B8 Dungeon Crawl RPG!

HOW IT WORKS:

So this game will play a lot like a "Text-based-adventure-MMO Roguelike-PoliticalIntrigue-Dungeoncrawl." (Which is totally a real legit genre that lots of games are made in trust me.)

1. You design a character by picking from a big ol' list of skills to tell me what you're good at. (1B): if you want, you add some flavor by telling us a little about who this character is. (1c): if there's something you want to be good at that doesn't exist, we'll make it work. 2. You get tossed into a dungeon separated from the other players and I describe your "exits" (EX: "You're in a dark hallway, you hear the beating of leathery wings to the left and rushing water to the right") 3. You tell me where you want to go. (Or what you want to do) (Ex: "Leathery wings? I Go that way. Let's fight some dudes" or "Rushing water? Cool! Water Hazard! I swim great!) 4. I tell you what happens by referring to your stats. Your character will take each situation down in the best way possible, while being as awesome as possible. (Those of you who recall Army-Men might recall that I have a habit of adding personality to even mundane events... I tend to run these games by rule of cool). 5. After resolving whatever happened in said room, I ask what you would like to do next. (mostly present more exits) 6. Wash-Rinse-Repeat. (Each "Update" every player will get an update on what happens- everyone will be simultaneously moving about on the same map (at first). 7. After each dungeon ends you can resupply, select your next dungeon (there will be choices!), and on we go.

Your goals in these dungeons are your own. Do you want to hunt treasure? Go for it. Are you out to kill every mountain lion in the land after how sad you were when you finished reading Where the Red Fern Grows? Do it. Do you want to hunt other players to prove you are the superior warrior? More power to you. Are you out to overthrow the established guild that monopolizes dungeon exploring and start your own rival corporation? Cool, that's gonna be pretty fun too. Team up? Betray your Allies? Hunt other teams? Whatever ya'll want to do is what this will become ... there will be some Sandboxiness.

Each "Segment" will last until it ends. (Dungeon goal accomplished, everyone dies, X updates pass). Then we'll move onto the next segment.

Dungeons will be full of Puzzles, Traps, Shops, Hidden Passages, Hidden Treasure, Not Hidden Treasure, Treasure guarded by monsters, Monsters for the sake of being monsters, Other Players, Hidden Other Players, Obstacles, Switches with Global Effects, Switches with Local Effects, Keys, Locked Doors, Artifacts, The Hookshot, Side Kicks, Quest Givers, Healing wells, Blessings, Boons, Curses, and Fair Maidens in need of Rescue (also hunks if you're into that too).

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In most cases when you encounter an obstacle it has a pre-set difficulty I've written down. EX: to Swim this pool of water takes 2 ranks in swim. Or you can jump it with 5 ranks in jump. Or you can build a Bridge with X points in Craft. or you can Freeze it with alteration magic and walk across. Etc. Sometimes you'll come across obstacles where there will be some randomization (I will sometimes roll dice to see how things go).

Sometimes you'll fight other players, how this will go is: 1. "Tactical stuff" (This is stuff that triggers pre-combat (some magic/ stealth/ etc). 2. Resolving Tactical Stuff / Ranged Attacks Occur /Magic 3. Skirmish (This is basically the point where players have closed in close enough to hit eachother) (Skirmish winner deals damage, loser takes damage). 4. Resolve back to tactical distance (some effects sometimes trigger)

Eventually someone will be dead, or someone will run away, or you'll end up losing eachother in the labryrinth. (Each "Combat Encounter" represents two people meeting up multiple times in a small area, but not neccessarily one constant physical struggle)

"How do I pick what moves I use" - You pick what moves you use when you design your character, I'll generally have you do the things that make the most sense for you to do / are the most awesome. If you want to pre-set some battle plans or tactics go nuts, I'm all for it. Also if you have an idea for something when I describe a room, feel free to put it out. I am open to suggestions (though sometimes your suggestions will fail and that is okay too).

There will also be a lot of stuff happening outside the dungeons after dungeon 1. There is potential for nigh infinite plot shenanigans going on outside dungeons.

Update Speed: While dungeons are being run updates will be pretty quick.. dont worry if you miss one, I'll just move you in a sensible direction and stuff will keep happening. Between dungeons there'll be a pause while everyone can level up.

Skills Etc: They aren't all listed. Things will go beyond the current max of 5 on most things. But for now the max is 5 because you know.. Level 1 new dudes and all.

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The Vitals

HP/Health/Hearts/HitPoints: You start with 10. 10 is your current maximum. Taking damage reduces current HP. Running out of HP will render one unconscious and lead to extraction from the dungeon

Fatigue: Certain maneuvers will cause Fatigue(ex. blocking with a shield). If your Fatigue is Equal To your current HP you are Exhaustsed. You may no longer utilize any action that triggers fatigue. External effects that would fatigue may instead cause damage if you are exhausted.

MP: Magic Points/MilliPixies : Casting spells will cost MP. If you have no MP you cannot cast spells.

The Art of Battle

If in your dungeon exploration you encounter a beast or another adventurer a brief skirmish is likely. It's fairly standard for guild adventurers to beat eachother near to death to gain advantage so it's best to approach anyone in the dungeon with caution.

Such encounters will begin as all parties involved enter the same region of the dungeon and will often involve multiple rounds of combat. Each 'round' will begin with Tactical actions {ex. stealth, magic, ranged attacks}. Tactical actions will be resolved and then in most cases a Skirmish will follow. the Skirmish represents the period in which actual direct combat occurs. In each skirmish the weaponskill of the two combatants will be compared, the winner of a skirmish will deal damage, the loser will take damage. In some cases a single skirmish will end an encounter. In most cases following a skirmish the two combatants will re-establish space and another Tactical round will begin prior to a second skirmish. In some cases a second tactical round may not occur and multiple skirmishes will occur back to back.
 * Note: There is some element of chance involved in skirmishes, such that even a player without any ranks in a weaponskill can still avoid damage and deal damage to a player with a weapon (though this is unlikely, it can happen).


 * Note: Most encounters between two players will end before the death of a player character, as most people have the sense to run if they're about to die. Most encounters with monsters will be to the death or until the player flees.

About Hands: You have 2 hands. Weapons may require 1 hand or 2 hands. A 1 handed weapon leaves a hand free to carry a torch, use a shield, or cast a spell. A 2 handed weapon does not allow such freedom (spells can be cast by those wielding 2 handed weapons, but at the disadvantage of needing to lower the weapon briefly for magictime) 2 Handed weapons deal about 50% more damage than their 1 handed counterparts.

About Weapon Types:

Swords have an Advantage over Axes in Skirmishes Axes have the advantage over Lances Lances the advantage over Swords.

Unarmed Combat has no advantage over any specific weapon type, but works better against fatigued opponents.

Bows can be deadly at range in tactical rounds, but are nearly useless in skirmishing. -Ranged attacks (and magic) are opposed by Evasion (not skirmish)

Shields: Shields have the possibility of blocking damage completely even in a lost skirmish. (They confer no advantage or disadvantage on the initial skirmish check). Blocking damage causes Fatigue. Basic shields do not influence magic damage.

Armor: Armor reduces incoming damage. (Armor has no effect on shielding or on skirmish checks). Basic armor does not influence magic damage.

____  About Magic

There are 5 schools of magic: The Trio of: Creation, Destruction, Alteration, and the Seperate Forces: Illumination (Mind/Light), Shadow(/illusion)

Creation is broken by Destruction Destruction is changed to harmless form by Alteration Alteration is inferior to Creation Shadow deceives all of Trio, but is powerless in the face of Illumination Illumination defeats Shadow but is bested by any of the Trio Practitioners of Magic will improve 3 types of skills:

MP (Each rank increases MP by 1) Magic Power (makes spells more accurate, increases duration and damage, makes spells harder to resist) School Rank (Each rank teaches new or more powerful spells in a given school. May have ranks in more than 1 school)

Magic attacks are avoided by Evasion, or Resisted by Willpower (dependent upon the spell).

About Stealth Stealth they say is a useful thing to do if you dont want to be getting stabbed and enjoy hiding from the guy who wants to be stabbing you or so they say.

Stealth is opposed by Perception. In Combat attempts to use stealth occur in the Tactical Round Successful stealth allows one to avoid a Skirmish. -or- allows one to sneak attack in a skirmish -or- allows one to snipe with a ranged weapon or magic while hidden If a character attacks from stealth they take a significant penalty to trying to hide again as they've revealed their position.

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That concludes "General Descriptions of All this Stuff" On to: The List of Skills General Format: -Skill/Ability Name: Rank# (Cost in XP) Skill Description [[example: 1,2,3(1ea),4(2),5(2) = ranks 1, 2, and 3 each cost 1 point, ranks 4 costs 2, rank 5 costs 2 (so to level from 0 to 5 is 7 points)

or -Skill Name: Description Level1 (Cost): Description Level 2 (cost): Description

You must have bought Level 1 to buy level 2, level 2 to buy level 3 etc. (Level 2Bs are optional. you can buy 3 without buying 2b)


 * Some skills are in the form of skill trees (multiple skills each purchased in order to imply increasing skill at that given thing). **Some skills are abilities independent of other skills and can simply be purchased a la carte. (If they have pre-requistites these are listed).

Combat Based Skills

Melee Weapons: Standard Weapons useable in Skirmishes: (Lances>Swords>Axes>Lances) (Punches>Fatigued)

-Melee Weaponskills (Lance/Axe/Sword [each independently]) 1,2,3 (1ea), 4(2), 5(2) Each rank improves skill with a selected weapon in Skirmish Scenarios.

-Weapon Damage: (Applies to all Melee Weapons) L1. (1): Chance of critical hits for Bonus Damage L2. (2): Small increase in base weapon damage L3. (3): Further increases Critical Chance. L4. (4): Significant increase in base weapon damage. L5 (5): Armor Piercing.

Unarmed: Fighting without a weapon, no disadvantage vs any weapon class, deals fatigue instead of damage. Unarmed fighting is extra effective against exhausted foes, and deals hitpoint damage against exhausted foes.

-Unarmed Fighting Skill: 1,2,3(1ea), 4(2),5(2) Each rank improves skill in Skirmish checks

-Nice Punch (2): Chance of Critical for increased damage with unarmed Strikes

-Strong Punch(3): Increased Unarmed Damage.

-Unarmed Combo (3): Each successful unarmed strike improves the next Skirmish Check.

-Grab (5) [Reqs Unarmed Skill 4+]: Following a Skirmish you grab an opponent forcing them to remain in melee range to prevent escape and prevent tactical rounds (effectively forcing an immediate additional skirmish).

Ranged Weapons: Ranged weapons can attack in Tactical rounds, but are effectively useless in Skirmishes. Ranged attacks are opposed By the Evasion skill rather than by Skirmish.

-Ranged Weaponskill: 1,2,3, (1ea), 4(2), 5(2) Each rank improves accuracy with ranged weapons (small thrown weapons/handcrossbows/ bows)

-Bow Damage: (Increases damage with bows only) (Note: a bow requires two hands) L1 (3) Increased base Damage. L2 (5) Chance of Critical hits for Bonus Damage L3 (8) Significant Damage Increase.

-Hand Crossbow Use (3): Allows use of the Hand Crossbow [accuracy governed by ranged weaponskill] ((The Handcrossbow can be fired one handed in a tactical round by a character also wielding a melee weapon for Skirmishes. It requires a second Tactical Round to re-load (allowing for firing if a 3rd tactical round should occur))).

-Thrown Weapon Use (3): Allows a free hand to be used to throw small weapons which may be readily drawn and thrown in tactical rounds. This also reduces the penalty for throwing a fullsized weapon (though does not confer the ability to draw another full sized weapon).

-Small Ranged Weapon Damage (HandCrossbows or small thrown weapons): L1 (3): Increased base damage L2 (3): Chance of Critical Hits

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Shields: -Shield Profiency: (Allows one to use a shield more effectively) (A shield must be purchased at the store) L1 (1) Chance of Blocking damage and instead taking an equal ammount of Fatigue L2 (2) Increased block Chance L3 (3) Fatigue loss for each block is reduced. L4 (4) Ability to Block Arrows (Triggers in addition to Evasion) L5 (5) Significantly Increased chance to Block.

Armor: Armor serves to reduce incoming damage. Armor must be purchased. Light Armor can be used by nonproficient characters but penalizes all skills.

-Armor Proficiency: L1 (2) Light Armor may be worn at no Penalty. L2 (3) Medium Armor: may be worn, but causes penalties to stealth and movement skills. More Reduction Than Light. *2B (3) Armored Grace: Movement penalties for medium armor are removed. L3 (5) Heavy Armor: The heaviest and most protective armors are available (penalties to stealth/athletics)

General Combat Abilities:

-Tacticician (1,2,3,4,5 (1ea)): You take note of your foes arsenal and are sure to use the weapon against which he is most vulnerable. (Ex if you carry a sword and lance and fight a man with an axe.. you will pull out your axe).

-Quickdraw (3) [Reqs tactician 2+]: You may drop a weapon on the ground and draw another mid combat. (Extra useful for archers looking for one cheap opening shot). (Chance to fatigue)

-Punishing (4) [Reqs tactician 2+]: Each time you succeed in a skirmish your next attack is more accurate and more damaging (cumulative). Each trigger of this ability costs Fatigue.

-Relentless (5) [Reqs tactician 2+]: You press the attack and cut off all paths of escape giving your opponent no room or time to recover. Success will prevent a tactical round or attempted escape and immediately trigger next Skirmish.

-CHARGE! (4): Your skirmish check is reduced for the purpose of seeing if you avoid damage, and increased for seeing if you deal damage. (This is a scenario where both players can take damage in a skirmish)

-Duelist (5): Sword Beats Sword. You've studied swordplay all your life, when fighting with a sword against a sword you gain an advantage.

-Weapon Block (4): Allows the chance to block with a 2 handed or 1 handed weapon for characters with no shield.

Two Weapons -Two Weapon Fighting (4): Allows a character to wield a weapon in each hand (at a penalty). Effectively granting a player two chances at dealing damage in each skirmish. -Improved Two Weapon Fighting (5): If a character wins Both skirmish checks with two Weapon Fighting he may strike with both weapons (second weapon strikes at 1/2 damage).

-Dual Shield Wielder: [Reqs Two Weapon Fighting & Shield Proficiency 2] This skill.. allows you to.. Dual Wield Shields... So you know... a shield in each hand (not two in one hand, that's just silly). It's.. probably better for blocking? Or maybe you attack with one? Does weapon damage apply to this? Only one way to find out: Dual Wield Some Shields. L1 (1): Dual Wield Shields L2 (1): DualShields!! L3 (1): !!!Shield! L4 (2): !?Each Hand! L5 (2): Two!

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MAGIC! Each use of magic costs MP. MP is increased through the MP skill. Max MP also increases by 1 any time the level of a School of magic is raised to 3. Combat spells are cast in the Tactical round, some are opposed by will, others by Evasion. Some spells do not require an action for casting and instead automatically reduce MP by 1 at the start of a dungeon and trigger when needed. NOTE: MP may be used to wield magic to solve puzzles or bypass obstacles in a dungeon instead of being used on spells ((Though each such use requires sufficient proficiency in a school)).

-MP (Magic Points): A characters base max MP is equal to his ranks in MP (A character with no ranks has no MP to use). MP: 1,2,3 (1ea), 4(2), 5(2),

-Magic Power: Increases potency of magic. L1: (1) Can counter opposing spellcasters. L2 (2): Increased accuracy and tenacity of spells (harder to evade or resist with will) L3 (3): Increases damage, duration, radius, and magnitude of spells. L4 (4): Further Increases Accuracy and Tenacity L5 (5): Increases the School Cap on schools to allow casting of spells above 5th Rank.

-School Ranks (Each school independently:) Ranks 1 & 2 (2 each), Ranks 3&4 (3 each), Rank 5 (costs 4) Each "Rank" allows a caster to learn 1 spell of that rank in that school. (The same rank may be learned twice at the same cost to gain another spell of the same rank and same school)

Shadow: 1: Shadows (bonus to stealth/evasion/other shadow spells) -OR- Disguise (useful with Charisma) 2: Shadow BOLT (evade or damage) -OR- Shadow Impulse (Willpower or damage) 3: Shade (summons a figment to cause a foe to miss and harm himself) -OR- False Creation (illusionary objects) 4: Invisibility (like it says on the tin.) 5: Mirror Warrior.

Destruction: 1: Elemental Bolt (Damge unless evaded - can be fire/ice/electricity depending on weakness of a given foe) 2: Seekers (Multiple projectiles to Evade. High chance of low damage, Low chance of High damage) 3: Shatter (Break a weapon or shield. Opposed by Will) 4: Pillar of Flame (2MP) (Unavoidable damage and a chance for your foe to catch on fire taking ongoing damage) 5: Ray of Destruction. (2MP): (Guild handbook entry on Ray of Destruction: "Avoid contact at all costs.")

Alteration: 1. Magick'd Sword! (Increases Weapon Damage!) 2. Slow (Will or penalty to Skirmish/Evasion/Etc.) -Or- Alter Luck (random bonus to a check, but causes fatigue) 3. Reshape/Reflect/Absorb (Alterers DO NOT gain +1mp at 3rd level. Instead this ability is active at the start of each dungeon and is dormant until needed: potential reflects hostile spells, absorbs enemy spell energy, momentarily reshapes an incoming blade into a blunt form, etc. etc. May also make similar changes to the environment to accomplish a task) 4. Haste (Opposite of Slow, you take a bonus on Skirm/Eva/etc. ) 5. Drain -OR- Steal Luck

Illumination (Light/Divination/Mind) 1. Guiding Light (Activates at dungeon start granting small perception bonus - discharges to grant 1 time BIG bonus) 2. See The Path (Reveals directions towards the nearest target Object/Foe (monster/player/key/chest)) -OR- See The Flaw (Reveals a foes combat weaknesses to grant a temporary bonus on skirmishes) 3. Pacify (Will or foe stops fighting unless attacked again) 4. Scrying -Or- Ignore Wounds (briefly ignore exhaustion, or briefly ignore 0HP [one last if victory is close]) 5. Dominate

Creation 1. Manifest Item (benign but useful tools... or maybe an anvil over your foes head (in which case.. Eva or Damage)) 2. Vines (Entagles a foe penalizing skirmish/evasion/etc. .. also useful for Climbing) 3. Aegis (Summon short-lived floating shields to absorb attacks) 4. Conjured Minion 5. Cage.

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Skills -- Athletics: 1,2,3(1ea), 4(2), 5(2) Athletics governs Climbing/Swimming/Jumping. Each rank improves all 3 subskills. Climb+3 (2) Jump+3 (2) Swim+3(2)

PoleVault (2) [Reqs Lance(3) and Athletics 3+ -or- Jump+3]. AxeClimber (2) [Reqs Axe(3) and Athletics3+ -or- Climb+3].z Swimmy-Swordy-Thing. (1) [Reqs Sword3 and Athletics2+ -or- Swim+3].

DASH! (3): Move two spaces in a "turn" instead of 1 (effectively skipping the first room). Imposes penalties, at risk for being blindsided by attacks/traps... but you will explore faster. - Evasion(/Dodge/Reflex) 1,2,3(1ea), 4(2), 5(2) This skill is used for avoiding hostile spells, arrows, or traps.

Wild Dive! (3) [Reqs Evasion2+] Additional chance to avoid damage on a failed Evade at the cost of Fatigue.

Catch the Arrow (3): Req's a free hand, bonus at evading thrown weapons or fired arrows. Looks totally Boss. --- -Stealth: 1,2,3, (1ea), 4(2), 5(2) This skill is opposed by perception. Used in tactical phase of an encounter, allows player to avoid a skirmish or utilize sneak attacks in a skirmish round. -SneakAttack (2) [Req Stealth2+]: Bonus on skirmish following successful stealth. Improved Sneak Attack (3) [Reqs sneak attack]: Bonus on Skirmish AND Damage by skirmishing after stealth. -Sniping (2) [Req Stealth 2+] Fire a ranged weapon or a spell In Place of a Skirmish following successful stealth. Note: Sneak attacks may be performed with a ranged weapon using sniping

!Note on Attacking while Stealthed: It is MUCH harder to hide from a man after you've just struck him and subsequent stealth attempts will occur at a penalty.

-Hit And Run (4): Reduces the penalty for regaining stealth after a sneak attack.

- -Perception 1,2,3 (1ea), 4(2),5(2) Perception is used to find hidden objects, secret doors, secret levers, to hear things nearby, and to oppose stealth. It represents acuity of senses. -TrapFinding (2) [req Perception3 +] : Bonus on detecting traps -Intuition (2) [req perception 3+]: Bonus on finding hidden treasure or secret passages -Constant Vigilance! (2) [req perception 3+] Bonus on detecting Stealth - Spring the Trap (3) [req Perception 5+ & Constant Vigilance!] If you detect a stealthed foe, you may prepare yourself to counter their sneak attack - foe must make perception [Your own Charisma would help here], if they fail they attempt to attack, and you gain a LARGE bonus on skirmish and damage against them. -- Track (Allows one to track monster/players/or even legendary creatures) L1 (1): Ability to track monsters/animals, and a chance of tracking other players 1B (2): Cover Tracks (You are much harder to track) L2 (2): You always succeed at tracking beasts, and have a good chance of tracking players, monsters, and even Rare/Legendary creatures. L3 (3): You now also almost always succeed at tracking players, and are likely to be able to find tracks of Legends.

-SwiftHunter (3) [Reqs Track L2]: If you succeed at tracking a player or monster twice you immediately gain extra movement to pursue.

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Open Lock: (Allows picking locks on doors and chests without keys) L1 (2) You have a chance of picking locks (about 25% for easy locks, less for harder locks) L2 (3) You have a greatly increased chance of picking all locks, and can pick locks that were previously impossible. L3 (5) Twice as likely to pick any given lock (as compared to L2), No Lock is Impossible to pick (some are still highly unlikely)

Sleight of Hand / Pickpocket 1,2,3,4,5 (1ea) Opposed by perception. Useful for all sorts of things. --- Willpower: 1,2,3 (1ea), 4(2), 5(2) Opposes hostile spells, helps avoid fear or press on despite obstacles. -Unbreakable Will (3) [reqs willpower 3] You are no longer exhausted when fatigue = HP, instead you are exhausted when Fatigue =HP+2.

Beastlore: 1,2,3,4,5 (1ea) Bonuses on combat vs beasts/animalsmonsters, knowledge of what weapon is most appropriate, bonuses on tracking. Stranger and more powerful monsters require a high rank to gain a bonus. -BeastLord (3) [Requires beastlore 3+]: May attempt to tame and ride animals or take them as pets [Beastlore/Cha] -- Knowledge Arcana: 1,2,3,4,5 (1ea) Bonus on magical puzzles, reading magical script, identifying items, fighting magical creatures/mages. -Fundamental Defense (2) [Reqs Arcana 3+]: Bonus on Will/Evasion vs. spells that you recognize [arc>school rank]

Architechture/Engineering: 1,2,3,4,5 (1ea) Bonuses vs traps, efficient pathing, sense of diection, puzzles, knowing what Switches Will Do, detecting secrets. -Clever Bypass (2) [Reqs Arch/Eng 3+] : Chance to find novel ways around Puzzles/Traps/Obstacles --- Craft 1,2,3,(1ea),4(2),5(2) Useful for making things. Need to climb? Make a ladder. Need to jump? Build a Bridge. Requires Materials.

Traps! 1,2,3(1ea), 4(2), 5(2) Used to disarm discovered traps, helps with trap perception, and allows creation of simple traps and snares. -Backdoor Trigger (2) [Reqs traps 3+]: You can potentially alter the trigger mechanism of an existing trap. -- Charisma 1,2,3,(1ea), 4(2), 5(2) This skill is used for social and business interaction, diplomacy, bluffing, wooing, haggling, the like. -Pulchritude (2) [reqs Charisma3+]

Luck 1,2,3,4(2),5(2),6(2),7(3), 8(3) "I am guided by a far greater force than luck" -Obi Wan Kenobi I decline comment on any possible mechanical benefit of the Luck stat. -- Intelligence 1,2,3 (1ea) It will occassionally be benficial to have a character who is intelligent, though there is no direct game mechanic which calls for intelligence yet.

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Meta-Gaming: 1(3), 2(5), 3(?), ?(?) This game has very precise mechanics at play. Everything is guided by numbers, some things are direct checks, some things involve dice. I've intentionally kept the specifics out of sight to prevent metagaming (gaming the rules, breaking the system). This Skill allows you to get some direct questions answered, get some numbers, find out exact probabilities of outcomes. In fact, I wont even say exactly what investing points in this ability does until you invest in the first level.

Creativity 1,2,3,4,5 (1ea) This stat has no direct mechanical benefit, but if you're in a bind and have this stat and something happens to strike me, maybe with a bit of luck things will work out. --- Narration: I'll be narrating the game for everyone, points in this stat will increase the style, and increase the story in which your character finds him or herself. L-1(-2) Worst Narration (You gain 2 bonus points, you will receive extraoridinarily barebones descriptions of what happens to your character) L0(0) The base Narration L1 (2) I'll add a little extra touch of dramatic flair to your character's story. L2 (3) Wrapped up in the Plot. Some extra clues and hints fall into your characters world leading to the possibility of opening other interesting paths that might not be as obvious to others. Other players you fight might become Rivals, You might gain bonus quest objectives. 2B: (4) I will draw parts of your adventure. I do not draw very well. This is a poor investment of skillpoints L3 (5): Main Character: I mean, you might not be the Protagonist per-say, but you're definitely an important character in whatever story happens to be going on. Things are really happening now! 3B: (5) SoundTrack: I will write and perform music to go with your adventure. It will not be very good. It will be played on a low quality keyboard and a ukulele. Maybe if I'm really ambitious I'll bust out the Trombone. L4 (7): Destiny: It's official. You now have a destiny. Things are Fated to happen involving you. Obviously I can't just splat you with a random trap at this point. Or if you do die, I dunno, I guess you'll have to just commune with the lifestream or something. ---

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THE PCs! _______________

Bushido Brown, the Greatest Black Karate Fighter That Ever Lived (MariaTaylor)

(STARTING POINTS: 24) (CURRENT POINTS: 24)

Unarmed Fighting Skill 5 [7] Nice Punch [2] Strong Punch [3] Unarmed Combo [3] Grab [5]

Evasion +2 [2] Dramatic Flair (L1 Narration) [2]

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Jack Smith, a former businessman who made tons of money with a combination of light trickery(AKA magic), business acumen, and what could only be described (By an observer) as crazy good luck. Most of his success, however, was simply from being in the right place at the right time and capitalizing on opportunities as they arose. Of late, he's grown almost bored with his business success, and has opted to take on more... exciting pursuits as an explorer. Being as rich as he is, he has minimal interest in the treasures that might lie within - He's simply here for the thrill of it all. It's something to do. However, even in spite of that, his single goal is success. If treasure is the key to that, he'll take whatever he needs. Though inexperienced as an explorer, he's business-smart enough to know what dictates success, even in a dungeon. (Regaro)

(STARTING POINTS: 24) (CURRENT POINTS: 24)

MP: (3 points total) L1 (1) L2 (1) L3 (1)

Shadow Magic: (4 points total) L1 (Shadows) (2) L2 (Shadow Impulse) (2)

Narration: (17 points total) L1 (Dramatic Flair) (2) L2 (Plot) (3) L3 (Main Character) (5) L4 (Destiny) (7)

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Cora Mellor (21) has dedicated her whole life to the pursuit of doing nothing. She has elevated sloth to an art form. Indeed, in order to achieve her leisurely lifestyle, she has had to work hard, acquiring skill in magic and machine alike. Tragically, in our world one cannot simply drop everything and go live in a floating house staffed by robots. It takes resources, power. So, in order to reach the pinnacle of laziness, she'll try hard one more time, breeze her way through the dungeons, walk out with a sack of gold and magical artifacts, and live happily ever after. Probably. (Sceptilesolar)

(STARTING POINTS: 24) (CURRENT POINTS: 24)

Skills:

Traps L5 [7 Points)] Craft L5 [7 Points] Open Lock L2 [5 Points] Perception L3 [3 Points] Architecture L2 [2 Points]

Equipment:

Torch (1 GP) TrapKit (2 GP) Clockwork Combat Kit (5 GP) Craft Supplies (2 GP)

Stats:

HP 10 MP 0 Fatigue 0 GP 0 Courage/Caution: 10 Good/Evil: 4

Never get into a fight unless you already know you'll win, that's my motto. Max caution!

Also Cora isn't like excessively evil, just very pragmatic. So in terms of Kindness vs Cruelty she's middling, but in terms of Mercy vs Ruthlessness she leans towards ruthlessness.

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Joe Argento Info Unknown (PK2K)

(STARTING POINTS: 24) (CURRENT POINTS: 24)

Perception +3 (cost 3) Intuition (cost 2) Charisma +2 (cost 2) Intelligence +1 (cost 1) Evasion +2 (cost 2) Willpower +2 (cost 2) Hand Crossbow / Flintlock use (cost 3) Ranged Weapon Skill +3 (cost 3) Athletics +3 (cost 3) L1 Weapon Damage [Critical] (cost 1) Sword +1 (cost 1) Luck +1 (cost 1)

Current:

Courage VS Caution: 4

Good VS Evil: 3 (Unknown. May fluctuate depending on choices?)

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Venrezin Farlosia has traveled to many lands always seeking one thing: A true challenge. When he was young Venrezin, Ven for short, was constantly beaten by other children at the orphanage he called home until one of the caretakers, an old man that was once a well known knight, decided to give him a wooden sword and said, "If you no longer want to be beaten blue, take up the art of the blade and show them true strength." Ven then constantly trained with the sword and eventually everyone stopped beating him out of fear of being hurt.

When it was time to leave the orphanage, Ven joined the city guard. He did not remain in the guard due to his aggressive methods. After being dismissed he became an arena fighter and he quickly accumulated fame and a vast fortune, but he eventually grew bored of fighting in the arena.

He has been searching for a challenge ever since. "Might as well see if this gives me the challenge I want," Ven mutters to himself. (catastrophy15)

(STARTING POINTS: 24) (CURRENT POINTS: 24)

Skills: Sword 3 Weapon Damage 1 Armor Proficiency 2(2B) Duelist MP 1 Shadow Magic 1:Disguise Athletics 2 Swimmy-Swordy-Thing Charisma 1

Inventory: 1-Handed Sword Medium Armor Caged Lantern Lesser Healing Potion Rope Craft Supplies

Courage/Caution: 4

Good/Evil: 3 _____________

Algernon Mounce may not look like a seasoned dungeon delver, but don't let his small frame and pensive demeanor fool you; behind those spotted brown eyes lies a learned, creative mind and the source of awesome arcane might, and he can neither confirm nor deny any rumors of a history of independent, non-guild-sanctioned treasure hunting, at a profit. Though not a trained battlemage, Algernon has the means to defend himself in a scuffle, and he will let nothing get in the way of gold - it's all about the loot. A lust for power and material wealth is only natural for the miserly sorcerer son of a merchant. (Bokonon_Lives)

Courage vs Caution: - 4/10 for "risk X to gain loot" (e.g., golden idol / rolling boulder trap) - 6/10 for anything else (e.g., most combat) - 7.5/10 for "risk loot to gain X" (e.g., penny stocks)

Good vs Evil: - 3.5/5

Skills: - Architecture/Engineering L1 - Charisma L1 - Craft L1 - Creation L4 - Intuition - Knowledge Arcana L1 - Magic Power L1 - MP L2 - Open Lock L1 - Perception L3

Stats: - HP 10 - Magic Power 1 - MP 3

Spells Known: - Aegis - Conjured Minion - Manifest Item - Vines

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CONTINUE?