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Hello and welcome. In this story, dice and stats are applicable. Levels are gained accordingly and the use of HP and MP determines how much fight your character has left in them. For starting stats and increases per level, please check the drop columns below.

Starting Stats (Lv.1)

Warrior

Warrior
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
--Attack
--Defense
--Style
:
:
:
:
:
:
:
:
:
:
:
:
18
4
18
5
4
0
0
26
4
18
18
4

For each level gained
Please note that Attack, Defense, and Style scale with Strength, Resilience, and Charm appropriately.
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
:
:
:
:
:
:
:
:
:
+4
+0
+4
+1
+1
+0
+0
+5
+1


Priest

Priest
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
--Attack
--Defense
--Style
:
:
:
:
:
:
:
:
:
:
:
:
9
14
9
9
7
18
0
19
14
9
9
7

For each level gained
Please note that Attack, Defense, and Style scale with Strength, Resilience, and Charm appropriately.
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
:
:
:
:
:
:
:
:
:
+2
+3
+2
+2
+1
+4
+0
+4
+3


Mage

Mage
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
--Attack
--Defense
--Style
:
:
:
:
:
:
:
:
:
:
:
:
4
18
7
14
7
0
18
18
16
4
7
7

For each level gained
Please note that Attack, Defense, and Style scale with Strength, Resilience, and Charm appropriately.
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
:
:
:
:
:
:
:
:
:
+1
+4
+2
+3
+1
+0
+4
+3
+4


Martial Artist

Martial Artist
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
--Attack
--Defense
--Style
:
:
:
:
:
:
:
:
:
:
:
:
18
23
11
11
5
0
0
24
2
18
11
5

For each level gained
Please note that Attack, Defense, and Style scale with Strength, Resilience, and Charm appropriately.
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
:
:
:
:
:
:
:
:
:
+4
+4
+2
+3
+2
+0
+0
+6
+0


Thief

Thief
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
--Attack
--Defense
--Style
:
:
:
:
:
:
:
:
:
:
:
:
13
18
11
18
3
4
0
23
6
13
11
3

For each level gained
Please note that Attack, Defense, and Style scale with Strength, Resilience, and Charm appropriately.
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
:
:
:
:
:
:
:
:
:
+3
+4
+2
+4
+0
+0
+0
+5
+1


Minstrel

Minstrel
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
--Attack
--Defense
--Style
:
:
:
:
:
:
:
:
:
:
:
:
9
8
8
12
9
7
6
20
6
9
8
9

For each level gained
Please note that Attack, Defense, and Style scale with Strength, Resilience, and Charm appropriately.
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
:
:
:
:
:
:
:
:
:
+2
+4
+3
+3
+2
+2
+1
+5
+2


Gladiator

Gladiator
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
--Attack
--Defense
--Style
:
:
:
:
:
:
:
:
:
:
:
:
30
7
19
15
5
0
0
32
2
30
19
5

For each level gained
Please note that Attack, Defense, and Style scale with Strength, Resilience, and Charm appropriately.
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
:
:
:
:
:
:
:
:
:
+5
+2
+3
+3
+1
+0
+0
+6
+1


Paladin

Paladin
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
--Attack
--Defense
--Style
:
:
:
:
:
:
:
:
:
:
:
:
21
4
22
1
7
10
0
36
11
21
22
7

For each level gained
Please note that Attack, Defense, and Style scale with Strength, Resilience, and Charm appropriately.
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
:
:
:
:
:
:
:
:
:
+4
+1
+3
+0
+1
+1
+0
+6
+1


Armamentalist

Armamentalist
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
--Attack
--Defense
--Style
:
:
:
:
:
:
:
:
:
:
:
:
21
10
15
7
11
0
17
32
14
21
15
11

For each level gained
Please note that Attack, Defense, and Style scale with Strength, Resilience, and Charm appropriately.
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
:
:
:
:
:
:
:
:
:
+3
+2
+2
+1
+2
+0
+3
+6
+2


Ranger

Ranger
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
--Attack
--Defense
--Style
:
:
:
:
:
:
:
:
:
:
:
:
18
16
14
30
4
12
0
31
14
18
14
4

For each level gained
Please note that Attack, Defense, and Style scale with Strength, Resilience, and Charm appropriately.
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
:
:
:
:
:
:
:
:
:
+3
+2
+3
+5
+0
+2
+0
+4
+2


Sage

Sage
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
--Attack
--Defense
--Style
:
:
:
:
:
:
:
:
:
:
:
:
12
13
12
3
14
12
14
29
30
12
12
14

For each level gained
Please note that Attack, Defense, and Style scale with Strength, Resilience, and Charm appropriately.
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
:
:
:
:
:
:
:
:
:
+2
+2
+2
+1
+2
+2
+2
+4
+5


Luminary

Luminary
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
--Attack
--Defense
--Style
:
:
:
:
:
:
:
:
:
:
:
:
9
22
12
16
18
19
5
31
13
9
12
18

For each level gained
Please note that Attack, Defense, and Style scale with Strength, Resilience, and Charm appropriately.
--Strength
--Agility
--Resilience
--Deftness
--Charm
--Magical Mending
--Magical Might
--Max HP
--Max MP
:
:
:
:
:
:
:
:
:
+1
+3
+2
+2
+3
+3
+0
+4
+2


Dice Use

The dice system uses 2 dice. 1d20 for accuracy and 1d6 for damage add-ons. To count for accuracy, 1-5 is a miss, 6-19 is a normal hit, and 20 is a critical hit. For damage, a miss deals no damage, a normal hit deals attack stat +1d6 in starting damage. That result minus the targets defense gives final damage. An opponent is defeated when its/their HP reaches zero. HP is only affected by final damage after an attack.

Spells deal near-fixed damage with no need for an accuracy dice, however the accuracy dice is still used to determine a critical spell. In that regard a critical spell occures when the result of the d20 is 20. Any other number is a normal spell.
Normal Spell damage is Magical Might ÷2 +1d6.
Critical Spell damage is Magical Might +1d6.

Healing is calculated as Spell base +Magical Mending ÷2 +1d6 again without the use of accuracy. It is possible to get a Critical Heal, the process of which is calculated as Spell base +Magical Mending +1d6.

The process is strait forward once you get into the groove.

With that, our story begins atop the Observatory. After collecting 3 crystals of Benevolessence, new angels stand before the mighty Yggdrasil, the Great World Tree.

Offering the crystals to Yggdrasil...

*tragic prolog insues.*

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