Remember back in the 50s when they'd record like Elvis singing YOU AIN'T NOTHIN BUT A HOUND DOG and then they'd turn the record over and reverse it and it was all NYERP NYERP NYERP NYERP NYERP and people were all like, "That is actually the voice of Satan coming from that song."
I'm with Tre and Deathonabun here. I'll watch and see how this goes first, and maybe if there's a season two I'll be a contestant then.
I have taken the liberty of typing up a spell-list for your dear professor. For funsies, and also to show you what you might look like if we stick through this game (in-game, she probably has way more spells. Like, low-level holdovers and stuff, but I haven't accounted for spell slot scaling yet, nor are the damage tables *necessarily* accurate)
Greater Summon Nightmares -- Summons 1d6 Nightmare Shades at any point the caster can see. The area where these Shades are summoned erupts in an explosive nova that deals 6d20 Shadow Damage to any targets within the area of effect that the caster so chooses.
Greatest Create Spectral Simularcum -- Constructs a hazy, spectral replica of any creature the caster can see (or the caster themselves). The replica has 1d20 HP plus that of the target creature's, and has access to all non-Summoning spells the target creature knows. All damage dealt by the Spectral Simularcum may be treated as either Light or Physical damage at the caster's choosing.
Who Summons The Summoner? -- Summons a Hell Shephard Demon before the caster which has a 2% chance to be hostile. The Hell Shephard Demon persists for 1d20 rounds and after the first round, may use its own summoning spells in addition to its other spells.
D'Agnon's Exskullaganza -- Creates a portal which fires out a cone of 2d20 Exploder Skulls in front of the caster. The Exploder Skulls deal Physical Damage instead of Fire Damage.
Crystalis Ritual -- Creates a Crystal Cocoon in front of the caster. After 1d4 rounds, a full-fledged Crystal Golem emerges from the cocoon.
The Unspeakable -- Summons an Akhaas in front of the caster. The Akhaas persists for 1d4 rounds. The caster must immediately order the Akhaas to destroy a single target. If the Akhaas is banished before it can destroy the target, the caster takes 2d60 points of Shadow damage, and 2d60 of Fire damage.
I'm still in, but I'm still working on what sort of spells my character should be able to do. I have ideas, but I don't want to submit anything too over-the-top or too straightforward.
Yeah. One or two sentence "I want this to do that" statements are absolutely what's best for me. Don't sweat the mechanical stuff, I'll work all that out.
Creative spells are fine though. Just make sure I know what they do.
Your starting inventories will go up tonight, as well as rules on what happens if you hit 0 HP, resting, and basically a couple other miscellaneous odds and ends.
as a side note, combat has been changed very slightly. Essentially, I've made it so that your weapons (if you have them) add a damage modifier to a successful attack. Previously they literally did nothing. You won't start out with any armor, but you can find some and it will give you various resistances, which will only be covered when the time comes.
Also you'll be happy to know that I have the first floor of the dungeon entirely mapped out. It's small compared to what you'll see in later floors (especially after L:5), but that floor will be our practice run.
Lastly, the RP itself will go up possibly as soon as tonight, but you won't be doing any mechanical stuff, just RPing and letting your characters get to know each other.
The Big One, first of all. If your character reaches 0 HP, you don't die. You return to the start of the dungeon where you'll have to await your classmates' return (yes, you will absolutely be going back and forth between lower parts of the dungeon and the academy.), and you will lose any items you picked up on that particular run.
On that note. Every floor below the first has a blue touchstone on it that you need to get before you can go lower. This lets you use the academy's teleportation magics to get down to the dungeon and back up easily without having to crawl through 500-odd floors any time you want to get anywhere. I realize this is a little bit of a handwave, but it would be tedious otherwise.
Going back to HP talk, Resting restores both MP and HP, and can be done after a floor is cleared, so you never have to go down to the next floor with only 1 HP or something left.
All characters of the same class start with the same stat distribution (you'll see it on your character sheet when I turn in your hard spell list to you, dmboogie has his already and I'm working on everyone else's right now), you will be able to put points (in increments of five) into your stats as you see fit as you level up.
XP is gained cinematically/freeform, rather than being something measured in hard increments. You will level up when it is appropriate for you to do so.
now, let's move on to
Inventory!
All classes have a limit on how many items they can carry (very small items like say, feathers, don't count toward this total unless you have a lot of them). For the caster classes, this is 20, for the non-caster classes, this is 25. Remember that you can go back to your dorms between floors to drop your items off. However!, floorscannot be revisited after they are cleared due to the nature of the dungeon*, so choose what you want to take carefully. You will also likely always need to have the following items on you, which you gain at the beginning of your journey, these do not count toward your item totals:
The Dungeoneer's Bestiary: Consider this a sort of magical Pokedex. The Dungeoneer's Bestiary is a magical encyclopedia written by Iskander Duvalion that contains brief descriptions and useful information on nearly everything you'll find in the dungeon, displayed in a convenient list format.
Bluestone: This is what lets you use the teleportation system that the academy has set up.
Lifesaving Charm: This is what causes you to return to the academy when "killed", rather than just having you die. You'll be transported to the infirmary, obviously. If you somehow were to lose this, you'd be screwed.
*this will be explained in the OP, which I am off to write.
I've chosen to keep most of the details of the world outside the tower pretty vague. It's just honestly not important to the plot or the game in general at present.
The RP thread is now officially open, if you couldn't tell.
Use whatever RP methodology you like (combat is a different story, but we'll cross that bridge when we come to it).
Er, I see nothing explaining why we can't explore cleared floors...
Since that time, the Dungeon's ever-shifting passageways and possibly infinite floors have been mapped to the extent that....
The floors aren't consistent. So technically, you could revisit them, but they wouldn't be the same except for the touchstone being there (and it wouldn't necessarily even be in the same spot). The way teleportation magic works allows them to keep touchstones on each floor, but the floors themselves change.
Not only between visits, it's entirely possible for two parties to be occupying the same floor at the same time and not overlap in any way, because whatever created the dungeon did so with such a huge amount of interlocking magics of various types that it just screws with the laws of physics in ways that even the most well-informed people at the academy don't really understand all that well.
In spite of that, the number of floors seems to remain consistent ("seems to" because no one has ever found a bottom to the Dungeon, so mapping after Floor 500 or so becomes very spotty. We'll cross that bridge if we get to it), so making teleporters to the floors themselves isn't a problem.
I've given this a lot of thought, it's just hard to integrate that kind of infodump into the RP itself.
Well I misread the gender. So the whole thing is like Mystery Dungeon? We can revisit those floors on future visits all we want, but don't expect the layout to be the same at all?
Also, >.> technically you never said the professor had already gotten far enough away. Unless my reading comprehension really sucks tonight
additional side note because I'm thinking of it at the moment for reasons. Some monsters have something called EP in place of (or rarely, in addition to) MP. This is just basically a non-magical version of Mana Points. You'll pretty much never have to worry about it on your end unless you're trying to mana drain something and it doesn't work.
I have been both busy and distracted these past few days, and in the next few I have to frantically do some things for college. I apologize, it might take a little longer to get things really up and running.
^ I don't know how to make this character believable without being crazy. Besides, it's much more fun to play crazy people.
Wait, you didn't mean for it to be a stealth pun?
I thought it was what you meant, mentioning that it was bluish gray (a color known as perse) and earthen/rocky (presumably igneous rock; so, possibly Phonolite).
Perse-Phonolite. Perse-phone. Persephone.
Well, that's egg on my face, then. And here I thought I was so clever, having figured it out.
Also, it is a communication device that transmits sound over a (presumably) long distance; with complete accuracy to the voice; and is possibly a recording.
What the book actually displays and what I actually type are not necessarily exactly the same. Think of what I typed as a distilled version of what the book says.
also, X = "so high that exact numbers don't matter".
Comments
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
I have taken the liberty of typing up a spell-list for your dear professor. For funsies, and also to show you what you might look like if we stick through this game (in-game, she probably has way more spells. Like, low-level holdovers and stuff, but I haven't accounted for spell slot scaling yet, nor are the damage tables *necessarily* accurate)
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Yeah. One or two sentence "I want this to do that" statements are absolutely what's best for me. Don't sweat the mechanical stuff, I'll work all that out.
Creative spells are fine though. Just make sure I know what they do.
I'm still waiting on spell lists from a few people.
and I have to ask ignatius if he's still playing at all.
I've updated the OP, if your name has an X next to it, you're fine. If not, you need to submit a spell list to me.
If you're not up there at all, then I've been a careless ditz again, and please notify me of that too.
Sorry, I thought I responded to you but I guess I didn't.
If we don't hear back from Aliroz and/or Funnyguts in a few days, I'll just start without them.
Don't need to wait for me, I'm ready.
Umm, I have no ideas for spells. How about, "Gust of Wind"; that makes a light breeze; (AIR)
"Phenol trinitate" that turns water into Picric Acid; (VENOM)
"Dust of wind" that creates a liter of dust in the air; (AIR)
"Slow minor poison" that slows down the effects of a minor poison for ten minutes; (VENOM)
"Thrust of wind", a single pulse of wind that is stronger than "Gust of wind" but happens over a smaller area (AIR)
"Brimstone", a spell that turns water into sulphur; very smelly. (VENOM)
y'all need to PM me about this stuff, srsly.
On the other hand, these look alright. So I guess there's no need.
I'll bother Funnyguts. Y'all should have your "hard" spell lists in a day or two.
Your starting inventories will go up tonight, as well as rules on what happens if you hit 0 HP, resting, and basically a couple other miscellaneous odds and ends.
as a side note, combat has been changed very slightly. Essentially, I've made it so that your weapons (if you have them) add a damage modifier to a successful attack. Previously they literally did nothing. You won't start out with any armor, but you can find some and it will give you various resistances, which will only be covered when the time comes.
Also you'll be happy to know that I have the first floor of the dungeon entirely mapped out. It's small compared to what you'll see in later floors (especially after L:5), but that floor will be our practice run.
Lastly, the RP itself will go up possibly as soon as tonight, but you won't be doing any mechanical stuff, just RPing and letting your characters get to know each other.
Miscellanea:
now, let's move on to
Inventory!
All classes have a limit on how many items they can carry (very small items like say, feathers, don't count toward this total unless you have a lot of them). For the caster classes, this is 20, for the non-caster classes, this is 25. Remember that you can go back to your dorms between floors to drop your items off. However!, floors cannot be revisited after they are cleared due to the nature of the dungeon*, so choose what you want to take carefully. You will also likely always need to have the following items on you, which you gain at the beginning of your journey, these do not count toward your item totals:
*this will be explained in the OP, which I am off to write.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Yeah, you can add those now.
I've chosen to keep most of the details of the world outside the tower pretty vague. It's just honestly not important to the plot or the game in general at present.
The RP thread is now officially open, if you couldn't tell.
Use whatever RP methodology you like (combat is a different story, but we'll cross that bridge when we come to it).
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
The floors aren't consistent. So technically, you could revisit them, but they wouldn't be the same except for the touchstone being there (and it wouldn't necessarily even be in the same spot). The way teleportation magic works allows them to keep touchstones on each floor, but the floors themselves change.
Not only between visits, it's entirely possible for two parties to be occupying the same floor at the same time and not overlap in any way, because whatever created the dungeon did so with such a huge amount of interlocking magics of various types that it just screws with the laws of physics in ways that even the most well-informed people at the academy don't really understand all that well.
In spite of that, the number of floors seems to remain consistent ("seems to" because no one has ever found a bottom to the Dungeon, so mapping after Floor 500 or so becomes very spotty. We'll cross that bridge if we get to it), so making teleporters to the floors themselves isn't a problem.
I've given this a lot of thought, it's just hard to integrate that kind of infodump into the RP itself.
also Ica, your professor is a woman.
Further, your professor has already left.
Also, >.> technically you never said the professor had already gotten far enough away. Unless my reading comprehension really sucks tonight
I meant to imply it.
You could revisit old floors hypothetically, but given that we will be spending more than enough time going down, there's very little reason to do so.
Good to know that I should probably log off before I make an ass of myself 8D
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Eh, as long as your character doesn't try calling him short. 5'7" isn't that bad, but it's still a sore spot for him
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
I'll try to get them to y'all tomorrow, but I have a busy day.
I'm aware you were sort-of kidding but still.
For the record the school has methods to deal with out-and-out fights, but I won't bring that out unless I have to.
Aliroz's character is very um
eccentric
Wait, you didn't mean for it to be a stealth pun?
I thought it was what you meant, mentioning that it was bluish gray (a color known as perse) and earthen/rocky (presumably igneous rock; so, possibly Phonolite).
Perse-Phonolite. Perse-phone. Persephone.
Well, that's egg on my face, then. And here I thought I was so clever, having figured it out.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
It's a phone.
What the book actually displays and what I actually type are not necessarily exactly the same. Think of what I typed as a distilled version of what the book says.
also, X = "so high that exact numbers don't matter".
I believe I have given out a hard spell list and stat sheet to every person who sent me a spell list previously. If I'm wrong, please PM me.
Currently, I'm just waiting on some stuff with Funnyguts and then we can get started proper.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead