Darkest Dungeon is a rouguelike turn-based rpg where you command a team of heroes to slay monsters and explore dungeons in hopes of finding epic loot and gold. In this forum game you can command one of these heroes. While you have control of your hero to an extent, they may not always listen to you and instead choose their own actions. You can even team up with other heroes controlled by other users to explore the dungeons together.
While this may seem simple at first, there are many things you should keep in mind.
Your heroes are human
While in storybooks and legends heroes are the epitome of strength and character, you heroes are anything but perfect.
Your heroes will develop quirks and habits
Their quirks may be helpful or harmful to them and their party.
Your heroes are not invincible!
When they begin to loose too much blood or if they get eaten by a monster they will die, so be careful.
Your heroes have worries too!
People get stressed, even your heroes! Stress hinders their abilities and may even cause a heart-attack, so make sure you keep their spirits up just as much as you sharpen their blade.
To start simply fill out this form:
Name of Hero:
Describe your ideal dungeon:
THE BOUNTY HUNTER
A brutally efficient single-target executioner and crowd control specialist. For the Bounty Hunter, planning is key - mark targets for bonus damage or look for opportunties to capitalize on a stunned foe. He can also wreak havoc on an enemy party's order using his grappling hook, flashbangs and powerful uppercut.
Battle-hardened and stalwart, the Crusader has held the front lines in a hundred holy wars. He either attacks foes head-on with righteous fury, or embraces a melee support role by leveraging his powerful defensive buffs & off-heals.
THE GRAVE ROBBER
The Grave Robber is a versatile and nimble combatant, moving back and forth through the ranks with ease. She strikes without warning and retreats to the shadows, continuing her assault at range. If her throwing daggers and poison darts aren't getting the job done, she can return to the melee, buffed and slinging her pickaxe!
Wild, unpredictable, and utterly ruthless, the Hellion thrills to the spilling of blood! Her massive glaive affords her impressive reach in combat, while its razor sharp edge leaves lasting wounds on enemies. Certain skills leave her exhausted, however, and she may occasionally need to take a turn to recharge her adrenaline before entering the fray once again.
A rogue, a thug and a thief, the Highwayman has honed his skills with dirk and flintlock to devastating effect. Whether at range or in a melee, he is equally effective at dispatching his foes. Be it a grapeshot area-of-effect, or single target bleed, the Highwayman's skills focus solely on dealing damage in a variety of ways.
A lifetime of scholarly inquest into ancient and forbidden lore has opened the Occultist's mind to the powers of the void. Debilitating curses and maddeningly impossible support skills are his specialty. The void, however, is an unpredictable power, and consequently skills' effectiveness can vary dramatically, and usually come at a cost of light, or stress.
THE PLAGUE DOCTOR
A doctor, researcher and alchemist who prefers to hang back, eating away at her foes with stacking damage-over-time abilties like toxic clouds & plague-filled grenades. She is equally effective in a support role, blinding and confusing foes while enhancing a party's survival with damage-increasing tonics, and remedies for bleed and blight effects.
The warrior nun channels her zeal for battle into healing abilities, holy judgements and dazzling explosions of light. A strong backbone to any party, the Vestal can also hold her own on the front like with a powerful mace bash and close-quarters condemnations.
Combat is a power-ballad - a slow build up, and a grand finale! On offense, the Jester leaps to and fro in a bloody cacophony, positioning himself for a glorious end in the front ranks! Alternatively, he can hang back, delivering chilling melodies and unsettling riffs that terrorize his foes, and give strength to his allies.
A ruined man, a warrior, and a poet. The Leper is most effective when given a turn to focus himself before raising his massive blade. When he swings, it is all or nothing - crushing blows and massive damage or the empty whistling of a glancing blow. He is entirely self-sufficient, drawing strength from his life of trauma, and able to channel it into heals, protection, or unrelenting fury.
The Man-at-Arms is a seasoned veteran of combat, and has been rewarded for his toil with haunting guilt and stoic resilience in equal measure. Immovable, commanding, and focused, the Man-at-Arms breaks down enemy lines with his mace, buckler, and furious battle cries.
A runaway turned soldier, the Arbalest is the definitive backline fighter. Able to rain suppressing fire down on the enemy, snipe high profile targets and apply powerfully effective first-aid, she is a rallying point, a turret, a beacon in the dark.
A tough and uncommonly compassionate ex-lawman, the Houndmaster and his faithful Wolfhound work in tandem to bring down their enemies and protect the innocent. Together they stalk the back ranks, bursting forth in a flurry of harrying bleeds, gnashing teeth, and stunning blows. Should the tide of battle turn, they can support an ailing party by protecting the weak, and rallying the stressed.
How to Play:
After filling out the sign-up form you will be assigned a tutorial dungeon quest to introduce you to the rules. On the IC thread you will receive a description of your starting point and then be able to submit actions to guide your hero throughout his/her journey through the dungeons. You can submit any action you want, as long as it makes sense and is possible for your hero to do at the time. Actions can be phrased simply, such as: "Eat some of your food.", or more complex: "Eat half of your loaf of bread and a quarter of the meat in your backpack." While you can submit many actions at once, your hero may be interrupted between them. Monsters lurk around every corner and may interrupt your hero while they are focused on something else. After submitting an action, you will then receive a description of how your actions played out. Sometimes your hero will be effected by afflictions, or gain a quirk. In these cases, the change to your hero will be displayed in another color and displayed on your character's status report.
After completing your first quest, you will be presented with a list of available dungeons to explore. However, jumping right into the next dungeon may not be in your best interests. Your hero may need to rest in the church, hang out at the tavern, or just talk to the locals, in order to relieve stress. There is also the sanitarium, in which your hero can be cured of diseases and negative quirks they develop from seeing disturbing things in the dungeons. After you plunder plenty of dungeon loot, you may want to visit the nomad wagon where the locals sell various trinkets to help you on your quests. The blacksmith may also be a helpful place, where you can sharpen your blade and buy new equipment.
While you may want to dive into these dungeons alone, sometimes it's better to work together. While you may have to share your loot with them, it is safer to explore in a group, and you are less likely of being ambushed by monsters. You can trade items with each other, have conversations, and even try to patch each other's wounds. Be careful though, some hero's quirks and personalities may clash, you want to make sure they save the fighting for the monsters.
Preferred Personality: Inquisitive, cautious, snarky. Dr. K is a scientist who lives for the thrill of discovery. She pours through old books, eagerly investigates specimens, and willingly enters old ruins or dark holes. However, she's a doctor, not a warrior. She knows combat is inevitable in her line of work, but prefers to fight from afar, using mysterious brews and foul toxins she's either discovered or created herself. She may even be better at causing sickness than curing it. Although she is a doctor, she cares about science, not humanity. She has sworn to heal and help when necessary, but seems almost reluctant to do so. She is often cold, sarcastic, or downright insulting to others, but she acts this way so people will be more careful, and not get hurt, so she can keep studying rather than patch them up.
Describe your ideal dungeon: An old castle or underground bunker, filled with old knowledge and ancient treasure, guarded by strange creatures with fantastic abilities. A food court is optional, but welcome.
So... Will the 100 word guideline still apply? Will the player actually be typing up proper posts?
Unless gimme wants to change it, the player would not type up a proper post. Instead, they simply post a list of things to have their characters do and react to situations, which I would then post what happens. I hope that clears things up.
Here's your character's starting status report which will be updated after every IC action(s). I still have to work on the IC thread but once it's up you're free to start your adventure! (I'll have your tutorial dungeon description on the IC thread once I make it) Good luck!
So... Will the 100 word guideline still apply? Will the player actually be typing up proper posts?
It applies to Wizard who is basically writing according to instructions for each hero's actions. To the people who give the instructions it would be a little unfair to expect them to write 100 words just for a command.
It will look something like
Stab the Shambler in the eye.
Open the chest.
Run away from the Shambler because you learned your lesson in the mafia game.
Laugh at gimmepie whilst ignoring the Shambler.
Wizard then writes the story post according to those actions. I know that it is very different from what we typically allow in this section (and it did very nearly end up in the Playground as a result) but I'm letting Wizard run it here experimentally since it is technically a form of RP.