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Plunge

Plunge

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When strange crystals begin appearing and horrible monsters emerge, the brave among the populace must strap their Fists to their Backs and get to work.

((OOC note: The "stats" feature of this medium will be utilized heavily.))

1,599 readers have visited Plunge since LaularuKyrumo created it.

Introduction

Mysterious crystals have begin to show up around the world. No one is really sure what they're made if, or where they came from, and it's really got them confused. But what has them even more confused is the fact that strange and deadly creatures are starting to appear along with them. They've figured out that these large crystals seem to keep the monsters at bay, and are able to enchant weapons to give them the power to slay the beasts. However, the simple fact that they're there has everyone very, very concerned. No longer are people worried about warring with each other, for they've got bigger fish to fry...

However, try as they might, the governments of the world are just not having much luck training their armies against this new enemy. They've been reduced to keeping a solely defensive position, with more and more of the world turning into a barren wasteland inhabited only by these foul demons and their kin. Lately, though, some brave individuals have been stepping forward, claiming that they may be able to stop the advances of these monsters by seeking out the lair of their leader and slaying him, her, or it. Desperate to be rid of these beings so they can continue squabbling amongst themselves, every nation that is able has been sending willing adventurers out to heed the requests of this wise council in order to accomplish their goal. And, as you've no doubt figured, one of these adventurers is you!



Information on stats and the like:

The following stats are useful in this RP: Attack, Defense, Intelligence, Wisdom , Agility, Speed, Luck, and Charm.

Your base stats are determined in two ways. First, you roll a D6 (die with six sides) for each stat, and there is your initial total. Then, each race gets specific bonuses and penalties. Since I don't have a comprehensive list of races yet, and I don't want to limit players, I'll have a forum post that lists the races, which will be added to each time someone makes a character of a new race. The player who creates the character defines the bonuses and penalties, but keep them within reason, as I have the right to edit/make changes at any time.

Your HP starts at 25 and you gain 10 per level.
MP starts at 15 and is used for both Skills and Spells. Most classes gain 5 per level, but the Mage, Cleric, Druid, and Bard gain 10.

Definition of stats:

Attack (Att) and Defense (Def): Pretty self explanatory, this is how hard you hit and how hard you can be hit.
Intelligence (Int): How strong your spells are, and how quickly you can figure out puzzles.
Wisdom (Wis): How many spells you can remember, and how likely you are at countering incoming spells.
Speed (Spd): How fast you can move in a turn.
Agility (Agi): How quickly you can overcome obstacles and resist slowdown from terrain.
Luck (Lck): How good you are at dodging attacks and traps.
Charm (Cha): How suave, good-looking, and moxious you are.

After your base stats and race are determined, you get to decide your character's class. You have the following options, which each have their own inner workings: Berserker, Warrior, Cleric, Mage, Druid, Ranger, Thief, and Bard.

Each class specializes in a different stat, and gets an extra stat point in their specialty upon leveling. The correlations are: Attack - Berserker, Defense - Warrior, Intelligence - Cleric, Wisdom - Mage, Speed - Druid, Agility - Ranger, Luck - Thief, and Charm - Bard.

Additionally, each class has a special technique or class of techniques that they can utilize. Berserkers can Enrage, Warriors can Train, Clerics can Shield, Mages can Divine, Druids can Transform, Rangers can Aim, Thieves can Pickpocket, and Bards can Play Songs. Each of these skills will be explained later.

On top of these class-unique skills, there are many basic and some advanced Skills that can be learned. Each player is entitled to 2 skills at the beginning, and an extra every time they level. You may neglect to learn a skill upon levelup to obtain an Advanced Skill on the next levelup. Some skills are as follows, along with the stat that helps them work.

Intimidate (Att), Charge (Att), Push (Att), Curl Up (Def), Swim (Def), Extended Travel (Def), Gather Information (Int), Sneak (Int), Focus (Int), Recall Memories (Wis), Inspect (Wis), Meditate (Wis), Swift Travel (Spd), Eye of the Tiger (Spd), Escape (Spd), Climb (Agi), Sprint (Agi), Stretch (Agi), Find Bargain (Lck), Discover Secret (Lck), Discover Treasure (Lck), Sing (Cha), Flirt (Cha), Haggle (Cha)

Advanced skills: Mega Impact (Att), Endurance of the Titans (Def), Scry (Int), Heightened Senses (Wis), Tornado Rush (Spd), Scope (Agi), Discover Shortcut (Lck), Seduce (Cha)

Spells: Whatever you feel isn't totally broken at the moment, since I have no good ideas besides the generic and I'm lazy atm. Just make sure to list the name, MP cost, required level, and Wisdom Class when you submit. I'm liable to fill it in for you or discard your spell if you don't. And even if you do. But I'll try not to unless there's a good reason. Characters may learn a spell instead of a skill as they level up, and it is also possible to find some trainers or scrolls that may bestow skills or spells upon a character. However, trainers cost money to work, and scrolls can only be read by one person. You can't teach a known spell to another character, nor can you teach a known skill to another player. They'll have to figure it out on their own.

Class Specific Skills:

Enrage: Combat skill. The berserker enrages themselves, forcing their attack stat to soar. It also gives them extra temporary hit points to help them hang on longer. However, their Luck and Agility both drop, and if the berserker misses, there is a slight chance they may hit their allies in their frenzied rage. Lasts 2 turns plus the user's level. 10MP.

Train: Noncombat skill. Temporarily allows you to sacrifice one point of Defense for 3 points of a boost in any stat of your choice. Lasts 10 turns. 10MP.

Shield: Anytime skill. The cleric focuses their energy to form a mystic shield around one party member, doubling their defense and chance to dispell incoming spells. Lasts 3 turns. 15MP.

Divine: Anytime skill. The mage focuses their mind to look up to the stars, to hear their whispers of knowledge. It is impossible to predict what they may say, but it will be of great use. However, the mage must spend 2 turns to divine, and if they are struck before they can finish, the stars will not speak to them. 15MP.

Transform: Noncombat skill. The druid's connection with nature allows them to take on animal forms. The specific animal depends on the druid, but there are four categories of forms with different benefits: Attack form doubles attack and halves agility, Defense form doubles defense and halves attack, Travel form doubles speed and halves luck, and Magic form doubles intelligence and halves defense. This skill also allows the user to return to their natural form. 10MP to transform, 5MP to revert.

Aim: Combat skill. The ranger will skip the round to take greater aim. If they are struck this turn, they may not fire, but if the attack is successful, it is a guaranteed critical hit. 5MP.

Pickpocket: Noncombat skill. Steals an item from the target, if successful. Be warned, though, for if you fail, you will likely enrage your target, causing them to attack. 5MP.

Play Song: Skill's usability depends on the song. Bards may learn songs, which act like spells. There are many songs, and they are often enchanted with magical effects. Common songs are listed below with their MP costs:

Serenade of the Soul. Close range AoE. Noncombat. Restores 4 * the bard's level in HP, and 2 * the bard's level in MP. 10MP.
Sonata of Vigor. Close range AoE. Anytime. Adds attack stat equal to the bard's level, and defense equal to half of the bard's level. Lasts 4 turns. 15MP.
Symphony of Destruction. Targeted. Combat. Treat this as a non-elemental spell of attack power 3 * the bard's level. 10MP.
Song of the Maiden's Kindness. Targeted. Anytime. Base 15% chance of Sleep, with an additional 2% per point of Charm. Double effectiveness against Good-aligned targets. 5MP.

Advanced Skills:

Mega Impact: Noncombat skill. Must be at least 30 feet away from target. Skip one turn, then roll 1d20, +2 if target is not watching or distracted, -2 if on slippery terrain, +1 if moving downhill or -1 if moving uphill. If the result is 12 or greater, you have connected with your target, immediately entering combat with them and making one free attack against them with strength 30. They are also knocked back 10 feet, sustaining a strength 5 hit if they hit something. If a 20+ is rolled when rolling to connect, treat the attack as a critical. If the die reads less than 12, then you have missed. Move 5 feet behind your target, alerting them to your presence immediately and giving them a free attack with a +4 to strength as they swing at your exposed backside while you attempt to reduce momentum. 30MP.

Endurance of the Titans: Passive skill. Anytime you would die or fall unconsious under normal conditions, roll 1d20, plus a quarter of your defense. If the result is at least 16, you will survive with 1hp.

Scry: Noncombat skill. First declare what you are scrying for. You must either scry for an object or a person, and must have some object connected to them. The DM will secretly roll 1d20 + a third of the user's intelligence. If the result is 15 or greater, the DM must secretly reveal to you the exact location of the object sought. Otherwise, the DM will roll 1d2. If the second die is 2, the DM will report that the scrying attempt failed. If it is 1, the DM will give a false location to you. 20MP.

Heightened Senses: Anytime skill. Add 1 point to all of your other stats for every 5 points in Wisdom. Lasts 5 combat turns, or 20 noncombat turns. 25MP.

Tornado Rush: Combat skill. Target a foe and roll 1d20 to hit. If the attack hits, roll 1d20 to wound as normal, but use your speed stat instead of attack. Make modifications as normal. If you miss, skip 1 turn due to dizziness. If you roll 1 for accuracy, you must skip a second turn as you throw up. 20MP.

Scope: Noncombat skill. Allows you to see up to 4 times your normal sight distance. Lasts only the turn used. 10MP.

Discover Shortcut: Noncombat skill. Roll 1d20, plus a quarter of your luck, minus the dungeon level. If the result is 15 or higher, a shortcut in the room is discovered. Where it leads, however, is anybody's guess.... 20MP.

Seduce: Anytime skill. Roll 1d20 plus the difference in your charisma and your target's. If the result is 15 or higher, the target immediately becomes Smitten with you. It will not attack if in combat, and may try to romance you. Lasts 10 turns. 25MP.

Toggle Rules

Welcome! From what I hear, you're willing to engage in combat and adventure against these unsightly and unholy beasts. Wonderful! But first we need to get you prepared. These are the Rules of War, and you must follow them to the letter! That is, if you don't want some nasty Kobold breaking down your door while you sleep and devouring you messily. Trust me, it's not a pleasant experience, no matter how much the idea may excite you. It hurts, and you don't come back for more fun. And it leaves a horrid mess. So, to avoid making a mess, please abide by the following:

  1. NO NOOBS. This should be clear enough, but I'll explain it here: Don't be a dick, a jackass, or any variant. It doesn't help you, and it certainly doesn't help anyone else. If you're really that desperate to hinder someone OOCly, go bugger a Kobold. Now, if you wanted to hinder someone IC, then engage in PvP. Yes we have that here.
  2. OBEY THE WORD OF GOD. In other words, what the GM or DM says, goes. Right now the GM is just me, but if I get someone amazing enough I'll have them promoted to GM or DM status, and you'd better not be a jerk. Usually, GMs and DMs can't participate in dungeoneering affairs, unless they put away their Robe and Wizard Hat. They are also forbidden from PvP unless they are playing an actual character, and may not use any special equipment if it is granted.
  3. PLAY FAIRLY. This does not mean you can't break the law IC, but it does prevent you from doing things that are unethical in order to level up. Say, making a bunch of characters, playing them at the same time, and then killing them off and having your main char loot them to get ahead. I'm serious. Don't do it. We CAN see if you're abusing alts. If a player sees you doing it, you'll get mocked at the least, likely ignored, and possibly reported to a GM, which would be very bad.
  4. STAY IN THEME. Keep in mind that you can come up with any theme you want, if it's not already available, but don't go sticking, say, a Level 15 Kil-O-Zap gun in the hands of, say, a Roman Praetorian. Now, if he stole it, that's fine, but don't expect the bugger to know how to use the darn thing. Just don't.

Subject to change at any time.

For application, you must submit your character's name, age, race, class, starting equipment, magic (if any), y'know, all the good stuff. I'm pretty lenient on what I let in, just make sure you love what you make. And EVERYONE STARTS AT LEVEL ONE. So don't think you can just drop, say, a God or Goddess in, and expect it to fly. Maybe if they're on some sort of quest to reclaim their power, then it's fine, but make it make sense. I mean, what kind of deity is only level 1?

In addition, I'd better see the SECRET PHRASE in your profile somewhere, if you're going to play. If you don't know the secret word, you should read the rules over. It should be glaringly obvious.

NOTE: The world is incomplete as of now. Mind the dust and all that.

Browse All » 3 Settings to roleplay in

Earth / Dungeons

Earth / Dungeons by LaularuKyrumo

This is the path that leads to all of the dungeons known in the world. Or you could turn around and run back to town. Your choice.

Solaceon

Solaceon by RolePlayGateway

You are at a town. It is lively and bustling, and anyone looking to go adventure would be appreciated here. There are plenty of shops to sell adventuring equipment, as adventurers are quite revered around here.

Local OOC

Local OOC by RolePlayGateway

The OOC chat. Come here to learn the ropes, form your party, etc.

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View All »Arcs

Arcs are bundles of posts that you can organize on your own. They're useful for telling a story that might span long periods of time or space.

There are no arcs in this roleplay.

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Events

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Game Master Controls

Welcome home, Promethean. Here, you can manage your universe.

Arcs

Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.

Add Quest » Quests

You can create Quests with various rewards, encouraging your players to engage with specific plot lines.

Add Setting » 3 Settings for your players to play in

Settings are the backdrop for the characters in your universe, giving meaning and context to their existence. By creating a number of well-written locations, you can organize your universe into areas and regions.

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While not required, locations can be organized onto a map. More information soon!

Earth / Dungeons

Earth / Dungeons by LaularuKyrumo

This is the path that leads to all of the dungeons known in the world. Or you could turn around and run back to town. Your choice.

Solaceon

Solaceon by RolePlayGateway

You are at a town. It is lively and bustling, and anyone looking to go adventure would be appreciated here. There are plenty of shops to sell adventuring equipment, as adventurers are quite revered around here.

Local OOC

Local OOC by RolePlayGateway

The OOC chat. Come here to learn the ropes, form your party, etc.

Add Group » 0 Factions to align with

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Collectibles

By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.


Once an Item has been created, it can be spawned in the IC using /spawn Item Name (case-sensitive, as usual) — this can be followed with /take Item Name to retrieve the item into the current character's inventory.

Mobs

Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!

Mobs can be automated spawns, like rats and bats, or full-on NPCs complete with conversation menus. Use them to enhance your player experience!

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Use your INK to craft new artifacts in Plunge. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.

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View All » Add Character » 4 Characters to follow in this universe

Character Portrait: Laularu Kyrumo
Character Portrait: Dalmore Hailbeit
Character Portrait: Nathan Cooker

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Character Portrait: Nathan Cooker
Nathan Cooker

A man usually lost in his own thoughts that most people would think him crazy

Character Portrait: Dalmore Hailbeit
Dalmore Hailbeit

"And the lone bard stirred up a song, one in which most rhymes sound wrong. And right as he ran out of ideas, he sat back, and had more beers!"

Character Portrait: Laularu Kyrumo
Laularu Kyrumo

This mostly OOC guy is here to help keep the world running smoothly. He doesn't seem to show much alignment one way or the other, and certainly loves stirring up trouble for either the adventurers or the beasts!

Trending

Character Portrait: Laularu Kyrumo
Laularu Kyrumo

This mostly OOC guy is here to help keep the world running smoothly. He doesn't seem to show much alignment one way or the other, and certainly loves stirring up trouble for either the adventurers or the beasts!

Character Portrait: Nathan Cooker
Nathan Cooker

A man usually lost in his own thoughts that most people would think him crazy

Character Portrait: Dalmore Hailbeit
Dalmore Hailbeit

"And the lone bard stirred up a song, one in which most rhymes sound wrong. And right as he ran out of ideas, he sat back, and had more beers!"

Most Followed

Character Portrait: Nathan Cooker
Nathan Cooker

A man usually lost in his own thoughts that most people would think him crazy

Character Portrait: Laularu Kyrumo
Laularu Kyrumo

This mostly OOC guy is here to help keep the world running smoothly. He doesn't seem to show much alignment one way or the other, and certainly loves stirring up trouble for either the adventurers or the beasts!

Character Portrait: Dalmore Hailbeit
Dalmore Hailbeit

"And the lone bard stirred up a song, one in which most rhymes sound wrong. And right as he ran out of ideas, he sat back, and had more beers!"


View All » Places

Earth / Dungeons

Earth / Dungeons by LaularuKyrumo

This is the path that leads to all of the dungeons known in the world. Or you could turn around and run back to town. Your choice.

Solaceon

Solaceon by RolePlayGateway

You are at a town. It is lively and bustling, and anyone looking to go adventure would be appreciated here. There are plenty of shops to sell adventuring equipment, as adventurers are quite revered around here.

Local OOC

Local OOC by RolePlayGateway

The OOC chat. Come here to learn the ropes, form your party, etc.

Earth / Dungeons

This is the path that leads to all of the dungeons known in the world. Or you could turn around and run back to town. Your choice.

Local OOC

Local OOC Owner: RolePlayGateway

The OOC chat. Come here to learn the ropes, form your party, etc.

Solaceon

Solaceon Owner: RolePlayGateway

You are at a town. It is lively and bustling, and anyone looking to go adventure would be appreciated here. There are plenty of shops to sell adventuring equipment, as adventurers are quite revered around here.

Fullscreen Chat » Create Topic » Plunge: Out of Character

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Most recent OOC posts in Plunge

Re: [OOC] Plunge

The crystals are a more recent occurrence, maybe only within the past decade. As for the people's skill with their abilities, they are relatively new--you ARE starting at level 1, after all. And lol sorry about not noticing the OOC section, I gotta start checking this part of town more often--it's just hard for me to get my mind around the idea that someone might actually want to join my RP.

Re: [OOC] Plunge

I just wanted to ask about the crystals and how long they been out there, has it been centuries or just a few years? Also have the people just recently learned how to use these powers or have they been able to use this power since the beginning of all the mess. If I know this info it will help with me with making a character history better then without the info. Please answer when you can because I want to be able to make a good character to submit that I hope you will accept.

Re: [OOC] Plunge

Lol a reply, that was quick. Um. Gimmie a sec, since I'm still actually setting stuff up at the moment. Eeeh....

Re: [OOC] Plunge

The idea sounds okay, but I would like a bit more detail. Such as: What is the time-period? What are these 'classes'? Whats the state of the world at the moment? Is this a plot-driven RP, and in which case how should we design our characters to incorporate this?

That's it for now. :).

[OOC] Plunge

So, this is where all you aspiring dungeon-crawlers should assemble if you have any sort of OOC chatter that needs to go on. Any questions, comments, concerns? Drop me a line. Or better yet, do it here. Then more people than just me can offer help.

Edit: OH SHI-- Just realized this is in THE ACTUAL FORUMS. Well. I suppose I should link to the actual roleplay: roleplay/plunge/