Rules:
Rules are Identical to Clonk's latest system, with the following changes:
1. The addition of the Intelligence (INT) stat, which adds to the damage of your spells and places a limit on the amount of active skills and spells you can have. You can not have more spells/skill than (INT/3).
2. The Defense stat (DEF) is replaced with Constitution (CON), and now provides 1 Def and 1 more HP per point.
3. The Resistance stat (RES) is replaced with Wisdom (WIS), and now, besides giving you 1 Res per point, will also increase the number of passive abilities you can have. You can not have more abilities than (WIS/3).
4. The removal of the Luck stat (LUK) and the critical evasion mechanics (CEv).
5. HP now costs 10 AP per point instead of 15. You also gain 1 more HP every time you level up.
6. You get 3 points to spend on your stats every level, instead of 2.
. If the GM gives you a cookie, you should write it down somewhere. They may have a special role later. You get them for identifying the bizzare references that pop up now and then, and for contributing to the story, among other things.
By the way, even if you don't meet the INT/WIS requirements, you can always have at least one passive and one active ability/skill/spell.
Also, traits (both negative and positive) ignore these limitations, but you can only acquire traits when you create your character.
Setting:
Mostly good old lighthearted dungeon crawl, the story is another bundle of cliches, bad jokes and Nethack ripoffs in the guise of a literary introduction, but meh. We all know this kind of stuff is awesome.
You can be anything you want. I usually put a limit on certain backgrounds or races. Not this time, go nuts.
Oh yeah, there's a little twist this time. See if you can find it.
Story:
You've spent the last few years under the employ of the necromantic lich lord, Deucce Baaj. Your job consisted of dwelling inside of his private dungeon (not that kind of dungeon... well... okay, sometimes...) and protecting an ancient artifact of great importance from any would-be heroes or profiteers trying to claim it.
However, you've had enough of Deucce Baaj's horrible terms. Be it the terrible food (and often lack thereof), the humiliating treatment (oh please, "Skeletal Friday?"), or the lack of a solid dental plan, you've made up your mind to end your binding contract prematurely. This... despite a slight hardship: Deucce Baaj is currently holding on to your soul until the contract ends, as part of the agreement, and retrieving it may prove difficult.
You have banded together with several of Deucce Baaj's other revolting* minions, who are just as frustrated by his terms as you are, and have together conjured a cunning plan to steal and use the artifact mentioned earlier in order to reclaim your souls. No one is certain what the artifact is, exactly, or what are its functions, as no one has yet to open the seals that protect the artifact's case. Everyone is pretty sure it is very powerful, though, and that should be good enough to fetch your souls back from that douch... I mean Deucce Baaj.
*(In more ways than one.)
You and the rest of the motley crew have all agreed to ditch your post today (cleverly leaving in your place a very lifelike cardboard cutout) and meet up with a depressive iron golem under the name of Gaunt, who has agreed to oversee and manage the execution of the plan and bring snacks. Gaunt's quarters are located on BF 23, just two floors above the very bottom of the dungeon, where the magnificent artifact resides.
Example character sheet... It's Gaunt! Yay for GM-inserted characters!
Gaunt, Level 01 Iron Golem Assassin [41] [Front]
Health: 22/22
12 Atk | 85 Hit | 15 Crt
13 Def | 12 Res | 12 Avd
Weapon: Pilfered Meat Knife (5 Atk, 70 Hit, 10 Crt)
Shield: Light Wooden Shield (1 Def, 1 Res, 10 Avd)
Armor: Iron Plating (6 Def, 5 Res, -10 Avd)
Spoiler: Inventory & Status
+ Stuff
+ Repair kits
Skills:
Repair [2/2] [60 AP]
Outside of combat, Gaunt can repair himself (or other golems and machinery) for INTx2 HP. Consumes a repair kit.
Chameleon [1/1] [65 AP]
Special mechanisms on Gaunt's shell shift his color to match his surrounding. He becomes invisible until his next attack. He can still be heard, though.
Abilities:
Crushing Despair [145 AP]
Gaunt's very presence is extremely upsetting, and his constant bickering and negative outlook on life pours out and affects everyone nearby. Enemies deal 4 less damage on their attacks and have -15 to hit, while allies, already slightly used to his depressing nature, only take a penalty of 2 to damage and -10 to hit.
Backstab [200 AP]
If Gaunt's target is unaware of his presence, he deals double damage on his attack. x4 if it's a critical hit.
Traits:
Iron Body [+10 AP]
As an Iron golem, Gaunt is too big to wear regular armor, and his body clanks, clatters, and shakes the ground slightly as he walks. All of his sneaking attempts take a 30 point penalty to their rolls if he's moving, and he has a -10 to his Avd. He can only wear loose armors such as robes.
His metal shell provides great protection, however, conferring him with 6 Def and 5 Res.
Also, healing items and spells only heal him for 50% of their listed effect.
Stats:
STR: 7
INT: 7 (2 Skills/Spells)
SKL: 5
AGI: 4
CON: 6
WIS: 6 (2 Abilties)
Misc:
HP: +6 [60 AP]
AP: 000
Background:
???