This game is always accepting new players. Just PM me your info (see below) and I'll fit you in as soon as possible.
Plot----------------------------------------------------------------The story begins with a group of goblins from the Clan of the Connected Mesh. Recently, their warcamp was attacked by soldiers from the nearby city or Bronzestar. They have taken this group prisoner, and are bringing them back to fight in their arena.
This game has little planned. It will be open-ended, for the forseeable future, but there will be spots where a character may choose to drop out, or new characters may join. I have certain things I want to include, but other than that, not much is planned out, and the story will largely be determined by your own choices. You may go where you wish, and do what you want.
Gameplay----------------------------------------------------------------There are four important stats that everyone has: HP, Attack (Atk), Magic Attack (M. Atk), and Defense (Def). M. Atk is just like Atk, but for spells instead of physical attacks. Each point of Def negates one point of Atk/M. Atk each turn. The remaining Atk/M. Atk lowers the target's HP.
When you lose all your HP, you are incapacitated. If you are incapacitated, any attack or damage will kill you, even if it would not penetrate your defense. However, any other character may use their action to revive you to 1 HP. If they are attacked, they will be unable to revive you. If you are attacked as someone successfully revives you, you will be revived before the hit will take place. If, however, you are attacked, and the reviver is also attacked, you will die.
Goblins typically start with 5 HP, 1 Atk, 0 M. Atk, and 1 Def. Each character may also have any number of abilities, which may do anything from giving you a permanent stat increase to letting you throw fireballs and more. I will decide, using your backstories, the abilities you start with. You may also acquire new abilities throughout the game.
Abilities also take the place of roles. If there is a teller among the group, he will have a healing ability. If your chief was one of the ones captured, he might start with slightly higher stats. Some characters might also be able to gain abilities that others would not.
There are three types of abilities: Active, Activated, and Passive. Active abilities you use as your action, just like attacking. Activated abilities you use once like an Active ability, and then their effects continue until you do something to stop them. The stopping conditions vary. Passive abilities are always in use.
Throughout the game, you will find new equipment and other items. Whoever helped get something is welcome to claim it. Items may be traded around.
Goblins can move into an adjacent room on their turn. They may also attack, interface with their environment in some way, or do something else like that. They can sacrifice their action for an extra move, but they can't enter and then exit a room they haven't been to.
As you've probably noticed, this system is a modified version of LoneStarNorth's. If you don't follow his games, you should.
Updating----------------------------------------------------------------You will have at least 24 hours to post before I update. It may be longer before an update, because my schedule is rather hectic.
If you know you are going to be gone for an extended period of time, you may choose someone to take over your character until you return. If you don't choose anyone, the first person to call it will take control. The person who takes over may still join the game whenever a spot opens up. If you are gone for a week, I will assume that you are unable to access the game for some reason, and someone will be allowed to take over until you return.
Character Information----------------------------------------------------------------Each character needs, to start, a name and color. You should also include a backstory. While this doesn't need to be very long, important details may benefit you. They may also hurt you. I may also draw upon backstory details for future plot developments. Don't worry about that too much, though. Just list what you think might be relevant, whether it's a favorite weapon, a mind-numbing fear of spiders, or an orc friend from your childhood who you've lost contact with. If I need more information about a topic, I'll ask. In addition, please try to keep your backstories from conflicting. If someone says they are the clan's Teller, they will be the Teller. If someone says they are the Chief, they are. You can dispute it, and if they're nice, they may change for you, but ultimately, whoever posts first is canon. Take advantage of the potential in your backstories.
Only the starting characters were required to be goblins. Note, however, that extremely exotic races might be harder to fit into the story. I will also be attempting to keep the characters relatively balanced. If you've got major abilities, you'd better have limitations to match.
There are two ways for a new player to join this game:
If you PM me your character's information, I will try to find a place for them to show up. Note that these characters do not have to be goblins, and they do not have to be connected to the Clan of the Connected Mesh. If you know where the group is planning to head next, you can write a reason into your backstory for your character to be there. I'll work with you to figure things out. That's the reason we need to do this via PM. You may be receiving information that the group doesn't have.
The second way is to take control of a shadow character. From time to time, I will insert a very roughly-outlined character into the story. I will tell you that anyone can take over it. You will then need to fill in most of the details about the character, making sure that it matches up with the information I've given about it.
Magic----------------------------------------------------------------Characters that can cast spells have the Magical ability, as well as a list of spells they know. Spells work like Active abilities. There is no MP or anything like that for you to keep track of. There are ways for characters to gain the Magical ability, if they don't start with it.
There are four disciplines of magic. White Magic includes Healing, Buffing, Light Blasts, and Resurrection spells. It is useful for supporting allies and taking on dark enemies. Black Magic includes Draining, Debuffing, Dark Blasts, and Necromancy spells. It is useful for weakening opponents and taking on light enemies. Elemental Magic includes Water, Fire, Ice, Earth, Lightning, and Wind spells. It consists primarily of powerful attacks. Sorcery includes Mana Blast, Telekinesis, Transformation, Summoning, Scrying, and Illusion spells. It is the most versatile discipline, with many spells for utility as well as combat.
While it's possible to learn basic spells from multiple disciplines, in order to learn advanced spells, characters must specialize. Casters who specialize in White Magic are called Clerics. Casters who specialize in Black Magic are called Warlocks or Witches. Casters who specialize in Elemental Magic are called Elementalists. Casters who specialize in Sorcery are called Sorcerers. After specializing, a caster will be able to learn all spells from that discipline, but will never again be able to use spells from the other three disciplines. Specialization can only be done in certain places after meeting certain criteria.
A second, deeper specialization is possible. This second specialization is purely beneficial. It increases the power of all spells in the caster's selected sub-discipline. However, the criteria for this second specialization is very demanding.
Obsidian Portal----------------------------------------------------------------I have an Obsidian Portal wiki for the game set up
here with all character info, items, abilities, spells, etc. Use it.