[@POOHEAD189][@Lucius Cypher][@Dark Cloud][@Kenshi][@VeyrinDay] looks like we have our players! I'll have some more information up later today regarding calling ability options and stats (called actions in this rpg) so you can start thinking about how you want to build your monster. [@POOHEAD189] let me know what concepts you're thinking of for your character :D [@Lucius Cypher] so if you want, we could replace your calling's core ability with a Primal Ability, which would basically be a slime racial trait. For a Slime that might be something like can absorb and carry it's minions around inside it, or stick to walls and floors, or a mix of things. Let me know if you want to do this instead of your Calling's core ability and what you'd like your racial traits to be, and we can balance it. Then when you max out your XP a couple times you can switch to fleshy-abomination style monster. Theres also some cool options for your Skeleton that involves taking a skeleton racial and zealot calling OR going full brute and using a flexibility slot to add some zealot flavour but that stuff will be discussed more in depth during character creation. TL:DR there are different ways you can take it when we get into the mechanics stuff so let me know what you decide. [@Dark Cloud][@Kenshi][@VeyrinDay] That goes for everyone actually, when the OOC is up you'll have the information you need to choose whether you want to take your flat core class ability or change it up to a racial. I imagine Succubus might be one you want to customise more. In the meantime, we currently have 1 vote for a Stronghold and 2 votes for a Hideout. Hideout will lead to a more political game and Stronghold is more full-out war style. More Overview Info for Dungeon Types, there are rooms all dungeons have access to but these are just the unique ones for each dungeon. [hider=Stronghold Unique Rooms] Fighting Pit - bet on a fighter, if they win you gain a reroll. Funeral Pyre - Minions are honored when they die. Any minion who sees a comrade dies gains morale and does not need to be paid next downtime. Smithy - Provides a steady supply of weaponry. Your minions have greater success when crafting items or adding bonuses to them. War Drums - The steady sound of wardrums keeps everyone focused in the dungeon. Projects essentially take less time to complete as characters are more efficient. War Room - A place to plan strategies for warfare. Your have greater success during ambush, assaults and strike raids. When these succeed, gain a reroll Barracks - you can recruit better minions that deal more damage and have the loyal upgrade. This room will defend you during invasions as well. Bestiary - You have mounts and a secure area to keep them in. These can have two of the following affixes: [i]aquatic - armored - fast - flying - magical - terrifying[/i]. This room will defend you during invasions as well.[/hider][hider=Hideout Unique Rooms]Dojo - The dojo master trains you relentlessly. You are more likely to roll critical successes and find difficult battles less stressful. This room will defend you during invasions as well. Gambling Den - Monsters come from outside your dungeon to use this facility. You can recruit monsters from this room. They can trick people and start with the strapped upgrade by default. This room will defend you during invasions as well. Gear Locker - You always get geared up before you leave the dungeon. You gain extra supplies and a steady access to [i]climbing gear - glowsticks - smoke bombs - tar bombs - throwing weapons - thunderstones - traps[/i] Obstacle Course - Minions hone their skills here, gaining more effectiveness. The can become better at Finesse, Scan or Skulking. This room deceives invaders during an invasion. Planning Room - you plot your raids here in greater detail. Gain bonuses for negotiation, stealth and trickery based planes. When you succeed on these raids gain a reroll. Roost - you have bats, ravens or other small winged beasts at your service. You can use these to scout and establish a fact about those you are about to raid. Tavern - You have a raucous tavern with all the trimmings. Minions gain morale here during recovery and gain bonuses when fighting off invaders. Wandering monsters sometimes stop by the tavern and become available for recruitment.[/hider][hider=Enclave Unique Rooms]Academy - Monsters study the esoteric arts here. You can recruit minions from this room. They have the adept upgrade for me and gain invoke (spellcasting) as their primary action. This room will defend you against invaders during invasions. Crucible - The mystical power of this room enchants item. Every downtime it can produce a tier 1 magic item or push a higher tier project forward, so long as the reagents have been provided. Greenery - These carnivorous plants can be fed to harvest: [i]a plant based supply - special ingrediants for potions - a few doses of a concoction[/i] this room also counts as a trap. Library - Once per cycle, the dungeon can establish a fact about the history, cultures or arcana of the world. Potion Lab - Your imps have learned to make potions. The dungeon chooses a single magic path to focus on - you have a steady supply of all tier 1 potions from this school and a single tier 2 potion. Scrying Pool - The pool reveals far away scenes. Once per cycle, the Dungeon can establish a fact about an NPCs recent activity. Spawning Chamber - Minions are grown or summoner here, easily replacing your losses. Once per dungeon defense, a copy of a slain minion pack can burst forth from the spawning chamber. You can choose to add the expendable upgrade to minions for free.[/hider][hider= Forge Unique Rooms]Alchemist Lab - Your imps are always harb at work mixing reagents. You have a steady supply to all tier 1 concoctions. Guild Hall - You let your minions organise to better their working and living conditions. In truth you ignore their demands, but the illusion of having some control reduces grumbling. The dungeon weathers calamities better. Factory - Your imps toil away relentlessly in the factory. Each downtime, they can either produce a single tier 1 contraption or make progress towards a higher tier contraption. Mineshaft - You dig out a mine, gaining a steady supply of a single non-precious metal. You make an immediate discovery in the mine, and gain higher rolls on all future discovery rolls (e.g. breaking into a new cave ect.) Testing Chamber - You can empower your monster science, for a price. You can pay cost related to your testing to: [i]remove an item's volatility - increase a concotion in size, scope or duration, - gain higher chance on a next use with a specific item[/i] Vehicle Bay - The dungeon has an incredible vehicle, such as a submarine, dirigible, steamcar, or other type of transport. Detail the vehicle and give it two edges aka upgrades [i]armored - camoflauged - dependable - fast - nimble[/i]. Give it a flaw [i]clumsty - distinct - noisy - rickety - slow[/i]. The vehicle is fully repaired (or rebuilt) by imps during each recovery. Workshop - You have a well furnished workshop where you imps and minions can toil away. They gain better chance of success on building or crafting projects.[/hider][hider=Temple Unique Rooms]Altar - You can make a sacrifice at the alter, paying cost to gain a dark blessing: [i]higher success roll with an item this cycle - increase your success on your next resistant roll - your next failure instead becomes a mixed success.[/i] The sacrifice must be unique each time you ask for a blessing. Antechamber - Between the staircase and your sanctum on the final level is an impressive room glorifying your dark deeds in the name of your god. Adventurers get unsettled by this when they stop to take note, gaining you a reroll and greater chance of success during a boss battle / sanctum fight. Augury Circle - You can read portents of future events here. You can establish a fact in the present about an NPCs next likely move. Dormitory - Fresh cultists flock to serve your dark god. You can recruit minions here. They always have your gods favoured action, choose when this room is built which you prefer. They start with the Zealous upgrade for free. This room defends you against invaders during invasions as well. Reliquary - this room corrupts and amplifies magic of up to three items of unholy impact placed wihin it. When an item is placed, immediately incant a tier 2 ritual causing a persistant effect within your dungeon related to the specific item. Penance Chamber - Your minions fear punishment more then death and will never betray you. When they fight to the death, ignore the dice penalty from being bloodied. Scriptorium - Your deeds are recovered in unholy scripture, immediately giving you wicked XP equal to your dungeon tier. You also gain a new XP trigger - [i]Were your actions worthy of your god's notice?[/i] Each PC must prove their worth to gain this xp. [/hider]