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TerraEarth D&D : God's Land. Character Creation Guide

 
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Jason Tandro
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PostJason Tandro Posted: Mon Feb 24, 2014 6:17 am   Post subject: TerraEarth D&D : God's Land. Character Creation Guide Reply with quote

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TerraEarth: God's Land
Character Creation Guide

When you have your character sheet you can PM me, facebook me or whichever way is easiest for you! Also note that personal skills will be issued to you upon character sheet completion.

Stats:

Vital Stats

HP - Health Points
FP - Fonym Points

Health points and Fonym Points (basically MP) should be fairly easy to explain. By default, each of these values begins at 50 before applying racial and class modifiers.

Non-Vital Stats

STR - Strength
INT - Intelligence
SPD - Speed

AC - Armor Class

These stats should also be self-explanatory. STR covers physical attacks and carrying capacity. INT covers effectiveness of magic and knowledge you would possess. SPD covers actual speed in and out of combat as well as agility and dexterity. Armor Class determines the effectiveness of your armor.

By default, these values start at 20 before applying racial and class modifiers.

Deviation Stats

LCK - Luck
AUR - Aura

Luck is a random trait that can affect the outcome of a variety of chance circumstances. Aura determines how the light of the comet has affected you. Light and dark both have perks and both have their downsides.

Deviation stats will constantly evolve during gameplay. They range between 1-20. By default, both stats are in their neutral setting at 10 before applying racial and class modifiers.

Luck ( 1 = unlucky, 20 = very lucky)
Aura ( 1= dark, 20 = light)










Races:

Moon Tribe - The Moon Tribe lives in the northern most area of The Forge, known as the Lunar Caldera. They have a better understanding of the powers of the Dark Comet than any other race, and as such are most susceptible to its beneficial (as well as negative) effects.

Racial Modifiers: HP – 10, FP + 20, AUR -5

Racial Skill: Lorecraft (Moon Tribe members are capable of learning skills from their enemies)


Racial Classes:

(Type A) Silverblood – Silverbloods are Moon Tribe members who have surrendered themselves wholly to the Dark Comets power. They are unparalleled in stealth, secrecy and speed, though are not terribly strong.

Class Modifiers: SPD + 10, STR-10, AUR-4


(Type B) Guardian - Guardians are the foot-soldiers of the Moon Tribe. They have made do with what powers they have obtained from the Dark Comet and have absorbed it into physical strength.

Class Modifiers: STR + 10, INT – 10


(Type C) Arcane Mage – Moon Tribe members who have begun the process to cleanse themselves of the effects of the comet. The immense self-control required to perform this process makes them highly intelligent and gifted at magic, but makes them weak physically.

Class Modifiers: INT + 10, AUR + 10, STR - 10


Elven - Elves live in the eastern realm of The Forge known as Dusk's Garden. This wild land of forests, valleys and bogs makes the Elves especially gifted at working with nature. Elves are very resistant to the effects of the comet unless they willingly surrender themselves to it.

Racial Modifiers: FP + 10, AUR + 5

Racial Skill: Beast-tongue (Elves are able to speak to and potentially master animals)

Racial Classes:

(Type A) Scout - Scouts spend most of their time out in the wilds of Dusk's Garden. Very swift and strong enough, but with a slight penalty to their intellect.

Class Modifiers : SPD + 15, STR+5, INT – 5

(Type B) Mist Warrior - Mist Warriors are the soldiers of the elves, bred for combat in the harshest of conditions. They are strong and somewhat quick, but are not the brightest.

Class Modifiers: STR + 10, SPD + 5, INT - 5

(Type C) Cleric - Clerics tend to stay within the save havens of Dusk's Gardens and devote their time to studies. This makes them very wise, but lacking in other areas.

Class Modifiers: INT + 15, STR – 10, SPD - 5

Dwarf - Dwarves are the proud, industrious people who live in the western realm of The Forge known as the Terran Keep. This mountainous terrain would be difficult to traverse for any other race except the dwarves. They tend to be isolationists, except when it comes to trade, and have no notable preference towards the effect of the Comet.

Racial Modifiers: HP + 20, FP – 20

Racial Skill: Dragon-skin (Dwarves take 50% damage from physical attacks and are immune to natural hazards, except drowning and falling)

Racial Classes:

(Type A) Fire Kin – Fire Kin are natural sprinters who keep the mountain save and act as its vanguard. They know their way around the area and know their way around a blade.

Class Modifiers: SPD + 10, STR + 10, INT – 15


(Type B) Barbarian - Barbarians are the most threatening of all the Dwarven Classes. Boasting an incredible strength, but little of anything else, they are absolutely fearsome in battle.

Class Modifiers: STR + 20, SPD – 10, INT – 15

(Type C) Alchemist - The wisest and most revered of the dwarves are the fabled Alchemists. Those who seem to create wealth and magic from nothingness itself.

Class Modifiers: INT + 10, STR – 5, SPD - 5

Human- Humans are an newly emerging race who dwell within the central expanse of The Forge, known as the Starlit Metropolis. This vast city has made Humans into a fairly cosmopolitan lot, boasting mediocre abilities in all things except trade and diplomacy. However humans are prized for their versatility. Humans are, however susceptible to the effects of the comet.

Racial Modifiers: None

Racial Skill: Charisma (Humans get better deals, make more friends and can talk their way out of almost anything)

Racial Classes:

(Type A) Thief- Thieves are the humans who tend to find their speed essential if only because they find themselves at odds with the law of the land. They trade in their other habits to make evading the law that much easier.

Class Modifiers: SPD + 5, STR - 5

(Type B) Knight- Knights are the peacekeepers amongst the humans. They have been entrusted with great strength and professional training in order to keep save the civilian masses. They have also been trained to think only of the realm and suffer in their intellect.

Class Modifiers: STR + 5, INT – 5

(Type C) Wizard- Wizards are those who dare to practice the mysterious arts of magic. While they tend to be viewed as trustworthy and reliable, there are many who fear their potential in the world of humans.

Class Modifiers: INT + 5, STR - 5

Anthros - The Anthros are a mysterious race with a unique internal power to control their physical form to a certain degree. They live in the southern realm of The Forge, known as the Sun's Keep, a vast desert land that borders the ocean and the few tropical islands that exist off of the shores. They are the second most susceptible to the effects of the comet.

Racial Modifiers: HP + 15, FP +15, AUR – 5

Racial Skill: Form Shift (Anthros can change their physical appearance at will, though doing this will deplete their Fonym reserves to 0 and can only be done once per in-game day). Exception: The Formless can change twice per in-game day and only deplete half of their Fonym.


Racial Classes:

(Type A) Formless - The Formless are the desert wandering Anthros who focus all of their energy into their powers of shape-shifting, making them excellent bandits.

Class Modifiers: SPD + 10, STR – 5, INT – 5

(Type B) Ninja - The Ninja are island-dwellers who have chosen to use their powers of alteration to hone their skills with the blade. They are jacks of all trade, though masers of none and as they consume their energy in this training, forfeit the natural boost to Fonym Points.

Class Modifiers: STR + 10, SPD + 5, INT + 5, FP – 15

(Type C) Fonym Diviner - The Fonym Diviners live within the islands and take their natural gifts with the powers unseen and make them known. This process takes a physical toll, but with great spiritual benefits.

Class Modifiers: INT + 15, STR – 10, SPD – 10, FP + 10



STARTING EQUIPMENT
Your starting equipment is based upon what type of Class you chose (Type A – Speed, Type B – Strength or Type C – Intelligence).

All players start with 100 Gems and a map of The Forge

Type A Package:
Iron Forge Dagger (1d8) or Iron Forge Bow (1d10) [arrows: 20]
Leather Armor (AC: 2)


Type B Package:
Iron Forge Sword (1d12) or Iron Forge Axe (1d20)
Iron Forge Shield (AC: 2) [cannot be used if Axe is chosen]
Iron Forge Armor (AC: 4)


Type C Package:
Oaken Forge Staff (1d6) or Maple Forge Hammer (1d10)
Robes (AC: 1)


Combat Skills will be issued after your character sheet is completed.
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Last edited by Jason Tandro on Sun Mar 16, 2014 6:49 pm; edited 1 time in total
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psychokind
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Postpsychokind Posted: Wed Feb 26, 2014 6:40 am   Post subject: Reply with quote

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go go everyone!!
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Jason Tandro
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PostJason Tandro Posted: Sat Mar 08, 2014 2:53 am   Post subject: Reply with quote

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Here's the World Guide

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Postpsychokind Posted: Sat Mar 08, 2014 7:47 pm   Post subject: Reply with quote

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everyone signed up?
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PostEverPhoenix Posted: Sun Mar 09, 2014 7:25 pm   Post subject: Reply with quote

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Yep, I did pretty quickly.
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