Tenderfoot Thahd Vertigo20 Posted September 15, 2004 Posted September 15, 2004 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. Quote
Fledgling Fyora Captain Toilet Finger Posted September 16, 2004 Posted September 16, 2004 tsk, tsk, tsk...get it right (lol). It is eagles may SOAR, but weasels don't get sucked into jet engines. soaring is much less effort than flying. Quote
Well-Actually War Trall Rupert Posted September 16, 2004 Posted September 16, 2004 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. 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. Quote
Rotghroth Rhapsody Sticky Posted September 16, 2004 Posted September 16, 2004 Interesting Idea... I guess.... Like FBM i don't know how that format works. Oh and FBM I thought that you were "wonderful" and "friendly" Quote: wonderful FBM's friendly sugestion to very new people. Quote
Well-Actually War Trall Rupert Posted September 16, 2004 Posted September 16, 2004 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. I HAD AN OFF-THE-SCALE READING ABILITY! AND THEY MADE ME READ A STUPIDLY LONG BOOK FOR FIVE-YEAR-OLDS!!! *calms down a touch* They regreted it, when I started an equal oppotunities and religious discussion afterwards. Quote
Tenderfoot Thahd Vertigo20 Posted September 16, 2004 Author Posted September 16, 2004 Fixed my signature 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 Quote
Burgeoning Battle Gamma SmirfOfDoom Posted September 16, 2004 Posted September 16, 2004 Yo, PM me (or e-mail) on when you start, or when you're actually in the room, I wouldn't mind helping with the staff part, or just a player, let me know. SMIRF OF DOOM HAS SPOKEN! Quote
Tenderfoot Thahd Vertigo20 Posted September 16, 2004 Author Posted September 16, 2004 Update: The Website is coming along quickly. Unfortunately I'm hosting on Angelfire, so the bandwith sucks...anyway, here's the URL: http://exilerpg.cjb.net Quote
Burgeoning Battle Gamma SmirfOfDoom Posted September 16, 2004 Posted September 16, 2004 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... Quote
Burgeoning Battle Gamma SmirfOfDoom Posted September 16, 2004 Posted September 16, 2004 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. Quote
Burgeoning Battle Gamma SmirfOfDoom Posted September 16, 2004 Posted September 16, 2004 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. Quote
Tenderfoot Thahd Vertigo20 Posted September 16, 2004 Author Posted September 16, 2004 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.. Quote
Burgeoning Battle Gamma SmirfOfDoom Posted September 17, 2004 Posted September 17, 2004 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.) Quote
Well-Actually War Trall Rupert Posted September 17, 2004 Posted September 17, 2004 ... SoD, might a PM have been more... suitable? That's a little on the long side. Quote
Burgeoning Battle Gamma SmirfOfDoom Posted September 17, 2004 Posted September 17, 2004 Most likely, sorry if it bothered you. Quote
Well-Actually War Trall Archmagus Micael Posted September 17, 2004 Posted September 17, 2004 Gosh! SoD, that must have taken ages for you to do! Quote
Burgeoning Battle Gamma SmirfOfDoom Posted September 17, 2004 Posted September 17, 2004 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. Quote
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