Labyrinth
Posted: Wed May 02, 2007 4:45 pm
*Creaks to life* It seems like forever since I've made an RPG... even more so since it is.
I figure something simple should be good, considering my bigger RPGs either fail quickly, or don't even take off to start. Anyway, this is pretty much just a dungeon RPG with a mix of puzzles and battling I guess. Battles will be Freeplay, so you won't just be standing in one place the whole time attacking. There are stats, although they aren't as important as what your attack is and what your attacking with really. Feel free to try different things, since you'll probably have more than enough times to try.
One more thing to stress I guess. This is sort of a group RPG, if you're going to join stick around and play.
Plot - You awaken on the cold hard stone ground inside a dimly lit room. You don't remember how you got here, but it looks as if you are trapped. Looking around, its not just you though, several other people appear in the same state as you are. As you get up and look around the room you see many items scattered across the ground, and a man in gray robes standing besides the only doorway out of here. He warns you to be careful, for the dungeon has many dangers within it, and then just as he appeared he vanishes into the air.
Sign Up (I could add more stuff like history or bio; but really, stuff like that won't really matter here.)
Name
Appearance
Stats
Items
Stats
Life - 10 Points. For whenever you fail something... majorly. Basically, it drops 1 whenever you would die.
Energy - 100 Points. It will drop slowly with time, and quickly when using abilities or if hit. Once it hits 0 you won't be able to do much and will probably die soon.
10 points between the following
Body - All physical attributes are based on this really; strength, agility, and stamina.
Mind - Mental attributes. Helps you get information and insight on the area and puzzles mostly. Also helps with some plans and skills.
Spirit - Your strength in using and resisting magical effects.
Skill - A physical or magical ability. It can pretty much be whatever you want, although don't expect stuff like teleportation to work much more than a short distance. You can create an ability for each point you have in skill.
- - Items - - (Pick 3 from the following. )
Dagger - A small dagger.
Sword - A simple iron sword.
Spear - An iron spear.
Axe - An iron axe.
Bow - A bow and quiver holding 30 arrows.
Staff - A wooden staff. Slightly improves magical abilities.
Whip - A long leather whip.
Hammer - A heavy hammer.
Umbrella - A simple umbrella.
Boomerang - A weapon that returns once thrown.
Flute - Used for playing music.
Shield - A circular shield for blocking attacks.
Crystal - A focus for magical abilities.
Dash Boots - Boots that let its user run at an enhanced speed.
Feather Boots - Boots that let its user step lightly and evade more easily.
Silk - A long piece of silk cloth.
Gold - 500 gold pieces in a small pouch.
Rations - A fairly large pouch of rations. Restores some energy when used.
Potion - An odd potion. Heals all energy
First Aid Kit - A kit with various items for healing wounds.
Magic Lens - A crystal lens that gives insight to its user.
Rope - A long rope.
Grappling Hook - A hook attached to a long rope used for climbing.
Shovel - Used for digging primarily.
Fishing Rod - Used for fishing mainly.
Canteen - Holds water or other liquids.
Lock pick - Used to pick locks on doors/chests.
Torch - A simple torch for providing light.
Bomb - A bomb. Powerful, but not strong enough to damage most walls.
Heavy Stamp - A small cube that grows into a large and heavy block through magic.
Snipe Shot - A single use item; always hits its target with deadly accuracy from a range.
Psychic Charm - A magic charm that can move some objects from a distance.
Shine Charm - A magic charm that can create and alter light.
Shadow Charm - A magic charm that can create and alter shadows.
Flame Charm - A magic charm that can create and alter fire.
Water Charm - A magic charm that can create and alter water.
Gale Charm - A magic charm that can create and alter wind.
Earth Charm - A magic charm that can create and alter earth.
Bolt Charm - A magic charm that can create and alter lightning.
Forest Charm - A magic charm that can create and alter plantlife.
Frost Charm - A magic charm that can create and alter cold and ice.
Poison Charm - A magic charm that can create and alter poison.
(Note on charms: They pretty much let you use any kind of magic of that type, but that use up energy sort of quickly.)
Eh... I hope my wall of items and stuff isn't intimidating or confusing. I tend to go overboard on... well everything really. And yet, I've done atleast double that for some of my other RPGs. Still, most of them probably won't be used, but lets just see. You can pretty much use the items in anyway you want, although it won't always be the most effective way of battle.
I'll start once a few people join I suppose.
I figure something simple should be good, considering my bigger RPGs either fail quickly, or don't even take off to start. Anyway, this is pretty much just a dungeon RPG with a mix of puzzles and battling I guess. Battles will be Freeplay, so you won't just be standing in one place the whole time attacking. There are stats, although they aren't as important as what your attack is and what your attacking with really. Feel free to try different things, since you'll probably have more than enough times to try.
One more thing to stress I guess. This is sort of a group RPG, if you're going to join stick around and play.
Plot - You awaken on the cold hard stone ground inside a dimly lit room. You don't remember how you got here, but it looks as if you are trapped. Looking around, its not just you though, several other people appear in the same state as you are. As you get up and look around the room you see many items scattered across the ground, and a man in gray robes standing besides the only doorway out of here. He warns you to be careful, for the dungeon has many dangers within it, and then just as he appeared he vanishes into the air.
Sign Up (I could add more stuff like history or bio; but really, stuff like that won't really matter here.)
Name
Appearance
Stats
Items
Stats
Life - 10 Points. For whenever you fail something... majorly. Basically, it drops 1 whenever you would die.
Energy - 100 Points. It will drop slowly with time, and quickly when using abilities or if hit. Once it hits 0 you won't be able to do much and will probably die soon.
10 points between the following
Body - All physical attributes are based on this really; strength, agility, and stamina.
Mind - Mental attributes. Helps you get information and insight on the area and puzzles mostly. Also helps with some plans and skills.
Spirit - Your strength in using and resisting magical effects.
Skill - A physical or magical ability. It can pretty much be whatever you want, although don't expect stuff like teleportation to work much more than a short distance. You can create an ability for each point you have in skill.
- - Items - - (Pick 3 from the following. )
Dagger - A small dagger.
Sword - A simple iron sword.
Spear - An iron spear.
Axe - An iron axe.
Bow - A bow and quiver holding 30 arrows.
Staff - A wooden staff. Slightly improves magical abilities.
Whip - A long leather whip.
Hammer - A heavy hammer.
Umbrella - A simple umbrella.
Boomerang - A weapon that returns once thrown.
Flute - Used for playing music.
Shield - A circular shield for blocking attacks.
Crystal - A focus for magical abilities.
Dash Boots - Boots that let its user run at an enhanced speed.
Feather Boots - Boots that let its user step lightly and evade more easily.
Silk - A long piece of silk cloth.
Gold - 500 gold pieces in a small pouch.
Rations - A fairly large pouch of rations. Restores some energy when used.
Potion - An odd potion. Heals all energy
First Aid Kit - A kit with various items for healing wounds.
Magic Lens - A crystal lens that gives insight to its user.
Rope - A long rope.
Grappling Hook - A hook attached to a long rope used for climbing.
Shovel - Used for digging primarily.
Fishing Rod - Used for fishing mainly.
Canteen - Holds water or other liquids.
Lock pick - Used to pick locks on doors/chests.
Torch - A simple torch for providing light.
Bomb - A bomb. Powerful, but not strong enough to damage most walls.
Heavy Stamp - A small cube that grows into a large and heavy block through magic.
Snipe Shot - A single use item; always hits its target with deadly accuracy from a range.
Psychic Charm - A magic charm that can move some objects from a distance.
Shine Charm - A magic charm that can create and alter light.
Shadow Charm - A magic charm that can create and alter shadows.
Flame Charm - A magic charm that can create and alter fire.
Water Charm - A magic charm that can create and alter water.
Gale Charm - A magic charm that can create and alter wind.
Earth Charm - A magic charm that can create and alter earth.
Bolt Charm - A magic charm that can create and alter lightning.
Forest Charm - A magic charm that can create and alter plantlife.
Frost Charm - A magic charm that can create and alter cold and ice.
Poison Charm - A magic charm that can create and alter poison.
(Note on charms: They pretty much let you use any kind of magic of that type, but that use up energy sort of quickly.)
Eh... I hope my wall of items and stuff isn't intimidating or confusing. I tend to go overboard on... well everything really. And yet, I've done atleast double that for some of my other RPGs. Still, most of them probably won't be used, but lets just see. You can pretty much use the items in anyway you want, although it won't always be the most effective way of battle.
I'll start once a few people join I suppose.