Posts: 444
Joined: Mar 2013
Pronouns: She/her/hers
Location: im alive here again!
DUNGEONQUEST: THE D20 GAME FOR EVERYONE
04-10-2013, 08:06 AM
(This post was last modified: 04-16-2013, 12:21 AM by Romythered.)
Q: "WHAT? FOR EVERYONE? AS IN ALL APPLICATIONS ARE ACCEPTED?"
A: yes, as in "everyone on the forum can join at once"
Q: "SURELY THIS MUST BE A ROLL TO DIE!"
A: HAHAHAHA I WISH no this is something more insane. It's basically a miniature, extremely simplified D&D campaign with an unlimited number of players. All of whom are stuck in a horrifying dungeon. And you all have one true goal, and one only: getting out.
Q: "ARE YOU JOKING?"
A: Sadly (for my sanity), no. I was already planning to do this on MSPA before the games forum got shut down...
Q: HOW DO I SIGN UP?
A: look down, doofus
Applications
the following is a guideline for requirements for character apps:
Name: Self-Explanatory
Race: See Above. No limit on race if you can explain what the race is.
Age: See above. again.
Background/bio/motive/etc: no need for word walls if you don't feel like it, but could I get at least four complete sentences pls k thanks
personality: again, word walls are unnecessary, but for this you can just say something like "essentially chaotic good" and that's enough. try to play to your character's personality or I'll slap you
nothing else I'll just bitchslap you and move on (i'm referring to things like a character that is supposedly completely, utterly, remorselessly, irredeemably evil being super nice more than once for little to no evil reason, etc)
height: No need for exact measurements just Short, Very Short, DWARF, Average, Tall, Very Tall or GIANT(you can throw numbers in too if you desire)
Weight: again no measurements required, choose from Large, Very Large, FATSO, Average, Thin, Very Thin, or TWIG
Show Content
Spoiler( note: measurements in caps are jokes and represent disproportionate and normally physically impossible sizes)
Stats: You have 60 points to put into stats. All stats must have at least one point in them, but you may not put more than 20 points in one stat.
Vitality: Affects your Hit Points and general physical wellbeing.
Endurance: Affects your physical strength, stamina and similar things
Dexterity: affects your deftness, speed, and similar things.
Intelligence: Affects your uh... well, intelligence, perception, and similar things
Knowledge: Affects your MP, magical prowess, and similar things
Speech: Affects how others see you and how easy it is to win a speech check, etc
Luck: Affects your luck, which has various effects.
Class: If you can explain what it is and subsequently justify its existence, it's fine
Traits: traits are essentially unique character abilities. Try to make them go with your character's theme! you can make up to three to start, tho you might get more later. if you don't die horribly. Examples:
Show Content
SpoilerVanilla:
Graverobber: you gain more money from looting corpses than normal.
Weightless: Weight based triggers and/or traps will not trigger if you stand on them.
More flavorful:
Gamble With The Gods: You can wager gold in multiples of 100 on any one check that could result in you taking damage, once per turn. If you win the check, you obtain gold equal to the wagered amount times the die total. If you lose, the gold is lost and you take double damage from the failed check.
-Blood Magic Locked: You have no MP, and all spells you cast must pay their MP cost from your hit points. All spells cast are treated as Blood Magic.
Not Workable:
Invincible: nothing can hurt you you're superman!
etc.
Special: You get to make one special cooldown skill. These generally fall into four categories: mid level cooldown strong skills, short cooldown effect, healing or buff type skills, long cooldown finisher skills, and extremely long cooldown tactical nukes. Examples:
Show Content
SpoilerShort Cooldown (1-3 turns):
Healing Heart: Heal all allies within range by 1/10th their max HP
Double Edge: sacrifice some health to increase attack damage.
Mid cooldown (4-6 turns):
Cross Cutter: perform two attack rolls consecutively on the same opponent. Apply both together.
Armor Pierce: Halves enemy physical defenses during damage calculation.
Long Cooldown (7-9 turns):
Overdrive: Attack power doubles and can attack twice a turn for two turns. cannot move for the following turn.
Life Shaver: deals damage equal to 1/10th of target's max hp
Very Long Cooldown (10+ turns):
Sword Storm: Uses all MP to deal middling magic damage to all enemies in a wide range
Fatal Blow: instantly kills target on successful hit.
Q: "WILL YOU REGRET THIS?"
A: Probably, but who cares? lets do this
E: Q: "IS THIS THE SAME AS D&D?"
A: HAHAHAHA no
Q: "WILL YOU REGRET NOT USING SMALLER DICE?"
A: would it matter? nahhhh fuck that we're doin' this my way.
Q: "YOU KEEP TALKING ABOUT STATUS EFFECTS, IS THERE A LIST?
A: Sure, I'll make one for all the effects I've mentioned so far as well as a few I haven't!
Status Effects
Show Content
SpoilerPoison: Deals damage to the target every turn. amount depends on severity of status.
Toxic: Deals damage to the target at the start and end of every turn. Damage increases with severity.
Burn: Deals weak damage to the target every turn, and increases Fire damage they take. both effects increase with severity.
Stun: Afflicted targets cannot act for a turn. Number of turns they cannot act increases with stun level.
Confused: The afflicted's ability to target becomes skewed, possibly causing them to fire at thin air or even at allies. Higher levels last longer.
Grab: The afflicted is grabbing a target, and cannot move without letting go. They can still attack, however.
Grabbing: The afflicted is being grabbed, and takes weak damage every turn. In addition, while the Status persists, the afflicted cannot act as often.
Snare: The afflicted is unable to move from their current spot for a number of turns. They can still attack however.
Frozen: The afflicted cannot act at all, and remains unable to until the status is cured or they are dealt sufficient Fire damage.
Wounded: Loses HP with every action or movement made. Amount lost increases with severity.
Bleed: No direct effect. severity increases with each application. At Extreme severity, instantly deals damage to the afflicted equal to 1/3 their maximum HP.
Doom: If not cured, instantly kills the afflicted within a set number of turns
Petrification: The afflicted is turned to stone, and treated as Dead; however they do not respawn unless their body is broken.
Curse/Cursed: if Curse is not cured, the afflicted will die instantly within a number of turns and respawn with the Cursed status. Those afflicted with the Cursed status have their HP and MP halved until it is cured.
AND MORE
CURRENT PLAYERS/CHARACTERS
CURRENTLY INCOMPLETE WORKING ON UPDATE DON'T COMPLAIN
ICan't: Kracky, HP 650/650, 20 MP
Show Content
SpoilerClass: Horstler
Vitality: 13
Endurance: 13
Dexterity: 14
Intelligence: 3
Knowledge: 2
Speech: 5
Luck: 10
Death on my Tab: Kracky does not take damage until the end of an encounter, at which point he takes all damage he would have taken otherwise. In addition, if this ability is negated in some way, he immediately takes all damage he would have taken.
Rapid Regeneration: Kracky's HP recovers more quickly than normal when outside an encounter.
Rockstar Metabolism: Poisons and Potions have reverse effects on Kracky.
Skills and spells:
Acid Punch: Medium physical damage, chance of Weak Poison to the target.
Suplex: Medium Physical damage, chance of Strong Stun. 5 turn cooldown.
SPECIAL: Equine Flaming Death Hug: Kracky lights himself on fire and attempts to subsequently crush the spine of the target before throwing them away. On Hit: Strong physical damage + medium fire damage; Kracky takes 1/10th of damage dealt and is afflicted with the Burn status for 3 turns. On miss: Kracky is afflicted with the Strong Burn status for 6 turns.
yd12k: Wegwijspiet, HP 550/550, 40 MP
Show Content
SpoilerClass: Trackrobat
Vitality: 11
Endurance: 12
Dexterity: 20
Intelligence: 4
Knowledge: 4
Speech: 13
Luck: 6
Stealthy like the rainbow: Cannot be spotted when actively being looked for. Instantly noticed when not.
Rooftop trot: Never suffers penaties for bad footing.
Holey blessing: Can fit himself and anything he's carrying through holes and tunnels large enough to stick your hand in.
Skills and spells: Acrobatic Assault: average damage, you may move to any space directly adjacent to the target.
Special: "recht zo die gaat: upon success, a single target or group of targets is forced to move only in the direction they last moved, for one turn. 4 turn cooldown.
Masterblade: Miss Sinclaire, HP 350/350, MP 60
Show Content
SpoilerClass: Demolitionist
Vitality- 7
Endurance- 7
Dexterity- 13
Intelligence- 20
Knowledge- 6
Speech- 7
Luck- 10
Prehensile Tail- your tail is treated as a third arm for Feats, and you may equip three Hand items at once.
Boomsniffer- You gain a perception bonus when checking for explosives and explosive traps. you will notice if you are in the general vicinity (within two rooms) of a primed explosive automatically.
Tinkerer- you can modify and repair gear with existing items. the effectiveness varies.
Skills and spells:
Bomb Toss: Medium Fire/Explosive damage, AoE. 5 MP.
Deadeye Aim: (Flintlock weapons only) Average physical damage. Never misses. 10 MP.
Special: Light The Skies!: Fires a AOE rocket that strikes all enemies currently in combat for moderate Fire/Explosive damage. May inflict Weak Burn status. 12 turn cooldown.
Pala: Simon Adale, HP 250/250, MP 200
Show Content
SpoilerClass: Racist Wizard
Vitality: 5
Endurance: 3
Dexterity: 6
Intelligence: 18
Knowledge: 20
Speech: 2
Luck: 6
Racist Wizard: Simon's racism manifests blatantly in his magic. Humans take 1/2 damage, Half-humans of any kind take full damage, Non-humans take 1.5x damage, and non-human crossbreeds of any kind take double damage from his spells.
Fuck you, Elf: Anything another race can do, Simon can't help but try and do better. If a friendly non-human successfully performs a Feat of any type, Simon may attempt to perform the same feat with a bonus to the required stat equal to 1/2 the difference of the non-human's stat and his (i.e., Elf performs a Dex feat with 20 dex, Simon can attempt the same feat with a dex bonus of [(20-6)/2]=7, for 13 dex). If Simon succeeds, he retains the relevant bonus for two turns. If he fails, the bonus becomes a penalty of the same value for two turns.
Birds of a (Terrible) Feather: well, they do flock together. If a being of any classification performs an action or proves to have a personality that Simon Greatly agrees with or approves of, they are treated as one step closer to Human for Racist Wizard. Additionally, actions or personalities that Simon greatly hates or despises will move a step further from Human for Racist Wizard. This trait can activate multiple times on a single character.
Skills and Spells:
-Flametongue: Low Level Fire magic. Average Fire damage, small chance to inflict the Burn status. Deals damage in to anything in a straight line ahead of the caster for a short distance (about 4 squares). 10 MP per cast.
-Black Bolt: Low Level Dark magic. Average Dark/Lightning damage. Especially effective against Elves and Machines. Deals damage to a target from afar. 40 MP per cast.
Special:
The Dark Execration: Deals Medium Damage to all targets in the room that are not Human with a cooldown of 15 turns. Power can be increased by performing a powerful enough rendition of blasphemy towards all intended targets, up to a maximum of EXTREME damage to all non-humans in the current room, with a resulting cooldown of 30 turns. This Special's damage is unaffected by any Traits. The Trait Birds of a (Terrible) Feather still applies, though.
Cyber95 - I'adrod, HP 300/300, MP 50/50
Show Content
SpoilerClass: Trap Master
Vitality: 6
Endurance: 5
Dexterity: 12
Intelligence: 15
Knowledge: 5
Speech: 10
Luck: 7
Triggerspotting: perception checks for traps and disarm attempts require two less points to succeed.
Resourceful: you can attempt to break down any item or deactivated device in order to obtain its "Parts".
Reloader: You can attempt to reactivate inactive traps, even if they were not of your own make.
Skills And Spells:
-Snare: Creates a trap in a space adjacent to you. When triggered, the target is afflicted with the Snare status, and cannot move from that spot for up to 3 turns. Requires acceptable "Parts" to use.
-Mine: Creates a trap in a space adjacent to you. when triggered, it deals Damage. Requires appropriate "Parts", 10 MP, or both to use. Damage type, amount, and possible side effects vary based on how the trap is made.
Special: Rapid Invention: you may place up to three traps in any of the squares surrounding you in one turn. Any placed traps may have one of the following effects in one of 4 levels (weak, medium, strong, and extreme); and adds an appropriate number of turns to the cooldown:
-Stun: the enemy cannot move for one turn. Higher levels add additional penalties and/or damage. Weak +1 turn, Medium +2 turn, Strong +3 turn, Extreme +4 turn.
-Damage: the enemy takes damage upon trigger. Gains power with higher levels. Extreme damage is fatal upon success. Weak +1, Medium +3, Strong +5, Extreme +10.
-Status: inflicts a status of your choice for a period of time. Length of affliction and power of status increase with level. Weak +2, Medium +4, Strong +6, Extreme +8
The traps placed by this special can be triggered manually at any time as long as they are active.
Kiven - Toof, HP 500/500, MP 10/10
Show Content
SpoilerClass: Interrupter
Vitality: 10
Endurance: 15
Dexterity: 15
Intelligence: 10
Knowledge: 1
Speech: 4
Luck: 5
Ooh, Shiny: Toof automatically notices things that reflect light during perception checks.
Unbreakable Grip: If Toof grabs an enemy, he reduces their Dexterity and Endurance by 4. Upon taking a certain amount of damage, Toof is forced to let go of his target. (This trait does not allow Toof to grab an enemy)
That's Not Me: Toof automatically inflicts the Confused statuse on enemies whose intelligence stat is less than or equal to half of Toof's intelligence stat.
Skills and Spells:
-Taunt: affects all enemies within 3 squares of the caster. Forces any affected enemy to only target the caster for all actions for 2 turns.
-Restrain: on hit, user is afflicted with the Grab status and target is afflicted with the Grabbed status. User cannot move on their own and is treated as being in the same space as the target at all times. The target takes Weak damage every turn. Both Statuses last for 5 turns or until the user takes damage equal to 1/5th their max hp, whichever comes first.
Special: Tormenting Tentacles - Targets up to 4 enemies, and inflicts them with up to 3 random statuses, as well as forcing them to target Toof for up to 4 turns. Cooldown of 6 turns.
Tilde (Garuru) - Svangr Grisvr, HP 700/700, MP 0/0
Show Content
SpoilerClass: Vital Lich (Life Mage/Lich)
Vitality: 14
Endurance: 14
Dexterity: 10
Intelligence: 8
Knowledge: 8
Speech: 3
Luck: 3
Lich Near-Invulnerability: All Physical Damage is Halved, while all Fire and Holy damage are doubled. Other damage types are unaffected.
Blood Magic Locked: You have no natural MP. MP costs of spells are taken directly from your own HP instead.
Gross-Out Factor: Svangr's Speech is reduced to 0 for 3 turns if he is witnessed performing a "Gruesome" action.
Skills and Spells:
Lifedrain: Low Level, mid-range Life/Blood magic spell. Deals Medium Dark damage, and restores the HP of the caster or an adjacent ally by the amount of damage dealt. 30 MP per cast.
Wraith Claw: Medium Dark/Physical damage. Very Small chance of inflicting Doom. 5 turn cooldown.
Special: Body Takeover: When dealing a finishing physical blow, Svangr may activate this ability. He is fully healed, and gains the use of the target's Traits, Skills and Spells for 3 turns. 11 turn cooldown.
|