[hr][hr][indent][b]Genre:[/b] [color=cccccc]Fantasy, Monster, Sandbox, Humour[/color] [b]Tone:[/b] [color=cccccc]Moustache-twirling B Movie Villainy, dark with a touch of humour. Mature themes may be mentioned but only in passing.[/color] [b]Tech Level:[/b] [color=cccccc] Definitely-A-Bad-Idea Steampunk meets medieval wizardry.[/color] [b]Scale:[/b] [color=cccccc]2 - 4 Players, one boss character each. (players will have minions down the line) [/color] [b]Mechanics:[/b] [color=cccccc]Dungeon Building, Raiding, Objective Based, Aspects of Communal Planning.[/color] [b]System:[/b] [color=cccccc]Wicked Ones, a D6 system. No previous experience required.[/color][/indent][hr][hr][center][h2][b][color=79AEA3]P[/color][color=cccccc] R E M I S [/color][color=AE8E1C]E[/color][/b][/h2][hr][hr][color=cccccc][h3] Be a [color=B5F44A]Monster[/color], build a [color=79AEA3]Dungeon[/color], kill [color=65aFFF]Adventurers[/color], grow your [color=F2BB05]Hoard[/color].[/h3] [color=79AEA3][b]You are[/b][/color] a [color=AE8E1C][b]Monster[/b][/color] who survived a calamity brought by the Light. You have banded together with the last dredges of your previous home and traipsed across this weary landscape to a faraway land, burrowing deep into the earth there and biding your time in the dark. A [color=79AEA3][b]Dungeon[/b][/color] sprouts around you, but it is new and vulnerable and easy pickings. You will provide it's nutrition. You will mould and tend it's growth. You are a [color=70EE9C][b]~ DUNGEON LORD ~[/b][/color] It sounds great in your head. In reality, however, you are [color=946846][b]mostly-incompetent beast[/b][/color] driven by a [color=DB504A][b]dark impulse[/b][/color]. It compels you, compels you away from your goals and towards satiating your monstrous urges like finding something really shiny. You are prone to flights of fancy and throwing caution to the wind. Together with your peers and minions, you might just manage to throw together a ramshackled dungeon of mad design, and possibly die not-so-gloriously in it's defence. Failing that, you could always just take over the world I guess. [/color][/center] [h2][b][color=7f7caf]N[/color][color=7d98a1] O T E [/color][color=70ee9C]S[/color][/b][/h2][hr][color=cccccc]This is an RPG where instead of being an adventurer killing monsters in a dungeon and looting them, you are the monster building a dungeon killing adventurers and looting them. It is possible your character will die, but your dungeon will live on, ready to spawn more creatures. [s]Unless you do a very bad job of protecting it.[/s] During the course of the game characters have access to things like potion making, trapbuilding, magical item crafting, faustian pactmaking, minionry and dungeon building. This roleplay is an opportunity to have characters that make terrible decisions, throw themselves into terrific circumstance, and develop a world-devouring cozy home. [/color] [b]If you're interested, please state your initial concept for monster race and what kind of class you're leaning to.[/b] [color=cccccc]There's also some info on Dungeon Types and Dark Impulses if you're so inclined to get an idea of what that's about. Class aka Callings are briefly outlined below, and monster race you have alot of freedom with. Callings: [center]Brute - Conniver - Crafter - Hunter - Marauder - Shadow - Shaman - Warlock - Zealot[/center][/color] [hider= Race Examples][color=cccccc]Choice of race has little mechanical effect. You can play a hench kobold or a teeny tiny orc. You can play a giant magically awakened evil squirrel or a sentient ooze or shy mushroom weeaboo man. I have a list that comes by default of race examples, but if you're hankering to play something a little more unusual, we can balance it in OOC or over PM. Some simple straightforward examples include: [center] Bugbear, Goblin, Kobold, Orc, Snakefolk, Frogmen, Deugar, Siren, Troll, Earth Elemental. [/center] The following are banned as they drastically alter or dominate the style of play. These are the following: Braineater - Think Mindflayers Doomseekers - Think Beholders Facestealers - Think Changelings or Shapeshifters Goldmonger - Think Dragons [/color][/hider][hider=Class Overview aka Callings][color=cccccc][b]Brute:[/b] Powerful and intimidating fighters. Gain [b]Rage[/b], which grants them incredible feats of strength. Their progression involves options like fury, living weapon and menace. [b]Conniver:[/b] Manipulating and controlling masterminds. Gain [b]Strings[/b], which causes allys to reroll failures. Gain bonuses from this. Their progression involves options like weaving the web, wordplay and masterful liar. [b]Crafter:[/b] Clever and curious tinkerers. Gain [b]Ingenuity[/b], which allows them feats of creation e.g. powerful concoctions, temporary contraptions, ignore volatility in monster science attempts. Their progression involves options like brewmaster, creative frenzy and signature elixer. [b]Hunter: [/b]Ruthless and tenacious trackers. Gain [b]Thrill of the Hunt[/b], allowing them to exploit a weakness in your prey. Gain bonuses from this. Their progression involves options like scavenger, scout and hunting pet. [b]Marauder:[/b] Cunning and honed warriors. Gain [b]Battlemaster[/b], which grants them incredible feats of athletics. Their progression involves options like tactician, commander and joy of battle. [b]Shadow:[/b] Sneaky and elusive rogues. Gain [b]Prowler[/b], which grants them incredible feats of agility. Their progression involves options like poisoner, stalker and unseen hand. [b]Shaman:[/b] Terrifying and vengeful witches. Gain access to the Witchcraft school of magic. Witchcraft breaks down into the following trees: Bloodreading - the pulse of life, soothsaying - the timeless eye, stormstrike - the storm's fury, spiritcalling - the world beyond and wildheart - the brutality of nature. Their progression involves options like beastform, terror and spirit whispers. [b]Warlock:[/b] Daring and amibitious mages. Gets access to the Sorcery school of magic. Sorcery breaks down into the following trees: enchantment, evocation, force master, illusion, necromancy and pyromancy. Their progression involves options like reaper, overload and artificer. [b]Zealot:[/b] Gets access to Channeling Magic. Devote yourself to a Dark God or fiend, channeling your worship to gain a slice of it's power. Their progression involves options like inquisitor, unholy rituals and rebuke. [/color][/hider][hider=Dark Impulse][center][color=cccccc]Each character has one dark impulse. You can follow your dark impulse into trouble to gain extra dice called a Dark Heart, so it's not all bad - just an oppurtunity to roleplay something monster appropriate. If your character ever breaks from too much stress, they go feral, immediately doing something that satisfies their Dark Impulse. [b]Big Mouth:[/b] You can't hold your tongue, whether that means being obnoxiously rude, a horrendous braggart, a compulsive liar, or can't help letting slip the truth. You delight in people hearing you speak, whether it hurts you, them, or allies. You brag you can jump the chasm, blurt out where you're hiding the noble's daughter or tell the dragon it better watch how it speaks to you. [b]Cruel:[/b] You enjoy the pain and misery of others, killing is just not quite good enough. You might let the eyeless prince live knowing he will never be king, or twist the knife a little more to hear your victim scream. [b]Deranged:[/b] You find joy in the most bizarre, disturbing things. You're completely unpredictable, with as tendency to try unusual things just to see what happens. You might drink a label-less potion or kick a minion down a hole just to see what happens. [b]Fickle:[/b] You're easily distracted and can't stay on task. Once something grabs your attention, you HAVE to check it out. You might change your mind halfway through a plan before even taking the first step. Bored of listening, you might let your pet wolf devour the prisoner, or you decide not to bother paying the goblins you hired. [b]Obsessed:[/b] You're prone to fixation. Once something is on your mind, you can't let go. You might have an overwhelming desire to procure shiny things, or you're determined to feast with Lavisha in the afterlife. You will do anything to make the valley elves suffer. [b]Paranoid:[/b] You always feel like yourself, your belongings, your goals are under threat. You never feel safe and find the slightest reason to fear for the worst, knowing something terrible will happen. You might have an irrational fear of something mundane or an incredibly averse fear of something somewhat dangerous. You might refuse to cross the river, terrified of hidden knife-wielding crabs. You might always think your minions are holding back some loot, or that your close ally is backstabbing you. [b]Reckless:[/b] The last thing you think about is consequences. You're impatient, rash and short-sighted. You take the quickest route to your goals, no matter what's in the way. You care little for your own safety, or those around you. You might grow tired of listening to the witch and snatch the idol from her gnarled fingers, or never miss an opportunity to test out your questionable inventions. [b]Vengeful:[/b] You never forget when someone has crossed you, and let no small slight go unpunished. Whether the injury was real or perceived matters not - you know they are responsible and they will pay for what they've done. You may send the orcs who badmouthed you right into a trap even though you needed them, or you run off into the forest, giving chase to kill the horse that kicked you.[/color][/center][/hider][hider=Dungeon Types][color=cccccc]Each of these Dungeon Types has it's own set of rooms assosciated with it. If we get enough people to play we'll put it to the vote which dungeon we run. Feel free to state your preference now if you already have a hankering for one of these. [b]Enclave:[/b] An Enclave is infused with magic. Arcane energy lingers in the air, and the surrounding land around the Dungeon is warped because of it. [b]Forge:[/b] A Forge is a place of ingenuity and blatant disregard for safety. Factories, steamworks, alchemical crucibles and mad inventions are all halmarks of a forge. A source of power fuels your dungeon, such as a volcano, steamworks or great dam. [b]Hideout:[/b] A place to lay low and escape detection, yet your influence stretches far. You live under the radar, but as agents of chaos, you meddle in the affairs with others and deflect the blame at the same time. [b]Stronghold:[/b] A seat of power for a great warband. Your physical force is unmatched. [b]Temple:[/b] An unholy monument to a dark god, venerating their domains and pushing their dark schemes. You may beseech them for access to great divine power.[/color][/hider]