Several strangers wake up on a stone floor, engraved with red glowing symbols and runes. Beside each person lays a small bag, and in the middle of the room is a tablet engraved with words and after it a staircase leading deeper into The Unknown...
(whoops, forgot to put down the RP info while making this. *insert face-palm meme*)
(This RP is designed like D&D, but no need for character sheets, as accuracy, and other things will be determined by heavy use of dice. (D20s))
(Info :
In a similar style to D&D, each person has two actions they can do per turn, meaning that you can either attack something twice or use them to attack something once, then interact with something/move somewhere etc etc. (you can only use movement and interaction turns once though, Exp : you can't move somewhere and move to another place right after. You can't interact with two things in the same turn.
Attacking and Defending : When you try to attack something, the defender must roll a D20, if they roll an even number below 10, they can fully block or avoid the attack, if it's an even number above 10 and below 20, they take half damage. If they roll an odd number they take full damage. If you/they happen to roll a 20, the attack does doubled damage.
Using Items : You may come across a potion, or item you may wish to use. You may use that item, but it takes up one action to do so. Upon using an item though, The GM (me) must respond on what it does.
Unique Mechanic, Infernal Dice : Upon your characters opening their bags they discover they're filled with numerous dice engraved with crimson glowing runes made out of red gemstone. Those are Infernal Dice. Each person has an infinite supply of them,BUT only 8 max can be used in one level of the dungeon (2 per person). Upon being rolled or thrown, The Infernal Dice can create a variety of effects, some of which can make you win battles, others which can cost your entire team their lives.
(upon using a Infernal Die, you must roll a D20, here are the effects. : 1 : Everything combusts into crimson flame and dies inside of the dungeon, including the person who thrown it, and their teammates as well. 2-6 : Everything takes 4 points of damage. Including the thrower and their teammates. 7-17 : All enemies take 5 points of damage. 18 : All enemies take 10 points of damage. 19 : All enemies take 15 points of damage, as well as healing the thrower and their teammates by 5 points of health. 20 : Every enemy you are fighting at the moment takes 30 points of damage. As well as completely healing the thrower and theirs teammates to full health.
Characters : There are no character restrictions, based upon what kind of weapon they use, that will decide their base damage. Each person starts with 25 health points each, please type in brackets how much health they have when in battle.
Weapon Types and Damage Ratio : Light Weaponry : 3 Normal Weaponry : 4 Heavy Weaponry : 5 Long Weaponry : 4 Magic : 4 Thrown Weapons : 4 Bows/Crossbows : 4 : Primitive Guns : 4 Hand Cannons : 5 Fists/Claws : 3 Beast Ability : 5 (such as breathing fire.)
(This RP is designed like D&D, but no need for character sheets, as accuracy, and other things will be determined by heavy use of dice. (D20s))
(Info :
In a similar style to D&D, each person has two actions they can do per turn, meaning that you can either attack something twice or use them to attack something once, then interact with something/move somewhere etc etc. (you can only use movement and interaction turns once though, Exp : you can't move somewhere and move to another place right after. You can't interact with two things in the same turn.
Attacking and Defending : When you try to attack something, the defender must roll a D20, if they roll an even number below 10, they can fully block or avoid the attack, if it's an even number above 10 and below 20, they take half damage. If they roll an odd number they take full damage. If you/they happen to roll a 20, the attack does doubled damage.
Using Items : You may come across a potion, or item you may wish to use. You may use that item, but it takes up one action to do so. Upon using an item though, The GM (me) must respond on what it does.
Unique Mechanic, Infernal Dice : Upon your characters opening their bags they discover they're filled with numerous dice engraved with crimson glowing runes made out of red gemstone. Those are Infernal Dice. Each person has an infinite supply of them,BUT only 8 max can be used in one level of the dungeon (2 per person). Upon being rolled or thrown, The Infernal Dice can create a variety of effects, some of which can make you win battles, others which can cost your entire team their lives.
(upon using a Infernal Die, you must roll a D20, here are the effects. : 1 : Everything combusts into crimson flame and dies inside of the dungeon, including the person who thrown it, and their teammates as well. 2-6 : Everything takes 4 points of damage. Including the thrower and their teammates. 7-17 : All enemies take 5 points of damage. 18 : All enemies take 10 points of damage. 19 : All enemies take 15 points of damage, as well as healing the thrower and their teammates by 5 points of health. 20 : Every enemy you are fighting at the moment takes 30 points of damage. As well as completely healing the thrower and theirs teammates to full health.
Characters : There are no character restrictions, based upon what kind of weapon they use, that will decide their base damage. Each person starts with 25 health points each, please type in brackets how much health they have when in battle.
Weapon Types and Damage Ratio : Light Weaponry : 3 Normal Weaponry : 4 Heavy Weaponry : 5 Long Weaponry : 4 Magic : 4 Thrown Weapons : 4 Bows/Crossbows : 4 : Primitive Guns : 4 Hand Cannons : 5 Fists/Claws : 3 Beast Ability : 5 (such as breathing fire.)
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