You're all noobs in a new MMORPG! What's new about it? It's all random! Everything from town names to NPC names to plotlines are randomly decided by an advanced game engine known as the GM. You all start at level 1 in the Rock of Consistency, a beginner area and the only place that doesn't randomly change.
Character Sheet:[b]Username:[/b]
[b]Gender:[/b]
[b]Race:[/b] (Pick from below)
[b]Class:[/b] (Same as before)
[b]HP:[/b] 10/10
[b]Level:[/b] 1
[b]XP:[/b] 0/300
[b]Inventory:[/b]
-Starter Gear
-5 gp
Please paste this with your actions so I know what you are without having to hop from page 1 to page 38 to see who's at what level. Update your sheet as the game goes along.
Races:Human: No bonuses. No penalties. Start with extra 2 gp and Novice Gear instead of Starter Gear.
Dwarf: +1 to rolls that require toughness or endurance. -1 to rolls that require gentleness or etiquette. Ability to retry crafting a failed item once.
Elf: +1 to rolls that require gentleness or etiquette. -1 to rolls that require toughness or endurance. Ability to retry failed spellcrafting and summoning once.
Construct: Cannot revive like other players. Must buy or craft spare bodies in case of death (very expensive). If there aren't any spare bodies, your character dies and you must restart. Constructs get +1 to all combat rolls, double exp and are made of a random material (decided by GM when you first enter. Update your race in your sheet with this. IE: Construct (Iron) etc.
Reanimated Spirit: Cannot revive like other players. Must buy or steal souls in case of death. As with construct, you must fulfill these requirements or restart on death. Spirits get +1 to all crafting rolls, including physical and magical crafting, double exp and the ability to steal souls of fallen enemies to heal themselves or save for later. They must steal 13 souls (and not use them for healing) consecutively to gain a second life.
Tame Monster: Cannot revive like other players at first. Must undertake a difficult and dangerous quest to seek forgiveness from the God of Good and gain a soul. Quest can be undertaken at any time by asking the GM. Monsters get +1 to all combat rolls and double exp. All other monsters will not be hostile to them unless attacked. The type of monster will be determined by GM when you first enter. Update your race in your sheet with this. IE: Tame Monster (Ogre)
Classes:Warrior: Tank and damage dealer. Can sustain great damage and draw enemy attention. Your HP is doubled each time you level up, unlike the flat +5 that other classes get. You can use any weapon you find without having to have training with it.
Mage: Arcane master of destruction. Can dish out severe crippling effects on enemies. You will be randomly assigned a starting spell when you first enter the game. Update your inventory with it. IE: -All Seeing Eye.
Rogue: Shadowy trickster. Can remain unseen and strike from the dark. All money you earn is doubled, and the loot you find is a tier higher.
Priest: Prophet of the gods. Decide if you want a good or evil deity. You will be randomly assigned a god of that spectrum when you first enter the game. Update your character class with it. IE: Priest (Jukaz, God of Torture) or Priest (Arniem, God of Order)
Summoner: A conjurer of cheap tricks. Not really. You will be randomly assigned a familiar. Update your inventory with it. IE: -Raven. You will also be randomly assigned an element that you can summon and bend. IE: Summoner (Fire) or Summoner (Evil)
Many classes will be unlocked throughout the game, and you can upgrade your class later.
Other things:Crafting:There are two types of crafting in this game: physical and magical. Physical crafting refers to using animal skins, metals, etc. to create physical gear such as armor, ammo and weapons. Magical crafting refers to creating spells, scrolls, potions or enchanting non-enchanted gear. Creating spare bodies for constructs require a piece of your original element (like iron if you're made of iron), a sacrifice of 1 platinum coin, and a boss-tiered item (dropped by bosses).
Since every dungeon, monster and boss is random, their drops are unique. Unless players are in a party, rarely will any other player have the same type of gear you do (unless you sell it to them). So you could have an underwater-themed dungeon with a crab boss and you'd be the only player with crab-themed gear, while others would have bat armor or dragon mage robes.
Physical crafting requires one base material (an ore or skin or something equivalent) and one secondary material (another ore or skin) and an optional tertiary material (crafting buffs that you can buy from NPCs or as drops from enemies.)
Magical crafting requires one base material (a scroll, spellbook or empty bottle), one magical material (essence, another magical item or alchemy reagents) and an optional tertiary material (crafting buffs that you can buy from NPCs or as drops from enemies.) The magical item you create is random, so you may not always be able to use it (though you could sell it.)
When all items are acquired, there will be a first roll to determine success. 3 and lower is a fail, while 4 and higher is a success. Elves can try twice for magic crafting, while dwarves can try twice for physical crafting. If a roll is a fail, all items are lost. If it is a success, a second roll will be determined for the tier of the item with all the materials used factored in. Using lower grade materials will get a penalty, higher grade materials get a bonus. For magic items, a third roll is used to determine what magic it is: a spellbook's spell, a scroll's effect, or a potion's effect.
Spells:Spells are gained from having spellbooks in your inventory. They can easily be bought and sold from player to player. Spells can be used any number of times without penalty (unless it is cursed). In combat, you can cast one spell at a time. Spells are assigned to a class, such as Shadowblend (Rogue). These spells can technically be used by anyone, but suffers a -1 to the roll and the spellbook is used up.
Scrolls are one-use items. They're generally easier to craft than spellbooks. They can be used by any class without the -1 penalty. Empty scrolls are a common find in dungeons and NPC shops. Essence is also commonly dropped as well.
Combat:Combat is simple and straightforward. d6 vs d6 to determine who attacks first (specific items or spells can help.) Then another d6 vs d6 to determine a hit. If it succeeds, roll a d6 to determine damage and add bonus according to gear (starting gear gives no bonus.) Of it fails, the next fighter gets to hit without having to roll another d6. Then he rolls damage. The turn ends when both sides have attacked (even if the first guy succeeds and hits, the second guy can also hit unless he dies from it. Or if they both miss.)
There is an HP system, but limbs can also be hurt. Directed attacks against legs successfully will obviously make them unable to walk, and so on. The head cannot be auto-killed.
Levelling Up:Every class simply adds +5 to their HP when they level up, except for warriors who double their HP each time. The EXP required to level up is also doubled: so 300 for first level, 600 for second level, 1200 for third and so on.
Gear is not level restricted, nor are spells. Some quests and dungeons are level restricted, as are some areas for farming and grinding.
Okay, I think that's it. Will add more when I see fit.