This is the actual RPG thread, though if you're not already in the RPG, you may create your character here if you don't feel like searching for the interest check for this RPG. If you sign up in the interest check, I will post your character sheet here. Now for the RPG:
Story:
You are from the year 2014, but you are sucked into a portal that takes you to the 16th century. You find yourself next to a tower with a sign that says:
This is a randomly generated tower in a random year in the 16th century. Your goal is to complete each of 8 levels of the tower. When you get to the top, you will be taken 30-100 years later than the time of the tower you completed. This process will be repeated until you reach the year 2400 (there is a hard cap applied for this). Once you are in the 24th century, you will complete one last tower before being taken to the year 2401 for the final boss.
Each level of the tower has a random event, which can be any of the following:
- Monsters: Fight them to gain XP. If you win, you gain 20% of your max HP back. If you gain a level, you go to full HP and gain some number of stat points, which I haven't determined yet. The later the year, the tougher the monsters, but the Luck stat makes tough monsters less likely to appear.
- Trainer: Adds a point to a randomly determined stat. The chance to gain 2 points instead of 1 is equal to 3% times your Luck stat.
- Treasure: You gain equipment. A higher Luck stat means more and better equipment.
- Energy Drain Chamber: You lose a stat point. The chance to avoid this penalty is equal to 3% times your Luck stat.
Normally, the chance of each event is 25%. However, each point in Luck up to 25 points decreases the chance of an Energy Drain Chamber by 1%. Every 2 points in Luck up to 24 points increases the chance of the Trainer and Treasure events by 1% each. Also, the Luck stat makes all events better.
If the event is a treasure or an energy drain chamber, there will be doors, but only 1 of them leads to stairs with the others leading to closets. This is always the case, but a trainer will show you the way, and a monster will drop a note showing you the way. If you're not shown the way, you will have to choose a direction. If you pick the wrong direction, there is a 50/50 chance that either you will pick again or another event will occur in the same level.
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Character Sheet:
Note: Anything in parentheses represents directions what to do with the entry in question. The "Character Stats" entry is a section heading, so leave it blank and fill in the entries below it when you create your character.
Name: (insert what you want your character to be called here)
Level: 1
XP: 0/10
HP: (this will be determined after you fill in your stats)
Current Year: 2014, but not sucked into a portal yet
Tower Level: n/a
Weapon: (leave blank for now)
Armor: (leave blank for now)
Damage: (this will be determined after you fill in your stats)
Defense: (this will be determined after you fill in your stats)
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Character Stats: (begin with 20 stat points; gain 5 stat points per level)
Strength: (increases your damage and unlocks better equipment)
Dexterity: (increases your defense and unlocks better equipment)
Constitution: (increases your HP)
Luck: (improves the outcome of tower levels; see story)
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Stats and Combat:
Every 3 points in Strength adds 1 damage. Each point in Strength adds 10% of the weapon's base damage. If you don't have a weapon, your base damage is 1-2.
Each point in Dexterity adds 1 Defense. Your Defense value decreases the amount of damage you take as follows:
For the first 50 points in Defense, each point reduces damage taken by 1%. Afterwards, it takes 2 points to reduce damage taken by 1%. However, there is a hard cap of 140 defense, which results in 95% damage reduction.
Each point in Constitution adds 5 HP. In addition, you start with 30 HP + 5 times your Constitution. Each level adds 10 HP.
In combat, you may select any of the following combat styles:
Standard: You have normal damage and defense values.
Offensive: Your damage is increased by 30%, but your defense is reduced by 30%.
Defensive: Your damage is reduced by 30%, but your defense is increased by 30%.
The combat style you select will apply to the entire combat, but you get to choose each time you encounter a monster.
In addition, if you think a monster is too tough, you may run by going to the previous level. The next time you enter the level you ran from, a new event will be rolled. You also won't have to repeat a guess to return to a level you visited before.
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Additional Info:
There is a maximum of 6 players for this RPG, and 2 have already signed up in the interest check. The character sheets of those who signed up will be posted as another post.
In Case of Death:
You will return to 2014, but a temporal rift will be created in the year you died in, meaning the next player to go to that year will fight the monster that killed you.
Active Temporal Rifts:
1569: Medieval Cat Mark I (worth 4 XP, 25 HP, 1-3 dmg, 4 defense)
1512: Medieval Ferret Mark I (worth 6 XP, 20 HP, 3-9 dmg, 4 defense)
1590: Knight Mark II (worth 12 XP, 40 HP, 4-10 dmg, 14 defense)
1595: Medieval Cat Mark II (worth 8 XP, 40 HP, 2-6 dmg, 8 defense)