
Dragon Suit RPG
by Wade D. Smith
USE CHARACTER LEVELS
1000xp per character level to level up.
Gain bonus XP equal to your Intelligence every time you gain XP.
Gain 1 Attribute point per character Level.
Gain 1 Feat per 3 character levels.
Gain 1 Spell per character level.
20 starting Attributes.
1 starting feat.
1 Starting Spell
All actions involve rolling 2d6.
Str: 0 to 10
Vit: 0 t0 10
Dex: 0 to 10
Int: 0 to 10
HP: 100 + 10*Vit
MP: 100 + 10*int
Move: 2/4
If a character is reduced to zero HP they are KO'd. If they are reduced to -50HP, they are maimed permanently. If they are reduced to -100HP, they are dead permanently.
Then add modifiers to difficulty.
Add attributes/3 to roll to beat difficulty.
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Weapons and Armor
Damage total is multiplied by 10.
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Item Price Description
Sword 10 2d6+Str, Adjacent only
Shotgun 150 2d6, +5 to hit close range, 5 shot pump
M16 500 2d6, 1 to 3 hits
Colt .45 100 1d6+2, 12 round clip
Sniper Rifle 500 2d6, -3 to hit Point Blank, 5 round clip
Flame Thrower 500 2d6, then 1d6+1 burn damage following turn.
Ammo - 10% of weapon cost
RPG 1000 2d6+4, -7 to hit character
Helmet 200 DR 2
Vest 250 DR 2
Shield 200 DR 2
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Magic
Magic Spells do *10 damage.
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Earth
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Crush
MP: 5
Deals 1d6+int to a single target.
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Quake
MP: 10
Req: Crush
Deals 2d6+int to all non-flying foes in a 2 ring hex.
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Stone Skin
MP: 10
Req: Crush
Prevents the next 50 physical damage which would be dealt to target character.
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Gravity
MP: 10
Req: Crush
Target flying character or vehicle crashes to the ground and takes 1d6 damage.
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Stop
MP: 10
Req: Crush
Stops time for the target character or vehicle for 1d6+1 rounds.
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Second Life
MP: 20
Req: Crush, Stone Skin
The next time target character would be KO'd, they are healed to maximum instead.
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Fire
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Blaze
MP: 5
Deals 1d6+int damage to a single target.
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Fireball
MP: 8
Req: Blaze
Deals 2d6+int damage to all foes in a 2 ring hex.
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Sleep
MP: 10
Req: Blaze
All foes in a 2 ring hex fall asleep for 1d6 rounds.
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Smoke Screen
MP: 10
Req: Blaze
You and allies in a 3 ring hex gain 50% concealment.
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Anti-Matter Ray
MP: 20
Req: Fireball
Deals 2d6+int damage to a single foe. Ignores enemy Fire Resistance, but not immunity.
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Air
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Chain Lightning
MP: 10
Bounces among enemies dealing 2d6+int damage to each enemy struck. May hit the same enemy more than once. Hits up to 1d6+(int/2) enemies.
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Haste
MP: 20
Req: Chain Lightning
All allies in a 2 ring hex gain Haste for a number of rounds equal to your Character level + 1d6.
Hasted characters gain 1 free action per round.
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Flight
MP: 5
All allies in 3 ring hex gain Flight for an hour.
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Energy Shield
MP: 20
Req: Chain Lightning
For the next 1d6+1+int rounds, half damage goes to MP.
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Water
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Ice Bolt
MP: 5
Deals 1d6+Int damage to a single foe.
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Ice Storm
MP: 10
Req: Ice Bolt
Deals 2d6+Int damage to all foes in a 2 ring hex.
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Slow
MP: 10
Slows all foes in a 2 ring hex for one hour.
Slowed characters' attributes are halved.
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Cure
MP: 5
Restores 2d6+int HP to a single target character.
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Cure 2
MP: 10
Req: Cure
Restores 2d6+int HP to all allies in sight radius.
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Revive
MP: 20
Req: Cure
Revives one KO'd character with 50% HP.
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Dragon Suit
Damage * 10
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Dragon Suit
Class: Alpha
HP: 2000
MP: 200
Damage Reduction: 7 (Steel)
Resist Fire: 1d6
Move: 5/8
Weapons:
2 Auto-Cannon: 2d6, 3 hits, 100 ammo, @ Right Arm
1 Heat Laser: 2d6+2, Fire, 5MP, @ Head
4xQuark Torpedo: 2d6+5, contains 4 salvos each, @ Torso
Cost: 50,000
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Dragon Suit Add-ons and Upgrades
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Item Cost Description
Auto-Cannon 500 2d6, 3 hits, 100 ammo
Quark Torpedo 1000 2d6+5, 4 salvos
Ethereal Torpedo 8000 2d6+5, Ignore DR, 4 salvos
LRM4 10000 2d6+5, hits 2 to 4 times, 4 salvos.
Heat Laser 1500 2d6+2, Fire, 5MP
Freeze Beam 5000 2d6, Ice, Stops target 1d6+1 rounds, 8MP.
Shadow Laser 10000 2d6+5, Earth, 8MP
Lightning Laser 20000 2d6+7, Lightning, 10MP
Neo-steel Armor 18000 DR 10
Unobtainium Armor 38000 DR 12
Steel Shield 2000 DR 7, 200HP
Neo-steel Shield 5000 DR 10, 300HP
Unobtainium Shield 10000 DR 12, 400HP
Element Resist 2000 1d6, one element
Element Resist 2 8000 2d6, one element
Extra Plating 2000 200HP per hit location, does not use Criticals.
ZPM 8000 Regenerate 1MP/round
Nanite Repair 18000 Regenerate 10HP/round
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Feats
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Multi-Shot
When using Colt .45, you may fire 2 shots per pistol per round.
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Two Weapon Fighting
When using Swords or Colt .45, you may equip up to two weapons with no penalty.
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Luck: Attribute X
You roll 3 dice and take the two higher dice when using Attribute X.
This feat may be taken multiple times for a different Attribute each time.
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Toughness
You have natural Damage Reduction 2.
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Extra Attribute
You gain 1 extra attribute point. This feat may be taken once per Attribute.
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Weapon Focus
You gain +2 to Hit with the selected weapon type. May be taken once per weapon type.
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Weapon Specialization
You deal an extra 2*10 damage with the selected weapon. This feat may be taken once per weapon type.
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Elemental Resistance
+1d6 to resist a single element of your choice. This feat may be taken multiple times and stacks up to twice with each element.
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Spell Power
Your Damage dealing spells deal an extra 2*10 damage per target.
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Swift Runner
Your walk is improved by 1 and your run is improved by 2.
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Extra Dodge
The first time you fail a Dodge roll each round, you may re-roll that Dodge attempt.
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Enemy Archetypes
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Average Guy
Level: 0
Str: 0
Vit: 0
Dex: 0
Int: 0
HP: 100
MP: 100
Move: 2/3
Random weapon
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Magician
Level: 1
Str: 5
Vit: 5
Dex: 5
Int: 5
HP: 150
MP: 150
Move: 2/4
Weapon: Colt .45, with 12 rounds ammo
Spells Known: Blaze
Feat: Multi-Shot: Colt .45
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Knight
Level 1
Str: 5
Vit: 10
Dex: 5
Int: 0
HP: 200
MP: 100
Move: 3/6
Weapon: Sword
Armor: Helmet, Vest, Shield
Spells Known: Cure
Feat: Swift Runner
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Marine
Level: 1
Str: 5
Vit: 5
Dex: 10
Int: 0
HP: 150
MP: 100
Weapon: M16
Armor: Helmet, Vest
Spells Known: Cure
Feat: Weapon Focus: M16
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Red Dragon
Level: 31
Str: 20
Vit: 10
Dex: 10
Int: 10
HP: 5000
MP: 200
Damage Reduction: 7
Fire Resist: Immune.
Resist All: 1d6
Move: 5/8/12
Spells known: Fireball.
Claws: 2d6+Str
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