IC thread upLong ago, there was a great war, between a demon king and the mortal races. The demon king seemed unstoppable, destroying entire nations with his armies. The world seemed doomed.
Until in standard fashion, he was stopped by a bunch of whiny teenagers with technicolor hair whos village hed ordered to be burned down, leaving them on a quest for revenge. Its quite clear why he stayed in his tower. Not much of a demon king if something like that could stop you.
But none of that matters. All that remains of that time is the floating tower that the demon king had called home. It is most likely filled with treasure. And monsters. You can see where this is going.
So, this is my first shot at a RtD, so bear with me. I hope this will be fun. Your characters are members of the Guild. The Guild is a group of adventurers who decided to risk highly probable death for treasure. It will start small, with more and more upgrades being available as the game progresses. Death is to be expected, but not in vain; any gold your character had will be sent down to the Guild via magic and be used to upgrade it. If, on some off chance, your character survives ten consecutive floors, they will transport back to the Guild, and get an extra, modular +1 to the skill of their choice (as in, it always brings the number closer to 5, unless it is 5 in which case it does nothing).
D6 + bonuses. For example, attacking a goblin
1: You missed due to its small size, slicing off your own foot (Bad Failure)
2: You missed (Failure)
3: You just managed to graze it, making it step back a bit in caution (Lesser Failure)
4: You hit its leg, slowing it down (Minor Success)
5: Off with its head! (Total Success)
6: You sliced into its head, but now your sword is good and stuck. (Overkill)
Every roll falls into one of these categories, and theyre what classes affect. As an example, a locked door.
Strength: How hard can you hit that door?
Accuracy: Can you hit that door from a range?
Skill: Can you pick that lock on the door?
Magic: Can you burn that door down with magic?
Agility: Can you run the hell away from the monster that was behind that door?
Endurance: Can you take a hit from that monster?
Resistance: Can you take a magic blast from that monster?
Name: Duh.
Gender: For pronouns, no gameplay effect
Class: Expanded upon later on, to start with everyone's an Amateur.
Description: Appearance.
Just starting out, you have a bunch of Amateurs. They have no bonuses, but also no maluses, being well rounded. As play proceeds, more classes can be unlocked in the Guild.
Amateur: These are the bread and butter of adventuring, jacks of all trades, masters of none. Always useful, but often not as much as something more specialized.
Str: +0
Acc: +0
Skl: +0
Mag: +0
Agi: +0
End: +0
Res: +0
Mage: Masters of magic, although physically frail, the Mage class uses spells to hit the enemy from afar.
Str: -1
Acc: +0
Skl: -1
Mag: +1
Agi: +0
End: +0
Res: +1
They can also take two of the following spells.
Fireball
Ice Spike
Thunder
Speed
Protect
Summon - What is summoned depends on roll
The base of operations for the adventurers, the Guild can be upgraded with the money of the dead, or the odd survivor. Before you start, you are broke due to the costs of creating a ladder into the Tower. As the game progresses, you can buy bonuses ranging from new classes to allowing more people in the tower at once, and more.