The premise of this is simple. This is a dungeon, you are in the dungeon. The dungeon does not exist in one time period, it exists in all of them, and spans infinite space. It never ends. There's only one goal:
Get as much loot as you can before dying being forcefully ejected back into your home dimension.
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Character creation looks complicated but it's actually pretty formulaic- you choose a job, race, and basic gear kit.
There are six stats in three categories, but I'll roll these (a choice between 3 rolls- you get two free rerolls.)
The categores are Body, Spirit, and Mind. Strength and Vitality are Body, Magic and Resistance are Spirit, and Intelligence and Instinct are Mind.
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Stats are rolled by groups- each stat is individually rolled using the given dice value, so that choosing a Zodiac might get you 8 str, 5 vit, 4 mgc, 1 rst, 5 int, 3 ins. For two dice, the higher roll is taken.
Classes:
Zodiac: 2d8 body, 1d8 spirit, 1d6 mind
Paladin: 2d10 body, 1d6 spirit, 1d6 mind
Gladiator: 2d8 body, 1d6 spirit, 1d8 mind
Illusionist: 1d6 body, 2d8 spirit, 1d8 mind
Wizard: 1d6 body, 2d10 spirit, 1d6 mind
Red Mage: 1d8 body, 2d8 spirit, 1d6 mind
Assassin: 1d8 body, 1d6 spirit, 2d8 mind
Thief: 1d6 body, 1d6 spirit, 2d10 mind
Informant: 1d6 body, 1d8 spirit, 2d8 mind
Races are a further modification. Any races can be suggested, but the ones on the list so far:
Human: No stat changes.
Demihuman: Random stat changes. A coin flip determines + or -, a 1d4 determines gain or loss of stat. Randomized appearance.
Kobold: -1 to Body stats, +1 to Mind stats
Octopod: -1 to Body, +1 to Spirit
Ravi: +1 to Body, -1 to Spirit
Construct: +1 to Body, -1 to Mind
Angelis: -1 to Spirit, +1 to Mind
The Sin: +1 to Spirit, -1 to Mind
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Kobolds are DF-flavor kobolds.
Octopods are kinda like Zoidberg, but more like a human with an octopus for a head, complete with 8 tentacles on the base of the head.
Ravi are sheep minotaurs, just smaller than regular minotaurs.
Constructs are randomized golem-creatures. They often cannot equip anything, but make up for it with built in armor.
Angelis are small winged humanoids that believe themselves descendants of a god.
The Sin are not a race but a group, identifiable by a marking on the dominant arm. They give up religion to gain ancient knowledge of magics.
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Gear kits are a little different: each kit offers a general selection of items that will be useful, but no one person can take enough to provide for an adventure. The kits are:
Survivalist: Brings the basics needed for survival such as a lighter, food, and water.
Adventurer: A little more specialized to have healing items, a torch, and rope.
Soldier: Often comes with backup weaponry and food.
Apothecary: Brings a brewing kit and potions early.
Hunter: Brings nets, traps, and rope.
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You start out at the "top level" (you think that's where your at anyway...) and have access to only medieval weapons at best- in other words, your basic RPG. Things will change.
A character should be posted like this:
(character name) the (race) (profession)
(starting kit)
(flavor text such as history)
Other stats are calculated using the ones that are rolled, such as HP, MP, and inventory space.
Inventory space is (2STR + 1/2RST), meaning it's only the badly rolled thieves that have trouble
HP is VIT + (1/4(RST x INS)), a mix of the stats, with much weight to Body
MP is MGC +(1/2(INT)).
STR 8 +2 (10)
VIT 5 +2 (7)
MGC 5 -2 (3)
RST 4 +1 (5)
INT 5 -2 (3)
INS 8 +1 (9)
HP 10
MP 4
IS 22
The rolls were... OK with you. Just don't cast anything.
You have a massive inventory too.
INVENTORY:
8 canned rations
1 can opener
1 copper dagger (-3,2) (This is variation. Damage is calculated with a number within this range added, so 3 damage + -1 damage is 2 dmg.)
1 canning kit
1 lantern (100% oil)
1 lighter
3 rolls of bandages
1 potion of pure water
EQUIPPED:
fine silver short sword (-1,4)
old wooden buckler (0,1) (This counts as defense- might add one to a defense roll, might not)
leather pants (0,1)
leather strap jacket (1,1)
silver ring (unknown effect)
old leather boots (0,0)
-READY-
STR 6
VIT 6
MGC 11
RST 6
INT 4
INS 2
HP 8
MP 12
IS 15
INVENTORY:
2 potions of cure minor wound
1 potion of magic ink
1 potion of speed
6 empty bottles
1 Beginner's Guide to Mixing Materials
1 Brewing Kit
EQUIPPED:
Gnarled Cane (0,2)
Leather Trenchcoat (0,2)
Leather Pants (0,1)
Sandals (0,0)
SPELLS:
Sparklers (Releases four arcs of sparkling light that do a little damage and bounce around.) (1,3) (Fire,Light) (2MP)
Sparkler Storm (Releases 8 arcs of sparkling light. More powerful, but more destructive.) (2,5) (Fire,Light) (4MP)
Zap (A small bolt of electricity is fired from one's hand.) (1-5) (Electricity) (3MP)
Faerie Light (A small ball of light hovers over the caster.) (0,0) (Light, Ethereal) (1MP per turn)
(maximum spell amount determined by (MP/2 + INT)) (10 spells, 6 open)
STR 2 , 6 , 5
VIT 6
MGC 6
RST 5
INT 5
INS 2
HP 8
MP 8
IS 14
INVENTORY:
30yds Rope
Lighter
Lantern (100% oil)
Lantern Oil Jar
3 bandages
Blank Scroll
EQUIPPED:
Fine Iron Dagger (2,6)
Thin Undershirt (0,0)
Leather Longcoat (0,1)
Leather Pants (0,1)
Obsidian Ring w/ White Gemstone (Poison Resist)
SPELLS:
Poison Touch(Poison drips from the casters hands.)(0,0)(Poison)(4MP per turn)
STR 3
VIT 7
MGC 7
RST 8
INT 3
INS 3
HP 10
MP 8
IS 10
(Giving the Hunter pack- we could use some balance)
INVENTORY:
Copper slicing knife (-2,1)
3 Fog Traps (Requires potion. When activated, gaseous potion fills room)
6 Rope Nets (Useful for entangling, stops enemies from attacking.)
Tinning kit
4 Tins of Meat
EQUIPPED:
Coral and Pearl Rapier (1,4)
Mage Robes (0,0)
Wolf Pelt Coat (0,1)
Leather Pants (0,1)
Sandals (0,0)
Coral Ring (Waterbreathing)
SPELLS:
Dry Out (A spell that viciously pulls water out of the target's body.)(2-10)(Water,Vicious)(8MP)
Riptide (A spell that is cast from the user's sword. The target is pulled forward into the mage's waiting blade.)(3-5)(Water)(3MP)
Whirlpool Shield (A spell that causes water and air to whirl around the caster. It can't block strong attacks, but can weaken them)(0,0)(water,air)(2MP per turn)
STR 6
VIT 5
MGC 8
RST 7
INT 3
INS 1
HP 7
MP 8
IS 15
INVENTORY:
Brewing Kit
10yds Rope
6 empty bottles
2 Potions of cure minor wounds
1 Potion of Poison
1 Potion of Invisibility
1 Potion of Random Mutation
EQUIPPED:
---Note that Constructs can equip very little in the way of armor, only bigger Ravi armor will fit---
*Stone Body (3,4)
*Iron Joints (1,2)
Wand Antenna (Wand of Petrify, 1 charge)
---Also note that any equipment with * cannot be changed directly, but may be transmuted. Also note that Constructs cannot use the effects of anything ingested or absorbed such as potions, but are resistant to most status effects in return. You can equip a wand to your head, and can have magic circles drawn on your hands to cast magic that way.---
Your questions answered!
Angelis are about 4 feet tall, which is the same as kobolds in this game.
People might not die soon but they -will-. There's no real system of levelling up, but stats can and will change, so a character might make all the right choices and stay in a while, whereas one squishy character checks for traps and fails the INS or RST roll... and they might wind up dead. Or, just hilariously changed, depending on the trap.
5-man it is. Seems like more people want that.
Final inventories, appearances, and stat mods for Demihumans are the next step. Everyone, make your claims.
Wizard-types, if you want a specific branch of spells now's the time to speak.
Oh, waitlist, no skipping places with these already here btw:
Tiruin (Kayla)
Greenstarfanatic (Carl)
Keldy (Zolef)
hachenslay (Wydwen)
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Thaum advises allies to locate a door.
STR 6
VIT 5
MGC 8
RST 7
INT 3
INS 1
HP 7
MP 8
IS 15
INVENTORY:
Brewing Kit
10yds Rope
6 empty bottles
2 Potions of cure minor wounds
1 Potion of Poison
1 Potion of Invisibility
1 Potion of Random Mutation
EQUIPPED:
---Note that Constructs can equip very little in the way of armor, only bigger Ravi armor will fit---
*Stone Body (3,4)
*Iron Joints (1,2)
Wand Antenna (Wand of Petrify, 1 charge)
Magic Circle:
Weld(Intense heat forms on the hand this circle is on. It can burn or melt metal, and a finger can be used to weld.)(4-8)(Fire,Metal,Vicious)(3MP)
Use old man defense to get the potato thing "You're two strapping young lads, you can manage without it! But what about me? Are you going to leave an old man helpless in this dungeon without anything to defend himself with?" Then advance in the direction the others are going. Stay in the back of the formation.
STR 6
VIT 6
MGC 11
RST 6
INT 4
INS 2
HP 8
MP 12
IS 15
INVENTORY:
2 potions of cure minor wound
1 potion of magic ink
1 potion of speed
6 empty bottles
1 Beginner's Guide to Mixing Materials
1 Brewing Kit
EQUIPPED:
Gnarled Cane (0,2)
Leather Trenchcoat (0,2)
Leather Pants (0,1)
Sandals (0,0)
SPELLS:
Sparklers (Releases four arcs of sparkling light that do a little damage and bounce around.) (1,3) (Fire,Light) (2MP)
Sparkler Storm (Releases 8 arcs of sparkling light. More powerful, but more destructive.) (2,5) (Fire,Light) (4MP)
Zap (A small bolt of electricity is fired from one's hand.) (1-5) (Electricity) (3MP)
Faerie Light (A small ball of light hovers over the caster.) (0,0) (Light, Ethereal) (1MP per turn)
(maximum spell amount determined by (MP/2 + INT)) (10 spells, 6 open)
Where should I put the hat in the inventory? More importanly, what stats? (0,0) or what?
Go to the door and open it carefully. Be prepared to leap back if theres a trap.
(( Im assuming i got the chipped copper dagger since nobody but me mentioned it. ))
STR 8 +2 (10)
VIT 5 +2 (7)
MGC 5 -2 (3)
RST 4 +1 (5)
INT 5 -2 (3)
INS 8 +1 (9)
HP 10
MP 4
IS 22
The rolls were... OK with you. Just don't cast anything.
You have a massive inventory too.
INVENTORY:
8 canned rations
1 can opener
1 canning kit
1 lantern (100% oil)
1 lighter
3 rolls of bandages
1 potion of pure water
EQUIPPED:
fine silver short sword (-1,4)
old wooden buckler (0,1) (This counts as defense- might add one to a defense roll, might not)
leather pants (0,1)
leather strap jacket (1,1)
silver ring (unknown effect)
old leather boots (0,0)
1 copper dagger
1 chipped copper dagger