BackgroundThe 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.
PremiseRondo 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=sharingStats and SystemSpoiler (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
CombatSpoiler (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.
DamageSpoiler (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.
ExplorationSpoiler (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 RollsSpoiler (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 & ProgressionSpoiler (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 TreeSpoiler (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 FormationSpoiler (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 LossSpoiler (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 SheetCharacter Name:
Appearance (Metrotopia)
Appearance (Rondo)
Background
Class:
https://docs.google.com/document/d/1ZNa ... sp=sharing ;
https://docs.google.com/spreadsheets/d/ ... sp=sharingHP: 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