I can only have 9 players doing this at once, and the current player count (Players with completed sheets) is at 9!
Before you go doing any of the Character creation stuff, I have rules for you to read.. Please do. Shouldn't even take long!
Changelog:
Spoiler (click to show/hide):
8/16/14: Added a new spoiler: Generic Monster Master skills. Those who want to add them to their own Masters can take a look!
Also updated the minion monster skill list and the trap skill list.
8/9/14: Edited penalties for losing as an adventurer, read the For Adventurers spoiler.
8/16/14: Added a new spoiler: Generic Monster Master skills. Those who want to add them to their own Masters can take a look!
Also updated the minion monster skill list and the trap skill list.
8/9/14: Edited penalties for losing as an adventurer, read the For Adventurers spoiler.
The Basics:
Spoiler (click to show/hide):
The name of the game is Monster Masters. Three of our players will get to create a monstrous beast that will lord over their chosen dungeon. The remaining six will fight through that dungeon in order to beat it and earn sweet, sweet gold.
In order to let the players have the most fun possible, the adventurers get to vote on which dungeon they want to visit. The dungeon's description available to the voters will only describe whether monsters will try to kill them, or have sex with them. It will also display what types of kinks will be satisfied by the dungeon's creatures, EX tentacles may be in one dungeon, while demons will be in another.
I will be using a Roll20 created map to make sure everything is accounted for, but combat will take place in the posts on the main game thread. You simply type in your action and I'll respond after putting everyone's actions together.
More info can be found in the rules sections for the two sides of this little game. If you're interested in making the dungeons, go to the "For Monster Masters" spoiler below. If you're interested in doing the dungeon crawling shtick, go to the "For Adventurers" spoiler below.
The name of the game is Monster Masters. Three of our players will get to create a monstrous beast that will lord over their chosen dungeon. The remaining six will fight through that dungeon in order to beat it and earn sweet, sweet gold.
In order to let the players have the most fun possible, the adventurers get to vote on which dungeon they want to visit. The dungeon's description available to the voters will only describe whether monsters will try to kill them, or have sex with them. It will also display what types of kinks will be satisfied by the dungeon's creatures, EX tentacles may be in one dungeon, while demons will be in another.
I will be using a Roll20 created map to make sure everything is accounted for, but combat will take place in the posts on the main game thread. You simply type in your action and I'll respond after putting everyone's actions together.
More info can be found in the rules sections for the two sides of this little game. If you're interested in making the dungeons, go to the "For Monster Masters" spoiler below. If you're interested in doing the dungeon crawling shtick, go to the "For Adventurers" spoiler below.
For Monster Masters:
Spoiler (click to show/hide):
IMPORTANT: It would be REALLY helpful if all Monster Masters have a Roll20 account, as it would make the creation of maps very simplistic.
Monster Masters control the creatures of their dungeons. I'll be the one making the map, with the help of the chosen Master, in order to allow me to keep track of all the things that need keeping track of.
You'll be making, for the start, a character sheet for your own Avatar, and up to three monsters and two traps. You're given a default set of basic attributes to add to both monsters and traps, but your Master type gives you more freedom. You can come up with your own skills, but I'll need to look them over and assign a points cost to them myself. You may also create special skills for your minions and traps, but I'll need to look over them myself and they'll immediately cost more because it's a custom skill.
Each tile you place on the map, and each monster you create for your use, will cost points. You have 1500 at your disposal to start, and will gain more by defeating adventurers. Placing a monster on the map will detract its total cost from your available pool, so you have to spend your points wisely to give yourself the most for what you have.
Every Adventurer killed (Who isn't revived) will gain you 200 points. A revived adventurer will gain you 100. Every adventurer raped will net you 50 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'll each be able to control up to one monster, while the rest in the room will be controlled by random chance (AKA me.) You job is to either seduce the adventurers or defeat them in combat, and prevent them from killing your master!
If this all sounds fine, please go to the character creation section and start making your monsters!
IMPORTANT: It would be REALLY helpful if all Monster Masters have a Roll20 account, as it would make the creation of maps very simplistic.
Monster Masters control the creatures of their dungeons. I'll be the one making the map, with the help of the chosen Master, in order to allow me to keep track of all the things that need keeping track of.
You'll be making, for the start, a character sheet for your own Avatar, and up to three monsters and two traps. You're given a default set of basic attributes to add to both monsters and traps, but your Master type gives you more freedom. You can come up with your own skills, but I'll need to look them over and assign a points cost to them myself. You may also create special skills for your minions and traps, but I'll need to look over them myself and they'll immediately cost more because it's a custom skill.
Each tile you place on the map, and each monster you create for your use, will cost points. You have 1500 at your disposal to start, and will gain more by defeating adventurers. Placing a monster on the map will detract its total cost from your available pool, so you have to spend your points wisely to give yourself the most for what you have.
Every Adventurer killed (Who isn't revived) will gain you 200 points. A revived adventurer will gain you 100. Every adventurer raped will net you 50 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'll each be able to control up to one monster, while the rest in the room will be controlled by random chance (AKA me.) You job is to either seduce the adventurers or defeat them in combat, and prevent them from killing your master!
If this all sounds fine, please go to the character creation section and start making your monsters!
For Adventurers:
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 you, personally, are killed, you will lose half of the gold you earned from the dungeon. You can keep all of it if revived by a Cleric, but otherwise you're out and will be so for the rest of the dungeon. You can make a new character, or revive the current one you have once the party completes the dungeon.
If you are defeated through lust means, you will be out for the combat situation you're in. If your party is then defeated by one means or another, you will be raped and you will lose all the bounty you accrued for that room's worth of battles. You'll still be able to fight and continue through the dungeon, but will suffer for losing like this.
If you decide to forfeit a dungeon, and leave with whatever party members remain, your current gold earned from that mission will be cut in half. Choose wisely between retreat and defeat, as neither is a good option for you.
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.
If this all makes sense, and you're ready to go, move on to the Adventurer Character Creation section!
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 you, personally, are killed, you will lose half of the gold you earned from the dungeon. You can keep all of it if revived by a Cleric, but otherwise you're out and will be so for the rest of the dungeon. You can make a new character, or revive the current one you have once the party completes the dungeon.
If you are defeated through lust means, you will be out for the combat situation you're in. If your party is then defeated by one means or another, you will be raped and you will lose all the bounty you accrued for that room's worth of battles. You'll still be able to fight and continue through the dungeon, but will suffer for losing like this.
If you decide to forfeit a dungeon, and leave with whatever party members remain, your current gold earned from that mission will be cut in half. Choose wisely between retreat and defeat, as neither is a good option for you.
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.
If this all makes sense, and you're ready to go, move on to the Adventurer Character Creation section!
Character Creation:
Monster Masters:
Spoiler (click to show/hide):
Character name:
Age: (If even applicable, but do make it the equivalent of 18+)
Type of dungeon: Sexy (People with be raped) or Lethal (People will die/be beaten the hell up), pick one.
Body type/Race: Anything you like.
Appearance: Pictures, text, anything will work.
Points to spend: 1500. (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.
Total cost: Add the cost of your various skills here.
Bounty: 3X the cost of your Monster Master.
Base Stats:
HP: 30 base.
Base Damage: 1d10 worth.
Movement: 3 tiles.
Magic: None.
Character name:
Age: (If even applicable, but do make it the equivalent of 18+)
Type of dungeon: Sexy (People with be raped) or Lethal (People will die/be beaten the hell up), pick one.
Body type/Race: Anything you like.
Appearance: Pictures, text, anything will work.
Points to spend: 1500. (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.
Total cost: Add the cost of your various skills here.
Bounty: 3X the cost of your Monster Master.
Base Stats:
HP: 30 base.
Base Damage: 1d10 worth.
Movement: 3 tiles.
Magic: None.
Here's a list of generic Monster Master skills.
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 takes up four tiles of space, and has a reach of up to two tiles in any direction. Base: 200 points. 250 to gain a 1.5 times health increase, and 300 to gain a 2X health increase.
Sturdy: Add 5 HP to the MM. +30 points per each upgrade.
Seeker: +2 to combat rolls. +40 cost for each upgrade, max of 2.
Sexy: +2 to sexy attack rolls. +40 cost for each upgrade, max of 2
Heavy Hitter: Upgrades dice to 1d12 worth of damage. +100 for the upgrade.
Master Seducer: Upgrades dice to 1d12 worth of lust damage. +100 for the upgrade.
Reach: Adds +1 to combat range. (You can hit up to 1 tile further than before.) +60 for each upgrade, stacks twice.
(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 takes up four tiles of space, and has a reach of up to two tiles in any direction. Base: 200 points. 250 to gain a 1.5 times health increase, and 300 to gain a 2X health increase.
Sturdy: Add 5 HP to the MM. +30 points per each upgrade.
Seeker: +2 to combat rolls. +40 cost for each upgrade, max of 2.
Sexy: +2 to sexy attack rolls. +40 cost for each upgrade, max of 2
Heavy Hitter: Upgrades dice to 1d12 worth of damage. +100 for the upgrade.
Master Seducer: Upgrades dice to 1d12 worth of lust damage. +100 for the upgrade.
Reach: Adds +1 to combat range. (You can hit up to 1 tile further than before.) +60 for each upgrade, stacks twice.
A monster master will start off with 3 minion monster sheets, and two trap sheets. More can be purchased later.
Generic Monsters should follow this sheet.
Spoiler (click to show/hide):
Monster Name:
Race:
Appearance:
Skills: (Pick from the basic skills below, or come up with one for a point cost increase. Same deal, don't try to gamebreak.)
Total cost: (Add up the costs of each skill.) +25
Bounty: (1/3 of total cost.)
Base Stats (Modify using the skills above.)
HP: 10.
Base damage: 1d4 worth.
Movement: 2 tiles.
Roll Bonuses: +0 to combat rolls, +0 to defense rolls, +0 to lust rolls.
Magic: None.
Monster Name:
Race:
Appearance:
Skills: (Pick from the basic skills below, or come up with one for a point cost increase. Same deal, don't try to gamebreak.)
Total cost: (Add up the costs of each skill.) +25
Bounty: (1/3 of total cost.)
Base Stats (Modify using the skills above.)
HP: 10.
Base damage: 1d4 worth.
Movement: 2 tiles.
Roll Bonuses: +0 to combat rolls, +0 to defense rolls, +0 to lust rolls.
Magic: None.
Generic minion Monsters have the following basic skills to choose from:
Spoiler (click to show/hide):
Ranged Fighter: By either arrows or other weapons, this monster can attack at range. First upgrade allows it to attack at close range effectively, second allows it to attack at medium range, and third allows it to attack at far range. Second and third upgrades remove melee attacks. +40 per monster upgrade, and uses the same die as your monster's attack roll (Will need overpowering to upgrade damage, in essence.)
Ranged Seducer: By some means (And it would help to describe them!), this monster can deal lust damage at range. First upgrade allows it to attack at close range effectively, second allows it to attack at medium range, and third allows it to attack at far range. Second and third upgrades remove melee attacks, but not Sexy Attacks. +50 per monster upgrade, and uses the same die as your monster's sexy attack roll (Will need Seducer to upgrade damage, in essence.)
Huge: The Monster takes up four spaces on the grid, has double normal hit points, and is able to naturally reach everyone within two squares of them. +100 to monster cost.
Reaching: By some means or another, this monster can attack 1 tile further away. +80 to monster cost, can stack twice.
Fast: Either quadrupedal or built like a sprinter, this monster is capable of moving 1 more tile than normal. +25 to monster cost. Can stack multiple times.
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.
Seducer: Upgrades the lust 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 +2 bonus to combat rolls. Stackable up to 3 times, +30 to monster cost each.
Lusty: The monster gains a +2 to sexy attack rolls. Stackable up to 3 times, +30 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: By either arrows or other weapons, this monster can attack at range. First upgrade allows it to attack at close range effectively, second allows it to attack at medium range, and third allows it to attack at far range. Second and third upgrades remove melee attacks. +40 per monster upgrade, and uses the same die as your monster's attack roll (Will need overpowering to upgrade damage, in essence.)
Ranged Seducer: By some means (And it would help to describe them!), this monster can deal lust damage at range. First upgrade allows it to attack at close range effectively, second allows it to attack at medium range, and third allows it to attack at far range. Second and third upgrades remove melee attacks, but not Sexy Attacks. +50 per monster upgrade, and uses the same die as your monster's sexy attack roll (Will need Seducer to upgrade damage, in essence.)
Huge: The Monster takes up four spaces on the grid, has double normal hit points, and is able to naturally reach everyone within two squares of them. +100 to monster cost.
Reaching: By some means or another, this monster can attack 1 tile further away. +80 to monster cost, can stack twice.
Fast: Either quadrupedal or built like a sprinter, this monster is capable of moving 1 more tile than normal. +25 to monster cost. Can stack multiple times.
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.
Seducer: Upgrades the lust 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 +2 bonus to combat rolls. Stackable up to 3 times, +30 to monster cost each.
Lusty: The monster gains a +2 to sexy attack rolls. Stackable up to 3 times, +30 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?
Total cost: (Add up cost from traits.)
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?
Total cost: (Add up cost from traits.)
Traits:
Traps have the following basic skills/traits to choose from:
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 (+1 turn for Spellcasters and Ranged classes, -1 turn for melee classes). +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. May be purchased multiple times to increase damage by one die size, EG. 1d4 becomes 1d6. +25 to trap cost.
Area: Instead of only affect a single square, when triggered the traps any 5 squares in the room of your choosing. +50 to trap cost.
Reusable: Through either complx mechanisms or magic the trap is self-repairing. Five rounds after it is first triggered it can be activated again. +100 to trap cost.
Aphrodisiac: Similar to damaging, but deals lust type damage. +25 to cost, stacks three times.
Accurate: The trap adds +2 when rolling to see if it affects someone. +40 to trap cost.
Status damage: Has a high chance to inflict a status effect of choice for X turns, X being the number of times this upgrade is applied for the specific status effect. +30 cost for each level.
Entrapping: The mechanism immobilizes or grapples Adventurers. In addition to other effects, anyone caught in this trap is unable to move for 2 turns (+1 turn for Spellcasters and Ranged classes, -1 turn for melee classes). +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. May be purchased multiple times to increase damage by one die size, EG. 1d4 becomes 1d6. +25 to trap cost.
Area: Instead of only affect a single square, when triggered the traps any 5 squares in the room of your choosing. +50 to trap cost.
Reusable: Through either complx mechanisms or magic the trap is self-repairing. Five rounds after it is first triggered it can be activated again. +100 to trap cost.
Aphrodisiac: Similar to damaging, but deals lust type damage. +25 to cost, stacks three times.
Accurate: The trap adds +2 when rolling to see if it affects someone. +40 to trap cost.
Status damage: Has a high chance to inflict a status effect of choice for X turns, X being the number of times this upgrade is applied for the specific status effect. +30 cost for each level.
Adventurers:
Spoiler (click to show/hide):
Character name:
Age: (18+ or equivalent!)
Race:
Class: (Pick from the ones below!)
Appearance: (Picture or text, either work.)
Skills: (Pick one-two basic ones from below!)
Gold: 0 (Used to buy upgrades and skills.)
Kinks, What to go for:
What to avoid stringently:
Base Stats: (Use your character's class to determine these.)
Health: Base is 15.
Lust Cap: Base is Max HP +10
Damage: Base is whatever your class has as base.
Ammo: Only applicable for Ranged Classes, put your max ammo count here.
Movement: 3 base.
Roll Bonuses: Default is +0 for combat rolls, +0 for defense rolls, +0 for resist rolls, +0 for magic rolls.
Magic: Default is none, give spell type, effect, and number of casts.
Character name:
Age: (18+ or equivalent!)
Race:
Class: (Pick from the ones below!)
Appearance: (Picture or text, either work.)
Skills: (Pick one-two basic ones from below!)
Gold: 0 (Used to buy upgrades and skills.)
Kinks, What to go for:
What to avoid stringently:
Base Stats: (Use your character's class to determine these.)
Health: Base is 15.
Lust Cap: Base is Max HP +10
Damage: Base is whatever your class has as base.
Ammo: Only applicable for Ranged Classes, put your max ammo count here.
Movement: 3 base.
Roll Bonuses: Default is +0 for combat rolls, +0 for defense rolls, +0 for resist rolls, +0 for magic rolls.
Magic: Default is none, give spell type, effect, and number of casts.
Character classes:
Spoiler (click to show/hide):
Melee classes:
Fighter: Generic warrior, can wield a basic axe, sword and shield combination, or what have you. Focused on a balance of tanking and damaging. 1d6 base damage, +5 HP.
Knight: Heavy duty wear, much weaker attacks than either the Fighter or the Duelist, but much better defense than either of them.
1d4 base damage, +10 HP.
Duelist: Heavy damage in a frailer form, good with swords and other light weapons. 1d10 base damage.
Ranged classes:
All ranged classes have a limited ammo supply. It can be replenished via a diceroll 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. 1d6 base damage, +2 HP. +2 to combat rolls when firing from medium range, +0 when firing from close or long range.
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. 1d10 base damage, +4 HP. +2 to combat rolls when firing from close range, -2 from medium range, -4 from long range.
Sniper: Only ranged weapons, but incredibly accurate over long distances. Their damage is on par with an archer type class, but they're less defensive than Duelists. Carries 200 shots. 1d6 base damage. +4 to combat rolls when firing from long range, +2 from medium range, +0 from close range.
Magic Classes:
These have limited casts of their spells, which should be rationed wisely.
Mage: Generic magician. You get a specialty as to what type of magic you use, IE Fire magic, Ice magic.. You can use other types of magic too, but are less proficient in anything besides your focus. Weak to lust attacks, as these folk don't get out much. 1d10 base damage with 30 casts available.
Cleric: The healer. Decent defense, good magical utility, godawful at attacking anything. Strong to lust attacks thanks to their pious background training them for dealing with lusty monsters. Has a default heal with 15 casts. 1d4 base damage. +7 HP.
Sorcerer: Self trained magicians that sacrifice damage for number of casts. Choose a specialty for magic type. 1d6 base damage, 50 casts of their magic.
Specialist Classes:
Trapmaster: A genius at discovering and disarming traps, or even setting them off to harm enemy monsters. Carries status inflicting skills, but is bad at direct combat. Carries 10 uses of a status dealing effect of their choice as base, others must be bought with skill points. 1d4 base damage, status attack skill of choice with 10 uses. +3 HP, +4 to rolls for discovering traps.
Monster Hunter: Gains a bonus when battling weaker monsters of a dungeon, making them effective at dealing with swarms of weaker baddies. Also carries flash bombs that can stun monsters for a turn, that are even effective against monster Masters if they're created in just the right way... 1d4 damage against Monster Masters, 1d10 damage against lesser monsters. +4 HP.
Bounty Hunter: A class that starts weak in a bid to gain gold in the long run. Gains 1.5 of the bounty from a monster kill, and has the unique ability to share their collected gold with others. 1d4 base damage, no roll bonuses.
Bard: A music making machine that only grows inspired in the heat of combat, their skills at music playing can inspire their allies or give special effects. Can only play in a combat situation, and taking damage interrupts a song. 1d4 base damage, +5 hp.
Melee classes:
Fighter: Generic warrior, can wield a basic axe, sword and shield combination, or what have you. Focused on a balance of tanking and damaging. 1d6 base damage, +5 HP.
Knight: Heavy duty wear, much weaker attacks than either the Fighter or the Duelist, but much better defense than either of them.
1d4 base damage, +10 HP.
Duelist: Heavy damage in a frailer form, good with swords and other light weapons. 1d10 base damage.
Ranged classes:
All ranged classes have a limited ammo supply. It can be replenished via a diceroll 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. 1d6 base damage, +2 HP. +2 to combat rolls when firing from medium range, +0 when firing from close or long range.
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. 1d10 base damage, +4 HP. +2 to combat rolls when firing from close range, -2 from medium range, -4 from long range.
Sniper: Only ranged weapons, but incredibly accurate over long distances. Their damage is on par with an archer type class, but they're less defensive than Duelists. Carries 200 shots. 1d6 base damage. +4 to combat rolls when firing from long range, +2 from medium range, +0 from close range.
Magic Classes:
These have limited casts of their spells, which should be rationed wisely.
Mage: Generic magician. You get a specialty as to what type of magic you use, IE Fire magic, Ice magic.. You can use other types of magic too, but are less proficient in anything besides your focus. Weak to lust attacks, as these folk don't get out much. 1d10 base damage with 30 casts available.
Cleric: The healer. Decent defense, good magical utility, godawful at attacking anything. Strong to lust attacks thanks to their pious background training them for dealing with lusty monsters. Has a default heal with 15 casts. 1d4 base damage. +7 HP.
Sorcerer: Self trained magicians that sacrifice damage for number of casts. Choose a specialty for magic type. 1d6 base damage, 50 casts of their magic.
Specialist Classes:
Trapmaster: A genius at discovering and disarming traps, or even setting them off to harm enemy monsters. Carries status inflicting skills, but is bad at direct combat. Carries 10 uses of a status dealing effect of their choice as base, others must be bought with skill points. 1d4 base damage, status attack skill of choice with 10 uses. +3 HP, +4 to rolls for discovering traps.
Monster Hunter: Gains a bonus when battling weaker monsters of a dungeon, making them effective at dealing with swarms of weaker baddies. Also carries flash bombs that can stun monsters for a turn, that are even effective against monster Masters if they're created in just the right way... 1d4 damage against Monster Masters, 1d10 damage against lesser monsters. +4 HP.
Bounty Hunter: A class that starts weak in a bid to gain gold in the long run. Gains 1.5 of the bounty from a monster kill, and has the unique ability to share their collected gold with others. 1d4 base damage, no roll bonuses.
Bard: A music making machine that only grows inspired in the heat of combat, their skills at music playing can inspire their allies or give special effects. Can only play in a combat situation, and taking damage interrupts a song. 1d4 base damage, +5 hp.
You get 2 skill points to start off with, and can use them on the following skills from your tree.
Melee Skills:
Spoiler (click to show/hide):
Close and personal: 1 point cost. For every monster adjacent to you, you gain a +1 to combat rolls.
Focus: 1 point cost. Choosing a specific opponent to battle gives you a +3 to combat rolls against them, and increases any damage you deal to them by 1. Whenever you Focus, you gain a -2 to defense rolls against monsters who aren't your target.
Survivor.: 1 point cost. Your constant battles with monsters of various kinds gives you 5 extra hit points.
Specials:
Fighting Fury: Fighter Special. 2 point cost. Whenever you are below half HP, you gain a +3 to combat rolls against all enemies, and +4 to those that have damaged you the turn before. Risky, but can pay off big time.
Knightly Grace: Knight Special. 2 point cost. You gain +4 to all defense rolls whenever you refrain from moving the turn before. This includes defense against Magic, Lust attacks, and physical attacks.
Rapid assault: Duelist Special. 2 point cost. Whenever you kill an opponent or get a Critical Strike, you may attack again.
Close and personal: 1 point cost. For every monster adjacent to you, you gain a +1 to combat rolls.
Focus: 1 point cost. Choosing a specific opponent to battle gives you a +3 to combat rolls against them, and increases any damage you deal to them by 1. Whenever you Focus, you gain a -2 to defense rolls against monsters who aren't your target.
Survivor.: 1 point cost. Your constant battles with monsters of various kinds gives you 5 extra hit points.
Specials:
Fighting Fury: Fighter Special. 2 point cost. Whenever you are below half HP, you gain a +3 to combat rolls against all enemies, and +4 to those that have damaged you the turn before. Risky, but can pay off big time.
Knightly Grace: Knight Special. 2 point cost. You gain +4 to all defense rolls whenever you refrain from moving the turn before. This includes defense against Magic, Lust attacks, and physical attacks.
Rapid assault: Duelist Special. 2 point cost. Whenever you kill an opponent or get a Critical Strike, you may attack again.
Ranged Skills:
Spoiler (click to show/hide):
Rapid Recovery: 1 point cost. Whenever you miss a target, you can attack again with a -2 penalty to the combat roll. Does not proc when you manage to hit but deal no damage.
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. Gives a +2 to all combat rolls when using your ranged weapons. Useless in a melee.
Specials:
Wild Hunt: Archer special. 2 point cost. Gains a wild animal companion of choice to assist in close combat.
Last One Standing: Barbarian special. 2 point cost. You always keep at least one of your weapons of choice on hand, and whenever you go down to one ammo remaining, you gain a +4 to all melee combat rolls, but also gain a -3 penalty to defense rolls.
Eagle Aim: Sniper special. 2 point cost. You gain a +4 to combat rolls made at range, and if your combined total of rolls and bonuses goes above 20, you automatically gain a critical strike.
Rapid Recovery: 1 point cost. Whenever you miss a target, you can attack again with a -2 penalty to the combat roll. Does not proc when you manage to hit but deal no damage.
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. Gives a +2 to all combat rolls when using your ranged weapons. Useless in a melee.
Specials:
Wild Hunt: Archer special. 2 point cost. Gains a wild animal companion of choice to assist in close combat.
Last One Standing: Barbarian special. 2 point cost. You always keep at least one of your weapons of choice on hand, and whenever you go down to one ammo remaining, you gain a +4 to all melee combat rolls, but also gain a -3 penalty to defense rolls.
Eagle Aim: Sniper special. 2 point cost. You gain a +4 to combat rolls made at range, and if your combined total of rolls and bonuses goes above 20, you automatically gain a critical strike.
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.
Holy Savior: Cleric special. 2 point cost. Revives a dead ally. 5 casts worth.
Overcharge: Sorcerer special. 2 point cost. Your self-trained skills leave much to desire in the area of control, but when channeled properly allows you to gain a random chance to turn a regular spell cast into a Critical Strike cast, doubling damage/ increasing effect.
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.
Holy Savior: Cleric special. 2 point cost. Revives a dead ally. 5 casts worth.
Overcharge: Sorcerer special. 2 point cost. Your self-trained skills leave much to desire in the area of control, but when channeled properly allows you to gain a random chance to turn a regular spell cast into a Critical Strike cast, doubling damage/ increasing effect.
Specialist Skills:
Spoiler (click to show/hide):
Trapmaster skills:
Keen eye: 1 point cost, +2 to trap discovery rolls. Stackable.
Return to sender: 2 point cost. Allows attempts to turn discovered traps against their makers, and should you pass a roll the trap will only activate for Monsters instead of Adventurers.
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 -5 penalty. Successfully disarming it will prevent the trap from doing anything to you.
Monster Hunter skills:
Big game hunting: 2 point cost. Applies the damage bonus used against smaller monsters to Monster Masters. You now deal 1d10 damage to all opponents.
Marked: 2 point cost. At the start of a dungeon, you gain 1 cast of mark., 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. Useless against Monster Masters.
Stun upgrade: 2 point cost. Allows the MH's stun bombs to affect Monster Masters.
Bounty Hunter skills:
Mind on the money: 2 point cost. Changes the 1.5 Bounty modifier to a 2 times bounty modifier.
Special Targets: 2 point cost. Upon entering a room with monsters, you have a chance to have any one monster in the room become a Special Target, granting a 5 times bounty bonus to you when killed by anyone in the party.
Under lock and key: 2 point cost. Keeps gold even after a party loss through lust damage, but not through death. (Unless revived by a Cleric!)
Bard Skills:
Mage Aid: 2 point cost. You can play a song that, after 4 turns, gives a cast of a spell back to an ally magician.
Inspirational beat: 2 point cost. Your song inspires all of your allies, granting them a +1 to combat and defense rolls. Every two turns you keep playing, the bonus increases by 1, for a maximum of +10 to combat and defense rolls.
Retribution: 2 point cost. A vengeful song that gives injured allies a +1 to combat rolls for every 2 health they're missing.
Trapmaster skills:
Keen eye: 1 point cost, +2 to trap discovery rolls. Stackable.
Return to sender: 2 point cost. Allows attempts to turn discovered traps against their makers, and should you pass a roll the trap will only activate for Monsters instead of Adventurers.
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 -5 penalty. Successfully disarming it will prevent the trap from doing anything to you.
Monster Hunter skills:
Big game hunting: 2 point cost. Applies the damage bonus used against smaller monsters to Monster Masters. You now deal 1d10 damage to all opponents.
Marked: 2 point cost. At the start of a dungeon, you gain 1 cast of mark., 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. Useless against Monster Masters.
Stun upgrade: 2 point cost. Allows the MH's stun bombs to affect Monster Masters.
Bounty Hunter skills:
Mind on the money: 2 point cost. Changes the 1.5 Bounty modifier to a 2 times bounty modifier.
Special Targets: 2 point cost. Upon entering a room with monsters, you have a chance to have any one monster in the room become a Special Target, granting a 5 times bounty bonus to you when killed by anyone in the party.
Under lock and key: 2 point cost. Keeps gold even after a party loss through lust damage, but not through death. (Unless revived by a Cleric!)
Bard Skills:
Mage Aid: 2 point cost. You can play a song that, after 4 turns, gives a cast of a spell back to an ally magician.
Inspirational beat: 2 point cost. Your song inspires all of your allies, granting them a +1 to combat and defense rolls. Every two turns you keep playing, the bonus increases by 1, for a maximum of +10 to combat and defense rolls.
Retribution: 2 point cost. A vengeful song that gives injured allies a +1 to combat rolls for every 2 health they're missing.
IMPORTANT:
If you have any questions, concerns, or whatever, please send me a PM or write a post in this thread to let me know. ALSO, if we reach the point where this thread goes past 1 page before everyone has posted their sheets, whenever you make yours, please post it in the thread and then edit it into your first post whenever it's approved by me.
I hope you enjoy!