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Dungeons! (CC Thread & Stuff)

pyrak Jan '18  /  edited Feb '18
Introduction (3 paragraphs of lore)
Twelve years ago, the world experienced an apocalyptic magical shift which opened portals unknown subterranean tunnels and caverns filled with various non-friendly beings. The beings soon began flooding out of the connecting portals and attacking nearby settlements. Retaliation was swift as mercenaries, soldiers, knights, mages and people of other professions began to counter attack. Luckily deep within some of the caverns, it was discovered that there was a magical core which when removed would shut down the portal and additionally return living creatures back to their native dimensions who had crossed the portal threshold.

For three years this tug of war continued, and the various kingdoms, an empire and a few nations of lesser titles started paying powerful individuals for collecting these "Dungeon Cores" as per they are very powerful magical sources. However as the number of dungeons increased and the number of small villages decreased, a more permanent answer was needed. The answer came in the form of the Grevai Imperial Mage Tower's "Portal Barrier Matrix" which turned the portals into one way entrances into the Dungeons so long as the . By this point, many people who were skilled in fighting made it their occupation, "Adventuring" to go and clear out the dungeons.

The Portal Barrier Matrix is capable of maintaining its influence only over so many portals, thus it is necessary that the portals that keep showing up are dealt with before the number overloads the matrix. Over the years additional functions have been added to it, including relays that allowed it to eventually cover the entire continent (other continents have their own systems set up modeled after it) a portal subsystem that allowed parties of adventurers to go directly to the entrance of portals, and a function that would redirect people sent back when the portals collapse to Casmar City (where every one in five Cores are taken as taxes to keep the whole system running).

Character Creation
Fabletop Standard setup (if you don't know it, go read how to play), custom traits are allowed. Additionally you may have up to three character abilities.
Abilities
Abilities can be anything within reason (that I approve of), whether they're passive activated or something else not one of those two.
Activated abilities need to have a cost unless they're like the regular version of a standard action with a small benefit (note: spell casting needs to be made as abilities rather than as a standard attack). As a rule of thumb, attack abilities that cost 1 Power should be the equivalent of doing an extra action (double attack or damage, bonus damage over time, etc).
- Stun abilities either need to be prohibitively costly or have some inherent weakness, such as the target not being able to take damage and the likes.
- No passive Power or Life gain (triggered may be acceptable).
Be creative and be wild.
Combat
- Movement is currently whatever's reasonable.

- You can made basic ranged and basic melee attacks (with fluff weapons initially at least) magical and special attacks will require having an ability that allows you to take that particular action.

- Defense: Blocking, or dodging (and other defense "actions") will typically cost a Power point. Do note that you can use abilities to make your defenses better to a degree.

If the party is in a cleared room, they may choose to Rest. If they do then they recover 2 Life and 1 Power, and there is a chance that a patrol may encounter them.

Leveling
Using the 400xp (second) version:
fabletop.com/forum/topic/5011.3/pyraks-awesome-lev...
Additionally every 30 xp you get an additional ability slot.
(30, 60, 90, 20, 50, 80, 10, 40, 70, 0, 30, 60, 90)

Gear
Magical Items and Artifacts:
Most magical items have a limited number of time they can be activated per session, scene or Dungeon. Additionally some of the more powerful items, particularly Artifacts are picky about their users and won't work for some people (necromancers can't use powerful holy items, etc).
A person can carry Artifacts up to their Wisdom score amount without any side effects, any amount beyond that will cause them to loose 1 Power per such item each time they enter a room or Rest.

Aside from magical properties, some equipment, most often weapons and tools can give a bonus to a roll. Equipment bonuses have a max they can give and match stars rolled up to that value.
Ex:
Elvish Rapier (3): You may make agility based melee attacks. Elvish Rapier's bonus only applies for agility based melee attacks.
(Player with Elvish Rapier attacks (agility attack) an enemy and rolls 2 stars, the total (before defenses) damage is 4, 2 from the roll and two from the weapon. Next round they hit for 4, thus the bonus would max out at 3 and the damage would be 7)

Armor and a few other items may have a flat bonus that don't even need a roll to be in effect, these items will be a lot harder to find and often with limitations.

Crystals
Crystals and crystal fragments are found in nearly all creatures which inhabit the dungeons. The crystals are the life source for all creatures from the dungeons, akin to a mortal's heart. For adventurers, the crystals have a very different use, magical items. The crystals can be used to create all sorts of magical equipment by professional artificers, or by less professional people with proper blueprints, a knack for magic and a solid chunk of luck.

30 crystals of one type below can be fused together by an alchemist (or by a player (each level needs 1 more star than the last starting at ACF being 1 star, failure destroys half the ones used to attempt the fusion)
Small Crystal Fragment > Average Crystal Fragment > Large Crystal Fragment > Small Crystal > Average Crystal > Large Crystal > Small Rare Crystal > Average Rare Crystal > Large Rare Crystal >

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