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Gravedust
Nov 2, 2011

You're going to die.


DIE IN THE DEPTHS is a homebrew forum-based RPG with some tactical elements and a moderate roguelike influence.
Most of the action centers around hardcore grid-based dungeon crawling and exploration; Explore, fight, loot, escape with your life, (ideally) and repeat.

If you are a fan of: Coop, Dungeon diving, Pixel art, Light strategy, Dark vengeance, Classless leveling systems, Inescapable death, Randomized loot, Horrifying curses, Subterranean exploration, and/or living armor that corrupts your body while subverting your will with whispers of power, there is a decent chance you may like this game.

DITD is play-by-post. Rounds occur once per day on weekdays (game breaks for weekends and holidays) and players will have ~24 hours to submit orders for every round.
The GM performs and handles updating the map and character statblocks.
Shorter 'Raid' maps should last approximately 20-25 rounds, or around one month's worth of turns. Longer, tougher 'Crawls' have no round limit and have not heard of mercy.

All players are welcome!

...But please note this is a new game, and still in the process of being refined and balanced. There will be kinks, but hopfully nothing too terrible.

-------------------------------------------------------------------------------------------------------------------------------------------------
This thread is a continuation of the original game here: https://forums.somethingawful.com/showthread.php?threadid=3897961
-------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------
If you are a new player, the full ruleset is below.
- DON'T PANIC! - There is a lot to read, but most of it is common sense stuff, especially if you are familiar with TRPGs or tile-based games in general.
-------------------------------------------------------------------------------------------------------------------------------------------------

Character Stats posted:

============================================================
======= CHARACTER STATS ====================================
============================================================

Character statblocks appear like this:


Basic Stats posted:

[BASIC STATS]
Basic stats record some basic information about the character's round-by-round status.

HIT POINTS (HP) ----------------------------------------------------------------------------------
How much damage your character can take. When reduced to 0, your character dies. Max HP starts at 10.

MAGIC POINTS (MP) ----------------------------------------------------------------------------------
Arcane energy used to cast spells and activate the special effects of certain items. Max MP starts at 0.

MOVEMENT(MOVE) -----------------------------------------------------------------------------------
How many squares your character can move per turn. Base Movement is 10, and is modified by equipped gear.

LEVEL (LEVEL) ------------------------------------------------------------------------------------
A general measurement of your character's power.

EXPERIENCE (XP) ----------------------------------------------------------------------------------
Advancement towards the next Level.

GOLD ($) -----------------------------------------------------------------------------------------
Gained from various sources and used to buy items and supplies.
Gold is found by searching chests and other objects on the map, and may be dropped in small amounts by humanoid enemies.
When gold is found, every character on the map gains the full amount of gold that was found.

Attributes posted:

[ATTRIBUTES]
Attributes determine your character's effectiveness in various aspects of combat.
Attributes all begin at 0, though at character creation you can choose a single Attribute to increase by 1.
Each time your Character gains a level, you can increase one of their Attribute scores by 1.

+ ATTACK (ATK) ------------------------------------------------------------------------------------
Your character's offensive skill with all weapons, both melee and ranged. Factors into attack rolls and improves the results of excavation.

+ DEFENSE (DEF) ----------------------------------------------------------------------------------
You character's ability to dodge, block or otherwise lessen the effects of physical attacks that deal damage, and increases resistance to certain kinds of Debuffs.

+ ENDURANCE (END) -----------------------------------------------------------------------------------
Your character's toughness and ability to take a hit. Each point increases a character's max HP by 5, and increases resistance to certain kinds of Debuffs, and/or the speed they wear of at.

+ INTELLIGENCE (INT) --------------------------------------------------------------------------------
Improves Lockpicking, and the results of some gadget-like items. Is a prerequisite to use certain kinds of items and gear.

+ MAGIC (MAG) -------------------------------------------------------------------------------------------
Each point increases Maximum MP by 3. As mentioned above, MP is used for spell casting, and to activate some special items.

Combat Stats posted:

[COMBAT STATS]
Combat stats are a combination of the character's Attributes (see above) and bonuses from Gear your character has equipped.
Combat stat values are used in battle, and can be temporarily altered by buffs, debuffs, and other effects.

+ Melee Attack (Melee.Atk or MA) ------------------------------------------------------------------------------------------------
Melee Attack represents the character's overall skill with melee weapons.
It is made up of the Character's base ATK Attribute, plus any Melee Attack bonuses granted by Melee weapons.

+ Ranged Attack (Ranged.Atk or RA) ------------------------------------------------------------------------------------------------
Ranged Attack represents the character's overall skill with ranged weapons.
It is made up of The Character's base ATK Attribute, plus any Ranged Attack bonuses granted by Ranged weapons.

+ Armor (Armor) ------------------------------------------------------------------------------------------------------
Armor is a combination of the Character's DEF Attribute, and any Armor Bonuses from Gear or other effects.
Incoming damage from normal ranged and melee attacks are directly reduced by armor, down to a minimum value.

+ Corruption: -----------------------------------------------------------------------------------------------------------------
Corruption is a malign energy that often builds up in adventurers from various sources while delving.
If a character's Corruption reaches 100, their player loses control of them forever.
Corruption can be reduced by items and some other special effects.

XP posted:

-------------------------------------------------------------------
[ XP GAIN, LEVELING AND CHARACTER ADVANCEMENT ]
----------------------------------------------------------------------

XP is awarded for killing hostile creatures. XP gains are shared by ALL characters on the map, regardless of whether they were involved in the kill or not.

XP gain for kills depends on the difficulty of the enemy, however the amount earned is reduced by the character's current Level.
For instance; a level 1 character defeating a creature worth 5 XP will receive 4 XP for it (5-1 = 4),
while a level 3 character defeating the same creature will receive 2 xp. (5-3 = 2).

The amount of XP your character needs to increase their level is equal to [Current level * 10].
(So 30 XP at level 3, 40 XP at level 4, etc.)

gear posted:

============================================================
======= GEAR ===============================================
============================================================

Gear is anything that can be equipped by a Character.
Each character has 3 slots for gear:
2 'Hand" slots for Melee weapons, Ranged weapons, and Shields.
1 "Body" slot for armor of varying kinds.

A character can only have Armor in the Armor slot, and may not have two of the same class of gear in the hand slots.
(i.e. A Melee weapon and a Shield are fine, but two Melee weapons, two ranged weapons, or two shields aren't.)

Most pieces of gear will have Combat Stat modifiers.
Positive Bonuses are listed [in brackets] while negative qualities like movement penalties will be listed (in parenthesis)

Ex: the above sword adds +3 to Melee Attack, but reduces movement by 1.

Normal gear pieces only add stat bonuses, however Special Gear (denoted by a yellow outline) can have other special effects,
in addition to sometimes having better stats:

(This Special sword has a chance to add an additional +2 MA bonus to it's next attack, every time it attacks.
The descriptor text for these item effects is only a reminder, a full explanation of Special gear effects will be posted in the Archive for reference.)


The base stats of Gear are determined by the dungeon Tier they were dropped from. In short; harder dungeons have better loot.
Additionally, Special Gear can have have additional randomized effect values.

Items posted:

============================================================
======= ITEMS ===============================================
============================================================

Items are objects that can be used by Characters while delving. Some may be consumable, while others aren't.
Items that are consumed when used will have a tan outline, non-consumable items will have a black outline.

Many kinds of Items can 'stack', meaning more than one of that item will fit in a single Item slot.
Note that any prices given for stackable items represent the cost for 1 of those items, not a full stack.
Some kinds of Items may have randomized stats, so two Items of the same type may not be identical.

Certain kinds of nonconsumable items have a chance to Break when used, destroying them or rending them unusable.
Stackable items that break are discarded. (Buy a few of them to avoid running out...)
Broken items that cannot be fixed are automatically discarded.

Map posted:

=====================================================================
======= THE DUNGEON MAP =============================================
=====================================================================


The Dungeon will be shown as a grid of squares, (with these squares being the unit of measurement for movement, attack ranges, etc.)
Grey areas on the map represent unknown areas that no-one has seen, and will be revealed based on your character's line of sight as you explore.


+ Walls ------------------------------------------------------------
Walls are impassible (except by certain special effects) and block line of sight. (LOS)

+ Doors -------------------------------------------------------------
Doors block movement and LOS when closed. Doors may be locked, and may require lockpicking to be opened.

+ Obstacles ---------------------------------------------------------
Obstacles on the mission map will have a variety of appearances, but generally are objects such as boulders, chests, tables, crates, etc.
Obstacles cannot be moved through, and Tall Obstacles may also block vision and LOS.

+ Traps -------------------------------------------------------------
Some maps will feature Traps. Traps will activate if a character moves into a 'trigger area' that sets them off.
Most traps can trigger multiple times, but usually only one time per round.
Traps and trigger areas can be discovered by Searching, and traps or their triggers can be permanently disarmed using a Disarming Kit.

Combat posted:

============================================================
======= COMBAT =============================================
============================================================


-------------------------------------------
[ ATTACKS ]
-------------------------------------------

When a character is attacked, the result of the attack roll counts as damage. Before that damage is taken however, it is reduced by the amount of Armor the character has (Ex: 8 damage against a character with 5 armor results in 3 damage taken). Incoming damage can never be reduced all the way to 0, however. Even if Armor blocks all the incoming damage, characters will take a minimum of 1 point of damage per 5 points of the original attack roll. (Ex. A character with 18 Armor is attacked with an attack roll of 16. The character takes 3 minimum damage. (16/5 = 3.2, rounded down to 3)

---------------------------------------------
[ NATURAL 1 and NATURAL 10]
---------------------------------------------

A rolled result of 1 on an attack roll means the attack misses entirely. No damage is dealt and any special effects the attack may have otherwise had also do not take place.

A rolled result of 10 on an attack causes the attack roll to 'explode'. The D10 is rolled again, and the new roll is added to the previous roll of 10. Rolls can only explode once.

---------------------------------------------
[ DAMAGE CAP ]
---------------------------------------------

Most monsters have a limit to the amount of damage they can deal with normal attacks, based on their Level. If the damage dealt by an attack >>after reduction by Armor<< is higher than the target's damage cap, the capped value will be used for damage instead. Special attacks may have a different damage cap, or no damage cap.

------------------------
[ TURN ORDER ]
------------------------

Each round, all player characters act first, followed by all enemies.
Player actions will enacted in post order, however the GM may alter this order when possible to help players perform team actions.
(Ex: one player orders a move, but another player wants to buff them. Since they would be out of the caster's range after their move, The GM will cause the caster's action to happen before the moving player's action.)
The actions of both sides will be shown on the updated map at the beginning of the next Round, and a summary log will also detail what happened.

NOTE: As enemies take their turn second, enemies hidden in the Fog of War or who aggro because of player movement will have a chance to attack immediately. Because of this, it is recommended to have characters with high Armor and/or HP push into new areas.

--------------
[ RANGE ]
--------------

Range refers to the farthest distance away an attack can be made at, measured in map squares.
Note that Range is measured in 'manhattan distance' i.e. the total number of horizontal and vertical squares
that need to be crossed to get from the attacker to the target. Do not count diagonally when figuring range.

-----------------------------------
[ LINE OF SIGHT (LOS) ]
----------------------------------

Ranged attacks and some Spell and Item effects may indicate they require LOS, meaning they cannot target a character who is obscured by walls or tall obstacles.
On the Dungeon Map, if a straight line can be drawn from the center of the Attacker's square to the center of the target square that does not cross through any part of a square containing a Wall, closed door, or tall obstacle, then the attack has LOS.
You can ask the GM to confirm LOS for you, if you are not sure.

-------------------------------------
[ BUFFS, DEBUFFS AND CURSES ]
--------------------------------------

Certain Spells, items, Enemy attacks, and Curses can add Buffs (positive effects) or Debuffs (negative effects) to a character, usually for a limited duration.
Any buffs or debuffs currently active on a character will be listed in the character sheet, along with duration.
Buff and Debuff duration is measured in turns, and for each character automatically ticks down at the end of that character's turn.
Once their Duration is reduced to 0, a Buff or Debuff wears off and no longer has any effect.

Curses are powerful debuffs that do not wear off over time. They are usually inflicted only by very powerful entities or artifacts.
They can be dispelled by special items, and some altars or holy places that may be found in Dungeons.

-------------------------------------
[ MAGNITUDE EFFECTS ]
--------------------------------------

Some Buffs or debuffs (such at Toxin) have a Magnitude rather than a turn counter. Effects with a magnitide will have their magnitude indicated with {curly braces}. Usually a higher magnitude will increase the effect. When the magnitide of the effect decreases to 0, the effect ends.

---------------------------
[ VULNERABILITY ]
---------------------------

Actions that your character has to let their guard down to perform, such as Resting or Lockpicking, will cause them to become Vulnerable. When a vulnerable character is attacked, the result of the attack roll is doubled, and Armor is ignored. While Vulnerable, characters cannot make Attacks Of Opportunity. (see below for Attacks of Opportunity.)

Combat Orders posted:

========================================================
[ COMBAT ORDERS AND ACTIONS] ============================
========================================================


Each turn your Character can perform a Movement and an Action.
You should indicate what you want your character to do in the current round by giving orders >>in bold<< to make it easier for the GM to parse.

Movement orders should be given in cardinal directions (North, South, West, East) or (Up, Down, Left, Right). You should include distances in map squares.

> Move North 3, West 1, and South 2.
(Or >Move N3,W1,S2)

For expediency, you can also give generalized movement orders; Ex. "> Move next to Bob", but this leaves the actual movement to the GM's discretion, and the GM is likely to do the most obvious movement path, which may not be exactly what you want.

When designating target for an attack or for a spell or item that needs a target, make sure you specify it.
When using ranged attacks, it may be useful to indicate the intended target from your character's position.

> Ranged attack the monster that is W3, N1.
Or use whatever method you think the GM will understand.

Conditional orders are permitted, as long as they are simple, and do not require judgement calls on behalf of the GM.
ex: "> If the beetle to the south is still alive, attack it. If it is dead, lockpick the chest."

-----------------
[ Movement ]
------------------

+ Movement may occur before or after your Character's Action.
+ Your Character cannot move more squares than their MOVE stat. (plus or minus any modifiers to it)
+ Your Character cannot move through Walls or Obstacles, unless a special effect allows them to.
+ Your Character cannot move into or through squares occupied by enemies, unless a special effect allows them to.
+ Your Character cannot move diagonally.
+ Your Character cannot stop in a square that is occupied by any other Character.

--------------
[ Actions ]
-------------

One Action can be performed per turn. The basic actions available to every Character are:

+ Melee Attacks ==========================================================================================================
Characters attacking in melee can target any square that is directly adjacent to them. (Including diagonally)
Some weapons (such as Spears or Great Weapons) may have special attack ranges or attack patterns, however.

Melee attacks are rolled as [1d10 + the attacker's Melee Attack]

:::NOTE::: If you make a Melee Attack without a Melee Weapon equipped, the enemy you target will get a >>free melee attack of opportunity<< before your attack occurs.

+ Great Weapons:
Great weapons are large weapons with a wide reach. They make sweeping attacks and can hit multiple enemies in a single attack.
- Unlike most melee weapons, instead of identifying a target, specify a cardinal direction you want to swing in.
- A separate attack roll is be made against each enemy in the effected area.

+Spear weapons:
Spears and related weapons have an extended reach and gain an extra square of range in the cardinal directions.



+ Ranged Attacks =========================================================================================================
Characters with Ranged weapons can make an attack against any target that is in LOS and not further than the weapon's Range.
Unless otherwise specified, Ranged Attacks require some sort of Ammunition Item.

Ranged attacks are rolled as [1d10 + Ranged Attack]

:::NOTE::: If you make a ranged attack while adjacent to an enemy, that enemy will get a >>free melee attack of opportunity<< before your attack occurs.

+ Attacks of Opportunity =========================================================================================================
Certain actions taken by Characters or enemies during their turn may trigger an attack of opportunity from a unit, even when it is not their turn. Attacks of opportunity can only be made with Melee weapons (except when specified otherwise) and only within the weapon's normal attack range. When triggered, attacks of opportunity are rolled BEFORE the action that triggered them is completed.

+ Spellcasting =========================================================================================================
Your character must have a Spell available in their inventory to cast it, either as an individual Spell Scroll or as part of a Spellbook.
(Note that Scrolls are NOT consumed when their spells are cast, and that spells can be cast from a spellbook if it is in a character's inventory. A spellbook does not need to be equipped to have it's spells available.
All spells cost a minimum amount of MP, but many spells have the option of spending more MP to get a larger effect.

--- Spellbook Specifics -------
+ Spellbooks are double-size gear that can contain spells. Spellbooks have a limited number of spell slots, higher-tier ones have more.
+ Scrolls can be copied into a Spellbook using an Action. The scroll being copied is destroyed as part of this process.
+ Spells in a Spellbook can be removed to make room for other spells, but they are lost when this happens.
+ Spells in a Spellbook can be transferred to another Spellbook, but the Spells transferred disappear from the original Spellbook when this happens.

---- Further notes about spells ----
Most spells are centered around providing utility and support.
If you want to play a magic-based attacker, be aware there are >>VERY FEW<< damage-dealing options available from spells.

Other Actions posted:

=====================================================
============== OTHER ACTIONS ==========================
=======================================================


+ Resting -----------------------------------------------------------------------------------------------------------------------------------------------
Resting allows your Character to regain some HP during their turn.
Resting requires some sort of Food item for the Character to consume, and the amount healed by the action depends on this item.
Note that if you Character plans to use the Rest action, they >>CAN NOT MOVE<< that turn, either before or after resting.
In addition, they are Vulnerable while resting.

+ Use an Item or Gear -----------------------------------------------------------------------------------------------------------------------------------------------
Most Items and some Gear can be used to gain some sort of effect. Note that some Item and Gear special effects can only be activated by spending MP.
Characters can use Items they have in their inventory, or that are on the map in a square adjacent to them.
Note that Items that require MP -MUST- be in a character's inventory to be used, and that Gear must be equipped in order to be used unless otherwise specified.

+ Searching -----------------------------------------------------------------------------------------------------------------------------------------------
Searching causes your character to examine the square they occupy, and every square adjacent to them.
Hidden passages, traps, trap trigger areas, and other hidden objects in the search area will be revealed. Searching will also Open (see below) any adjacent containers or unlocked treasure boxes.
Search radius can be expanded by certain Spells or items.

+ Opening -----------------------------------------------------------------------------------------------------------------------------------------------
Objects like Doors and Chests can be opened (if they aren't locked).
- When a chest or container is opened, the contents will automatically be moved into the player's inventory. (If there is room for them)

+ Lockpicking -----------------------------------------------------------------------------------------------------------------------------------------------
Locked doors and chests can be opened via Lockpicking. Lockpicking requires a Lockpick item, which may also grant a bonus.
Lockpicking Roll: D10 + INT + [bonus from item] Vs. [Lock level of object]
Locked Chests which are successfully picked are also opened automatically
Locked doors which are successfully picked CAN also be opened automatically, but this may not be a good idea.
Characters are Vulnerable while Lockpicking.

+ Disarming -----------------------------------------------------------------------------------------------------------------------------------------------
Traps (Either the trap itself, or it's trigger area) can be disarmed so they do not trigger. This requires a Disarming Kit, which may grant a bonus.
Disarming Roll: D10 + INT + [bonus from item] Vs. [Trap difficulty]
Characters are Vulnerable while Disarming.

+ Excavating -----------------------------------------------------------------------------------------------------------------------------------------------
Rubble, weakened walls, and certain Obstacles such as barricades can be cleared out of the way by Excavating. Excavating requires a pick or some other kind of digging device, which may grant a bonus.
Excavation Roll: D10 + ATK + [bonus from item]
Unlike Lockpicking/disarming, excavation rolls stack up cumulatively, and when the total of rolls exceed the rubble's difficulty, it will be cleared.
Characters are Vulnerable while Excavating.

+ Picking up Gear or Items -----------------------------------------------------------------------------------------------------------------------------------------------
Any number of Gear or Items that are either in the character's square or adjacent to it can be picked up and moved into their Inventory using a single Action.
Hand slot Gear that is being picked up can also be equipped as part of this action. You may also choose to Use one of the items you are picking up immediately as long as it does not require MP to use.

+ Dropping Gear or Items -----------------------------------------------------------------------------------------------------------------------------------------------
Items and Gear can be dropped from the player's Inventory >WITHOUT USING AN ACTION< so the character can make another action either before or after they drop Items.
Dropped items can be dropped into the square the character is occupying, or into an adjacent square, and will remain there until picked up or the map ends.
Dropping Equipped Armor can be done if the character did not move that round, and makes the character Vulnerable.

+ Changing Gear -----------------------------------------------------------------------------------------------------------------------------------------------
Hand Slot Gear that a character has equipped can be swapped for gear they have in their Inventory using an Action. (Both hand slots can be exchanged at once for one action.)
Armor Slot Gear can only be changed or equipped if the character did not move that round, and makes the character Vulnerable.

- Combat stats will automatically be updated when gear is changed. Note that if the new gear allows a higher HP Max than the old gear, the character's current HP will not increase to the new maximum.

Piercing The Veil posted:

-------------------------------------------------------------------------
[ MOVING AND ATTACKING INTO THE FOG OF WAR]
----------------------------------------------------------------------------

You can move your character into squares that have not yet been revealed by the the fog of war.
This represents your character moving forward before having time to properly assess what's ahead and so their options are more limited that normal when moving into the fog.
You MUST give full movement orders (you may have to guess where you character will be able to go, if they run into a wall, monster, or obstacle movement will stop at that point.)
You can specify wether or not your character should attack monsters they encounter during their turn. They can only target the closest monster to them, however.
If they can not or do not make an attack, they will automatically perform a Search at their final location.

Map Types posted:

-----------------------------------
[ RAIDS AND CRAWLS ]
----------------------------------

There are two main map types: Raids and Crawls.

Raids are quick assaults where the objective is to fight your way into the dungeon, get as much as you can, and then fight your way out again.
After a certan number of rounds have elapsed, a wave of Corruption will begin to advance across the map.

Crawls take place on larger maps with a much higher concentration of enemies and traps.
They have no time limit, but are generally harder than Raids, and the level of enemies at the end may be much higher than at the beginning.
They will usually end when some sort of objective is completed.

Your character can join an in-progress Raid or Crawl whenever you want, unless the map is full, or your character is already on another map.

Character Creation posted:

----------------------------------------
[ CHARACTER CREATION ]
---------------------------------------


+ Choose a Name --------------------------------------------------------------------------------------
Just nothing blatantly offensive, please. GM has veto rights.

+ Choose starting Attributes ------------------------------------------------------------------------
Put 1 point into an Attribute: [ATTACK] [DEFENSE] [ENDURANCE] [INTELLIGENCE] [MAGIC] for each level your character has.

+ Starting items and cash ----------------------------------------------------------------------------------
Each character begins with a full stack of a basic healing item (Dried Meat) in their Inventory.
Each character also begins with $50 to buy some starting gear and supplies with from the Store.

Choose (or make) a Character Icon -----------------------------------------------------------------
This icon will represent your character on the map, it should be visibly distinct from the others.

If you want to make an icon yourself, it should be no larger than 16x25 px and have a transparent background.
A white outline is recommended to make sure it stands out.

+ Finish ----------------------------------------------------------------------------------------------------
Let the GM know what your choices are, and they'll make up a character sheet for you.

Discord channel posted:

============================================
=== DIE IN THE DISCORD ========================
============================================

A Discord channel called 'Sprites N Fites' has been set up in the CYOA Discord for DITD player planning and discussion:
https://discordapp.com/invite/Ws9AFAQ

-------------------------------------
[ GM/DESIGNER NOTES ]
------------------------------------


I >>semi-frequently<< make mistakes when I do round calculations, (there's a lot to process in a single round, and I often have a lot of interruptions)
If you notice I have messed up somewhere, please bring it to my attention and I'll fix it as soon as I can.

I build and run games like this for fun, and because I like making things that people enjoy. I listen to and carefully consider all suggestions and advice, and will adopt ideas or changes that I feel are a good fit. But I usually do not like to discuss game mechanics other than to explain them if there is confusion. Please do not press me to make changes or to explain why I made things the way I did. Arguing is really time-consuming and tiresome for me, and having creative freedom over my game is one of it's biggest draws for me. I will make an honest effort to fix any problems that arise, though there are some aspects of the game that can't be changed.

Please be accepting any rebalancing that occurs. Most of this will go on behind the scenes, but I will let you know when changes occur that effect gameplay.

Please be courteous to other players, and please refrain from giving advice to players unless they ask for help. I find that people have more fun when they can make their own decisions, even when they are sub-optimal. ;)

Gravedust fucked around with this message at 17:45 on Aug 6, 2021

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Gravedust
Nov 2, 2011

You're going to die.
===============================================
==== TERMS, EFFECTS, AND ERRATA =================
===============================================

This sections contains information about some specific aspects of the game that aren't core to the game rules.
If you are a new player, it is safe to skip reading or fully understanding these for now and look them up here when they become pertinent.

Chance Rolls posted:

=============================================================================
==== CHANCE ROLLS ===========================================================
===============================================================================

+ 'Chance' Rolls
For Items, spells or effects that say the have a 'chance' to occur, roll a D100 (or alternately a D10 if the chance is divisible by 10, which it often will be.)
If the result is equal to or lesser than the 'chance' number, the effect takes place.
(ex: If the Thing of Majigger has a 40% chance to teleport you to a random location in the dungeon, roll a D10. If the result is 4 or lower, that happens.)

Status Effects posted:


===============================================================================
==== COMMON STATUS EFFECTS =======================================================
===============================================================================

Explanations of some common effects you might see in Item or Spell descriptions.

+ Brace
Certain weapons or other items require that the user be Braced. Items with {Brace} can only be used if the user did not move during their turn, and once used, they Immobilize the user for the duration of their turn.

+ Exhausted
Characters that are Exhausted have a [-2 MOVE] penalty and [-5 to ATK]. Exhaustion can only be removed by Resting.

+ Flying
Flying allows a unit to freely move over squares with enemies in them, water tiles, pits, and low obstacles.
(Most) Trap triggers are not activated by flying units.

+ Immobilized
This character cannot make a Move action.

+ Invisible:
Invisible characters will not be targeted by enemies, however they can still be hit by traps and area effects.
Invisibility is automatically cancelled if a character makes a Melee or Ranged attack, is adjacent to an enemy at the end of their turn or the enemy's turn, or receives any kind of damage.

+Submerged
Submerged units can only be attacked by normal melee attacks. Generally, only monsters can Submerge.
Monster behavior and detection range may be altered while submerged.

+ Stunned
Stunned units cannot make any kind of action during their next turn.

+ Silence
The Silence effect prevents the use of all spells and ANY effects that require MP to use. (Weapons with a special effect that consumes MP can be used to attack as normal weapons)

+Toxin
Toxin is a stacking debuff that represents an accumulation of poisonous, necrotic or other harmful elements inside the body. It is usually applied by enemy attacks or other effects. If a player is afflicted by Toxin, they take 1 point per damage for every 5 points of Toxin they have. Toxin is reduced by 1 point per END at the end of every turn, after the toxin damage has been applied. Toxin decreases by an additional 10 points per round when in the Guild.

+Water Walking
Units with water walking are not effected by Water Zones (See below) but instead will be considered as on regular ground when on water.

zones posted:

===========================================================================================
==== ZONES =================================================================================
===========================================================================================

Zones are areas of a mission map that have special properties.
They will be indicated by the map tiles, or by tiles that are overlaid over the map.

+ Water
Water squares represent deep water that cannot be moved through easily. Characters that are flying or have water walking ignore the effects of water. A unit that moves (or is moved) into water has their move immediately reduced to a maximum of 2 from whatever it normally is. A Character that begins their turn in a Water square has a Move of 2 for that round, regardless of what it normally is. All skills, spells and actions are useable in water. Skills or spells that increase movement which will increase the character's movement from the base of 2.
Some bodies of water are hazardous and will deal damage to units in them.

+ Pits
Pits are 1-tile zones that characters can fall into. Flying characters are not effected by pits. Moving or being pushed into a pit will immediately halt a character's movement and cancels any remaining actions. A Character that starts their turn in a pit are considered to be Immobilized. Characters can extricate themselves from a pit by using an action to climb out into an open adjacent square, or by gaining Flying, or using a Gear or item effect that causes the user to move. Pits may deal damage when a character first moves into them, and/or if a character begins their round in them.

+ Poison Gas
Poison Gas applies Toxin to characters in it's area of effect when it appears, and if a character ends their turn inside it. Poison Gas is most often created by traps, but it may also be created by creatures, or naturally present in some areas. Gas created by creatures will usually dissipate, but naturally occurring gas, or gas created by traps will usually persist forever.

+ Acid
Acid is usually created by creatures as part of an attack, but may have other sources. Many times a roll will be made against a unit's MOVE or DEF to see if the acid deals damage. Acid damage ignores Armor. Acid will take effect when it first appears, when a unit moves into a square containing it, or doesn't move out of an acid square they started their turn in. Moving out of an acid square does no damage. Acid usually disappears after a set or random interval.

+Fire
Fire can naturally occur in a level, or be created by creature or item effects. A character suffers fire damage if they enter a square with fire in it, or if fire is created in a square they are in.
Fire damage is reduced by MOVE rather than Armor. Some kinds of monsters will not willingly enter fire. Fire does not effect units that are Flying.
If a character ends their turn in a fire square without having moved that turn, fire damage is doubled and not reduced by MOVE.
Naturally-ocurring fire is usually permanent, most other kinds have a chance to burn out with every round.

Curses posted:

===========================================================================================
==== CURSES =================================================================================
===========================================================================================

Curses are powerful and disruptive debuffs that do not wear off on their own. They can be removed through certain rare Items, and Guild Objects


Familiars posted:

===========================================================================================
==== FAMILIARS =============================================================================
===========================================================================================

'Familiar' is a catchall term for a NPC that will fight alongside your character.
Familiar attacks and movement are controlled by the GM and are performed after all friendly Actions in a turn.
There is no way of directly dictating what a familiar should attack, or what specific movement path they will take.
Except in some special cases, familiars will not move into the Fog of War, and cannot make visibility checks.

A character can give basic commands to their Familiar as a Free Action
All familiars have the basic Commands, though some Familiar may have more specialized ones.
Once given a command, the Familiar will follow that command until given another.

+ Attack Command ---------------------------------------------------------------------------------------
The Familiar will automatically pursue and attack any creature it sees that is hostile to it's owner.
The owner can specify whether the familiar should use ranged attacks only, or both ranged and melee.
If there are no targets, the familiar will return to and remain by it's owner.

+ Defend Command ------------------------------------------------------------------------------------------
The Familiar will stay near it's owner, and will attack if there are hostile creatures within it's Move+Melee or ranged attack range.

+ Heel Command ------------------------------------------------------------------------------------------
The Familiar will try to stay as close as possible to their owner and will not attack.

+ Stay Command ------------------------------------------------------------------------------------------
The familiar will stay in it's current position. The owner can specify if it should attack or not.


AOE posted:

===============================================================================
==== AOE TEMPLATES =============================================================
===============================================================================

A couple of Templates that may be mentioned or used.

Note that the terminology 'within X squares' is not the same as an AOE:X template. These should be calculated the same way as range.

Trap Mechanics posted:

===========================================================================
==== TRAP MECHANICS =======================================================
===========================================================================

Traps objects will usually be Obstacles on the map, or Walls. They may be visible and obvious, but not always. Advanced traps can be almost if not actually undetectable on the map, though they will always be detected by a Search action. A trap may have multiple triggers. Most traps can be triggered multiple times, but will (usually) only activate once per round.

Trap Triggers are usually placed on floor squares and will trigger when a unit enters them (though some enemies are smart enough not to set off traps they've set when moving, if they 'know' about the trap.) Floor triggers are not set off by units that are Flying. Some interactable objects such as Doors or Chests can be triggers to set off a trap when used. Trap triggers will usually be a little less obvious than traps, and -can- be totally invisible, but generally aren't.

Multi-Square Enemies posted:

===========================================================================
==== MULTI-SQUARE ENEMIES =======================================================
===========================================================================

Some enemies (usually champions) can take up multiple tiles. For purposes of range, if an attack or effect can reach any square of the enemy's body the enemy is considered to be in range. Likewise, a multi-square enemy can start their range calculation from any square that it's body covers. LOS may be drawn from (and to) any square of a multi-square enemy's body, and an AOE that touches any part of the enemy's body will effect it. AOEs covering more than one square have no additional effect.
The size of an enemy's body can effect where it can maneuver to in most cases. Larger enemies often have trouble fitting in tight spaces, and/or will have restricted movement options due to obstacles.

Mob Types posted:

===========================================================================
==== MOB TYPES ==============================================================
===========================================================================

Mobs can have one or more 'types', which can change how some items and spells effect (or don't effect) them.

Common mob types:
[arcane] - Creatures that are heavily enchanted, or made up primarily of magic.
[aquatic] - Underwater creatures - often combined with another type. Such as [aquatic][humanoid] or [aquatic][beast]
[beast] - Covers most non-humanoids that do not fit into the other categories.
[construct] - Usually golems or other mechanical threats.
[humanoid] - human-like creatures with some amount of intelligence above beasts.
[insect] - Giant spiders, beetles, locusts or other buglike creatures.
[primal] - Slimes, mimics or other primitive or formless creatures.
[undead] - Skeletons, zombies, etc.

Trample posted:

===========================================================================
==== TRAMPLE ==============================================================
===========================================================================

Trample is an enemy ability that is sometimes possessed by Champions, (and very rarely by normal creatures) allowing them to move through squares occupied by characters or low obstacles. Characters moved over by a unit that tramples may be subjected to a MOVE check to avoid damage. Units at the position where an enemy with trample ends their move are displaced to squares adjacent to the unit with trample.

Sea of Corruption posted:

========================================================================================
==== SEA OF CORRUPTION ===================================================================
========================================================================================

The Sea of Corruption is a moving presence that appears on Raid maps. Usually it will appear on the map side opposite to the spawn point, and generally it will flow at a steady rate in the direction of spawn, until it covers the entire map.
It may be covered by the Fog of War. Characters that are immersed in the Sea will gain a large amount of Corruption each round they are inside it. The Sea does not harm monsters, but they are aware of it and it may effect their behavior.


DEITIES posted:

===============================================================================
==== DEITIES ====================================================================
===============================================================================

Powerful and distant, the true nature and motives of most Deities are barely understood.
However at times they will intercede on behalf of mortals who strive to embody or promote their values.
Such mortals can call upon Deities to perform Miracles through them, though Divine assistance is never assured, even for the most devout of followers.

=========DIVINE RELICS ========================
In order to invoke a miracle, a Character must be in possession of a Divine Relic of a particular Deity.
Divine Relics are Items that can be obtained via a quest, or sometimes be found in dungeons.

+ Forming a Covenant
Once a Relic is in a character's possession, they may make a Covenant with the Deity associated with it.
Once a Covenant has been made using a Relic, the Relic becomes bound to the Character, and the character can invoke any of the Deity's Miracles.
A character may form Covenants with only one Deity at a time. Forming a new covenant will break an existing Covenant.

+ Breaking a Covenant
A Covenant with a Deity can be broken if a Character chooses to renounce their covenant with their patron, or if the Diety disapproves of the Character.
Once a Covenant with a Deity has been broken it can never be re-formed, and it is likely the offending Character will also be Cursed.
A Character holding any Divine Relic of a Deity they have broken a covenant with will take 5 damage every round they hold it.

+ Losing a Relic
Each round a Bound Relic is not in the inventory of it's Bound character, their Piety with that Diety is reduced by 10. (See below for information on Piety)

============= PIETY =======================
Piety is used to invoke miracles, and increase the chance that the attempt will succeed.
Characters gain Piety by acting in a way their Deity approves of, and lose it if they go against their Diety's values.
Each Diety will have separate actions or situations that can raise or lower a Character's Piety. Piety can reach as high as 100.

+ Negative Piety
Piety can be reduced below 0, and at this point Miracles cannot be invoked.
Each time Piety is lost when below 0, there is a Chance equal to the piety's negative amount that the Character will suffer a broken Covenant.

+ Alternate Piety Sources
• Prayer: Using your Action to Pray to your patron will increase your Piety by 2, up to a maximum of 50.
• Altars: Certain dungeons may have altars or other holy sites in them. praying to these will grant a 1-time Piety bonus.

============= MIRACLES =======================
Each Deity has a list of Miracles they (might) perform, and these are all available to be invoked by the covenant holder. Miracles are similar in useage and effect to spells, with the exception that they require Piety instead of MP.

+ Invoking Miracles
Attempting to invoke a Miracle requires an action. A Chance roll is made against the character's current Piety.
If the roll succeeds, the Miracle takes effect and the character's Piety is reduced by the Cost of the Miracle.
If the roll fails, nothing happens.

=============== GM ASIDES ======================
If you intend to take a patron deity, please be aware the following:
The entire deity and miracle system is intended to add some extra variety to gameplay and as another way
to add some uniqueness to your character.
BE AWARE: Not all patrons are created equal, and their miracles are not balanced against one another.
BE AWARE: Not all patrons are easy to gain favor with.
BE AWARE: Some patrons may desire actions that will put you at odds with your party.
You will gain (somewhat unreliable) powers, but can also be saddled with responsibilities and restrictions.
Please don't take a deity expecting there to be a clear benefit.

INDEV WARNING:: while I have had this in development for a while, it is a newer system than the rest of the game and so may be subject to rules changes, either for individual deity restrictions, miracles, or the entire system as a whole.

Dieties & Associated Miracles posted:

nauvas posted:

============================================================================================
NAUVAS ( God of the Oceans) =================================================================
=============================================================================================

Nauvas' talisman is a vial of water.

MIRACLES:: ==================================================================================
+ Blood of the Sea (passive)
[Aquatic] creatures within 10 squares of this character will not be hostile to the caster or their allies unless attacked.
Champions and their summons/familiars may be immune to this effect.

+ Water Walking (Cost: 10)
The caster or an adjacent ally gains water walking for 15 rounds.

+ Healing Waters (Cost:20)
Bless a water tile for 5 rounds. Any character that is adjacent to that tile and uses their action to drink from it is healed [LEVEL*10] HP and has a 40% chance to regain 1MP.

+ Intersea (Cost:25)
May only be used while standing in (or on) a water square. If successful, the Invoker can instantly teleport to any other water tile on the map that is not covered by the fog of war.

+ Gathering Tide (Cost:25)
This invocation can only be performed next to a water square. If this Invocation succeeds, gold and items equivalent to a tier-based chest are deposited at the caster's position.

PIETY GAINS AND LOSSES:: =====================================================================
+ Submerged Prayer: While in a water tile the normal Prayer action results of a Piety gain of 4 rather than 2.
+ Offering for the Altar of Tides: Gain piety for spending an Action while next to or in a water square, once per body of water on the map. The amount of piety gained is based on the size of the body of water in squares: [2-5:+5][6-10:+15][11+:+20]
+ Sea God's Prayer In addition to it's normal effect, Prayer will also reveal the direction of the closest un-offered body of water, as per the spell Teleology.

-Pact of the Sea: Lose 6 piety for every Aquatic creature killed or wounded while the character is on the map.
(Units immune to Blood of the Sea will not trigger this effect)

Kavakk posted:

===============================================================================================================
KAVAKK (God of War and violence) ==============================================================================
===============================================================================================================

Kavakk's talismans are always implements of war, left blackened and smoldering by the war god's touch.

+ Kavakk's Visage (Cost:20)
Any normal enemy within 4 squares and in LOS has a 80% chance to be stricken with fear, and will use their turn to run away from the Disciple without attacking. [Undead],[Constructs], and Champions are not effected.

+ Kavakk's Blood (Cost:20)
For 5 rounds, each time the Disciple deals more than minimum damage to an enemy, they have a 60% chance to regain 5 HP. However, if no attacks are made while this effect is active or the attack target is Unworthy, the Invoker loses 5 piety.

+ Kavakk's Strength (Cost:20)
ATK is increased by 5 for 5 rounds. However, if no attacks are made while this effect is active or the attack target is Unworthy, the Invoker loses 5 piety.

+ Kavakk's Mark(Cost:30)
A Normal Melee weapon in the Character's Inventory may be made a Divine Relic of Kavakk.
The New Divine Relic Weapon will carry over the existing Piety of the last, and be bound to the original's owner.
The original marked weapon will crumble to ash and be destroyed.

PIETY GAINS AND LOSSES:: =================================================================================================
Piety towards Kavakk is demonstrated through the sacrament of battle.

+Worthy Foes
Killing or dealing damage to a mob the round it dies grants piety equal to the amount of XP earned by killing that enemy. (After level reduction)

-Save Your Breath: Prayers to Kavakk do not increase Piety.

-Unworthy Foes If the Acolyte kills an enemy that does not grant them XP, (after level reduction) they lose 2 piety.

-Inaction
If the Acolyte does not make an attack in any given round, they gain a stack of 'Inaction', and lose 1 piety each round for every stack. Stacks are reset after an attack is made.

-Cowardice
Lose 5 Piety for every attack made that does not use a Melee weapon.
Lose 5 piety every time a Poisoned weapon is used.
Lose 10 piety for every MP spent.


The Guild posted:

=================================================================================
==== [ THE GUILD ] =================================================================
=================================================================================

The Guild is a shared space where all characters that are not on a Mission Map will be located.
The Guild grants passive healing and MP regeneration to characters who are in the guild, and can house special artifacts that help the guild's members.

+ Passive healing and MP regeneration
Characters in the Guild will automatically recover at least 5 HP and 1 MP per guild round.
The amount of regen may be effected by special items in the Guild and by Guild Upgrades.

+The Guild Store
While in the guild, Characters can buy or sell Gear and Items at the Guild Store. Things you sell back to the store are sold for half their listed value. (Rounded down)
Items that you or another player have sold to the store will tend to remain there for a while and can be bought by other players.

+ Guild Storage
Items can also be placed in Storage, and from there can be withdrawn without cost. Storage space is limited however, and while it can temporarily hold more items that there are Storage slots, excess items will disappear or be moved to the Store where they will need to be purchased again.

+ Guild Updates
HP and MP regen, Store sales and purchases, changing equipment, etc, will (ideally) be processed daily during the Guild Round.
Approximately once a week, the store will update with new items.

+ Guild Actions
While in the guild characters can perform most actions they can on a mission map, including using restorative Items, changing gear, buying things from the store, or removing them from storage etc. Actions per update are not limited, however to keep the GM's workload down please spread you actions out over a few days if you can.
Movement is not tracked in the Guild, so there is no need to give movement orders.

====================================================================================
====================================================================================

Guild Upgrades posted:

=================================================
====== GUILD UPGRADES =============================
===================================================

Guild upgrades add permanent features or capabilities to the guild, in various categories.
Most categories can be upgraded multiple times, the numbers in [brackets] indicate the effect of each successive level.
Guild Upgrade tokens can be awarded for completing special missions, or purchased with gold.

STORAGE EXPANSION ----------------------------------------------------------------------
Adds [6] Additional slots for storage per upgrade. (6 slots will hold 6 items, or 3 Gear)

ARCANE LIBRARIUM -----------------------------------------------------------------------
The Arcane Librarium creates [8][12][16][20] slots where scrolls can be stored.
Scrolls can be transferred between a Spellbook and the Librarium for free.
Scrolls in the Librarium may also be copied into a new Scroll for the cost of the original spell's value multiplied by [4][4][3][2].
There is a [30][25][20][15]% chance this process will fail, however, using up the money but leaving the original spell intact.

REPAIR WORKBENCH -----------------------------------------------------------------------
Broken items brought back to the guild can be instantly repaired for [50%][40%][30%][20%] of their value.

BASIC TRAINING --------------------------------------------------------------------------
Newly-created characters joining the guild begin at level [3][5][7][10]. Anyone in the guild beneath that level will be increased to it instantly.

ADVANCED TRAINING ----------------------------------------------------------------------
Characters can buy experience using gold, up to level [8][10][12][14]. The cost of each point of experience is equal to 1/2 character's level, rounded down.

CONNECTIONS -----------------------------------------------------------------------------
An additional [1][2][3][4] random magic Items (Spells, Relics, or Special weapons/armor, including ones not yet discovered.) will be available to buy.
The offered Items will change with every store update.

ALCHEMIC DISTILLER -----------------------------------------------------------------------
Health potions can be upgraded to restore [5][10][15][20] points more HP than normal.
Mana potions can be upgraded to restore [1][2][3][4] points of MP more than normal.

Upgrading a potion in this manner costs $[10][20][30][40] Each potion can only be upgraded once. The potion's value will remain unchanged.

ALCHEMIC MANUFACTORY -------------------------------------------------------------------------
[2][4][6][8] additional random potions will become available to buy at 50% of their normal value.
The offered potions will change with every store update.

GUILD RUNNER ---------------------------------------------------------------------------------
This purchases the services of a single Guild Runner. Future purchases of this upgrade can either add a new Runner or Level up an existing one, as the buyer prefers. Runners can only be upgraded while they are in the guild. Any guild member on a mission map can call in a Runner to that map. Runners can bring items from the Guild to a Character on a mission map (The character's funds will be used to purchase the item from the guild, if it's from the store) and/or can retrieve items from the ground and return to the guild to sell or store them. When a sale occurs, the sale proceeds are split evenly between all characters on the mission map. Runners are controlled by the GM and cannot equip gear, attack, pick locks, search, or cast spells. They can use healing and utility items from their own inventory to increase their speed and survivability. (You must purchase/give these items for them and indicate that they are for their use) but cannot use anything with an INT requirement, and cannot use Relics. Spells may be cast on them while not in the guild. They can be targeted by enemies.

RUNNER LEVELS
Level 1: [HP:15][Armor:4] [Carry Slots:2][Move:6]
Level 2: [HP:20][Armor:5] [Carry Slots:4][Move:7]
Level 3: [HP:25][Armor:6] [Carry Slots:6][Move:8]
Level 4: [HP:30][Armor:7] [Carry Slots:8][Move:8]

Opening Maps posted:

===================================================
====== OPENING MAPS ===============================
===================================================

When the time comes to open a new map, a list of possible destinations and their general difficulty level will be displayed.
A vote between all players will determine which map is opened. (most votes wins) Players can vote regardless of where their Characters are.
Opened maps will remain open until the last character exits the map. The round timer for a Raid map will begin as soon as the first character enters.

+ Map Capacity
Raid map can have maximum of 6 Characters in them. Crawls can have between 6 and 12, depending.

+ Joining or leaving an open map
Any character in the Guild can join an open map that still has slots remaining. If there are more joiners than slots, Characters will be placed according to their spot on the Priority list. (see below.) Characters can leave a map at any time by going back to the portal circle and using an Action to return to the Guild.

+ Map Priority List
The order of character cards under the guild screen shows the priority order. Players will be added to the Priority list in the order they entered the guild, and removed from it when they leave.

+ Please don't abuse map transitions
Being able to join or exit a map on the fly is provided for the convenience of players and is -NOT- intended as a tactical mechanic.
Please do not abuse this feature. If you aren't sure if something you want to try is considered abuse, please ask. Delivering or retrieving an unexpectedly needed item from the Guild is probably fine, as is making a ferry run to sell off or store things you've found on a mission. Hopping in and out of the guild to cheese HP and MP regen is against the spirit of the experience and should be avoided.

+ Revisiting locations
Locations that have been opened previously can sometimes be revisited. Maps that are being revisited will have the Fog of War and normal enemy spawns reset. Opened chests, excavated rubble, and any defeated champions will usually remain as they were, however they may re-generate over long periods of time. Level layouts may change slightly over time as well, and the location of the spawn point may change as well. Once a Raid has closed, they cannot usually be opened again immediately as time needs to pass for the Sea of Corruption to recede.

+Map Portal Runes
Some larger map may have Portal Runes on them. While adjacent to one of these runes, a unit can use their Action to teleport to another an open square square adjacent to a different activated portal rune. (Activated runes are shown as glowing) Doing this makes that character Vulnerable. Unactivated runes can be activated by using an Action while adjacent to them.

Gravedust fucked around with this message at 23:22 on Aug 16, 2021

Gravedust
Nov 2, 2011

You're going to die.
================ [[ ARCHIVE ]] ===================================================
Information on Spells, Items, Special Weapons/Armor, and Relics will be added here as they are discovered.
DON'T PANIC! There are a lot of entries here, but you do not need to know them all to play.
Look things up here when you find something, or want to know exactly how something works.

Dungeoneering Tools posted:

=================================================================================================
DUNGEONEERING TOOLS =============================================================================
=================================================================================================


+Decoy Mk.#
[Stacks to 3](Requires INT)
May be thrown up to 4 squares away. Once thrown, will expand into a human-shaped decoy that will be treated as an enemy by most non-humanoid creatures. The Decoy has no armor and [bonus] HP, and can be destroyed. Once thrown, it will last for a set number of rounds or until destroyed by damage.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"The scent sachets inside are enough to trick animals. The shape and heat packets fools simple golems."
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+Mirror Powder
User becomes invisible for [1+1d4] rounds. Making an attack, taking damage, or being adjacent to an enemy will cancel invisibility.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"Made from crushed mana-quartz, further ground into a sandy powder. Even the unfinished product is hard for the eyes to focus on."
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+Capture Trap
(INT Req)
May be placed into an open, adjacent square. If a [beast]or[insect] enters a square with a Trap in it or begins their turn in one, the trap will automatically trigger. On a roll of 1D10+[bonus] vs the XP value of the monster it will successfully capture the monster. (on a failure, the trap does not activate, and can trigger again) Traps can only trigger once per round. Once set, traps can be picked up again using an Action. Traps containing Monsters can be picked up as items and put into a character's inventory. If a Trap containing a mob is brought back to the Guild, the mob inside will be converted into a Familiar (See Errata - Familiars), and the Trap item will be converted into a Whistle for that mob. (see Item - Creature Whistle) Champions cannot be trapped.

+ Crystal Figurine
When first coming into a character's possession, or at the start of a map, a creature of the indicated type will be spawned as that character's Familiar. If the Figurine is passed to another character, that character becomes the Familiar's new owner. If the Figurine is not in the possession of any Character, the Familiar bound to it will move to the item's position and do nothing. (Some familiars may have other behaviors) If the bound familiar is killed, the Figurine is also destroyed.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"These figurines are not carved. Once a will has been bound to it, it assumes the shape of the ensorceled creature."
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+ Repair Kit
Can be used to repair broken items or gear on a roll of [D10+INT] vs (item cost/5) or 5, whichever is higher.
Breaks on a roll of 1. Can be incorporated into a Tinker's Armlet.

+ Detection Kit (Requires INT 2)
When a Search action is made, any trap or trap Trigger within 3 squares will be revealed. Can be incorporated into a Tinker's Armlet.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"Collapsing rods, silken string, powder and pry-bars, along with sturdy gloves and magnifying eyepieces. Of great use in detecting traps."
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+Screecher (Requires INT)
May be thrown up to 4 squares away from the user. For [INT](Max:3) rounds, [Beast] type enemies within [INT*2](max:8) squares of the Screecher that have an XP value less than it's [Bonus]+[user's INT] will be forced to move out of it's area of effect (or as far away from the center as they can get) by a piercing noise. Some champions may be immune to this effect, or gain immunity to it.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"Compressed air in this device blows across a series of tiny brass reeds. The skill lies in setting it correctly."
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+Tinker's Armlet (Requires INT)
The Tinker's Armlet is a device that combines the function of several Tool items into a single device. Tools can be incorporated into or removed from the armlet by using an Action. Tools that are incorporated into the Armlet can >>ONLY<< be used while the Armlet is equipped. Each Armlet will have a limited number of slots where certain kinds of tools can be fitted, higher-tier versions have more. Tools that break while incorporated inside a Tinker's Armlet can be repaired while still incorporated. Tools and Items that can be incorporated will be listed as such in their descriptions, but here is a short list:
[Repair Kit][Steam Drill][Poison Sprayer][Hand Culverin][Detection Kit][Shot Hook][Wrist Launcher][??????][??????][???????]

+Lethal Trap Kit (Requires INT)
Can be used to lay a trap in an open adjacent square. If a non-flying enemy moves into a trap-containing square, they suffer an attack for 1d10+[bonus]. Trap is destroyed once triggered. Once set, a trap cannot be recovered. Intelligent creatures may recognize traps and try to avoid or destroy them. Traps can be attacked, and have HP equal to [INT requirement*10] and no armor. Items used to Excavate can be used to attack traps, and the excavation bonus will apply to damage. Friendly units can move into a square containing a trap, however there is a 10% chance the trap will activate on them when they do so.
-----------------------------------------------------------------------------------------------------------------------
"There is a lot that can be made of metal, springs and a malicious mind."
-----------------------------------------------------------------------------------------------------------------------

+ Wrist Launcher
Increases the damage of thrown weapon attacks by 3. Breaks on a roll of 1.
Can be incorporated into a Tinker's Armlet.
-----------------------------------------------------------------------------
"They never, -ever- expect you to launch 'em."
-----------------------------------------------------------------------------

Ammunition & Throwing posted:

===============================================================================================
AMMUNITION & THROWING WEAPONS ================================================================
=================================================================================================


+Special Ammo
Adds 2 bonus damage to a ranged attack when used as ammunition.
-------------------------------------------------------------------------------------------------------------------------------------
"There are as many ways to improve the quality of an arrow as there are arrows."
--------------------------------------------------------------------------------------------------------------------------------------

+Custom Ammo
Adds 4 bonus damage to a ranged attack when used as ammunition.
-------------------------------------------------------------------------------------------------------------------------------------
"There are as many ways to improve the quality of an arrow as there are arrows."
--------------------------------------------------------------------------------------------------------------------------------------


+Explosive Ammo
Target a square within range and in LOS. That square becomes the center AOE1 explosion that damages all units inside the radius for [1D10+bonus]
-------------------------------------------------------------------------------------------------
"A clever devisement of flint and powder. Carefully balanced, and to be carefully handled."
-------------------------------------------------------------------------------------------------

+Incendiary Ammo Mk.#:
Target a square within range and in LOS. Creates Fire tiles dealing [1d10+Bonus] damage at the target location and in AOE:2 area around it.
After the turn the ammo was used, each Fire tile has a 50% chance to go out.
-------------------------------------------------------------------------------------------------------------------------------------------------------------
"Inert until you twist the two halves of the cylinder. After that, you'd drat well better shoot it."
-------------------------------------------------------------------------------------------------------------------------------------------------------------

+ Throwing Knife
Can be thrown as a [Range:4] ranged attack for [D10+ATK+Bonus] using an action.
Does not need to be equipped, and can be used without triggering an attack of opportunity.
--------------------------------------------------------------
"They never expect you to throw 'em."
--------------------------------------------------------------

Poisons posted:

==============================================================================
POISONS ==========================================================================
============================================================================================

+ Basic Poison
Can be used to poison a ranged or Melee weapon, adding an additional [1d4] damage against attacked target (unless the attack is an automiss) This damage is rolled after the normal attack damage, and bypasses armor. This effect lasts for 3 attacks.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"Brewed from a closely guarded Akkeshhe recipe. Smells alluringly of spices, but the slightest taste and your blackened tongue will drop from your mouth."
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


+Deadly Poison
Can be used to poison a ranged or Melee weapon, adding an additional [1d8] damage against attacked target (unless the attack is an automiss) This damage is rolled after the normal attack damage, and bypasses armor. This effect lasts for 3 attacks.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"Carefully extracted from manticore poison sacs. Weapons should be properly oiled before use to prevent corrosion and pitting."
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Explosives posted:

==============================================================================
EXPLOSIVES ==========================================================================
============================================================================================


+ Powder Bomb
May be thrown up to 4 squares away. All units in the target square and adjacent square in LOS will be attacked for [D10+Bonus].
Additionally, rubble and other excavateable objects in the area of effect will have their durability reduced by the amount of the attack roll.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"Phoenix ash and elemental salts contained inside a frangible brass cylinder, along with forge slag, nails, or whatever you like."
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+Blast Cap
May be used on an adjacent piece of rubble, cracked walls or other excavateable objects. The Durability of the object is reduced by [10+{INT*5}]
A character is Vulnerable while rigging the blast cap.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"A bit of explosive carefully fitted inside a metal-cast bowl. When properly used, amplifies and directs the force of an explosion. Excellent for cracking walls"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+Time Bomb
When used, this item can be placed in the character's square or in an adjacent square. The user chooses a countdown time (between 2-5 rounds) which ticks down at the end of the players' round. When the countdown reaches 0 the Time Bomb detonates, damaging all creatures within 3 squares for [1D10+bonus]. Additionally, rubble and other excavateable objects in the area of effect will have their durability reduced by the amount of the attack roll. Once placed, the Time Bomb cannot be disarmed.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"The Gnomic timepieces used to detonate these devices are said to be infallible. Sadly, the same cannot be said for the dungeoneers who set them."
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Potions posted:

=================================================================================================
POTIONS AND CONSUMABLES =========================================================================
=================================================================================================


+Abjurative
Removes a single curse. This item is destroyed when used.
----------------------------------------------------------------------------------------------------------------------------------------------------------
"The creation of each vial of this pure-white liquid requires an immense sacrifice. Some say a life."
------------------------------------------------------------------------------------------------------------------------------------------------------------


+Antidote
Reduces toxin by up to the listed amount when used, and subtracts the amount of Toxin cured from the amount of Antidote remaining. This item can be used until the Antidote is gone completely. When used, you cannot choose to remove less than the full amount of Toxin present on a character. Antidoes may not be combined.

+ Chromatic Potion
The user gains 2 of the following effects:
1. Heal [1d6*10] HP
2. Restore [1d6] MP
3. Restore health fully
4. Restore MP fully
5. ATK increases by 5 for [1d6] rounds.
6. Armor increased by 3 for [1d6] rounds.
8. Move increases by 3 for [1d6] rounds.
7. Gain [1D10] Corruption.
9. Lose 5 HP
10. Lose 2 MP.
----------------------------------------------------------------
"The taste is literally indescribable."
-----------------------------------------------------------------

+Healing Censer
Once used, the user and every character adjacent to them at the end of the round have a {50-80%} chance to heal for 10 HP. This effect lasts 5 rounds.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
"Strips of fragrant Trolkozjan tree bark infused with medicinal oils are said to produce the best results."
----------------------------------------------------------------------------------------------------------------------------------------------------------------------

+Ironskin Potion
Increases Armor by {1-4} for {4-8} rounds. Decreases Movement by 1 while in effect.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"A silvery draught invented and perfected by Deep-dweller Dwarves, making it unclear whether the heavy spike of alcohol is truly necessary."
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+ Mana potion: Restores an amount of MP instantly on use.

+ Ogreblood Potion
Increases MA by {1d8} for {1+1d6} rounds. Gain [1D10 Corruption] when used.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"Enhances the wielder's strength and speed, as well as bestial instincts. Tastes disgusting and burns like fire in the blood. At first. But the more one drinks, the more one craves."
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


+ Potion of Intellect
Increases Intelligence by {1-6} for {1d6*2} rounds.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------
"This draught actually stretches the perception of time, making complex decisions and actions easier."
--------------------------------------------------------------------------------------------------------------------------------------------------------------------


+Potion of Polyform:
The user is granted the ATK and DEF of a Character they are adjacent to when the potion is used. This effect lasts for {2-5} rounds, after which the user's stats return to normal.
-------------------------------------------------------------------------------------------------------------------------------------------------------------
"A strange Akkesshe concoction that smells like burned hair and bubbles even when almost frozen."
--------------------------------------------------------------------------------------------------------------------------------------------------------------


+Swift Oil
Increases Movement by {1-6} for {2-7} rounds}
-----------------------------------------------------------------------------------------------------------------------------------------------
"A thin and slippery concoction that lends fierce but fleeting energy to sinew and muscles"
------------------------------------------------------------------------------------------------------------------------------------------------


+Transcendant Shard
Increases the tier rating of an Item or Gear up to the tier of the shard item. If the item has randomized stats, these will be recalculated. The shard is destroyed in the process.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"A brightly glittering fragment that numbs the hand instantly, and will worm into and transmute any material held to it."
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


+Trollblood Potion
Automatically regenerate 5 HP per round for {2+1d6+Tier/2} rounds. Gain [1d10 corruption]
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"The earthy bitterness of this draught is almost enough to overshadow the incessant itch of your wounds closing up."
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


+Vitreous potion
Increases RA by {1-6} for {2-5} rounds. Gain [1D10 Corruption] when used.
-----------------------------------------------------------------------------------------
"Unpleasant to the touch, sharp and bitter in flavor."
-----------------------------------------------------------------------------------------

+White Marble Slab
Reduce corruption by 50. Destroyed on use.
-------------------------------------------------------------------------------------------------------------------------------------------
"Rumored to be pieces of a shattered statue to Lucein, or perhaps an older goddess."
------------------------------------------------------------------------------------------------------------------------------------------

Spells posted:

=================================================================================================
SPELLS ===========================================================================================
=================================================================================================

----------- STARTING SPELLS -----------
+ Lightfoot:
The caster may spend 1 MP to gain 4 Movement for this round.

+ Mending:
Spend 1 MP to increase the amount of HP restored by any healing effect by 5.
Targets the Caster or a friendly unit within 4 squares. This effect lasts 3 rounds.


+ Sixth Sense:
Spend at least 1 MP to make a Search action with a radius of 2 squares. The radius is increased by 2 for each additional MP spent, up to a maximum radius of 6. Items adjacent to the character that are revealed by the Search can be picked up. Objects that are out of LOS are not effected by Sixth Sense.

+ Soul Spark:
Spend 1 MP to make an attack for D10+[MAG] on a enemy within 2 squares and in LOS.
MP Cost increases by 1 for every 5 points of MAG the caster has.

+ Telekinesis:
The caster may make the Use action on an object (door, switch, etc), or pick up all Items that are in a single square (or unlocked chest) from a Range of up to [MP SPENT * 5] squares. Alternately, the caster may Drop items from their own Inventory in a square inside that same range. The target square must be in LOS.

-------------------------------------------

+Banish
Spend at least 1 MP and choose a target in LOS and within 6 squares. On a 1D10 roll lower than [MP spent]+4 The target is Banished for [1D6] Rounds. (Duration should be kept secret) While banished, Units cannot move or act, but also cannot be attacked or effected in any way. Squares occupied by banished units can be moved through, but not stopped in. Champions may be immune to this effect.

+ Barrier Ward
The Caster may create any number of Wards in open squares, up to a distance of 4 squares away. Each Ward costs 1 MP. Warded squares will block movement, melee attacks and ranged shots in the same manner as walls for both enemies and players. Barrier Wards do not block LOS, or effects that only require LOS. Wards can be attacked by players and enemies and have an HP amount equal to [caster LEVEL*2], and no armor. Items or effects that can be used to Excavate can be used against Wards. If a Ward's HP is reduced to 0 it is destroyed. Wards last for 2 rounds and tick down at the end of the round, after player and enemy movement. Some Champions may not be effected by Barrier Wards.

+Fleetfoot
The caster or an adjacent target's Movement is increased by 2 for each MP spent, to a maximum of +6.
This effect lasts for 3 rounds.

+Haste
Spend 5 MP and choose a target without Exhaustion within 6 squares and in LOS. That character gains 2 additional MOVE actions, and 2 additional Standard Actions that must be performed this turn. At the end of their turn the target gains Exhaustion and loses 1 HP per Level. The Target character cannot Rest as one of their Haste actions.

+ Levitation
Spend at least 1 MP to Levitate the caster or an adjacent friendly character for 1 round. Levitating Characters have 2+[MP Spent] MOVE for that round (regardless of their normal MOVE), and are considered to be Flying. Note that the levitation ends as soon as the character's turn ends, and they are considered to be on the ground at their destination point. Immobilized characters cannot levitate.

+ Magic Eye
Spend 1 MP to create a floating orb in a square adjacent to the caster's position. The orb can be moved up to 5 squares per every additional MP spent. At the end of it's movement, the eye makes a visibility check and will reveal any adjacent traps or trap triggers for that round. It then disappears. The Magic Eye is Flying and Invisible, and can pass through enemies but not walls or closed doors.

+Mana-cache
Spend at least 2 MP to create a stable ball of mana in an open square. The amount of MP contained will be equal to the amount of MP spent, minus 1. Any unit that moves into or adjacent to this square can have their MP filled by the amount contained in the cache as an Action. The cache then disappears.

+Possession
Spend at least 1 MP to gain control of an Idle* mob in LOS on a roll of D10+[MAG]+[MP spent] vs. XP value of Mob.
If the attempt is successful, they determine movements and actions for the mob for that round. These actions take place immediately. The mob can make normal ranged or melee attacks, but any special abilities will not be useable. The possessed mob will not move or act during their own turn, as their movements and actions are already spent. Possessed mobs will clear the Fog of War. Possessed Humanoid mobs may search, but cannot pick up items. If a mob has been possessed by a character the preceeding round, they may be targeted by possession again, even if they are not in LOS. Casting possession makes a character Vulnerable. Champions are immune to possession. Familiars can be possessed. If the spellcaster is the Familiar's Owner, the spell will always succeed.
*'Idle' mobs are ones that are not aware of any enemies. Ask the GM if you are not sure whether a mob is idle or not.

+ Teleology
The caster spends 1 MP and specifies a certain class of map object (door, chest, kind of creature, etc) and if that object exists on the map, the direction from the caster to the specified object will be indicated as a line passing from the caster through the square containing the object, and out to the map edge. If more than one of the specified objects exist, the nearest one will be indicated. ((Note that unless otherwise specified, things like chest contents aren't generated until a chest is opened, so you cannot try looking for specific treasure or drops))


+Teleport
Teleport up to [MP spent] squares. Does not require LOS, but if you teleport into a square occupied by a wall, creature, obstacle, or other object, you are killed instantly. You will not make a visibility check at the destination if you are killed in this way, and all your gear will be lost.


+ Transmit
Spend 1 MP to cause a 1-slot item (including all items in a stack, if it is a stacking item) into the inventory of another character on the same map as the caster. A receiving character must have room in their inventory to accept the item. You may transmit the Transmit scroll if it is not in a spellbook. There is a 10% chance the item will disappear in transit.

+ Mystic Chains
Spend at least 1 MP to Immobilize all enemies within 4 squares on a roll of [1d10]+[MP spent] vs. [Enemy's MOVE]
Champions may be immune to this effect.

+ Invisibility
Spend 1 MP to gain Invisibility for 2 rounds.

+Shadow Self
Spend 2 MP to create 2 Duplicates in an adjacent open squares of the caster's choice. A maximum of 4 duplicates may exist at once. Duplicates respond to the movement orders of the caster as a free actions, and move at the same speed each round as the current speed of the original. If the caster currently has Flying, Water Walking or some other movement-altering effect, the duplicates do as well. By spending 1 MP and an Action, the duplicate's owner can teleport to it's position, if it is in LOS. Doing this destroys the Duplicate. Duplicates block movement as though they were characters, can set off traps and can be targeted by enemies as though they were characters, but cannot perform any actions. Buffs or other friendly spells or effects do not effect Duplicates. By spending 1MP as an action, a Duplicate's owner can cause it to make a Visibility check from it's current position. This does not include a search. Duplicates cannot move into fog. Any attack or effect that causes damage to a Duplicate but does not auto-miss it will destroy it instantly.

Special Weapons posted:

=================================================================================================
SPECIAL WEAPONS =================================================================================
=================================================================================================


+Animus Blade
When the owner of this weapon kills with it, there is a {30-40%} chance for them to to gain 1 MP. When this effect occurs, user gains [1d6] corruption.
-------------------------------------------------------------------------------------------------------------------------------------------------
"A common fate for flawed Animus gems is to be bound up in weapons such as these."
--------------------------------------------------------------------------------------------------------------------------------------------------

+ Blade of the Void
While this blade is the >>ONLY<< Item or Gear the user carries, it grants the listed bonus stats. The wielder also gains 1 Corruption every round that they hold the blade.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------
"A shard of Voi's destroyed godhood, given a corporeal edge. To wield it is a sort of communion."
-------------------------------------------------------------------------------------------------------------------------------------------------------------------

+ Blink Blade
On a melee attack, this weapon teleports it's user back to the position they were at when they began the round, if it is still open at the end of the player turn. Note that on a roll of 1 the teleportation will not take effect.
---------------------------------------------------------
"Takes a bit of getting used to."
-------------------------------------------------------

+Bloodbridge Blade
Each time this weapon kills a unit, there is a {20-40%} chance the user will regain 5 HP.
Each time this effect occurs, the wielder will also gain [1D6] Corruption, regardless of whether any healing was done.
------------------------------------------------------------------------------------------------------------------------------------------------
"One of the many weapons forged by Krevniy, in the days before the madness took him fully"
---------------------------------------------------------------------------------------------------------------------------------------------------


+ Calamity Blade
On an attack roll of 1, this weapon inflicts the listed damage on the wielder, ignoring armor.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"Once unsheathed, think only of the enemy. An instant's worth of self-reflection is enough to turn the blade on you.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+ Chained Dagger
Make a melee attack against an enemy up to 3 squares away and in LOS.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"A fast and dangerous weapon. Whether moreso to the target or the wielder depends chiefly on the user's skill."
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+Ember Blade
Spend 1 MP to Increase this weapon's MA bonus by {1-4} for a {1-5} rounds.
----------------------------------------------------------------------------------------------
"Enlaced with an enchantment nearly old as the art itself."
---------------------------------------------------------------------------------------------

+ Flying Dagger
Works as a Throwing Dagger, but on any attack roll except a 1, it will return to the player's inventory after being used.
-------------------------------------------------------------------------------------------------------------------
"First draw blood from the palm of your catching hand with the blade. This is how it knows where to return to."
-------------------------------------------------------------------------------------------------------------------

+Goodhunter's Trickblade
This weapon can switch forms between a Great Weapon and a Spear. This change occurs as a free action but must be done before movement.
-----------------------------------------------------------------------------
"A creation of the fabled Dream Workshop."
-----------------------------------------------------------------------------

+Hand Culverin
This weapon uses Powder Bombs as ammunition instead of normal ammo. The user must have sufficient INT to use the Powder bomb used as ammo. The Culverin fires in a cardinal direction, attacking every character in that row for [1d10 + the Bonus of the Powder Bomb used as ammo]. The effect stops at the first wall or Tall Obstacle it encounters. If the culverin shot strikes a destructible object it will damage that object and not continue after that. After firing, roll a 1D10. On a result of 1, the weapon breaks and the user suffers [level] damage. Can be incorporated into a Tinker's Armlet.

+Hornet Lance
Spend 1 MP to move the user up to {3-7} squares in a cardinal direction to an open square. This movement is considered Flying. Any character in that path suffers a melee attack from the User.

+ Leaping Spear
Spend 1 MP to cause this weapon to fly in a cardinal direction, making an attack for [1d10]+[User's MA]+[bonus] on every unit in a square it crosses. It will stop at the first wall it encounters, is removed from the player's inventory and must be re-picked up to be used again.
------------------------------------------------------------------------------------------------------------------------
"Leaves the hand with such force it will tear your skin if held too tightly."
------------------------------------------------------------------------------------------------------------------------

+ Red Compass
The user can spend 1MP to extend the great weapon's attack template to include every square adjacent to the character, and adds [bonus] to the Attack rolls. This attack will hit both friendly and enemy characters.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"Carried by the Dusk Legion's best warriors. If you see a red scythe, you knew to fight them one-on-one."
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+Seeker Bow
By spending 1 MP, This weapon can hit targets that are around corners or other obstacles that would normally block LOS, as long as a path exists to the target that is shorter than this weapon's range. Cannot hit targets in the fog of war.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"The first of these bows was created by Delis Magni, for use by her daughter in a duel against Corimac Flintshield"
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+ Silver Bough
Spend 1MP to empower this bow, causing it to create and shoot Magic arrows when fired. (Item-based ammo cannot be used while this effect is active, and poisons will not be consumed or take effect) These Magic arrows add +5 to ranged attacks made with this weapon. This effect lasts 5 rounds.
--------------------------------------------------------------------------------------------------------------------------
"An ancient symbol of elven lordship. Ceremonial, but no less lethal for it."
-------------------------------------------------------------------------------------------------------------------------

Special Armor/Shields posted:

=================================================================================================
SPECIAL ARMOR / SHIELDS ==========================================================================
=================================================================================================


+Gorgon Shield
Spend at least 1 MP to create a Vee AOE with a size of 2+[MP SPENT](Max:6) that has a [60%] chance to stun enemies in LOS for 1 round. Champions and some other creatures may be immune to this effect, or become immune to it.
----------------------------------------------------------------------------------------------
"A deathly light that pierces the eye and paralyzes the spirit."
------------------------------------------------------------------------------------------------


+Guardian Shield
By spending 1 MP, the owner can send this shield to hover around and defend a friendly character within 4 squares and in LOS for 4 rounds. The shield is removed from the user's inventory when this happens. While the shield is defending a character, it moves with them and raises their Armor by an amount equal to the DEF of the character who sent it to them. (No armor is gained from the Shield itself.) While the shield's effect is still active, it's original owner can spend an additional 1MP to recall it instantly to themselves as a free action, causing it to appear in their hand slot, or else in their inventory if there is room. Otherwise it will drop to the ground at their feet. If the effect expires without the shield being recalled, it will drop into the inventory of the one it was sent to defend if there is room for it, or to the ground under their feet it here is not. A character cannot use the Guardian Shield on themselves. The Guardian shield can be used without being equipped, but it must be in the user's inventory.
---------------------------------------------------------------------------------------------------------------------------------------
"Prized by the order of Nelchalen, many still bear the sigils of their original owners."
---------------------------------------------------------------------------------------------------------------------------------------


+Hypnotic Shield
The first enemy each round who attacks this character in melee has a {20-40%} chance of instead being hypnotized and having their attack canceled. Some Champions may be immune to this effect.
--------------------------------------------------------------------------
"Some see their friends, others themselves."
-------------------------------------------------------------------------

+Korteras' Embrace
Each time the wearer of this armor is hit by a ranged or melee attack that does more than minimal damage, they gain a 2 points of bonus Armor, up to a maximum of [bonus] The bonus armor is applied after the attack is processed. The bonus is reduced by 1 per round.
----------------------------------------------------------------------------------------------------
"Pulls tighter around you a few moments after you put it on."
----------------------------------------------------------------------------------------------------

+ Midnight Mantle
When hit by an enemy melee or ranged attack this armor has a {10-30%} chance to create an AOE:1 cloud of darkness centered on themselves. All units in this cloud gain a 40% Chance to have any melee or ranged attack against them fail. AOE attacks will still hit. The Cloud persists for {1-3} rounds.
-------------------------------------------------------------------------------------------------------------------------
"This heavy garment sheds fine black flakes of darkness like moth powder"
--------------------------------------------------------------------------------------------------------------------------


+ Razak's Eye
Spend 1 MP to create a line:[{5-10}] AOE in a cardinal direction. Every unit in the area of effect is attacked for 1D10+[bonus]. The user gains [1d8] corruption.
-------------------------------------------------------------------------------------------------
"Through flesh, through bone, through soul, through stone."
-------------------------------------------------------------------------------------------------

+ Rej'orazj's Embrace
Spend 3MP to activates this armor's effect for 1+[1d6] rounds.
When the effect activates, the user's hand slots are unequipped, (and dropped, if the player does not have room for them in their inventory)
but the armor itself grants Bonus MA, Bonus Armor, and [+3 MOVE] while eliminating the normal AOO from making unarmed melee attacks. While the effect is active, hand gear cannot be equipped, and the armor cannot be unequipped. The wearer automatically gains 5 corruption per round while the effect is active.
--------------------------------------------------------------------------------------------------------------------------
"Everything about this jagged, blackened tangle of Vyrkaz steel is hideous."
--------------------------------------------------------------------------------------------------------------------------

+Sanguine Shield
When used, character loses an amount of HP, gains [1d6] corruption, and makes an attack against all adjacent enemies for [D10+[Bonus]].
-------------------------------------------------------------------------------------------------------------------
"Not all Warriors have ability. But even the weakest man has blood."
--------------------------------------------------------------------------------------------------------------------

+Shield of Deflection
If an enemy makes a ranged attack against this character, there is a {30-60}% chance the shot will bounce back, causing an attack against that enemy for [D10+Bonus].
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
"The first of these shields was created by Delis Magni, for use by her son in a duel against Ailea Quillwind"
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

+Steam Golem Controller
Being in possession of this item at map start will spawn a pre-created Steam Golem as the character's familiar.
In addition to the normal Familiar abilities (ATTACK/HEEL), the Golem's owner can use their Action to control the golem as per the spell Possession (except this costs no MP)
If the Golem is damaged, it can be repaired using a Repair kit and an Action, which restores INT*2 HP(Max owner's level) to the golem. This counts as a use of the repair kit. A Golem cannot act on the same round it is repaired. If a Golem's HP is reduced to zero it is destroyed, and the controller is discarded.

+Suffering Iron
Each point of damage dealt to the wearer increases Suffering by 1, to a maximum of 20. For every 5 points of Suffering, MA is increased by 1. Suffering automatically decreases by 1 point per every 5 points of Suffering (minimum 1) at the end of the round.
-----------------------------------------------------------------------------------------------------------------------------------------------------
"The enchantments aren't powered by blood, as most think. There is power enough in anguish."
--------------------------------------------------------------------------------------------------------------------------------------------------------


+Wall Shield (Requires INT)
Using this shield as a Action causes the character to block LOS as though they were a wall, and Ranged attacks against them are blocked. The character themselves may still be targeted by melee attacks.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"This spring-extended shield is so ubiquitous among dwarven crossbow regiments that many have its image as their insignia."
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+Wraithcloak
Spend 1 MP to gain the ability to pass through enemies for 3 rounds.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"The original fabric used for these garments was cut from the ensorceled cloak of the Trol Night-Lich Vikkahin."
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Gravedust fucked around with this message at 19:34 on Sep 17, 2021

Gravedust
Nov 2, 2011

You're going to die.

Relics posted:

=================================================================================================
ARCHIVE : RELICS ==================================================================================
=================================================================================================


+Animus Gem
If any unit dies while adjacent to the bearer, there is a {30-50}% chance they will gain 1 MP.
The bearer gains [1D6] corruption whenever this effect occurs.
----------------------------------------------------------------------------------------------------------------------------------------------------------------
"A smooth, translucent green stone the size of a chicken's egg. Never grows warm in your hand, no matter how long you hold it."
-------------------------------------------------------------------------------------------------------------------------------------------------------------------

+Arcstone
Whenever the owner makes a melee or ranged attack, this item has a {40 - 70}% chance make a ranged attack at a random enemy within 4 squares of the bearer, causing an attack For 1D10+[Bonus]. The Arcstone cannot target the target of the initial attack.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"Assumed to originate from an elemental realm, these rough and pitted stones react violently towards the object of their bearer's aggression. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


+Aridyn Flask
Reroll the randomized stats of any potion. For each use, there is a 10% chance the flask will be destroyed. This item can be used from Guild Storage if the user is also in the guild.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"Each theory on how this crystal flask works is more outlandish than the last. The truth is known only to Aridyn."
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+Blood Scarab
If the Owner's MP is not full at the end of their turn, it automatically reduces the Owners HP by 5 and increases their MP by 2. If the owner has at least 1 MAX MP, removing this item from their inventory (via drop/trade,etc) costs 10 HP.
-------------------------------------------------------------------------------------------------------------------------------------
"To appearances it seems like a pretty golden brooch. That is, until you feel it dig in."
--------------------------------------------------------------------------------------------------------------------------------------


+Bloodthorn Bracelet
Spend 1MP to heal all adjacent characters (but not the caster) for 10 HP.
The Caster loses [1d4*5]HP. The caster and anyone healed by this effect gains [1d4] corruption.
----------------------------------------------------------------------------------------------------------------------------
"A weave of glasslike obsidian barbs that constructs tightly when in use"
----------------------------------------------------------------------------------------------------------------------------

+Bloodthorn Collar
The User transfers [1d6*5] HP to any target in LOS within 10 squares.
---------------------------------------------------------------------------------------------------------------------------------------------------
"First worn by royal protectors in service to High Lord Yduin, later bent to darker purposes."
---------------------------------------------------------------------------------------------------------------------------------------------------

+ Bottled Thief's Eye
Spend 1 MP to Reveal the location of all chests within 15 squares.
------------------------------------------------------------------------------------------------------------------------------------------------------
"A severed eye floating in yellowish liquid. Unsettling to look upon, more so when it moves.."
-----------------------------------------------------------------------------------------------------------------------------------------------------

+Death Crown
Spend at least 1 MP to roll [D10 + MAG + MP spent] vs. the XP value of each corpse within 2 squares. On a success, the corpse is resurrected as a minion of the Caster. The Caster gains [1D8] Corruption for every corpse raised in this manner. Minions will follow their master and attack any enemies in LOS. Minions may only attack. After the owner's turn, there is a Chance equal to [the Number of Minions * 10] that a random minion will crumble to dust, leaving no corpse. If a minion is killed in combat, it also crumbles to dust.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"An elaborate headpiece made of elegantly carved and shaped skull bones. Jeweled eye sockets cover the wearer's own and something glimmers in the unnatural darkness within."
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+Ebon Heart
At the end of the Bearer's turn the Ebon Heart instantly heals the character's HP to full, but the character gains an amount of Corruption equal to half the amount healed. There is a Chance equal the the total amount healed by the Heart that round that the Heart will break. Ebon Heart will not work if a character has been reduced to 0 HP or lower.
----------------------------------------------------------------------------------------------------------------------------------------------------
"Black as pitch, and squirms unceasingly. Profoundly disquieting to look upon or touch."
---------------------------------------------------------------------------------------------------------------------------------------------------

+Hematite Torque
Use to destroy all debuffs on themselves or an adjacent ally. For debuff removed there is a 10% chance this item is destroyed.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"Once worn as a symbol of devotion of the Lirys faith, they are now the only surviving remnant of that religion."
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+ Icon of Mending
Spend 3 MP, Target within 2 square heals [1d4*10] HP. The Target gains [1d10] Corruption, and the user gains [1D6] Corruption.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"Figurines of the goddess Lucein, made from bones of one of her saints. Though now cursed by the goddess, the saint's power still inhabits them."
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+Image of Home
Increases HP gain from the 'resting' action by 5.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"This small locket feels warm to the touch, and the picture inside is always one of the wearer's finest memories."
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+Jade {creature} Trinket
Spend at least 1 MP to create a Jade Familiar of the creature depicted by the trinket in an adjacent square. The Familiar will remain for 4 rounds and then disappear. By spending additional MP at the time of creation, the Familiar's ATK, Armor and MOVE can be increased by +1 per MP spent, up to a maximum of +3. If a Jade Familiar is killed, there is a 30% chance the trinket will shatter.
-------------------------------------------------------------------------------------------------------------------------
"Imbued with the will and spirit of a creature, the body is provided by magic"
--------------------------------------------------------------------------------------------------------------------------


+Lucky Coin
Gain a {20-50%} chance to reroll a Natural 1. This effect does not stack with other 'lucky' objects. The Lucky Coin disappears if dropped.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"Precious to the superstitious, though they somehow always find a way to slip away from their owners."
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+Mentalist Circlet
User spends 1 MP to impose their ATK, DEF, or INT score on another character within 10 squares and in LOS for that round.
----------------------------------------------------------------------------------------------------------------------------------------------------------
"The sensation is one of watching from behind you own eyes, as someone else pulls your strings."
-------------------------------------------------------------------------------------------------------------------------------------------------------------


+Mirror of Acquisition
On use, a single 1-slot item or stack of items can be moved from guild storage to the user's inventory, if there is a slot open. There is a 10% chance the object to be moved will instead disappear.

+Oblivion Charm
Instantly kills any non-Champion enemy in LOS, leaving no corpse. The user gains [2d10] Corruption and loses [1d4*5] health.
There is a 10% chance this item is destroyed after each use.
----------------------------------------------------------------------------------------------------------------------------------
"A gift for Themestra's favored acolytes; a tiny figurine of herself. Keep it wrapped."
----------------------------------------------------------------------------------------------------------------------------------


+Orb of Obliteration
Can be thrown up to 4 squares. At the end of the round (after enemies have acted), The Orb attacks every unit in it's LOS for 1D10+[Bonus] (All tall obstacles count as blocking LOS) The Orb is then destroyed. Intelligent creatures may try to flee the orb. Creatures killed by the orb do not grant XP.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"This small, shimmering glass sphere pulsates hypnotically with white and black lights. It is inadvisable to look for too long."
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


+Phoenix Charm
One round after the owner of this item dies, an expanding wave of fire attacks all characters within 4 squares and in LOS for [1D10+bonus]. The character is returned to life with [1d6*10] HP. However each gear or item carried by the character has a 50% chance to be destroyed. The dead character's gear and items cannot be looted or removed during the round before the phoenix effect takes place. The Phoenix Charm is always destroyed when it's effect is activated.
-----------------------------------------------------------------------------------------------------------------------------------------
"A delicate electrum cage that contains an engraved phoenix's egg inlaid with platinum"
------------------------------------------------------------------------------------------------------------------------------------------


+Poison Sprayer
When used, consumes a Poison or Deadly Poison to create a Vee:(5) AOE, effecting any squares in it's area that are not blocked by walls or closed doors. Enemy units inside the area when it is created or that move into it during their turn gain 1D10+[Sprayer Bonus]+[Poison Bonus] (rolled for each unit) Toxin. The poison zone persists for 1 round after being created. This item can be Incorporated into a Tinker's Armlet.
-------------------------------------------------------------------------------------------------------------------------------------------------------------
"A gnomish device developed rather naively for the extermination of small beasts and large insects."
----------------------------------------------------------------------------------------------------------------------------------------------------------------


+ Ring of Seeming
Spend 2 MP to cause the User appear to be the same type of creature as any enemy within LOS. This effect lasts for [1d6]+2 rounds, (the duration is rolled by GM and kept secret) and while effected, the user will not be attacked by the kind of creature they are imitating, unless they attack a creature of that type. The ring cannot be used to mimic any creature that is larger than 1 square, and may not fool champions or champion adds.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"The existence and purpose of these delicate rings were only discovered when one was found on a scullery maid the night of Emperor Kassiv's murder. She was later found to be one of the Hundred Blades."
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+ Shothook
Use to move the character to an open square and adjacent to a Wall or Tall Obstacle up to {INT*2 (Max:6)} squares away. This movement is considered Flying. OR, pick up a single Item from a square inside the same range. Target square must be in LOS. After use, roll a 1D10, on a 1, this item breaks.
------------------------------------------
"HUP! HYAT! HYAAAAA!"
------------------------------------------

+Witchglass Pendant
While this item is in a character's Inventory, each point of MAG grants 4 Max MP instead of 3.
When this item is removed from a character's Inventory, their MP drops to 0.
------------------------------------------------------------------------------------------------------------------
"Black, jagged and nearly opaque. A tiny light flickers somewhere within."
------------------------------------------------------------------------------------------------------------------


+Wolf Signet
While the shortest path to the nearest friendly character is 12 squares or greater, the owner receives [+3ATK] [+3 DEF]
-----------------------------------------------------------------------
"The Spirit only comes when you are alone."
------------------------------------------------------------------------

Gravedust fucked around with this message at 18:29 on Oct 8, 2021

Gravedust
Nov 2, 2011

You're going to die.
-Reserved-

Gravedust fucked around with this message at 20:08 on Jan 3, 2021

Gravedust
Nov 2, 2011

You're going to die.
~=========~ [ MEMORIAL ] ~==========~

Gravedust fucked around with this message at 18:33 on Sep 17, 2021

Gravedust
Nov 2, 2011

You're going to die.
All right, I'm back.. Looks like you didn't manage to burn the place down, congratulations.
Oh.. Uh... Welcome back, Tozi.
So hows it all been?
Um... g-good.. Quiet.. -Uh.. who's that?
Oh yeah, this is Yulia! I met her on the road. She's uh.. Some kind of healer? Right?
Well, I've been a lot of things. A Mender is one of them. The practice combines magical cures with herbal and alchemical remedies as well as various purely physical forms of rehabilitation, such as-
So yeah she's a healer, basically. She needs somewhere to stay so I offered room and board in exchange for keeping our guys in fighting shape.
Oh.. that's Uh.. V- very nice of you.
Yeah well it's basically free so what not? Also I'm pretty sure that means we can work those guys harder.
That might be true, but I want it known I never actually said that.
Whatever. Anyway, I'M BACK AND THE STORE'S OPEN! NO MORE LOLLYGAGGING, WE'RE GOING BACK INTO BUSINESS!!

=========================================
GAME IS ON!
STORE IS OPEN!
WE ARE ACCEPTING NEW PLAYERS (up to 24)!
MAP VOTING WILL START ON FRIDAY!!
=========================================


==============================================================
==== STORE ===================================================
==============================================================

Whattaya buyin'?

Gravedust fucked around with this message at 06:30 on Jan 13, 2020

Lux Anima
Apr 17, 2016


Dinosaur Gum
In as Honiko Bonik, an adventurer from the prior thread!



:stoked:

Giving Stuff to Newbies:
> Giving Roundshield to Cogman
> Giving 3x Practice Lockpicks to Algal Bloom
> Giving Ironleaf Chestplate to Algal Bloom
> Giving Iron Claymore to Valter

Shopping:
Starting Funds: $187

> Buying/Equipping the 1x Steel Leaf Chestplate (-$60)
> Buying/Equipping 1x Kite Shield (-$50)
> Buying 5x Dried Meat (-$10)

Total: $(187 - 120) = $67

Lux Anima fucked around with this message at 01:13 on Jan 14, 2020

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....
In as Bobby Jack the Wary


Starting Funds: $252

> Selling Leather Armguard (+$2)
> Selling Iron Breastplate (+$22)
> Selling 3x Iron Lockpicks (+$15)
> Selling 3x Trap Kit Mk. 1 (+$22)

> Buying 1x Old Ration (-$5)
> Buying 1x Hardened Leathers (-$60)
> Buying 1x Repair kit (-$50)
> Buying 1x Disarm Kit Mk. 1 (-$15)
> Buying 3x Steel Lockpick (-$45)


Total: $(252 + 61 - 175) = $138

Theantero fucked around with this message at 04:47 on Jan 14, 2020

malbogio
Jan 19, 2015

In as Slag Rolodex.

Store Brigands Leathers
Store Tower Shield
Store Image of Home

Sell Iron Shortsword

Equip Hardened Leathers
Buy and equip Kite Shield
Buy and equip Steel Longsword
Buy 5x Steel Throwing Knife

malbogio fucked around with this message at 09:17 on Jan 13, 2020

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.
In as

Equip Steel Slat Armor

Putting Ironskin Potion and Iron Pickaxe and Iron Slat Armor and Roundshield into storage

Buying 4 Poison ($24)
Buying 14 Ammo ($14)
Tower Shield for Algal ($40)
Steam Drill Mark II for [Jvie] ($50)
Novice Spellbook, Levitation, and 6th Sense for Valter ($60)

Yoinking Chromatic Potion from storage
Yoinking 2 Special Ammo from storage
Yoinking Tower Shield from storage
Yoinking Bloodthorn Collar from storage

Leaving me with $60 to spend on newbies! Nope, down to $0! Beyond that, I'm good to go!

Dog Kisser fucked around with this message at 17:12 on Jan 13, 2020

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
In as Valter

Premade - L.

Yoinking Hoinko Bonik's Iron Claymore

Bogarting $60 off Klombo for a Novice spellbook (30), Scroll of levitation (25) and scroll of 6th sense (5)

Scribing Lightfoot, Levitation and 6th sense into the novice spellbook.

AJ_Impy fucked around with this message at 16:17 on Jan 13, 2020

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

In as Darrin

Starting Money: 233


Buying Steel Gladius -50
Buying Steel Slats: b -90
Buying & Ranged Ammo: -7

Storing:
Brigands Leathers
Trap Kit Mk2
Iron Shortsword

Remaining Money: 86

Mykkel fucked around with this message at 14:44 on Jan 13, 2020

Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.
The illustrious Rodric von Richter returning.

Buying a Steel Gladius -50
Selling Iron Shortsword +5

Status quo achieved!

WereGoat
Apr 28, 2017

New character submit!

Icon E5
Name: Algal Bloom
+1 Magic
Equipment:
Dried meats (free)
Apprentice spellbook ($20)
W/ Telekinesis, Soul Spark, Lightfoot
Practice Lockpick x2 ($10)
Rusted Iron Longsword: [+1 MA bonus](-1 Move) ($10)
$10 remaining if anyone needs want starting gear/cash
Gift items-
Honiko Bonik- Ironleaf armour (+2Def)
Honiko Bonik- 3x practice Lockpicks
Klombo- wooden towershield(+4Def, -2Mov)

Equipment modifiers:
+1 MA
+6 Def
-3 Mov

WereGoat fucked around with this message at 20:10 on Jan 13, 2020

The Lord of Hats
Aug 22, 2010

Hello, yes! Is being very good day for posting, no?
In as Izumi, the Hidden Wind. Wait, no, Steel Wind. Steel Lotus? Dark Lotus. Dark Blade. Hidden Blade. Hidden Wi—wait a second. You get the idea, anyways.

Izumi sighed as she unsheathed her katana. Kabutogiri had served her well, certainly. But the shop had a new shipment in, and the labels said that this new katana was definitely authentic Hanjo steel, and the wrapping on the handle was red and it had a picture of a dragon, and... and... It was time to say goodbye. But maybe another would follow in her footsteps. She hastily scrawled a note—“For The Worthy Only”—taped it to Kabutogiri, and reverently set it down in the stash.

Storing
Iron Ninja Sword
Basic Crossbow

Starting Funds: 244

Purchase
Steel Longsword [60]
Novice Spellbook [30], transcribing all spells
Three Basic Poisons [24]
One Old Rations [5]
One Basic Healing Potion [45]
Total: [154]

Remaining Funds: 90

Jvie
Aug 10, 2012

-

Jvie fucked around with this message at 17:14 on Jan 13, 2020

Jvie
Aug 10, 2012



"Greetings, fellow steam'speople."


name: Cogsman... just Cogsman. I can not share my full name, I wouldn't wish to endanger you...



Attribute:
1 INT


items:

Edit: holding onto my cash for now, waiting for the dust to settle a bit.

Dried Meat x5 - free
Starter shop: Vagabond's Garb: [+1 DEF] (-1 Move) ($15)

$50 left


Handouts received:

Iron Ninja Sword
Steam Drill Mark II
Iron Lockpick x3
Roundshield


---


Cogman walked into the guild hall. There. The note said "For The Worthy Only". He raised the hallowed steel. He stood proud, with the sword raised high, gazing mysteriously upwards.

Jvie fucked around with this message at 20:28 on Jan 13, 2020

Bee Bonk
Feb 19, 2011

Scapula

>Transfer Dried Meat(2), Wrist Launcher, Explosive Ammo Mk2 to Storage

Arcanuse
Mar 15, 2019


Name: Ghorg
Starting Attribute: +1 Magic
Starting Gear:
[10$] Longsword: [Melee Weapon]
[05$] Travellers Clothes: [Armor][+1 Move]
[05$] Leather Armguard: [Shield][+1 DEF]
[05$] Apprentice's Spellbook: [3 Spell slots]
[05$] -Scroll of Mending
--Spend 1 MP to increase the amount of HP restored by Resting by 1. Targets the Caster or a friendly unit within 4 squares. This effect lasts 3 rounds.
[05$] -Scroll of Soul Spark
--Spend 1 MP to make an attack for D10+[MAG] on a enemy within 2 squares and in LOS. MP Cost increases by 1 for every 5 points of MAG.
[05$] Apprentice's Spellbook: [3 Spell slots]
-Blank
-Blank
-Blank
[Free] Dried Meat: [Consumable][5 Units][Restores 1 HP while Resting.]
[05$] Practice Lockpick: [Tool][Stacks to 5] [Lockpicking:No bonus] [Breaks on a roll of 1]
[05$] Rusted Pickaxe: [Tool][Excavation:No Bonus][Breaks on a roll of 1]

Remaining Wealth: [00$].

Reason for enlisting: "I need coin. No questions... Alright, fine, some questions. No, I am not a wanted criminal. Unless something unusual happens, that is unlikely to become the case during my employment, either. No, the mask doesn't come off. No, it is not made of a valuable substance that could be sold on the market. No, the mask isn't cursed, I just prefer to keep my face hidden. Again, I am not, at least yet, a wanted criminal. No, I am not wanted by any criminal organization either; and the answer to any other questions related to being wanted by any groups or individuals related to or working against the law is No."

Edit: Swapped Practice Lockpick + Rusted Pickaxe for two scrolls of Telekinesis.

Arcanuse fucked around with this message at 18:48 on Jan 13, 2020

Abyssal Squid
Jul 24, 2003

Jane Brogger

Put Iron Spear in storage
Put Leather Watchcoat in storage
Put Blast Cap in storage

Donate 3x Iron Lockpick to Cogsman

Buy Steel Spear $50
Buy 2x Steel Lockpick $30 (revised downward from 3x because there's only 2x left)

$97 left

There'll be time for last minute deals before the mission I guess!!!!!!!

Abyssal Squid fucked around with this message at 04:43 on Jan 14, 2020

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer
Bjorn's back, baby!

Huffing and puffing, rounding around the corner and busting out from the bedroom route for his n-th lap that day, a weary Bjorn gave Tozi an eerily cheery wave despite the sweat running in tiny rivulets down his reddened cheeks - and the evident sack of luggage still across his back, bulging with all his worldly belongings. It turned out enough coinage had the heft of a really good training weight!

About to pass by (or out) Tozi's store section, the sportsmage suddenly came to a stop (jogged in place) when he spotted the new healer (and her garb), which made his face light up even further.

"Ah! Is... *puff* represent of... *gasp* Team Pink, finality! *deepgasp* Finesome to make of aquittal, am Bjorn The Roamer! *huff huff* Match of mastery the present of footings are. *inhaaale* Train is very must! *puff puff* Flight of wishes are then for my intent yours!"

Sincere greetings exhaled, Bjorn then tossed a few coins at Tozi, snagged a pack of canned rations to stuff into his already bulging pack, then set off for another lap with renewed spirit, apparently strongly encouraged by the healer's presence.

Buy 1x Old Ration 5$

Store 4x Dried Meat

Take 1x Ranged Ammo from Storage

Gravedust
Nov 2, 2011

You're going to die.
=========================================================================================================
There is a lot of activity in the store that needs to be resolved, so please hold any more store orders until the next update, thanks. :)
Hopefully I will be getting it competed before the end of the day.

==========================================================================================================

Gravedust fucked around with this message at 04:56 on Jan 14, 2020

Gravedust
Nov 2, 2011

You're going to die.
((Sorry for the delay! I did shop stuff as best I could, please check for errors and let me know if anything needs fixing.
Additionally there were some thing I couldn't resolve, and some other notes:))
----------------------------------------------------------
+ BJJ: Sale prices are always rounded down.
+ BJJ: Sorry, I made a terminology error in the WHAT'S NEW section, where I described Items being put into hand slots. That should have read Gear begin put into the hand slots. I am looking closely at the number of inventory slots given to players though.

+ KLOMBO: References receiving a Tower Shield not found in Storage. You bought one but then gave it to Algol. Not sure what is going on here. :|
+ KLOMBO: Bloodthorn Collar is for sale, not in storage.

+ Izumi: Inventory overflow, moved empty Appr. Spellbook to Storage to add Healing Potion.
+ Izumi: my tally is 164 spent vs 154.

+ Jane: Only 2 steel lock picks remained in store.
--------------------------------------------------------------


=====================================================
STORE ================================================
======================================================



Bjorn posted:

"Ah! Is... *puff* represent of... *gasp* Team Pink, finality! *deepgasp* Finesome to make of aquittal, am Bjorn The Roamer! *huff huff* Match of mastery the present of footings are. *inhaaale* Train is very must! *puff puff* Flight of wishes are then for my intent yours!"

That is extremely curious.


===================================================
STORE IS BACK OPEN, FEEL FREE TO BUY/ADJUST AS NEEDED
New players welcome. :)
======================================================

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
Sell Rusted Longsword (5), Armguard (2)
Acquire Roundshield from storage
Wield Iron Claymore, Roundshield.

AJ_Impy fucked around with this message at 12:34 on Jan 14, 2020

Abyssal Squid
Jul 24, 2003

Jane Brogger

"Hi Mom! I'm cursed!" Jane beams and shows Tozi her supernatural tattoo.

Abyssal Squid fucked around with this message at 05:24 on Jan 14, 2020

Gravedust
Nov 2, 2011

You're going to die.
((
Made some corrections, this also includes the changes directly above.
AJ_impy, I went ahead and gave you the roundshield from storage just to keep things moving.
))

=====================================================
STORE================================================
=====================================================

Jeez you guys're running me out of stock here. ...Not that I'm complaining. Heheh.
Not to worry though, I'll pull some stings and have more stuff here for you before too long. Probably before you get back from wherever you go next.



Jane Brogger posted:

"Hi Mom! I'm cursed!"

Okay. That's nice.
Wait, what?
Hey Yulia! YULIA!!!!
YULIAAAAAAAAAAAAAAAAA!!!!
Hm? What sweet spirit whispers my name anon?
YULI- Oh. Hey take a look at this... Uh.. June, show Yuli the thing..
Ohh. My my... You've walked in some disfavored places, haven't you?
So are her brains gonna boil out her eyes or something? Should I roll up the carpets?
Mmm... Probably nothing so dramatic. But something baleful, surely. This magic knot was tightened with malice.
Perhaps don't get too close to others, until we can gome to grips with this. Old magics have a way of spreading.
Yeah and don't pick at it. That only just makes it worse.
I'll need some time to do research, but once I discover something I'll let you know.

WereGoat
Apr 28, 2017

Algal

Sell rusty longsword ($5)
Retrieve iron spear from storage.
Retrieve iron pickaxe from storage.

Algal approached the sign up desk, and placed his blade upon the counter. Taking the quill in hand, he signed his name.

"I pledge my service. Though I have naught but my sword and spells, I will bring my skills as a spellsword to- hey that's mine!"

His sword was removed and replaced with a small pile of coins.

"I didn't-" a spear was thrust into his hands.
"That's-" an iron breastplate pressed into his hands.
"What-" a large shield was pushed in his direction. Not enough hands. He scrabbled to keep a hold of everything.

"So this is- ah. I understand. You won't regret this."

He awkwardly crab walked to a nearby table to organise the bounty granted to him by this organisation. More than generous. But it would no doubt need paying back in time. Acceptable terms.

WereGoat fucked around with this message at 13:46 on Jan 14, 2020

Jvie
Aug 10, 2012


Cogsman



Clad in layers of generously donated defensive vestments, his vest, his underjacket and his steamcoat, Cogsman arrived in the finest mercantile establishment in these parts, sweating heavily. Tozi, was it? Very well. He began screwing open his Cotter & Wilyburn Patented Money Protector so that he may begin exchanging currency for goods and services. But first, there was something to take care of. Something inevitable.


— Ah, yes, you have questions.


— Who am I, why am I in your guild hall, where are my recruitment papers?


— But that is not the real question, aha.


— The real question is - when?




It would be impossible to decipher what he had meant...




...for now.



---


Purchase:

Disarm Kit Mk. 1 x2 ($30)
Iron Lockpick x1 ($10)

$10 remains

Retrieve from Storage:

Iron Slat Armor
Powder Bomb Mk. 1

Lux Anima
Apr 17, 2016


Dinosaur Gum

Honiko Bonik

In her brand new shiny chestplate of Steel Leaf Armor, Honiko Bonik was sorting through the group's storage unit, humming a meandering tune to herself. She'd been pretty happy ever she'd lucked out to be around just as the shipment of new goods came in to the explorers guild's shop. By being first in line Honiko had managed to snag the only Steel Leaf Chestplate and one of the two available Kite Shields for herself, all before anyone else in the guild was even aware there was a sale going on.

The green haired adventurer Honiko opened up the company's locker and paused in her humming, a look of dismay plain upon her face.

"What, uh, what is all this stuff?" she asked out loud to no one in particular, her mouth pursing into the dot of a question mark.

"Hey!" Honiko hollered out to the guildhall at large. "I'm gonna make room for more things in our Storage area, if that's okay - everyone gets a cut!"

She started setting aside extra pickaxes, bonus sets of leathers, someone's old practice sword, an unclaimed crossbow - all the clutter that tends to add up in adventurers' halls.

Honiko was clearing out the dusty shelves and taking inventory on their rarer goods when something shiny and sparkly caught her eye. She picked it up, only to spot something even more glittery behind it.

"Helloooo..." Honiko murmured, in obvious appreciation of the eldritch tiara.

> Retrieve Ironskin Potion from Storage
> Retrieve Death Crown from Storage

Lux Anima fucked around with this message at 10:07 on Jan 14, 2020

vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters
I will post! But I cant seem to convince myself to post tonight!

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
Sell travellers clothes (2)
Acquire Brigand's Leathers from storage and don them.

sheep-dodger
Feb 21, 2013

Back in as Fjorm


Drop Padded Great Coat in Storage
Retrieve Leather Watchcoat from Storage and equip
Retrieve Image of Home from Storage
Retrieve Dried Meat from Storage
Buy Steel Spear and equip -50$
Buy 7 Ranged Ammo -7$
Buy 1 Old Rations -5$


Total: -62$

Christen the spear Leiptr

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer
Given Bjorn's storing of 4/5 Dried Meat, the Storage stack should be at 5/5.

Or 4/5 with Fjorm's upcoming retrieval (as I'm assuming they only wanted to top off).

Also!

If anyone, particularly newbies, needs a little extra cash on hand for something cool or useful, ask and ye will receive!

Mostly because Bjorn's currently got more money than sense.

Crowns of purport is return to root, depart is but for grants of raiment! Such is foot that Red, Blue or Green, all flounder in welcome to perk of Bjorn's aquittal!

(Like... way more money.)

Bee Bonk
Feb 19, 2011

Scapula

>Buy Iron Longsword
>Store Round Shield
>Retrieve Wooden Tower Shield from Storage and equip
>Retrive Iron Pickaxe from Storage

charms
Oct 14, 2012


Sign us up for the adventure!


Name: Mr. & Mrs. Guiscoe
Attribute: ATK
Gear:
Leather Armguard ($5)
Ranged Ammo x 20 ($20)

Looting a Brigand's Leathers, and an Iron Pickaxe from storage, and bumming a Heavy Crossbow off of Jane Brogger.

charms fucked around with this message at 23:47 on Jan 14, 2020

Abyssal Squid
Jul 24, 2003

Jane Brogger

"Yulia! Do you think it's because I ate meat out of that urn? I would have brought it back but my hands were full and the slimes made me hungry and..."


Also, any newbie wants a Heavy Crossbow, I'll buy you that and you can spend $15 on ammo instead of an Old Crossbow. Heavy Crossbow looks like it's really good, but you need to build around it so why not start early?

Buying a Heavy Crossbow for the Buiscoes, -$45.

Abyssal Squid fucked around with this message at 23:51 on Jan 14, 2020

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.
KLOMBO drops Tower Shield and picks up Roundshield (effectively Scapula and he trade shields)

Gravedust
Nov 2, 2011

You're going to die.

Jane Brogger posted:

"Yulia! Do you think it's because I ate meat out of that urn? I would have brought it back but my hands were full and the slimes made me hungry and..."
Hm.. I wouldn't want to overbear, but I feel as though perhaps I should have a talk with you about your.. ah, dietary peculiarities, little one. Have you had anything good to eat lately? Perhaps Toz-
Not a fukken' chance. The last two people I cooked for ended up poisoned, and only one of 'em was on purpose.
I suppose that explains the lack of a kitchen. Well. I've got rather a lot on my metaphorical plate at the moment, but perhaps I can do something for you later.

Adbot
ADBOT LOVES YOU

vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters
Joining as Viscous, END bonus

Yah, that's my name here now! It means I'm mean and solid and slimy on the inside and things. Yah I have the word right. Anyway, I'm going to idly swing around this ninja sword someone left for me while I figure out how I'm going to kick rear end here.

Ok I got this. Starting from a $50 budget, I'm going to:

beg Bjorm for a heavy crossbow,
take this here Iron Ninja Sword I clearly deserve, and have earned,
buy this trustworthy Highwayman's Garb($15), 10 ammo for the crossbow($10), buy an iron pickaxe($15) and 5 dried meat![($10)


Reasons for joining: I'mma get rich and retire forever!

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