In this realm you may create a new character to play for this game, but I would prefer you to use an existing one. Anywhere from one to four people may play in the same beginning area at a time. They can also travel the world alone or in a group, but due note that the more people there are, the tougher creatures, demons and challenges are. In the realm of fantasy there are creatures, treasure and more that will vary through your travels.
At the Beginning of the game, you will be at the village of Nahptra with three option of being born in the village, traveled to the village or transported into the village with no clue of how you got there. Depending on the choice of class you made, you will be suited to that class from equipment, stats and bonuses. Also you start with three classes, but can evolve your class with in game scenarios or when you level every three levels. You will then pick choices the player gives you to start your adventure. The first quest comes after you explore the village a bit, which can be a number of things for luck, but after that the village will fall under attack by an unknown enemy. Then your mission is to either defend the village or flee to a city.
As you progress through the game you will encounter stronger and stronger monsters. The fights are based on die rolls, but in order to survive, you’ll need to level up and beef your character up with equipment and more.
The turns work similarly to Nayru's vore battle, (VoreBattleRules) In that each player rolls the dice, and then RPs the result. However, it differs considerably from there. First off, instead of fighting to see who eats who, the battle is to incapacitate your opponent, who you may then devour or finish off at your own will. Both options having their own benefits depending on what creature you were battling.
Eating creatures may give you a small chance on either a bonus or curse. Which can be temporary or permanent depending on both your luck rolls and the roll of the GM. Trophies are gained from slaying them and can be used to craft various items, or can be sold. Some of them also have other uses. You could also just leave the creature be after beating them, which could result on a future event or something.
When fighting, the monsters will most likely start (unless the player gives you a chance), but how fights are played is the attacker will roll an Accuracy roll (1d20 +# from Dexterity Build) and a Damage roll (1d# +# from Weapon) against the defender’s Evasive build (A # + half of Speed Build (Level 1 Only) + Every 4 points after 10) and Defense (# Natural Defense +# from Armor). If the attacker wins that roll then whatever the damage and defense difference is, is the amount of damage the defender takes. (ie: Damage is 8 against Defense of 5 equals 3 hp damage to defender) However, is the attacker wins the Accuracy roll, but not the damage roll then the defender receives no damage as they practically blocked the attack. Although if the defender wins the Evasive roll, then they successfully dodges the attack and can initiate an attack themselves. Then the process repeats.
Winning: There is no really winning the game, it is a continuous game. On each adventure you will receive five lives to attempt to get through fifteen sections (Battles, Rooms, Events).
You can decide to leave the adventure and it’ll be counted as a win, but you will have to sacrifice either half of your currency or two items you earned in the playthrough.
Losing: Much like winning, there is no real losing except for the adventures. Once your five lives are up, you lose the adventure, but not only that, you lose any items you gained on that one adventure.
Preparing Your Character
In this realm, in order to survive it, you must prepare and be fully equipped for it. This will show you the beginning stats, equipment and perks to go with.
Stats:
Level: You gain levels by defeating creatures. For every level, you need to defeat two times whatever your level is. (ie Level 1 needs to defeat 2 monsters to level up)
HP: Is how much life you have before needing potions or healing. During an adventure you can request a rest, but you have a 50/50 chance of being attacked. HP increase with Constitution. (Info under Attributes)
MP: Is how much mana you have before needing potions or channeling. It also determines how much magic you can cast. During an adventure you can request a rest, but you have a 50/50 chance of being attacked. MP increase with Intelligence. (Info under Attributes)
Damage and Defense: This is how much extra damage you can apply with a 1d10 roll and how much you can resist damage. Damage increases by the damage indicator on the weapon or by certain traits for certain weapons (Info under Attributes) as Defense is increased by defense of your armor and natural defense built by Endurance (Info under Attributes).
Attributes: You will get 20 points to distribute out among the eight different attributes you have. Also each Attribute after 10 by 4 points will add a +1 to the respected roll/role that is involved.
Strength: Increases how much items you can carry by 5 and melee weapon damage.
Dexterity: Increases Accuracy rolls and ranged weapon damage.
Endurance: Increases Natural Defense.
Constitution: Increase HP.
Speed: Increases Evasive Stat.
Intelligence: Increases Magic rolls, MP and magic damage.
Luck: Increases Chances on Loot and Events
Charisma: Increases how rolls with talking with people.
Racial Benefits: Depending on the species or race you are playing for this game can give you benefits in the game for either rp purposes or combat or even both. Each player gets three beginning traits, and gain one for every ten levels, which is a luck roll to see if they are good traits or bad ones.
(New to my games!) Skills: Now during RPs or even combat turns depending on the situation you have skills that can happen. Each with benefits depending on how much you build them. All skills use a d20 roll plus half of the skills core. (ie Strength for Swimming: Strength is 12 = d20+6 for the roll)
Inventory:
The inventory is where you’ll keep all the items that you can’t use such as weapons, armor and etc.
The limit for the inventory is 25 items. Can be increased by Strength.
Journal:
This is where Quest are logged so you know what you have to do to gain money, items or a big fat prank (poor luck items).
Spellbook: Only Mages can have spellbooks to have spells to use during their adventures. You get to choose the school of magic you want and one of the three spells provide for the level you are at. (Level 1 will get three spells from a Level 1 Spellbook.)
Schools are:
Arcane
Elemental
Necromancy
Demonic
Nature
Light
Illusion
Currency:
Gold
Crafting Materials and Crafting:
Crafting Materials:
Crafting Materials are trophies or items which monsters have on person that when they are defeat or more so killed by you, they can be harvested for materials to craft into either food, potions, armor, weapons and more.
Crafting:
Crafting is the ability in town to make neat stuff from food to help heal you in battle to armor that can project you or much more.
Choices: Your choices effect the game after the first area. The village of Nahptra is a loop for beginners, but anything else you do will affect the game for others even though you aren’t playing with them. So choose wisely.