Post by Just14 on Mar 13, 2018 14:12:23 GMT -5
Dungeons
Dungeons are mysterious locations that are always changing, controlled and operated by Dungeon Masters. Contained within the dungeons are monsters, traps, and treasure. Monsters become stronger by their summoners and the dungeons develop by the magic of the Dungeon Masters.
Dungeon Master Gameplay
As a Dungeon Master, you are the dark lord of your own monster lair. You live within your own base and you create dungeons throughout the land to pester Hunters and townspeople. You will expend Soul Energy or SE to create monsters, alter dungeons, and upgrade and evolve your monsters. You will gain SE whenever Hunters enter your dungeons and whenever you manage to knock out Hunters in your dungeons. You will also gain a lot of SE whenever you manage to wipe out an entire party of Hunters! You can gain extra SE by sending out Boss Monsters to attack towns as well. Dungeon Masters start with 10,000 SE. Whenever a Hunter enters, you gain 100 + 10xLevel SE per Hunter. You gain 1,000 + 100xLevel SE each time a Hunter is knocked out. You gain 2,000 + 200xLevel SE each time a party is wiped out. Fill out the Dungeon Master sign up below.
Name: (What’s the name of your character?)
Appearance: (What does your Dungeon Master look like? Remember, monsters can be pretty much anything. You aren’t limited to the civilized races!)
Backstory: (What’s your character’s story? Why are they a Dungeon Master?)
Stats (Your Dungeon Master is treated as a Boss Monster and starts with 200 points)
Health:
Mana:
Stamina:
Strength:
Magic:
Defense:
Ward:
Dexterity:
Speed:
Monster Gameplay
As the Dungeon Master, your main form of battle will be through monsters. You will control the monsters and set up of your dungeon when Hunters come to challenge it. But let’s start with the creation of monsters. It will cost you 100 SE to create a basic monster and 1,000 SE to create a boss monster. When creating a monster, you will need to fill out this sheet below.
Element: (Fire, Water, Electric, Wind, Earth, Plant, Light, Dark)
Shape: (Give a general shape for the monster to take. Humanoid, Dog, Instrument-Shaped, etc.)
Song: (Provide a song for the monster. When creating bosses, this will become their battle theme.)
After filling this out, you will receive the appearance of your monster from a moderator and you can fill out the rest of the information.
Name: (Name of the monster)
Stats (50 for Basic and 200 for Boss)
Health:
Mana:
Stamina:
Strength:
Magic:
Defense:
Ward:
Dexterity:
Speed:
After making monsters, you will have a few other options as well. You can create Variations of basic monsters. This is when you can take previously made basic monsters and create new monsters using them as a base. This process only costs 50 SE instead of 100 SE. You will receive a monster with the same stats, but you will be able to change the monster’s element and add ten stat points wherever you like. The monster will also have a slightly different appearance. The monster’s Summon Cost will also increase by 10 SE. You can also Power Up monsters, spending 50 SE so that you can spend 10 bonus stat points wherever you like. Finally, you can Evolve your monsters. To do this, you will need to provide a new song and you may add a new element to your monster to change its weaknesses and resistances. This costs 500 SE and will change the appearance of your monster along with giving you 100 bonus stat points to allocate wherever you like.
Whenever you want to give your monster new skills, you may pay 10 SE to teach them a new skill or upgrade an existing one. Make sure you specify what you want the skill to do. It may be altered a bit to fit properly in the battle system. Gaining skill and upgrading skills do not increase summoning costs.
Dungeon Making
Let’s go over the creation of dungeons. First of all, there’s the base cost of 1,000 SE to create a new dungeon. This will create your boss room. To add more rooms to your dungeon, you can spend another 500 SE for basic rooms. You can also spend another 1,000 SE to create another boss room. You make make as many rooms as you like so long as you have the SE to do so. You may also augment your rooms, changing their effects and contents. Below is a list of room effects and items you may choose to add and their costs.
Fire Damage Boost 50 SE
Water Damage Boost 50 SE
Electric Damage Boost 50 SE
Wind Damage Boost 50 SE
Earth Damage Boost 50 SE
Plant Damage Boost 50 SE
Light Damage Boost 50 SE
Dark Damage Boost 50 SE
Damage Over Time 100 SE
Damage Trap 100 SE
Mana Trap 100 SE
Stamina Trap 100 SE
Debuff Trap 100 SE
Ailment Trap 100 SE
Monster Ambush 100 SE
Locked Door & Key 100 SE
Room Puzzle 100 SE
Monster Portal 500 SE
Chest -100 SE
Traveling Merchant -100 SE
Healing Fountain -1,000 SE
You may also summon monsters, the main point of having a dungeon to begin with. A Basic Monster starts with a summoning cost of 10 and a Boss Monster starts with a summoning cost of 100. It then increases by 10 whenever it’s powered up. Keep in mind you may only summon Boss Monsters within Boss Rooms.
The layout of your dungeon is entirely controlled by you. You can create split paths to different rooms or a labyrinth. It’s entirely your decision. You can even have multiple bosses and boss rooms so there are different endings to your dungeons.
Attacking a Town
You may send a boss monster out to attack a town in order to gain some extra SE. This will cost 200 SE to perform, but can reward anywhere from 100-400 SE randomly.
Towns
Towns are the lands where the civilized races live, run by the officials that live there. They grow and change over time, built up slowly every day. Monster Hunters live here and will head out to explore dungeons and fight monsters, building up their skills and equipment.
Town Gameplay
Players that own towns will have to manage their shops and services as the town leader. You will gain funds from adventurers that spend gold on your shops and services, which you can use to build more buildings and upgrade shops. It’s a cycle. Hunters buy from shops, which gives money to the town leader, which can be spent to upgrade the shops, which Hunters can then buy more things from. Players may own as many towns as they like and will be free to play as both Hunters and Dungeon Masters as well. Fill out the sign up sheet below to play as a Town Leader. Keep in mind that every town begins with starting funds of 10,000 Gold.
Town Name: (The name of your town.)
Town Description: (Give a description of your town. What’s it like? What makes it different from other towns? Where is it located?)
Town Backstory: (What’s the story behind your town?)
Leader Name: (The name of your town leader.)
Leader Position: (Are you considered a king, chieftain, religious leader, etc.?)
Leader Appearance: (What does your leader look like?)
Leader Backstory: (What’s the story of your leader? Who are they and how did they get into this position?)
Buildings
Training Facility: Allows Hunters from your town to change to a new class and buy skills from that class with CP. Hunters from other towns may purchase skills from your Training Facilities with Gold.
Level 1 (3,000G): Skills up to Class Level 5
Level 2 (1,000G): Skills up to Class Level 10
Level 3 (1,000G): Skills up to Class Level 15
Level 4 (1,000G): Skills up to Class Level 20
Monster Farm: Allows Hunters to tame and raise their own monsters.
Level 1 (3,000G): Hunters can use Tame command and can hold up to two monsters per person
Level 2 (2,000G): Hunters can Breed monsters and hold up to four monsters per person
Level 3 (2,000G): Hunters can Transform monsters into equipment and can hold up to six monsters per person
Weapon Shop: Allows Hunters to craft their own weapons using materials taken from monsters and Gold.
Level 1 (1,000G): Basic Five Material Spread
Level 2 (3,000G): Five and Three Material Spread
Level 3 (5,000G): Five, Three, One Material Spread
Level 4 (10,000G): Upgrade Spread
Armor Shop: Allows Hunters to craft their own armor using materials taken from monsters and Gold.
Level 1 (1,000G): Basic Five Material Spread
Level 2 (3,000G): Five and Three Material Spread
Level 3 (5,000G): Five, Three, One Material Spread
Level 4 (10,000G): Upgrade Spread
Item Shop: Allows Hunters to craft their own items using materials taken from monsters and Gold.
Level 1 (1,000G): Single Spread
Level 2 (2,000G): Double Spread
Level 3 (3,000G): Triple Spread
Accessory Shop: Allows Hunters to craft their own accessories using materials taken from monsters and Gold.
Level 1 (1,000G): Single Spread
Level 2 (2,000G): Double Spread
Level 3 (3,000G): Triple Spread
Trade Shop: Allows Hunters to sell equipment and items they don’t need.
Level 1 (3,000G): Sell/Buy old items and equipment.
Level 2 (3,000G): Scrap old equipment for materials.
Inn: Allows Hunters from other towns to stay in your town and heal.
Level 1 (1,000G): Hunters from other towns may rest and heal in your town
Level 2 (1,000G): Traveling merchants selling materials and items will appear in your town
Fortune Teller: Hunters may receive temporary EXP, CP, Gold, and Material boosts.
Level 1 (3,000G): Gold Boost
Level 2 (3,000G): Material Boost
Level 3 (3,000G): EXP Boost
Level 4 (3,000G): CP Boost
Tavern: Hunters may receive temporary stat boosts before going to dungeons.
Level 1 (3,000G): Two Point Boost
Level 2 (3,000G): Four Point Boost
Level 3 (3,000G): Six Point Boost
Hot Springs: Hunters may receive permanent stat boosts after going to dungeons.
Level 1 (10,000G): Random Boost
Level 2 (5,000G): Highest/Lowest Boost
Level 3 (5,000G): Select Boost
Arena: Allows Hunters to battle each other for Gold.
Level 1 (5,000G): Free Battles
Level 2 (10,000G): Tournaments
Hunters
Hunters are the explorers of this world that go into dungeons and fight monsters. They live in towns, where they can get stronger and rest after battles. Hunters will have to manage both their inventory and battle strategies. Hunters are one of the civilized races. Humans are your basic human race. Nothing special there. Magelves look like humans with pointed ears and have glowing marks on their bodies. They are highly attuned and connected to magic. Shifters are humanoid nature spirits with animal-like characteristics such as fur, ears, or a tail. They come in many different forms, but they all share the ability to transform into the animal they share characteristics with. Some choose not to, but others use this to their advantage in battle. Shadows are often considered one of the sketchier races. They’re connected to dark magics and the underworld. They often have dark, scaly skin with demon-like horns and tails. The Avari are an angelic looking people, connected to the divine with feathered wings and halos. Finally, there are Golems. A general term for living machinery. Whether brought to life through some form of magic infusion or advanced technology, intelligent machines are all known as Golems. There have even been a few rare cases of half Golems. Each race has its own natural stat bonuses as well as racial skills. Racial skills are special natural abilities that you can only use once per dungeon. Racial skills do not take up an entire turn to use, so you can use your racial skill and another skill in the same turn.
Human
+2 Health
+1 Stamina
+1 Mana
Racial Skill - Second Wind: When below 50% Health, recover 50% Health, Stamina, and Mana.
Magelf
+2 Mana
+2 Magic
Racial Skill - Mana Pulse: Expend twice the Mana/Stamina this turn to deal double damage with any skill.
Shifter
+2 Stamina
+2 Strength
Racial Skill - Beast Form: Lose equipment bonuses for the rest of dungeon, but double all stats for three turns.
Shadow
+2 Dexterity
+2 Speed
Racial Skill - Vampiric Art: Party recovers Health equal to damage dealt this turn.
Avari
+2 Mana
+2 Ward
Racial Skill - Holy Aegis: Party receives half damage this turn.
Golem
+2 Health
+2 Defense
Racial Skill - Overdrive: Become immune to death for one turn and drop Health to negative Max Health. All attacks deal double damage until knocked out.
After selecting a race, it is important to allocate your stat points. Keep in mind that each player starts off with 100 points, which you may place wherever you like. After placing your points, make sure to mark two stats with asterisks. These will become your main stats. Every time you level up, these will naturally increase by 1. Whenever you level up, you will be given four extra points you may use to allocate wherever you like as well.
Stats
Health: (Determines how many hits you can receive until you die. Each point is worth 10 Health.)
Mana: (Determines how many spells you can cast before running out of energy. Each point is worth 10 Mana.)
Stamina: (Determines how many skills you can use before running out of energy. Each point is worth 10 Stamina.)
Strength: (Determines physical damage.)
Magic: (Determines magical damage.)
Defense: (Determines physical damage mitigated.)
Ward: (Determines magical damage mitigated.)
Dexterity: (Determines hit chance and crit chance.)
Speed: (Determines turn order and evade.)
Now that you’ve allocated your stat points, you may choose to allocate or keep your CP or Class Points. Depending on your starting town, you will have access to different classes, but everyone has access to the Freelancer class. Everyone starts with 10 CP. Each skill learned in a class is split up into different Class Levels. Each Class Level costs 10 CP to reach. You can also gain Class Levels by spending Gold at a training facility.
When you’re shopping in towns, you’ll be using Gold, which you can receive from clearing dungeons. Everyone starts off with 100 Gold. You also start with basic equipment. A basic weapon and armor of your choice, providing a +1 to either Strength or Magic and a +1 to Defense or Ward respectively.
Now then, let’s get you a sign up sheet. Fill this out and get it approved, and you’re good to go. There are no limits to how many characters you can make.
Name: (Character’s name)
Race: (Human, Magelf, Shifter, Shadow, Avari, Golem)
Hometown: (Select any of the currently existing towns to live in or make a new one by filling out a Town Leader sign up sheet!)
Appearance: (What your character looks like)
Backstory: (You can give your character any story you like. Feel free to have fun with it and make up your own story to go with the game.)
Stats (100 Points)
Health:
Mana:
Stamina:
Strength:
Magic:
Defense:
Ward:
Dexterity:
Speed:
Classes (10 CP)
(List the Classes that you have access to here.)
War
Towns and Dungeon Masters may declare war on each other if both participants are willing. In this situation, the winner will receive 10,000 Gold/SE taken from the loser. Hunters participating in the battle will receive a large sum of Gold when winning as well.
Rules for Towns
When functioning as a town, you will call upon all resident Hunters to help you in battle. You will fight in a party of four with four Hunters at the front, switching out with the next Hunter in line whenever they are knocked out. Hunters may revive other hunters with skills and items that do so and they will be added to the Hunter queue, switching out with the next knocked out Hunter. Hunters may also switch with each other at the start of the turn without wasting a turn, but the Dungeon Master will be told about this switch beforehand so they can adapt their strategy to it. The town loses when all Hunters are knocked out.
Rules for Dungeon Masters
When functioning as a Dungeon Master, you will be capable of summoning as many monsters as you like into battle. But you will be paying full summoning cost for each monster you summon. This means you can summon multiple boss monsters at once and you will not be limited with boss rooms whether you’re attacking or defending. You may continue to summon until either you choose to stop summoning or you’re out of SE. It is then your Dungeon Master themself will do battle with the enemy. The Dungeon Master loses once the Dungeon Master is dead.
Dungeons are mysterious locations that are always changing, controlled and operated by Dungeon Masters. Contained within the dungeons are monsters, traps, and treasure. Monsters become stronger by their summoners and the dungeons develop by the magic of the Dungeon Masters.
Dungeon Master Gameplay
As a Dungeon Master, you are the dark lord of your own monster lair. You live within your own base and you create dungeons throughout the land to pester Hunters and townspeople. You will expend Soul Energy or SE to create monsters, alter dungeons, and upgrade and evolve your monsters. You will gain SE whenever Hunters enter your dungeons and whenever you manage to knock out Hunters in your dungeons. You will also gain a lot of SE whenever you manage to wipe out an entire party of Hunters! You can gain extra SE by sending out Boss Monsters to attack towns as well. Dungeon Masters start with 10,000 SE. Whenever a Hunter enters, you gain 100 + 10xLevel SE per Hunter. You gain 1,000 + 100xLevel SE each time a Hunter is knocked out. You gain 2,000 + 200xLevel SE each time a party is wiped out. Fill out the Dungeon Master sign up below.
Name: (What’s the name of your character?)
Appearance: (What does your Dungeon Master look like? Remember, monsters can be pretty much anything. You aren’t limited to the civilized races!)
Backstory: (What’s your character’s story? Why are they a Dungeon Master?)
Stats (Your Dungeon Master is treated as a Boss Monster and starts with 200 points)
Health:
Mana:
Stamina:
Strength:
Magic:
Defense:
Ward:
Dexterity:
Speed:
Monster Gameplay
As the Dungeon Master, your main form of battle will be through monsters. You will control the monsters and set up of your dungeon when Hunters come to challenge it. But let’s start with the creation of monsters. It will cost you 100 SE to create a basic monster and 1,000 SE to create a boss monster. When creating a monster, you will need to fill out this sheet below.
Element: (Fire, Water, Electric, Wind, Earth, Plant, Light, Dark)
Shape: (Give a general shape for the monster to take. Humanoid, Dog, Instrument-Shaped, etc.)
Song: (Provide a song for the monster. When creating bosses, this will become their battle theme.)
After filling this out, you will receive the appearance of your monster from a moderator and you can fill out the rest of the information.
Name: (Name of the monster)
Stats (50 for Basic and 200 for Boss)
Health:
Mana:
Stamina:
Strength:
Magic:
Defense:
Ward:
Dexterity:
Speed:
After making monsters, you will have a few other options as well. You can create Variations of basic monsters. This is when you can take previously made basic monsters and create new monsters using them as a base. This process only costs 50 SE instead of 100 SE. You will receive a monster with the same stats, but you will be able to change the monster’s element and add ten stat points wherever you like. The monster will also have a slightly different appearance. The monster’s Summon Cost will also increase by 10 SE. You can also Power Up monsters, spending 50 SE so that you can spend 10 bonus stat points wherever you like. Finally, you can Evolve your monsters. To do this, you will need to provide a new song and you may add a new element to your monster to change its weaknesses and resistances. This costs 500 SE and will change the appearance of your monster along with giving you 100 bonus stat points to allocate wherever you like.
Whenever you want to give your monster new skills, you may pay 10 SE to teach them a new skill or upgrade an existing one. Make sure you specify what you want the skill to do. It may be altered a bit to fit properly in the battle system. Gaining skill and upgrading skills do not increase summoning costs.
Dungeon Making
Let’s go over the creation of dungeons. First of all, there’s the base cost of 1,000 SE to create a new dungeon. This will create your boss room. To add more rooms to your dungeon, you can spend another 500 SE for basic rooms. You can also spend another 1,000 SE to create another boss room. You make make as many rooms as you like so long as you have the SE to do so. You may also augment your rooms, changing their effects and contents. Below is a list of room effects and items you may choose to add and their costs.
Fire Damage Boost 50 SE
Water Damage Boost 50 SE
Electric Damage Boost 50 SE
Wind Damage Boost 50 SE
Earth Damage Boost 50 SE
Plant Damage Boost 50 SE
Light Damage Boost 50 SE
Dark Damage Boost 50 SE
Damage Over Time 100 SE
Damage Trap 100 SE
Mana Trap 100 SE
Stamina Trap 100 SE
Debuff Trap 100 SE
Ailment Trap 100 SE
Monster Ambush 100 SE
Locked Door & Key 100 SE
Room Puzzle 100 SE
Monster Portal 500 SE
Chest -100 SE
Traveling Merchant -100 SE
Healing Fountain -1,000 SE
You may also summon monsters, the main point of having a dungeon to begin with. A Basic Monster starts with a summoning cost of 10 and a Boss Monster starts with a summoning cost of 100. It then increases by 10 whenever it’s powered up. Keep in mind you may only summon Boss Monsters within Boss Rooms.
The layout of your dungeon is entirely controlled by you. You can create split paths to different rooms or a labyrinth. It’s entirely your decision. You can even have multiple bosses and boss rooms so there are different endings to your dungeons.
Attacking a Town
You may send a boss monster out to attack a town in order to gain some extra SE. This will cost 200 SE to perform, but can reward anywhere from 100-400 SE randomly.
Towns
Towns are the lands where the civilized races live, run by the officials that live there. They grow and change over time, built up slowly every day. Monster Hunters live here and will head out to explore dungeons and fight monsters, building up their skills and equipment.
Town Gameplay
Players that own towns will have to manage their shops and services as the town leader. You will gain funds from adventurers that spend gold on your shops and services, which you can use to build more buildings and upgrade shops. It’s a cycle. Hunters buy from shops, which gives money to the town leader, which can be spent to upgrade the shops, which Hunters can then buy more things from. Players may own as many towns as they like and will be free to play as both Hunters and Dungeon Masters as well. Fill out the sign up sheet below to play as a Town Leader. Keep in mind that every town begins with starting funds of 10,000 Gold.
Town Name: (The name of your town.)
Town Description: (Give a description of your town. What’s it like? What makes it different from other towns? Where is it located?)
Town Backstory: (What’s the story behind your town?)
Leader Name: (The name of your town leader.)
Leader Position: (Are you considered a king, chieftain, religious leader, etc.?)
Leader Appearance: (What does your leader look like?)
Leader Backstory: (What’s the story of your leader? Who are they and how did they get into this position?)
Buildings
Training Facility: Allows Hunters from your town to change to a new class and buy skills from that class with CP. Hunters from other towns may purchase skills from your Training Facilities with Gold.
Level 1 (3,000G): Skills up to Class Level 5
Level 2 (1,000G): Skills up to Class Level 10
Level 3 (1,000G): Skills up to Class Level 15
Level 4 (1,000G): Skills up to Class Level 20
Monster Farm: Allows Hunters to tame and raise their own monsters.
Level 1 (3,000G): Hunters can use Tame command and can hold up to two monsters per person
Level 2 (2,000G): Hunters can Breed monsters and hold up to four monsters per person
Level 3 (2,000G): Hunters can Transform monsters into equipment and can hold up to six monsters per person
Weapon Shop: Allows Hunters to craft their own weapons using materials taken from monsters and Gold.
Level 1 (1,000G): Basic Five Material Spread
Level 2 (3,000G): Five and Three Material Spread
Level 3 (5,000G): Five, Three, One Material Spread
Level 4 (10,000G): Upgrade Spread
Armor Shop: Allows Hunters to craft their own armor using materials taken from monsters and Gold.
Level 1 (1,000G): Basic Five Material Spread
Level 2 (3,000G): Five and Three Material Spread
Level 3 (5,000G): Five, Three, One Material Spread
Level 4 (10,000G): Upgrade Spread
Item Shop: Allows Hunters to craft their own items using materials taken from monsters and Gold.
Level 1 (1,000G): Single Spread
Level 2 (2,000G): Double Spread
Level 3 (3,000G): Triple Spread
Accessory Shop: Allows Hunters to craft their own accessories using materials taken from monsters and Gold.
Level 1 (1,000G): Single Spread
Level 2 (2,000G): Double Spread
Level 3 (3,000G): Triple Spread
Trade Shop: Allows Hunters to sell equipment and items they don’t need.
Level 1 (3,000G): Sell/Buy old items and equipment.
Level 2 (3,000G): Scrap old equipment for materials.
Inn: Allows Hunters from other towns to stay in your town and heal.
Level 1 (1,000G): Hunters from other towns may rest and heal in your town
Level 2 (1,000G): Traveling merchants selling materials and items will appear in your town
Fortune Teller: Hunters may receive temporary EXP, CP, Gold, and Material boosts.
Level 1 (3,000G): Gold Boost
Level 2 (3,000G): Material Boost
Level 3 (3,000G): EXP Boost
Level 4 (3,000G): CP Boost
Tavern: Hunters may receive temporary stat boosts before going to dungeons.
Level 1 (3,000G): Two Point Boost
Level 2 (3,000G): Four Point Boost
Level 3 (3,000G): Six Point Boost
Hot Springs: Hunters may receive permanent stat boosts after going to dungeons.
Level 1 (10,000G): Random Boost
Level 2 (5,000G): Highest/Lowest Boost
Level 3 (5,000G): Select Boost
Arena: Allows Hunters to battle each other for Gold.
Level 1 (5,000G): Free Battles
Level 2 (10,000G): Tournaments
Hunters
Hunters are the explorers of this world that go into dungeons and fight monsters. They live in towns, where they can get stronger and rest after battles. Hunters will have to manage both their inventory and battle strategies. Hunters are one of the civilized races. Humans are your basic human race. Nothing special there. Magelves look like humans with pointed ears and have glowing marks on their bodies. They are highly attuned and connected to magic. Shifters are humanoid nature spirits with animal-like characteristics such as fur, ears, or a tail. They come in many different forms, but they all share the ability to transform into the animal they share characteristics with. Some choose not to, but others use this to their advantage in battle. Shadows are often considered one of the sketchier races. They’re connected to dark magics and the underworld. They often have dark, scaly skin with demon-like horns and tails. The Avari are an angelic looking people, connected to the divine with feathered wings and halos. Finally, there are Golems. A general term for living machinery. Whether brought to life through some form of magic infusion or advanced technology, intelligent machines are all known as Golems. There have even been a few rare cases of half Golems. Each race has its own natural stat bonuses as well as racial skills. Racial skills are special natural abilities that you can only use once per dungeon. Racial skills do not take up an entire turn to use, so you can use your racial skill and another skill in the same turn.
Human
+2 Health
+1 Stamina
+1 Mana
Racial Skill - Second Wind: When below 50% Health, recover 50% Health, Stamina, and Mana.
Magelf
+2 Mana
+2 Magic
Racial Skill - Mana Pulse: Expend twice the Mana/Stamina this turn to deal double damage with any skill.
Shifter
+2 Stamina
+2 Strength
Racial Skill - Beast Form: Lose equipment bonuses for the rest of dungeon, but double all stats for three turns.
Shadow
+2 Dexterity
+2 Speed
Racial Skill - Vampiric Art: Party recovers Health equal to damage dealt this turn.
Avari
+2 Mana
+2 Ward
Racial Skill - Holy Aegis: Party receives half damage this turn.
Golem
+2 Health
+2 Defense
Racial Skill - Overdrive: Become immune to death for one turn and drop Health to negative Max Health. All attacks deal double damage until knocked out.
After selecting a race, it is important to allocate your stat points. Keep in mind that each player starts off with 100 points, which you may place wherever you like. After placing your points, make sure to mark two stats with asterisks. These will become your main stats. Every time you level up, these will naturally increase by 1. Whenever you level up, you will be given four extra points you may use to allocate wherever you like as well.
Stats
Health: (Determines how many hits you can receive until you die. Each point is worth 10 Health.)
Mana: (Determines how many spells you can cast before running out of energy. Each point is worth 10 Mana.)
Stamina: (Determines how many skills you can use before running out of energy. Each point is worth 10 Stamina.)
Strength: (Determines physical damage.)
Magic: (Determines magical damage.)
Defense: (Determines physical damage mitigated.)
Ward: (Determines magical damage mitigated.)
Dexterity: (Determines hit chance and crit chance.)
Speed: (Determines turn order and evade.)
Now that you’ve allocated your stat points, you may choose to allocate or keep your CP or Class Points. Depending on your starting town, you will have access to different classes, but everyone has access to the Freelancer class. Everyone starts with 10 CP. Each skill learned in a class is split up into different Class Levels. Each Class Level costs 10 CP to reach. You can also gain Class Levels by spending Gold at a training facility.
When you’re shopping in towns, you’ll be using Gold, which you can receive from clearing dungeons. Everyone starts off with 100 Gold. You also start with basic equipment. A basic weapon and armor of your choice, providing a +1 to either Strength or Magic and a +1 to Defense or Ward respectively.
Now then, let’s get you a sign up sheet. Fill this out and get it approved, and you’re good to go. There are no limits to how many characters you can make.
Name: (Character’s name)
Race: (Human, Magelf, Shifter, Shadow, Avari, Golem)
Hometown: (Select any of the currently existing towns to live in or make a new one by filling out a Town Leader sign up sheet!)
Appearance: (What your character looks like)
Backstory: (You can give your character any story you like. Feel free to have fun with it and make up your own story to go with the game.)
Stats (100 Points)
Health:
Mana:
Stamina:
Strength:
Magic:
Defense:
Ward:
Dexterity:
Speed:
Classes (10 CP)
(List the Classes that you have access to here.)
War
Towns and Dungeon Masters may declare war on each other if both participants are willing. In this situation, the winner will receive 10,000 Gold/SE taken from the loser. Hunters participating in the battle will receive a large sum of Gold when winning as well.
Rules for Towns
When functioning as a town, you will call upon all resident Hunters to help you in battle. You will fight in a party of four with four Hunters at the front, switching out with the next Hunter in line whenever they are knocked out. Hunters may revive other hunters with skills and items that do so and they will be added to the Hunter queue, switching out with the next knocked out Hunter. Hunters may also switch with each other at the start of the turn without wasting a turn, but the Dungeon Master will be told about this switch beforehand so they can adapt their strategy to it. The town loses when all Hunters are knocked out.
Rules for Dungeon Masters
When functioning as a Dungeon Master, you will be capable of summoning as many monsters as you like into battle. But you will be paying full summoning cost for each monster you summon. This means you can summon multiple boss monsters at once and you will not be limited with boss rooms whether you’re attacking or defending. You may continue to summon until either you choose to stop summoning or you’re out of SE. It is then your Dungeon Master themself will do battle with the enemy. The Dungeon Master loses once the Dungeon Master is dead.