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Sarthra21
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Sarthra21
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Nomad

For a hundred years, three factions have done war against each other. The Mereland, Skyfall, and Night Hammer are the factions. One day, they hear of a diamond that can give them great power. The retrival of the diamond would end the war. Each faction chooses a group of their finest men to find it.
CLASSES:
Fighter: Specializes in two handed weapons and heavy damage, but is slow. Normal Health. Can Use: Every Mideval weapon you can think of.(Except enchanted weapons =D)(Start Weapon: Short Sword and Buckler)(Armor:Steel Plate)
Wizard:Obviously, a spellcaster. Low health, but extremely high damage.Can Useagger, Quarterstaff,and short sword(Start Weapon:Quarter Staff)(Robes)
Cleric:Healer, light physical and magic damage. Moderate health.Can use: Mace, flail, sickle, Scythe, Scimitar and Longsword. (Start Weapon: Mace)(Armor:Half Plate)
Barbarian:Low protection, but high HP and damage.(You lose more health with less protection.)Can use: warhammer, longbow, Spear, Halberd, war axe and double-bladed sword. (Start with Warhammer)
The weapons have different metals(or woods). The ones that you start with are basic iron and hard wood. The metals are:
Silver(Useful with undead(+5 to undead))
Steel(Useful against living(+5 to undead))
Adamantine(Adds small amounts of damage to all types of creatures(+3).)
God Steel(Only Usable by Fighter and Barbarian, as the weight of the metal is immense): Extremely powerful against all(+10 damage). Your speed is also slowed. Cannot be enchanted.
The woods are:
Darkwood:Increased stopping power(damage)(+4)
Oak:Higher fire rate(+4 damage
Jakkri:Higher damage and is useful against undead.(+4 to all, and +2 more to undead)



Enchanted items cannot be wielded by Barbarians or Fighters. They have a number of effects. For armor, Health Regen, and protection from elements and basic damage. Weapons can have enhanced damage and elemental, along with shadow and divine damages.



Now, the faction benefits:
Merelandrian:Higher damage(+3) with Clerics. Less health with Barbarians, but higher damage(+3) and speed(+2). Clerics gain +1 STR and Magic
Skyfall:Powerful mages, weak Fighters. +2 Health and Magic to Wizard class, but -1 speed. Fighters damage decreased by 3.
Night Hammer: Strong Fighters and Barbarians, weak Wizards and Clerics. +2 Strength and Health to Fighters and barbarians. Night Hammer Fighters and Barbarians can use enchanted equipment.

Spells: Your mana is determined by your Magic. (EXP: If MGK is 10, mana is 10)
Bolt(4):Unlocked with 6 magic Points every LVL you may increase its power. Fires a numer of bolts in one turn
Bolt 1: Light Damage with three shots
Bolt 2:Light damage with 5 shots.
Bolt 3: Moderate damage with 5 shots.
Bolt 4: Moderate damage with 7 shots.
Fire(3): unlocked with 6 Magic Points. the power may increase every two levels.(Maximum reached at LVL 7)
Fire 1:Single Target
Fire 2:2-3 targets
Fire 3:3-6 targets OR heavy damage to one.
Ice(2 mana): Stuns enemy
Summoning(4)(Costs 5 mana):Create a creature to aid you. (Same leveling as fire)
1:Summon an Imp: 12 HP, 10 STR 10 SPD and 9 MGK
2:Summon a Great Wolf: 10 HP(HP multiplied by your level(3) making it 30),14 STR, 20 SPD(Damage for wolf uses speed, not strength) MGK:10
3:Summon a Demon: 20 HP(times 5=100) STR:15 SPD:12 MGK:15
4:Summon Being of Armageddon: 50 HP (no math) STR:20, SPD:15, MGK:25
Holy(3):Works best on undead(Costs 2 mana)
1:Kills one undead, or lightly hurts living
2:Kills one undead, or moderately hurts living
3:Kills one undead, or heavily hurts living

Special Attacks(Fighter, Barbarian and Cleric, but Cleric is weakened.)Action points(AP) determined by STR
Swipe(1 AP): Does moderate damage
Dragon Slash(5 AP): DoT effect
Stab(3 AP): Heavy Damage
Hell Blade(All AP) Insta-Kill!
Rage(2 AP):Three light strikes.

Weapons:
Long sword(Iron): 1-3(+1/2 of STR)
Mace(Iron):1-2(+2/3 of STR)
QuarterstaffSee above)(-1/2 of STR)
War Hammer(Iron): 1-4(+1/3 of STR)
Great Sword: 2-3(+1/3 of STR)
Short Sword: 1-2(+1/2 of SPD and 1/5 of SPD)
Longbow: 1-2(+2/3 of SPD)
Crossbow: 2-3(+1/4 of speed)
CHARACTER SHEET:
Name:
Gender:
Faction:
Class:
Attributes:
STR
SPD
HP
MGK
(You get to spend 20 points for attributes. HP is multiplied by your level. You start with 5 in each attribute. Every level, you gain two points to spend on atributes.)
EXP:0/5
LVL:1


My Character:
Stefan Rade
Gender:Male
Faction: Mereland
Class: Cleric
Attributes:
STR:11
SPD:10
HP:10
MGK:11

Im tired so i'll add more to the rules tommorow.

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