What is an Interactive Chat Roleplay? A chat Roleplay in a traditional RPG format in which a list of actions will be given to you by the narrator [me] in second person POV [You will be answering in a traditional Roleplay sense in third person POV]. Plot and additional information is as follows: Your characters have awaken in a dark and damp place with no memory of who they are or how they had came to be in a dungeon. That's right folks, you are in an rpg-physique dungeon that takes heavy influences from D&D and Shatter Pixel (among other dungeon crawl games)! Isn't that exciting? Here are some things you should know before we begin this lovely adventure: Possible Actions: These are obviously actions currently available, but not limited to, your character. These mainly drive scenes forward and not, by any means, meant to take away freedom to explore beyond what is given, though I recomend completing the list or face consequenses (this is more for plot purposes than actual discouragement). Example: Find a light source. Talk to your fellow companions. Take inventory. Decide on your next move. Event: Special events that have varied significants. Through these you learn relevent, or sometimes irrelevent, information, gain experience, oppurtunity to level up and/or earn skill points, and find loot. Lowest to highest: Event: You make a minor discovery. Event: You have the oppurtunity to gain expierence and/or loot. Mission. Event: Your character is in critical condition or is engaging in a high risk battle (i.e. boss battle). Missions and Quest: Like Possible Actions but instead of avoiding possible consequences when completed, an actual award is given. Skills and Abilities: These determine how adept you are at something. For the time being, characters are unaware of their stats but these can be revealed through minor discoveries. At the moment, your character is level one and upon discovering a stat, player should roll a 5 face die [command: /roll followed by the number of dice and the number of sides to each die (/roll 2d5)] to determine stat [apply bonus point/negative point as necessary]. Strength: measures your character's muscle and physical power. NOTE: At this moment in time your characters starts off with three items of your choosing. Dexterity: Measures hand-eye coordination, agility, reflexes, and balance. Constitution: Represents your character's health and stamina. Intelligence: determines how well your character learns and reasons. Wisdom: Describes a character's willpower, common sense, perception, and intuition. Charisma: Measures a character's force of personality, persuasiveness, personal magnetism, and ability to lead. Classes and Races: These will give you certain advantages and disadvantages [skill wise or personal short comings]. While one dis/advantage will be revealed in the beginning, the rest is for you to figure out. Each character has at three [hidden] each. No two characters should have the same class unless they are all taken. No duel classing. Other interactive plots: Compel Park Glory: Your characters wake up in their own beds in an empty house the day after finding strange, crystal-like objects. It's only do they leave their house do they find something odd with their town. Dice are optional. Viva la High School!: Your characters have been given afternoon detention but not all is at as it seems. They have twenty-four hours to escape or be stuck in an alternate dimention forever. Dice optional. Passage of time will be determined by rounds and actions. A Day in the Woods: You and a couple of friends decide to go camping, only to take a wrong turn, break down, and have your stuff stolen during the night by the local animal population who probably watched too much Over the Hedge. How will you survive? Dice optional.