AC, 5% CP, +2 to Tool Use, +2 to Defense, +1 to Assassination.

 

Mauling Leather

30 pounds, 2000 coins

5 AC, 10% CP, +3 Die of Melee Damage.

 

Chitin Armor

70 pounds, 300 coins

8 AC, 25% CP, 5% resistance to illness.

 

Icy Chain Mail

45 pounds, 7000 coins

8 AC, 10% CP, 15% resistance to fire.

 

Polished Plate Mail

70 pounds, 7000 coins

15 AC, 25% CP, 10% resistance to mental effects, +2 to combat stats, protection from Petrification.

 

* Clothing

 

@ Pants

No matter how close to savagery the people of Exile might come they never forget the immense value and dignity inherent in a good pair of pants. Forgetting to wear one's pants is disapproved of in most social circles.

 

Pants

4 pounds, 4 coins

0 AC

 

@ Tunics

This is a piece of clothing, generally worn above the waist. Use of this garment is required if one wishes to eat in one of Exile's finer restaurants.

 

Tunic (any color)

2 pounds, 5 coins

0 AC

 

@ Robes

The robe is the traditional article of clothing of wizards and other magic users. Unfortunately, enemy archers usually know this, and aim for robes first.

 

Cursed Robe

7 pounds, 5 coins

-2 AC

 

Robe

7 pounds, 10 coins

0 AC

 

Blessed Robe

7 pounds, 300 coins

1 AC

 

Mithril Woven Robe

7 pounds, 4000 coins

3 AC, 20% less chance to be hit, protection from petrification, 5% resistance to Magical Damage.

 

Dress

6 pounds, 7 coins

0 AC

 

@ Cloaks

Cloaks are long, flat pieces of cloth which are clasped at the neck and wrapped around oneself for warmth. Many areas of Exile are warmed by natural steam vents, but many are also extremely cold.

 

Cursed Cloak

5 pounds, 5 coins

-2 AC

 

Cloak

5 pounds, 7 coins

1 AC

 

Blessed Cloak

5 pounds, 150 coins

2 AC

 

Dragonskin Cloak

5 pounds, 500 coins

3 AC, 10% resistance to energy type of Dragon.

 

@ Vahnatai Robes

Vahnatai robes are sheer, delicate, translucent affairs, painstakingly pounded from fungus using a method unknown to you. The most amazing thing about such garments is that they constantly emit a soft phosphorescence.

 

Vahnatai Robe

4 pounds, 15 coins

3 AC, + 1-4 per level of Vahnatai, or, 1-2 per level of Vahnatai Lore.

 

@ Magical Clothes

 

Pants of Power

4 pounds, 400 coins

2 AC, 5% resistance to elements & magic.

 

Pants of Sorrow

4 pounds, 0 coins

1 AC, 5% pissed off.

 

Archer's Cloak

5 pounds, 500 coins

2 AC, +1 to DEX, 15% to hit with missile, +3 Die to Missile Damage.

 

Robe of the Magi

7 pounds, 2500 coins

3 AC, +3 to INT, +3 levels to Arcane Spells, +5% resistance to Mental Effects.

 

Radiant Robe

7 pounds, 500 coins

2 AC, 15% protection from Melee Damage, 10% resistance to Magic Damage, 10% resistance to acid.

 

Silk-Woven Robe

7 pounds, 200 coins

2 AC, 3 less damage from all mundane damage

 

* Shields

 

@ Bucklers

A buckler is a small, round shield designed to be strapped to the forearm. It is not very bulky, although it is of minimal help when using a two-handed weapon.

 

Cursed Buckler

5 pounds, 5 coins

-2 AC

 

Wooden Buckler

5 pounds, 10 coins

1 AC

 

Iron Buckler

5 pounds, 20 coins

2 AC

 

Steel Buckler

5 pounds, 50 coins

3 AC

 

Blessed Buckler

5 pounds, 150 coins

5 AC

 

@ Small Shields

Small shields are about a foot across that are held in one hand or strapped to the forearm. They are not very encumbering.

 

Cursed Small Shield

10 pounds, 10 coins

-2 AC, 5% CP

 

Wooden Small Shield

10 pounds, 20 coins

2 AC, 5% CP

 

Iron Small Shield

10 pounds, 40 coins

3 AC, 5% CP

 

Steel Small Shield

10 pounds, 100 coins

4 AC, 5% CP

 

Blessed Small Shield

10 pounds, 300 coins

6 AC, 5% CP

 

@ Large Shields

A large shield is a large, heavy piece of work, designed to shield the whole torso, and some of the legs as well. It is fairly awkward to use, expect a small drop in accuracy in combat.

 

Cursed Large Shield

18 pounds, 15 coins

-3 AC, 10% CP

 

Wooden Large Shield

18 pounds, 50 coins

3 AC, 10% CP

 

Iron Large Shield

18 pounds, 120 coins

4 AC, 10% CP

 

Steel Large Shield

18 pounds, 250 coins

6 AC, 10% CP

 

Blessed Large Shield

18 pounds, 750 coins

8 AC, 10% CP

 

@ Magical Shields

 

Crystal Shield

10 pounds, 750 coins

5 AC, 5% CP, Protection from Petrification.

 

IceShield

10 pounds, 900 coins

5 AC, 5% CP, 10% resistance to cold

 

Shield of Klin

18 pounds, 1000 coins

6 AC, 10% CP, +1 to DEX.

 

Shield of Klud

18 pounds, 750 coins

6 AC, 10% CP, +1 Dice to Combat Damage.

 

Shield of Kron

18 pounds, 2500 coins

6 AC, 10% CP, 5% protection from all damage.

 

Shield of Khar

10 pounds, 1000 coins

4 AC, 5% CP, +1 to STR

 

LifeShield

18 pounds, 2500 coins

6 AC, 10% CP, 10% chance of saving life.

 

Martyr's Shield

18 pounds, 1500 coins

1 AC, 10% CP, 50% chance to do +20 Damage to Attacker when struck.

 

RuneShield

18 pounds, 750 coins

4 AC, +2 to Decipher Script.

 

Ichor-Coated Buckler

5 pounds, 300 coins

3 AC, 10% resistance to illness.

 

Emblazoned Shield

10 pounds, 800 coins

4 AC, 5% CP, 5% resistance to elements & magic.

 

* Feet Coverings

 

@ Sandals

 

Cursed Sandals

2 pounds, 0 coins

-2 AC

 

Sandals

2 pounds, 8 coins

0 AC

 

DrakeSkin Sandals

2 pounds, 80 coins

2 AC

5% resistance to fire

 

@ Boots

The most common sort of footwear in Exile are boots, formed from tanned leather from the hides of lizards. The bigger the lizard, the tougher the boots.

 

Cursed Boots

4 pounds, 5 coins

-3 AC

 

Boots

4 pounds, 15 coins

1 AC

 

Steel Toed Boots

10 pounds, 50 coins

2 AC

 

DrakeSkin Boots

4 pounds, 150 coins

3 AC

5% resistance to fire

 

Plate Boots

4 pounds, 100 coins

3 AC, 5% CP

 

Titanium Boots

25 pounds, 1000 coins

5 AC, 10% CP

 

@ Magical Shoes

 

Dancing Shoes (cursed)

4 pounds, 15 coins

0 AC, -10% chance to hit in combat.

 

Boots of Apollo

4 pounds, 2500 coins

1 AC, +1 to Gymnastics, +1 to Riposte.

 

Slippers of Speed

4 pounds, 3000 coins

1 AC, +1 to Action Points.

 

Melee Weapons

All melee weapons gain an extra combat bonus from each level of strength.

 

* Blunt Weapons

Blunt Weapon Races:

Hammer : Troglodyte

Stick: Goblin

Blunt Weapon Classes:

Hammers: Soldier

Staffs: Soldier / Sorcerer / Hedge Shaman

Stick: Anyone

 

Stick Skill Requirements: NONE, +1 at Simple, +2 at Moderate, +3 at Exotic.

Club: Simple, +2 at Moderate, +4 at Exotic.

Staff Skill Requirements: Simple, +2 at Moderate, +4 at Exotic.

Hammer Skill Requirements: Simple, +2 at Moderate, +4 at Exotic.

Mace Skill Requirements: Moderate, +3 at Exotic.

GreatMace: Exotic.

 

@ Sticks

The ultimate in low-tech weaponry. This is a stick, which was, at one point, part of a tree. If you really get desperate, you can conk someone over the head with it.

 

Stick

1 pound, 0 coins

1D3 + 1D3 per level

 

Big Stick

5 pounds, 0 coins

2D3 + 1D6 per level

 

@ Clubs

Low-tech, but effective. This is a piece of wood, carved for balance, with a lump of stone attached to one end with leather thongs.

 

Cursed Club -3 Level Penalty

9 pounds, 0 coins

1D6 + 1D6 per level

 

Stone Club

9 pounds, 5 coins

1D6 + 1D6 per level

 

Staff

7 pounds, 4 coins

1D4 + 1D4 per level

 

Iron Tipped Staff

8 pounds, 10 coins

2D3 + 1D6 per level

 

Steel Tipped Staff

10 pounds, 25 coins

2D4 + 1D8 per level

 

Obsidian Tipped Staff

8 pounds, 50 coins

3D3 + 1D8 per level

 

@ Hammers

A hammer is a carefully shaped piece of stone or metal affixed to the end of a wooden handle.

 

Stone Hammer

9 pounds, 8 coins

1D3 + 1D3 per level

 

Bronze Hammer

9 pounds, 15 coins

1D4 + 1D3 per level

 

Iron Hammer

9 pounds, 35 coins

1D6 + 1D3 per level

 

Steel Hammer

9 pounds, 90 coins

1D10 + 1D3 per level

 

Blessed Hammer

9 pounds, 150 coins

3D6 + 1D4 per level

 

@ Maces

A mace is a carefully crafted club. It has a metal or wood handle, with a large chunk of stone or metal at one end. It is the most common bashing weapon.

 

Cursed Mace -3 Level Penalty

15 pounds, 5 coins

1D8 + 1D8 per level

 

Stone Mace

15 pounds, 10 coins

1D8 + 1D8 per level

 

Bronze Mace

15 pounds, 30 coins

2D4 + 1D8 per level

 

Iron Mace

15 pounds, 75 coins

2D6 + 1D8 per level

 

Steel Mace

15 pounds, 150 coins

3D4 + 1D8 per level

 

Blessed Mace

15 pounds, 350 coins

3D6 + 2D4 per level

 

@ GreatMaces

A great mace is basically a larger, heavier mace, designed to take two hands to use. The head is always metal, and usually has a few spikes for good measure.

 

Cursed GreatMace -4 Level Penalty

30 pounds, 10 coins

1D10 + 1D10 per level

 

Bronze GreatMace

30 pounds, 100 coins

1D10 + 1D10 per level

 

Iron GreatMace

30 pounds, 300 coins

2D10 + 1D10 per level

 

Steel GreatMace

30 pounds, 700 coins

3D10 + 1D10 per level

 

Blessed GreatMace

30 pounds, 1100 coins

4D10 + 2D10 per level

 

@ Magical Blunt Weapons

 

Smite (GreatMace)

30 pounds, 3000 coins

4D6 + 1D12 per level, +40 Damage to Giants.

 

Mace of Disruption (Mace)

15 pounds, 1000 coins

2D8 + 1D8 per level, +25 Damage to Undead.

 

ShieldMace (GreatMace)

30 pounds, 1500 coins

2D10 + 1D10 per level, +5 DR

 

* Pole Arms

Pole Arm Races: Slitherazakai

Pole Arm Classes:

Spears: Soldier

Pikes: Soldier

Halberd: Soldier

Slitherazakai Spears: Soldier

 

Spear Skill Requirements: Simple, +2 at Moderate, +5 at Exotic.

Pike Skill Requirements: Moderate, +2 at Exotic.

Halberd Skill Requirements: Exotic, +3 to Slitherazakai.

Slitherazakai Spear Skill Requirements: Exotice +5 to Slitherazakai.

 

@ Spears

A spear is simply a pointy bit of stone or metal attached to the end of a long pole. The most basic pole weapon.

 

Cursed Spear -3 level penalty

10 pounds, 5 coins

1D6 + 1D4 per level

 

Stone Spear

10 pounds, 15 coins

1D6 + 1D4 per level

 

Bronze Spear

10 pounds, 25 coins

1D8 + 1D4 per level

 

Iron Spear

10 pounds, 30 coins

2D6 + 1D4 per level

 

Steel Spear

10 pounds, 90 coins

3D6 + 1D4 per level

 

Blessed Spear

10 pounds, 350 coins

5D6 + 1D6 per level

 

@ Pikes

A pike is a longer, heavier and a little bit nastier spear.

 

Cursed Pike -4 level penalty

15 pounds, 10 coins

1D6 + 1D6 per level

 

Crude Pike

15 pounds, 40 coins

2D6 + 1D6 per level

 

Iron Pike

15 pounds, 80 coins

3D6 + 1D6 per level

 

Steel Pike

15 pounds, 240 coins

4D6 + 1D6 per level

 

Blessed Pike

15 pounds, 900 coins

6D6 + 1D6 per level

 

@ Halberds

The halberd is the king of the pole arms. It has a huge, axe-like blade at one end, as well as a spike at the tip for stabbing. Halberds are heavy, awkward, and viciously effective.

 

Cursed Halberd -4 level penalty

20 pounds, 15 coins

1D6 + 1D6 per level

 

Bronze Halberd

20 pounds, 150 coins

2D6 + 1D6 per level

 

Iron Halberd

20 pounds, 300 coins

3D6 + 1D6 per level

 

Steel Halberd

20 pounds, 1000 coins

4D6 + 1D6 per level

 

Blessed Halberd

20 pounds, 4000 coins

3D12 + 1D8 per level

 

@ Slithzerikai Spears

The Slithzerikai spear is the traditional weapon of the Slithzerikai warriors. Slith spears are like regular spears, but have two (or sometimes three) tines at the end of very heavy (usually wood set with metal) poles. They take great strength to use.

 

Slith Spear

15 pounds, 70 coins

1D12 + 1D6 per level

 

Fine Slith Spear

15 pounds, 350 coins

2D12 + 1D6 per level

 

@ Magic Pole Arms

 

GhoulBane (spear)

10 pounds, 700 coins

3D6 + 1D6 per level, +25 Damage to Undead.

 

GiantSlayer (pike)

15 pounds, 1400 coins

4D6 + 1D6 per level, +30 Damage to Giants.

 

Jade Halberd (halberd)

20 pounds, 4000 coins

5D6 + 1D6 per level, +6 to Hardiness, +2 to Defense.

 

Obsidian Spear (spear)

10 pounds, 1000 coins

3D6 + 1D6, 20% resistance to magic damage.

 

* Swords\

Sword Races: Nepharim (on all but exotic), Vahnatai (waveblades only)

Sword Classes:

Short Sword: Soldier / Rogue / Barbarian / Rebel

Long Sword: Soldier / Barbarian / Rebel

 

Short Sword Skill Requirement: Simple, +2 at Moderate, +5 at Exotic.

Long Sword Skill Requirement: Moderate, +2 at Exotic.

Great Sword Skill Requirement: Moderate, +1 at Exotic.

Wave Blade Skill Requirement: Exotic, +5 when wield by Vahnatai.

 

@ Short Swords

A short sword is a stabbing weapon, usually a foot and a half to two feet long. Swords and spears are the two most popular classes of weaponry in Exile.

 

Cursed Short Sword -3 level penalty

8 pounds, 10 coins

1D4 + 1D4 per level

 

Stone Short Sword

8 pounds, 20 coins

1D4 + 1D4 per level

 

Iron Short Sword

8 pounds, 40 coins

2D4 + 1D4 per level

 

Steel Short Sword

8 pounds, 120 coins

3D4 + 1D4 per level

 

Blessed Short Sword

8 pounds, 500 coins

3D6 + 1D6 per level

 

@ Long Swords

A long sword is a sword usually about three feet long. They are designed for slashing. They are the best type of sword that can be wielded one handed.

 

Cursed LongSword -4 level penalty

12 pounds, 0 coins

1D6 + 1D6 per level

 

Bronze LongSword

12 pounds, 40 coins

1D6 + 1D6 per level

 

Iron LongSword

12 pounds, 80 coins

2D6 + 1D6 per level

 

Steel LongSword

12 pounds, 240 coins

2D8 + 1D6 per level

 

Blessed LongSword

12 pounds, 1200 coins

3D8 + 1D6 per level

 

@ GreatSwords

A greatsword is a massive sword which takes two hands to use. It is about four to five feet long, and capable of piercing even very heavy armor and shields.

 

Cursed GreatSword -4 level penalty

20 pounds, 15 coins

1D6 + 1D6 per level

 

Bronze GreatSword

20 pounds, 160 coins

1D8 + 1D8 per level

 

Iron GreatSword

20 pounds, 320 coins

2D8 + 1D8 per level

 

Steel GreatSword

20 pounds, 1000 coins

3D8 + 1D8 per level

 

Blessed GreatSword

20 pounds, 4000 coins

3D12 + 1D8 per level

 

@ WaveBlades

The Wave Blade is the traditional melee weapon of the Vahnatai warrior. It is usually around three feet long, and made of a very resilient and well-forged metal. It is most notable for its wavy shape, which in no way detracts form its effectiveness.

 

Cursed Waveblade -3 Level Penalty

12 pounds, 5 coins

1D6 + 1D6 per level

 

Waveblade

12 pounds, 100 coins

1D6 + 1D6 per level

 

Fine Waveblade

12 pounds, 400 coins

2D12 + 1D6 per level

 

@ Magic Swords

 

DemonSlayer (greatsword)

20 pounds, 6000 coins

4D6 + 1D8 per level, +40 damage to Demons.

 

WyrmsBane (longsword)

12 pounds, 40 coins

1D6 + 1D6 per level, +25 Damage to Reptiles.

 

Alien Blade (waveblade)

25 pounds, 6000 coins

4-28 + 1-7 per level, +20 Poison Damage.

 

Icy LongSword

12 pounds, 1100 coins

4-24 + 1-6 per level, +8 Ice Damage.

 

Flaming Sword

12 pounds, 1000 coins

3-18 + 1-6 per level, +8 to Fire Damage.

 

Mithril Blade

20 pounds, 5000 coins

4-24 + 1-6 per level, +5% chance t o hit in Melee, +1 to STR, +2 to Riposte, +10 Damage to Undead.

 

BoltBlade (X8)

12 pounds, 1100 coins

1-8 + 1-8 per level, 25th level (Bolt of Fire)

 

*Daggers

Dagger Races: Nephilim, Goblins

Dagger Classes: Soldier / Rogue / Archer

 

Dagger Skill Requirements: Simple, +2 at Moderate, +5 at Exotic.

 

@ Knives

A knife is a short, sturdy blade made of metal. It's long enough to serve as a decent weapon in a pinch.

 

Kitchen Knife

1 pound, 4 coins

1-2 + 1-2 per level

 

@ Daggers

Almost, but not quite, the least impressive weapon you can find. A dagger can be either a piece of obsidian or similar stone chipped and shaped in rough likeness of a dagger, or a sturdy blade of metal attached to a wooden handle.

 

Cursed Dagger -3 level penalty

4 pounds, 0 coins

1-3 + 1-3 per level

 

Stone Dagger

4 pounds, 5 coins

1-3 + 1-3 per level

 

Iron Dagger

4 pounds, 10 coins

2-6 + 1-3 per level

 

Steel Dagger

4 pounds, 30 coins

3-9 +3 + 1-3 per level

 

Blessed Dagger

4 pounds, 120 coins

5-20 + 1-4 per level

 

@ Ceremonial Daggers

A ceremonial dagger is a small dagger, gilt with silver and semi-precious stones meant for use in religious ceremonies. They get pretty good prices on the market.

 

Ceremonial Dagger

1 pound, 100 coins

2-10 + 1-5 per level

 

@ Spikes

These are delicate, beautiful daggers, with a long, wooden handle and razor edges. These are the only daggers that come with innate abilities instead of magical. Spikes receive no level bonus.

 

Shielding Spike

4 pounds, 750 coins

2D6, +3 AC

 

@ Magical Daggers

 

Tirk's Spectral Dirk

4 pounds, 1000 coins

6-30 + 1-5 per level, +5 to Drain Life.

 

Assassin's Dagger

4 pounds, 400 coins

5-25 + 1-5 per level, +4 to Assassination, +2 to Anatomy.

 

Diamond Dagger

4 pounds, 1000 coins

6-30 + 1-5 per level, Automatic Armor Piercing.

 

Ranged Weapons

Ranged Weapons get another combat bonus from every 2 levels of dexterity.

 

@ Bows

 

Cursed Bow -3 level penalty

10 pounds, 5 coins

1-3 + 1-3 per level

 

CaveWood Bow

10 pounds, 30 coins

1-4 + 1-4 per level

 

Ash Bow

10 pounds, 65 coins

2-8 + 1-4 per level

 

Yew Bow

10 pounds, 150 coins

3-12 + 1-4 per level

 

Blessed Bow

10 pounds, 500 coins

4-20 + 1-5 per level

 

@ Magical Bows

 

Archer's Bow

10 pounds, 1000 coins

2-8 + 1-4 per level, +3 level to Missile Damage.

 

@ Crossbows

The crossbow is the deadliest of the missile weapons. It is basically a small, tightly strung bow at the end of a stock, and, once loaded, is fired by pulling a metal trigger. The bolts it fires hit often, and hit hard.

 

Cursed CrossBow -3 level penalty

15 pounds, 5 coins

1-3 + 1-3 per level

 

Crude CrossBow

15 pounds, 70 coins

1-5 + 1-5 per level

 

Ash CrossBow

15 pounds, 150 coins

2-10 + 1-5 per level

 

Yew CrossBow

15 pounds, 350 coins

3-15 + 1-5 per level

 

Blessed CrossBow

15 pounds, 1500 coins

4-24 + 1-6 per level

 

* Arrows

An arrow is the standard missile fired from a bow. They are tipped with a sharp piece of stone or metal. In Exile, the former is more common then the latter.

 

A bonus on levels means per level you gain +5% to hit and the level damage as indicated with the current bow.

 

Cursed Arrows

.5 pounds, 1 coin

-3 to level

 

Stone Arrows

.5 pounds, 1 coin

+0 to level

 

Iron Arrows

.5 pounds, 2 coins

+1 to level

 

Steel Arrows

.5 pounds, 5 coins

+2 to level

 

Blessed Arrows

.5 pounds, 20 coins

+4 to level

 

@ Magic Arrows

 

Acid Arrow

.5 pounds, 200 coins

+4 to level, +8 Acid Damage.

 

Arrows of Light

.5 pounds, 20 coins

+4 to level, +40 Damage to Demons.

 

Exploding Arrow

.5 pounds, 200 coins

+4 to level, +8 Fire Damage.

 

Repetitive Arrow

.5 pound, 1000 coins

+5 to level, Returning.

 

Venom Arrow

.5 pounds, 200 coins

+4 to level, +8 Poison Damage.

 

Healing Arrow

.5 pounds, 200 coins

+0 to level, +45HP to target (minus damage)

 

@ Bolts

A bolt is like an arrow, but shorter and thicker. It is created for use in that most dangerous of missile weapons, the crossbow.

 

Cursed Bolts

.5 pounds, 1 coin

-3 to level

 

Stone Bolts

.5 pounds, 2 coins

+0 to level

 

Iron Bolts

.5 pounds, 4 coins

+1 to level

 

Steel Bolts

.5 pounds, 10 coins

+2 to level

 

Blessed Bolts

.5 pounds, 40 coins

+4 to level

 

@ Magic Bolts

 

Bolts of Life

.5 pounds, 24 coins

+4 to level, +40 Damage to Undead.

 

Acid Bolt

.5 pounds, 200 coins

+4 to level, +8 Acid Damage.

 

Flaming Bolt

.5 pounds, 200 coins

+4 to level, +8 Fire Damage.

 

Icy Bolt

.5 pounds, 200 coins

+4 to level, +8 to Cold Damage.

 

Venom Bolt

.5 pounds, 200 coins

+4 to level, +8 to Poison Damage.

 

Lightning Strike

.5 pounds, 300 coins

+5 to level, +10 Lightning Damage

 

Molasses Bolt

.5 pounds, 300 coins

+3 to level, Slow Target for 3 rounds.

 

* Thrown Missiles

Thrown Missiles Races: Slitherazakai (Javelins), Vahnatai (Razordisks), Giants (Rocks)

Thrown Missile Classes:

Rocks: Any

Javelins: Soldier, Rebel

Razordisks: Soldier

 

Rock Skill Requirements: NONE, +5 when wielded by Giants.

Javelin Skill Requirements: Simple, +1 at Moderate, +3 at Exotic.

Razordisk Skill Requirements: Exotic, +3 when wielded by Vahnatai.

 

@ Rocks

A rock is a small chunk of stone, generally not rare nor valuable. If things get really desperate, you can throw it at someone's head. It might also make a nice souvenir of your adventure.

 

Rock

3 pounds, 0 coins

1-3 + 1-3 per level

 

Rough Diamond

.5 pounds, 400 coins

1-8 + 1-8 per level

 

@ Darts

A dart intended for use in combat is unlike a standard issue dart used for gaming in pubs. Combat darts are eight to twelve inches long, with feather fletching and wicked, barbed tips.

 

Cursed Dart -3 Level Penalty

.3 pounds, 0 coins

1-3 + 1-3 per level

 

Stone Dart

.5 pounds, 1 coin

1-3 + 1-3 per level

 

Iron Dart

.3 pounds, 3 coins

2-6 + 1-3 per level

 

Steel Dart

.3 pounds, 10 coins

3-9 + 1-3 per level

 

Blessed Dart

.3 pounds, 25 coins

3-12 + 2-6 per level

 

@ Javelins

A javelin is a long spear, specially designed to easily be thrown. It doesn't have a very long range, but that's not a problem in the winding passages of Exile.

 

Cursed Javelins -3 Level Penalty

2 pounds, 5 coins

1-5 + 1-5 per level

 

Stone Javelins

2 pounds, 5 coins

1-5 + 1-5 per level

 

Iron Javelins

2 pounds, 6 coins

2-10 + 1-5 per level

 

Steel Javelin

2 pounds, 15 coins

3-15 + 1-5 per level

 

Blessed Javelin

2 pounds, 60 coins

5-30 + 1-6 per level

 

Cursed Sling -3 Level Penalty

2 pounds, 5 coins

1-4 + 1-4 per level

 

Leather Sling

2 pounds, 30 coins

1-4 + 1-4 per level

 

Blessed Sling

2 pounds, 1000 coins

4-16 + 1-4 per level

 

@ Razordisks

The razordisk is the missile weapon of choice for the Vahnatai warrior. It is a metal disk, 4-6 inches in diameter, polished and with edges of intense sharpness. They are beautiful weapons.

 

Cursed Razordisk -2 Level Penalty

1 pound, 2 coins

1-4 + 1-4 per level

 

Razordisk

1 pound, 12 coins

2D6 + 1-4 per level

 

Fine Razordisk

1 pound, 40 coins

1D4 + 2D8 + 1-4 per level

 

Food

Most food in Exile is disgusting, bordering on inedible. However, extreme hunger has an interesting way of making one less picky. Every time you rest you use up one unit of food.

 

Bread

1 pound, 4 coins

 

Mushrooms

1 pound, 3 coins

 

Greens

.6 pounds, 3 coins

 

Dried Meat

.8 pounds, 8 coins

 

Steak

.8 pounds, 8 coins

 

Lizard Meat

2.5 pounds, 4 coins

 

Weird Meat

1.2 pounds, 8 coins

 

Fish

1 pound, 3 coins

 

Deli Sandwich

1.5 pounds, 8 coins

 

Fine Meal

5 pounds, 25 coins

 

Pears

.6 pounds, 3 coins

 

Apples

1 pound, 3 coins

 

Cake

1 pound, 3 coins

 

Meat on a Spit

.6 pounds, 3 coins

 

Dusts

 

Dust of Shadows

This is a pouch of fine white powder, almost like flour, but with tiny silver sparkles in it.

1 pound, 250 coins

Turns User Invisible (3 rounds).

 

Dust of Choking

This is a vial of something a lot like sand, but with a reddish tinge.

1 pound, 10 coins

Cures Acid.

 

Basic Powder

This is a pouch of very fine metallic powder.

1 pound, 100 coins

Completely Cures Any Acid.

 

Cleansing Powder

This is a pouch of very fine metallic powder.

1 pound, 200 coins

Cures All Bad Effects (not health)

 

Powder of Lethe

This is a pouch of fine white powder, almost like flour, but with tiny silver sparkles in it.

1 pound, 10 coins

-1 level when used.

 

Potions

These are bottles of magical liquid, which can be drunk to receive a (hopefully) beneficial effect. Potions like these are greatly valued in Exile, where the powerful magic available on the surface is painfully lacking.

 

Healing Potion

.5 pounds, 40 coins

+25 HP

 

Curing Potion

.5 pounds, 30 coins

Cures Poison and Disease.

 

Strength Potion

.5 pounds, 50 coins

Shields User, Blesses User, Temporary Regeneration.

5 rounds

 

Energy Potion

.5 pounds, 60 coins

+20 SP

 

Poison Potion

.5 pounds, 20 coins

Makes User Very Ill.

 

Haste Potion

.5 pounds, 50 coins

Hastens User.

5 rounds

 

Invulnerability Potion

.5 pounds, 150 coins

Temporary Invincibility.

5 rounds

 

Resistance Potion

.5 pounds, 100 coins

Increases Magic Resistance, Increases Resistances.

5 rounds

 

Healing Elixir

.5 pounds, 90 coins

+75 HP

 

Curing Elixir

.5 pounds, 70 coins

Cures Poison and Disease.

 

Energy Elixir

.5 pounds, 140 coins

+50 SP

 

Poison Elixir

.5 pounds, 30 coins

Makes User Very Very Ill.

 

Haste Elixir

.5 pounds, 120 coins

Hastens User Greatly.

10 rounds

 

Invulnerability Elixir

.5 pounds, 350 coins

Turns User Invulnerable.

10 rounds

 

Resistance Elixir

.5 pounds, 450 coins

Increases Magic Resistance, Increases Resistances, Cures Terror, Cures Enfeeblement.

10 rounds

 

Strength Elixir

.5 pounds, 120 coins

Shields User, Blesses User, Temporary Regeneration.

10 rounds

 

Bliss Elixir

.5 pounds, 160 coins

+50 HP, +20 SP, Cures Poison and Disease.

 

Rogues Elixir

.5 pounds, 90 coins

+5 to Tool Use

3 rounds

 

Restoration Brew

.5 pounds, 450 coins

+100 HP, Cures Poison and Disease, Cures Dumbfounding, Cures Enfeeblement.

 

Protection Brew

.5 pounds, 500 coins

Turns User Invulnerable, Increases Magic Resistance, Cures Enfeeblement, Cures Poison and Disease.

10 rounds

 

Heroic Brew

.5 pounds, 500 coins

Blesses User, Hastens User, Gives Divine Protection.

10 rounds

 

Knowledge Brew

.5 pounds, 1000 coins

+3 Skill Points When Used

 

Graymold Salve

.5 pounds, 100 coins

Cures Poison and Disease, or used to Revive.

 

Ran out of room, oh well, I got more, so please, don't

f(*^ this up. Exile D&D is such a good concept, but if you screw it up, it all goes to hell, BTW sorry if I offended you, this is all just my opinion.

Posted

BTW, alot of the bugs I have not worked out in the before mentioned system, but thats ok, cause it could be done easily. So, how do you plan on the entire dice rolling part? Or if not dice what system? I suppose you could make a random number generator for the DM to use. People would be to unreliable to say what they got. Unless you found good gamers, but thats hard.

Posted

My god, you really went balls-out...I was just more or less basing it on the concept...I suppose I can try implementing all those too..but I wanna keep the more friendly races available so people don't get scared off..I was planning on putting in the Vahnatai race and whatnot, razordisks, etc...but I didn't want to implement every part of the Exile world...look:

 

Everything I'm putting in there is based more or less just on Exile III...the map, the cities, NPCS, some of the weapons, races, etc. But if you want this to be spot-on for everything in every Exile game you will be disappointed..

Posted

I'm not worried about being exactly exile, however the Valorim thing???? Exile is about Exile, no matter what anyone says, not the surface. It's about wanting to go back to the surface yes, but it's exile, the underworld. If you're going to do an Exile RPG I would have to say to do it right. You can put whatever you would like into but I have a few base suggestions. Dwarves? Negative. If this you plan on having any right to call this an Exile rpg, at least keep away from the normal D&D races. If you've ever read a D&D book you'll notice that a lot of information is contained in them. Included with every book there is a basis of races, and then an addition or change. Exile would be no different. Humans are the basis. Troglodytes, Ogres, Goblins. Theres a basis, but the normal races that are found in almost every setting I do not believe belong in an Exile setting no matter what the situation. Unless the Vahnatai create them, then they might be there. (please for the love of god don't have the Vahnatai create them. It would be one of the lamest things I think I could ever see.) If you are just starting to create this I have a lot of info that could make the process much quicker. If what is on your website is all that you have, then unfortunately you should have never posted, because (as I know from experience) converting any game to D&D from the computer is a time consuming and large task. If you want to make an Exile RPG, tell me, but if you plan on making an rpg with any races that are not normally found, don't bother posting. I do not care if it is exactly exile, but the basis should be the same. Anyway, let me know what you decide. (and by the way, you're probably putting in the other races and (d*** forgot the word, um things that normally show up) in a D&D setting so that people who don't know Exile will feel more comfortable in it. I would suggest against this. Me personally, I would feel much more comfortable playing an RPG setting that I didn't know, then one that confused the h*** out of me because they tried to make it somewhat familiar. Stick with what you want to do, but if you would like help hosting it, I could probably bring more than any other player.)

Posted

A good amount of time, but not too long. It was mainly just a matter of conversion, and if your not being sarcastic, thats only like 1/8th of what I actually completed, I was almost done before I kinda lost interest in it. Not because I was no longer interested, but because no one else seemed to be.

 

Edit- I also have 99% of the Geneforge 2 system converted. (99% because I have about 2 pages I forgot to add) If your interested at all PM, me and I could show you.

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