Page 1 of 2

Dungeons of Rondo (8/8 Spots Filled)

PostPosted: Sat Nov 16, 2019 7:43 pm
by Mark3000
Background

The Kingdom of Rondo is a land in crisis. Strange structures known as Aegis Towers have been rising from the ground. When these towers rise, they corrupt the area around them summoning fiends and other monstrosities. These towers draw in life force from the victims in the surrounding area until they reach critical mass. Once they do, the tower collapses in on itself to form an Abyss. From an Abyss, an untold number of demons can arise and the corrupting force spreads even further.

These towers don’t just drain energy from Rondo, but from other dimensions. One dimension is similar to our own. The city of Metrotopia has been plagued recently by strange occurrences. Disappearances, sudden mass fainting spells, building collapses and natural disasters. One strange phenomena caused by a newly formed tower drew in people from this modern realm into the tower’s strange dungeon. But they aren’t sent unarmed, but instead transformed into heroes to fight back against this ever widening tide. Eventually heroes from both worlds began to congregate in a guild hall / Downtown Bar called the Fantastique to set out and explore these dangerous labyrinths.

Premise

Rondo and Metrotopia are connected via the towers. When one appears in Rondo it creates a temporary bridge that allows creatures from that world to grab people from Metrotopia. They also serve to drain the energy from anyone in those connection points.
The worlds are also connected by a Bar called the Fantastique which allows your characters to travel to and from there. Everyone going to and from Rondo were already transported there once and managed to escape. They were gathered by the barkeep, Marisa at the Fantastique to keep these anomalies from swallowing their world. People may go out of a sense of duty or a sense of adventure but all of them are working towards the same goal.

Active Sheet: https://docs.google.com/document/d/1O5L ... sp=sharing

Stats and System
Spoiler (click to show/hide):

HP: Health Points (Class Dependent)
STA: Stamina (Base value: 20)
Accuracy (Class Dependent)

Strength: Character’s Physical Ability
Constitution: Character's Physical Resilience
Intelligence: Character’s aptitude for magic and knowledge
Wisdom: Character’s resistance to magic
Dexterity: Character’s Perception
Agility: Character’s Speed and Mobility
Charisma: Character's Interactions with others

All Stats Start at 1, you have 14 Points to Distribute to a max of 5. One Point grants Two Points of Stamina (Max 30), One Point grants One Point of HP

Combat
Spoiler (click to show/hide):

Accuracy and Critical Hits

All Characters have a Base Accuracy between 6-14 depending on the class and their skills.

True Accuracy: Base Accuracy + Attacker’s Hit Chance (Dexterity+Modifiers) - Target’s Dodge (Agility + Modifiers)

A d20 is rolled to see if the attack hits.
If the Accuracy Roll< True Accuracy, The attack hits (Full Damage)
If the Accuracy Roll = True Accuracy, The attack is a Glancing Blow (Deal 50% Damage)

All characters can also accumulate Critical Chance. When a character’s attack has critical chance roll a d100 to see if a Critical Hit is Scored. When an attack Critical Hits, it deals x2 damage.

Damage
Spoiler (click to show/hide):

All weapons and spells have a base might and a dice value (i.e: 4 +1d4), The final value is called Weapon Might.

Final Damage = Weapon Might + Offensive Stat - Defensive Stat + Multipliers

When in battle, each player can perform Two actions per turn:

Using an Item
Attack an Enemy
Use a combat skill
Guard (Reduce Damage by 75 %, Consumes 1 STA)
Moving to the Front Row (One Action), Back Row (Consumes Two actions, Restores 2 STA)
Run Away (Requires an Agility Roll, Consumes Two Actions)

Stamina is used both in Battle and Exploration. Combat Skills all require 1 point of Stamina while Adventuring Skills can use varying amounts of Stamina. Characters regain Stamina from Items, traveling a dungeon or resting.

Exploration
Spoiler (click to show/hide):

Players can lead parties of up to four people including themselves through a dungeon. These parties can be set up into Formations with characters making up the front and back row.

Front: More likely to be attacked, Attacks from the Front Row take priority over Back Row attacks
Back: Least likely to be attacked, Melee attacks deal 75% Damage

You can freely move between the front and back row when out of combat. But in combat this kind of movement consumes an action. Also if all the characters or enemies in the front row are moved to the back row, the opposing party advances turning the back row into the front row.

Each dungeon is broken up into rooms that contain various monsters, traps and puzzles designed to inhibit your group. These obstacles can be overcome with the appropriate skill roll.

Skill Rolls
Spoiler (click to show/hide):

Skill Rolls are decided with a d20 and are assigned a Skill Value from 1 to 19 depending on the difficulty of the action. To succeed, you need to roll below or equal to the Skill Value. The Skill Value can be increased via the corresponding stat or with Adventuring Skill. All Adventuring Skills use 1 point of Stamina, but an additional point of Stamina can be used increase the Skill Value by 1 (Up to 5)

When making a skill check against another player of enemy, the GM sets the base Skill Value at their discretion and the player’s and Enemy’s Stats are used to increase or decrease the Skill Value. If the player succeeds they perform their action as normal. However, if they fail, the enemy gets to make a Reaction. This can be in the form of combat or a different Skill Check. If they respond by initiating combat, the enemy will get initiative that first turn. If it’s a Skill Check they gain +2 to their Skill Value.

The Monsters that Inhabit the various dungeons all behave differently and those require different approaches.

Passive: Monsters like this don’t engage players at all unless provoked

Aggro on Sight: The minute these enemies see you, they will engage. Can be avoided with stealth

Aggro on Proximity: These enemies will only attack if you enter their space.

Lying in Wait: These enemies lay in hiding, waiting to attack at any moment. Require a specific skill to find them.

Status Effects (User’s Stat Vs Target’s Stat)
Spoiler (click to show/hide):

Poison (Int vs Wis) : Target Loses a certain amount of HP each turn (Varies depending on weapon)

Bind (STR vs CON): Target can’t change position or use offensive abilities. Can be escaped with a Resistance Roll. Starts at a Skill Value of 10 and increases by 2 for every failed roll

Stun: (Str or Int Vs Con): Target loses a turn, Dodge reduced by half for that turn.

Confusion: (Int Vs Wis): Character has a 25% To attack a random ally or enemy, 25% to do nothing, and a 25% chance to hurt themselves

Burn: (Int Vs Con): Take 1 HP damage for three turns, Reduces Constitution by 1

Bleed: (Str Vs Con) Deals damage based on the weapon dice’s highest value over three turns

Shocked: (Str vs Wis): Target loses their turn, can’t be inflicted two turns in a row.

Paralyzed: (Int vs. Wis): 33% chance the target won’t be able to act.

Blind (Int Vs Wis):Reduce Target’s base Accuracy by half.

Fatigue: All stats reduced by half, Occurs if STA reaches 0

Loot, Armor & Progression
Spoiler (click to show/hide):

Characters can gain EXP, Gold and Items as they explore the various dungeons

EXP is used to upgrade and learn new Combat Skills and Adventuring Skills. Each player earns a pool of EXP that they can spend on themselves or their allies.

Gold is used to upgrade weapons and armor. Every character has a unique weapon and three pieces of armor. A character can have a Chest Piece, Leg Piece and Accessory. Gold can also be used to purchase new armor pieces

Various items can also be found in these dungeons. You can find restorative items, upgrade items and interesting curios

Stats can be upgraded by Spending EXP, Buying training sessions with Gold or using unique Items found in the Dungeons.



Weapons Tree
Spoiler (click to show/hide):

All players start out with a single weapon of their choosing which does a set amount of damage to start out with:

Standard (I.E Straight Swords, Spears): 1+1d4
Heavy (I.E Great Sword, Axe): 2 + 1d6, -2 Dodge
Exotic (I.E Daggers, Whips): 1 + 1d3, +1 Dodge

Melee weapons use Strength, Ranged and Exotic Weapons use Dexterity. Magic Weapons have two damage rolls, one for physical damage (1+1d3) and magical damage (1+1d4). If a Weapon had both Melee and Range Capabilities, you have to choose whether it is primarily a melee or range weapon. The Primary attribute does 1+1d4 Damage while the secondary attribute does 1d3 Damage.

Once your base weapon is set, choose three upgrade paths for your weapon. These Upgrade paths include:

-Inflict a Status Effect (Increased chance with each upgrade.)
-Greater then normal damage increase with each other upgrade.
-Buff two base stats with each upgrade
-Increase Critical Chance dramatically per upgrade for an Accuracy Penalty
-A Temporay Boost that applies on hit or after a condition is satisfied.
Each weapon can be upgraded 5 times. So you can max out one path or spread the upgrades along all three paths.


Party Formation
Spoiler (click to show/hide):

Before entering a dungeon, you can form a party of at Most four people. These parties can be made of other players or NPCs recruited from the Fantastique Bar on either the Rondo or Metrotopia side. You can also recruit wondering or rescued adventurers to your party while adventuring. You can recruit members with a charisma check or fufilling some job for them.

Incapacitation and Party Loss
Spoiler (click to show/hide):

If you and your party are defeated in a dungeon, your character's won’t die (Unless you do something especially stupid or detriental to the RP as a whole). Dying will respawn you in the Fantastique. Your party will lose half the gold and Items they gained. There is also a chance that you will lose you party members to the dungeon. If you return, you can attempt to rescue them. They will retain any skills they learned, however, they will be practically naked and will need to be re-equipped from scratch.

Adventurer Skills
Spoiler (click to show/hide):

All players and adventurers have a set of Adventure Skills they can use outside of combat. These skills vary from each adventurer. These Adventurer Skills consume 1 Stamina or STA unless otherwise stated. These include scouting future rooms, getting pre-emptive attacks, gathering items etc.

Skill List:
Lookout (DEX): When in the Front Row, you make an automatic check for enemies Lying in Wait. Gain +1/+2/+3/+4/+5 to that Perception Check

Trapmaster(WIS): Gain the ability to search for and remove traps. Gain +1/+2/+3/+4/+5 to checks for searching or disarming traps.

Smooth Talker(CHA): Gain +1/+2/+3/+4/+5 to charisma rolls involving sentient beings

Botanist (WIS): Gain the ability to Identify and collect useful plants. Gain +1/+2/+3/+4/+5 when performing search rolls for plants

Prospector(WIS): Gain the ability to extract Rocks and Minerals (Requires Pickaxe). Gain +1/+2/+3/+4/+5 when performing search rolls for minerals

Culinarian (WIS): Gain the ability to cook food while resting, requires ingredients. Gain +1/+2/+3/+4/+5 when attempting cooking checks

Acrobatics (AGI): Gain +1/+2/+3/+4/+5 when attempting an Acrobatics check

Brawny (STR): Gain +1/+2/+3/+4/+5 when attempting STR checks to move heavy items

Field Nurse (INT): When out of battle, restore +3/+4/+5+6/+7 when using healing items on other

Sexual Healing (CHA): When resting, gain the ability to restore an allies HP by 1+1d4 and Stamina by 2. Increase amount of HP and Stamina restored with each additional Level.

Peaceful Melody (CHA): When resting, play a melody that calms the entire party. Restores 1d4 Stamina, party gains + 1 Dexterity.

Scouting (AGI):Scout ahead and discover any items in one of the next rooms. A failed roll will result in the character being spotted.

Weapon Maintenance: When resting, perform maintenance on your party’s weapons. Gain +1d4 Damage for the next three rooms.

Armor Maintenance: When resting, perform maintenance on your party’s armor. Reduce damage taken by 2 for the next three rooms.

Divination (WIS): Using your preferred method of divination to predict your party’s fortune. Roll a d20 +1/+2/+3/+4/+5 for yourself and your allies. That dice will replace there next D20 roll in 1d3 turns.

Holy Ritual (2 Stamina): Bless your party with a prayer. Your party recovers 1+1d4 HP when entering a new room and gain +1 to skill rolls for the next five rooms.

Profane Ritual (2 Stamina): Call upon a foul god to strengthen your party. Your party gains +10 Critical Hit and enemies take -1 when making skill rolls against the party for the next five rooms.

Archaeology (INT): Gain the ability to decipher ancient languages. Gain +1/+2/+3/+4/+5 to Dungeoneering Rolls

Natural Born Leader (2 Stamina): Must be in the Front. During the next battle, gain the first attack even in a surprise attack. Grant +1/+2/+3/+4/+5 Accuracy to the user and their allies

Bulwark Construction (2 Stamina): When entering a room, construct a bulwark with +3/+5/+7/+9/+11 HP. Prevents melee attacks from the enemy. Reduces the chance of an attack while resting by 5%/10%/15%/20%/25%

Animal Companion: Summon a small companion to guide you through the dungeon. Gain +1/+2/+3/+4/+5 the perception rolls. For +1 Stamina, your companion will aid you in battle adding +2/+3/+4/+5/+6 to you damage rolls

Beastmaster (CHA, 3 Stamina): Gain the ability to tame certain beasts in Dungeon after a battle. These beasts and aid in Skill Checks and will attack with the beastmaster. Commanding these beasts requires 1 Stamina per command.


Character Sheet

Character Name:

Appearance (Metrotopia)

Appearance (Rondo)

Background

Class: https://docs.google.com/document/d/1ZNa ... sp=sharing ; https://docs.google.com/spreadsheets/d/ ... sp=sharing

HP: Health Points (Class Dependent)
STA: Stamina (Base value: 20)
Accuracy (Class Dependent)

Strength: 1
Constitution: 1
Intelligence: 1
Wisdom: 1
Dexterity: 1
Agility: 1
Charisma: 1

14 Points to distribute to a max of 5. One Point grants Two Points of Stamina (Max 30), One Point grants One Point of HP

Combat Skills (Pick Four Skills)

Adventuring Skills (Pick Four Skills)

Weapon: (Name and Description of your Weapon)
Weapon Tree: Pick three specialization.
Chest Piece:
Leg Piece:
Accessory:

Discord: https://discord.gg/8cgtjW8

Re: Dungeons of Rondo

PostPosted: Sat Nov 16, 2019 9:10 pm
by RandomRoninKitten
Character Sheet

Spoiler (click to show/hide):

Character Name: Aurelia Yarwick

Appearance Metropia: X

Appearance Brawndo: X

Background: Aurelia Yarwick was born to the Yarwick family after Argenta. Immediately following her birth, she was treated extremely well, not only by her parents, but also by Argenta, who protected her from threats such as bullies and animals. She had great admiration for her sister for most of her life, valuing her even more than she did her parents to some degree. This sort of treatment caused Aurelia to develop Fairy Tail-esque view of the world, believing that if you're nice and honest, things will usually work out, and that things can usually be sorted out by sitting down and discussing your grievances over a nice meal. As such, Aurelia decided that her future career should be that of a Nurse, so that she can help others when they needed it the most.

When her little brother, Bel, was born, Aurelia was overjoyed. This gave her the chance to be as great of a big sister as Argenta had been to her, and she immediately sought to extend her great relationship with Argenta to Bel. She spent large amounts of time with both of them, as much as she could. Eventually, though, Aurelia's parents would suddenly stop coming home. While she was old enough to understand what this could mean, given their sudden disappearances and the nature of the portals, Aurelia remained convinced that her parents were completely fine, just maybe lost.

With her parents now gone, Aurelia got herself a job at a cafe to help her family stay afloat. This, of course, was in addition to going to college to become a nurse. While in college and at work, Aurelia made large numbers of friends due to her sweet, caring, and agreeable personality, and she started spending most of her time that wasn't at work or college with her new friends, partly due to her sister's increasingly distant behavior.

Every day, however, the thought of her missing parents would gnaw at the back of her mind, regardless of how much she tried to distract herself by spending time with her various friends. Naturally, this meant that when she offered an opportunity to explore the world that they had been sucked into, while also making more money, Aurelia couldn't ignore it.

Class: Bard

HP: 10(+1)
STA: 20
Accuracy: 14

Strength: 1
Constitution: 1
Intelligence: 1(+2)
Wisdom: 1(+1)
Dexterity: 1(+4)
Agility: 1(+2)
Charisma: 1(+4)

14 Points to distribute to a max of 5. One Point grants Two Points of Stamina (Max 30), One Point grants One Point of HP

Combat Skills:
Soothing Melody: Restore Party’s HP for three turns.

Disruptive Discord: Attempt to inflict Confusion on Enemies for three turns.

Rallying Anthem: Increase Party’s Attack and Accuracy. If used at the start of battle or after an enemy or ally is defeated, Grants Critical Chance for two turns.

Sound Blitz: Attack All Enemies, For additional STA, provides a chance to stun.

Adventuring Skills (Pick Four Skills)
Smooth Talker(CHA): Gain +1/+2/+3/+4/+5 to charisma rolls involving sentient beings.

Sexual Healing (CHA): When resting, gain the ability to restore an allies HP by 1+1d4 and Stamina by 2. Increase amount of HP and Stamina restored with each additional Level.

Beastmaster (CHA, 3 Stamina): Gain the ability to tame certain beasts in Dungeon after a battle. These beasts and aid in Skill Checks and will attack with the beastmaster. Commanding these beasts requires 1 Stamina per command.

Botanist (WIS): Gain the ability to Identify and collect useful plants. Gain +1/+2/+3/+4/+5 when performing search rolls for plants.

Weapon: Ninjaken Gunblade(Primarily Ranged)
Description: A short sword with a straight blade, much like any other Ninjaken, though Aurelia's has a bent handle like that of a gun, with a trigger, as Aurelia's Ninjaken is actually a Gunblade, having a barrel build into the back of the guard along the back side of the blade, so that it can serve its primary role as a ranged weapon.

Weapon Tree:
-Inflict a Status Effect (Increased chance with each upgrade.)
-Greater then normal damage increase with each other upgrade.
-Buff two base stats with each upgrade

Chest Piece:
Leg Piece:
Accessory:

Re: Dungeons of Rondo

PostPosted: Sat Nov 16, 2019 9:49 pm
by exalted
Uhhhh, quick question.

You give different values for Stat points, is it 14 or 19?

Re: Dungeons of Rondo

PostPosted: Sat Nov 16, 2019 9:58 pm
by Mark3000
Sorry, it's 14

Re: Dungeons of Rondo

PostPosted: Sat Nov 16, 2019 10:22 pm
by exalted
Not to nit pick, the Berzerkers accuracy is listed as different values on the doc and spreadsheet

Re: Dungeons of Rondo

PostPosted: Sat Nov 16, 2019 10:27 pm
by Mark3000
Go with the accuracy on the sheet, 7

Re: Dungeons of Rondo

PostPosted: Sat Nov 16, 2019 10:39 pm
by exalted
Character Name: Ashley Williams

Appearance (Both):
Spoiler (click to show/hide):

Image


Background:
Before the demonic invasion Ash always thought she was meant for something more than her life offered in the Kingdom of Rondo. She never believed that working at Sammy Smarts Market was all her life held in store. Not that working in the market was bad or anything, though she often felt Mr Smart had only hired her for eye candy to get randy boys to spend more in the market, it just wasn't fulfilling. One night, her boyfriend Liam and some friends whisked her away to a cabin in the woods that belonged to Liam's uncle, a famed alchemist and archaeologist. Liam's uncle had been investigating a strange tower and in the woods, but when they arrived at the cabin they found it empty and tower collapsed.

When the evil came it took Liam and got into Ashley's hand, so she lopped it off at the wrist.

The next day Ashley staggered out of the forest, alone - she never said how or what happened, though she's oddly concerned about getting too close to trees - to find her nightmare wasn't over yet as the evil had taken ahold of the land and the city. Cranking up the alchemical weapons she'd taken from the cabin, Ash knew it was time to get groovy.... but before all that, she could use a drink.



Class: Berzerker


HP/ Health Points: 12
STA/ Stamina: 20
Accuracy: 7

Strength: 1+ 4 = 5
Constitution: 1 +2 =3
Intelligence: 1
Wisdom: 1
Dexterity: 1 +2 = 3
Agility: 1 + 4 = 5
Charisma: 1 + 2 = 3

Combat Skills:
Rampage
Unyielding Spirit
Cyclone
Bloody Edge

Adventuring Skills:
Natural Born Leader
Smooth Talker
Weapon Maintenance
Acrobatics

Weapon: Alchemical Sword of Roaring Teeth (Heavy)
Weapon Tree:
-Inflict a Status Effect (Increased chance with each upgrade) - BLEEDING
-Greater then normal damage increase with each other upgrade.
-Buff two base stats with each upgrade - STR and AG

Chest Piece: ?
Leg Piece: ?
Accessory: ?

Re: Dungeons of Rondo

PostPosted: Sat Nov 16, 2019 11:51 pm
by Mark3000
Both Sheets's look good. I just added the link to the discord and compiled you Character sheets into a doc file (https://docs.google.com/document/d/115c ... sp=sharing )

Re: Dungeons of Rondo

PostPosted: Sun Nov 17, 2019 1:34 am
by Firehead
Character Name: Emilia Bosanic

Appearance (Metrotopia): https://chan.sankakucomplex.com/post/show/18470275

Appearance (Rondo): https://chan.sankakucomplex.com/post/show/1309489

Background: Born to a very cloistered life, Emilia was never allowed to be adventurous or explore who she actually was. This repression gave her a deep desire for freedom and the chance to explore. She spent much of her time reading and playing video games hoping to someday be taken away from her sheltered life and get to have fun exploring one where people would give her that choice to decide.

Her parents were aghast when the strange occurrences that started taking place in the City recognizing that it was no longer safe. They had planned to pull Emilia from school and move elsewhere in the hopes of finding somewhere safe from this madness, but seeing her only chance at the life she'd dreamed so long for, Emilia slipped from her home in the middle of the night heading for the strange tower that supposedly had something to do with all of this.

Class: Rune Master

HP: 8
STA: 20
Accuracy 12

Strength: 1
Constitution: 1
Intelligence: 5
Wisdom: 2
Dexterity: 3
Agility: 4
Charisma: 5

Combat Skills (Pick Four Skills)
Ice Rune
Star Storm
Mirror Shield
Drain Rune

Adventuring Skills (Pick Four Skills)
Smooth Talker
Sexual Healing
Animal Companion
Beastmaster

Weapon: Staff(Magical)
Weapon Tree:
Greater than normal damage increase with each other upgrade
Buff Constitution and Wisdom with each upgrade
A Temporary Boost that applies on-hit or after a condition is satisfied
Chest Piece:
Leg Piece:
Accessory:

Re: Dungeons of Rondo

PostPosted: Sun Nov 17, 2019 5:33 am
by MiscChaos
Character Name: Genevieve Bishop

Appearance (Metrotopia)

Appearance (Rondo)

Background: All of her life, Genevieve has been pushed towards one thing and one thing only: becoming a doctor. Her mother was a trauma surgeon. Her father was an oncologist. Her older sister became a physician. As far as her family was concerned, the field of medicine was the only field worth being in. So, not knowing any other way to be, Vi went into the medical field as well and became a cardiologist. She absolutely hated it. The long hours, the massive debt you rack up getting the qualifications (even if you graduate quickly, so it seems), the stupid rules hospitals put on you to avoid getting sued for even dumber reasons. It all ground on her severely. But she didn’t know any other way to be, so she suffered through it. Eventually she started developing urges that she figures, and she’s not a psychologist so this is only her guess, came about because they run counter to everything she was brought with. Her oncologist father despised smoking, so she took up the habit. The Hippocratic Oath demands bringing no harm to their patients so she fantasized about mutilating them. With her trauma surgeon mother, she has no end of creative ways to do someone harm. Things were going to come to a head and she was likely to get in trouble when suddenly it all just… stopped.

She found herself in an entirely new realm with an entirely new look. She had no idea how she got there. One moment she’s walking away from an infuriating patient for a smoke and the next she was gone. Once the shock wore off… well, it was likely a good thing that she was alone because the rictus that stretched across her face would likely terrify people. She is in a place where her reputation can take no damage, no one can recognize her, and she has more power than she did in the real world. She can hurt people, anyone really, and suffer no consequences beyond what the person being assaulted can issue. She isn’t sure why she got dragged here, but so long as she is, she will use it to her complete advantage. In the back of her mind she wonders: “How many people can I harm?”

Class: Medic

HP: 12
STA: 22
Accuracy: 10

Strength: 2
Constitution: 3
Intelligence: 5
Wisdom: 3
Dexterity: 2
Agility: 3
Charisma: 2


Combat Skills:
  • System Shock- Magic Damage Attack with chance to paralyze
  • Emergency Care- Can be used X times during battle. Perform ‘Healing’ or ‘Revive’ During someone else’s turn
  • Healing- Heal a single target
  • Therapy- Remove one status effect from an ally and restore HP, Spend extra STA to cast on the entire party

Adventuring Skills:
  • Field Nurse- When out of battle, restore +3/+4/+5+6/+7 when using healing items on other
  • Botanist- Gain the ability to Identify and collect useful plants. Gain +1/+2/+3/+4/+5 when performing search rolls for plants
  • Acrobatics- Gain +1/+2/+3/+4/+5 when attempting an Acrobatics check
  • Animal Companion- Summon a small companion to guide you through the dungeon. Gain +1/+2/+3/+4/+5 the perception rolls. For +1 Stamina, your companion will aid you in battle adding +2/+3/+4/+5/+6 to you damage rolls

Weapon: Rend and Recovery (Magic Staff with a serrated edge at the top)
Weapon Tree:
  • Prelude to Pain: Inflict Paralysis
  • Desire to Hurt: Buff Int and Dex with each upgrade
  • Torture Lust: Upon inflicting Paralysis, boost Int
Chest Piece:
Leg Piece:
Accessory:

Re: Dungeons of Rondo

PostPosted: Sun Nov 17, 2019 7:56 am
by mrblah
Character Name: Argenta Yarwick

Appearance (Metrotopia): Link.
Spoiler (click to show/hide):

Image

Appearance (Rondo): Link.
Spoiler (click to show/hide):

Image

Background:
Spoiler (click to show/hide):

Argenta Yarwick was born to the Yarwick family, which once upon a time, was a full family of four. In those old days long gone, she lived together with her sister, Aurelia, and their parents Levi and Elyse. They were a simple family living a simple life in the city of Metropia, and though life had its ups and downs as always, they would always be there for one another through hardship after hardship; especially Argenta and Aurelia. Their parents imparted several morals upon the Yarwick sisters, and one of those was the importance of family. To Argenta, Aurelia's safety and happiness was among her highest priorities—so much so that she'd gotten in trouble several times trying to protect her from such things as bullies or animals—so the two were very close and shared their every secret and aspiration with one another. Argenta wanted to be a police officer, and Aurelia wanted to be a nurse.

Then a new member of their family would come into the picture; their little brother, Bel. He was a bundle of joy as a baby who promised good fortune to the Yarwick family. Argenta was overjoyed to have someone else to look after. Since both Levi and Elyse had careers, they weren't always home to care for their children; that left it on Argenta's shoulders as the eldest sibling to keep watch while they were gone. She learned to cook, clean, and help her siblings in whatever other way she could. Since they were both old enough to do so, Aurelia would sometimes help out with taking care of Bel on the side.

Tragedy would strike at the worst time. On one uneventful night like any other, Levi and Elyse wouldn't come home. They wouldn't be seen nor heard from the next day, nor the next, and not even the day after that. In a time where mysterious disappearances were happening more and more, it seemed they'd fallen victim to the same occurrence, leaving their three children behind... naturally, life became much more complicated for the Yarwick children after that. All of a sudden, Argenta was pushed into a much more direct guardian role. She was just barely old enough to get a job when she'd suddenly been assailed with the secrets of their parents; Levi, their father, was heavily in debt. His businesses had fallen on hard times recently, so he had to take out a few loans in order to keep it afloat. Due to this, making money had slowly but surely pushed its way to the forefront of Argenta's mind in the wake of all her work. For years after, she'd work her hardest to try and pay back the loans and care for her siblings. This life playing as a young parent would wear her out, and she'd change from the kind older sister she was to a more cold and distant one who'd fallen into the daily grind. Gone was her smiles and jokes. She had to even get involved in criminal activity when legal jobs weren't cutting it. Argenta got into contraband smuggling and drug pedaling, all for the sake of keeping her family afloat...

And she grew oh so tired of it all. Living a life as a secret smuggler exposed her to a lot of truths about people, so she knew her own quite easily; the type of person who works hard day in day out to support another is the type of person to finish last. They get killed, they get robbed, they get the worst kind of treatment imaginable, all because they couldn't just look the other way. Why would she deserve that fate? She sacrificed her dream for her family, why did they get to work her to death? A sense of bitterness would well up within her as she toiled every day for the common dollar, festering inside of her and causing a wedge to form in between her and her sister. While Aurelia was out living a happy, normal life, Argenta had to put hers on the line to make enough money to afford the rent. While Aurelia applied for a job at a cafe to trick herself into thinking she's really helping Bel, Argenta was the one sacrificing her time pay for his schooling. She was the one with the plans. She was the one hurting herself to make ends meet.

One day, Argenta would find herself getting sucked into some new dangerous business that had never before been thought of by the populace along with her sister, and now she has to make sure said sister stays alive... but perhaps there could be more opportunity here than she sees.

Class: Imperial Knight

HP: 14
STA: 20
Accuracy: 8

Strength: 4
Constitution: 4
Intelligence: 2
Wisdom: 4
Dexterity: 3
Agility: 3
Charisma: 1

Combat Skills
Fortify - Increase Defense and Wisdom of Front and Back Row for Three turns.
Taunt - Enemies will attack you for three turns, increase Defense.
Retribution - Performed after two turns, attack a target. Attack increases for every attack taken.
Aegis Shield - Target Takes reduced Damage, will survive a fatal blow with 1 HP.

Adventuring Skills
Weapon Maintenance - When resting, perform maintenance on your party’s weapons. Gain +1d4 Damage for the next three rooms.
Armor Maintenance - When resting, perform maintenance on your party’s armor. Reduce damage taken by 2 for the next three rooms.
Bulwark Construction (2 STA) - When entering a room, construct a bulwark with +3/+5/+7/+9/+11 HP. Prevents melee attacks from the enemy. Reduces the chance of an attack while resting by 5%/10%/15%/20%/25%
Holy Ritual (2 STA) - Bless your party with a prayer. Your party recovers 1+1d4 HP when entering a new room and gain +1 to skill rolls for the next five rooms.

Weapon: Kusanagi and Tsurugi (Standard)
Description: A pair of short black and red blades made of ridiculously hard material and sharpened enough to be able to cut through metal. The blades can be put together to form a double-edged sword, but they're plain otherwise.

Weapon Tree
Kusanagi's Ambition - Greater than normal damage increase with each other upgrade.
Tsurugi's Wisdom - Buffs Con and Wis with each upgrade.
Twins' Fate - Buffs Str and Dex with each upgrade.
Chest Piece:
Leg Piece:
Accessory:

Re: Dungeons of Rondo (5/8 Spots Filled)

PostPosted: Sun Nov 17, 2019 8:14 pm
by Lorielle
Character Sheet

Character Name:Marianne(Mari) Marx

Appearance(Metrotopia): https://puu.sh/EFF4i/e310013765.png
Spoiler (click to show/hide):

Image


Appearance(Rondo): https://puu.sh/EFF6k/b7050c9ea9.png
Spoiler (click to show/hide):

Image


Background: WIP Former Metrotopia scarlet strip bartender

Class: Shadow Stalker

HP: 8
STA: 20
Accuracy 12

Strength: 2
Constitution: 2
Intelligence: 3
Wisdom: 2
Dexterity: 5
Agility: 4
Charisma: 3


Combat Skills (Pick Four Skills)
Miasma
Cloak
Elusive step
Artery strike

Adventuring Skills (Pick Four Skills)
Scouting
Prospector
Trapmaster
Profane ritual

Weapon: Snake Bite(Exotic Ranged)
Description: A wrist mounted crossbow that launches 2 bolts per throw
Weapon Tree:
-Increase Critical Chance dramatically per upgrade for an Accuracy Penalty
-Greater then normal damage increase with each other upgrade.
-Inflict a Status Effect-poison (Increased chance with each upgrade.)

Chest Piece:
Leg Piece:
Accessory:

Re: Dungeons of Rondo (5/8 Spots Filled)

PostPosted: Sun Nov 17, 2019 8:47 pm
by Littlemankitten
Character Name: Savina Mosca

Appearance (Metrotopia) 5'10"
Spoiler (click to show/hide):

Image


Appearance (Rondo) 6'2"
Spoiler (click to show/hide):

Image



Background: Savina was born to a religious household that devoted most of their lives to the study and worship of Metrotopia's most commonly worshiped deity Osais. Due to this Savina, of course, was taught in the way's of Osais's teachings from a very early point in her life, and was sent to a private religious academy where she spent most of her life until she turned 18. Savina never really believed in Osais though. Perhaps it was due to the way she was taught, perhaps it was because one of her 'teachers' touched her in ways she would later learn was extremely inappropriate. Whatever the intrinsic psychological reason, Savina was not a fan. Though thanks to the presence of Osais in her life, when weird things started happening in Metrotopia, it was hard not to think it wasn't someone Osais's doing. If it really was, then Osais had a weird sense of humor when a tower formed in the middle of the city, which she was right on top of when it formed. Finding herself in a strange realm with magic and monsters, with the main refuge being a bar called the Fantastique, she found a calling in life. Maybe it was the realms influence on her, or maybe she just really enjoyed killing monsters. Whatever the reason, she welcomed this new life with open arms. Her new outfit and weapon were pretty cool anyway.
Class: Warrior

HP: 10
STA: 20
Accuracy: 10

Strength: 4
Constitution: 3
Intelligence: 3
Wisdom: 3
Dexterity: 3
Agility: 3
Charisma: 2

Combat Skills:
Blade Tempest: Take one turn to charge, Deal large amount of Damage
Defense Break: Reduce target’s Defense for three turns
Power Break: Reduce target’s Damage for three turns
Cleave: Attack all enemies in the front row

Adventuring Skills:
Lookout (DEX): When in the Front Row, you make an automatic check for enemies Lying in Wait. Gain +1/+2/+3/+4/+5 to that Perception Check
Natural Born Leader (2 Stamina): Must be in the Front. During the next battle, gain the first attack even in a surprise attack. Grant +1/+2/+3/+4/+5 Accuracy to the user and their allies
Archaeology (INT): Gain the ability to decipher ancient languages. Gain +1/+2/+3/+4/+5 to Dungeoneering Rolls
Trapmaster(WIS): Gain the ability to search for and remove traps. Gain +1/+2/+3/+4/+5 to checks for searching or disarming traps.



Weapon(Heavy): Hellreaver... A long staff-like weapon that has a large circular cutting-blade on the end that can be activated by a trigger. Can make for a good blunt weapon in a pinch too.
Weapon Tree:
Sharpened teeth: Greater then normal damage increase with each other upgrade.
Rend: Inflict bleed
Cut to ribbons: Increase Critical Chance dramatically per upgrade for an Accuracy Penalty


Chest Piece:
Leg Piece:
Accessory:

Re: Dungeons of Rondo (5/8 Spots Filled)

PostPosted: Sun Nov 17, 2019 9:12 pm
by Phoenixcz
Posting interest, though I'll be unable to make the character for some time, so if the game fills in before that, oh well.

Re: Dungeons of Rondo (7/8 Spots Filled)

PostPosted: Tue Nov 19, 2019 2:36 am
by CondorBoH
Same as Phoenix, interested but unable to make a character for a little while longer.

Re: Dungeons of Rondo (7/8 Spots Filled)

PostPosted: Tue Nov 19, 2019 3:26 am
by Mark3000
So since I built this system from scratch, I'll be making changes to the game. These changes will be recorded on the discord.

Also, Anyone who choose either a Stat boost or Status Effect for their Weapon Tree, Let me know what Status effect you want to inflict and what Stats get increased.

Re: Dungeons of Rondo (7/8 Spots Filled)

PostPosted: Tue Nov 19, 2019 6:58 am
by Lorielle
for my status effect i'll make it poison

Re: Dungeons of Rondo (7/8 Spots Filled)

PostPosted: Tue Nov 19, 2019 9:31 pm
by Blue56
Character Name: Vivianna "Vivi" Maxwell

Appearance (Metrotopia)
Spoiler (click to show/hide):

Image


Appearance (Rondo)
Spoiler (click to show/hide):

Image


Background: Vivi Maxwell was always moderately fortunate. Born to a middle class family in Metrotopia where there was always plenty to do. She was an only child often left to her own devices while her parents were at work, and while she was well liked enough and had friends to spend time with, she spent most of her free time watching tv. Like so many young women, she dreamed of seeing herself on that screen one day, her name in lights while the adoring masses cheered her on. Vivi didn't have much talent to speak of musically, so that was out, but she did have a pretty face and a likable personality, so surely that would count for something, right?

Sort of. Vivi took some acting lessons to some amount of success and started auditioning for every part she could. She landed a commercial here and there, maybe a modelling gig or a role as an extra where she actually got a line or two when she was really lucky, but it was hardly the break out into stardom that she was hoping for. Vivi was starting to consider that maybe the casting couch was the only way to make it in this industry, when she got a call back for a role she didn't really expect or particularly want all that much. It was for a new paranormal show, the kind that Vivi had seen plenty of growing up. She had always sort of believed in ghosts and stuff, urban legends and the like were trendy among her friends after all, but was never really hardcore into the occult. Still, the concept of a cute girl going to haunted locations, performing rituals, getting spooked, and all that did sound like a winning idea for a show. From there Vivi might be able to springboard into horror movies and that would really kick start her career! It wasn't the most exciting prospect, but Vivi figured she might as well give it a shot before spreading her legs for producers, and thus Metrotopia's Most Haunted with Vivi Maxwell was born.

The show was pretty successful, in spite of it's late night time slot. Metrotopia offered plenty of locations to investigate, and Vivi's good looks and bright personality brought in a lot of viewers that might not otherwise have tuned in to a ghost hunter show. The only downside was getting to see behind the curtain and understand just how fake these shows really were. She was never hardcore into the occult to begin with, but it would have been nice to find at least ONE instance of supernatural activity that they didn't have to exaggerate or outright stage for the camera. The recent disasters, disappearances, and fainting spells gave the show a lot of material to work with, and even better, when Vivi was thinking even this was some sort of hoax, she found herself in a mysterious bar, wearing a strange outfit and with a pair of spirits hovering over her shoulders. Beyond the obvious advantage of helping save her home town of Metrotopia, exploring the dungeons of Rondo would give her greater insight into the occult that would help push her show to even greater heights. If she could only find a way to get footage back to her world...

Class: Occultist

HP: 10
STA: 20 (+2)
Accuracy 10

Strength: 1
Constitution: 1 (+1)
Intelligence: 1 (+4)
Wisdom: 1 (+2)
Dexterity: 1 (+1)
Agility: 1 (+2)
Charisma: 1 (+3)

14 Points to distribute to a max of 5. One Point grants Two Points of Stamina (Max 30), One Point grants One Point of HP

Combat Skills

Arcane Artillery: Deal damage to a single target and 50% of that damage to all other enemies in that row

Enfeeble: A single enemy deals x less damage and takes x more damage for three turns

Hands From The Abyss: Attack that Binds on Hit and deals damage overtime.

Call of the Old Blood: Summon an Eldritch Minion that attacks the enemy, Can only have one active at a time(3 Stamina)

Adventuring Skills

Archaeology (INT): Gain the ability to decipher ancient languages. Gain +1/+2/+3/+4/+5 to Dungeoneering Rolls

Profane Ritual (2 Stamina): Call upon a foul god to strengthen your party. Your party gains +10 Critical Hit and enemies take -1 when making skill rolls against the party for the next five rooms.

Divination (WIS): Using your preferred method of divination to predict your party’s fortune. Roll a d20 +1/+2/+3/+4/+5 for yourself and your allies. That dice will replace there next D20 roll in 1d3 turns.

Smooth Talker(CHA): Gain +1/+2/+3/+4/+5 to charisma rolls involving sentient beings

Weapon: Mister Bones and Greg- a pair of ethereal skeletons summoned by Vivi that do the dirty work for her. Mister Bones uses claws to make physical attacks while Greg can conjure black flames to attack magically.
Weapon Tree:
Secrets of the Abyss - Buff to Int and Wis with each upgrade
Protect me Mister Bones! - Boost to CON when Vivi takes damage
The Fury of Greg - Greater then normal damage increase with each other upgrade
Chest Piece:
Leg Piece:
Accessory:

Re: Dungeons of Rondo (8/8 Spots Filled)

PostPosted: Wed Nov 20, 2019 11:37 am
by exalted
Updated sheet

Bleeding as effect

Str and Ag as boost

Re: Dungeons of Rondo (8/8 Spots Filled)

PostPosted: Wed Nov 20, 2019 9:00 pm
by Firehead
Sheet has been edited.

Stat boosts are for Constitution and Wisdom.