Dragon Lore Character Generation Rules
Use our easy to use step by step automated character generation system.
Automated Character Generation System
The full character generation rules are listed below
Starting Character Points - 25
Base
All Players may use any weapon that they wish to bring without it costing any
character generation points (with the obvious exception of bows for which they
need to take a competency test for)
All weapons do a single point of damage unless otherwise
called.
This means if you are hit by a weapon, whatever the weapon unless the other
player calls something different then you have taken one hit to your Hit points
on that location - please role play the hit.
CP – Character Points (The number of points you have to spend)
HP – Health Points or health points. (How many times your character can be hit)
Playable Race's
Although any race you can think of is
plausible, these races can be chosen and played no problem. Any other race you
want to play must have a good back story written and must be passed by the
Character Refs. Trolls however you must choose a type and PM or email a
Character ref to get its Weakness.
Human: Humans have no weakness or strengths. They can have a
maximum of 3 HP before armour.
Elf: Elves are attuned to nature and as such can Innately Hide
in the forest. (Symbolized by hiding, with one fist raised in the air.) They can
have a maximum of 3 HP before armour.
Minimum Phys Rep - at the very least if you play an elf you will need pointed
ears!
Dark Elf: Dark Elves are attuned with the darkness and the
shadows, and as such can hide innately anywhere there is darkness at night.
(Symbolized by hiding in a place with very little light at night, such as in the
shadows of a building and raising one fist into the air.) They can have a
maximum of 3HP before armour.
Minimum Phys Rep - at the very least you will require pointy ears and dark face
paint.
Orcs: Orcs are born to fight and are skilled warriors. As such
they begin with 2 HP instead of one. They can have a maximum of 4HP before
armour.
Minimum Phys Rep - Orcs are green skins - therefore you will need to utilize
some face paint or wear a mask.
Goblin: Goblins are smaller and weaker than Orcs but still
green skins. They can hide in both the forest and darkness the same way as Elves
and Dark Elves. They can have a maximum of 2 HP before armour.
Minimum Phys Rep - Goblins are green and so this needs representing and has
pointy ears (that need to be of the same skin tone!)
Dwarves: Dwarves are robust and strong and very intelligent,
but completely unable to use magic. As a trade off from this they are resistant
to magic and no magic can harm them. They can have a maximum of 4 HP before
armour.
Minimum Phys Rep - beards! Dwarves have beards even the women!
Halflings: Halflings are a sub breed of humans, some say the
descendants of half human half elf children, some say otherwise, either way
their smaller than humans but just as tough. No strengths no weaknesses. Except
maybe the reach of their arms. They can have a maximum of 3 HP before armour.
Minimum Phys Rep Slightly pointed ears - not as pronounced as elf ears.
Dryad: Dryads are tree spirits. Their body is made of wood and
their blood is tree sap. As such they are extremely attuned to the forest and
can meld with any sizable tree, becoming invisible, and can flit from tree to
tree unseen. Melding is symbolised with a hand raised palm open and one hand on
a tree, flitting is one hand raised palm open, darting from tree to tree, and
stopping to meld at each one briefly. They can have a maximum of 2 HP before
armour.
As Dryads start with these two innate skills they start with less CP than other
races meaning they start with 20 CP.
Minimum Phys rep - This is a personal thing - *dryad* means different things to
different people - at the very least you should be wearing something green other
than that it is up to you and your own idea's about this race.
Fae: Fae cannot wear metal armour or shields, use metal weapons
or touch metal ever as it causes searing pain, inflicting one point of damage to
the location and knockback. Fae however, are telepathic and can communicate to
any race capable of communication, the person in question believes that the Fae
is speaking in their native tongue. They have a maximum of 2 HP.
Minimum Phys Rep Can have pointed ears - it’s a personal choice. Your a fae,
people have different ideas of what constitutes a fae - use your imagination! If
you want help feel free to ask.
Part Beast - pm/email a
character ref with your desired choice
to find out strengths/weakness and max HP. Minimum Phys Rep - depends on animal.
All Players start off with one Health Point (HP) per location (except Orcs),
each race has a maximum HP
Levels of Body may be bought which give one extra health point per location up
to that races maximum.
6 CP Points per level
Armour
Armour: Fur, Leather,
Metal
4 character points per rank, must buy incrementing ranks
Fur adds one extra point of protection, Leather two, Metal three.
Armour can be stacked to increase damage resistance. Yet this must be
visually represented. This stacking will only be present where there is actual
stacking. If you are wishing to stack hard leather over soft leather then
you must take both fur and leather.
Shields
Shield: Wood, Metal
4 character points per rank, must buy incrementing ranks
Shields can defend against attacks, wood defends against normal attacks, metal
shields stops arrows.
Magic
You buy a spell and you get four casts in that spell a day, if you wish to cast it more than 4 times you may 'buy' it again for more casts, you may buy a spell a maximum of 3 times.
Due to the nature of magic, magic and metal are not a good combination for the caster or those around them. unusual, strange and painful mishaps will occur if the magic user tries to use magic while wearing or holding any large metal objects. So for your own safety and those around you do not use magic while wearing armour or holding a metal weapon/shield
Knockback cost 1 CP Target Knocked Back 10 – 15 Feet or 5 – 8
Strides
Strike down cost 3 CP Target knocked to the floor
Detect Magic cost 1 CP Detects any magic on an item or person
for example enchantments or woads
Fear cost 2 CP Must avoid caster, Keep a distance and can not
attack because of fear
Wound cost 3 CP Single damage to target location max range is
15 feet.
Tangle cost 3 CP Target can not move feet for 15 seconds
Heal Location cost 3 CP Heals 1 location Fully
Full Heal cost 8 CP Heals whole body
Regenerate Limb cost 10 CP Regenerates Lost
Limb
Cure costs 5 CP Cures disease and poison.
Skills
Skills are special attacks that can be
executed with melee weapons, either by skilful use or by brute
force, they are handled the same as with spells in that you may buy the skill a
maximum of 3 times and each buy ads another 4 uses per day.
Disarm: You may hit the opponents weapon with yours and call
disarm, the player must drop the weapon to the floor. Cost 4 points per buy
Parry: You may negate a call of disarm. Cost 2 points per buy
Knockback: If your weapon hits the enemy you can call
knockback, the player is thrown back 10-15 feet in the opposite direction the attack came
from. Costs 2 points per buy
Critical Hit: Through either raw strength or
skilful swordplay you may call a double when hitting the opponent. costs 5
points per buy
Subdue : An attack from behind where the
player stealthy approaches his target and without the
target aware is able to place there weapon onto the shoulder of the victim,
simulating a blow. At the same time calling out "Subdue". No contact with
the targets head please. The victim will drop to floor silently for 60
seconds. If then while the target is on the floor you attack them the victim
will wake up and be able to cry out. Cost of 2 CP to buy each level. Each
Level has 3 uses per day.
Abilities
Basic Abilities: Each of these can be bought for 2 character point and can be used whenever the need.
Binding Wounds - Can stabilise a person, stopping their death count. If they were unconscious they remain so until healed fully. Can also heal Innocents. Must PhysRep bandaging for a full 30 seconds.
Speak Language X - Can speak one of the following languages:
(All races know common and their own native tongue, those with no native only
know common.)
-Elven (elf and dark elf native)
-Orsimer (Orc and Goblin Native)
-Drull (Troll and Ogre Native)
-Dwarven (Dwarf Native)
-Draconian (Dragon tongue, need a DAMN good reason IC to know this)
Read and Write X - Can read or write one of the above languages
Numerate - Can count.
Gather Herbs - Can gather beneficial and harmful herbs but
without the required level of Potion/Poison making then these herbs are useless.
Trade Skills
Smithing: Can repair
weapons, armour and shields, has three ranks which must be bought in order.
4 Character Points per rank
Rank one - Fur and leather armour, Non metal weapons and wooden shields.
Rank two - Metal armour, Metal weapons and Metal shields.
Rank three - Magical and unique material Armour, Weapons and Shields.
(Each repair takes ten minuets per rank of repair required, per item)
Potion Making: Can make Potions, there are three ranks,
whatever you can think of to make can be, just ask a ref what grade and how many
herbs are required to make that particular potion.
4 Character Points per rank
Poison Making: Can make Poisons, there are three ranks,
whatever you can think of to make can be, just ask a ref what grade and how many
herbs are required to make that particular poison.
4 Character Points per rank
Enchantment: Can craft Enchantments, Enchantments are temporary
magical abilities placed upon an object in the form of an insignia, painted on
the object, the enchantment lasts until used or until the next sunrise, there
are three ranks, whatever Enchantment you can think of can be crafted, just ask
a ref what grade and how many herbs are required to craft that particular
Enchantment. A phys rep will be required this could be as simple as a piece of
ribbon.
4 Character Points per rank
Woading: Can craft Woads, Woads are temporary magical abilities
placed upon a person in the form of an insignia, painted on the skin, the Woad
lasts until used or until the next sunrise, there are three ranks, whatever Woad
you can think of can be crafted, just ask a ref what grade and how many herbs
are required to craft that particular Woad. Phys rep of woads will be required.
4 Character Points per rank
Bind wounds remains as is – open to anyone and costing 2
CPs it is independent to the first aid tree – this works as it gives
everyone within the system the means of at least keeping themselves, or a
comrade from dying . It is a temporary fix used to stop people bleeding out
and buy time to enable a healer/surgeon to get to them. They are incapable
of moving themselves unaided and any movement will be extremely slow and
painful. Unable to fight if wounds are serious. If a limb is at 0 HP it is
UNABLE to be used. If a torso is at 0 HP you are unconscious. Phys reps i.e.
bandages ARE required in all cases!
First Aid Tree. Each level has to be bought in order – you cannot
just buy level 3 you have to have level 1 and 2 first.
First Aid cost 4CP
Can perform bind wounds but at a superior level. The properly applied
bandages can support a wound to enable a character to be moved albeit at a
slow pace (compared to the rough slap it on bind wounds which merely is a
very temporary fix) A limb at 0 HP cannot be used however this level Can
also be used to force a character to regain consciousness.
Field Medic cost 4CP
Covers all aspects of the first aid level. In addition basic stitching of
wounds, splinting of broken bones and diagnostic measures of severity of a
wound. Able to restore 1 HP to a location after 10-15 minutes role-playing
attending to the injured party, and a further half an hour or more of the
injured party role-playing the injury and any additional salves etc added
taking affect. After stitching and bandaging a character can move (still
bearing their injuries in mind but less so than previously) and can defend
themselves.
Surgeon Cost 4CP
Equal to a doctor/surgeon. Can perform all previous skills and perform
surgery ranging from repair of internal organs to re-attachment of limbs
(not heads!) A suitable amount of time role playing this HAS to be spent for
it to be affective – taking into consideration anaesthetic (thump on the
head?) cleanliness etc . An minimum of 30 minutes role-playing would be
required for most operations – stitching would depend on nature and severity
of wound. Can restore a total of 2 HP however after surgery the injured
party has to role-play the after affects of the injury/surgery and take into
account any affects it would have, stitches etc 1 hp will be restored
immediately after surgery with another HP (if applicable) restored after an
additional 30 minutes.
The key to success in this skill tree is the role-playing involved good
role-playing/physrepping will result in success. Poor role-playing may well
result in alternate consequences.
Note, if your character already has the bind wounds ability and chooses this
skill tree on purchasing First Aid Level 1 they will be granted it as 2 CP
rather than 4CP. This is due to the fact that the knowledge is already
partially there.
A note on phys reps : bandages/salves MUST be used. We
suggest that for this skill tree PC's will need IC first aid kits however we
don't want to see people running around with real needles/knives/ etc so
please do use your imagination on this. One pc already carries a first aid
kit which includes a scalpel/needle set which was made from a small piece of
foam and a bit of shaping - threaded with a bit of string - this is
perfectly acceptable as an IC representation of a sewing kit for a medic.
Otherwise use your imagination to create a nice IC first aid/surgery kit
Children may create a character as an
innocent, this means instead of having locations, they have a global hit point
score, and if their HP reaches zero they hit the deck but are not dead, merely
unconscious, they can be brought back to max HP by anyone who can heal for no
cost however at night this protection no longer applies, they buy the spells as
normal. This is because they have the protection of the Guardian of the
innocents, while they have this status they may participate in Innocents quests.
Once their Parent or Guardian believes they are mature enough to use a killable
character they can become fully fledged adults in the eyes of the players and
can go on the adult missions etc. But their characters are from then on,
killable.
An innocence character cannot kill another player character. If an innocent
character takes another player character to 0 HP they are simply stunned for 5
seconds.
