LOTOW (Legends of the Old World) RPG
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LOTOW (Legends of the Old World) RPG
Background:
In this realm, the beasts, magic and stories of the Old World are relived by heroes. However, the Old World also is expansive enough to support additional tales as seen fit by the Teller of the RPG.
Character Rules:
There are a total of 6 basic stats that must be rolled for a character. They consist of the following:
Strength- Strength measures your character’s muscle and physical power. Useful in determining accuracy of physical attacks, how much weight a character can carry, and feats of strength.
Dexterity- Dexterity measures hand-eye coordination, agility, reflexes, and balance. Important for dodging purposes, ranged attacks, reflex saves, and rogue-like abilities.
Constitution- Constitution represents your character’s health and stamina. (3 X a character's constitution is their total starting health). It is also useful for concentration, fortitude/resistance/will power, and overall hardiness of a character.
Intelligence- Intelligence determines how well your character learns and reasons. (2 X Intelligence = starting skill points). (Intelligence/2 = skill points per each level after starting level).
(An animal has an Intelligence score of 1 or 2. A creature capable of thought beyond natural instincts have an intelligence has a score of at least 3.)
Wisdom- Wisdom describes a character’s common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is useful in determining a character's awareness. ( Wis X 5 = Mana amount).
Charisma- Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting.
Leveling Up:
Upon earning enough experience to level up, a character will roll 1d6 for the amount of stat points they will gain for that level, and 1d8 for the amount of skill points they will gain for that level.
In this realm, the beasts, magic and stories of the Old World are relived by heroes. However, the Old World also is expansive enough to support additional tales as seen fit by the Teller of the RPG.
Character Rules:
There are a total of 6 basic stats that must be rolled for a character. They consist of the following:
Strength- Strength measures your character’s muscle and physical power. Useful in determining accuracy of physical attacks, how much weight a character can carry, and feats of strength.
Dexterity- Dexterity measures hand-eye coordination, agility, reflexes, and balance. Important for dodging purposes, ranged attacks, reflex saves, and rogue-like abilities.
Constitution- Constitution represents your character’s health and stamina. (3 X a character's constitution is their total starting health). It is also useful for concentration, fortitude/resistance/will power, and overall hardiness of a character.
Intelligence- Intelligence determines how well your character learns and reasons. (2 X Intelligence = starting skill points). (Intelligence/2 = skill points per each level after starting level).
(An animal has an Intelligence score of 1 or 2. A creature capable of thought beyond natural instincts have an intelligence has a score of at least 3.)
Wisdom- Wisdom describes a character’s common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is useful in determining a character's awareness. ( Wis X 5 = Mana amount).
Charisma- Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting.
Leveling Up:
Upon earning enough experience to level up, a character will roll 1d6 for the amount of stat points they will gain for that level, and 1d8 for the amount of skill points they will gain for that level.
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Skills List
Skills:
Appraise (Int)
Alchemy (Int)
Balance (Dex)
Blacksmithing (Wis)
Bluff (Cha)
Boxing (Str)
Climb (Str)
Concentration (Con)
Craft (Int)*
Dancing (Dex)
Decipher Script (Int)
Diplomacy (Cha)
Disable device (Int)
Disguise (Cha)
Diving (Dex)
Escape Artist (Dex)
Engineering (Int)
Forgery (Int)
First Aid/Heal (Wis)
Gather Information (Cha)
Grafting (Con)
Handle Animal (Cha)
Hand-to-Hand Combat (Str)
Hextech Engineering (Int)
Hide (Dex)
Hypnosis (Wis)
Intimidate (Cha)
Jump (Str)
Knowledge (Int)*
Listen (Wis)
Martial Arts (Wis)*
Move Silently (Dex)
Open lock (Dex)
Perform (Cha)*
Ride (Dex)
Run (Dex)
Salvage (Wis)
Search (Int)
Sense Motive (Wis)
Skiing (Dex)
Sleight of Hand (Dex)
Speak Language*
Spellcraft (Int)
Spot (Wis)
Survival (Wis)
Swim (Str)
Tracking (Wis)
Tumble (Dex)
Use Magic Device (Cha)
Use Mundane (Dex)
Wrestling (Str)
*must specify what language, craft, type of performance, and knowledge your character posesses.
Appraise (Int)
Alchemy (Int)
Balance (Dex)
Blacksmithing (Wis)
Bluff (Cha)
Boxing (Str)
Climb (Str)
Concentration (Con)
Craft (Int)*
Dancing (Dex)
Decipher Script (Int)
Diplomacy (Cha)
Disable device (Int)
Disguise (Cha)
Diving (Dex)
Escape Artist (Dex)
Engineering (Int)
Forgery (Int)
First Aid/Heal (Wis)
Gather Information (Cha)
Grafting (Con)
Handle Animal (Cha)
Hand-to-Hand Combat (Str)
Hextech Engineering (Int)
Hide (Dex)
Hypnosis (Wis)
Intimidate (Cha)
Jump (Str)
Knowledge (Int)*
Listen (Wis)
Martial Arts (Wis)*
Move Silently (Dex)
Open lock (Dex)
Perform (Cha)*
Ride (Dex)
Run (Dex)
Salvage (Wis)
Search (Int)
Sense Motive (Wis)
Skiing (Dex)
Sleight of Hand (Dex)
Speak Language*
Spellcraft (Int)
Spot (Wis)
Survival (Wis)
Swim (Str)
Tracking (Wis)
Tumble (Dex)
Use Magic Device (Cha)
Use Mundane (Dex)
Wrestling (Str)
*must specify what language, craft, type of performance, and knowledge your character posesses.
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Races List:
Elves
Perks: - +2 Dexterity
- +2 on listen, search, and spot checks
- Automatically knows the Elven language.
- Immunity to sleep effects/spells.
- Proficient with bows, longswords, and rapiers.
- Low-light vision (special skill) = allows an elf to see farther in dimly lit areas.
Cons: - -2 Constitution.
Perks: - +2 Dexterity
- +2 on listen, search, and spot checks
- Automatically knows the Elven language.
- Immunity to sleep effects/spells.
- Proficient with bows, longswords, and rapiers.
- Low-light vision (special skill) = allows an elf to see farther in dimly lit areas.
Cons: - -2 Constitution.
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Races List:
Dwarves:
Perks: - +2 Constitution
-Darkvision: this race can see up to 60 feet in the dark.
-Stability: This ability grants dwarves the power to stand their ground against a bull rush attack. (+4 strength added when resisting bull rush).
- Stonecunning: This ability grants dwarves the power to observe stone closely for search/spot checks. (+2 when working with stones).
- Proficient with Dwarven weaponry and axes.
- +2 bonuses to smithing, stonecrafting, and appraisal skills.
- Dwarven Language already learned.
Cons: - -2 charisma.
- -1 dexterity.
Perks: - +2 Constitution
-Darkvision: this race can see up to 60 feet in the dark.
-Stability: This ability grants dwarves the power to stand their ground against a bull rush attack. (+4 strength added when resisting bull rush).
- Stonecunning: This ability grants dwarves the power to observe stone closely for search/spot checks. (+2 when working with stones).
- Proficient with Dwarven weaponry and axes.
- +2 bonuses to smithing, stonecrafting, and appraisal skills.
- Dwarven Language already learned.
Cons: - -2 charisma.
- -1 dexterity.
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Races List:
Gnomes:
Perks: - +2 Constitution
-Low-light vision: unit requires little light to see things far away.
- +2 to listen and alchemy skills.
- Can speak with animals.
- Learned in Gnome Language.
- Proficiency in Gnome weaponry only.
Cons:
- -3 strength.
Perks: - +2 Constitution
-Low-light vision: unit requires little light to see things far away.
- +2 to listen and alchemy skills.
- Can speak with animals.
- Learned in Gnome Language.
- Proficiency in Gnome weaponry only.
Cons:
- -3 strength.
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Races List:
Half-Elves:
Pros: -Immunity to Sleep.
- +1 to all Listen, Search, and Spot skills.
- Low-light vision (See "Elves" Race).
-Automatically knows english and Elvish languages.
Cons: - 1 Constitution.
Pros: -Immunity to Sleep.
- +1 to all Listen, Search, and Spot skills.
- Low-light vision (See "Elves" Race).
-Automatically knows english and Elvish languages.
Cons: - 1 Constitution.
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Races List:
Half-Orcs:
Perks: - +2 strength.
-Darkvision: (see Dwarves class).
-Knows Orc and English Languages.
Cons: - -2 intelligence and -2 charisma (note: this unit can't have an intelligence roll less than three).
Perks: - +2 strength.
-Darkvision: (see Dwarves class).
-Knows Orc and English Languages.
Cons: - -2 intelligence and -2 charisma (note: this unit can't have an intelligence roll less than three).
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Races List:
Halflings:
Perks: - +2 dexterity.
- +2 bonuses to all climb, jump, listen, and move silently skills.
Cons: - -3 strength.
Perks: - +2 dexterity.
- +2 bonuses to all climb, jump, listen, and move silently skills.
Cons: - -3 strength.
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Races List:
Ogres:
Perks: - +3 strength.
- +4 to Intimidate skill.
- +2 to climbing skills.
- Proficient in clubs.
Cons: - -2 Dexterity and -3 Intelligence.
Perks: - +3 strength.
- +4 to Intimidate skill.
- +2 to climbing skills.
- Proficient in clubs.
Cons: - -2 Dexterity and -3 Intelligence.
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Races List:
Yordles:
Perks: +3 Wis
+3 Engineering skill
+2 Blacksmith skill
+1 to all knowledge skills
Cons: -3 Constituition
Perks: +3 Wis
+3 Engineering skill
+2 Blacksmith skill
+1 to all knowledge skills
Cons: -3 Constituition
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Races List:
Centaurs:
Perks:
- +2 Str
- +1 Con
- +3 Dex
Cons:
-Cannot use ride skill
-Cannot become Vanguards or Guardians
- -3 Charisma
Perks:
- +2 Str
- +1 Con
- +3 Dex
Cons:
-Cannot use ride skill
-Cannot become Vanguards or Guardians
- -3 Charisma
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Races List:
Drows/Dark Elves:
Perks: +2 Dex
- +5 hide skill
- +2 move Silently
- Darkvision
Cons:
-2 Con
Perks: +2 Dex
- +5 hide skill
- +2 move Silently
- Darkvision
Cons:
-2 Con
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Races List:
Wraiths:
Description: Wraiths essentially are beings that have a body that looks like a decaying zombie. However once they consume twice as many souls as their minimum limit, they take on the appearance of humans.
Perks: +3 Dex
Soul consumption: Wraiths can absorb souls from things they have slain personally or they can steal them provided they are a rogue/thief class.
Wraiths have mastered the move silently ability.
Cons:
-2 Con
Vampiric- This race must consume souls for their survival. A Wraith must consume a number of souls equal to the wraith's current level. A wraith gets a soul from the enemy's they personally kill. [only exception to this rule is with class wraith possessors].
Description: Wraiths essentially are beings that have a body that looks like a decaying zombie. However once they consume twice as many souls as their minimum limit, they take on the appearance of humans.
Perks: +3 Dex
Soul consumption: Wraiths can absorb souls from things they have slain personally or they can steal them provided they are a rogue/thief class.
Wraiths have mastered the move silently ability.
Cons:
-2 Con
Vampiric- This race must consume souls for their survival. A Wraith must consume a number of souls equal to the wraith's current level. A wraith gets a soul from the enemy's they personally kill. [only exception to this rule is with class wraith possessors].
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Races List:
Goblins:
Perks:
- +3 int
- +2 Engineering skill
- +2 Alchemy skill
- +1 to all craft skills
Cons: -3 con
Perks:
- +3 int
- +2 Engineering skill
- +2 Alchemy skill
- +1 to all craft skills
Cons: -3 con
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Races List:
Giants:
Perks:
- +8 Strength
- +7 Constitution
Cons:
-5 Dexterity
-Cannot use anytype of magic. (All magical classes are not possible with Giant race.)
Perks:
- +8 Strength
- +7 Constitution
Cons:
-5 Dexterity
-Cannot use anytype of magic. (All magical classes are not possible with Giant race.)
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Races List:
Merlocks:
Perks:
Fish Lungs - Merlocks can breathe on land and sea.
-Mastery of swim skill
- +6 Dex in water
Cons:
- -2 Dex out of water.
- -1 Con
Perks:
Fish Lungs - Merlocks can breathe on land and sea.
-Mastery of swim skill
- +6 Dex in water
Cons:
- -2 Dex out of water.
- -1 Con
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Races List:
Satyrs:
Perks: - +1 Dex
- +5 Dance skill
- +4 Handle Animal
Cons:
- -1 Cha
- -1 Con
Perks: - +1 Dex
- +5 Dance skill
- +4 Handle Animal
Cons:
- -1 Cha
- -1 Con
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Races List:
Minotaurs:
Perks: -Str +3 and con +3
-This unit can headbutt and trample
Cons:
-Minotaurs cannot be: vanguards
- -3 Int
- -2 cha
Perks: -Str +3 and con +3
-This unit can headbutt and trample
Cons:
-Minotaurs cannot be: vanguards
- -3 Int
- -2 cha
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Races List:
Shokans:
Perks:
-Four arms
-+6 Str
-+4 Con
-+4 to Climb and Intimidate skills
-Quadra-attack: This class can attack with all four arms at once, but each only does a quarter of the normal attack.
Cons:
-Cannot be Scientists, Magi, guardians, or sharpshooters
- -2 Wis
- -2 Dex
- -4 Cha
Perks:
-Four arms
-+6 Str
-+4 Con
-+4 to Climb and Intimidate skills
-Quadra-attack: This class can attack with all four arms at once, but each only does a quarter of the normal attack.
Cons:
-Cannot be Scientists, Magi, guardians, or sharpshooters
- -2 Wis
- -2 Dex
- -4 Cha
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Races List:
Treants:
Perks:
-Health Regeneration of 1d8 per turn.
-Regrowth of limbs (1d4 turns)
-+3 str, wis, and con
Cons:
- Cannot be the following classes: guardian, vanguard, sharpshooter, Magi, Hunter, Priest, Scientist, olympian, rogue, ninja, assassin, dragoon, blademaster, and fire elementalist.
- Weak against fire.
- - 4 dex and cha
Perks:
-Health Regeneration of 1d8 per turn.
-Regrowth of limbs (1d4 turns)
-+3 str, wis, and con
Cons:
- Cannot be the following classes: guardian, vanguard, sharpshooter, Magi, Hunter, Priest, Scientist, olympian, rogue, ninja, assassin, dragoon, blademaster, and fire elementalist.
- Weak against fire.
- - 4 dex and cha
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Class List:
Classes:
This sections will contain all the available classes for this universe. Each class will follow a format that consists of the class title, skills of the class, skill point gains per level, requirements for the class, special abilities for the class, and additional noteworthy information.
Please note that a character may only change classes under certain instances:
1.) A character meets a teacher/master who can convert them to a different class.
2.) A character reaches level 10 and is eligible to elect for a class change.
3.) A character reaches level 50 and is able to master two classes of their choosing.
This sections will contain all the available classes for this universe. Each class will follow a format that consists of the class title, skills of the class, skill point gains per level, requirements for the class, special abilities for the class, and additional noteworthy information.
Please note that a character may only change classes under certain instances:
1.) A character meets a teacher/master who can convert them to a different class.
2.) A character reaches level 10 and is eligible to elect for a class change.
3.) A character reaches level 50 and is able to master two classes of their choosing.
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Class List:
Berserker:
Description: A barbaric warrior who lives for the thrill of battle.
Skill Points at Each Additional Level: 4 + Intelligence/5.
Illiterate: Only class unable to read and write. Can spend 2 skill points to overcome this flaw.
Relentless Charge: A berserker class is the only class that will never pass out due to loss of blood or loss of limbs. He will continue fighting with his last breath, which is at -5 health. (-5 health is the point where all beings are clinically dead.)
Rage: A berserker can fly into a rage a certain number of times per day. In a rage, a berserker temporarily gains a +4 + 1d12 bonus to Strength and a +4 + 1d8 bonus to Constitution. (Number of times a berserker can rage is equal to Wis/2.) Each rage lasts 1d12 turns.
Bloodlust: For every 10 solo kills, a berserker gains 1 point in Constitution.
Second Chance: If a berserker receives a critical blow from any enemy, they manage to endure the attack just enough to always be left with 1 hp.
Description: A barbaric warrior who lives for the thrill of battle.
Skill Points at Each Additional Level: 4 + Intelligence/5.
Illiterate: Only class unable to read and write. Can spend 2 skill points to overcome this flaw.
Relentless Charge: A berserker class is the only class that will never pass out due to loss of blood or loss of limbs. He will continue fighting with his last breath, which is at -5 health. (-5 health is the point where all beings are clinically dead.)
Rage: A berserker can fly into a rage a certain number of times per day. In a rage, a berserker temporarily gains a +4 + 1d12 bonus to Strength and a +4 + 1d8 bonus to Constitution. (Number of times a berserker can rage is equal to Wis/2.) Each rage lasts 1d12 turns.
Bloodlust: For every 10 solo kills, a berserker gains 1 point in Constitution.
Second Chance: If a berserker receives a critical blow from any enemy, they manage to endure the attack just enough to always be left with 1 hp.
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Class List:
Troubador:
Skill Points at Each Additional Level: 6 + Int divided by 5.
Performance: This unit is able to play one specific musical instrument or sing, based upon the player's choice. Once chosen, this unit receives a +8 bonus to performing with that instrument or their own voice.
Inspire Courage: This unit gives allies a +2 to all stats when playing music during a battle.
Bemuse: This unit may prevent wild beasts from attacking by making them captivated while performing.
Song of Strength: This unit may perform a hearty song that actually heals all allies for 5 + Cha/2 health.
Song of the Spirit: This unit may perform a song that actually replenishes the mana of all allies for 10 + Cha/2 mana per turn.
Warrior's Song: This unit performs a medley that enhances all physical attack's, enabling them to do 2x as much damage.
Sorcerer's Song: This unit can performs a movement that enhances all magical spells, granting them 5X as much damage.
Skill Points at Each Additional Level: 6 + Int divided by 5.
Performance: This unit is able to play one specific musical instrument or sing, based upon the player's choice. Once chosen, this unit receives a +8 bonus to performing with that instrument or their own voice.
Inspire Courage: This unit gives allies a +2 to all stats when playing music during a battle.
Bemuse: This unit may prevent wild beasts from attacking by making them captivated while performing.
Song of Strength: This unit may perform a hearty song that actually heals all allies for 5 + Cha/2 health.
Song of the Spirit: This unit may perform a song that actually replenishes the mana of all allies for 10 + Cha/2 mana per turn.
Warrior's Song: This unit performs a medley that enhances all physical attack's, enabling them to do 2x as much damage.
Sorcerer's Song: This unit can performs a movement that enhances all magical spells, granting them 5X as much damage.
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Class List:
Rogue/Thief:
Skill points per level: 8 + intelligence/5
Trap sense: This unit can sense traps.
Disarm Trap: This unit can disarm traps with a d20 roll of 10 or higher.
Treasure Scent: This unit can detect treasure within the vicinity with a d20 roll of 12 or greater.
Gamble: Thieves can take a major risk on the battle field or in a fight for a big payout in damage. If a thief gambles rolls a 18 or higher they deal 1d4 X their usual damage dealt. If they gamble and fail, they lose 1d20 of their health. Also, this ability can be used to synergize with certain skill feats, such as climbing up a smooth surface or leaping 25 yards.
Steal: A rogue may attempt to steal from an enemy, provided they have a higher dexterity than the enemy.
Lock-picking: A rogue is adept at picking locks on chests, doors, and other objects.
Skill points per level: 8 + intelligence/5
Trap sense: This unit can sense traps.
Disarm Trap: This unit can disarm traps with a d20 roll of 10 or higher.
Treasure Scent: This unit can detect treasure within the vicinity with a d20 roll of 12 or greater.
Gamble: Thieves can take a major risk on the battle field or in a fight for a big payout in damage. If a thief gambles rolls a 18 or higher they deal 1d4 X their usual damage dealt. If they gamble and fail, they lose 1d20 of their health. Also, this ability can be used to synergize with certain skill feats, such as climbing up a smooth surface or leaping 25 yards.
Steal: A rogue may attempt to steal from an enemy, provided they have a higher dexterity than the enemy.
Lock-picking: A rogue is adept at picking locks on chests, doors, and other objects.
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