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Hidden 9 yrs ago 9 yrs ago Post by Descartes
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To spare the pretentiousness, Dungeon Crawl is a not-so-generic fantasy dungeon crawler. It features a group of smashing young adventurers heading off on a dangerous mission with a glint of excitement in their eyes. Poor bastards.

The World:
Magica had once gone by a different name. The original human settlers had once called it after one of their old gods, but as old religion was lost as the past became too distorted to discern mythology from fact, the old name was lost. Humans and other inhabitants of the land refer to it widely as "Magica". Strong winds are omnipresent especially in the upper atmosphere of the planet. A great anticyclonic storm rages omnipresent at the south pole of the planet, thrashing apart anything which comes near it. Settlements are built upon large floating, drifting stones which act as continents and islands. Because of their drifting nature, should two continents come close enough, their inhabits may hop between the landmasses for a period of time. Other than that, the only way to get from landmass to landmass is through large flying zeppelins. Travel is not only expensive, it is also dangerous as the skies are ruled by the various pirate kings along with all different sorts of flying beasts which inhabit the skies. Weather is not fixed, and most plant life has adapted to the nature of weather on the planet.

Dungeons:
On Magica, a land where everything floats, life has taken a strange turn. Dungeons on Magica are not stationary settlements long abandoned and filled with monsters and loot. On Magica, dungeons exist as the mature form of greater mimics which take root on floating stones and grow in time to large proportions. As they mature, the dungeon mimics take in other creatures and collect treasure within their depths. These dungeons become living biomes capable supporting life in sometimes strange and unpredictable ways, turning the creatures it takes in into a line of defense against predators. Each dungeon contains a living, magical "core" which acts as the mimic's nucleus, controlling and regulating everything within the dungeon. The method by which they mate and reproduce is a mystery as many dungeons "take root" in places away from civilization. It is theorized by scholars that upon reaching maturity, dungeon mimics release thousands of spores commonly known as the common but mysterious flying polyp which seems to live all over the planet. While their reproduction is a mystery, it seems that dungeons and the strange creatures which live inside them have begun to get closer and closer to the settlements of different species and disrupting the lifestyle.

Dungeons are split into different classes and categories. These help distinguish the age of the dungeon, and its general inhabitants. Dungeons are ranked from class 1, being the youngest dungeons which are the most common and the newbies are typically sent to deal with; to class 4, being the elder dungeons which are the most difficult and only expert dungeoneers ever even dare to explore. There is a theorized class 5 which exist somewhere deep within the planet, closer to its core. They are believed by some to be the oldest dungeons, and related to the formation of the planet itself.

The Mission:
The Society of Dungeoneering and Extermination, abbreviated as SODE, was created to both study dungeon mimics as well as to control their population. While SODE is subsidized by some governments, it is strictly a private organization which also receives backing from private investors. SODE does not truly belong to any government, and so does not have very strict regulations. Those who wish to join SODE as adventurers only need to apply with the name of their adventuring party, and the name of its members. SODE has no rank structure; only a CEO, and several other business men. SODE does not offer much for its members save for discounted prices at certain inns and a monthly stipend to ensure that its members remain alive. Because of this, many also take up freelance dungeoneering. Among its various cadre, SODE also employs researchers which follow adventurers and report ecological and biological findings to the organization.

The Adventurers:
Basically, this is you. Do not fret the origin of your character. The world of Magica is vast, so all manner of being and lifestyle are possible. Their power levels should all be roughly the same, something fitting of new adventurers. These are competent young souls: fresh graduates of a wizard academy, the star pupil of a dojo waiting to prove himself, or a young swordsman taught by a venerated master.

Name: The name your character will go by, be it official or a self proclaimed alias.
Gender: Boy, girl, or whatever your race has
Age: The age of your character in solar years
Race: Again, the world is pretty big so you can get crazy.
Character Concept: A small phrase used in place of a class. This will be the gist of what your character is and how he/she will be roleplayed.

Physical Appearance: The standard physical appearance of your character. I’d prefer this be done using actual words, though I won’t mind a picture either if that’s exactly what you want to play.
Equipment: A list of whatever possessions your character has, including weapons and packed food. Be sure to update this regularly to accommodate for any new items your character takes on during the quest.

Personality: How your character generally thinks and acts.
Goals: List some things your character wishes to accomplish. (Optional)
Beliefs: List some things your character has strong opinions on. (Optional)
Background: The history of how your character came to be. Again, the world is pretty big so you can go crazy.

Racial Traits: Anything special your race is capable of that seperates the race from others.
Known Skills: Whatever your character is capable of and competent about.
Known Spells/Powers: Whatever magic your character may possess that isn’t directly linked to their race.


The Rules:
  • Don’t be a creep.
  • Don’t Godmod.
  • Don’t power play.
  • Be cordial to your fellow players.
  • Have fun.


The Story So Far:
None yet, but we'll have one soon enough!
Hidden 9 yrs ago Post by AbysmalDemon
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I could be interested in this. I think I'll have a char sheet up later today
Hidden 9 yrs ago Post by IncredibleBee
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Name: Alice Loftheart
Gender: Female
Age: 12
Race: Humans
Character Concept: Young Prodigy Wizard

Physical Appearance: A slight young girl, Alice has fair blue eyes and blond hair reaching to her hips; the choppy bangs reach only to her eyes. Her skin is rather fair, and her thin, delicate body suggests she's unused to physical labor.
Alice primarily wears a long, comfy dress, made of a soft fabric, and a very deep shade of blue. The sleeves are loose and wide, allowing precise hand movements. It's held to her waist by a wide sash, and elaborate patterns border the hems of the sleeves, collar, and bottom. A large hood is incorporated into the dress. Around her waist is a belt containing various pouches, including a large rectangular one, just the right size for a spellbook. She wears tiny boots on her tiny feet.
Equipment: Mage Staff - This gnarled branch is actually a focus for Alice to work her spellery
Spellbook - Though mostly empty, this magical tome records every spell Alice knows.
Gold - A meager amount of coins, enough to stay at an inn for a few nights
Rations - Various cured meats and sweets in her various pouches, enough to last a few days
Tea - A large tin of loose tea leaves
Healing Potion - Swiped from the alchemical labs before she left, this can restore a healthy body. Tastes of mushrooms and salt.
Familiar: Lesser Skeleton - A sentient femur, loyal to Alice. It can roll around and stuff. It's not the strongest creation, but it's hers so she keeps it.

Personality: Alice's two defining traits are a sense of pride and haughtiness from being an advanced mage, and her innate childishness. The former derives from her prodigal skill; despite her age she's on par with any graduate from the mage academies. The latter causes her to forget she's only on par with a graduate, even if she's advanced.
She's developed a slight god complex and tries to act ladylike, but oftentimes she's just putting on airs. In private, she's more willing to give in to childish impulses.
She also tends to have a greedy streak. If gold or sweets are left in the open, she'll lay first claim to them.
Goals: Alice wishes to assert her rightful place as grand ubermage arch-wizard, with extreme prejudice. She's gonna have a cool floating wizard tower, and familiars, and potions and all that neat stuff. All she needs is a lot of capital and several hundred years of experience.
Beliefs: List some things your character has strong opinions on. (Optional)
Background: Alice has neither a long nor complicated history. At a young age it was discovered she had a high aptitude for magic, and was admitted to a local university. However, she managed to advance more quickly than most other students, graduating several years early. Her formal education complete, she's begun to set out on a "Practical Exam" of sorts- that is, to explore the world while honing and researching her magic. If she lives, she'll be a good wizard.

Racial Traits: Humans have the trait of being the best in any setting even without advanced ancient alien technology or biological super-abilities.
Known Skills: Alice is rather well-read, and knowledgeable in most things relating to the arcane, from basic cantrips to complicated rituals. Beyond that, however, she's unskilled, having spent most of her efforts learning spells to do work for her.
Known Spells/Powers: Alice is actually a quite skilled novice mage, and is capable of learning new spells relatively quickly, provided she has a teacher or guidebook. Her current spell list is as follows:
Magic Missile - A magical projection of force, equivalent to getting struck with a strong punch. Not the most effective at damaging enemies, but good for smacking things far away.
Grease - Covers the nearby area in a slick, oily, flammable substance. Good for making people slip all over themselves. Alice was sent to the dean's office twice because of this spell.
Mage Hand - A spectral hand capable of manipulating objects from a distance. It's only as strong as Alice's actual hand.
Fireball - Launches a small projectile of fire at the enemy. It doesn't strike with actual force, but it's made of fire, so you know.
Fog - Creates a thick, dense fog over a small area, obscuring vision
Douse - Shoots forth a small torrent of water, drenching foes.
Safety Alarm - Quickly casts a large, burst of neon pink paint, while also sounding off a large noise.
Light - Causes the end of Alice's staff to glow with the strength of a lantern
Create Comfy - Materializes an overstuffed recliner chair, blanket, and warm beverage
Summon: Grrz'rak the Indomitable - A sacred pact allows for Alice to call for the aid of a mystical bear martial artist to smite foes. Unfortunately, she is only allowed to summon him once per day. After summoning, she must offer a salmon as soon as she's able, or risk breaking the contract.
Hidden 9 yrs ago Post by Descartes
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@IncredibleBee I think your character doesn't have quite strong enough spells for what I'm looking for. It works out though. I haven't built a lot of fluff around wizards or a mages guild/academy, but for future players, I'm going to say there are multiple different schools that compete with each other. It'll be like High School rivalries though, so unless you're into wizard sports, you could care less about the other schools. Also, you're totally accepted.
Hidden 9 yrs ago Post by IncredibleBee
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@IncredibleBee I think your character doesn't have quite strong enough spells for what I'm looking for. It works out though. I haven't built a lot of fluff around wizards or a mages guild/academy, but for future players, I'm going to say there are multiple different schools that compete with each other. It'll be like High School rivalries though, so unless you're into wizard sports, you could care less about the other schools. Also, you're totally accepted.


That's cool. I added a learning thing, so even if my spells aren't up to snuff now, there's room for her to improve and add more spells as the game goes on.

Until then, I'll just have to be resourceful.
Hidden 9 yrs ago Post by Descartes
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That's fine. I intended that everybody left room for improvement.
Hidden 9 yrs ago Post by Jerkchicken
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I'll join this
Hidden 9 yrs ago Post by Descartes
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Descartes Give her the D

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Oh hey, I actually have actual interest and I'm totally not shilling at all.
Hidden 9 yrs ago Post by Jerkchicken
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Jerkchicken

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I'll get a character up when I get around to it
Hidden 9 yrs ago Post by Descartes
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Descartes Give her the D

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I just
Hidden 9 yrs ago Post by Happy Go Lucky
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Happy Go Lucky Thank god for Jim!

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FINALLY a dungeon crawler roleplay thats got a pretty awesome plot! Definately going to sign up for this when i get on my pc later on!
Hidden 9 yrs ago Post by Descartes
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Please stay unlike the first guy ;_;
Hidden 9 yrs ago Post by Happy Go Lucky
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Happy Go Lucky Thank god for Jim!

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Please stay unlike the first guy ;_;


Hey, as long as people join, il stay! XD
Hidden 9 yrs ago Post by Descartes
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I wish I had more interest!
Hidden 9 yrs ago 9 yrs ago Post by Jerkchicken
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Name:Kahl Uuah
Age: 28
Sex: M
Appearance: A man of tanned skin and short black hair. He travels around in a cheery colored longcoat that covers up his semi-armored body. The amror and the coat are both made of treated hide. With the consisting of a chest piece and arm and leg pieces. Most peculiar is his eyepatch which does nothing. Originally wearing it as a deterrent against rubbing which ever eye was itchiest during allergies. He soon found it had an effect with people so he just rolled with it. His signature weapon is the Carcol Zauber a blade that looks like it was carved out of something with its raised surfaces that extend from a helix close to the bottom of the sword. It's size is large but super large and it lacks a crossguard

Personality:He's pretty laid back and chill. He's also fond of the sauce and claims that a stiff drink or two helps him fight better or at the least helps with the allergies.

Background: He doesn't like to talk about it for he says it was stupid and inane. But at least this world seems more up his alley.

Inventory: Booze, Snail Zauber, Med armor
Skills: Swordery, survival, zaubers, drinking, hunting monsters
Spells: Snail Zauber, stuff for being a gish
Hidden 9 yrs ago Post by IncredibleBee
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@IncredibleBee I think your character doesn't have quite strong enough spells for what I'm looking for. It works out though. I haven't built a lot of fluff around wizards or a mages guild/academy, but for future players, I'm going to say there are multiple different schools that compete with each other. It'll be like High School rivalries though, so unless you're into wizard sports, you could care less about the other schools. Also, you're totally accepted.


In retrospect, would it be alright to request a few more spells?

Originally I was going to have a simple ice and lightning attack, but during character creation I was worried I'd be asking for too much. I'd like to re-add them if it's not a problem.
Hidden 9 yrs ago Post by Descartes
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@Jerkchicken While it isn't the prettiest character sheet, I think I can work with it. You got a few grammatical errors that look like Freudian slips. You're missing a few details, as only two sections did I say were optional. I'm going to chalk it off as a work in progress.

@Incrediblebee Sure, go ahead.
Hidden 9 yrs ago Post by Necrophage
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I could see this being very fun and you don't need a large group to make it work. You have my support. If you want to move it forward count me in.
Hidden 9 yrs ago Post by Jerkchicken
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what do I need to add?
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