Setting:
Based on my other Castle game, I've always wanted to run another one. Except you're not trying to attack Castles this time, you're trying to defend your own.
Reading the other game is recommended for the basic ideas and knowledge of what to expect of a castle.
This game will be somewhat different than the other one, for this one will be much lighter in terms of crunch. And working as a mix between a suggestion game and a game with players.
Your collective suggestions will make the 'Entity' that's sole purpose is to defend the Castle from anything and everything. You'll start small, maybe as small as a keep, and as time goes, as people die trying to get to your core and take a bite out of that juicey artifact of yours, you can spend the powers you've gained making your castle bigger. Improving your minions and the likes.
Besides the Entity, I am also accepting 4 volunteers who will be playing as Horror Knights. This does not bar you from making suggestions for the Entity.
As a Horror Knight, you are not as binded to the castle as the Entity. And if you so wish, you can go raid other Castles for their artifacts to add in to yours, making your castle more powerful.
With each successful defense or raid, You all get a quarter of the total powers that the Castle gained. These can be used to empower your gear and equipment, make new ones entirely, or summon more of your own minions. Enough power and you can have your very own private army!
Or if you're feeling ambitious, you can save up and spend it all at once to evolve into a Denizen. A type of super dweller of the castle that can kick some serious ass.
Horror Knights are an Awsome, Powerful being. But they are not unkillable. If a Horror Knight dies, you'll be replaced by the next person in the waiting list. They'll start at the first level like you did.
The Castle will start with 40* of power, and each Horror Knights will start with 10*.
How you spend them is up to you, if you want to summon something or create something, you can always ask the GM how much power will be needed for what you want.
For scale, a single point of power is enough to summon two mindless rushers that only understood 'Murderchargeattack' and 'Come to me.'
Or a single blade-armed rusher with the same level of tactical understanding.
You can enhance your own minions in many different and exciting ways, but your basic Rusher and their varients can only be enhanced by 2 points of power each. The same goes with buying gear for your minions.
So for example, if you wanted to build a couple of Rushers with intelligence equal to a common man and have their own gear, you're going to spend a single point to summon 2 mindless rushers, 4 points to enhance their intelligence up to man's level, a point in armor and another point in weapons. Which you can choose if you wanted it to be melee or ranged varients, of course.
And with that, you've spent 7 points of power to summon 2 intelligent minions that is both armed and armored and can understand your every command.
This is just an example, of course. You can always sacrifice some intelligence for more speed, agility, strength or whatever suit your fancy. You can sacrifice their weapons for better armor, or armor for better weapons.
Or you can just spend all 10 points to summon 20 mindless rushers and swarm them. It's up to you, really.
Now, remember. If a Horror Knight dies, there can still be more. But if the Artifact in your core is stolen, it's over. The Entity can live on without you, but not the other way around.