Maze Game/dungeon crawl
I have a huge collection of enemies and items that IÔÇÖm willing to share, just pm me if you need any.
The game is made for 3 to 8 player co-op maze game, there will at all time be at least 3 characters in the game, and one player controlling each, when a character dies, another player gets to play, choosing a new character or when a player gets his turn a second turn, he can chose to play his old character, losing 1 permanent stat and 1 permanent skill of his choosing.
Remem
Rules and story:
► Show Spoiler
Each player takes control of one of 5 different types characters, that together will try to navigate this maze and find all its riches.
Characters
The players have the following standard stats: (there is no limit to stats values)
-HP: 5 (lose all and you die, regained by magic or potions)
-EP: 0 (used to fuel magic, regained in magic spots or by potions)
-ATT: 1 (Damage dealt when attacking in close combat)
-R-ATT: 0 (Damage dealt when attacking in ranged combat, 50% miss chance)
-DEF: 0 (a number subtracted from damage received by enemies (not traps or magic)
-SPEED: 4 (The number of squares a character can move each round)
Players have the following standard skills: (Skills have a limit of 8 in value)
Physical
-Swordsmanship: 0 (each point gives a 10% chance to do double damage in close combat)
-Marksmanship: 0 (each point lowers the miss chance with ranged weapons by 10%, when over 5, each point gives 10% chance to do double damage)
-Dodge: 0 (Each point gives 10% chance to dodge traps and attacks)
Magical
-Aura: 0 (Each point gives 10% chance to avoid negative spell effects)
-Caster: 0 (Each point gives 10% chance to gain a perfect effect from a spell (or extra effect in the case on non random spells)
-Counter spell: 0 (Each point gives 10% chance to remove a spell effect)
Nimble
-Disarm trap: 0 (each point gives a 10% chance to disarm a trap)
-Spot: 0 (Each point gives a 10% chance to spot traps, or to spot enemies before turning around corners)
-Lock pick: 0 (each point gives 10% chance to open doors or chests without the use of a key)
Combat
Each round, a character can perform one of the following:
-move up to their speed in squares and attack.
-move up to their speed in squares and cast a spell.
-move up to their speed in squares and perform an action.
-run up to their speed multiplied by 1.5 (round down).
-attack and move one square.
-cast a spell and move one square.
-perform an action and move one square.
-perform an action and attack.
-perform an action and cast a spell.
Actions include, but is not limited to:
-disarm a trap.
-pick up an item.
-change weapon.
-pick a lock.
-search a hallway (adds 2 to spot)
-loot a corpse.
-learn from a scroll (must stand in a magic spot)
-casting a spell from a scroll.
-drinking a potion.
Attacking and casting spells
-attacks is calculated by adding all ATT received together, then subtracting DEF, the result is taken from HP. There are a chance to do double damage, based on swordsmanship or marksmanship. There are a chance to avoid damage based on the Dodge skill.
-spells are cast automatically and subtracts a number of EP described in the spell index. There are a chanse of a greater effect based on the Caster skill.
-casting spells from scrolls are automatic success, and is free of cost, but cannot gain better effect from the Caster skill.
Character creation:
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Players must choose one of the following 5 classes when they start. they may then add 2 Stat points (max 1 in each stat) and 5 Skill points (max 2 in each skill), and in addition characters may start with 2 healing potion, 2 energy potion, 1 healing potion and 1 energy potion, 3 knifes or 1 random scroll.
CLASSES
Chief wrote:
Stats
-HP: 5
-EP: 2
-ATT: 2
-R-ATT: 0
-DEF: 1
-SPEED: 4
skills:
Physical
-Swordsmanship: 2
-Marksmanship: 2
-Dodge: 2
Magical
-Aura: 1
-Caster: 1
-Counter spell: 0
Nimble
-Disarm trap: 1
-Spot: 1
-Lock pick: 0
Powers/Spells
-Inspire- Cost 1- All characters within 3 squares gain 1+ to DEF this and the following round.
-War cry- Cost 1- All characters within 3 squares gain 1+ to ATT this and the following round.
Teller wrote:
Stats
-HP: 5
-EP: 4
-ATT: 1
-R-ATT: 0
-DEF: 0
-SPEED: 3
skills:
Physical
-Swordsmanship: 1
-Marksmanship: 0
-Dodge: 0
Magical
-Aura: 3
-Caster: 3
-Counter spell: 3
Nimble
-Disarm trap: 0
-Spot: 0
-Lock pick: 0
Powers/Spells
-Heal- Cost 1- The character heals another character (or herself) for 1d4 HP.
-Drain- Free- The character drains a target for 1 EP, receiving that amount herself if she is missing any points.
Defender wrote:
Stats
-HP: 8
-EP: 0
-ATT: 1
-R-ATT: 0
-DEF: 1
-SPEED: 4
skills:
Physical
-Swordsmanship: 2
-Marksmanship: 0
-Dodge: 2
Magical
-Aura: 2
-Caster: 0
-Counter spell: 2
Nimble
-Disarm trap: 0
-Spot: 2
-Lock pick: 0
Powers/Spells
-Take damage- Free- The character can chose to take damage for another character that is within his speed in distance, this has a 30% chance of working+ 10% per point of Dodge the Defender has.
Hunter wrote:
Stats
-HP: 6
-EP: 2
-ATT: 1
-R-ATT: 0
-DEF: 0
-SPEED: 4
skills:
Physical
-Swordsmanship: 2
-Marksmanship: 3
-Dodge: 2
Magical
-Aura: 0
-Caster: 0
-Counter spell: 0
Nimble
-Disarm trap: 1
-Spot: 3
-Lock pick: 0
Powers/Spells
-Sure strike- Cost 1 EP- The character gets +10 to his next Marksmanship roll.
Thief wrote:
Stats
-HP: 5
-EP: 2
-ATT: 1
-R-ATT: 0
-DEF: 0
-SPEED: 5
skills:
Physical
-Swordsmanship: 0
-Marksmanship: 0
-Dodge: 1
Magical
-Aura: 0
-Caster: 0
-Counter spell: 1
Nimble
-Disarm trap: 3
-Spot: 2
-Lock pick: 3
Powers/Spells
-Break locks and traps- Costs 1 EP- The character have a 100% chance to open the next door or chest or disarm the next trap he tries to.
-Reveal traps- Costs 1 EP- The character senses all traps within a 4 square radius.
Last, the Player must chose a character icon, and a name:
CH1
CH2
CH3
CH4
CH5
CH6
CH7
CH8
Spells and powers known
► Show Spoiler
Spells and powers can be learned at magic spots for an XP price, or by using up a scroll with that spell.
Level 1 powers/spells (may be learned for 2 XP at magic spots) wrote:
-Break locks and traps- Costs 1 EP- The character have a 100% chance to open the next door or chest or disarm the next trap he tries to.
-Drain- Free- The character drains a target for 1 EP, receiving that amount herself if she is missing any points.
-Heal- Cost 1- The character heals another character (or herself) for 1d4 HP.
-Inspire- Cost 1- All characters within 3 squares gain 1+ to DEF this and the following round.
-Reveal traps- Costs 1 EP- The character senses all traps within a 4 square radius.
-Sure strike- Cost 1 EP- The character gets +10 to his next Marksmanship roll.
-Take damage- Free- The character can chose to take damage for another character that is within his speed in distance, this has a 30% chance of working+ 10% per point of Dodge the Defender has.
-War cry- Cost 1- All characters within 3 squares gain 1+ to ATT this and the following round.
Level 2 powers/spells (may be learned for 3 XP at magic spots) wrote:
None
Level 3 powers/spells (may be learned for 5 XP at magic spots) wrote:
None
Level 4 powers/spells (may be learned for 8 XP at magic spots) wrote:
None
Known items and monsters and lore
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Weapons wrote:
Knife adds 1 to ATT when equipped, can also be thrown as a ranged weapon, 4 squares range, recoverable.
Potions wrote:
Energy potion , grants 1d6 EP.
Healing potion, Grants 1d6 HP.
Scroll types wrote:
Random scroll , this scroll contain a random spell or power, may be studied for 1 round to gain 50% chance of learning its power/spell
Enemies wrote:
Traps wrote:
Magic symbols wrote:
Magic Spot Spot that allows for regaining EP and learning powers/spells, has a limited amount of uses.
Teleportation circleSpawn points, can also be used to teleport between locations
Lore wrote:
Day 0.
After arriving, the goblins have learned that Blue walls are 100% resistant to any magic.
Current and dead players, waiting line
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Current: wrote:
None
Waiting line: wrote:
None
Dead: wrote:
None
Last, the game needs a map. Any map with coordinates will do.