Yeah, so this is a super-generic dungeon crawling RtD...
Except that I'm insane and like to screw with everyone. So things can go horribly, horribly wrong. Easily. But they can also go right, in insane ways.
Anyway, I'm offering four positions and a waitlist- if you're pulled into the game and would have had low stats, we -assume- you've been training and you're bumped up in levels.
Death is not permanent in two ways.
Firstly, if a revival item is used before combat ends, the character comes back at whatever amount of HP the item/skill restores.
Secondly, even if you aren't revived, you get one more turn to do something. You can observe something, interact with another character, or whatever, before dying. It's more of a way to give you a death message. You can also re-sign up.
So the game itself:
There are three classes which can be expanded upon at certain levels. Different classes net different skills.
This is a young apprentice mage, unsure of what profession to chase. Rod in hand, they use the most basic spells.
Red Mages show the highest aptitude for spellcasting, capable of embedding friends with strength and cast low level black (and white) spells.
Spellswords are Red Mages who focus their buffing magic upon themselves using not a rod, but a sword. They do have skills in swordplay.
Sages are red mages who focus less on combat and more on the divination of spells. They can use an entire library of spells, but have no real weapon to use in close quarters combat (except for bashing an enemy with those huge grimoires...)
Black Mages give themselves to the dark arts, allowing them to cast destructive spells and call familiars to do their bidding.
Summoners focus on the ability to call familiars, allowing them an army of monsters to control.
Elementalists use the powers of elements as their own, wreaking havoc upon those who oppose them.
A mage devoted to the arts of restoration. They can heal wounds and use a bevy of restorative spells.
These mages have perfected the art of healing, capable of dispelling ill effects and even reviving the dying.
Hardened by combat, these mages forgo staves for giant clubs. Most are cross-shaped.
Soldier is the common term for someone who has taken up the art of swordsmanship.
Gladiators are soldiers who carry sword and shield, focusing on offensive abilities.
Berserkers are gladiators who control the ability of blood rage, allowing them great strength and endurance. They can use all sorts of weapons.
A gladiator who has learned all there is to know on how to wield swords. They carry gigantic blades capable of cutting down many foes at once.
Scouts are the fastest units- they have a bevy of abilities that allow them to move with great speed.
Dragoneers are spear-carrying scouts, who have the power of dragons in their veins.
Samurai are fast, lethal scouts that can wield two blades or use one sword with more power than any other soldier can.
Defenders learn how to absorb and block incoming attacks, protecting themselves and their teammates.
Paladins increase their defensive skills with offensive abilities, wielding giant swords and heavy armor.
Bodyguards increase their defensive skills with skills that can protect all those around themselves, forming a mobilesquad of heavily defended units.
Archers are bow-users that can attack from range.
Archers that forgo the normal bow and arrow utilize the newest technology- guns. They offer greater range at the cost of power. Skills, that increase focus can improve chances of high damage, and possibly increase the damage itself.
These gunners use different kinds of powders to give their attacks status effects.
These gunners use the massive hand cannons that offer great power, their skills instead working to reduce the high reloading time.
Hunters use greatbows that offer more power. Their skills offer greater killing potential.
Crossbowyers use crossbows- their skills allowing effects to be placed on the arrows- however, reloading is much much slower.
Assassins are masters of stealth and quick kills, capable of wielding both a bow and a knife. Their skills offer great potential to slaughter enemies.
Rangers learn skills not always just for their bows, but for survival in nature.
Trappers have the distinct ability to place traps on the field- but who will hit them?
Naturalists have formed a bond with nature and can use it to their advantage.
Those are the class trees- everyone starts at Lv1.
The leveling/stats system works as follows:
Everyone starts with 12 stat points to spend on four stats:
HP: 1 point here results in an additional 5 HP for your character.
Offense: 3 points here results in a boost to offensive abilities. (there's a reason I'm not directly saying +1 to rolls, that's not the only thing that happens, you could gain a roll mod or even learn a new skill.)
Defense: 3 points here results in a boost to defensive abilities.
MP: 1 point here results in 3 MP. MP is used for most, if not all skills.
So a base character is:
Name: BobTheAdventureMonkey
Gender: Male
Bio: Bob is a monkey. He adventures.
Class: Soldier
Equipped Items: Rusty Sword, Leather Clothes
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Skills: Monkey Punch(1MP)
Inventory:
5Gold
Bread
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CurrentStats:
HP: 15(3)
MP: 9(3)
Off: 1(3)
Def: 1(3)
((This shows stats, then the point values that went into them.))
Bonuses:
Offensive rolls of 1 are rerolled once.
Defensive rolls of 1 are rerolled once.
(Given by 1 point in those stats.)
It may seem like a lot, but I'll tell you exactly what to put in it. For instance, if your mage learns Fireball, I'll tell you:
BillTheMageMonkey has learned
Fireball(3MP)!BobTheAdventureMonkey has picked up three pieces of bread!
3 BreadGenerally it's whatever has color that you put in your stats screen.
Leveling up gets you two points to put into your character. Each character has a hidden amount of EXP they need to level up (based on rolls. Upon death, you'll see up to lv 10 the total exp needed.)
Lastly, there's weapons/armor/items. Any loot dropped will have names in parenthesis if that person(s) can equip it, no names mean it's useless.
Weapons have an average attack stat, an MoE stat, and a range stat.
Attack is average damage, MoE is the fluctuation of damage based on roll, and range is about how far your weapon reaches.
Armor has defense, durability, and activate stats.
Defense is how much damage it deflects, durability is an indication of how much longer it will hold out, and activate is a number that influences whether the armor is calculated or not- boots and the like have one or two, activating 1/6 or 1/3 of the time, and chestplates often have 5 or 6. The higher the number, the better the chance of activating when attacked.
Items come in different categories based on color.
Orange are consumables, that heal, dispel effects, or whatever. Anyone can use them if they have them.Blue items are books, scrolls, or what-have-you. Books can teach spells, scrolls can give effects when read.Purple is for Potion. Again, they can have very varied effects.Navy is for misc. items, like quest items.Yellow is for gold.Skills also come in different colors, but it's just so I can find them easily.
---So that's it.---
Your character sheets will have blank spots and that's ok. Once they're accepted, those will be filled in by roll.
It's also first come first serve, but a more complete or full bio may put you above one like BobTheAdventreMonkey's.
Feel free to make your adventurer whatever race or whatever you want, it might just net you abilities.
Any questions (FAQ as well) or things I missed will go in this post or the next one. The third is for waitlist and for known potion/scroll/book listing, so that if you read a scroll of fireball, you know that similar scrolls are not "Old Scroll Labled "BFAILRLE" but are "Fireball Scroll".
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