You will make a dungeon, in a world where they are used to dungeons popping up now and then. You will die and then be reborn to make another dungeon, this time with more points. Keep going.
You will make a dungeon, in a world where they are used to dungeons popping up now and then. You will die and then be reborn to make another dungeon, this time with more points. Keep going.
Basically a modern world that has had these 'gates' that open up somewhere that leads to a dungeon. They have had these gates/dungeons for approximately 1-2 months, with the highest rated dungeon being D tier. The dungeons are classified from F- to S+, F- being weakest and S+ being strongest.
Humans grow stronger using dungeons. Your first dungeon is the tutorial so I will spin for your monster type on this fancy dancy wheel.
You have been given 100 points to spend on your monsters and dungeon boss. You will be given a free basic dungeon layout with 5 rooms in total going in a straight line. Dungeon layout will give a small bonus based on monster type.
Current dungeon layout: Smelly cave: Primitive monsters gain +3 to combat rolls.
Point total: 100 points
Choose as many monsters as the points allow(For picking more than one just put X2 at the start or somewhere. Example: []X3 Primitive skeleton clubber(Costs 5 points)(F- rank) or any number that the points allow.)
[]Primitive skeleton clubber(Costs 5 points)(F- rank): An undead skeleton that uses a club to fight with. Wears a primitive loin cloth and makes screeches as it goes into battle. Rating:
Strength: F
Agility: F-
Health: F-(Hp 60/60)
Skills/abilities:
Primitive bash(F- rank): Deal +10 damage on your next swing. Cooldown: 10 seconds.
[]Primitive skeleton rock-slinger(Costs 8 points)(F- rank): An undead capable of using a sling to throw rocks with. Wears a primitive loin cloth and makes screeches as it goes into battle. Rating:
Strength: F-
Agility: F
Health: F-(40/40)
Skills/Abilities:
Primitive wind up(F- rank): Wind up your throw dealing +20 damage on your next throw. Cooldown 8 seconds. Wind up time is 3 seconds.
[]Primitive skeleton tiki crafter(Costs 10 points)(F rank): A skeleton that carries around tiki dolls to use as one time magic spells. Wears a loincloth and a necklace to hold the tiki dolls. Rating:
Strength: F-
Agility: F
Health: F-(Hp 45/45)
Magic: F(Mana 100/100)
Equipment:
X3 worn tiki dolls(F- rank): Can be used in F+ rank tiki spells and below that require a tiki doll to be used. After use the tiki doll disintegrates. Skills/abilities:
Tiki swift(F rank): Boosts speed of a target by +1 rank up to F+ rank. Buff lasts for 15 seconds. Cooldown 5 seconds. Can stack. Needs 1 tiki doll for spell use. Tiki fire(F+ rank): Summon a blast of fire in the shape of a tiki doll. Deals 20+10x magic rank(20 damage) damage. Cooldown 5 seconds. Needs 1 tiki doll for spell use.
[]Write in?(Heavily subject to veto. I'll allow up to 10 points for write-ins for normal monsters as of right now. Confused on how much stats, skills, weapons, etc. are worth? Ask.)
Boss monster choose 1:
[]Gatha the strong(Costs 15 points)(F+ rank): Gatha is a female undead, at about 7 feet tall. Gatha fights with a 3 foot long club. Rating: Strength: F+
Agility: F
Health: F+(Hp 350/350)
Equipment:
Big club(F rank): Attack 30. Durability F rank. Skills/Abilities:
Double primitive bash(F rank): Swing twice quickly, dealing 20 damage per hit on top of normal damage. Cooldown: 10 seconds. Primitive club wielding(F rank): Knows how to swing, parry, and block with a club. Gain +5 to combat rolls while wielding a club.
[]Write in?(Heavily subject to veto. I'll allow up to 25 points for write ins for boss monsters as of right now. Should be noted that boss monsters get more bang for their points than normal monsters. Ask if you need to know the worth of something.)
Where do you put your monsters?(Can add description of how you want them to fight.)(Boss goes into last room, room 5)(Note: I'll assign them myself if you don't, just know that's me basically throwing the dice.):
[]Room 1:
[]Room 2:
[]Room 3:
[]Room 4:
[]Room 5:
Example:
[]Room 1: x3 Primitive skeleton clubber. Have them be grouped within 5 feet of each other at all times. So! This is basically... I'm not sure. I didn't want to start another dungeon core quest, but I did want something dungeon related. So I thought of this! Your goal is to take out any humans who come into your dungeon and survive! The thing is you gain more points the more you kill and survive.
I do want to say this really quickly: You can spawn more monsters while your dungeon is alive, from points collected. Just please know that your monsters that you have respawn. Also you only collect kill points while alive. Survival points are collected after you die.
After you die you get sent back to a dungeon selecting process where I roll for about 5-8 different dungeon monster types, which you get to pick from!
If you got any questions just ask! Use plans! This doesn't really work without plans.
Ok so this is very simple. Your dungeon boss must be cleared twice for you to die, at least for now. In the future I might add more clears required or other factors.
This is basically so we don't get rapid fired through 5 different dungeons in 6 posts. Also this is there so you can learn how to use your boss!
Big question you might have: Why do humans want to clear a dungeon if it's basically infinite resources? I'll tell you why! It can be anything from a dungeon potentially breaking and bringing all its monsters outside to the dungeon being in a bad position or just too many dungeons in one place.
Bosses give humans a lot more loot than normal too! So greed is also a factor. Dungeons to humans as of right now, can be incredibly dangerous if not looked after, so the more remote a dungeon the more they want to clear it.
We got a tie! Time to spin the wheel! Or coin flip… nah wheels better.
Spin… cover alter!
Anyway I'm gonna start writing the next post.
Scheduled vote count started by Blackangel on Dec 9, 2022 at 3:44 PM, finished with 23 posts and 6 votes.
[X] Plan Cover Alter
-[X]X8 Primitive skeleton clubber(Costs 5 points)(F- rank)
-[X]X4 Primitive skeleton rock-slinger(Costs 8 points)(F- rank)
-[X]X1 Primitive skeleton tiki crafter(Costs 10 points)(F rank)
-[X]Living Fossil(Costs 15 points)(F+ rank)
--[X]Room 1: X2 Primitive skeleton clubber, X1 Primitive skeleton rock-slinger. Clubbers concentrate on keeping enemies away from the slinger, slinger attacks from cover if possible.
--[X]Room 2: X2 Primitive skeleton clubber, X1 Primitive skeleton rock-slinger. Clubbers concentrate on keeping enemies away from the slinger, slinger attacks from cover if possible.
--[X]Room 3: A breather before things get real bad.
--[X]Room 4: X4 Primitive skeleton clubber, X2 Primitive skeleton rock-slinger. Thing get real bad. Same tactics as before, but double the trouble!
--[X]Room 5: Living Fossil, Primitive skeleton tiki crafter. Crafter concentrates on buffing Fossil (don't stack unless Fossil is way in over it's head, make them count) and does not otherwise engage in combat, I loved it when Fossil went "It's tramplin' time!" and trampled over everyone (except the crafter, they've got buffs).
[X] Plan: Endless Barrage
-[X] 5x Primitive Skeletal Rockslinger 40 points
-[X] 6x Primitive Zombie Brute 30 points
-[X] 3x Primitive Skeletal Clubber 15 points
-[X] Gatha the strong 15 points
-[X] Room 1: 2x Skeletal clubber, 3x Zombie Brute. Brutes attempt to restrain adventurers and tank for their allies.
-[X] Room 2: 5x Primitive Skeletal Rockslinger, 2x Primitive zombie Brute, Gatha the strong. Brutes defend the rockslingers and Gatha at all costs. Rock slingers all target the closest enemy, if all enemies are the same distance they target the one with the frailest appearance. Gatha attempts to hide behind the slingers and brutes. If noticed or if a slinger is attacked from within room 2 Gatha will charge. If a slinger is killed with no adventurers in the room, all monsters in room 2 will charge into room 1.
[X] Plan Cover
-[X]X8 Primitive skeleton clubber(Costs 5 points)(F- rank)
-[X]X4 Primitive skeleton rock-slinger(Costs 8 points)(F- rank)
-[X]X1 Primitive skeleton tiki crafter(Costs 10 points)(F rank)
-[X]Gatha The Strong(Costs 15 points)(F+ rank)
--[X]Room 1: X2 Primitive skeleton clubber, X1 Primitive skeleton rock-slinger. Clubbers concentrate on keeping enemies away from the slinger, slinger attacks from cover if possible.
--[X]Room 2: X2 Primitive skeleton clubber, X1 Primitive skeleton rock-slinger. Clubbers concentrate on keeping enemies away from the slinger, slinger attacks from cover if possible.
--[X]Room 3: X2 Primitive skeleton clubber, X1 Primitive skeleton rock-slinger. Clubbers concentrate on keeping enemies away from the slinger, slinger attacks from cover if possible.
--[X]Room 4: X2 Primitive skeleton clubber, X1 Primitive skeleton rock-slinger. Clubbers concentrate on keeping enemies away from the slinger, slinger attacks from cover if possible.
--[X]Room 5: Gatha The Strong, Primitive skeleton tiki crafter. Crafter concentrates on buffing Gatha (don't stack unless Gatha is way in over her head, make them count) and does not otherwise engage in combat, Gatha desn't let the crafter die untill he's out of dolls.
On a small planet filled with creatures known as humans, a phenomenon was occurring. Dungeons or gates were spawning all over the world filled with monsters. These dungeons would break open and spill monsters out if they were not cleared in a certain amount of time.
What's more these dungeons could vary wildly in danger going from a simple F- rank dungeon that normal humans could challenge to, as of right now, D- rank dungeons, which could destroy a town if it were to break out.
The world named earth, was taking the changes surprisingly well. In fact after the first few weeks of worry and terror, things became 'normal' with a new job in the mix.
You see, certain humans had gained a semi-system that gave them powers. It showed rank such as F rank guard and showed their 'stats' in the same way, F rank strength, E rank agility, etc. This power system was gained in one of two ways. You awaken it naturally or you go into a dungeon and kill a monster. Some took more monsters to kill than others.
Humanity for the most part, has adapted to the dungeons, making industries surrounding them, boosting the economy. Although these industries are only just now starting up.
Little did anyone know a being not of this realm was looking down on earth, picked a random spot and got to work.
This being has very little power, at least in its own opinion. Only enough to make a very small low ranked dungeon.
Room 1: X2 Primitive skeleton clubber, X1 Primitive skeleton rock-slinger. Clubbers concentrate on keeping enemies away from the slinger, slinger attacks from cover if possible.
Room 2: X2 Primitive skeleton clubber, X1 Primitive skeleton rock-slinger. Clubbers concentrate on keeping enemies away from the slinger, slinger attacks from cover if possible.
Room 3: A breather before things get real bad.
Room 4: X4 Primitive skeleton clubber, X2 Primitive skeleton rock-slinger. Thing get real bad. Same tactics as before, but double the trouble!
Room 5: Living Fossil, Primitive skeleton tiki crafter. Crafter concentrates on buffing Fossil (don't stack unless Fossil is way in over it's head, make them count) and does not otherwise engage in combat, I loved it when Fossil went "It's tramplin' time!" and trampled over everyone (except the crafter, they've got buffs)
Yet it was just a starting point. It crafted primitive human skeletons, essentially mimicking the days when humans would stay in caves to hide from predators.
It was essentially a very simple layout. The clubbers would keep the enemy away while the rock-slingers would sling rocks at them. The real unique being was something called-
The living fossil(F+ rank):
Strength: F+
Agility: F
Health: F+(360/360)
Equipment:
Sharpened Fangs(F rank): Attack 35. Durability F- rank.
Skills/Abilities:
Ancient Hunting Technique(F rank): Charges toward opponent and attempts to knock them down, dealing +30 damage on hit on top of normal damage. Cooldown: 15 seconds.
Withered Cunning(F rank): Has remnants of knowledge on how to avoid attacks, gains +5 to defensive rolls if opponent possesses equal or lower agility.
Primitive(F- rank): Counts as a Primitive creature.
A horse sized creature resembling the fossilised skeleton of something akin to a sabre-toothed tiger and a crocodile, it is covered in numerous cracks and scratches yet is still held together.
What was even more peculiar was it's snout, it was as long as a crocodile's snout yet had 2 pairs of sabertooth like fangs, one near the end of its snout and the other near the back. Yet these fangs weren't nearly as fragile as the saber-toothed tiger, it could bite whenever it wanted with them.
The being put this creature next to a skeleton that would increase the creatures agility, a totem crafter, one of the first beings on earth that could use magic.
The being would keep working on the dungeon, even as it was placed down, somewhere in Arizona.
This being was called:
[]Write in?
While I'm at it(Gender):
[]God
[]Goddess In a certain building… 1 day later.
4 teams were alerted that there was a new small F- rank dungeon. The dungeon was somewhere random in a mountain range.
The dungeon had the following details-
Skeleton dungeon: A newly spawned dungeon is considered a low value, F- rank, undead dungeon with a total of 5 rooms and has been given up for auction. Winning this auction will allow the priority of dungeon usage for 1 day. No one else is allowed to attempt the dungeon during this time. Notes: Boss is reported on scanner as F+ rank. Starting bid: 5 money units. Current bid: 20 money units. Posted by: Pyre guild Time: 5 minutes.
Dungeons of F- rank popped up all the time, there was at least 2 a week in any given area. The thing was that these dungeons had a F rank boss at best and at worst was a F- rank boss.
The thing about dungeons is that they're random. Both in location and rating. So when a dungeon has an overall rating of F- rank, but a dungeon boss that is F+? People go ballistic, even if it's considered low value, the potential weapons, armor, or items, that can be made from the boss overrides any thinking of passing up a shot at this dungeon.
That was why the bids were going up so high for what normally would be a run of the mil dungeon. Normally it wouldn't even be up for bid, it'd be a first come first serve process.
Current bid: 25 money units.
It has gone up for the last time. To a-
Spin…
-group of 3. May the dungeon succeed. So I might as well just say it, your in Arizona.
Anyway! I forgot to ask for your name and what not. So there's that. Next post I start rolling for battles.
One last thing, the name part is basically what I call you when I refer to 'The being, this being, etc.' or when we interact with humans, I have no idea when that will be however.
You can skip towards bottom for explanation, I recommend doing so before reading as the system for combat doesn't work too well.
A group of 3 are making their way to the dungeon, my dungeon. I wonder what they're talking about?
Triple trio POV
"Why the hell did it have to be up a mountain? Like actually we have been walking for an hour!" The healer of the group, a woman named Ali, was complaining.
"I'm telling you, you need to increase your endurance, if we can I'll get you a minor boost item after this." The leader, a man named James, spoke.
"I'll pitch in, we haven't gotten you an item yet anyway, at least not a good one." The last member, a lanky young man named Carson, spoke.
Of these 3 their jobs were:
Ali: The healer/buffer. She is a priest of the tal, a class that focuses on single target healing with complementary buffs. James: The tank. He is a guard, a defensive class focusing on defending 1-3 people. Carson: The damage dealer. He is a jester, a class that focuses on attacks with debuff effects.
"I think I see the dungeon! We will take a break than go in." James speaking cheerily to his team.
30 minutes later… Rhamnusia POV:
I was currently observing the group who were doing last minute checks before going into the dungeon. I decided to not alert my creatures, as that seems a bit unfair. Oh their at the entrance, I wonder how they will do against the first few rooms?
Rolling first room, round 1:
Triple trio attack roll: 26+25(Formation advantage)+40(Groups strength and agility on average 3 ranks higher than skeletons. +40)= 91!
Triple trio defense roll: 67+25(Formation advantage)+30(Groups stamina on average 2-3 ranks higher than skeletons. +30)= 122!
The skeletons attack roll: 18+10(Skill)= 28
The skeletons defense roll: 60
Results:
Attack 91(Triple trio) vs 60(Skeletons) defense= 1 slinger killed, 1 clubber killed, and remaining clubber takes 20 damage.(31 difference for every 5 difference deal 20 damage(Teams weapons allow for 20 damage per difference.). Team most likely to target slinger than clubbers.)
Defense 122(Triple trio) vs 28(Skeletons) attack= No damage or hit taken.(Too big of difference taken to deal any amount of damage.)
The trio entered the room to see 3 skeletons, of which 2 were clubbers and 1 was a slinger. The trio got in a simple formation, the tank upfront, the healer behind the tank at a distance that can easily be protected, and the jester who seemed to be at the tanks side with throwing knives at the ready.
This formation proved to be very effective, even counting in the fact that my slinger died before shooting a single shot. As the clubbers couldn't even hit the guard of the group, infact said guard seemed to bash the clubbers before they even swung their clubs. As a side effect the healer didn't even need to cast a spell and by this point a clubber had bit the dust.
The remaining clubber already had a knife sticking out of them, so I would have to assume they have cleared the room without the need for a spell.
Round 2:
Triple trio attack roll: 77+25(Formation advantage)+40(Groups strength and agility on average 3 ranks higher than skeletons. +40)+15(Outnumbers opponent)= 157!
Triple trio defense roll: 60+25(Formation advantage)+40(Groups strength and agility on average 3 ranks higher than skeletons. +40)+15(Outnumbers opponent)= 140!
The skeleton attack roll: 47+10(Skill)= 57!
The skeleton defense roll: 1! Crit fail!
Results: He's dead. He's just dead. Accept it.
The remaining skeleton made a valiant effort of slipping and smashing its own head on a nearby rock. Wow.
"Did it just-" slap the jester seemed to facepalm, which silenced the question from the healer. Well at least that's just the first room? Maybe the next room will do better?
After a quick check up on each other they moved onto the next room just to see the exact same set up.
Rolling second room, round 1:
Triple trio attack roll: 44+25(Formation advantage)+40(Groups strength and agility on average 3 ranks higher than skeletons. +40)= 109!
Triple trio defense roll: 23+25(Formation advantage)+30(Groups stamina on average 2-3 ranks higher than skeletons. +30)= 78!
Skeletons attached roll: 7+10(Skill)= 17!
Skeletons defense roll: 2! Crit fail! Attack roll halved!
Results: Attack roll is 9 and defense is 2. They're all dead.
They didn't even get to attack, they just all died! Two slipped and cracked their skulls open right after the first got its head spilt by a knife! I'm in sheer disbelief at how this could have happened! Even the hunters don't know what to say! They just silently moved on!
They made it to the empty room three and decided to just rest for about two minutes before moving on. They all agreed to keep the same formation even if the rooms were proving to be easy enough to warrant an aggressive formation.
Rolling fourth room, round 1: Skeletons outnumber hunts by double! Activate hidden race effect: Primal rage lesser(F rank): First attack roll has double the base result.
Triple trio attack roll: 56+25(Formation advantage)+40(Groups strength and agility on average 3 ranks higher than skeletons. +40)= 121!
Triple trio defense roll: 11+25(Formation advantage)+30(Groups stamina on average 2-3 ranks higher than skeletons. +30)= 66!
Skeletons attack roll: 67+67(Double base result)+10(Skill)+10(Double numbers)= 154!
Skeletons defense roll: 42+10(Double numbers)= 52!
Results:
Attack 121(Triple trio) vs 52(Skeletons) defense= 3 clubbers dead, 1 slinger dead, and 1 slinger takes 20 damage(69 difference for every 5 difference deal 20 damage(Teams weapons allow for 20 damage per difference.). Team most likely to target slinger than clubbers.)
Defense 66(Triple trio) vs 154(Skeletons) attack= Guard takes 340 damage but is healed halfway through for 100 health. Guard is at 110/350.(88 difference for every 5 difference deal 20 damage(Skeletons weapons and numbers allow for 20 damage per difference.). Most likely to attack guard and jester, but attacks guard only due to skill.)
They had significantly more trouble with this group. Why? Because the skeleton caveman started howling and charged the group like rabid animals on all fours. It wasn't until a couple died that they calmed down to their normal behavior. They got some good hits in as well!
One of the clubbers decided to delay his swing on the guard, letting the two other clubbers swing onto the shield. The guard than tried to shield bash those skeletons back so the jester could throw knives at them while they were wide open. Due to the fact that the swing was delayed the clubber managed to hit the guard repeatedly before being destroyed. It also didn't help that the slingers were shooting at the jester keeping him from dealing with said clubber.
While yes they are mostly dead, the guard or the tank I should say is bleeding pretty heavily. He has probably broken a rib or something along those lines but the healer has fixed him up to be in decent shape. Two more skeletons to go!
Round 2:
Triple trio attack roll: 10+25(Formation advantage)+40(Groups strength and agility on average 3 ranks higher than skeletons. +40)= 75!
Triple trio defense roll: 8+25(Formation advantage)+30(Groups stamina on average 2-3 ranks higher than skeletons. +30)= 63!
Skeletons attack roll: 63+10(Skill)= 73
Skeletons defense roll: 70!
Results: Each roll within 10 of each other. Each group takes two attacks. Triple trio is buffed thanks to heal, dealing double damage. Skeletons lose 1 slinger and 1 clubber. Triple trio guard takes 40 damage but is healed for 100. Hp 170/350!
The skeletons put up a good fight and even got a couple more hits in but the healer working on overdrive casting another heal sealed the deal, even if they couldn't kill him before, now they had no chance. Either way it was a good showing!
The group immediately seemed to check up on the guard, the jester grabbing some herbs from his pouch for the guard to eat while the healer prepared a gradual healing spell. The herbs seemed to boost the healing and the spell seemed to be made to be used over a longer period of time. They would sit and rest for 10 minutes and just talk strategy or if they should leave.
"We shouldn't leave but we should definitely be ready for a retreat if the boss proves too much. I don't think the equipment is worth enough that we should die for it, but I also don't think we should just give up." Since it was the guard saying this, the one who was hurt the most and the leader, the other two were convinced despite their worries.
I wonder how my fossil will do? I'm pretty proud of him so hopefully he can put up a good fight.
Rolling final room, boss room, round 1:
Triple trio attack roll: 76+25(Formation advantage)+10(Priest uses buff skill)= 111!
Triple trio defense roll: 22+25(Formation advantage)+10(Guard uses defense skill)= 57!
The living fossil attack roll: 90+30(First attack)+20(Attack focused weapon)-10(Jester uses debuff skill)= 140+10(Tiki crafter support)= 150!
The living fossil defense roll: 54+10(Weapon has minimum durability)+15(Instincts)= 79!
Tiki crafter support roll: 23! Tiki crafter uses tiki doll swift onto Fossil. Fossil gains +10 to attack roll.
Tiki crafter defense roll: 16+30(Stays far away from combat)= 46!
Results:
Attack 111(Triple trio) vs 79(The living fossil)= Living fossil Hp 300/360.(Team did not know crafter was a buffer, so team focuses on living fossil. For every 10 difference team deals 20 damage. 30 difference.)
Defense 57(Triple trio) vs 150(The living fossil) attack= Guard takes 270, guards skill reduces damage by 50, Hp 130/350, guard knocked down. Priest heals guard for 100 Hp 230/350.(For every 5 difference deal 15 damage. 93 difference)
They walked in on the Living fossil and were horrified. Before they could even curse the fossil was already charging towards them with the tiki crafter had already cast the first of its speed buffs. The trio reacted with the priest casting a spell that appeared to increase damage, the jester threw knives that appeared to slow the fossil down, and finally the guard shouting-
"Stand strong!" Immediately I could feel him become heavier and as he braced for impact, which didn't do too much, he was thrown onto the ground with the fossil on top of him sending claw after claw into him.
The jester seemed to almost stop throwing knives and instead just held them as he slashed into the fossil. The priest meanwhile did her best and healed the guard a good amount. It was interesting, the fossil seemed to lean and adjust its body as the jester slashed at it, keeping him from hitting vital points. The instincts of a predator at play for sure.
Round 2: From here on due to my understanding that the old system doesn't work, I'll be going narrative with rolls to decide the battle. A new system will come into place in the next battle.
Triple trio: 27!
The living fossil: 70!
Tiki crafter: 28!
The trio seemed to nearly fall apart after the guard was knocked down, the fossil seemed to realize that the priest was healing the guard and focused on her. Using the ridged guard as a platform, the priest had next to no time to react as the fossil leaped onto her with jaws around her head.
She didn't last long. Her low stamina and strength doing nothing to stop the jaws from crushing her skull.
The guard had stood up to see this and the jester was yelling to retreat. The guard, I can see it from here, would not retreat after seeing this.
Round 3:
Triple trio: 19!
The living fossil: 80!
Tiki crafter: 43!
They did even worse than before, the fossil acting as a true predator launched at the guard, knocking him down again, before leaping from him to the jester. The same fate awaited him as the priest. The guard was in disbelief that this could happen. This disbelief would cost him his life as the fossil grabbing him by the head and clawing at his shoulders before destroying him in a cruel death.
Tutorial over! Explanation time!
So my original system doesn't work too well with this kind of quest. Which is the original reason I put the quest on hold. The new system will be very similar to how my quest " a Super guild" works on SB.
Basically the Hp bar is replaced by wounds. So the fossil or another monster will have 8/8 wounds and depending on the rolls, equipment, and skills could deal more or less wounds towards said monsters. This applies for enemies as well.
I'll be putting up a post soon where we build our next dungeon, as this tutorial dungeon has served its purpose of telling me what's wrong with my system. I'll be making a few choices for your F+ rank monsters, so go ahead and think of some monsters of your own. Yes I'm allowing write ins.
As you have completed the tutorial you have been given 500 points! You have also been upgraded to an F+ rank dungeon!
First you must pick what kind of dungeon layout you want! The dungeon layout is different from the dungeon's environment. The layout for now has two choices!
Choose 1 layout:
[]Open dungeon: An open dungeon is a dungeon that is like a field, no rooms whatsoever with monsters randomly about. Normally there are a few key areas that must be cleared for an open dungeon to be cleared in its entirety. Effect: A basic monster that is less powerful than your normal monsters will be spawned across the open dungeon for challenge, your cheapest monster costs 5 less(Not less than 1), and key areas will have selectable effects.
[]Room dungeon: A room dungeon is a dungeon like the tutorial dungeon, going through the dungeon, room by room, fighting monsters in said room before going onto the next room. Normally room dungeons have a main dungeon boss with a possibility of a couple mini-bosses before reaching the main dungeon boss. This is not unique to a room dungeon, but it is more common. Effect: At current rank allows 2 mini-bosses to be created along side the main boss, mini-bosses gains +1 rank to a random stat, the main boss gains an extra ability at no cost, and traps can be bought and used.
Next is your next dungeon monster! You can select a dungeon monster type at your rank(F+) or can select a previously chosen dungeon monster that will be upgraded to your current rank.
Choose 1 dungeon monster type:
[]Primitive skeletons(F+ rank): Unknown stats after upgrade. Will be a civilization type of monster, which can create defenses and weapons. -[]Random civilization?(I spin for it)
-[]Feudal Japan(Samurai skeletons, come on!)
-[]Knights(Skeleton knights leading skeleton peasants.)
[]Trollites(F+ rank)(Base monster costs 10 points): Trollites have F+ ranked stats overall and are known to use clubs. They are blue in color and are about 3 feet tall on average. Trollites are the lowest ranked monster of the troll family tree. Depending on which troll of said family tree can have a variety of abilities, the higher the rank. For Trollites however they have 3 abilities that are fairly weak as a singular ability but have a decent effect when combined.
Lesser regeneration: Hunger(F rank): Trollites can regenerate from their wounds as long as they eat.
Too big, too many! Run!(F- rank): Trollites will run from battle if enough of them die or are injured. They will often come back to harass their enemies or eat the fallen to regenerate their wounds. Note: Very effective in an open dungeon!
Eat food! Get big!(F rank): Trollites as time goes on will grow bigger the more they eat. They grow in both strength and stamina.
This all combined means that when in an open dungeon Trollites will fight intruders than after some die will leave, before turning around and eating the fallen so they get bigger and stronger. This means that Trollites can become a E- or even a E rank threat if this happens enough, which has led to any Trollite dungeon of the open type to have a bounty to clear it till destroyed.
[]Abandoned machine giants(F+ rank)(Base monster costs 30 points): These machines focus on defense and big constructs supported by smaller bots that focus on repairs. An encounter with these machines normally involves 3 machines at most due to how big and powerful each unit is. Their abilities involve using fuel required weapons like a piston arm that uses the machine's fuel to use or using one shot weapons like a cannon that fires scrap.
Note: At this rank the machines capabilities will be limited to patchwork weapons. Patchwork weapons are not refined and are made out of junk. Although ranked F+ rank their stats on average are about E- rank, their simply expensive as a singular unit however.
[]Write in?(Write in a premise of a monster. Should be similar to that of above.) Ok than! If you have any questions go ahead and ask!
We go into the specifics of the monsters and dungeon environment next post! For now you just choose what kind you want.
Remember you have 500 points! Use plans!
New mechanics explanation: Read at your convenience
Oh I haven't listed them all. I just mentioned the Hp change. I'll just give you the important one.
So I'll explain through an example:
Head on clash roll:
Big bad: 55+10(Skill use)= 65!
Good boi: 45+5(Skill use)= 50!
Results: Big bad has 15 more points in a head on clash vs. For this case we are using for every 10 difference, deal a wound. Depending on his weapon he can deal another wound, so if he has say- Strong teeth(F-): Strong teeth! Effect: If a wound is dealt to an enemy, add one more.
Than instead of just one wound it'd be two. Skills can have similar effects.
There are a few other things, like how a rank difference will give a bonus to the roll that involves that weapon/stat/skill.
When rolling against an opponent one of your stats will go against one of their stats, example: Strength D- vs Stamina E+
This will give the person a roll advantage, in this case since it goes up a tier(Tier is F, E, D, C, B, A, etc.) and not just a rank, the advantage is doubled. So for D vs D- the advantage would be +10 but for D- vs E+ it would be +20.
Each time a tier is reached the bonus added will double again, ontop of its previous double. F rank vs D- rank would be +100. Good time to mention this is an explanation of the rolls! You do not need to understand this one bit unless you WANT TO UNDERSTAND THE ROLLS!
You can legit just not understand this and it won't affect you whatsoever. It's just how I do the rolls and I'm leaving this explanation here for anyone who wants to understand said rolls.