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

Vote closed
Scheduled vote count started by Novus Ordo Mundi on Jan 27, 2021 at 7:34 PM, finished with 13 posts and 6 votes.

  • [X] London's Golden Dawn (A Professional Dungeon Team Is You)
    [x] Waiting All Day For Sunday Night! (A Professional Dungeon Team Is You)
    [X] The London Golden Dawn (A Professional Dungeon Team Is You)
 
so, in the middle of creating your starting creatures you can generate, and I'm finding it a bit more difficult. Right now, I've got a plan for 6 different creatures, with more creatures and more upgrades and option during the Off Season. Here's what one of them looks like, but I'm not exactly happy with it. I want it to be more in line with eldritch angels, but I also don't want you throwing out Boss level creatures as normal monsters. Here's one of them, and tell me what you think. And please, be honest.



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. Whenever a roll involving Earth Affinity is involved, add 1 Success.

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: Air, Unholy, Chaos, Demon, Devil.
  • Special: If the room is 50 feet or less, this attack is made against everyone in the room.
 
It's serviceable. It handles pure physical-types very well, by the looks of it, and the fear roll... well, it's actually not super great, since anything with 2 Soul has a coinflip's chance of passing, roughly, and anything with 3+ can pass it super consistently... but that's fine. It's mostly for use pinpointing stealthy enemies and knocking physically inclined adventurers on their asses from a distance. A bit pricy, but worth the cost, especially if teamed up with other creatures, and especially considering our double-discount on traps.
 
Alright, here are your traits. In the next vote, you can choose to improve them, or get new ones.

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.

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.

Geomancer: All Earth Affinity Creatures, or Creatures that can divinate using Geomancy, cost 1 Mana Less to Create. Once per turn, one action will be rolled before the vote. (Cannot be used in combination with other Elemental Divination)

Also, as an aside, my Saturday and Sunday are now shot to hell as well. The update will probably be on Monday. Hopefully.
 
Okay, to start with I'll say that I've been researching and making rpg systems for... Well, more than a decade and half now. But I've only tried my hand on quest systems twice, it's surprisingly different. Now, I'm also not sure what you want from this system, or even how it'll work, thus I'll keep it brief and simple. If we have something like 600 mana, and we're using 4 for each room, some 20 rooms means just the space will cost us some 100, with the corridors, if we put a single one of those earth angels in each room, that's more 340 in price... Which doesn't leave us with enough for a second creature each room, much less traps and bosses, that should be our main cost in mana. So, I think it's a bit pricey, though somewhat fair, it's not something we'd have in numbers or plenty of, mabe it would be better used as small numbers working in conjunction, but out of reach, just using their powers from range while other monsters and traps actually fight?

Dice: The Opponent's Body. Damage Per Success: 1 + 1 More Against Affinity: Air, Unholy, Chaos, Demon, Devil.

Now, this is my first doubt, trully. Do WE roll our opponents body, and each success does more damage? It makes sense to do more damage towards unholy, chaos, demon and devil, and although air is opposite from earth in the four elements, if I remember correctly in alchemy earth is "strong" against water, while being weak towards fire.

If we really roll opponents body, then this is exactly a anti fighter attack... And what kind of reach are we looking at here? Also, since it can feel anyone touching the floor, can't it perceive and affect people who are in other rooms and such?

Special: If the room is 50 feet or less, this attack is made against everyone in the room.

On a separate note, I guess we got the right size of rooms for this one, or you did this to make more convenient for us anyways :p

Edit: Now that I've reread our abilities, it will actuallyy cost us 16, so 320 instead of 340... Still pricey, but good to keep things straight. Also, just to clarify, but why is our character earth attuned? I'm just somewhat curious, since it doesn't seem we have any relation to any element from our choices.
 
Last edited:
I'm just somewhat curious, since it doesn't seem we have any relation to any element from our choices.

Probably because i mentioned 'Geomancy' waaaaaaay back when i first proposed Golden Dawn as an option, even though Geomancy accounts for more than just dirt. I stand corrected. It appears fantasy has far expanded the definition of geomancy compared to what it historically was. Oops. Though, it's still not necessarily a bad thing.
 
Last edited:
Probably because i mentioned 'Geomancy' waaaaaaay back when i first proposed Golden Dawn as an option, even though Geomancy accounts for more than just dirt. I stand corrected. It appears fantasy has far expanded the definition of geomancy compared to what it historically was. Oops. Though, it's still not necessarily a bad thing.

Also don't think it is, just really curious ^^ The rest seems like a well fitting glove, full of possibilities and ties, and then... Geomancy? Well, it's cool, but it's like I don't even know who we are anymore :p :V
 
Also don't think it is, just really curious ^^ The rest seems like a well fitting glove, full of possibilities and ties, and then... Geomancy? Well, it's cool, but it's like I don't even know who we are anymore :p :V

Admittedly, I wasn't sure which version to go with, so I tried to split the middle. I may change it to something else with divination.

Edit: at work, but I will try to get to your other post soon.
 
Last edited:
Also don't think it is, just really curious ^^ The rest seems like a well fitting glove, full of possibilities and ties, and then... Geomancy? Well, it's cool, but it's like I don't even know who we are anymore :p :V
Admittedly, I wasn't sure which version to go with, so I tried to split the middle. I may change it to something else with divination.

Edit: at work, but I will try to get to your other post soon.
Admittedly, i was expecting it to be more... landscaping, leylines, and an extension of ritual magic, when i first suggested it. The kinda thing where you pay very close attention to the elemental balance and energyflow of an area, and by tweaking the landscape, you tweak those factors to allow it to serve as a sort of passively active ritual ground.

...but on the other hand, if it really was an extension of Rituals it would just be redundant since we could just use Rituals for it.

As far as 'something else with divination', well, most obvious answer would naturally be the Tarot...
 
Admittedly, i was expecting it to be more... landscaping, leylines, and an extension of ritual magic, when i first suggested it. The kinda thing where you pay very close attention to the elemental balance and energyflow of an area, and by tweaking the landscape, you tweak those factors to allow it to serve as a sort of passively active ritual ground.

You know, this seems almost entirely like the mythical ideas of feng shui. Of course, the modern interpretation is much more about health and looking good... But feng shui is actually intrinsecaly related to qi and it's flow, which happens to involve dragon lines (leylines) and be incredibly important for any chinese classical ritual... Yeah, maybe Feng Shui would've fit better :p I actually alwas think about earth mages, when thinking of geomancy, although it's not really what it is 😅


Admittedly, I wasn't sure which version to go with, so I tried to split the middle. I may change it to something else with divination.

Edit: at work, but I will try to get to your other post soon.

There's no rush, it's literally 2AM here, and I'll probably be going to sleep soon :V

As far as 'something else with divination', well, most obvious answer would naturally be the Tarot...

That would be interesting, having tarot related abilities that we can apply to our dungeon... Although I never understood much of the minor, I'm only knowledgeable about the major arcana xP
 
Okay, to start with I'll say that I've been researching and making rpg systems for... Well, more than a decade and half now. But I've only tried my hand on quest systems twice, it's surprisingly different. Now, I'm also not sure what you want from this system, or even how it'll work, thus I'll keep it brief and simple. If we have something like 600 mana, and we're using 4 for each room, some 20 rooms means just the space will cost us some 100, with the corridors, if we put a single one of those earth angels in each room, that's more 340 in price... Which doesn't leave us with enough for a second creature each room, much less traps and bosses, that should be our main cost in mana. So, I think it's a bit pricey, though somewhat fair, it's not something we'd have in numbers or plenty of, mabe it would be better used as small numbers working in conjunction, but out of reach, just using their powers from range while other monsters and traps actually fight?

Right, the numbers are still being tweaked, though right now you can 700 Mana worth of Stuff in a Dive, with 1200 worth of Stuff per Season. This does not include the Final Boss (Which has it's own Mana Cap), and half of the Bosses' Mana. And remember that your Traits can reduce the price of things. And your basic creatures are a bit more expensive then general fodder. (Wolves, for example, are pretty cheap to pump out. Good for mass pack tactics, bad against Multi-Targetting Attacks or in smaller rooms)

Now, this is my first doubt, trully. Do WE roll our opponents body, and each success does more damage? It makes sense to do more damage towards unholy, chaos, demon and devil, and although air is opposite from earth in the four elements, if I remember correctly in alchemy earth is "strong" against water, while being weak towards fire.

Basically, you roll a number of dice equal to your opponent's Body stat. (The Kingdom is suppose to represent Malkuth in a sense, so I tried to represent that. Since Malkuth deals with the physical world, the idea of being able to using something close to represent that turning against the enemy seemed on point). Each success does the Damage Value towards the enemy. good point on Alchemy, which makes more sense. I'll switch it to water.

If we really roll opponents body, then this is exactly a anti fighter attack... And what kind of reach are we looking at here? Also, since it can feel anyone touching the floor, can't it perceive and affect people who are in other rooms and such?

Yeah, it can. Mostly doesn't matter, as Dungeon Creatures don't leave unless they're following someone in retreat, or have an ability to do so (Fair Play and all that). Of course, the Kingdom can be upgraded, and you have another Creature that can do things when the enemies are in nearby rooms.

On a separate note, I guess we got the right size of rooms for this one, or you did this to make more convenient for us anyways :p

A bit of both. I am trying to make it easier to simulate the fights, but I wasn't going to let it hit everything in a 70 foot radius unless you upgraded.

Admittedly, i was expecting it to be more... landscaping, leylines, and an extension of ritual magic, when i first suggested it. The kinda thing where you pay very close attention to the elemental balance and energyflow of an area, and by tweaking the landscape, you tweak those factors to allow it to serve as a sort of passively active ritual ground.

...but on the other hand, if it really was an extension of Rituals it would just be redundant since we could just use Rituals for it.

As far as 'something else with divination', well, most obvious answer would naturally be the Tarot...

I probably should have thought of that. However, I believe I have an idea to keep Geomancy without it being earth aligned. I'll probably make it Divination - Geo-Divination (The Golden Dawn did use Geomancy, so it makes sense thematically.) I may toss in Tarot Reading, due to the Logo.

That would be interesting, having tarot related abilities that we can apply to our dungeon... Although I never understood much of the minor, I'm only knowledgeable about the major arcana xP

I wonder if I should throw in the Happy Squirrel. :D

EDIT: I am kinda tired, so I don't know how much longer I'll be up. Hopefully I'll have some more stuff tomorrow.
 
Last edited:
And your basic creatures are a bit more expensive then general fodder. (Wolves, for example, are pretty cheap to pump out. Good for mass pack tactics, bad against Multi-Targetting Attacks or in smaller rooms)

Yeah, I was kinda afraid of that... We won't be having more than one or two creatures in a room, uhh? Well, not to worry, let's make our traps count! :D

Basically, you roll a number of dice equal to your opponent's Body stat. (The Kingdom is suppose to represent Malkuth in a sense, so I tried to represent that. Since Malkuth deals with the physical world, the idea of being able to using something close to represent that turning against the enemy seemed on point). Each success does the Damage Value towards the enemy.

It seems to be as you showed in there, yes... It's a... Interesting idea, I'm just kinda worried that it might be OP against some teams or enemies... Though, if we only get one or two creatures for room, and we can't get them to keep running and attack from range, it becomes a lot weaker.

good point on Alchemy, which makes more sense. I'll switch it to water.

I'll try to search it tomorrow, to make sure it's really water, if you want to go with classic alchemy for the elements ;)

EDIT: I am kinda tired, so I don't know how much longer I'll be up. Hopefully I'll have some more stuff tomorrow.

All in it's own time. Rest when you need rest... This line is for everone reading this, btw. And don't forget: hydrate yourself!
 
It seems to be as you showed in there, yes... It's a... Interesting idea, I'm just kinda worried that it might be OP against some teams or enemies... Though, if we only get one or two creatures for room, and we can't get them to keep running and attack from range, it becomes a lot weaker.
It's... actually a good thing, in my opinion. We're mages, and we're not mages specializing in physical defenses. It's not going to be very effective against enemy mages, but it IS going to punish anyone who thinks they can just buff their Body super high and roflstomp our monsters. We would naturally want to pair it with something (Air, Fire, and Water all work) faster and useful against squishier targets like mages. Emanation: Kingdom bodyquakes things and stuns, while it's partner Emanation handles the things that aren't affected much by the bodyquake and/or that are trying to sneak past the Emanation: Kingdom without touching the ground.

It adds an element of tactics to fights. Does your mage burst down the Kingdom while the warrior is enduring the bodyquakes? Or do you take out the Kingdom's partner, then ignore the Kingdom, move around it, and heal? It also allows us to do tactics using various combinations of monsters, to provoke various situations and choices.
 
Yeah, I was kinda afraid of that... We won't be having more than one or two creatures in a room, uhh? Well, not to worry, let's make our traps count! :D

To be fair, you guys should be able to crap out traps, puzzles, and challenges by the bucket loads.

It seems to be as you showed in there, yes... It's a... Interesting idea, I'm just kinda worried that it might be OP against some teams or enemies... Though, if we only get one or two creatures for room, and we can't get them to keep running and attack from range, it becomes a lot weaker.

Oh, you should see what I've got planned for Angelic Emanation - The Submission. And that's usually why many teams Offenses have a varied team, to avoid TPKs. Right now, the Cool World actually can deal well against The Kingdom (Benefits of being a Toon themed Team). The Predators may have... some problems against the Kingdom. And the Submission. And against the Spectral Neophyte 0 = 0. Actually, the Predators may just be fucked in general.

All in it's own time. Rest when you need rest... This line is for everone reading this, btw. And don't forget: hydrate yourself!

Hydration Check! And yeah, I'll probably rest in a bit.
 
Last edited:
Right, so I changed The Submission to The Glory. This tries to represent the Sefirot of Hod. The Mana cost may change slightly, as I'm not exactly sure how to price the abilities exactly. However, there is a trick to defeat the Glory which drives the Mana Cost down a bit. Of course, you don't have to tell anyone it, other then League Officials. :D

Also, you get one more Emanation to start with. Hopefully I can get it up today.

--

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
 
And I'm uuuuuup!

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.

So, enemy rituals are also affected, uhh? The enemy success is kinda bad, but I dont think many teams would even try to make rituals against common enemies, and the change in affinity or effect... That's tasty, as boxxy would say. Really curious to see it in action, how crazy things can get with the rituals being changed every turn.

  • 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.

So the soul version of the other one. I see.

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

A more straight type of attack, with really non straight results, uhh. So if you resist but win, no problem, if you resist but loose, then mind control which can be a problem, and if you just give in... Then we got ya for three turns, afterwards we loose that one fight. It's really a puzzle monster, if we pair him with some really nasty but easy to not be caught traps, we can always use the last turn to throw the person at it, after giving problems to their own team. What do you guys think? Not a certain kill, since the person can survive the traps or even be stopped b their team, but seems like a good tactic.

Edit: So, I should've asked this on the other one, but... How does the upkeep costs work in your system? Is it the common cost every turn? Cuz if so, I just noticed the first angel have only 2 turns to his body "attack".
 
Last edited:
Back
Top