London's Golden Dawn (A Professional Dungeon Team Is You) [On Hiatus]

London's Golden Dawn (A Professional Dungeon Team Is You)
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Welcome to the National Dungeon Diving Association! The premier dungeon diving league in America.

You are now the proud owner of the newest expansion team of the NDDA, which has become very popular enough to rival American football as it enters into its 30th season. You get to become a Dungeon Core and manage your team, hopefully driving them into championship glory on both defending your dungeon while raiding the others. all the while raking in the money from the television deals and naming rights! Or course, you also have to manage your Dungeon Points, and negotiate contracts with Adventurers.
Expansion Team Creation I - Name And Location

Novus Ordo Mundi

Apparently I Work For Jon Moxley Now
Location
The Usual Room
Pronouns
He/Him
"We're running down to the wire here in Final Dive XXIX! The Chicago Mafia have gotten the Final Boss of the Pittsburgh Union down to his Final Form, but they're down to only one man: Triggerman Jack Johnson!"

"Well Tony, if you'd want anyone to be your last Adventurer, it would be the MVA of the league! And the record holder of solo FB Kills in a single season."

"That may be right Joe, but he had to burn his final timeout after King got molten steel poured all over her. And that means he has no way to interrupt the many crowd-controlling attacks Yinzer likes to throw around. And his Tommy Gun does have issue against enemies with high defense and damage reduction"

"Tony, you used to be the main damage dealer down in Austin. What would you do in a situation like this?"

"I'd keep plucking away at range. The bullets will do some damage. And Jack's ability to extend his ammunition supply means he can go all out here. Not to mention that Yinzer is slow. Joe, you used to play Final Boss. What would you do here if you were Yinzer?"

"Control the space. Even if those lava columns don't hit Jack, they will control where he can be safely. Jack doesn't have any flight ability, so the Union does not have to worry about an air battle. Though I bet Yinzer is kicking himself for using up his Forge Devils earlier…"

"I'm sorry to interrupt, but I'm hearing that Johnson is about to come out of his timeout early. Looks like we're about to see who claims the championship here in just a few seconds. This is Final Dive XXIX, brought to you by Dorito's!"

--


Welcome to the National Dungeon Diving Association! The premier dungeon diving league in America. Ever since the Dungeons showed up, they've been used for many different things. From resource generation to thrilling experiences to palaces! There are many questions about them, not to mention legal issues arising from their creation and existence. And that's not even getting into the arrival of magic, the revolution of many sciences, the arising of new races, and plenty of fantasy tropes come to life!

But that's not the main thing to be concerned about right now. No, the most important thing right now is sports. You are now the proud owner of the newest expansion team of the NDDA, which has become very popular enough to rival American football as it enters into its 30th season. You get to become a Dungeon Core and manage your team, hopefully driving them into championship glory on both defending your dungeon while raiding the others. all the while raking in the money from the television deals and naming rights! Or course, you also have to manage your Dungeon Points, and negotiate contracts with Adventurers.

Now, there will be a lot of things you have to determine before your team goes on it's first Dive. But the most important thing right now is the location and name of the team's name.

The location of your dungeon is very important for many reasons. Some locations provide bonuses on certain parts of your dungeon, depending on where it is. And of course, bigger cities might get you more money and more Adventurers willing to join your team. But smaller cities have their own benefits, especially if they don't have a professional team in any sport. You won't be fighting as hard for taxpayer money, and you can exert more influence on that city.

As to your team's name, it's more than just a name. It is your team's identity. The creatures you can create, the theme of your dungeon, your more rare loot drops, the uniforms your Adventurers wear, it all ties back to your team's name. And once you decide it, it's hard to change that identity without major blowback.

[] Location - You may choose any place within the United States, Canada, or Mexico, as those are the three countries that take part in the NDDA. You may also choose London (UK), as they have made noise in wanting in. Note: You can choose Pittsburgh and Chicago, though they already have teams.

[] Team Name - This has a major influence on your entire team, including creatures and theme of the dungeon. Choose Wisely.

Remember that voting will be by plan. We hope to see what you choose.
 
Character and Team Information
This section is under construction. Please Wait Warmly




Full Team Name: The London Golden Dawn
Stadium: The Sefirot - London (Hammersmith)
Team Logo: I - The Magician
Team Colors: Gold / Dark Red

Team Owner: Mr. Robin Huntsman, Former Freelance Trap Designer
General Manager: Vacant
Head Coach: Vacant
Offense Coach: Vacant
Defense Coach: Vacant

Offense Roster: Vacant
Defensive Bosses: Vacant
Final Boss: Vacant

Cash On Hand: 225 Million Pounds (300 Million Dollars)
Current Conversion: 1 Dollar = .75 Pounds
Income:
1/32 of National Revenue - Current Amount: 300 Million Dollars

Expenses:
Taxes - 20% of All Business

Credit: Good

Contracts: None

Current Opinions
League Office - 70/100
Other Owners - ??

London - 55/100
England - 50/100
America - ??

Sammy O'Connell, Dungeon Diving Jouranlist (London Times) - 80/100






--

Dramatis Personae
HP: 100 (Dungeon Core) / 200 (Avatar Form)
MP: 500 / 500. Regeneration: ? Per Day
Speed: 0 (Dungeon Core) / 2 (Avatar Form)

Body: 2
Presence: 3
Perception: 4 + 3 + 2 = 9
Mind: 6 + 3 + 1 = 10
Soul: 5 + 1 + 2 = 8

Traits

Master Puzzle Designer: When designing or examining traps, challenges, and puzzles, or when looking for them, gain 5 Successes. Trap, challenge, and puzzle creation cost is halved. +3 Perception and Mind.
  • Innovator - Once Per Turn, you get a Semi-Random free Upgrade to a Trap or Challenge you know of or have established and built
  • My Babies! (Will Probably Change The Name of The Flaw.) You take variable penalties when dealing with people insulting your traps, or the art of trapmaking in general. UNCHANGING.
  • To Test My Abilities - You love testing your trapmaking against the best the NDDA - and Dungeon Divers in general - have to offer. How do you deal with those who plan to endure the pain while being backed by a healer? What's the plan when your opponents step so lightly that floor plates aren't triggered? And are they clever or strong enough to beat your planning, and if so what do you do? You'd love to find out...
  • Trip Wire Master - Tripwires cost half as much mana.
    • Wired Up - You may add the Launcher trait to Tripwires at no cost.
  • Aerial Trap Master - Unless a person has already dealt with a number of traps, they will have a harder time noticing traps that are 10 feet or more above them. Traps that are 10 or more feet above the floor deal more damage, and require more successes to break out of. The amount in both cases varies.
Occultist: +1 Mind and Soul. More likely to meet more esoteric people, places, and things.

Ritualist: +2 Perception and +1 Success on rolls involving Rituals. You can use Rituals to improve people's stats and abilities!
  • Theurgist: +2 Soul and +1 Success on rolls involving Rituals that are Divine or Spiritual in nature. You may invoke Deities not of your religion with a lesser chance of being ignored or worse.

Numerologist: Puzzles that involve numbers cost 1 less mana to create. +2 Success on codes and cyphers that involve numbers.

Divination: You have ways to see possibilities and inklings of the future. You may only benefit from one Divination per Turn. Divination happens before the Turn Vote
  • Geo-Divination: Once Per Turn, The Quest Votes asks a Question about the Turn. It must be Yes/No, or Possible/Impossible. Both the result, and how (if applicable), will be revealed. That result will come to pass, and any option involving it ignores all Dice Rolls in favor of this result, unless something changes it (such as a being capable of defying or changing fate)
  • Tarot Reading: Once Per Turn, three cards are drawn from the Tarot Deck. Their meaning will influence the Turn's events depending on the meaning, applying to random Actions.
--

Dungeon Creations
Trigger - Trip Wire
Affinity: Trap, Physical
Cost: 1 Mana, .5 Mana .25 Mana Per 10 Feet.
Extra Cost: 3 Mana 0 Mana Per 10 Feet - Launcher
Successes to Notice: +3
Successes to Disarm: +1
Special: Acts as a Distribution - Release for Traps that require it.
Extra: Launcher - Trip Wires can launch people up to 30 feet, via animating the wire. This adds in the Magic and Construction Affinities to the Trap.

Trigger - Ladder Rung
Affinity: Trap, Physical
Cost: 1 .5 Mana
Extra Cost: 0
Successes to Notice: +5
Successes to Disarm: -2
Successes to Avoid: +4 if Missed, -4 If Noticed (Body)
Special: Can only be put on a Ladder.

Trigger - Object Movement
Affinity: Trap, Physical.
Cost: 2 1 Mana
Extra Cost: 7 3.5 Mana - Animation
Successes to Notice: Depends On Object.
Successes to Disarm: Depends On Object
Successes to Avoid: 0
Special: Must be an Object of some sort, that can be picked up with both hands, and fit inside the palm of said hands.
Extra: Animation - Once the Object is grabbed or moved, in addition to triggering the tap, it becomes a Living Object with the following stats:

HP: 5
MP: 0
Speed: 10

Body: 3
Presence: 0
Perception: 3
Mind: 0
Soul: 0

Affinity: Trap, Physical, Magic, Construction

Trait: Small: +1 to Success Threshold for Damaging Attack against it. (Maximum 6)

Ability: Flight: The Living Object can fly

Physical Attack: Slam. Dice: Body. Success Per Hit: 1 HP + 1 More if the Trap it Triggered hit that Adventurer

Trigger - Light Beam
Affinity: Trap, Physical, Light
Cost: 3 1.5 Mana
Extra Cost: 2 1 Mana. Holy.
Successes to Notice: Variable (Dependant on Light Levels)
Successes to Disarm: +4.
Successes to Avoid: Variable (Dependant on Light Levels)
Special: Multi-Trigger: This trigger may be used as long as it emits light.
Extra - Holy. Creatures with the following trait lose 2 successes when dealing with this trap. Dark, Unholy, Chaos, Demon, Devil

Trigger - Dull Crystal
Affinity: Trap, Crystal, Spiritual, Magic, Earth
Cost: 3 1.5 Mana
Extra Cost: 3 1.5 Mana - Leak
Extra Cost: 2 1 Mana - Another Crystal (3 Max)
Successes to Notice: -3
Successes to Disarm: Special
Successes to Avoid: Special
Special: The Trigger activates when Adventurers enter the room. To Disarm the Trap, magical or spiritual energy must hit the Crystal, where it will store that energy. It does not have to be a direct hit.
Extra: Leak - Any energy the Crystal holds will leak out over the course of three Rounds.
Extra: Another Crystal - You may have multiple Crystals for one Trap. All Crystals must be filled to Disarm the Trap.

Distribution: Shooter (Small)
Affinity: Trap, Physical.
Cost: 1 .5 Mana Per 20 Foot Range
Extra Cost: 1 .5 Mana - Hidden (Wall/Roof)
Extra Cost: 2, 4, 6 1, 2, 3 - Extra Shooters (3 Max)
Successes to Notice: +0 / +1 (Hidden)
Successes to Disarm: +0 / +1 (Hidden)
Special: Can shoot small or tightly packed items, granting a +2 to Successes to Avoid
Special: Small. 4 may exist in one five-foot area
Extra: Hidden: This hides the Shooter in the wall, making it harder to notice the trap.
Extra: Extra Shooter - Any Attack this trap uses fires off another attack. Said attack must be avoided separately from the others

Distribution/Attack - Mesmeric Screen
Affinity: Trap, Electric, Psychic
Cost: 15 7.5 Mana
Extra Cost: 10 5 - Only Me
Extra Cost: 7 3.5 - Siren
Extra Cost: 4 2 - Fear Me
Extra Cost: 20 10 - No Fourth Wall
Successes to Notice: Not Applicable
Successes to Disarm: 0
Successes to Avoid: Soul (3), Special
Successes to Break: Soul (3)


Special: The screen will turn on, playing a pre-recorded message to all Adventurers in the Room. This message can last up to 20 Rounds. An Adventurer can auto-avoid this trap by immediately closing their eyes, though this renders them blind until they open them.
Extra: Only Me - Adventurers do not break free if they are damaged by things other than the trap.
Extra: Siren - The traps enthralling qualities are also sound based. Unless an Adventurer is blind and deafened, they can not auto-avoid the trap. They must also roll each round to not be enthralled.
Extra: Fear Me - Instead of entrancing an Adventurer, it may instead cause an unsettling fear that roots them in place. This Trap gains the Emotion (Fear) Affinity. If an Adventurer is already affected by something with a Fear Affinity, they lose 2 successes each round to escape. Cannot be combined with certain other Extras.
Extra: No Fourth Wall - Certain Attacks, Abilities, and Auras can transfer from whoever is on the screen towards everyone in the Room. However, it only affects or damages those affected by the trap.

Attack - Drop Net
Affinity: Trap, Physical
Cost: 3 Mana 1.5 Mana per 5 Feet
Extra Cost: 5 Mana 2.5 Mana - Constrictor
Successes to Notice: -2 (+1 Every 10 feet above the ground)
Successes to Disarm: +2
Successes to Avoid: Speed (3 Successes)
Successes to Break: Body (5) + 1 for every 10 feet the Net drops.
Distribution: Release, Shooter (Small).
Special: If someone is caught in the Net, they cannot do anything but attempt to Break The Net.
Special: If someone is launched into the Net, it traps them automatically
Extra: Constrictor - At the beginning of the Round, the Net deals damage equal to the number of Rounds the enemy has been caught in the Net.

Attack - Fireball
Affinity: Trap, Fire
Cost: 2 1 Mana
Extra Cost:
Successes to Notice: 0
Successes to Disarm: 0
Successes to Avoid: 3 (Speed)
Successes to Break: 0
Damage: 1 + 1 More (Affinity: ?)
Distribution: Shooter
Special: The Opponent catches fire. Enemies on fire take 1 damage per round unless extinguished (Body Check, 2 Successes Needed)

Attack - Poison Fumes
Affinity: Trap, Poison, Gas
Cost: 4 2 Mana
Extra Cost: 4 2 Mana - Potent
Extra Cost: 4 2 Mana - Flammable
Successes to Notice: 0
Successes to Disarm: +1
Successes to Avoid: 0
Successes to Break: 0
Distribution: Shooter
Special: This trap fills a ten foot square each round. Each Round, anyone without the Undead or Construction Affinity is Poisoned 3. (Poisoned characters roll 4 + Poisoned Count - Body. For each failure, they take 1 HP and Body Damage per Failure, then lose one Count of Poison. Body regenerates at 1 Body / 3 Rounds). An Air Affinity Attack, Aura, or Ability hits the fumes, they are blown away
Extra: Potent - The Poisoned inflicted is instead of Poison 6.
Extra - Flammable - The poison is flammable. If anything with a Fire Affinity hits or enters the fumes, every location the fumes are bursts into flames. Any non-Fire Affinity creature takes 4 damage, with Water Affinity creatures taking 8 damage instead. The trap breaks in the inferno.

Attack - Falling Boulder
Affinity: Trap, Physical, Aerial, Earth
Cost: 5 2.5
Extra Cost: 3 1.5 - More Rocks
Extra Cost: 3, 5, 8 1.5, 2.5, 4 - Larger Field
Successes to Notice: -3 (+1 for every 10 Feet Off The Ground, +4 If over a Doorway)
Successes to Disarm: +2.
Successes to Avoid: 4 (Speed)
Dice Rolled: 4
Damage Per Success: 1 + 1 (Affinity: Water) + 1 * (Number of Feet * 10)
Distribution: Release, Net., Rune
Special: Can be combined with Attack: Net. Rocks fall in a 10 by 10 area
Extra: More Rocks - Dice Rolled Becomes 7
Extra: Larger Field - Area affected becomes 20 by 20, 30 by 30, and 50 by 50


Special - Delay
Cost: -1 to Trap per Round Delayed.
Special: The Trap does not fire once triggered. It instead fires off after a number of rounds pass. Can only apply to one trap per room.
Under Construction
Challenges are an effect that applies to an entire room. Mana Costs are considered on the size of a 50 X 50 Room. Each Challenge may be only used once per Dungeon, and only one Challenge to a room. Exclusives are an exception, as you may also use them in the Final Boss room as well.

Mind The Gap (Golden Dawn Exclusive) - 0 Mana - For some reason, people don't feel like looking up or down. Like they are compelled to keep looking ahead. Floor and Aerial based traps require double the Successes needed to notice them. This is a Mental effect. Can Evolve

A Floor of White Smoke - 6 3 Mana A 2 foot billow of White Smoke. Helps conceal things on the floor, such as trip wires and floor traps. Adds +2 to Success to Notice. Can be blown away by wind
  • A Wisp of Holy Poison - 8 4 Mana - The smoke affects those with Unholy, Demon, Devil, or Dark Affinities. Every round they stay in the smoke, they are inflicted with Poison 5, and lose -1 Soul. Once they leave, it regenerates at 1 Soul / Round

An Order To Things: - 30 15 Mana. Dungeon Rituals Rolls gain +2 Dice. Dungeon Spells or Attacks with the Order affinity gain +2 Successes. Creatures with a Chaos Affinity cannot do anything while in this Room, including move. All Attacks or Traps with a Chaos Affinity Auto-fail, and Miscast if possible. NDDA Thrice Room Rule: You may only use this room three times in a Season, and once a Dive.

A Room Lit By Starlight - 8 4 Mana - This room is lit by a star other than by our Sun. Light Based Triggers and Attacks are easier to hide in the Starlight, giving them +2 to avoid Notice. Astrological effects are doubled here, as is anything with the Cosmic Affinity.

A Room Where Your Future Has Already Happened - 15 7.5 Any Dungeon creature with the Divination Affinity have improved effects, depending on the strength of the Spell, Ritual, Trap, or Attack. At the first Combat Round, that round is rolled for twice, and the better outcome for the Dungeon will be chosen
Spectral Neophyte 0 = 0

Mana Cost: 9

HP: 3
MP: 30
Speed: 3

Body: 1
Presence: 2
Perception: 2
Mind: 4
Soul: 4

Affinity: Magic, Humanoid, Either Earth, Fire, Wind, or Water (See Trait Below)

Trait: Randomized Elemental Affinity - Upon Creation, This Creature Gains attacks and traits based off one of the Classical Elements (Earth, Water, Air, Fire)

Physical/Magical Multiform - Geomancer's Caltrops - (1)
  • Affinity: Ritual, Trap, Physical, Divination, Earth
  • Physical/Magical Trap: Caltrop Trap At any time, the Magus may select an entrance of a room they start in, and place the Caltrops there as a Trap. When one or more opponents enters or exits, and is connected to the ground through that entrance, the Caltrops make an attack.
    • Affinity: Magical, Physical, Earth
    • Trigger: Walk/Run Over
    • Components: Geomancer's Caltrops. Dirt (Optional)
    • Success To Notice: 3 / 5 (With Dirt)
    • Successes to Disarm: 1
    • Dice: 1. Damage Per Success: 1 + 1 (Condition: Barefoot) + 1 (Enemy Affinity: Water)
    • Special: If the Caltrops roll one or more Successes at a 6+, the Opponent makes a Body Check. If the Opponent does not roll 3 or more Successes, the Opponent is stunned for one round, and takes 1 more damage. Either way, the Caltrops are used.
    • Special: Multiform - At any time, members of the Dungeon may pick these up, and either move them to another entrance, or switch them to another form.
  • Physical/Magical Ritual: Minor Geo-Divination
    • Affinity: Ritual, Spiritual, Earth
    • Startup Time: 4 Successes
    • Mana Needed: 0
    • Items Needed: Geomancer's Caltrops
    • Participants Needed: 1
    • Special: This Ritual uses Soul instead of Mind. After 2 uses, the Items are used up.
    • Effect: The Participant sees what is coming. The next Success an Adventurer scores against the Participant is negated. This Ritual can stack multiple times
    • Miscast: The Caltrops break.
Magical Ranged Attack - Elemental Bolt
  • Affinity: Same as the Caster, minus Humanoid.
  • Requires: 5 Mana. Dice: Mind. Damage Per Success: 1 HP + 1 More depending on the Affinity of the Bolt.



Spectral Zelator 1 = 10

Mana Cost: 14

HP: 4
MP: 30
Speed: 3

Body: 1
Presence: 3
Perception: 3
Mind: 5
Soul: 5

Affinity: Magic, Humanoid

Trait: Randomized Elemental Affinity - Upon Creation, This Creature Gains attacks and traits based off one of the Classical Elements (Earth, Water, Air, Fire)

Physical/Magical Multiform - Geomancer's Caltrops - (2)
  • Affinity: Ritual, Trap, Physical, Divination, Earth
  • Physical/Magical Trap: Caltrop Trap At any time, the Magus may select an entrance of a room they start in, and place the Caltrops there as a Trap. When one or more opponents enters or exits, and is connected to the ground through that entrance, the Caltrops make an attack.
    • Affinity: Magical, Physical, Earth
    • Trigger: Walk/Run Over
    • Components: Geomancer's Caltrops. Dirt (Optional)
    • Success To Notice: 3 / 5 (With Dirt)
    • Successes to Disarm: 1
    • Dice: 1. Damage Per Success: 1 + 1 (Condition: Barefoot) + 1 (Enemy Affinity: Water)
    • Special: If the Caltrops roll one or more Successes at a 6+, the Opponent makes a Body Check. If the Opponent does not roll 3 or more Successes, the Opponent is stunned for one round, and takes 1 more damage. Either way, the Caltrops are used.
    • Special: Multiform - At any time, members of the Dungeon may pick these up, and either move them to another entrance, or switch them to another form.
  • Physical/Magical Ritual: Minor Geo-Divination
    • Affinity: Ritual, Spiritual, Earth
    • Startup Time: 4 Successes
    • Mana Needed: 0
    • Items Needed: Geomancer's Caltrops
    • Participants Needed: 1
    • Special: This Ritual uses Soul instead of Mind. After 2 uses, the Items are used up.
    • Effect: The Participant sees what is coming. The next Success an Adventurer scores against the Participant is negated. This Ritual can stack multiple times
    • Miscast: The Caltrops break.
Magical Ranged Attack - Elemental Bolt
  • Affinity: Same as the Caster, minus Humanoid.
  • Requires: 5 Mana. Dice: Mind. Damage Per Success: 1 HP + 1 More depending on the Affinity of the Bolt.
  • Special - On 3 or more Successes, Depending On The Affinity of the Bolt, Things Happen.
    • Fire: The Opponent catches fire. Enemies on fire take 1 damage per round unless extinguished (Body Check, 2 Successes Needed)
    • Air: The Opponent must make a Body Check (2 Successes Needed) for each item they are holding. If that item is small or one-handed, 4 Successes are needed. If they fail, the item is blown away.
    • Water: The Opponent must make a Body Check to remain standing. (3 Successes Needed). If they fail, they are knocked down. If they roll no Successes, they also take 2 Damage.
    • Earth: The Caster gains 1 Armor for 3 round, and the Opponent loses 1 Armor
Angelic Emanation - The Kingdom

Mana Cost: 17

HP: 6
MP: 0
Speed: 2

Body: 5
Presence: 4
Perception: 4
Mind: 4
Soul: 2

Affinity: Holy, Angel, Otherworldly, Spiritual, Earth

Spiritual Ability: The Base Earth: The location of anyone touching the floor is known to this creature. It and all Allies in a fifty foot radius touching the floor and/or possessing an Earth Affinity gain 1 Success to all rolls. Enemies not touching the floor and/or possessing a Water Affinity in the same radius lose 1 Success to all rolls

Spiritual Aura: Be Afraid
  • Upkeep Cost: - 1 Soul (Regenerates 6 Rounds)
  • Each Round, all Adventurers make a Soul Roll, with Success on 5+. If an Adventurer does not roll one or more Successes, they take no action that Round.

Spiritual Ranged Attack: Earth Emanation.
  • Affinity: Earth
  • Dice: The Opponent's Body. Damage Per Success: 1 + 1 More Against Affinity: Water, Unholy, Chaos, Demon, Devil.
  • Special: If the room is 50 feet or less, this attack is made against everyone in the room.

Angelic Emanation - The Glory

Mana Cost: 17

HP: 6
MP: 0
Speed: 10

Body: 1
Presence: 3
Perception: 1
Mind: 5
Soul: 6

Affinity: Holy, Angel, Otherworldly, Spiritual, Earth

Spiritual Aura: Form Given Language
  • Upkeep Cost: 1 Mind (Regenerates 1 / 6 Round)
  • Affinity: Otherworldly, Ritual, Angel
  • Each Round, all Rituals in the same room as the Glory gain +1 Success. Once Per Round, A Ritual's Affinity, or the effect of that Ritual's Affinity, may be changed to one that another creature in the room has.

Spiritual Aura: Be Afraid
  • Upkeep Cost: 1 Soul (Regenerates 1 / 6 Rounds)
  • Affinity: Emotion (Fear)
  • Each Round, all Adventurers make a Soul Roll, with Success on 5+. If an Adventurer does not roll one or more Successes, they take no action that Round.

Spiritual Ranged Attack: Submission Emanation.
  • Affinity: Mental, Willpower, Otherworldly
  • Dice: Contested Roll (Glory's Soul Vs Opponent's Soul) Damage Per Success: 1 Soul + 1 More Against Affinity: Unholy, Chaos, Demon, Devil.(Regenerates 1 / 4 Round)
  • Special: If an opponent's Soul becomes 0 or less because of this attack, they come under the control of The Glory until their Soul becomes 1 or more.
  • Special: Give In: An opponent may choose to give in to the will of the Glory for 3 Turns. At the end of that 3rd turn, the Glory's HP falls to 0



Angelic Emanation - The Power

Mana Cost: 17

HP: 60
MP: 0
Speed: 5

Body: 1
Presence: 1
Perception: 5
Mind: 1
Soul: 8

Affinity: Holy, Angel, Otherworldly, Spiritual, Fire

Ability: The Last Judgment - At the end of the Round, if The Power has taken damage three or more times during combat, The Kingdom may use Judgment Emanation once, with a number of additional successes equal to the number of times it's been damaged. Either way, the Power's HP becomes 0.

Spiritual Aura: Be Afraid
  • Upkeep Cost: 1 Soul (Regenerates 1 / 6 Rounds)
  • Affinity: Emotion (Fear)
  • Each Round, all Adventurers make a Soul Roll, with Success on 5+. If an Adventurer does not roll one or more Successes, they take no action that Round.

Spiritual Ranged Attack: Judgment Emanation
  • Affinity: Fire, Spiritual
  • Dice: Damage Taken. Damage Per Success: 1 HP + 1 More Against Affinity: Earth, Unholy, Chaos, Demon, Devil.
  • Special: The Power may make this attack a number of times per round, equal to the number of times it's been damaged that round.

Animated Enochian Chess Piece

Mana Cost: 3

HP: 1
MP: 40
Speed: 10

Body: 1
Presence: 0
Perception: 3
Mind: 1
Soul: 0

Affinity: Ritual, Construction, Magic, Angel

Trait - Tiny: +2 to Success Threshold for Damaging Attack against it. (Maximum 6)

Magical Ritual: Scrying
  • Affinity: Ritual, Magic, Astral
  • Startup Time: 6 Successes
  • Mana Needed: 4, plus 4 each 2 Rounds
  • Participants Needed: 4
  • Effect: At the beginning, choose one of the rooms in the Dungeon. When the Ritual finishes, anyone in the room of the Ritual can see into the Room being scryed upon.
  • Miscast: Nothing.

Magical Ritual: Minor Divinations
  • Affinity: Ritual, Magic, Astral
  • Startup Time: 4 Successes
  • Mana Needed: 5
  • Participants Needed: 2
  • Effect: The Next Success against the Participants are Negated. This cannot be stacked.
  • Miscast: -1 Mind to all Participants

Magical Ritual: The Blessings of the Infinite
  • Affinity: Ritual, Magic, Astral
  • Startup Time: 8 Successes.
  • Mana Needed: 6, plus 1 per Round
  • Participants Needed: 3, plus one creature inside the Ritual Area
  • Effect: One Creature inside the Ritual Area regains 2 HP per round, and gains +3 in a Stat determined at the start of the Round. They must be inside the Ritual Area to retain that blessing
  • Miscast: All Participants, and anything inside the Ritual Area, takes 3 Damage, and -3 in a Stat determined at the start of the Round.

Magical Ritual: Astral Assault
  • Affinity: Ritual, Magic, Astral
  • Startup Time: 8 Successes in each room.
  • Mana Needed: 20
  • Participants Needed: 4 in each room, plus an Attacker.
  • Effect: The Attacker makes an Astral copy of themselves. It is Astral as well as any other Affinity. That Copy may go into each room that the Casters have successfully performed the Ritual in, taking a round to move. The Copy does not count as a Monster for the purposes of the 1 Minute Time Limit. If the Attacker dies or is incapacitated , the Copy's HP goes to 0.
  • Miscast: Feedback deals damage to the Participants equal to their Mind. If the Attacker was in the room of the Miscast, they must make a Body Roll. If they roll a majority of failures, they explode.
 
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Information on the National Dungeon Diving Association
NDDA Teams

Southern Conference
Western Division
  • Las Vegas Sinners
  • Honolulu Fire
  • Truth or Consequences Dare
  • Ensenada (Mexico) Cenicienta (Cinderella)
  • Hollywood Dream
  • Los Angeles Cool World
Central Division
  • Houston Prosperity
  • Oklahoma City Oilers
  • Mexico City Luchadors
  • Pittsburgh Union
  • Austin Revival
Eastern Division
  • Jacksonville Floridaians
  • New Orleans Evening Star
  • Havana Beat
  • Atlanta Mind
  • Birmingham Dixie
Northern Conference
Western Division
  • San Francisco Virtual
  • Seattle Stormborne Merwyrms
  • Vancouver Predators
  • Boise Rollersongs
  • Portland Streetbrewers
Central Division
  • Colorado Springs Fighting Falcons
  • Shaunavon (Canada) Sasquatch
  • Deseret (Salt Lake City) Honeybees
  • Chicago Mafia
  • Bismark Presidents
Eastern Division
  • London Golden Dawn
  • Boston Buglers
  • Salem Wicked Witches
  • New York Five Boroughs (The Five)
  • Montreal Expos
  • D.C. Congress




The Rules of the NDDA - This Section Will Take Time To Write Down. Please Be Patient.

The Dungeon

Each team will have an Association approved Dungeon for the purposes of Association play. A Dungeon is approved if it follows the following code. This does not apply to non-Association play, such as seating, non-Association business, offices, ect., unless otherwise noted. Numbers in parenthesis () apply only to Final Dive

All Dungeons will have a Mana Cap of 1200 Mana worth of improvements, traps, and creatures, in any manner, in a season, with 700 (1200) Mana worth of improvements active during any one Dive. This does not include improvement on the Final Boss, and counts half of improvements on Bosses

All Dungeons can contain no less than 16 (28), and no more than 24 (36), active rooms during any one Dive, not counting connecting corridors or stairwells of 30 feet or less. This limit does not apply to the Lair or the Entrance. A non-room corridor must not be able to fit two unmodified Humans side by side, and cannot have traps or monsters in that location. A Dungeon may have any number of floors, provided it does not violate other Association or local rules.

All Dungeons will have An Entrance. The Offense will start within this location. This location must be at least 20 feet in all directions, and be free of traps and monsters. It may be decorated as the Core sees fit, at the NDDA's expense, provided it does not violate rules

All Dungeons will have a Lair. The Final Boss must stay inside this Lair during a Dive, This location must be at least 30 feet in all directions, with at least 20 feet worth of non-lethal floor. It may be decorated as the Core and Final Boss sees fit, at their own expense.

All Dungeons must have a Dungeon Core Room. This is where the Dungeon Core resides. It must be free of monsters and traps, and must reside on a pedestal not to exceed 5 feet. The Core must be free to access, with nothing to restrict a person from touching it. It may be decorated as the Core sees fit, at the NDDA's expense, provided it does not violate rules

All Dungeons must have a Final Boss. The Final Boss must represent the identity of the team, and will be crafted with the help of the NDDA. The Dungeon Core may choose to be the Final Boss themselves, may craft one from Mana, or may sign an Adventurer to a Contract. If a Final Boss is crafted, it must be sapient, sentient, and be given all rights guaranteed to it by local laws. The Final Boss may have improvements up to three times the Adventurer Mana Cap, or four times if the Final Boss is crafted. All improvements are not counted on the Defense Cap. A Final Boss may have up to three different Forms at any one Dive, though they may share improvements. These forms must be different to a notable degree. A Final Boss may have up to 75 (150) Mana worth of creatures or traps with it at any one Dive

All Dungeons may have up to 5 Bosses during a season, and cannot change Bosses during a Season without permission from the Association. A Dungeon may field no more than 3 (5) Bosses during a Dive. The Dungeon Core may craft one or more from Mana, or may sign an Adventurer to a Contract. If one or more Adventurers are signed, you may improve them up to the double the Adventurer Mana Cap collectively. Half of those improvements are counted against the Defense Cap. If a Boss is crafted, and it can think for itself, it must be given all rights guaranteed to it by local laws. A Boss cannot start in a room or floor that contains another Boss, unless the number of floors is smaller then the number of Bosses. A Boss cannot leave the room they start at, unless there is a mechanism that would allow it, and is Association approved. A Boss may have up to 30 (60) Mana worth of creatures and traps with it at any one Dive.

All Dungeons may have any number of traps and creatures within it, provided they do not violate the rules. They must reflect the identity of the team in a reasonable fashion, at the discretion of the Association.


The Adventuring Roster (Roster) and Adventuring Party (The Offense)

Each team will have an Association approved Adventuring Roster for the purposes of Association play. A Roster is approved if it follows the following code. This does not apply to non-Association actions, unless otherwise noted. Numbers in parenthesis () apply only to Final Dive

A team may have 10 people on their Roster at any one time, and may only have 5 (10) members of your Roster in your Offense in a Dive.

Any one member of your Party may have no more than 100 Mana worth of magical improvements on their person at any one time. This does not include improvements gained during the Dive, such as items brought into or found in the Dungeon. There is no restriction on natural improvements, such as by physical training, learning of spells, ect. All members of the Roster will be examined 5 minutes before a Dive for compliance.

A member of a Party may bring in up to 3 (5) Association-Approved Items with them into the Dungeon, along with 2 (3) weapons, not including non-enchanted clothing. Armor or other protective gear counts as an item. Only 1 of those weapons may be magical, and must be approved by the Association before the Dive. Up to 2 (4) members of a Party may bring in up to 2 (4) Pets with them into the Dungeons. Said Pets cannot be higher than 5 feet naturally, or weight more than 150 pounds. This does not apply for Summons, though Summons cannot be Summoned until the Dive starts.

During a Dive, any loot dropped by creatures may be picked up and used by any member of the Party. If a piece of loot is not used up, they may take it with them out of the Dungeon, regardless of if they are defeated or not by the end of the Dive.

During a Dive, the Offense may defeat any member of the Defense they may encounter. They may also destroy or use any item they see fit. Once a room is clear of all members of the Defense, no member of the Offense can stay in that room for longer than a total of 1 minute. This includes time spent in a room after having already left it. If this rule should be broken, the following punishments shall be applied.

First time: All creatures in that room shall be revived, if there were any.
Second time: A boss monster not in use this Dive may enter into that room.
Third time: One member of the Offense (at random) is defeated
Fourth time: Automatic Disqualification.

The Offense wins if the following conditions have been met:

The Final Boss is defeated, and not revived via penalty
At least one member of the Offense physically touches the Dungeon Core.

The Offense may not touch the Dungeon Core with a weapon, or magic, or any other attack. Doing so purposefully will result in an automatic Disqualification for the Offense. Doing so by accident will be at the Association's discretion
 
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Stats and Challenges
Stats and Challenges

In this quest, there are many challenges, from convincing your players to take less money, to punching your opponent in the face, to casting face-melting magic, to creating that perfect promotion to get people into your arena. And it's real simple! All you need is just a simple D6.

In each of your stats, you get a number of dice, equal to the total in your stat. You roll all your dice when requested. Generally speaking, 4+ is a Success, 3- is a Fail. If your Successes equal to or exceed the value number, you succeed! Note: Some traits and situations will modify the number of dice and value of success. Some cases will allow you to store successes, while others you only get one shot at.

In situations where timing is crucial, such as the order of combat the person with a higher stat rolls first. In combat or a race, it's Speed. In searching, it's Perception. It all depends on the situation

The Stats of the Quest

HP: This is how much health you have. If it hits 0, that person or creature is dead. Do not worry, death is not final in a Dungeon, for either side.
MP: Your mana / Your maximum amount of mana. You'll need this to fire off many different types of magic. Mana does normally regenerate, though by how much is varient.
Speed: How fast you are.

Body: Your more physical stats. If you need to win a grappling contest or swing a sword, you probably use this stat.
Presence: The stat when dealing with people. From diplomacy to haggling to just standing their menacingly, this is that stat.
Perception: Your sense. This stat deals with that.
Mind: This stat governs how sharp you are mentally. Magic and Psychics also generally prefers this stat
Soul: This stat is pretty much your willpower and spiritual stat. Useful to those who want to shove off fear, ask for power from their God or Goddess, and punch their opponent with their sheer will.
 
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Expansion Team Creation II - A Letter From The Commissioner
To: [] (Mr/Ms/Mx) [] (First and Last Name)
From: Miss Jane Prentiss, Commissioner of the National Dungeon Diving Association
Subject: Congrats!

Hey, just wanted to personally congratulate you once again on becoming an owner! I told you it'd work out.

[] Sure, some of the cheaper owners were worried that you'd just throw your money around. But if they were that concerned about that, they would have voted for a salary cap back in '45. Besides, having a child of one of the wealthiest individuals as an owner is good for our image (You are very wealthy, very beautiful, and very social. Your name is extremely well known, and you know how to use and leverage it. Many of the owners (though not all) will be able to deal with you better in the beginning, also generally being rich. Also, your parents will be interested in your team.)

[] Don't worry about ol' Simmons blathering about you not being "a good fit". He just didn't like that you beat him in Final Dive '49. And '50. And '51, but don't bring that up with him. He's still sore about you posing over his Dungeon Core. Hell, I thought it was hilarious, and it generated a lot of buzz! I'm just glad you're not out of the League (You are a future Hall of Fame Ritual Mage who played or the New Orleans Evening Star from 2035 - 2054. You've got some connections with people you played with and against, some of which are about to become free agents. You are also flashy and flamboyant, though if that was good or bad depended on who you were playing that week.)

[] Granted, most of the owners didn't like the idea of the "Become-An-Owner" sweepstakes at first, but look at all the money and ratings that brought in! That shut them up real quick. That it also brought in a loyal down on their luck Londoner like you was also good publicity. Not to mention you're actually a good person (You won the 30th Anniversary Become An Owner Sweepstakes, brining you up from chimney-sweeper to owner of a NDDA Franchise! You respect hard work and doing the right thing, which will affect your signings. You're a feel-good story that has all of London loyal for you at the start. You may not know too much about dungeon diving, but that you can make it work with some grit, determination, and innovation)

[] Between you and me, I think Sinclair is nervous about your dungeoning and training in Japan. He already bitches about the so-called "waifu problem" in San Fran. Mixing what you know with the Golden Dawn - I know you got inspiration from the Hermetic Order, but I didn't expect you to be that on the nose about it - freaks him out. I say go all in. Fuck Sinclair. (You know a lot about Asian spiritualism, and plan to combine it with magic and theurgy to bring various gods notice to London. You're also friendly with lots of priests, rabbis, imams, and others of a spiritual bent. Sinclair, owner of the Austin Revival, will not like you. But you will have an ally in Doctor Jedediah Feelgood, the owner of the San Francisco Virtual .

[] I think a few of them were worried about you being more into traps and challenges then monsters. Sure, the monsters and Bosses sell the Defensive side of the game, but I remember 'ol Beannose getting his head caved in between two logs to end Final Dive '45. Even he thought it was the funniest thing ever. Hell, we need more of that, and I couldn't think of a better person then you. (You are a former trap designer turned owner. You prefer traps and challenges to monsters, and can create interesting and fiendish designs. Sure, you'll have to change them up every so often, but that's fun in and of itself. Not to mention you have business contacts on both sides of the Dive that would love to work with traps. You will be considered an oddity in the Association, but that also comes with its own perks)

[] I think most of them are more annoyed that you were given the team by the Queen. Sure, The Eternal Queen frightens many Americans, but that's just their bias against necromancy talking. Or their distrust of royalty. Either or. But you've proven your worth enough to satisfy them. (You are an adopted member of the Royal Family, and have been given ownership of the team by Her. You have access to all that the Royals have for this, including things that belong to the Royal Catacombs. However, you still answer to the Queen, more than most. You must make sure she remains happy and keep the team clean for scandal as best as you can.)

Besides, being able to beat the Europeans AND the NFL to London was more than enough to get the owners to agree. Well, that and more profits. They're owners, you know how they are. Well, you are one now.

Your Core will be in your possession in a couple days. It's full of esoteric goodies to help you get your team in order. I don't think I've felt this much raw magic in one of our Cores in quite a while. Not since the Wicked Witches joined. Remember that the passphrase is "Give me thy love, oh Dungeon mine." No, I don't get it either. I'm sure it's one of Sunny's gaming references. Remember, you can project yourself anywhere within a 50 miles radius of the core, so you're not constrained. But don't abuse it either. We're already getting looks thanks to Espada being a damn pervert. We don't need a second scandal.

I'll see you in a few weeks, when we do the public unveiling. We're going to need your logo, so that we can put it on the uniforms and merchandise. So if you can send it in as soon as you can, we'll go ahead and crank them out.

[] The Rose Cross of the Golden Dawn (Team Colors - Rose / Gold)
[] A Sun Rising Over Water (Team Colors - Gold / Blue)
[] An Ankh (Team Colors - Gold / White)
[] The Major Tarot I - Magician (Team Colors - Gold / Dark Red)
[] Three Pairs of Wings with a Sephiroth (Team Colors - Gold / White)
[] Something Else? (Put what it is and the Team Colors. One of them must be Gold. Subject to QM's Discretion.)

Until then, start thinking about what you want for your team. Besides money. We all want that.

--

Meant to get this out earlier, but there was a leak I had to work on. Vote as a plan, like usual. Voting should last for a couple days.
 
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NDDA Rules - The Dungeon
Alright, here is the NDDA Rules for Dungeons during Dives. This is not final, and values may change. Keep that in mind. If you think something should be changed, let me know! Until the season officially starts, I can change things pretty easy.

--

The Dungeon

Each team will have an Association approved Dungeon for the purposes of Association play. A Dungeon is approved if it follows the following code. This does not apply to non-Association play, such as seating, non-Association business, offices, ect., unless otherwise noted. Numbers in parenthesis () apply only to Final Dive

All Dungeons will have a Mana Cap of 1200 Mana worth of improvements, traps, and creatures, in any manner, in a season, with 700 (1200) Mana worth of improvements active during any one Dive. This does not include improvement on the Final Boss, and counts half of improvements on Bosses

All Dungeons can contain no less than 16 (28), and no more than 24 (36), active rooms during any one Dive, not counting connecting corridors or stairwells of 10 feet or less. This limit does not apply to the Lair or the Entrance. A non-room corridor must not be able to fit two unmodified Humans side by side, and cannot have traps or monsters in that location. A Dungeon may have any number of floors, provided it does not violate other Association or local rules.

All Dungeons will have An Entrance. The Offense will start within this location. This location must be at least 20 feet in all directions, and be free of traps and monsters. It may be decorated as the Core sees fit, at the NDDA's expense, provided it does not violate rules

All Dungeons will have a Lair. The Final Boss must stay inside this Lair during a Dive, This location must be at least 30 feet in all directions, with at least 20 feet worth of non-lethal floor. It may be decorated as the Core and Final Boss sees fit, at their own expense.

All Dungeons must have a Dungeon Core Room. This is where the Dungeon Core resides. It must be free of monsters and traps, and must reside on a pedestal not to exceed 5 feet. The Core must be free to access, with nothing to restrict a person from touching it. It may be decorated as the Core sees fit, at the NDDA's expense, provided it does not violate rules

All Dungeons must have a Final Boss. The Final Boss must represent the identity of the team, and will be crafted with the help of the NDDA. The Dungeon Core may choose to be the Final Boss themselves, may craft one from Mana, or may sign an Adventurer to a Contract. If an Adventurer is signed, or choose to be the Final Boss yourself, you may improve them up to the triple the Adventurer Mana Cap. If a Final Boss is crafted, it must be sapient, sentient, and be given all rights guaranteed to it by local laws. All improvements are not counted on the Defense Cap. A Final Boss may have up to three different Forms at any one Dive, though they may share improvements. These forms must be different to a notable degree. A Final Boss may have up to 75 (150) Mana worth of creatures or traps with it at any one Dive

All Dungeons may have up to 5 Bosses during a season, and cannot change Bosses during a Season without permission from the Association. A Dungeon may field no more than 3 (5) Bosses during a Dive. The Dungeon Core may craft one or more from Mana, or may sign an Adventurer to a Contract. If one or more Adventurers are signed, you may improve them up to the double the Adventurer Mana Cap collectively. Half of those improvements are counted against the Defense Cap. If a Boss is crafted, and it can think for itself, it must be given all rights guaranteed to it by local laws. A Boss cannot start in a room or floor that contains another Boss, unless the number of floors is smaller then the number of Bosses. A Boss cannot leave the room they start at, unless there is a mechanism that would allow it, and is Association approved. A Boss may have up to 30 (60) Mana worth of creatures and traps with it at any one Dive.

All Dungeons may have any number of traps and creatures within it, provided they do not violate the rules. They must reflect the identity of the team in a reasonable fashion, at the discretion of the Association.
 
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Vote closed
Scheduled vote count started by Novus Ordo Mundi on Jan 20, 2021 at 7:36 PM, finished with 36 posts and 18 votes.

  • [X] Plan Innovation
    -[X] Mr Robin Huntsman
    -[X] I think a few of them were worried about you being more into traps and challenges then monsters. Sure, the monsters and Bosses sell the Defensive side of the game, but I remember 'ol Beannose getting his head caved in between two logs to end Final Dive '45. Even he thought it was the funniest thing ever. Hell, we need more of that, and I couldn't think of a better person then you. (You are a former trap designer turned owner. You prefer traps and challenges to monsters, and can create interesting and fiendish designs. Sure, you'll have to change them up every so often, but that's fun in and of itself. Not to mention you have business contacts on both sides of the Dive that would love to work with traps. You will be considered an oddity in the Association, but that also comes with its own perks)
    -[X] The Major Tarot I - Magician (Team Colors - Gold / Dark Red)
    [X] Plan Bones of Divinity
    -[X] David Facilier
    -[X] Between you and me, I think Sinclair is nervous about your dungeoning and training in Japan. He already bitches about the so-called "waifu problem" in San Fran. Mixing what you know with the Golden Dawn - I know you got inspiration from the Hermetic Order, but I didn't expect you to be that on the nose about it - freaks him out. I say go all in. Fuck Sinclair. (You know a lot about Asian spiritualism, and plan to combine it with magic and theurgy to bring various gods notice to London. You're also friendly with lots of priests, rabbis, imams, and others of a spiritual bent. Sinclair, owner of the Austin Revival, will not like you. But you will have an ally in Doctor Jedediah Feelgood, the owner of the San Francisco Virtual.
    -[X] A Sun Rising Over Water (Team Colors - Gold / Blue)
    [X] Plan Royal
    -[X] Mr. Abdul Gaumond
    -[X] I think most of them are more annoyed that you were given the team by the Queen. Sure, The Eternal Queen frightens many Americans, but that's just their bias against necromancy talking. Or their distrust of royalty. Either or. But you've proven your worth enough to satisfy them. (You are an adopted member of the Royal Family, and have been given ownership of the team by Her. You have access to all that the Royals have for this, including things that belong to the Royal Catacombs. However, you still answer to the Queen, more than most. You must make sure she remains happy and keep the team clean for scandal as best as you can.)
    -[X] An Ankh (Team Colors - Gold / White)
    [X] plan the people's champ!
    -[x] ms alexa harvey.
    -[x] Granted, most of the owners didn't like the idea of the "Become-An-Owner" sweepstakes at first, but look at all the money and ratings that brought in! That shut them up real quick. That it also brought in a loyal down on their luck Londoner like you was also good publicity. Not to mention you're actually a good person (You won the 30th Anniversary Become An Owner Sweepstakes, brining you up from chimney-sweeper to owner of a NDDA Franchise! You respect hard work and doing the right thing, which will affect your signings. You're a feel-good story that has all of London loyal for you at the start. You may not know too much about dungeon diving, but that you can make it work with some grit, determination, and innovation)
    -[X] A Sun Rising Over Water (Team Colors - Gold / Blue)
    [X] Plan Fate Waifu/Order
    -[X] Ms. Elizabeth Westcott
    -[X] Between you and me, I think Sinclair is nervous about your dungeoning and training in Japan. He already bitches about the so-called "waifu problem" in San Fran. Mixing what you know with the Golden Dawn - I know you got inspiration from the Hermetic Order, but I didn't expect you to be that on the nose about it - freaks him out. I say go all in. Fuck Sinclair. (You know a lot about Asian spiritualism, and plan to combine it with magic and theurgy to bring various gods notice to London. You're also friendly with lots of priests, rabbis, imams, and others of a spiritual bent. Sinclair, owner of the Austin Revival, will not like you. But you will have an ally in Doctor Jedediah Feelgood, the owner of the San Francisco Virtual.
    -[X] The Rose Cross of the Golden Dawn (Team Colors - Rose / Gold)
    [X] Plan Pure Magic
    -[X]Mr Veritas Paxion
    -[X] I think a few of them were worried about you being more into traps and challenges then monsters. Sure, the monsters and Bosses sell the Defensive side of the game, but I remember 'ol Beannose getting his head caved in between two logs to end Final Dive '45. Even he thought it was the funniest thing ever. Hell, we need more of that, and I couldn't think of a better person then you. (You are a former trap designer turned owner. You prefer traps and challenges to monsters, and can create interesting and fiendish designs. Sure, you'll have to change them up every so often, but that's fun in and of itself. Not to mention you have business contacts on both sides of the Dive that would love to work with traps. You will be considered an oddity in the Association, but that also comes with its own perks)
    -[X] Three Pairs of Wings with a Sephiroth (Team Colors - Gold / White)
    [X] High Society
    -[X] Ms. Dahlia Warwick
    -[X] Sure, some of the cheaper owners were worried that you'd just throw your money around. But if they were that concerned about that, they would have voted for a salary cap back in '45. Besides, having a child of one of the wealthiest individuals as an owner is good for our image (You are very wealthy, very beautiful, and very social. Your name is extremely well known, and you know how to use and leverage it. Many of the owners (though not all) will be able to deal with you better in the beginning, also generally being rich. Also, your parents will be interested in your team.)
    -[X] The Major Tarot I - Magician (Team Colors - Gold / Dark Red)
    [x] Plan All You Need Is Confidence
    -[x] Mr. John Arc
    -[x] Granted, most of the owners didn't like the idea of the "Become-An-Owner" sweepstakes at first, but look at all the money and ratings that brought in! That shut them up real quick. That it also brought in a loyal down on their luck Londoner like you was also good publicity. Not to mention you're actually a good person (You won the 30th Anniversary Become An Owner Sweepstakes, brining you up from chimney-sweeper to owner of a NDDA Franchise! You respect hard work and doing the right thing, which will affect your signings. You're a feel-good story that has all of London loyal for you at the start. You may not know too much about dungeon diving, but that you can make it work with some grit, determination, and innovation)
    -[X] The Rose Cross of the Golden Dawn (Team Colors - Rose / Gold)
 
Expansion Team Creation II - Subvote A - The Fate of David Facilier
Alright, while I write up the next section, which will involve the Dungeon itself, I do have a proposition for you. Something to keep things active.

David Facilier, while he ends up being the loser in this vote, is still an interesting enough person that I'd be interested in using him for something else. And, as he did well enough to hold the lead until the last hours of the vote, I will give you first crack at him. You may hire him in a position on your team. He will keep his spiritual bent and traits with him, though how much that influences the team depends on certain factors. How much Sinclair and Feelgood feel about you depend on how high a position you give him.

[] You hire David Facilier as General Manager on a pretty good deal. (If you choose this, or anyone other then yourself for GM, the GM will handle most of the player and coach transactions instead of you voting on it, unless it is important enough to intervene personally. However, you will have the final say as the Owner, and must still approve the Starting Roster.)

[] You hire David Facilier as an Adventurer on a pretty good deal. (He will be part of the Offense that will head into the Dungeon. He is well trained in Japanese spiritual arts, which may be useful in certain dungeons.)

[] You Contract David Facilier as a Boss (He will be one of the five Bosses on your Starting Roster for Five Years. How he is used will be decided later.)

[] You choose not to hire David Facilier (He will be a free Adventurer for the League to grab.)
 
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Vote closed
Scheduled vote count started by Novus Ordo Mundi on Jan 23, 2021 at 12:26 AM, finished with 22 posts and 13 votes.

  • [X] You Contract David Facilier as a Boss (He will be one of the five Bosses on your Starting Roster for Five Years. How he is used will be decided later.)
    [X] You choose not to hire David Facilier (He will be a free Adventurer for the League to grab.)
    [X] You hire David Facilier as General Manager on a pretty good deal. (If you choose this, or anyone other then yourself for GM, the GM will handle most of the player and coach transactions instead of you voting on it, unless it is important enough to intervene personally. However, you will have the final say as the Owner, and must still approve the Starting Roster.)
 
Expansion Team Creation III - The Dungeon
Alright, I have decided the way to break this tie is to take the suggestion to punt this decision down the road. If you want to hire David as a Boss, he'll be available the first time through. Now, onto the update!

---

36 Blythe Road

Many people know it now, and for many decades, as George's Cafe. A nice little cafe in Hammersmith, one of the many districts in London. People would go there, eat their breakfast and lunches, and go about their day.

But to those of whom who enjoyed diving into the pre-Awakening world of magic and the divine, they knew it to be a place that was once home to a magical order. One whose existence would revive the interest in magical occultism, and influence many faiths and beliefs for decades to come, including Crowley's Thelema, and the Neo-Pagan Wicca faith, which would gain prominence post-Awakening. They would employ all manner of magicks and theurgy, furthering rituals and ceremonies to new heights, and would help develop the Hermetic Qabalah. To anyone who knew what was truly here, they knew this was the original spot of the Isis-Urania Temple, the original home of the Hermetic Order of the Golden Dawn

And praise be to the Tree of Life, it is again. Though maybe not in the way anyone imagined. You seriously doubt Woodman, Westcott, or Mathers would imagine a dungeon diving sports team to be the way the Golden Dawn is revived.

You look at the Core within your hands, it's light pulsating between a brilliant gold and a dark crimson. The infinite possibilities within, limited only by mana, Association rules, and imagination. And it was a pity so many teams seemed to lack it. Sure, their monsters were impressive, and you had to know how to fight them. And sure, they did have traps. Simple things, like blow-dart guns if you stepped on the pressure plates. But too many of them were simply not creative enough, more caught in the spectacle to the fight.

But you are not like them. You'd were - and still are - a master trap creator. Renowned by many for your fiendishly difficult tricks and puzzles, both mundane and magical, you'd worked on many things in your career. From Dungeons wishing to increase their lethality to business wanting to improve their escape rooms, to even simple fun ones for kids to learn from, you'd gone far and done it all in your 40+ years in the craft. Hell, even the Puzzlemakers of Switzerland had collaborated with you a time or two, an honor few had.

"Mr. Huntsman, we're about ready."

You tear your gaze away from the Core, and look at the other two people in the room.

One of them, a short young man in a sharp business suit, is pointing a magical detector at you. He's the official Association representative, making sure you don't cheat somehow. That you can't tamper the Core to give you an unfair advantage, like giving you free Magi or letting you float away from an Adventurer's touch. Hey, it's never happened, but the Association has to make sure it never would.

"Of course, Mr. Garcia. Forgive me, I was just lost in the moment." You say. "This is a rather important occasion, you must agree"

Mr. Garcia nods his head vigorously. "Of course. We're finally breaking into the European market!" Well, he's not wrong. But it's not the reason for you. But hey, everyone has their own dreams and ambitions. Yours are traps. His is expansion. Mr. Garcia turns towards the other person in the area. "Are you ready?"

"Sure am, boyo! Somebody's got to cover this moment!" Sammy O'Connell responds, his camera floating next to him. ready to take the shot the moment he telekinetically presses the button.

"Now, don't be so modest. I couldn't think of a better person to cover this." You reply, as you hold the Core with both hands. You want your last moments with a physical body for quite a while to look gentlemanly. Besides, impressions are going to be key to convincing people to come to your Dungeon. And Sammy - he always insisted on Sammy, never Samuel - had been making sure that the people got a positive look at the London Golden Dawn in the Times. You'd done some sit-down interviews with him, and had even done a video together showing some of the traps you'd done in the past.

You can't deny the work Sammy's done for you. Many people in London were confused at your unique ideas for dungeons at first. Traps and rituals? Where's the creatures? But Sammy was able to spin it well. Let the American's "piss ponds" - his words, not yours - they called dungeons have their might and their magic and their bluster. London was going to be smarter. More clever. The Dungeon of the Golden Dawn would be a place where sheer force would bring nothing more than a quick loss.

Soon enough, the general public seemed to be accepting of having a unique dungeon compared to the rest of the Association. A few even relished it. Many who followed dungeon diving knew that Sammy knew his stuff. And if they could trust him, they'd trust his assessment of you.

*click* *click* *click*

"And, that's that." Sammy says with satisfaction as his camera floats into his bag. "Any last words on this side of the glowing ball of magic, Robin?"

You pause, thinking for a moment. Then a slight smile crosses your face as you get an idea. "Ipsissimus One Equals Ten"

Mr. Garcia is utterly confused, as you expected. But Sammy just smiles. "Don't worry about it, boyo. I'm sure it'll mean something eventually. Let's do this."

"Right. Whenever you're ready, Mr. Huntsman."

You look straight into the ball, the dungeon already forming in your mind. And with all the might and will you can afford, you speak out the passphrase. "Give me thy love, oh Dungeon mine."

Without even a warning, you can feel your everything being pulled into the Core…

---

So, what does your Dungeon's basic structure look like? The options below are basic ideas with subvotes, simplified to prevent too many round of voting. This is for League Play, and not including non-League rooms.

[] A 16-Room Room representation of the (Sefirot/Qliphoth), with 10 round main rooms representing the 10 (Sefirots/Shells), with the 6 smaller rooms (by 10 feet) to represent where the paths of connection cross. Further votes will determine if Sefirot or Qliphot is used, if the structure is one floor or many, and the size of the rooms.

[] A 24-Room Tower. There are no rules saying the Dungeon has to be in the ground, even if almost everyone else does. Your opponents must escape each room, as they wear themselves out going up and up. Maybe you'll even make the Final Boss Fight an open air spectacle. Further votes determine the size of all the rooms.

[] You'll do the 3 Floor with 8 Rooms everybody else does. But you checked the Association rules, and there are no rules saying they have to be physically connected. You just have to make them accessible. It might be expensive, but you could use magical portals to make a map inaccessible. Further votes determine how many portals you need, plus the size of the rooms

[] 4 floors, 6 rooms each. One for each of the classical elements. Earth. Fire. Air. Water. The order will change each Dive, Further votes determine the size of the rooms, and the order.

[] You've got something different in mind. Tell me an idea of what you want, and if it's possible we'll enter a Sub-Vote or two to help determine various things


--

Note: Rooms do cost mana, and do count against the Mana Cap. Here's a general idea of the mana cost to keep in mind. You may add height at half price.

100 Square Feet (Generally a 10 X 10 room): 1 Mana

400 Square Feet (Generally a 20 X 20 room): 4 Mana

900 Square Feet (Generally a 30 X 30 room): 9 Mana.
 
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