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Posted: Wed Nov 14, 2007 8:14 am
You see a rickity old scroll fall in front of you
The scroll Standing before you is a massive tower. No one knows who or what the hell built it. All that's known is that for all of history, legends of grad and powerful treasures have been seen and found within these halls. However, no one has ever made it to the top or bottom of these halls. Monsters and traps await all who dare challenge this place. Are you brave enough to make it through this hell or will you fall like all the rest.
Ok, heres the general idea of this game. You take your character, any character you want, and post their profile here. Once you do that, you enter and make your way through the tower.
You, the player, will roll a 20 sided die in search of the stair to the next floor. Each floor has multiple exits. The higher up you go, the fewer and fewer exits there will be. Each roll, you check the floor guide to see what happens to you on that roll. Some rolls may end you in a dead end and penalize you. Others may force you to fight a monster. And some might let you find small treasures and what not. It all depends.
Varying skills can be used as you go up the tower. All of your current abilities can be used to aid you. In other words, if you want to add your search ability to your exit searching roll, you can or you can chose not to, its up to you.
This is still in the early stages so any suggestions are welcome. This is just for fun. Anything you win will just be for show. Money prizes MAY be given depending on the support I get. I'll ask Kouri and osme of the crew to see if small exp and stat bonus can be gained from this. (like 10 points or so for completing a floor in so many rolls) At any rate, have fun and give me comments people!
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Posted: Tue Nov 27, 2007 10:19 am
Floor Room DC
Below are different DC for different aspect of the tower. Each floor has different surprises and must be found and unlocked by the user. There will be many secrets if this game kicks off well.
For Floor 1: The exit room DC are - 44, 14, 91, 65, 72 For Floor 2: The exit room DC are - 24, 4, 46, 22, 59 For Floor 3: The exit room DC are - 58, 91, 10 For Floor 4: The exit room DC are - 39, 66 For Floor 5: This is the top floor for now.
Remember, you must roll a 1D20 to find where you are in the tower. You can add up your rolls to get to these DC but you MUST GET THE EXACT DC to exit. Think of each of those numbers as a Room number and each floor has exactly 100 rooms.
Treasure Rooms: If you land in one of these rooms, you will find a locked treasure chest. You can either ignore it or try to open it. To open it, you must beat a DC that increases with each floor. The Slight of Hand Skill can be added to roll to help you beat the DC
Floor 1 - 32, 65 DC: 20 Floor 2 - 64, 6 DC: 25 Floor 3 - 43, 6 DC: 30 Floor 4 - 59, 73 DC: 35 Floor 5 - 36, 63 DC: 40
Enemy Rooms: If you land in a room with an Enemy in it, you must defeat the enemy before you can do anything else. Combat is the same as it is in all the other areas of the guild. If you die in this dungeon, it has absolutly nothing to do with the rest of the guild, so don't worry about dieing multiple times. You will simply have to start back from Floor 1 and loose all treasure and items.
Floor 1 - 82, 58, 37, 100, 28, 45 Floor 2 - 49, 74, 88, 90, 75, 67, 13 Floor 3 - 53, 33, 5, 43, 66, 9, 47, 60, 24 Floor 4 - 8, 17, 66, 75, 67, 14, 95, 81, 55 Floor 5 - 57, 77, 19, 36, 17, 55, 82, 1, 29, 10
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Posted: Tue Nov 27, 2007 10:24 am
Monster Sheet
This is a list of monsters you may face in the dungeon. These are the basic stats of the monster. Unless it is a boss monster, all skills it may use are considered to be based off their stat mods.
Monster battles commence when you roll a die and land in a room marked as a monster room. You cannot leave the room until you beat the monster or try an escape roll. Escape rolls take into account 1D20 and your Dodge Bonus. You must beat the Run DC of the Floor. If you do not, the monster gets a free attack off of you that you cannot block or dodge or reduce.
If more than one person rolls and lands in the room with you, they may help you battle the monster present but note that there will be 1 monster for every person in the room, unless it's a boss room.
Monsters usually hold some sort of treasure or items so beating them could help you tremendously...or be a complete waste of time. It is up to chance wheather you win a prize or not.
In the event that the monster is in the same room as a treasure chest or the exit, you must beat the monster before you can attempt to get the treasure or exit the floor. There is no way around it.
~~///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////~~ Level 1 Monsters
Goblin - A small impish monster. Not very strong but seems to dream of something big.
Level: 1 HP: 10 CP: 3 Strength: 11 Mod: 0 Dexterity: 11 Mod: 0 Constitution: 11 Mod: 0 Intellegence: 6 Mod: -2 Wisdom: 6 Mod: -2 Charisma: 6 Mod: -2 Chakra: 11 Mod: 0 Dodge Bonus: 8
Base Attack Bonus: 1 Melee Bonus: 1 Ranged Bonus: 1
Base Save Bonus: 0 Fortitude: 0 Reflex Save: 0 Will Save: -2
Attacks: 1) Scratch 2) Throw 3) Smash(arm)
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Page - A wizard-ish monster in training. Many of it's skills look like incomplete ninjutsu. Why is that?
Level: 1 HP: 8 CP: 3 Strength: 6 Mod: -2 Dexterity: 6 Mod: -2 Constitution: 6 Mod: -2 Intellegence: 11 Mod: 0 Wisdom: 11 Mod: 0 Charisma: 11 Mod: 0 Chakra: 11 Mod: 0 Dodge Bonus: 8
Base Attack Bonus: 1 Melee Bonus: -1 Ranged Bonus: -1
Base Save Bonus: 0 Fortitude: -2 Reflex Save: -2 Will Save: 0
Attacks: 1) Fire Ball 2) Thunder Bold 3) Ice Spike
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Posted: Tue Nov 27, 2007 12:09 pm
Attack List
This is a list of possible attacks that a monster can have. Simply reference these attacks to see what the damage and what not is.
Melee: Attacks with clubs and swords and hands and feet and whatever other close range thing the monster can get their hands on...or craft.
Scratch- A simple swing with open, clawed hands by a monster. Not very damaging but easily combinable with other attacks. Damage: 1-3 + str mod Special: 2 can be done in one attack turn.
Smash- A hit to the head with a blunt object or side of the arm. Bluddgening is a good thing, not a bad thing. Damage: 2-4 + str mod
Cut- Done with bladed weapons. It's a swing of the blade that is so fast, it makes the user dizzy...supposedly. Damage: 2-7 + str mod OR Weapon Damage + str mod + weapon skill
Stab- A quick thrust attack done with a pointed weapon or tail or anything with a point really. Get the point? Damage: 1-6 + str mod OR Weapon Damage + str mod + weapon skill
Body Slam- It's a bird! It's a plane! NO! It's a fat monster trying to fly!....RUUUUUUN!! Damage: 3-7 + con mod
Roll- Your big! Your Round! GO WITH IT! Damage: 10-20 + dex mod Special: If hit, the target losses a turn.
Hug heart - This is gonna love you so hard it HURTS! No...seriously, this hurts! Damage: 10-15 + str mod Special: Can be continously done. Target must roll a Fortitude Check and beat the Attack DC to break out of this.
Tail Lashing- A whip like action that can be done with a whip or a tail...but it's so much more disturbing when done with a tounge...wait...EWWWWWW!!! Damage: 4-9 + str mod
Slasher- A multiple slash attack that can be done in rapid succession. You get dizzy just looking at it. Damage: 5-25 + str mod OR weapon damage + str mod + weapon skill Special: This move can be done 2 times in one attack turn. User rolls two Attack Rolls. If first one misses and second connects, second hit damage is cut in half. However, if both hit, second hit get's double damage.
Range: These are attacks down from a distance. Spiting, sniping, shooting, magic, it's all done from the comfort of the back row. Till you pummle their faces in.
Throw- A rock, a gold piece, a bomb, a building, whatever you can get your hand's on, you can throw it. Hay, even the kitchen sink is up for grabs. Damage: 1-2 + dex mod + weight of object thrown. Special: Throwable objects will be specified by the floor as well as weights of said objects. Use these to determine the damage.
Snipe- Using a weapon available, the monster takes aim and snipes at the target. Cool and calm...yea thats the way baby! Damage: Weapon Damage + dex mod Special: If attack roll is 10 points higher than the targets Dodge Bonus, the attack damage is doubled.
Spit- Venom, acid, energy balls, whatever you can hack up, you can throw up...or out...or whatever. Disgusting, but effective. Damage: 3-9 + dex mod
Hurl- Now this is a throw with some UMPH to it...don't put your back out though. Damage: 1-2 + dex mod + str mod+ weight of object thrown. Special: Throwable objects will be specified by the floor as well as weights of said objects. Use these to determine the damage.
Detatch- The monster throws parts of their BODY at you...where's that kitchen sink. Gotta be cleaner than this. Damage: 3-8 + con mod + dex mod Special: Monster can't use that part of their body for 1 turn. So if it was a tail, they can't use any tail related attacks for a turn.
Magic/Ninjutsu: Magic, ninjutsu, whatever it is, it's a pain to avoid. All these attacks need to be avoided using Reflex Saves to save your skin.
Fire Ball- A basic magic spell. Your pretty hot stuff huh? Damage: 1-3 + chk mod
Ice Spike- A basic magic spell. Chill out! Damage: 1-5 + chk mod
Thunder Bold- You may be bold! Yoy may even be daring! But ARE. YOU. SHOCKING! Damage: 2-8 + chk mod
Spike- It's sad when even the ground tries to stick it to you... Damage: 2-9 + chk mod
Wind Blade- A concentrated thrust of wind. Talk about breaking wind... Damage: 3-12 + chk mod
Inferno- A lake of fire anyone? Where's my damn marshmellows Damage: 4-20 + chk mod Special: Even if you beat the Ninjutsu DC of this attack, if you do not beat it by 10 or more points, you still take half damage.
Absolute Zero- A chilling end. Are those icicles forming on the lava?! Damage: 5-25 + chk mod Special: Even if you beat the Ninjutsu DC of this attack, if you do not beat it by 10 or more points, you still take half damage.
Armageddon- All Hell breaks loose. LITERALLY! Damage: 30-100 + chk mod Special: Even if you dodge the basic attack, you still take half damage no matter what.
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