Stories are passed down from generation to generation in town about an ancient, towering manor. It's built atop a hill in the nearby forest, visible in the distance from the outskirts of the village. It's said to contain endless wealth and rare treasures... but then, some call it haunted. Others call it cursed. But you're not afraid... right? Right?
A group of adventurers enter the Moonlit Mansion, hoping to find riches and thrills. You start in the Foyer on the Ground Floor (0), and can explore a randomly-generated floor until you find the stairs to the next floor. But every floor is harder than the last, and you'll encounter tougher enemies as you go up. Along with enemies, you can find money and items in each room. Actions are resolved using the Fudge ruleset; that is, you roll 4 fudge dice (equal chance of +1, 0, and -1), add the results together, add any modifiers from equipment, and then add the relevant statistic. A final result of -4 or less is called
Abysmal, -3 is
Terrible, -2 is
Poor, -1 is
Mediocre, 0 is
Fair, +1 is
Good, +2 is
Great, +3 is
Superb, and +4 or more is
Legendary. There are six statistics:
Endurance,
Strength,
Agility,
Intelligence,
Senses, and
Charisma. Combat is resolved turnwise. For melee attacks, Speed is rolled against Speed with a 0 or greater required to land a hit. Damage is determined with Strength plus the weapon minus the opponent's armor. Negative damage is simply ignored. Ranged attacks function differently; the attacker's Senses is rolled against the opponent's Speed to determine chance to hit. If the roll is 0 or +1, it's a regular hit. +2 and +3 deals 1 extra damage for a well-placed shot. +4 or greater deals +2 damage for an expert shot. Damage is simply the weapon minus the armor plus the modifier. Bows are a special case: they usually have lower damage values, but involve a Strength roll. In either case, damage is subtracted from your max health, which is 25 + 5*Endurance.
Entire-party decisions will be taken by vote, but players move independently (although loot and items are still pooled). All you need to join is a name, a short description, and a list of your statistics, which must add up to Good (+1) at most with a maximum per stat of Superb (+3) and a minimum of Terrible (-3). The number of rooms you can move every turn depends on your agility. -2 or lower is 1/turn, -1 and 0 are 2/turn, +1 and +2 is 3/turn, and +3 or greater is 4/turn. Entering a previously-unexplored room will end your movement, though.
Players:- Roger Patterson (Rabbot32)
- Health: 30/30
- Equipped: Colt Revolver
- Location: Grand Hall, G0
- No status effects
- Endurance: Good
- Strength: Great
- Agility: Terrible
- Intelligence: Good
- Senses: Great
- Charisma: Terrible
- Darren Morris (TheEpicRobot)
- Health: 30/30
- Equipped: Nothing
- Location: Foyer, G0
- No status effects
- Endurance: Good
- Strength: Bad
- Agility: Terrible
- Intelligence: Good
- Senses: Mediocre
- Charisma: Great
- Walenti Luigi (Juncoph)
- Health: 40/40
- Equipped: Tennis Racket
- Location: Conservatory, G0
- Mentally handicapped
- Endurance: Superb
- Strength: Mediocre
- Agility: Superb
- Intelligence: Terrible
- Senses: Good
- Charisma: Terrible
- Franco DeJalopio (Doughboy)
- Health: 25/25
- Equipped: Nothing
- Location: Conservatory, G0
- No status effects
- Endurance: Fair
- Strength: Poor
- Agility: Good
- Intelligence: Superb
- Senses: Mediocre
- Charisma: Fair
- Whal Eio (kongo)
- Health: 40/40
- Equipped: Golf Club
- Location: Conservatory, G0
- No status effects
- Endurance: Superb
- Strength: Superb
- Agility: Terrible
- Intelligence: Good
- Senses: Mediocre
- Charisma: Poor
Items: (underlined items can be mouse-hovered, italicized items are already equipped)
- Colt Revolver
- Tennis Racket
- Golf Club
- .38 Rounds (12)
Enemy Log:Loot: 40G