Post by Gravedust on Jun 5, 2013 22:03:15 GMT -8
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-Things You Should Know-
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You are an Overseer, a lowly underling of THE MASTER.
Your only task is to assist THE MASTER's even lowlier minions, the Wretches, as they scour the Underground for treasure THE MASTER desires.
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-On The Subject Of Wretches -
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Wretches are creatures born of magical processes and come in a nearly limitless variety of forms, from lithe and quick, to large and musclebound. They require little food, sleep less than an hour per day, and most can see in almost total darkness. Their skin is normally pale, though may be tinged a number of colors and can occasionally be multi-hued. Many posess lumious eyes, and often of two different colors. They tend to cobble together mismatched outfits from the bits and pieces they find in the Underground, and seem especially fond of covering their faces with helms or ornamented masks. Sometimes they smell of lemons. No one is certain why this is.
But perhaps best of all a Wretch's attributes is that they are eminently replaceable. This makes them extremely well suited for service to THE MASTER in the most dangerous parts of the Underground.
While naturally curious and inquisitive, they are also somewhat weak of mind and easily distracted, which is where you as Overseer enter into the picture. Your role is to ensure your Wretch sticks to it's task, working with other Wretches to brave the perils of the Underground and surviving (ideally) long enough to recover the treasure that THE MASTER desires.
It is the hands and feet. You are the eyes, and mind.
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-The Overseer's Board-
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Since you can hardly be expected to hold your Wretch by the hand and guide it through the Underground without getting that hand bitten off, an important tool has been provided you. The Overseer's Board is a scrying device the reveals the layout of the section of the Undergound your Wretch is working with. It will show you the basic dimensions and details of any room that has been explored, and also the location of any creatures, friendly and otherwise, that inhabit the area.
((Ordinarily I would show you a sample map, but I've only had time to make the map you'll be playing on and I don't want to reveal it... But trust me it's pretty self-explanatory. ))
The Overseer's Board will also record some simple information on your Wretch and the Wretches belonging to other Overseers:
+Wretch's Identifier
In order to be more easily discernable on the Overseer's Board, each Wretch is assigned an identifier. This is Wretch A.
+Overseer's Name
The name of each Overseer controlling a Wretch will appear above the Wretch's other information. In this case, I have put myself (Gravedust) in control of this Wretch.
+Spirit Shards (Shards)
This is a count of the number of Spirit Shards the Wretch has collected. Spirit Shards are crystallized soul fragments that are left behind when a living creature's life has ended, and as such they posess innate power. Shards may be used to boost a Wretch's abilities, as well as power certain spells. They may also be traded to other servants of THE MASTER in exchange for goods and services. Spirit Shards can be collected by killing the Underground's monsters, and can also be gained by other means.
+Health (H)
This represents the overall condition of your Wretch. If this number ever falls to zero, it means they have died. Wretches can receive healing to increase their Health, up to a maximum of 20.
+Attack Power (A)
This is a basic measurement of your Wretch's offensive skill at combat. The higher this number, the better the chance your Wretch will land a telling blow against an opponent.
+Defense (D)
This represents the Wretch's ability to dodge or block hostile attacks and avoid being injured by them.
+Movement (M)
This measures a Wretch's speed, measured in squares on the Overseer's Board. The higher this number, the further they can travel in a round. Wretches begin with a Movement of 4, though the fleetest have been known to have Movements as high as 10.
+Spellbrand (Spell)
While Wretches lack the capacity for true magic, due to their magical nature they make extremely good conduits for runic magics. Once a Spellbrand has been tatooed or carved into a Wretch's flesh or mask, they can harness the Rune to perform certain magical feats. If a Wretch is branded, the Spell they are engraved with will be listed. A Wretch may only have one brand at once, though they can be exchanged.
+Item (Item)
Wretches can carry useful items or equipment such as wands, lockpicks and pickaxes, though due to their scatterbrained nature they can only be expected to reliably keep track of one piece of gear at once. If they are carrying something, it will be listed here.
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-Improving your Wretch's odds-
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An inexperienced, unequipped and unbranded Wretch is a pitiable thing, and forcing it too deep into the Undergound will only lead to it's messy and certain demise. Fortunately there are a number of ways your Wretches can be hardened, adapted, and provisioned to survive the rigors of the Underground.
+Trainers
Wretchmaster Trainers are special agents of THE MASTER who specialize in enhancing the abilities of Wretches by imbuing them with the power of Spirit Shards, at cost in Shards equal to the level of training desired. For example, raising a Wretch's Attack from 0 to 1 costs 1 Shard. Raising it from 4 to 5, costs 5. From 5 to 6 costs 6.
Trainers can also apply Spellbrands, for a cost in Shards that depends on the brand. Not all Trainers know all of the available brands however. If a Wretch is branded with a mark a Trainer has not seen before, the Trainer may be able to learn to recreate it, thereby making it available for all.
+Healers
The lowliest apothecaries in service to THE MASTER have the task of healing Wretches in the Underground. 1 Shard is used up for every point of Health restored to a Wretch. A Healer can restore as many points of Health as desired in a round, up to the maximum of 20.
+Shopkeepers
Shopkeepers sell Items of utility and interest that your Wretches may purchase in exchange for Shards. They also sometimes pay for unique trinkets brought back from the Underground, though they never buy back the items that they sell. Bringing a shopkeeper certain special items may allow them to expand their inventory with new or improved goods.
+THE MASTER's Favor
When an expedition in the underground is going well, THE MASTER may see fit to allocate additional resources to the endeavor. When a Wretch first enters the Underground, Overseers may use Favor points in place of Shards to buy initial Stats, Items, Spellbrands and Health. Favor begins at 0 but can be increased by recovering Relics and defeating powerful creatures. Favor is cumulative and does not get used up.
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- On Commanding Wretches -
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When it is your turn to command a Wretch you will be Bound to one, which allows it to hear your commands across the vast spaces between you. As Wretches are easily distracted, you must make sure they are paying attention to you or they may not notice your orders. Make your words stand out, thusly, and also be sure to address them directly. Since there are often so many Wretches in a single area at once, common practice is to give them a Letter to stand for a name. Take note who your Wretch's letter, and always address it by that.
Additionally, Wretches most easily understand commands if they are stated simply, and separated into lines.
Here is a good example of orders a Wretch will find easy to follow:
Wretch A
>Move 2 South, 1 West.
>Attack the Rat to the East.
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- Commands your Wretch will understand -
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Your Wretch can perform ONE Movement, and ONE Action per round. (Anything more would be expecting a lot.) Here we shall discuss the commands for each and what they entail.
=====Movement======
+Move
Probably the most important Command is Move, which orders your Wretch to do just that. You can order your Wretch to move in any of the cardinal directions (North, South, East, West) and you should specify how many squares they should move. Since Wretches can become confused easily, you can only tell them to Move once per round, and it is not possible for them to start a move, perform some other task, and then complete the rest of their move. You can however tell them to perform some other action at the point where they are currently standing, and then move away.
There are also some other guidelines that govern Movement. Wretches and other friendly creatures will move aside to allow one another to pass, but enemies will impede a Wretch's progress implacably. It is not possible to Move through a square that is occupied by an enemy. Likewise, it is not possible to have a Move end in a square that is occupied by any object or creature, friendly or not. If the square you intended your Wretch to move to is occupied by the time it arrives, it will try to get as close as possible to the spot you intended.
Sample Movement Order:
>Move East 2, North 2, East 1
====Actions========
+Attack
This orders your Wretch to make an attack upon a hostile creature. Wretches carry hand weapons, and so the target must be in an adjacent square (Diagonally adjacent squares count) in order for your Wretch to Attack it. Make sure to specify what your Wretch should attack, to make sure it hits the right thing.
Sample Attack Order:
>Attack Rat to the North.
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+Use
This is a catch-all term that can be applied to objects in a dungeon (Doors, chests, etc) and also Items in the Wretch's Inventory. Obviously you must specify what is to be used, and in some cases further instructions are required.
Sample Use Orders:
>Use door to the East.
>Use Potion.
>Use Trainer, buy Attack
>Use Healer, buy 11 Health
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+Cast
This causes the Wretch to cast a Spell using their brand. Depending on the spell, you may need to provide additional direction.
Sample Cast Order:
>Cast Bloodboon on Wretch B.
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+Give
Orders your Wretch to give their Item to another. The creature they intend to pass it to must be adjacent to them. Note that if one Wretch is passing it's item to another Wretch, the recipient must not already have an item.
Sample Give Order:
>Give Pickaxe to Wretch B.
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+Drop
Causes your Wretch to drop whatever they are holding as their Item. Once dropped, most Items will be inexplicably swallowed by the ground and lost forever, so be very careful when using this.
Sample Drop Order:
>Drop Pickaxe.
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+Push/Pull
Certain large objects in the Underground are light enough to be pushed or pulled around by Wretches. If a Wretch is adjacent to one of these (But not diagonally) they can be ordered to Push or Pull the object. (This command counts as BOTH Action AND Move for that round. Your Wretch cannot Move and then Push or Pull.) Objects can only be pushed or pulled in a straight line. An object can be Pushed or Pulled up the the limit of the Wretch's Movement.
Sample Push Order:
>Push Wooden Block East 4.
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+Examine
Examine calls for your Wretch to carefully inspect an adjacent square. Wretches are extremely perceptive in the rare cases they concentrate on something, and will report on any traps or secret doors they discover. Examine can also be used to get more information about other objects in the Underground. Examining an unopened door might give some idea what's on the other side.
Sample Examine Order:
>Examine square to the North.
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+Say
Your Wretch will happily repeat any words you give it to pass on. Say is a seldom used command, and not required to communicate with other Overseers (since they can already hear you) but it has it's uses and some Overseers find it amusing. Make sure you specify what message your Wretch should say.
Sample Say Order:
>Say "She sells sea shells by the Seashore."
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-Creatures of the Underground -
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+ Monsters
The Underground seethes with hundreds if not thousands of dangerous creatures, and approximately 0% of them approve of your Wretch being there. Monsters come in a wide array of sizes, shapes, behaviors and various flavors of lethality. If they succeed in hitting your Wretch, they will reduce it's Health by 1, though some can hit harder. Most monsters can be dispatched by a single solid, well placed hit, though landing that hit can sometimes prove problematic. Monsters that have been defeated will be replaced eventually, (and occasionally with very little warning) and in many areas it may be advisable to travel in a group to avoid being surrounded and overwhelmed.
+ Champions
Champions are more powerful creatures than your average denizen of the Underground, and possess more formidable martial talents. It is best for only experienced Wretches to tangle with them, and even then a prolonged battle should be expected, as Champions can withstand multiple hits. Champions may reappear once defeated, though usually not after some time has passed.
+Overlords
Huge, terrifyingly powerful monsters that are more than capable of humbling even the most well-trained and well-prepared Wretch in combat. Best engaged as a group… Or not at all. Overlords almost never re-appear once defeated.
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-Dungeon Features-
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+Doors
Most chambers are separated from one another by doors. Opening a door takes an Action (Use Door) and will reveal the room on the other side, if it has not already been explored. Doors can be closed again if desired, which may stop some monsters, though others are smart enough to open them again and come after you anyway.
+Secret passages
The Underground is littered with secret rooms and passages, which can be discovered by using the Examine command, or by the use of certain spells.
+Traps
The Underground is also home to many dangerous traps that can injure or even outright kill your Wretch. They are normally invisible but can be uncovered through careful use of the Examine command, or with certain spells.
+Healing Pools
The glowing blue waters of these pools will slowly return life to a Wretch that bathes in them, though at a fairly slow rate and only up to a certain health level.
+Spellstones
Scattered throughout the Underground are large stones, engraved with glowing runes. Using one of these stones will Brand your Wretch with the associated spell, overwriting whatever brand they might already have.
+Runes of Translocation
These large glowing platforms can instantly transport your Wretch across the Underground, from one Rune of Translocation to another.
+Treasure Chests
Treasure chests may be found in certain places in the Underground, and contain coins, regular items, or unique items with unique effects. Treasure chests disappear once opened, but may re-appear later nearby. Note that if your Wretch is already in posession of an Item when they open a chest, it will only be possible for them to recieve Shards.
+Corpses
The carcasses of recently slain monsters (and Wretches) will remain visible on the board for a very short time, during which they can be interacted with using certain spells and items. Corpses disappear after one round, however.
+Spawn Circles
Dark runemarks signify points at which enemies may suddenly appear.
+Relics
Items of importance, subtle power or beauty that can sometimes be found about the Underground. Relics may be picked up as Items and carried back to a Shopkeep to gain Favor from THE MASTER. Relics are marked on the Overseer's Board as purple diamonds with white borders. Relics on the board do not block movement, but a Wretch or other creature may not stop in a square occupied by one.
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Mathcrafting and misc. Game info:
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The Attack roll is D10 + [Attack Power] vs. [Defense]
Exceeding the Defense value is a hit.
(If this seems terrifying where low-level Wretches are concerned, mobs near the beginning of the game can have a negative attack power modifier. They won't hit you every time even at 0 D.)
Since this is such a simple system, to keep life interesting mob stats will be invisible and the only way to find out how tough a creature is is to start a fight with it and see if it starts kicking your ass.
I reserve the right to modify mob stats (and basically every other facet of the game) from time to time, and while I won't reveal the values I will mention whether certain aspects have been buffed or nerfed.
Mob actions (in most cases are determined by some simple behavioral rules that can vary between mob types. Spawn location is also random though creatures will always spawn on spawn circles. (Respawn chance can vary by creature however.)