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Forum Games / DELVE II Beta
« on: April 15, 2011, 11:41:41 AM »
READ ALL THE RULES BEFORE PUTTING IN A CHARECTER
Delve
------
Delve is a text-based adventure game set in a medival era world. but this is no ordinary world... in it exists monsters of all types, from dragons to orcs to angry mutant bees. you take the role of a brave adventuer, whos job is to travel deep underground and fight off the various threating beings that lay below the surface of the earth. they make their home in ancient underground structures, called dungeons. inside are contained fantastic troves of wealth, and traps ans other hazards to assist the monsters defense of their fortresses.
How It Works:
---------------
You begin by creating your charectar. the sheet is standard of most roleplays, so it shouldent be hard to figure out what needs to be on it.
Name: your name
Race: what are you? elf, human, mabey gnome?
Class: whats your profession?
Equipment: what are you carrying?
Health: hurt? dead? put it here.
Negative Effects: curses and diabling injurys.(example: Curse Of The Green Cat [-2 speed])
Positive Effects: blessings and magical ability
----------
Warrior: the most common class of both humans and monsters alike, the warrior is your generic sword(or mace,axe, ect.) swinging, armored buffon. warriors arnt the most smart or wise class, but there durabillity and strentgh is unmatched among their comrades. warriors get a +1 bonus on all melee attacks. they can use all armor, and can use swords, maces, bows, and axes.
Rouge: the rouge is a masterful theif and genral trickster. he was born to stalk through dark shadows before putting a knife in his enemys back. rouges sneak with a +3 bonus. they can only wear leather armor, and use daggers, short swords, and crossbows.
Mage: The mage is a mighty practitioner of the magical arts. they are frail, and poor in the use of wepeons, but the array of spells they command is fearsome. they can cast spells. the player can make up their own spells, provided they are within reason. like fireball. dispell clothes, is unreasonable. they cannot wear armor, and only use their magic staves as a melee weapon.
Cleric: the cleric is a devoted preist of some diety. they can cast spells, but the ast majority of their magic focuses on healing. they can easily stand alongside a warrior in combat, but are best suited for hanging back and healing their comrades. clerics can cast curative magic. they can weild maces, bows, and swords. they may wear light and medium armor.
Ranger: part of brave organization of merry men who live in the forest: the ranger is the master of verdant terrain. He has spent his whole life training with bows, so he does double damage with a longbow. Rangers may wear only leather armor, and wield naught but bows and longswords. Note that there may be only one ranger in a party.
Races:
-------
there are many different non-hostile peoples living in the world of delve, who often endeavor to aid humans in their fight against monsters. When you create your character, you may choose one of the races below, or human.
Dwarves: the stout mountain folk of the north, the dwarves have been a longtime ally of humanity. They are short, standing 4ft tall on average, with long beards. They favor the classes cleric and warrior. Dwarves have +3 HP, and know the secrets of brewing the infameous “Dwarvish Black Beer”
Elves: the fair folk have always been on neutral terms with humans, and even engaged in a minor war with them. After 10 years of uneasy peace, elves and humans have begun to intermingle again. Elves hate monsters, but also think themselves above humans. Their arrogence can sometimes get them into trouble. Elves get +2 to all checks involving diplomacy. Their favored classes are mage and rouge.
Gnomes: gnomes are a jolly race who makes their home in the lush green hills of the southern lands. They are small, and are the distant relatives of dwarves. Gnomes are the masters of mechanics, and have a knack for machines. They get a +5 on all checks involving working with machines.
Humans: you are one. You know what a human is, what one does, and what one looks like.
Ok. Now your character is done. There can only be groups of five. This is the way your post should go: >I swing mah mace at the troll
get it? You put a >, and then what you do. Your first few posts should be buying equipment, learning spells, ECT.
Monsters:
--------------
As the game implies, there are many types of horrible monsters dwelling in the world of delve, waiting for their chance to devour foolish adventurers. They are all different, and none are the same. But they can all be placed into the following basic categories:
Undead: anything that has been reanimated through the power of unlike. They take extra damage from holy spells and blessed weapons. Their appearance can vary greatly. Some examples are zombies, skeletons, vampires, and mummies.
Demons: rising from the dark pits of abyss, demons are some of the toughest foes an adventurer will face. They are strong and hardy, and hunt in packs. They take bonus damage from blessed weapons.
Humanoids: humanoids have the most beings categorized. They are anything that is in the shape of a human, but have some animalistic traits. Some examples are goblins, orcs, werewolves, and bodaks.
Humans: kind of self-explanatory.
Monsters always carry some form of treasure on their person at any given time, which can range from a few gold coins to gem the size of an ogres fist. Most of their treasure is horded at their layer. This is where a monster most likely goes after acquiring some form of wealth, so that they may add it to their collection. Consult the following chart to see what monsters are carrying:
TYPE LEVEL 1 LEVEL 2 LEVEL 3
Undead 10-15 gold coins, rusted weapons/armor 20-25 gold coins, intact weapons/armor, unlife ring 30-45 gold coins, high quality weapons/armor, rune of unlife
Demon Various demon parts (worth 5gp each) Various demon parts (worth 5gp each), minor fire scrolls Various demon parts (worth 5gp each), major fire scrolls, unholy weapons
Humanoids 20-25 gold coins, intact weapons/armor 30-40 gold coins, good weapons/armor 50-65 gold coins, enchanted weapons/armor, minor magic scrolls
Humans have special rules pertaining to tresure. Because of the wide variety of rolls that a human can fill in a dungeon enviorment, it would be impossible to make a complete chart of their tresures. Gennarly, they carry good weapons and armor, and maby some magic.
Equipment
--------------
every hero needs the tools to do his job, and the local blacksmith can usally fill in those needs. Here is a chart of weapons and armor sold at a basic blacksmith/armorer:
WEAPON NAME COST DAMAGE WEIGHT
longsword 15 gp 1-8 S
Short sword 10 gp 1-6 S
mace 20 gp 2-8 B
axe 18 gp 2-8 S
dagger 5 gp 1-4 S/P
quarterstaff 5 gp 1-6 B
crossbow 30 gp 2-8 P
longbow 25 gp 1-8 P
ARMOR NAME COST DAMAGE RESITENCE
Cloth armor 10 gp 1
Scale mail 30 gp 1-4
Chain mail 50 gp 1-6
Full plate 100 gp 1-8
ok. nnow your charecter is done. there can only be groups of five. this is the way your post should go: >I swing mah mace the troll
get it? you put a arrow things, and then what you do. your first few posts should be buying equipment, learning spells,ect.
here are some other rules/info about delve:
The Cosmos:
~~~~~~~~~~
The world is flat: for reasons unrevealed, the world is little more than a mass of rock, oddly shaped and covered with life and water and such. thus, it is possible to fall off the planet. but becaue you can breath in space(see next paragraph), you will simpley fall untill you hit another planet.many people have jumped off the world onto nearby asteroids to build cites, trading with the planet whenever their orbit takes them close enough.
Space is friendly: unlike the real world, delve space is more of a welcoming enviorment. it has oxygen, and supports life. it is not freezing either, rather a cool 68 degrees. nor is their pressure. there is however, still zero gravity.
The moon is a mystical place: the moon of the planet is composed of sand, held in place by a bizzare condition that gives the planet normal gravity. many people fly space-galleys to explore its ancient ruins. it is indeed cresent shaped, and contains the remanents of a once mighty civilization. being a popular destination for many, travel fare is cheap.
Karma
~~~~~~
Karma, in cause you dont know, is the theory of "what goes around comes around". this can and will effect delve in the manner told here: charecters with good karma find more tresure, get more girls, and have more followers. but charecters with bad karma get hit by traps, are a favorite target for monsters, and are disliked. the karma of your charecter is a hidden number. it starts at zero, and points are added and subtracted from it in a covert fashion by the Game Master.
Delve
------
Delve is a text-based adventure game set in a medival era world. but this is no ordinary world... in it exists monsters of all types, from dragons to orcs to angry mutant bees. you take the role of a brave adventuer, whos job is to travel deep underground and fight off the various threating beings that lay below the surface of the earth. they make their home in ancient underground structures, called dungeons. inside are contained fantastic troves of wealth, and traps ans other hazards to assist the monsters defense of their fortresses.
How It Works:
---------------
You begin by creating your charectar. the sheet is standard of most roleplays, so it shouldent be hard to figure out what needs to be on it.
Name: your name
Race: what are you? elf, human, mabey gnome?
Class: whats your profession?
Equipment: what are you carrying?
Health: hurt? dead? put it here.
Negative Effects: curses and diabling injurys.(example: Curse Of The Green Cat [-2 speed])
Positive Effects: blessings and magical ability
----------
Warrior: the most common class of both humans and monsters alike, the warrior is your generic sword(or mace,axe, ect.) swinging, armored buffon. warriors arnt the most smart or wise class, but there durabillity and strentgh is unmatched among their comrades. warriors get a +1 bonus on all melee attacks. they can use all armor, and can use swords, maces, bows, and axes.
Rouge: the rouge is a masterful theif and genral trickster. he was born to stalk through dark shadows before putting a knife in his enemys back. rouges sneak with a +3 bonus. they can only wear leather armor, and use daggers, short swords, and crossbows.
Mage: The mage is a mighty practitioner of the magical arts. they are frail, and poor in the use of wepeons, but the array of spells they command is fearsome. they can cast spells. the player can make up their own spells, provided they are within reason. like fireball. dispell clothes, is unreasonable. they cannot wear armor, and only use their magic staves as a melee weapon.
Cleric: the cleric is a devoted preist of some diety. they can cast spells, but the ast majority of their magic focuses on healing. they can easily stand alongside a warrior in combat, but are best suited for hanging back and healing their comrades. clerics can cast curative magic. they can weild maces, bows, and swords. they may wear light and medium armor.
Ranger: part of brave organization of merry men who live in the forest: the ranger is the master of verdant terrain. He has spent his whole life training with bows, so he does double damage with a longbow. Rangers may wear only leather armor, and wield naught but bows and longswords. Note that there may be only one ranger in a party.
Races:
-------
there are many different non-hostile peoples living in the world of delve, who often endeavor to aid humans in their fight against monsters. When you create your character, you may choose one of the races below, or human.
Dwarves: the stout mountain folk of the north, the dwarves have been a longtime ally of humanity. They are short, standing 4ft tall on average, with long beards. They favor the classes cleric and warrior. Dwarves have +3 HP, and know the secrets of brewing the infameous “Dwarvish Black Beer”
Elves: the fair folk have always been on neutral terms with humans, and even engaged in a minor war with them. After 10 years of uneasy peace, elves and humans have begun to intermingle again. Elves hate monsters, but also think themselves above humans. Their arrogence can sometimes get them into trouble. Elves get +2 to all checks involving diplomacy. Their favored classes are mage and rouge.
Gnomes: gnomes are a jolly race who makes their home in the lush green hills of the southern lands. They are small, and are the distant relatives of dwarves. Gnomes are the masters of mechanics, and have a knack for machines. They get a +5 on all checks involving working with machines.
Humans: you are one. You know what a human is, what one does, and what one looks like.
Ok. Now your character is done. There can only be groups of five. This is the way your post should go: >I swing mah mace at the troll
get it? You put a >, and then what you do. Your first few posts should be buying equipment, learning spells, ECT.
Monsters:
--------------
As the game implies, there are many types of horrible monsters dwelling in the world of delve, waiting for their chance to devour foolish adventurers. They are all different, and none are the same. But they can all be placed into the following basic categories:
Undead: anything that has been reanimated through the power of unlike. They take extra damage from holy spells and blessed weapons. Their appearance can vary greatly. Some examples are zombies, skeletons, vampires, and mummies.
Demons: rising from the dark pits of abyss, demons are some of the toughest foes an adventurer will face. They are strong and hardy, and hunt in packs. They take bonus damage from blessed weapons.
Humanoids: humanoids have the most beings categorized. They are anything that is in the shape of a human, but have some animalistic traits. Some examples are goblins, orcs, werewolves, and bodaks.
Humans: kind of self-explanatory.
Monsters always carry some form of treasure on their person at any given time, which can range from a few gold coins to gem the size of an ogres fist. Most of their treasure is horded at their layer. This is where a monster most likely goes after acquiring some form of wealth, so that they may add it to their collection. Consult the following chart to see what monsters are carrying:
TYPE LEVEL 1 LEVEL 2 LEVEL 3
Undead 10-15 gold coins, rusted weapons/armor 20-25 gold coins, intact weapons/armor, unlife ring 30-45 gold coins, high quality weapons/armor, rune of unlife
Demon Various demon parts (worth 5gp each) Various demon parts (worth 5gp each), minor fire scrolls Various demon parts (worth 5gp each), major fire scrolls, unholy weapons
Humanoids 20-25 gold coins, intact weapons/armor 30-40 gold coins, good weapons/armor 50-65 gold coins, enchanted weapons/armor, minor magic scrolls
Humans have special rules pertaining to tresure. Because of the wide variety of rolls that a human can fill in a dungeon enviorment, it would be impossible to make a complete chart of their tresures. Gennarly, they carry good weapons and armor, and maby some magic.
Equipment
--------------
every hero needs the tools to do his job, and the local blacksmith can usally fill in those needs. Here is a chart of weapons and armor sold at a basic blacksmith/armorer:
WEAPON NAME COST DAMAGE WEIGHT
longsword 15 gp 1-8 S
Short sword 10 gp 1-6 S
mace 20 gp 2-8 B
axe 18 gp 2-8 S
dagger 5 gp 1-4 S/P
quarterstaff 5 gp 1-6 B
crossbow 30 gp 2-8 P
longbow 25 gp 1-8 P
ARMOR NAME COST DAMAGE RESITENCE
Cloth armor 10 gp 1
Scale mail 30 gp 1-4
Chain mail 50 gp 1-6
Full plate 100 gp 1-8
ok. nnow your charecter is done. there can only be groups of five. this is the way your post should go: >I swing mah mace the troll
get it? you put a arrow things, and then what you do. your first few posts should be buying equipment, learning spells,ect.
here are some other rules/info about delve:
The Cosmos:
~~~~~~~~~~
The world is flat: for reasons unrevealed, the world is little more than a mass of rock, oddly shaped and covered with life and water and such. thus, it is possible to fall off the planet. but becaue you can breath in space(see next paragraph), you will simpley fall untill you hit another planet.many people have jumped off the world onto nearby asteroids to build cites, trading with the planet whenever their orbit takes them close enough.
Space is friendly: unlike the real world, delve space is more of a welcoming enviorment. it has oxygen, and supports life. it is not freezing either, rather a cool 68 degrees. nor is their pressure. there is however, still zero gravity.
The moon is a mystical place: the moon of the planet is composed of sand, held in place by a bizzare condition that gives the planet normal gravity. many people fly space-galleys to explore its ancient ruins. it is indeed cresent shaped, and contains the remanents of a once mighty civilization. being a popular destination for many, travel fare is cheap.
Karma
~~~~~~
Karma, in cause you dont know, is the theory of "what goes around comes around". this can and will effect delve in the manner told here: charecters with good karma find more tresure, get more girls, and have more followers. but charecters with bad karma get hit by traps, are a favorite target for monsters, and are disliked. the karma of your charecter is a hidden number. it starts at zero, and points are added and subtracted from it in a covert fashion by the Game Master.