ALLL ABOOOOARD, HAHAHHHA... (I wanted to make a ref)
7 yrs ago
I have a niggling desire to start up a Darkest Dungeon rp revolving around a suicide run (disposable heroes) and basically having a char torture-athon, but would anyone like that even?
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.
Home base, got some basic buildings. Not yer concern though, you chumps ain't staying for long!
The Ruins is the first dungeon that can be explored. The former halls and seat of the Ancestor's power, the Ruins are now a black, shifting maze of corridors firmly under the control of the Necromancers and their continuously expanding undead army.
After the Ancestor's short-sighted revival of the powerful Necromancers, they moved into the Ruins that once housed your family’s lineage. There they desecrated the graves of soldiers and nobles alike, bringing them back as a mindless skeletal horde.
The Warrens is the third dungeon that can be explored. An incredibly ancient system of aqueducts and tunnels built for unknown purpose, it is now a corpse-choked cesspit that houses the ravenous, disease-ridden beast-men known as the Swine, and all those deranged or monstrous enough to ally with them.
While the Ancestor was trying his hand at blood rituals, he used the ancient Warrens as a dumping grounds for his failures and underwhelming results. By the time the Heir arrives, the Warrens are now home to the descendants of those experiments called The Swine, a warrior race of pig men whose only desire is to butcher and feed on any human they can get their claws on.
The Weald is the second dungeon that can be explored. It is a sprawling forest whose rotted boughs host a hideous kind of fungi. The only roads to the Hamlet pass through the diseased wood, making it an important area to cleanse.
When the Ancestor banished The Hag to the Weald after being disgusted by her appearance, she began to use her discovery of an odd, parasitic fungus to transform the woodland into something more sinister. Now the road leading to the town is blighted with a fungal infestation that has taken over the ecosystem, hiding the hordes of zombified victims under the control of the fungus being spread by the witches that serve under the Hag.
The Cove is the second to last dungeon that can be explored. It is a water-logged nightmare filled with pelagic horrors, once used by the Ancestor for unsavory deliveries - and unspeakable pacts.
The Ancestor once used the Cove as a means to deliver some of his more controversial artifacts, as well as a location to perform his pacts with the ancient beings in the water when money was scarce. The ancient fishmen that lived there were roused by the activity around their home, making it a habit to sink and kill any sailors that comes near their domain, making them a threat to the marine shipments of provisions that the Hamlet relies on.
The Darkest Dungeon is a hellish pit filled with eldritch horrors, and those who worship them, that goes all the way down into the Heart of the World itself.
Ain't gonna link the list of c'thulu chicks, if y'all vote to go here, y'all can enjoy the suprises.
Beaten, branded and imprisoned for untold decades, this furtive vagrant hides a terrible secret. The Eldritch poison coursing through his veins has given him unspeakable power, at a terrible cost. As his form changes, so too does his role in combat!
A scholar, researcher, and keen archaeologist, The Antiquarian is not well suited for combat. She is, however, an expert in self-preservation - by making herself scarce in a fight, or demanding an ally protect her, she ensures her survival. If direct combat is unavoidable, The Antiquarian can use her fulminating censer to heal and invigorate allies...and to toxify attackers.
Clad in heavy armor and able to vanquish foes with her massive crossbow, she is like a living embodiment of a cannon. Her life of war has given her many skills for the battlefield such as marking down targets, raining arrows upon her foes and even firing bolas to disrupt the enemy's formation. She also learned how to dress and treat wounds, and can apply makeshift healing upon the battlefield.
Given enough time at camp, she can treat the wounds of all her allies, or even instruct them in how to be quicker than their adversaries. Or she may spend her night tending to her crossbow, her one companion since childhood. As long as she is given ample distance between herself and her quarry, no foe is safe from this sharpshooter's wrath.
Sinister and precise, the Bounty Hunter specializes in targeting a single foe to deliver its head for the reward. He has found that simply striking before thinking is an ineffective way to kill, so he has taught himself many ways to take advantage of his foe's vulnerabilities.
If they wear armor, he can find the weak points in it. If they are reeling from a hit, he'll make a surprise attack to strike it down. Even the enemies who think they're safe behind their frontlines will find that the Bounty Hunter's grappling hook can pull them in or slice them up. And if all else fails, he can drop flash grenades or sucker punch enemies to disorient them. No matter the situation, this calculating killer will have an answer for it.
Every cause needs a champion, a hero to rally otherwise common men to a righteous cause and lead them to victory. The Crusader is that champion. With holy blade in hand he smites the wicked and sends them back to the darkness from whence they crept. While his armor restricts his movement it affords him great protection, allowing him to stand in the frontlines to take the blows that his weaker comrades cannot.
No matter the pressures he faces he will remain strong, finding strength within himself to keep fighting on while inspiring others to do the same. Even in the midst of battle he can galvanize his allies, giving them the strength to fight off madness for a little longer. When the Crusader is leading the charge, all of hell will know to fear the flame.
"The Grave Robber is a versatile and nimble combatant, moving back and forth through the ranks with ease. She strikes without warning and retreats to the shadows, continuing her assault at range. If her throwing daggers and poison darts aren't getting the job done, she can return to the melee, buffed and slinging her pickaxe!"
Wild, unpredictable, and utterly ruthless, the Hellion thrills to the spilling of blood! Her massive glaive affords her impressive reach in combat, while its razor sharp edge leaves lasting wounds on enemies. Certain skills leave her exhausted, however, and she may occasionally need to take a turn to recharge her adrenaline before entering the fray once again.
A bandit seeking redemption on an old road, the Highwayman is one of the fastest classes in the game and is able to dish out a lot of damage quickly. He can be placed in both the front ranks and rend enemies with his short sword, or he can pursue enemies from the back with his trusty pistol. He has a lower HP value than most classes, but makes up for this with high evasion.
When night falls and all of his allies are settled around a campfire, the Highwayman is preparing for what dangers await. He'll spend his time performing maintenance on his weaponry, practicing his blade-work or setting up alarms to keep himself safe during the night. If he must interact with others it'll be with his dark sense of humor, which might upset some. But for what the Highwayman lacks in tact he makes up in unparalleled finesse. With a flintlock in one hand and a dirk in the other, the Highwayman is sure to make short work of his foes.
A tough and uncommonly compassionate ex-lawman, the Houndmaster and his faithful Wolfhound work in tandem to bring down their enemies and protect the innocent. Together they stalk the back ranks, bursting forth in a flurry of harrying bleeds, gnashing teeth, and stunning blows. Should the tide of battle turn, the pair can support an ailing party by protecting the weak, and rallying the stressed.
In the darkest depths of these twisted lands few things are as welcomed as a good laugh, a merry song, and razor sharp blade. The Jester brings all of these in spades. Armed with a sickle and lute, this maniacal minstrel is a versatile class that has several tricks up his sleeves. With his oddly shaped blade he can slice the 2nd and 3rd positions of the opposition to ribbons, causing them to bleed out. With his lute he can provide in-battle comfort for his companions, playing songs that inspire greatness or relieve tension. Regardless of his position in your party, he is able to dance elegantly around those pesky party shufflers and set up opportunities to single out an enemy and bring about its utter, almost laughable demise.
As an entertainer, he can make a stressful night of camping turn into a night of merriment and wit. The melodious riffs of his lute will make any party member's mind quiet as he encourages them to strike quickly and precisely like a tiger. Beware though, not all find the Jester's antics amusing as mockery and cynicism is only funny until it happens to you. All who dare to confront the Darkest Dungeon know that it might mean their end, but with the Jester in tow he will make sure that it is at least a heroic end.
Struggle, and futility. All of life is a constant toil to keep oneself alive for just a little bit longer. And The Leper not only knows this, but he embraces it. Living a tortured existence has taught this man that one must rely on the self before any others, making him the most independent of those arriving to the Hamlet. He does not need the aid of others, for he knows how to channel his energy into frightening power, or curative energy. He cannot help others with this power, but he can draw on it to give himself strength that other men can only dream of, or the endurance that has kept himself going longer than any other man could. And when his massive blade falls, there is only death for those who stand in its wake. However, it is a slow and heavy blade, and agile foes may easily evade its massive arcs.
The Leper's eponymous disease has ruined his body, and at camp it becomes painfully evident how much it takes a toll not only on him, but those around him. Should the other's mental health be in question, The Leper can leave the others to give them peace of mind at the cost of his own well being. However if he needs relief he may let down his mask, while calming him looking upon such a malignant face will bring duress to his companions. But if he truly needs company, he can always sit and reflect, meditating with his blade, just as broken as he is. All will meet with death, there is no exception to this. The Leper's only goal is to see that as many of the accursed creatures of this land meet their appointment before he meets his own.
An old, battle-scarred veteran, the Man-at-Arms has seen enough war and bloodshed to last more than a dozen lifetimes. While he can no longer swing his great mace with the force he once could, you should not stand where he swings his mighty weapon. However it is not offense, but his defense, that makes the Man-at-Arms such a vital member of any team. His ability to read the enemy's movements allows him to draw fire to himself to defend his allies and then retaliate with surprising force.
The battlefield is a chaotic place, and the Man-at-Arms knows how to make himself heard. With his vociferous shouting he can issue vital commands to his men or let out a terrible bellow to strike fear into the enemy's heart. At camp, the Man-at-Arms can take time to instruct and practice with others, giving efficient information and life saving instruction. As long as the Man-at-Arms stands, he will never allow the line to break.
Knowledge - the poison of man. Since time began, it has been the folly of men such as the Ancestor. Many have sought it out, but those who discover the truth of this world's secrets have found the revelations too much to bear. The Occultist, however, has utilized that same knowledge to further his understanding of the eldritch. His pursuits in antediluvian apprehension have left his body fragile and weak, but it has made his mind sharp and his capabilities most versatile. From the back, he can channel his baleful energy to strike those hiding in the shadows or pull them forward, removing all filth from his presence. With his curses, he can expel a foe's strength or open them up for devastation. His eldritch powers can rend the souls of even the most foul of beasts leaving them motionless, but at the cost of calling the ever-looming shadows closer.
While mostly destructive, the Occultist can also use his profane powers to reconstruct flesh and heal wounds. This technique is powerful, but unpredictable as it may restore a man to perfect health or tear apart their flesh. At camp, he practices rituals and rites that can empower his allies and even bring them back from the brink of death, but many of these eccentric practices can leave both the Occultist and his companions troubled. The gate to hell is open, and this man will seal it away with the very power it gave him.
A doctor, researcher and alchemist who prefers to hang back, eating away at her foes with stacking damage-over-time abilities like toxic clouds & plague-filled grenades. She is equally effective in a support role, blinding and confusing foes while enhancing a party's survival with damage-increasing tonics, and remedies for bleed and blight effects.
The warrior nun channels her zeal for battle into healing abilities, holy judgements, and dazzling explosions of light. A strong backbone to any party, the Vestal can also hold her own on the front line with a powerful mace bash and close-quarters condemnations.
Quirks: Positive/Negative modifiers that affect either personality or combat, aka Kleptomaniac or Fear of Undead.
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):
@knifeman Mmm, I think 1 more wouldn't hurt! Mind you this isn't gonna bs hardcore tabletop, simple rolls and not for everything, based off the video game's rolls.
@Stitches Well we're waiting on Donnel and Davos too, they're combat ready and on the east beach. Let Donnel at least wheel Davos in and see how that goes.
@Nymeria So, wait, is the big bad on the west beach or just out in the shallow sea, screaming at the island?