This is a reboot, rather than a continuation, so feel free to jump right in! Make sure to read the OP first, though.
Basic Premise: You (as in you) wake up in a pod in a strange place, with a set of your usual clothes (and items you carry around) and the most weaponizable object you own/in your home (if you own an actual weapon, all the better). What lies beyond? A strange and terrible labyrinth of mystery and adventure.
Note to folks who were in the last one:You will have no memory of the last game, retaining neither the knowledge your character had nor the knowledge you had playing it. Also, this will be a more up-to-date version of you.
RULES / MECHANICSSign-up sheetName: your forum username
Appearance: describe how you look. Gender and approximate age (early teens, late twenties, mid forties, etc.) and some defining features at minimum. Approximate height/weight and handedness would also be good, but it’s up to you how much detail you’re comfortable with sharing.
Inventory: Clothing you currently have and one weapon (with ammo, if necessary), plus the items you usually carry with you everyday.
You don’t need to pick a class right at the start, as you can RP your arrival
Make sure to add it to this Google doc once you join, though, so we can keep track of your character/inventory more easily!Starting RoomNew/respawning players end up here, emerging from a pod on board some kind of strange subway train, and finding some kind of computer-watch conjoined to their wrist. This arrives at what looks like a subway station, containing an exit out into the rest of the dungeon, and a row of phone booths that can transport players to any room currently containing at least one other player, allowing new/respawned people to easily catch up with the others. When traveling this way, you arrive in a burst of light with a loud bang, in the nearest safe area to that group.
Entering New RoomsOn entering a previously unentered room, the player entering it provides a description of the room, and what lies within. There must be some kind of obstacle (enemies, puzzles, something people have to do before they can continue) and at least one additional door than the entrance, to allow for new rooms.
The person creating the new room can GM it (with oversight from the main GM), or they can leave it up to the main GM (or someone else).
Most rooms with combat or active dangers cannot be walked out of until solved. More people can come in, but exit is blocked by a 1-way barrier over the entrance, and they can’t get out unless they beat the room, die trying, or have a certain consumable. Speak to me for details though.
Map of rooms so far.Classes and ProgressionAfter arriving at the station, the player’s wrist computer will inform them that they should choose a class. You get 3 recommended classes offered (based on starting equipment, personality, etc)
but you are free to choose a different one. Upon selecting your class, you get its starting ability. It would be good to consult with the GM on your starting ability/class.
Each time you level up (every 5 rooms completed), you get a selection between two abilities, a passive (always on) or an active (needs to be activated). Please keep in mind your level when giving your character abilities. At later levels, you may get more choices, to show branching paths.
You may respec (either reassigning points or changing class entirely) at the cost of one level, though there are items out there that negate this cost.
Combat and RespawningCombat is mostly realistic, as this is a fairly open RP, though mechanics are used to handle it when necessary. These may vary between rooms/who’s running a room. But a stab in the gut = your guts are punctured, etc.
On death, players respawn back at the central station, arriving once more by train. Your appearance changes to at least some degree (though you remain whatever species you were when you died), and you respawn at a level equivalent to the group average, picking a new class.