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Jason Tandro
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PostJason Tandro Posted: Thu Jan 07, 2010 3:02 am   Post subject: TerraEarth DnD Manual Reply with quote

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Okay, guys. Here is everything you need to know about TerraEarth DnD! I'll be starting it up the Monday after next... maybe sooner.

---
Section I. Creating Your Character

Race
You can choose one of four races.


Human
The “basic” race. Power-hungry and ambitious, humans are well-suited to a variety of jobs.

Racial Modifiers: ATK +3, MAG +3, CHA +5

Elf
The “stealth” race. Woodsmen and hunters, this proud race is suited to jobs involving espionage or infiltration.

Racial Modifiers: MAG +3, EVA +3, AGI +5

Dwarf
The “combat” race. Miners and drinkers, these boisterous folk love gems and love weapons even more, making them set for physical jobs.

Racial Modifiers: ATK +6, DEF +6

Half-Demon
The “magic” race. As people who are crossbred with the Demons, and by extension the Moon Tribe, they are set for magical roles.

Racial Modifiers: MAG +6, EVA +6


Roll For Stats

Roll for your stats and then add your racial modifiers.

Vital Stats
(Roll 5d6 and add them).

HP- Health Points. When they reach 0, you will die.
MP- Magic Points. When they reach 0, you can no longer use magic.

Battle Stats
(Roll 5d6, subtract the two lowest numbers and add the rest)

ATK- Determines the “base” amount of damage dealt with an attack.
DEF- Determines the “base” amount of damage that you can deflect.
MAG- Determines the “base” amount of damage dealt with a spell.
EVA- Determines the “base” chance of evasion.

Other Stats
(Roll 5d6, subtract the two lowest numbers and add the rest)

AGI- Determines how agile you are. Agility affects how far you can jump, fall,
and how fast you travel.
CHA- Determines your charisma. Charisma affects how much people like you,
and how easily you can manipulate them.
LCK- Determines your luck. Luck affects the likelihood of a variety of things.


Choose an Alignment

Alignment determines your motivations, interactions with various factions, safe locales, and so forth.

True Good- You will do what is right, no matter what. You are pure.
Lawful Good- You are a noble, peace-loving, chivalrous warrior.
Chaotic Good- You believe in doing what’s right, but you’ll do it your way.

Lawful Neutral- You generally do what’s right, but you don’t really care.
True Neutral- You will do whatever is easiest for you, no matter the morality.
Chaotic Neutral- You have a mercenary mind. As long as the price is right…

Lawful Evil- You seek the destruction of light, but still have a shred of decency.
Chaotic Evil- You want nothing but destruction and suffering at your hands.
True Evil- You have no hope for light or redemption. Everything must be destroyed.


Choose A Job

With the exception of Freelancer, Jobs are limited by stat restrictions. You must meet the requirements to take on that job. If you do no meet the requirements for your desired job you may exchange points from another stat to the required one at a 2 to 1 ratio (2 lost points for 1 gained). You may only do this to meet the requirements of a job, and only to the point where the minimum requirement is met.

You will also see Good and Evil Titles. The bold title is the general job family, and also serves as the Neutral Job Title. If you are Good, use the good title, and same with Evil and the evil title.

You will also see the Basic Tech Tree for the job you want. These are the skills you can learn for this job family. Certain things, such as AP (Ability Points), a particular alignment, or other skills may be required for you to learn a certain skill. If a skill says it requires Basic Tech, that means this job starts with this skill.

Also, it is important to know that these skills are not the only skills you can learn. Throughout the game you will find guilds, teachers, and shops which can teach new skills if certain parameters are met. These are merely the basic guaranteed techs you can learn.

Freelancer
Stat Requirements: None
Weapon Restrictions: All
Armor Restrictions: All

Good Title: Adventurer
Evil Title: Mercenary

Basic Skill Tree:

Combat- Defensive
1. Heal (4 MP, Restore 2d6 + 4 HP) [Requires: Basic Tech]
2. Cure (8 MP, Restore 4d6 + 6 HP) [Requires: Heal, 10 AP]
3. First Aid (6 MP, Heal status effects) [Requires: Cure, 10 AP]

Combat- Offense
1. Power Attack (Deal ATK + 3d6 damage) [Requires: 10 AP]
2. Coup de’Grace (Deal ATK + 4d6 damage) [Requires: Power Attack, 20 AP]
3. Rage Attack (Deal ATKx2 +3d6 damage) [Requires: Coup de’Grace, 30 AP]

Non-Combat
1. Dual Wield (Equip two one-handed weapons at once) [Requires: 15 AP]



Knight
Stat Requirements: ATK >12, DEF >12
Weapon Restrictions: Swords, Axes
Armor Restrictions: Heavy Armor

Good Title: Paladin
Evil Title: Dark Knight

Basic Skill Tree:

Combat- Defensive
1. Heal (4 MP, Restore 2d6 + 4 HP) [Requires: Good]
2. Cover (Takes damage for an ally.) [Requires: !Evil]
3. Parry (Deflect DEF + 2d6 damage) [Requires: 5 AP]

Combat- Offense
1. Thrust (Deal ATK + 1d6 damage) [Requires: Basic Tech]
2. Spiral Cut (Deal ATK + 2d6 damage) [Requires: 5 AP]
3. Power Attack (Deal ATK + 3d6 damage) [Requires: Spiral Cut, 10 AP]
4. Dark (Deal ATK+3d6 damage to all enemies) [Requires: Evil, 20 AP]
5. Holy Blade (Deal ATK+ 4d6 damage) [Requires: Good, 20 AP]

Non-Combat:
1. Equip Swords (Equip sword, no matter what class). [Requires: 20 AP]



Black Belt
Stat Requirements: DEF >14, EVA>10
Weapon Restrictions: Katana, Dagger
Armor Restrictions: Light Armor

Good Title: Samurai
Evil Title: Ninja

Basic Skill Tree:

Combat- Defensive
1. Parry (Deflect DEF + 2d6 damage) [Requires: Basic Tech]
2. X-Guard (Deflect DEF + 4d6 damage) [Requires: 10 AP]
3. Super Guard (Deflect DEF + 6d6 damage) [Requires: X-Guard, 15 AP]
4. Blink (10 MP, 50% chance of taking 0 damage) [Requires: Super Guard, 20 AP]
5. Blink2 (20 MP, 75% chance of taking 0 damage) [Requires: Blink, 30 AP]

Combat- Offensive
1. Throw (Throw a spare weapon dealing weapons ATK value damage) [Requires: 5 AP]
2. Iai Strike (Deal ATK + Poison) [Requires: Evil, 10 AP]
3. Soaring Strike (Deal ATKx2 against air enemies) [Requires: Throw, 10 AP]
4. Dragon Strike (Deal ATKx4 against air enemies) [Requires: Soaring Strike, 20 AP]

Non-Combat
1. Equip Katanas (Equip katana, no matter what class) [Requires: 20 AP]


Barbarian
Stat Requirements: ATK >15
Weapon Restrictions: Axes, Hammers
Armor Restrictions: Heavy Armor, Medium Armor

Good Title: Geomancer
Evil Title: Berserker

Basic Tech Tree:

Combat- Defensive:

1. Earth Song (15 MP, Doubles DEF for duration of fight.) [Requires: Good, 15 AP]
2. War Cry (30 MP, Doubles HP for duration of fight.) [Requires: Earth Song, 30 AP]


Combat- Offensive:

1. Berserk (Double attack power, block magic for duration of fight.) [Requires: Basic Tech]
2. Berserker Rage (15 MP, Deal ATK x 4 damage) [Requires: Evil, 15 AP]

Non-Combat
1. Equip Axes (Equip axe, no matter what class) [Requires: 20 AP]
2. Lay of the Land (Find/ avoid traps) [Requires: 10 AP]



Scout
Stat Requirements: EVA>12, AGI>12
Weapon Restrictions: Bow, Daggers
Armor Restrictions: Light Armor
Good Title: Ranger
Evil Title: Hunter

Combat- Defensive:
1. Herbs (Heal 2d6 HP, poison) [Requires: Good, 5 AP]
2. First Aid (6 MP, Heal Status Effects) [Requires: Herbs]

Combat- Offensive:
1. Stealth Shot (Deal ATKx2 damage at beginning of battle.) [Requires: Basic Tech]

Non-Combat:
1. Equip Bows (Equip bow, no matter what class.) [Requires: 20 AP]
2. Lay of the Land (Find/ avoid traps) [Requires: 10 AP]
3. Beast Tongue (Commune with animals) [Requires: 10 AP]
4. Beast Master (Control animals) [Requires: Beast Tongue, 20 AP]
5. Eagle Eye (See far distances) [Requires: Lay of the Land, 20 AP]


Spy
Stat Requirements: ATK >12, CHA >14
Weapon Restrictions: Daggers, Swords
Armor Restrictions: Medium Armor

Good Title: Agent
Evil Title: Assassin

Combat- Defensive:
1. Intimidate (50% chance of enemy losing next turn) [Requires: 5 AP]
2. Charm (75% chance of enemy losing next turn) [Requires: Intimidate, 10 AP]

Combat- Offensive:
1. Sneak Attack (Deal ATKx2 at the beginning of battle) [Requires: Basic Tech]
2. Cut Down (Deal ATK + ½ AGI damage) [Requires: 10 AP]
3. Coup de’Grace (Deal ATK + 4d6 damage) [Requires: Cut Down, 20 AP]

Non-Combat:
1. Persuade (5 MP, Doubles CHA temporarily) [Requires: 5 AP]
2. Interrogation (20 MP, Quadruples CHA temporarily) [Requires: Persuade, 20 AP]
3. Equip Daggers (Equip dagger, no matter what class) [Requires: 20 AP]


Wizard
Stat Requirements: MAG >15
Weapon Restrictions: Staves, Daggers
Armor Restrictions: Light Armor

Good Title: Priest / Priestess
Evil Title: Warlock / Witch

Combat- Defensive:
1. Cure (8 MP, Restore 4d6 + 6 HP) [Requires: Good, Basic Tech] OR [10 AP]
2. Cure2 (16 MP, Restore 8d6 + 6 HP) [Requires: Cure, 20 AP]
3. Cure3 (32 MP, Restore 12d6 + 6 HP) [Requires: Cure2, 30 AP]
4. Antidote (6 MP, Cure poison) [Requires: 5 AP]
5. Esuna (16 MP, Cure all status effects) [Requires: Antidote, 10 AP]

Combat- Offensive:
1. Magic Missile (4 MP, Deal MAG + 2d6 damage) [Requires: Evil, Basic Tech] OR [5 AP]
2. Fireball (6 MP, Deal MAG + 3d6 fire damage) [Requires: 10 AP]
3. Snowball (6 MP, Deal MAG + 3d6 ice damage) [Requires: 10 AP]
4. Thunderbolt (8 MP, Deal MAG + 4d6 bolt damage) [Requires: 15 AP]
5. Flame Pillar (18 MP, Deal MAG + 6d6 fire damage) [Requires: Fireball, 20 AP]
6. Winter’s Breath (18 MP, Deal MAG + 6d6 ice damage) [Requires: Snowball, 20 AP]
7. Thunderstorm (24 MP, Deal MAG + 8d6 bolt damage) [Requires: Thunderbolt, 20 AP]

Non-Combat:
1. Focus (MAG x2 for duration of battle) [Requires: Basic Tech]
2. Equip Staves (Equip staff, no matter what class) [Requires: 20 AP]


Fighter
Stat Requirements: ATK>10, AGI>10
Weapon Restrictions: Barehanded
Armor Restrictions: Light Armor

Good Title: Monk
Evil Title: Brawler

Combat- Offensive:
1. Kick (Deal ATK damage to all enemies) [Requires: Basic Tech]
2. Clothesline (Deal ATK + 2d6 damage) [Requires: 5 AP]
3. Pile Driver (Deal ATK + 4d6 damage) [Requires: Clothesline, 10 AP]
4. Double Kick (Deal ATKx2 damage to all enemies) [Requires: 20 AP]
5. S.F.M.B.S (Deal ATKx3 damage) [Requires: Doublekick, 25 AP]
6. Dragon Kick (Deal ATKx3 damage to all enemies) [Requires: S.F.M.B.S., 30 AP]

Non-Combat:
1. Bare (Double ATK when you are barehanded, no matter what class) [Requires: 20 AP]
2. Reflexes (Double EVA and AGI, no matter what class) [Requires: 20 AP]

Fortune Teller
Stat Requirements: LCK>15
Weapon Restrictions: All
Armor Restrictions: All

Good Title: Oracle
Evil Title: Doomsayer

Combat-Offensive:
1. Luck Shot (10 MP, Deal 1d50 damage) [Requires: Basic Tech]
2. Stat Strike (15 MP, Deal damage equal to 2 random stats combined.) [Requires: 10 AP]
3. Crazy Shot (25 MP, Deal ((1d6 * 1d100)-2d100) damage. If value is negative, you take damage.) [Stat Strike, 30 AP]

Non-Combat:
1. Random Boost (Boost random stat by 3d6, decrease random stat by same) [Requires: 10 AP]
2. Gem Farm (20 MP, Gain 2d100 Gems) [Requires: 10 AP]
3. Super Gem Farm (40 MP, Gain 4d100 Gems) [Requires: Gem Farm, 30 AP]
4. Double AP (Double AP earned after battle) [Requires: 20 AP]
5. Double EXP (Double EXP earned after battle) [Requires: 20 AP]
6. Weapon Fusion (Combine two weapons to make new one.) [Requires: 50 AP]

Regarding Multi-Classing

It is possible to multi-class after reaching Level 2. You can only use the Combat skills of your current job, but you can equip up to 3 Non-Combat skills learned from any job. You must specify which Non-Combat skills are active at one time. You may only change your Non-Combat skills when you are in a town.

It should also be noted that AP is expended only on skills for the job you are currently equipped with.


Section II. Levels and How They Work

You start with 5 EXP and you will earn levels, based on the UES (Universal Experience Scale):

Level = (Previous Level EXP x2)

Level 2 10 EXP
Level 3 20 EXP
Level 4 40 EXP
Level 5 80 EXP
And so forth.

So… what good is it?

1. You will gain 3 Stat points which can be applied to one of your seven non-vital stats (ATK, DEF, MAG, EVA, AGI, CHA, and LCK).
2. Your HP will raise ¼ your DEF and your MP will raise by ¼ your MAG.


Section III. Rounds

Rounds are posted twice a week, and happen every three days, not counting Sunday. I will try to keep this on a Monday and Thursday basis, but won’t always be able to guarantee this.

Each Round post will be broken down into sections aimed at each player. You will receive information about what time it is, where you are, and an automatic spot check. I will only display your vital stats and inventory, but I will keep a running record of your non-vital stats on my own. You can PM me if you need a reminder of what they are, but I urge you to keep track of your own stats with your character sheet.

You will be given your bit of storyline, and then your options for the round. Entering a Battle Event will bypass the round system, and your character will be re-entered into the next free round once your battle is complete.

If you do not reply by the end of the round, your character will “Wait”. If your character “Waits for three consecutive rounds, you will be removed from the game until you ask to re-enter.



Battle Events

Battle Events are done via PM. You go blow-for-blow with enemies until one of you emerges victorious.

What if I Die?

No worry. You will return in a temple in the nearest town alive and well.

However…

Your non-vital stats will reduce by 1 each and your vital stats will drop by 3 each.

---

Note: The Shop is another thing I have to finalize. I'll post it here when it's ready. Just so you know, you purchase items from the shop with Board Gems!
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Last edited by Jason Tandro on Sun May 09, 2010 4:39 am; edited 2 times in total
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Freedan
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PostFreedan Posted: Thu Jan 07, 2010 3:44 am   Post subject: Reply with quote

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Finally, a use for gems!

Sounds pretty cool. I'll be looking forward to Mondays and Thursdays, then. Cool Guy
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EverPhoenix
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PostEverPhoenix Posted: Thu Jan 07, 2010 3:53 am   Post subject: Reply with quote

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that is quite cool.

will there be a possibility for minor customisation? ie class name (not actual class) changes, depending on which spells/abilities are obtained?

ie wizards with mostly healing could be priests, fire could be pyromancer... etc. might be a bit weird to see a priest who has only cure and then all the offensive spells Razz
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psychokind
fuck yeah!

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Postpsychokind Posted: Thu Jan 07, 2010 12:08 pm   Post subject: Reply with quote

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how are we going to role the dice?
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chicken
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Postchicken Posted: Thu Jan 07, 2010 1:09 pm   Post subject: Reply with quote

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psychokind wrote:
how are we going to role the dice?


jason will do it so you just have to trust him Razz
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PostDark_Gaia Posted: Thu Jan 07, 2010 2:56 pm   Post subject: Reply with quote

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i dont have many gems =( lol its ok ill win with skillz
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Jason Tandro
The Undying TE Fanatic

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Joined: 04 Dec 2004
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Location: Tiptoeing the line between confidence and arrogance.

PostJason Tandro Posted: Thu Jan 07, 2010 4:10 pm   Post subject: Reply with quote

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@EverPhoenix: As long as I know what Class Family you are, you can change your name as desired.

@psychokind: There is this online D&d Die Roller Program that I've been using for Zombie Holocaust.

@Dark Gaia: I will award Gems for accomplishments, so it will balance out.
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PostMetall Ark (XD®) Posted: Fri Jan 08, 2010 1:57 pm   Post subject: Reply with quote

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Finally it´s start. Let´s do our best guys.
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Jason Tandro
The Undying TE Fanatic

Level 20: Guardian of Pandora
Rank: Moderator

Moderator


Joined: 04 Dec 2004
Posts: 6383
Gems 8,090
Location: Tiptoeing the line between confidence and arrogance.

PostJason Tandro Posted: Tue Jan 12, 2010 10:22 pm   Post subject: Reply with quote

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Oh, one thing that Chicken brought to my attention.

Skills such as Equip Bow are designed with multi-classing in mind.

For instance a Scout can equip bows all the time. But lets say you suddenly want to switch to Black Belt. If you learned Equip Bow during your time as a Scout than you can still equip bows, even though Black Belts are not allowed to use bows normally.

But (and here is th confusion) you do not need to learn Equip Bows before you, a Scout, can actually equip them.
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psychokind
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Postpsychokind Posted: Tue Jan 19, 2010 1:30 pm   Post subject: Reply with quote

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jason, could you let us post our own character sheet, so we can edit it when our stats change? or will you make the edit?

also, could you write down learned skills and equip to the char sheets?

and could you give an example of multi-classing? let's say I'm a monk/knight, I come to town as a monk, and may go out as a knight? or are the 2 classes somehow combined?^^
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Jason Tandro
The Undying TE Fanatic

Level 20: Guardian of Pandora
Rank: Moderator

Moderator


Joined: 04 Dec 2004
Posts: 6383
Gems 8,090
Location: Tiptoeing the line between confidence and arrogance.

PostJason Tandro Posted: Wed Jan 20, 2010 9:17 pm   Post subject: Reply with quote

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psychokind wrote:
jason, could you let us post our own character sheet, so we can edit it when our stats change? or will you make the edit?

also, could you write down learned skills and equip to the char sheets?

and could you give an example of multi-classing? let's say I'm a monk/knight, I come to town as a monk, and may go out as a knight? or are the 2 classes somehow combined?^^


I will edit them and add info as necessary (skills and items go up on Thu.)

Also Non-Combat skills are the key for multi-classing. You can equip 3 Non-Combat skills learned from ANY job, thus allowing, say, a priest to wield axes.
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psychokind
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Postpsychokind Posted: Thu Jan 21, 2010 12:41 pm   Post subject: Reply with quote

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Jason Tandro wrote:
psychokind wrote:
jason, could you let us post our own character sheet, so we can edit it when our stats change? or will you make the edit?

also, could you write down learned skills and equip to the char sheets?

and could you give an example of multi-classing? let's say I'm a monk/knight, I come to town as a monk, and may go out as a knight? or are the 2 classes somehow combined?^^


I will edit them and add info as necessary (skills and items go up on Thu.)

Also Non-Combat skills are the key for multi-classing. You can equip 3 Non-Combat skills learned from ANY job, thus allowing, say, a priest to wield axes.


nice, thanks!

so to say, I'm the monk knight and choose in town to wear heavy armor, swords and barehanded?
then what about combat skills? I can't use skills from monk AND knight? only the one of my "current" job? is the current job the one I lvld up last level up?^^
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Jason Tandro
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PostJason Tandro Posted: Thu Jan 21, 2010 8:25 pm   Post subject: Reply with quote

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Your level isn't based around your job. It's based around your stats. You can only use the COMBAT skills from your current job. And you can choose to change jobs at various locales starting at Level 2.
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