Return of the Monster Masters (Open, OOC, WIP)
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by Mark3000
Preamble:
So I was looking at some old RPs and came across Earthsage's Monster Masters ( viewtopic.php?f=31&t=4356 )
It was a cool Idea and I wanted to take a shot at it. So without further ado.
Return of the Monster Masters
The country of Etrian is said to be the land of adventurers. Dotting the land are various dungeons housing some of the world’s most dangerous monsters. These dungeons house many a treasure that could bring an adventurer a pretty penny. That is if they can escape in one piece.
Monster Side
Adventurer’s Side
Monster Master Combat System
Monster Master: Dungeon Building
You start by building your Monster Master.
Monster Master Character Sheet
Basic Skills/ Bonuses
Minion Template
Basic Skills
Trap Sheet
Trap Traits
Rooms
Bonus Points
Adventurers: Class and Character Sheets
Character Sheet
Classes
Melee classes:
Ranged classes:
Magic Classes:
Melee Skills:
Ranged Skills:
Magic Skills:
Specialist Skills (Can Be chosen by any class):
So I was looking at some old RPs and came across Earthsage's Monster Masters ( viewtopic.php?f=31&t=4356 )
It was a cool Idea and I wanted to take a shot at it. So without further ado.
The country of Etrian is said to be the land of adventurers. Dotting the land are various dungeons housing some of the world’s most dangerous monsters. These dungeons house many a treasure that could bring an adventurer a pretty penny. That is if they can escape in one piece.
Monster Side
Spoiler (click to show/hide):
Monster Masters control the inner workings of each dungeon. Along with creating your Master, you can create up to three monsters and three traps to place in the dungeon. Depending on the strength of the monster and the attributes you give them will determine how much they cost to place. You can come up with your own skills for yourself, minions or traps, but I'll need to look them over and assign a points cost to them myself.
You have 2500 points at your disposal to craft your dungeon. Each dungeon gets a Plain Room and a Boss Room for free. You can purchase additional rooms to house monsters and traps that also cost points.
Every Adventurer defeated (Who isn't revived) will gain you 200 points. Every adventurer raped will net you 100 points for each time they're raped. You won't be able to spend these extra points in the current dungeon they're exploring, but they'll be yours for later.
For the monster masters that aren't chosen to be the main lord of the dungeon, you aren't left out. You can add your points to the pool of the chosen Master in order to extend the length of the dungeon, or use half of your points to stand in as a Mini-boss, with the rest being perfectly usable by yourself to populate your section of the dungeon with your own broods and creations. You'll gain half the points of the main Master for doing so.
In combat, you can control as many of your monster as you want. You job is to defeat the adventurers by any means necessary, and prevent them from killing your master!
Monster Masters control the inner workings of each dungeon. Along with creating your Master, you can create up to three monsters and three traps to place in the dungeon. Depending on the strength of the monster and the attributes you give them will determine how much they cost to place. You can come up with your own skills for yourself, minions or traps, but I'll need to look them over and assign a points cost to them myself.
You have 2500 points at your disposal to craft your dungeon. Each dungeon gets a Plain Room and a Boss Room for free. You can purchase additional rooms to house monsters and traps that also cost points.
Every Adventurer defeated (Who isn't revived) will gain you 200 points. Every adventurer raped will net you 100 points for each time they're raped. You won't be able to spend these extra points in the current dungeon they're exploring, but they'll be yours for later.
For the monster masters that aren't chosen to be the main lord of the dungeon, you aren't left out. You can add your points to the pool of the chosen Master in order to extend the length of the dungeon, or use half of your points to stand in as a Mini-boss, with the rest being perfectly usable by yourself to populate your section of the dungeon with your own broods and creations. You'll gain half the points of the main Master for doing so.
In combat, you can control as many of your monster as you want. You job is to defeat the adventurers by any means necessary, and prevent them from killing your master!
Adventurer’s Side
Spoiler (click to show/hide):
Your job in this game is to defeat as many monsters as possible and, hopefully, clear the dungeon.
Your method of fighting is described in your classes, and any roll bonuses you get will be determined in combat or by upgrades you buy later.
You receive a bounty of gold for each opponent you kill, and will keep it throughout the dungeon unless you are defeated.
If your party is defeated in a dungeon you have two options. Option one, lose half the gold you have and have your character be rescued from the dungeon. Option two, leave your character to their fate and create a new character. Their gold is left in the room they were defeated and can be retrieved by other adventurers that attempt the dungeon. But you also have the option to forfeit a dungeon, and leave with whatever party members remain. The surviving party members keep all the gold they’ve accumulated up to that point.
Once a dungeon is completed, either through victory or a timely retreat, you will have gold to spend. You can buy skill points to add to your arsenal, and if you like (And you think you have enough skill points for it), you may design your own skills in addition to basic skills I will come up with. Purchasing those skills will let you complete dungeons more easily, and as such you'll want to get as much gold as possible.
Your job in this game is to defeat as many monsters as possible and, hopefully, clear the dungeon.
Your method of fighting is described in your classes, and any roll bonuses you get will be determined in combat or by upgrades you buy later.
You receive a bounty of gold for each opponent you kill, and will keep it throughout the dungeon unless you are defeated.
If your party is defeated in a dungeon you have two options. Option one, lose half the gold you have and have your character be rescued from the dungeon. Option two, leave your character to their fate and create a new character. Their gold is left in the room they were defeated and can be retrieved by other adventurers that attempt the dungeon. But you also have the option to forfeit a dungeon, and leave with whatever party members remain. The surviving party members keep all the gold they’ve accumulated up to that point.
Once a dungeon is completed, either through victory or a timely retreat, you will have gold to spend. You can buy skill points to add to your arsenal, and if you like (And you think you have enough skill points for it), you may design your own skills in addition to basic skills I will come up with. Purchasing those skills will let you complete dungeons more easily, and as such you'll want to get as much gold as possible.
Monster Master Combat System
Spoiler (click to show/hide):
Whether you are a group of adventurers or a gang of monsters, your character will take a certain position in combat:
Front Row: Trigger Traps first, Can attack Opponents in Front Row and Middle Row with Melee
Middle Row: Melee attacks from the Middle Row lose 2 damage but Characters in the Middle Row also take 2 points less damage from enemy melee attacks. Can attack Front Row with melee or attack with range (+2 Accuracy to Front Row), Can be attacks by Front Row Melee, Middle Row Melee (Not Recommended) or Ranged attacks.
Back Row: Can’t hit or be hit by Melee Attacks from Enemy’s Front or Middle Row. Can attack any row with ranged attacks
Adventurer’s set their Formation as they travel through the dungeon while Monster Masters set the formation of their minions for each room. As a row of enemies are defeated, the rows behind them move up. You can only have 3 characters (Adventurer or Minion) occupy a row.
Stats
All players have five stats:
Attack: Power of Physical Attacks
Defense: Reduces damage from physical and magic attacks
Magic: Ability to cast and resist magic skills
Skill: Accuracy of attack, Chance of Status effects to Hit
Speed: Evasion, Turn Order, Ability to evade traps
The character with the highest Speed attacks first followed by the Second highest and so on.
When you attack, the player rolls a d20 for accuracy where:
Accuracy = Attack Accuracy (Between 1-18) + Player’s Skill – Enemy Speed
If Roll <Accuracy it hits. If Accuracy is 20 or greater, the attack hits.
Some attacks have a Critical Rating (Percentage). Roll a d100 to see if the attack critical. Critical attacks do 3x damage
Damage is divided into two categories: Physical and Magical
Physical Damage = Damage Roll (Based on character) + Character Attack – Enemy Defense
Magical Damage = Damage Roll (Based on character) + Character’s Magic – Enemy Magic/2
Status Effects
You can give certain abilities additional effects that have a percent chance to affect the target.
Poison: Deal 2 point of damage per turn for three turns.
Grapple: Bind a Target, they can’t attack and are vulnerable to enemy attacks for three turns
Sleep: Target falls asleep, can’t attack or evade. Is awakened if hit but not if they’re bound
Stun: Target can’t act for one turn, takes x1.5 more damage that turn.
Blind: Accuracy cut by ½, Speed cut by ¼
Fear: Attack, Magic reduced by 1/2, 25% Chance to do nothing each turn
Curse: Instant Death in 3 Turns
Whether you are a group of adventurers or a gang of monsters, your character will take a certain position in combat:
Front Row: Trigger Traps first, Can attack Opponents in Front Row and Middle Row with Melee
Middle Row: Melee attacks from the Middle Row lose 2 damage but Characters in the Middle Row also take 2 points less damage from enemy melee attacks. Can attack Front Row with melee or attack with range (+2 Accuracy to Front Row), Can be attacks by Front Row Melee, Middle Row Melee (Not Recommended) or Ranged attacks.
Back Row: Can’t hit or be hit by Melee Attacks from Enemy’s Front or Middle Row. Can attack any row with ranged attacks
Adventurer’s set their Formation as they travel through the dungeon while Monster Masters set the formation of their minions for each room. As a row of enemies are defeated, the rows behind them move up. You can only have 3 characters (Adventurer or Minion) occupy a row.
Stats
All players have five stats:
Attack: Power of Physical Attacks
Defense: Reduces damage from physical and magic attacks
Magic: Ability to cast and resist magic skills
Skill: Accuracy of attack, Chance of Status effects to Hit
Speed: Evasion, Turn Order, Ability to evade traps
The character with the highest Speed attacks first followed by the Second highest and so on.
When you attack, the player rolls a d20 for accuracy where:
Accuracy = Attack Accuracy (Between 1-18) + Player’s Skill – Enemy Speed
If Roll <Accuracy it hits. If Accuracy is 20 or greater, the attack hits.
Some attacks have a Critical Rating (Percentage). Roll a d100 to see if the attack critical. Critical attacks do 3x damage
Damage is divided into two categories: Physical and Magical
Physical Damage = Damage Roll (Based on character) + Character Attack – Enemy Defense
Magical Damage = Damage Roll (Based on character) + Character’s Magic – Enemy Magic/2
Status Effects
You can give certain abilities additional effects that have a percent chance to affect the target.
Poison: Deal 2 point of damage per turn for three turns.
Grapple: Bind a Target, they can’t attack and are vulnerable to enemy attacks for three turns
Sleep: Target falls asleep, can’t attack or evade. Is awakened if hit but not if they’re bound
Stun: Target can’t act for one turn, takes x1.5 more damage that turn.
Blind: Accuracy cut by ½, Speed cut by ¼
Fear: Attack, Magic reduced by 1/2, 25% Chance to do nothing each turn
Curse: Instant Death in 3 Turns
Monster Master: Dungeon Building
You start by building your Monster Master.
Monster Master Character Sheet
Spoiler (click to show/hide):
Character name:
Age:
Race: Anything you like.
Appearance: Pictures, text, anything will work.
Background: What is the story behind your Monster Master
Points to spend: 2500. (These will be used for buying rooms and traps, upgrading monsters, and upgrading yourself.)
Skills/Bonuses: I will have to take a look at these myself and determine how much they'll cost. The less powerful the skill, the less it will cost. Don't try to break the game, please.
Bounty: 3X the cost of your Monster Master.
Basic Attack: Does 1d10 Physical Damage, Ability Accuracy: 16
Base Stats:
HP: 40 base.
Can Spend 48 Points from your total on stats, Max 24
Attack: 5
Magic: 5
Defense: 5
Skill: 5
Speed: 5
Character name:
Age:
Race: Anything you like.
Appearance: Pictures, text, anything will work.
Background: What is the story behind your Monster Master
Points to spend: 2500. (These will be used for buying rooms and traps, upgrading monsters, and upgrading yourself.)
Skills/Bonuses: I will have to take a look at these myself and determine how much they'll cost. The less powerful the skill, the less it will cost. Don't try to break the game, please.
Bounty: 3X the cost of your Monster Master.
Basic Attack: Does 1d10 Physical Damage, Ability Accuracy: 16
Base Stats:
HP: 40 base.
Can Spend 48 Points from your total on stats, Max 24
Attack: 5
Magic: 5
Defense: 5
Skill: 5
Speed: 5
Basic Skills/ Bonuses
Spoiler (click to show/hide):
(You are encouraged to make your own skills, and making a personal skill for an MM will not incur any additional point penalty. If these will help, then feel free to use them.)
Huge: Monster Master’s occupy an entire row. They can attack Middle Row enemies without a penalty and gain a 2 times health increase, +150 Points Cost
Sturdy: Add 5 HP to the MM. +30 points per each upgrade.
Heavy Hitter: Upgrades Basic Attack to do + 1d4 additional damage with a 40% chance to stun. +100 for the upgrade.
Critical Eye: Add a 5 % chance to land a critical hit to your Basic Attack. +50 points to upgrade
Unerring: +1 bonus to Basic Attack’s Accuracy. Stackable up to 3 times, +30 to monster cost each.
Magic Attack: Change your basic attack into a Magical Attack, does 1d8 Magical Damage. +30 points to upgrade
(You are encouraged to make your own skills, and making a personal skill for an MM will not incur any additional point penalty. If these will help, then feel free to use them.)
Huge: Monster Master’s occupy an entire row. They can attack Middle Row enemies without a penalty and gain a 2 times health increase, +150 Points Cost
Sturdy: Add 5 HP to the MM. +30 points per each upgrade.
Heavy Hitter: Upgrades Basic Attack to do + 1d4 additional damage with a 40% chance to stun. +100 for the upgrade.
Critical Eye: Add a 5 % chance to land a critical hit to your Basic Attack. +50 points to upgrade
Unerring: +1 bonus to Basic Attack’s Accuracy. Stackable up to 3 times, +30 to monster cost each.
Magic Attack: Change your basic attack into a Magical Attack, does 1d8 Magical Damage. +30 points to upgrade
Minion Template
Spoiler (click to show/hide):
Monster Name:
Race:
Appearance:
Skills: (Pick from the basic skills below, or come up with one of your own. If you have a skill you wanna use, run it by me and I’ll give you a cost for it)
Total cost: (Add up the cost of your skills and stats.) +25
Bounty: (1/3 of total cost.)
Basic Attack: Does 1d4 Physical Damage, Ability Accuracy: 16
Base Stats
HP: 10.
Every stat point you use is added to the monster’s cost. Can use a maximum of 40 Points, Maximum 20 for a stat
Attack: 5
Magic: 5
Defense: 5
Skill: 5
Speed: 5
Monster Name:
Race:
Appearance:
Skills: (Pick from the basic skills below, or come up with one of your own. If you have a skill you wanna use, run it by me and I’ll give you a cost for it)
Total cost: (Add up the cost of your skills and stats.) +25
Bounty: (1/3 of total cost.)
Basic Attack: Does 1d4 Physical Damage, Ability Accuracy: 16
Base Stats
HP: 10.
Every stat point you use is added to the monster’s cost. Can use a maximum of 40 Points, Maximum 20 for a stat
Attack: 5
Magic: 5
Defense: 5
Skill: 5
Speed: 5
Basic Skills
Spoiler (click to show/hide):
Ranged Fighter: Grant the monster the ability to attack from range (1d4 Physical Damage, Ability Accuracy: 15) + 20 points to upgrade, If used to replace basic attack, change costs to +5
Magic Attack: Change your basic attack into a Magical Attack, does 1d6 Magical Damage. 30 Casts +20 points to upgrade, If used to replace basic attack, change costs to +10
Huge: The Minion occupies an entire row. Minion can attack Middle Row enemies without a penalty and gain a 1.5 times health increase, +75 Points Cost
Overpowering: Upgrades the damage dealt by this monster by 1 die tier. Goes as follows: 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10. Costs 30 per upgrade.
Unerring: Monster gets a +1 bonus to Basic Attack’s Accuracy. Stackable up to 3 times, +15 to monster cost each.
Incorporeal: Unit can move through Adventurers and can become invisible and untouchable by Adventurers. However, must become visible and target-able in order to attack, and switching between invisible and visible will cost a turn. +100 to Monster Cost.
Stout: Increase the monsters hit points by two. Stackable. 10 points for each upgrade.
Ambusher: Once the heroes first enter a room, they must make a difficult check to spot this monster, or else they'll not notice the ambusher, giving it a surprise round at a time of its choosing. +100 to monster cost.
Brood-father: Can impregnate a female or herm character. Should the group lose, a copy of this monster will be born that can be used in a room further down the line for free. If the group wins, the child is killed at birth. +50 point cost, can stack with brood mother, but only if the target is a herm.
Brood-mother: Can be impregnated by a male or herm character. Should the group lose, a copy of this monster will be born that can be used in a room further down the line for free. If the group wins, the child is killed at birth. +50 point cost, can stack with brood father, but only if the target is a herm.
Ranged Fighter: Grant the monster the ability to attack from range (1d4 Physical Damage, Ability Accuracy: 15) + 20 points to upgrade, If used to replace basic attack, change costs to +5
Magic Attack: Change your basic attack into a Magical Attack, does 1d6 Magical Damage. 30 Casts +20 points to upgrade, If used to replace basic attack, change costs to +10
Huge: The Minion occupies an entire row. Minion can attack Middle Row enemies without a penalty and gain a 1.5 times health increase, +75 Points Cost
Overpowering: Upgrades the damage dealt by this monster by 1 die tier. Goes as follows: 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10. Costs 30 per upgrade.
Unerring: Monster gets a +1 bonus to Basic Attack’s Accuracy. Stackable up to 3 times, +15 to monster cost each.
Incorporeal: Unit can move through Adventurers and can become invisible and untouchable by Adventurers. However, must become visible and target-able in order to attack, and switching between invisible and visible will cost a turn. +100 to Monster Cost.
Stout: Increase the monsters hit points by two. Stackable. 10 points for each upgrade.
Ambusher: Once the heroes first enter a room, they must make a difficult check to spot this monster, or else they'll not notice the ambusher, giving it a surprise round at a time of its choosing. +100 to monster cost.
Brood-father: Can impregnate a female or herm character. Should the group lose, a copy of this monster will be born that can be used in a room further down the line for free. If the group wins, the child is killed at birth. +50 point cost, can stack with brood mother, but only if the target is a herm.
Brood-mother: Can be impregnated by a male or herm character. Should the group lose, a copy of this monster will be born that can be used in a room further down the line for free. If the group wins, the child is killed at birth. +50 point cost, can stack with brood father, but only if the target is a herm.
Trap Sheet
Spoiler (click to show/hide):
Trap name:
Trap Methodology: How does the trap work? Do rape-tentacles come out of the ground or do rocks fall on whoever triggers it?
Traits:
Difficulty: Basic (50% activation rate, reduced by Speed)
Total cost: (Add up cost from traits.)
Trap name:
Trap Methodology: How does the trap work? Do rape-tentacles come out of the ground or do rocks fall on whoever triggers it?
Traits:
Difficulty: Basic (50% activation rate, reduced by Speed)
Total cost: (Add up cost from traits.)
Trap Traits
Spoiler (click to show/hide):
Entrapping: The mechanism immobilizes or grapples Adventurers. In addition to other effects, anyone caught in this trap is unable to move for 2 turns. +40 to cost.
Damaging: Whether arrows shot through holes in the walls, or a giant boulder, the trap is designed to hurt people. If it hits, the trap deals 1d4 damage. +25 to trap cost. Upgrade Damage from 1d4 to 1d6, 1d6 to 1d8 and 1d8 to 1d10, +25 for each upgrade
Area: Instead of only affect a single target, when triggered the traps targets all adventurers. +50 to trap cost.
Delay mechanism: Traps are triggered by characters in the Middle and Back Row: +20 to trap cost.
Reusable: Through either complex mechanisms or magic the trap is self-repairing. Five rounds after it is first triggered it can be activated again. +50 to trap cost.
Trap Refinement: Increase the Difficulty of the Trap from Basic to Difficult (70% activation rate, reduced by Speed), +50 to trap cost.
Status damage: Has a high chance to inflict a status effect of choice for three turns. +30 to Trap Cost
Entrapping: The mechanism immobilizes or grapples Adventurers. In addition to other effects, anyone caught in this trap is unable to move for 2 turns. +40 to cost.
Damaging: Whether arrows shot through holes in the walls, or a giant boulder, the trap is designed to hurt people. If it hits, the trap deals 1d4 damage. +25 to trap cost. Upgrade Damage from 1d4 to 1d6, 1d6 to 1d8 and 1d8 to 1d10, +25 for each upgrade
Area: Instead of only affect a single target, when triggered the traps targets all adventurers. +50 to trap cost.
Delay mechanism: Traps are triggered by characters in the Middle and Back Row: +20 to trap cost.
Reusable: Through either complex mechanisms or magic the trap is self-repairing. Five rounds after it is first triggered it can be activated again. +50 to trap cost.
Trap Refinement: Increase the Difficulty of the Trap from Basic to Difficult (70% activation rate, reduced by Speed), +50 to trap cost.
Status damage: Has a high chance to inflict a status effect of choice for three turns. +30 to Trap Cost
Rooms
Spoiler (click to show/hide):
All Monster Dungeons consist of a series of rooms. The Monster Masters choose the rooms as well as their arrangement. You can purchase rooms, place traps and minions using points. Each room can have different effects and provide different benefits to both Monster Masters and Adventurers. You can also suggest your own rooms which I’ll give a cost to it . You can place a maximum of 5 Minions in a single room
Here are some Basic Room Types
Plain Room: Just an average room that serves various purposes. Costs 40 Points per room
Trap room: Can’t place monsters here but can place up to three traps. Each Trap in this room has a 10% greater chance to activate. Costs 60 Points per room
Arena: Larger than average rooms. These rooms can’t house traps but can hold a greater number of Minions (Maximum of 8). Cost 60 Points per room
Mess Hall: A place for your Minions to eat. All Minions in the room gain +2 Health. Does not stack. Cost 60 Points per room
Armory: Houses many of your Minion’s Weapons and armor. All Minions in room gain +1 Attack and Defense. Cost 60 Points per room
Altar: A place for Minions to worship the Monster Master. If Minions are in this room, the Monster Master gain +1 to three stats. Cost 80 Points per room
Ritual Room: A room most commonly used for magic rituals. All Minions in the room gain +2 Magic. Cost 60 Points per room
Breeding Pit: A room devoted spawning Minions. Can’t House Traps. Reduce the cost of placing minions by 10. Cost 80 Points per room, doesn’t stack.
Workshop: A room devoted to crafting Traps. Can only house three monsters. Reduce the Cost of traps by 10. Cost 80 Points per room, doesn’t stack.
All Monster Dungeons consist of a series of rooms. The Monster Masters choose the rooms as well as their arrangement. You can purchase rooms, place traps and minions using points. Each room can have different effects and provide different benefits to both Monster Masters and Adventurers. You can also suggest your own rooms which I’ll give a cost to it . You can place a maximum of 5 Minions in a single room
Here are some Basic Room Types
Plain Room: Just an average room that serves various purposes. Costs 40 Points per room
Trap room: Can’t place monsters here but can place up to three traps. Each Trap in this room has a 10% greater chance to activate. Costs 60 Points per room
Arena: Larger than average rooms. These rooms can’t house traps but can hold a greater number of Minions (Maximum of 8). Cost 60 Points per room
Mess Hall: A place for your Minions to eat. All Minions in the room gain +2 Health. Does not stack. Cost 60 Points per room
Armory: Houses many of your Minion’s Weapons and armor. All Minions in room gain +1 Attack and Defense. Cost 60 Points per room
Altar: A place for Minions to worship the Monster Master. If Minions are in this room, the Monster Master gain +1 to three stats. Cost 80 Points per room
Ritual Room: A room most commonly used for magic rituals. All Minions in the room gain +2 Magic. Cost 60 Points per room
Breeding Pit: A room devoted spawning Minions. Can’t House Traps. Reduce the cost of placing minions by 10. Cost 80 Points per room, doesn’t stack.
Workshop: A room devoted to crafting Traps. Can only house three monsters. Reduce the Cost of traps by 10. Cost 80 Points per room, doesn’t stack.
Bonus Points
Spoiler (click to show/hide):
There may be elements in your dungeon that actually aid would-be adventurers that enter your dungeon. If you add elements like this to your dungeon, you will gain points to use for Minions, Traps and abilities. Listed below are some options but you can suggest your own.
Treasure Box: Each treasure box Can hold 10 to 100 Gold. Gain 1 point for every gold piece offered. Max 500 Gold
Traveling Merchant: Sometimes adventurous merchants will travel into dungeons to find new items to sell. Will offer adventurers items for gold, gain 150 points
Healing Herbs: Can be found by adventurers that explore the Dungeon. Green Herbs restore 5 HP to an adventurer and grant 25 Points per plant. Red Herbs Restore 8 HP and grant 40 Points per plant
There may be elements in your dungeon that actually aid would-be adventurers that enter your dungeon. If you add elements like this to your dungeon, you will gain points to use for Minions, Traps and abilities. Listed below are some options but you can suggest your own.
Treasure Box: Each treasure box Can hold 10 to 100 Gold. Gain 1 point for every gold piece offered. Max 500 Gold
Traveling Merchant: Sometimes adventurous merchants will travel into dungeons to find new items to sell. Will offer adventurers items for gold, gain 150 points
Healing Herbs: Can be found by adventurers that explore the Dungeon. Green Herbs restore 5 HP to an adventurer and grant 25 Points per plant. Red Herbs Restore 8 HP and grant 40 Points per plant
Adventurers: Class and Character Sheets
Character Sheet
Spoiler (click to show/hide):
Character name:
Age: (18+ or equivalent!)
Race:
Class: (Pick from the ones below!)
Appearance: (Picture or text, either work.)
Background:
Skills: Can choose one class skill and a handful of other skills. Have 5 Skill points to spend
Gold: 0 (Used to buy upgrades and skills.)
Basic Attack: Based on Class
Kinks:
Turn-Offs
Base Stats:
Health: 15
Can use a maximum of 40 Points, Maximum 20 for a stat
Attack: 5
Magic: 5
Defense: 5
Skill: 5
Speed: 5
Character name:
Age: (18+ or equivalent!)
Race:
Class: (Pick from the ones below!)
Appearance: (Picture or text, either work.)
Background:
Skills: Can choose one class skill and a handful of other skills. Have 5 Skill points to spend
Gold: 0 (Used to buy upgrades and skills.)
Basic Attack: Based on Class
Kinks:
Turn-Offs
Base Stats:
Health: 15
Can use a maximum of 40 Points, Maximum 20 for a stat
Attack: 5
Magic: 5
Defense: 5
Skill: 5
Speed: 5
Classes
Melee classes:
Spoiler (click to show/hide):
Fighter: A well balanced warrior adept with any kind of weaponry or armor. +5 HP
Basic Attack: 1d6 Physical damage, Accuracy: 18,
Knight: Heavy duty wear, much weaker attacks than either the Fighter or the Duelist, but much better defense than either of them. +8 HP, + 1 Defense
Basic Attack: 1d4 Physical damage, Accuracy: 16,
Duelist: Heavy damage in a frailer form, good with swords and other light weapons.
Basic Attack: 1d10 Physical damage, Accuracy: 16, 5% Critical Chance
Fighter: A well balanced warrior adept with any kind of weaponry or armor. +5 HP
Basic Attack: 1d6 Physical damage, Accuracy: 18,
Knight: Heavy duty wear, much weaker attacks than either the Fighter or the Duelist, but much better defense than either of them. +8 HP, + 1 Defense
Basic Attack: 1d4 Physical damage, Accuracy: 16,
Duelist: Heavy damage in a frailer form, good with swords and other light weapons.
Basic Attack: 1d10 Physical damage, Accuracy: 16, 5% Critical Chance
Ranged classes:
Spoiler (click to show/hide):
All ranged classes have a limited ammo supply. It can be replenished via a dice roll after combat, returning a percent of their missing ammo back to them.
Archer: Generic Ranged, can wield a basic ranged weapon of choice plus a light, close ranged weapon of choice. Good accuracy and damage, but no special attributes. Carries 100 shots. +2 HP
Ranged Attack: 1d6 Physical Damage, Accuracy: 18
Melee Attack: 1d4 Physical Damage, Accuracy: 14
Barbarian: A brute that throws things like axes, spears, and more to damage opponents. Less accurate, but certainly more damaging than the Archer. Also half-decent at melee combat due to the nature of their weapons. Carries 50 shots. +4 HP
Ranged Attack: 1d8 Physical Damage, Accuracy: 14
Melee Attack: 1d6 Physical Damage, Accuracy: 12
Sniper: Only Uses ranged weapons, but incredibly accurate over long distances. Specialize at attacking an enemy’s weak point. +1 Skill . Carries 200 shots.
Ranged Attack: 1d6 Physical Damage, Accuracy: 17, 5% Critical Chance
All ranged classes have a limited ammo supply. It can be replenished via a dice roll after combat, returning a percent of their missing ammo back to them.
Archer: Generic Ranged, can wield a basic ranged weapon of choice plus a light, close ranged weapon of choice. Good accuracy and damage, but no special attributes. Carries 100 shots. +2 HP
Ranged Attack: 1d6 Physical Damage, Accuracy: 18
Melee Attack: 1d4 Physical Damage, Accuracy: 14
Barbarian: A brute that throws things like axes, spears, and more to damage opponents. Less accurate, but certainly more damaging than the Archer. Also half-decent at melee combat due to the nature of their weapons. Carries 50 shots. +4 HP
Ranged Attack: 1d8 Physical Damage, Accuracy: 14
Melee Attack: 1d6 Physical Damage, Accuracy: 12
Sniper: Only Uses ranged weapons, but incredibly accurate over long distances. Specialize at attacking an enemy’s weak point. +1 Skill . Carries 200 shots.
Ranged Attack: 1d6 Physical Damage, Accuracy: 17, 5% Critical Chance
Magic Classes:
Spoiler (click to show/hide):
Magic Classes have a limited number of powerful spells they can cast, so they need to be rationed wisely.
Mage: A well versed magician that can call on the elemental forces of the world. Usually specialize in a certain element which they use to cast spells.
Spellcasting (Magic Bolt): 1d8 Magical damage, Accuracy: 18 with 40 casts available.
Cleric: Pious members of the church who seek aid adventurers with their holy magic.
Spellcasting (Heal): Restore HP equal to player’s magic, 15 Casts
Spellcasting (Smite) 1d4 Magical Damage, Accuracy: 16. 30 Casts
Warlock: Magicians who use an extremely risky form of dark magic. Sacrifice their health to increase their magical prowess. – 3 HP
Spellcasting (Dark Bolt): 1d12 base damage, Accuracy: 14, 10% Critical Hit 30 casts Available
Magic Classes have a limited number of powerful spells they can cast, so they need to be rationed wisely.
Mage: A well versed magician that can call on the elemental forces of the world. Usually specialize in a certain element which they use to cast spells.
Spellcasting (Magic Bolt): 1d8 Magical damage, Accuracy: 18 with 40 casts available.
Cleric: Pious members of the church who seek aid adventurers with their holy magic.
Spellcasting (Heal): Restore HP equal to player’s magic, 15 Casts
Spellcasting (Smite) 1d4 Magical Damage, Accuracy: 16. 30 Casts
Warlock: Magicians who use an extremely risky form of dark magic. Sacrifice their health to increase their magical prowess. – 3 HP
Spellcasting (Dark Bolt): 1d12 base damage, Accuracy: 14, 10% Critical Hit 30 casts Available
Melee Skills:
Spoiler (click to show/hide):
Bravery: 1 Point cost. When fighting on the front line, melee attacks deal +1 damage.
Focus: 1 point cost. Choosing a specific opponent to battle, gain +1 damage and + 1 Accuracy to that enemy. Against all other enemies, Take 1 point of additional damage and lose 1 point of evasion
Survivor: 1 point cost. Your constant battles with monsters of various kinds give you 5 extra hit points.
Specials:
Fighting Fury: Fighter Special. 2 point cost. Whenever you are below half HP, you gain 25% Critical Chance against all enemies, Risky, but can pay off big time.
Parry: Fighter Special. 2 Points. Whenever you’re attack by a physical melee attack, have a 30% chance to perform a 1d4 counter attack. Counter Attack chance increased by Skill
Bunker Down: Knight Special. 2 point cost. You gain +5 to Defense against Physical and Magical damage whenever you refrain from moving the turn before.
Shield Bash: Knight Special. 2 point cost. Perform an attack that does no damage but stuns an enemy. 25% Chance to work on Monster Masters. 15 Charges
Rapid assault: Duelist Special. 2 point cost. When you perform Rapid Assault, perform a second physical attack (1d6 Physical damage, Accuracy: 16, 10 Charges per Dungeon)
Reckless Lunge: Duelist Special. 2 Point cost. Perform an attack strikes first and does Max Die roll Damage but reduces your defense and speed by half that turn.
Bravery: 1 Point cost. When fighting on the front line, melee attacks deal +1 damage.
Focus: 1 point cost. Choosing a specific opponent to battle, gain +1 damage and + 1 Accuracy to that enemy. Against all other enemies, Take 1 point of additional damage and lose 1 point of evasion
Survivor: 1 point cost. Your constant battles with monsters of various kinds give you 5 extra hit points.
Specials:
Fighting Fury: Fighter Special. 2 point cost. Whenever you are below half HP, you gain 25% Critical Chance against all enemies, Risky, but can pay off big time.
Parry: Fighter Special. 2 Points. Whenever you’re attack by a physical melee attack, have a 30% chance to perform a 1d4 counter attack. Counter Attack chance increased by Skill
Bunker Down: Knight Special. 2 point cost. You gain +5 to Defense against Physical and Magical damage whenever you refrain from moving the turn before.
Shield Bash: Knight Special. 2 point cost. Perform an attack that does no damage but stuns an enemy. 25% Chance to work on Monster Masters. 15 Charges
Rapid assault: Duelist Special. 2 point cost. When you perform Rapid Assault, perform a second physical attack (1d6 Physical damage, Accuracy: 16, 10 Charges per Dungeon)
Reckless Lunge: Duelist Special. 2 Point cost. Perform an attack strikes first and does Max Die roll Damage but reduces your defense and speed by half that turn.
Ranged Skills:
Spoiler (click to show/hide):
Rapid Recovery: 1 point cost. Whenever you miss a target, you can attack again with a -2 Accuracy penalty to the Accuracy roll. Does not proc when you manage to hit but deal no damage. Penalty increases by -2 with every miss.
Resupply: 1 point cost. Whenever you're in a battle and run out of ammo, you can roll each turn to try and recover some of your ammunition. Ammunition also always fully resupplies between rooms.
Keen eye: 1 point cost. Gain + 1 accuracy to your ranged attacks.
Specials:
Wild Hunt: Archer special. 2 point cost. Gains a wild animal companion of choice to assist in close combat. (10 HP, 1d6 Physical damage, Accuracy: 15 + One skill of your creation)
Coated Arrow: Archer Special. 2 Point Cost. Gain the ability to coat your arrows with poison (Poisons on Hit) or tranquilizer (50% chance to inflict Sleep on Minions, 10% chance on Monster Masters), 20 Coatings per dungeon run
Brutality: Barbarian special. 2 point cost. Throw or swing your weapon with all your might! On Hit reduce your enemy’s defense by 1, Stacks 3 times
Berserker: Barbarian special. 2 point cost. Enter a frenzied state for three turns. Ranged Attacks use twice the ammunition but deal 1d10 Physical Damage with a 15% Critical Chance. Melee Attacks deal 1d12 Physical Damage with a 15% Critical Chance but
Eagle Aim: Sniper special. 2 point cost. Target a specific body part to limit an enemy’s movement. Reduce your attack’s accuracy by 6
Target Arm: Cut Enemy Skill by Half
Target Leg: Cut Enemy Speed by Half,
Target Head: 1% Chance to Instant Kill, +3 Damage
Lock-On: Sniper special. 2 point cost. Take one turn to line up your shot. Next turn your attack is guaranteed to hit.
Rapid Recovery: 1 point cost. Whenever you miss a target, you can attack again with a -2 Accuracy penalty to the Accuracy roll. Does not proc when you manage to hit but deal no damage. Penalty increases by -2 with every miss.
Resupply: 1 point cost. Whenever you're in a battle and run out of ammo, you can roll each turn to try and recover some of your ammunition. Ammunition also always fully resupplies between rooms.
Keen eye: 1 point cost. Gain + 1 accuracy to your ranged attacks.
Specials:
Wild Hunt: Archer special. 2 point cost. Gains a wild animal companion of choice to assist in close combat. (10 HP, 1d6 Physical damage, Accuracy: 15 + One skill of your creation)
Coated Arrow: Archer Special. 2 Point Cost. Gain the ability to coat your arrows with poison (Poisons on Hit) or tranquilizer (50% chance to inflict Sleep on Minions, 10% chance on Monster Masters), 20 Coatings per dungeon run
Brutality: Barbarian special. 2 point cost. Throw or swing your weapon with all your might! On Hit reduce your enemy’s defense by 1, Stacks 3 times
Berserker: Barbarian special. 2 point cost. Enter a frenzied state for three turns. Ranged Attacks use twice the ammunition but deal 1d10 Physical Damage with a 15% Critical Chance. Melee Attacks deal 1d12 Physical Damage with a 15% Critical Chance but
Eagle Aim: Sniper special. 2 point cost. Target a specific body part to limit an enemy’s movement. Reduce your attack’s accuracy by 6
Target Arm: Cut Enemy Skill by Half
Target Leg: Cut Enemy Speed by Half,
Target Head: 1% Chance to Instant Kill, +3 Damage
Lock-On: Sniper special. 2 point cost. Take one turn to line up your shot. Next turn your attack is guaranteed to hit.
Magic Skills:
Spoiler (click to show/hide):
Energy pool: 1 skill point. Gain +10 casts of spell of your choice.
Alternate Spell: 1 skill point. Gain a (GM approved!) spell, for use later. Spell casts depend on type of spell.
Potency: 1 skill point. Upgrades a spell to add a new effect. Talk to your friendly local GM for advice, here.
Specials:
Ebb and flow: Mage special. 2 point cost. Your spells move on a cycle, and when the tide is "high" (You have the bonus) you don't use spell casts whenever you attack. When the tide is Low (You don't have the bonus) you use double the casts. Runs on a three turn cycle for each stage.
Elemental Endowment; Mage special. 2 point cost. Endow an ally with elemental energy for three turns. The benefits depend on the element, 15 Casts, Each ally can only receive one buff at a time.
Fire: +1d4 Damage
Water: Skill x1.5
Wind: Speed x1.5
Earth: +8 HP,
Holy Savior: Cleric special. 2 point cost. Revives a fallen party member. 5 casts worth.
Blessing: Cleric special. 2 point cost. Fill your allies with Holy energy, increasing their stats by 2 for three turns. 10 Charges
Summoning: Warlock Special. 2 Point cost. Call forth a Demon familiar to assist you from long range (10 HP, 1d6 Magic damage, Accuracy: 15 + One skill of your creation)
Sacrifice: Warlock Special. 2 Point cost. Reduce your Max HP or an ally’s by 2, Dark Bolt will Curse Minions and reduce a Monster Master’s stats by 2.
Energy pool: 1 skill point. Gain +10 casts of spell of your choice.
Alternate Spell: 1 skill point. Gain a (GM approved!) spell, for use later. Spell casts depend on type of spell.
Potency: 1 skill point. Upgrades a spell to add a new effect. Talk to your friendly local GM for advice, here.
Specials:
Ebb and flow: Mage special. 2 point cost. Your spells move on a cycle, and when the tide is "high" (You have the bonus) you don't use spell casts whenever you attack. When the tide is Low (You don't have the bonus) you use double the casts. Runs on a three turn cycle for each stage.
Elemental Endowment; Mage special. 2 point cost. Endow an ally with elemental energy for three turns. The benefits depend on the element, 15 Casts, Each ally can only receive one buff at a time.
Fire: +1d4 Damage
Water: Skill x1.5
Wind: Speed x1.5
Earth: +8 HP,
Holy Savior: Cleric special. 2 point cost. Revives a fallen party member. 5 casts worth.
Blessing: Cleric special. 2 point cost. Fill your allies with Holy energy, increasing their stats by 2 for three turns. 10 Charges
Summoning: Warlock Special. 2 Point cost. Call forth a Demon familiar to assist you from long range (10 HP, 1d6 Magic damage, Accuracy: 15 + One skill of your creation)
Sacrifice: Warlock Special. 2 Point cost. Reduce your Max HP or an ally’s by 2, Dark Bolt will Curse Minions and reduce a Monster Master’s stats by 2.
Specialist Skills (Can Be chosen by any class):
Spoiler (click to show/hide):
Trap master: 2 Point Cost; Gain the ability to detect traps when entering a room (50% Chance, increased by Skill) and grants the ability to disarm them (40% Chance, Increased by Speed and Skill)
Keep Calm: 2 point cost. If you set off an as-yet undiscovered trap, you get to roll to try and disarm it with a 40% chance to succeed (Increased by Skill). Successfully disarming it will prevent the trap from doing anything to you.
Monster Hunter: 2 Point Cost; Gain +1d4 damage to Minions and +5% Critical Chance to Monster Masters, Can carry Flash bombs (60% Chance to inflict stun on Minions, 5 Charges)
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Marked: 2 point cost. At the start of a Room, you gain 1 cast of ‘Marked Target’, Using it on an opponent will make all damage you do against that monster and others of its type use a 1d20 for damage, instead of a 1d10. For Monster Masters, gain +1d6.
Bounty Hunter: 2 Point Cost, Increase the bounty received from monsters by x2
Special Targets: 2 point cost. Upon entering a room with monsters, a random monster becomes a Special target. Special Targets grant 5 times the bounty when killed
Trap master: 2 Point Cost; Gain the ability to detect traps when entering a room (50% Chance, increased by Skill) and grants the ability to disarm them (40% Chance, Increased by Speed and Skill)
Keep Calm: 2 point cost. If you set off an as-yet undiscovered trap, you get to roll to try and disarm it with a 40% chance to succeed (Increased by Skill). Successfully disarming it will prevent the trap from doing anything to you.
Monster Hunter: 2 Point Cost; Gain +1d4 damage to Minions and +5% Critical Chance to Monster Masters, Can carry Flash bombs (60% Chance to inflict stun on Minions, 5 Charges)
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Marked: 2 point cost. At the start of a Room, you gain 1 cast of ‘Marked Target’, Using it on an opponent will make all damage you do against that monster and others of its type use a 1d20 for damage, instead of a 1d10. For Monster Masters, gain +1d6.
Bounty Hunter: 2 Point Cost, Increase the bounty received from monsters by x2
Special Targets: 2 point cost. Upon entering a room with monsters, a random monster becomes a Special target. Special Targets grant 5 times the bounty when killed