Now I know this has been done before but this one is a multiplayer game with multiple people unlike the other ones I've seen.
This is based in the ages of old, a fantasy world where goblins and knights do combat on a daily.
Create your character, they can be anything here listed. It must be in this format:
Also as far as alignments go you are either good or bad (some character types give you the choice of being evil or good)
PM ME THIS! DON'T POST IT HERE! (Click to Show)
I will narrate how the story goes, you will just place in commands on what your character is going to do.
In combat with another character controlled by somebody you two will narrate create your battle by narration. EXAMPLE: Guy1: The skeletal warrior see's his foe and charges with a blood curdling roar. Guy2: My knight hears a massive roar and looks over to the right and the sight was frightening, a large skeleton running towards him in full armor with a blade that is gleaming in the sun. Guy1: The skeleton jumps up into the air and cuts into the knights arm. Then I come in to say the damage dealt: Guy2's knight character takes .2 damage, he goes from 5 blocks of health to 4.8... And so on and so forth till one character retreats or one of them is dead. This can continue on for a while.
People who are not playing the game must keep quiet unless they want to say something involving the game however not a command, in order to keep confusion out of the game use # in order to speak out of game questions.
There is NOT a set look for any character, they can look like whatever you want as long as it isn't absolutely stupid.
Some character's have automatic set skills/spells (example, the genie has wish granting powers, grants three wishes but as the saying goes... Becareful what you wish for)
NOTE in this story the hero DOES NOT always win. This isn't like those fairy tale stories, your character isn't immortal. YOU CAN DIE! Now you character does have a chance to win but one your on the bleak of death then don't narrate something to save you. Another player like a traitor serving under the dungeon master can choose to betray him now and save your life but if nothing can save you then nothing will save you. Cat's won't start raining from the sky to save you.
There is an experience level and a level up system here, you always start at level one and when you level up I will come up with two/three choices on what level up powers you get, you must choose which one you get and whichever you choose will effect you in the long run (example if you have the fireball spell and you level up, the choices are icy fire ball in which not only burns the enemy but causes cold damage as well or green fire which increases fire damage drastically. If you choose icy fire ball then the next one you get is fiery blizzard and if you choose green fire the next one you get is BLAZE. See what I'm getting at) the maximum level you can reach is level 5 in which I DRASTICALLY increase your skill/spell powers.
Spoiler (Click to Show)
Dungeon master: The big bad guy/girl of this story, the final boss. The person playing as the dungeon master gets to be as evil as possible, gets to choose what evil scheme is he/she going for (whether it be engulfing the world in absolute darkness or reining terror upon a civilization), the dungeon master gets his/her own evil home suited with monsters of his/her evil choice. Eventually will go into battle against the heroes. There can be 2 dungeon masters that are either working together or working against each other. (as the dungeon master you only have knowledge on who the special monsters are)
Special monster: Evil monsters that have leveled up to become special monsters, special monsters ALWAYS serve the Dungeon master, no if/ands/or buts about it, now as a special monster you are basically a mini boss that the heroes meet up with sometime in the forum game. You and the dungeon master must decide on when you intervene with the game's heroes. There can be multiple special monsters in one game. (as the special monsters you have knowledge on who the dungeons masters and heroes are)
Traitor: Can be good or bad, if the Traitor is good then for whatever time he/she wants, he/her serves the dungeon master but then later on stabs him/her in the back in traitorous move. If the traitor is bad then he/her sides with the heroes for a while but then at the last minute stabs him/her in the back in a traitorous move. Basically the traitor is one massive douche in this game. There can be only two traitor's in one game and they cannot be the same thing, one good traitor and bad traitor only. (as a good traitor you have knowledge of who the dungeon masters are, as a bad traitor you have knowledge of who the heroes are)
Genie: Can be good or bad, if the genie character you choose is evil then all of its wishes granted have negative effects towards heroes and positive effects towards villains, if the genie character you choose is good then all of its wishes granted have positive effects towards heroes and negative effects towards villains. YOU CANNOT WISH FOR IMMORTALITY IN THIS GAME OR MORE WISHES. (Don't get smart and wish for more genies) There can be two genies in one game but they must not both be the same allegiance. (as a genie you have no idea who anybody is)
The accursed one: An evil entity that cannot die and has no win condition, constantly messes the heroes up by summoning creatures and creating pain in the ass puzzles that the heroes must solve. The puzzles cannot be impossible to defeat and the monsters summoned must ALWAYS be the same level as the hero. The accursed one helps the dungeon master. (as the accursed one you have automatic knowledge of who the dungeons masters are)
The blessed one: Basically the good version of the accursed one, constantly helping the heroes in their quest. Summons things like an extra gold piece so they can buy equipment or create a trap that an overpowered monster can trip. (as the blessed one you startup with automatic knowledge of who the heroes are)
Townsfolk: These are for the people who don't want to have a big role or who just want to test this game out, these people can set their own goals on how to win, do not underestimate a townsfolk they can be crafty or even thieving. Townsfolk are almost always in a town of other townsfolk. They basically talk and such and have free roam. Townsfolk can become anybody who isn't supernatural like a rouge or a knight. They can join either the good or bad side. Townsfolk also have the power to sell neat things to heroes and villains to help them in the game. There can be multiple townsfolk people in one game. (as the townsfolk you have no idea who anybody is)
NPC Monsters: These are random NPC's that roam the wild in search of prey, or sometimes they can be humans searching a bounty. The shapes and forms that the monsters come in is infinite. At level one you usually come across weak monsters. Most of the monsters you come across will serve under and be created by the dungeon master but ones that I create will be random creatures you find in the wild. SOME MONSTER ARE TAMABLE!
NPC villagers: These basically are people that wander around in towns and villages, some serve no purpose but to get in the way but others can crack deals for you for some gold or a traded object. Some NPC villagers will give you quests that will give you experience and possibly items. But always quests will be dangerous so you have been warned.
More will be coming[/spoiler]
How will your HUD system look look, it will look something like this:
Name: Insert your characters name here
Health: Meh, 2.5 bars out of 5 bars, your starting to get low on health use a medikit/healing potion or a healing spell.
Mana: Your not a mage with spells so you don't use mana.
Stamina: You've been running too much and your exhausted, 13 out of 100, go find a bed and get some rest.
Equipment: two apples (will grant 5 stamina if eaten), 1 raw fish (needs to be cooked on a fire), one tinderbox (now you need wood in order to create a fire), 1 steel axe (meant for hacking wood AND monsters. grants 3 damage to monsters), chest plate armor (this may protect you from deadly blows to the chest but your stamina goes down faster)
Current carrying capacity: 45.6 out of 50, chest plate is currently the heaviest object you have, weighing at 24.
Current activity: Sitting down by a tree after a long day of slaughtering monsters.
Experience: 50 out of 200, your a level 2 and you need 150 more experience to level up.
YOU CHOOSE WHERE YOU START, the more specific on where you start the better I can narrate this story. If you are at a door and walk in then I say what you see.
If characters are separate from each other (they are in the same world though, they are just in different places) then their story will be separate until they meet with another character, if they meet up then their stories will intertwine with each other until they part ways and then their stories will be separate again.
Current players:
GamerXD (8)
Scarecrow
Smahley=)
The Organization
DigitalFlamer105
Available roles: NOTE this part will only update after all players are ready. This part is actually a bad thing to work off of when it comes to decided what players are what due to some of the slots will be NPC's rather real player roles.
3 hero slots are open (all heroes are taken)
2 dungeon master slots are open (all dungeon masters are taken)
2 traitor slots are open (2 traitor slot is taken)
2 genie slots are open (1 genie slot is taken)
Infinite townsfolk slots are open (24 townsfolk slots are taken)
1 the accursed one slot is open (1 accursed one slot is taken)
1 the blessed one slot is open (1 blessed one slot is taken)
Infinite special monster slots are open (40 special monster slots are taken)
Spoiler (Click to Show)
Mana: 170 out of 220.
Stamina: 50 out of 70.
Equipment:
A satchel (increases carrying capacity by 20, weighs 20. Joking it weighs 0)
A sickle (for harvesting plants and the heads of your enemies, deals 2 damage, weighs 3)
An energy stone (oddly weighs 0 even for its size, restores stamina to full twice before becoming nothing but a useless rock)
A bottle of water (weighs .3, restores 10 stamina)
Powerful wound healing salve (brings health back to full no matter how high your health is, weighs 1)
Two regenerative potions (heals you by .5 blocks of health every time you attack a creature or enemy for one whole day, weighs 1 total)
8 of spirit-boosting mushrooms (weighs .2 total, you can either siphon these to gain .5 experience points each, place them in a potion for health giving effects, or eat them to gain 5 mana regardless of your mana limit)
One potent herbal brew (once you drink this potion all spell's cost no mana and you gain 5 blocks of health regardless of your health limit, sadly the after one day the effects disappear and the negative effects kick in, your health drops down to 1 block regardless of how high your health limit is and your spells cost mana again, weighs 1.5)
Draknoa beans (very powerful drugs in this game, grants you nothing but a feeling of doing 5 pounds of cocaine, if mashed up into a powder can be blown into peoples faces giving them the effects of the drug, can be used in alchemy to create rage inducing potions weighs 0)
Bone axe (deals 5 physical damage, however after 4 uses instantly breaks beyond repair. Weighs .5)
2 bone daggers (deals 1 damage, breaks after 3 uses, weighs 0)
1 bone arrow (low quality arrow, weighs 0)
Bone meal (Used in alchemy to create dark based poisons, weighs .5)
Crushed up armor (basically useless now, can be sold but other then that its useless junk, weighs 10)
Leather armor (gives 3 extra health points, weighs 4)
Magical orb (a flying orb that increases mana by 20, stamina by 10, and health by 2 blocks. Weighs 0)
1 health potion (restores 20 health, weighs 1)
Frost poison (this poison can only be applied to a weapon, when target takes in this poison instantly deals 25 frost damage, weighs 1)
Dark descent (this poison can only be applied to a weapon, when target takes in this poison then the character will become absolutely blind for 20 seconds and lose all mana, if target is a holy creature or a creature of light then target will instantly obliterate, if target is a darkness creature or an evil creature then target gains 10 health, weighs 4)
Experience: 15 out of 20, you got 5 more experience left to go.
Current carrying capacity: 23.5 out of 40, your starting to get more and more over encumbered.
Current activity: On a ship heading to a far away land.
Gold: 3
(My comments: you have a ton of light weight stuff that all can be very useful, you've become a jack of all trades.)
Mr.S stats currently:
Health: 13.7 blocks out of 16 blocks
Mana: 100 out of 100
Stamina: 50 out of 100
Equipment:
A cut in half hat (weighs 0, your hat is ruined now)
A yoyo (weighs 0, seems to magically make time move faster around the character, also known as wasting time playing with a stupid yoyo)
Light armor (weighs 4, increases health by 3 blocks)
3 apples (once eaten restores 5 stamina, weighs .1)
Steel armor (gives 10 blocks of health and reduces physical damage by 10%, weighs 10, wearing it over your light armor)
Steel sword (deals 10 damage, weighs 4)
3 petty health potions (heals 5 health, weighs 3 total)
4 bottles of water (restores 10 stamina points, weighs 1.2 total)
one wooden bow (deals 1-5 damage depending on quality of arrow, weighs 1)
19 iron arrows (low quality arrow, weighs nothing)
Current activity: In pain healing from the damages done by the witch.
Experience: 0 experience out of 50 experience, you got 50 more experience to go
Current carrying capacity: 23.3 out of 50, your not over encumbered.
Gold: 25
Xate aorora's stats currently:
Health: 3 out of 3
Mana: 105 out of 250
Stamina: 10 out of 40
Equipment:
A magic staff (grants 50 mana and gives you the spell: Fireball which deals 5 physical damage and 5 fire damage at the cost of 10 mana, weighs 0)
Magical armor (aka THE Master, grants 2 extra health blocks and protects you from physical damage by 5%, this armor also seems to negate the weight of everything in your inventory, weighs 0)
Gauntlets (keeps your wittle hands from getting cold, weighs 0)
Shoes (do nothing but keep your wittle feet from getting cold in the winter, weighs 0)
Magical silk robe (decreases magic damage dealt onto character by 5%, weighs 0)
2 apple (restores 5 stamina, w