WELCOME TO THE DARKEST DUNGEON
The Background
You will arrive along the old road. It winds with a troubling, serpent-like suggestion through the corrupted countryside. Leading only, I fear, to ever more tenebrous places. There is a sickness in the ancient pitted cobbles of the old road and on its writhing path you will face viciousness, violence, and perhaps other damnably transcendent terrors. So steel yourself and remember: there can be no bravery without madness. The old road will take you to hell, but in that gaping abyss we will find our redemption. - The Ancestor
The Official Line:
Darkest Dungeon is a challenging gothic RPG about the stresses of dungeon crawling. You will lead a band of Heroes on a perilous side-scrolling descent, dealing with a prodigious number of threats to their bodily health, and worse, a relentless assault on their mental fortitude! Five hundred feet below the earth you will not only fight unimaginable Foes, but famine, Disease, and the Stress of the ever-encroaching Dark. Darkest Dungeon focuses on the humanity and psychological vulnerability of the heroes and asks: What emotional toll does a life of adventure take?
My Summary:
Basically it's your dark gothic fantasy with Lovecraftian undertones. You got brigands, witches, abomination experiments (pigmen, ala Amnesia and such like that), necromancers and undead, gargoyle statue monsters, demons/eldritch, fishmen, holy crusaders who follow the Light and can use it and so on. Think Dark Souls, but with way less dragons.
Technology level is early flintlock and cannon, but with sword and plate still heavy in use.
The Ancestor was a baron/landlord d-bag who was bored of being a rich snob and decided to follow up on rumors of underground ruins and ancient powers, along the way doing abuncha dark science, dark magic experiments and generally being the main source of all the shit that's happened. The Heir is the poor bastard called up to clean up his mess (aka the 'player'), and your boss.
You're an adventurer of some kind, be it an old brigand/robber, crusader, soldier vet, alchemist, occultist, ect, whose out for redemption, adventure, piety, knowledge, or plain gold.
Either way the Estate doesn't judge and takes all (hell they even take Jesters and shape-shifting weremen).
Of course, in this special case, you weren't hired for your skills.
You were hired to be the fools.
Quirks: Positive/Negative modifiers that affect either personality or combat, aka Kleptomaniac or Fear of Undead.
Quirks list: https://darkestdungeon.gamepedia.com/Quirk#List_of_Quirks
Note: You can create your own quirks.
Some basic things:
1) Rolls will be based off the stats and resistances of the game's heroes, monsters, and traps/curios (environment items). Rolls are simple from what I gather and do as they say.
EX: ACC chance (attack chance) - Dodge chance = What ya roll (80%-20% = 60%, aka roll a 1d100).
2) You can have a custom class, but I'd say we should use the base classes as templates to keep the numbers smooth. Same for abilities, although obv you can be abit creative with those, but use original class abilities as guideline for numbers.
Custom class has gotta fit in with the gothic dark fantasy, but, otherwise, you got alot of free range. We got a paladin, a werewolf, a jester, and an occultist, so magic users, holy users, and weird creature hybrids are doable. Juuust no weebo stuff fer this setting, keep in the atmosphere.
3) You don't have to read all of the above, just PM me if ya want a quick summary clarification on anything, I'll up for it.
4) At the end of your post, put in a
([ h r ] line across) and put in these current char stats:
HP:
Stress (starts at 0/200):
Buffs:
Debuffs:
Hunger:
Party Torch Level (starts at 100/100):
5) If you're wondering why I don't have fancy lore writing or some such, I assure you I won't skimp on writing quality in the actual IC.
However, the reasons are two-fold:
1) The game's lore is vague and undefined, and I think that adds some appeal for folks to fill in the blanks and have more creative freedom (ala Dark Souls), plus I don't want to trample on anyone's fanon immediately.
2) Given the small-scale scope of the rp, and the previously stated vague nature of the game's lore, not immediately clarifying the nature of the world open's up creative freedom as we write.
Alright, and here's the char sheet.
Character Sheet:
Name:
Age:
Appearence:
Class:
(If custom)
Custom Class Stats:
Custom Class Abilities:
Positive Quirks (have the descrip/modifiers) (Have only 1 for now):
Negative Quirks (have the descrip/modifiers) (Must have 2):
Personality (We all know characters can change as we write them and find their voice so this isn't set or anything):
History:
Equipment: