Welcome, brave adventurers, to the Dungeon of Infinity-ness! What'd you mean, that's not a word? Shut up! Nobody asked you!
Yeah, 'm drunk, how'd ya know?Anyways, Introductions! I'm a god. 'M name's.. er... Well, I'm a little to drunk to remember it. Call m' Sile. God of what? I know booze has somethin' ta do with it. All I know is that I made this dungeon that I *think* goes on forever, but I want you to figure that out. I'll be sendin' 5 of you in, and if, or rather, when, one of you dies, on the next floor you'll find another meatsack. About every, what, ten floors you should see a shopkeeper, but that ain't a certain number. 'Course, there ARE some other people in there, like peaceful widdle towns of dwarves to ransack and burn. Now, get on with it and run down that staircase 'fore I sober up and justly decide to smite you all with the worl's worst hangover!
Every character has the six classic stats; Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. As you may be able to guess, I am doing this off of a somewhat simplified D&D system. The uses of each stat are as follows:
Strength (Str): How hard the character hits. Used for things like damage, breaking down doors, and trying to snap something in half.
Constitution (Con): How tough a character is. Used for things like health, staying conscious in a cloud of noxious gas, and not dying from a fang full of black mamba venom.
Dexterity (Dex): How nimble a character is. Used for things like hitting at a range, balancing on a narrow beam, or disabling a trap.
Intelligence (Int): How good the character is at learning and applying information. Used for things like a wizard's spell casting or remembering useful bits of information.
Wisdom (Wis): How well the character observes the world. Used for things like cleric spell casting, spotting monsters, or searching for traps.
Charisma (Cha): How charming the character is. Used for things like getting discounts from shopkeepers, paladin spell casting, and bluffing someone.
Each character starts at ten in each stat, which is the average, giving no penalty or bonus. You can allocate 5 points as you like. Then, you choose a race.
Dwarf: Hearty and strong warrior of the underground. +1 con, -1 cha
Elf: Light and quick casters and rangers. +1 dex, -1 con
Gnome: Short and smart casters. +1 int, -1 str
Human: Adaptable and versatile. No bonus or penalty to stats.
Once you have chosen your race, you choose your class.
Barbarian: A warrior that uses his rage to his advantage. Has +2 to hit in melee and can enter one for five turns to get +1 to str, con, and dex, but -1 to int, cha, and wis. Suffers -1 to all rolls and cannot rage again for ten turns after the rage ends. Has a base HP of 12.
Paladin: A warrior that uses the divine power of his god. Has +1 to hit in melee and can cast three weak spells per floor (Made by player, I will veto any spell I deem too powerful). Has a base HP of 10.
Priest: A devotee of a god.He can call upon his god for a minor favor and can cast five weak spells and one slightly stronger spell per floor (Made by player, I will veto any spell I deem too powerful). Has a base HP of 8.
Ranger: An archer who fights at range. Has +2 to hit at range. Has a base AC of 8.
Warrior: A warrior is honed in the discipline of battle. Has +2 to hit in melee, and can specialize in a weapon type to get +1 with it, but -1 with all others. Has a base AC of 10.
Wizard: A arcane fighter who uses magical might to slay foes. He can use scrolls and can cast 5 weak spells and 1 slightly stronger spell per floor (Made by player, I will veto any spell I deem too powerful). Has a base HP of 6.
Finally, you choose your alignment. There are 2 scales Lawful versus Chaotic, and Good versus Evil. You choose one disposition from both scales. Lawful characters follow the rules, and chaotic characters break them. Good characters do what is morally right, and evil characters do what is morally wrong. Both scales have a neutral option, which is either undecided or believes in a balance between the two. You can choose opposite dispositions on the two scales, like a Lawful Evil character or a Chaotic good character.
Name:
Alignment:
Str:
Con:
Dex:
Int:
Wis:
Cha:
HP: [decided by class base and constitution bonus/penalty]
Spells: [If any]
Character Bio: [This is optional, but preferred]
A few miscellaneous notes: Upon death, a new character will join the party on the next floor. The new character will be at the level of the lowest-level character in the party. The dead player cannot join on the next floor, but can join on the floor after that. The player that gets a killing blow on a monster gets one experience. 25 experience is needed to level up at the first level, and increases by 25 each level (50 at level 2, 75 at level 3, 100 at level 4...). Boss monsters give more experience.
Player: kj1225
Name: Kyle the Human ranger.
Alignment: Neutral(?) Good
Str: 11
Con: 10
Dex: 12
Int: 11
Wis: 10
Cha: 11
HP:8/8
Spells: none
Name: Ismiral The Elven Priestess
Alignment: CN
Str: 10
Con: 9
Dex: 11
Int: 10
Wis: 13
Cha: 12
HP:7/7
Spells:
Conjure Dustdevil (Weak, Creates a small sandstorm for concealment)
Viper Fangs (Weak, grants self or ally a poisonous bite)
Summon Jackle (Weak, Summons a small wild dog for tracking or minor combat help)
Cactus Skin (Weak, Use spines to punish monsters that attempt to attack you unarmed)
Fortify Self, Lesser (Weak, Reinforce ones own body with sand to gain a few points of temporary HP)
Conjure Sandstorm (Stronger, an area of effect spell that may induce blindness)
Name : Alexis Jade
Race : Elf
Alignment : Chaotic Balanced.
Strength : 10
Constitution : 10
Dexterity : 11
Intelligence : 10
Wisdom : 13
Charisma : 11
Hp : 8
Spells :Minor Chaos's blessing. ( Heals a set amount each turn for 3 turns on all nearby allies. ) Spirits of the damned. ( Revives recently killed enemies for a short time under my control ) Totem of darkness. ( Makes all nearby allies faster and stronger for 2 turns ) Chaotic faith ( A single target healing spell. )
Moderate Chaotic totem. ( Provides several auras to enhance nearby allies for one battle, chosen at the time of casting. )
Name:Hactiel Hawkmolder, Elven Wizard
Race:Elf
Alignment: Lawful Good
Str: 10
Dex: 12
Con: 9
Int: 14
Wis: 10
Cha: 10
HP: 5
Spells: Avian Messenger, Critter Form, Encourage Growth, Lesser Mutation, Seedlings, Vermin Servant
Name: Aunica (dwarven barbarian)
Alignment: Neutral Neutral
Str:12
Con:12
Dex:12
Int:10
Wis:10
Cha:9
HP: 14
Spells: none
EDIT: Made it less of a wall of text.
EDIT2: Fixed the lack of base HPs for the classes.