Here is an idea I have for a game. It is actually based on another Board Game and it is to be whimsical and fun: The World of Crystalia: Super Dungeon Explore Long ago the gods created the world of Crystalia a world of beauty and slow handcrafted by the gods themselves. They filled it with all manner of creatures and watched them thrive. One of the most sacred of places created was Celestia, made high in the heavens for their children, the winged Celestians. It is a realm closer to the gods than any other. Celestia has long been a place of knowledge and peace. As the Celestian race dwindled, they retreated from the Floating Gardens, which soon overgrew into a lush rain forest teeming with life. Descendants of pirates and adventurers who traveled to the gardens in search of Celestian riches grew into the Tolo Tribe and now enjoys a life of rustic simplicity. As the Celestian race dwindled other races began to spring up: Humans, Dwarves, Elves, Halflings all came into being. Yet other races also came forth from the deep the Demonkin a race of demonic looking tricksters that have a hidden motive that no other race has deciphered. These races came into prominence during the second age and built many wonders such as the Arcadian Dunes. Lusting for power, Arcadia’s rulers sought to elevate themselves to the peerage of hallowed Celestia. The cataclysmic results left to the destruction of their once proud realm. Now the Colossus of Arcadia watches over the landscape of ash and sand with no one knowing what exactly happened to this ill land. During the third age Crystalia Castle built by the humans that is ringed with high walls, reaching towers, and sky piercing minarets, Crystalia Castle is the beating heart of the realm. Despite its name, Crystalia is not just a castle. It is also a sprawling and prosperous city, providing protection and security to those who call it home. So long as Crystalia Castle stands, the kingdome knows hope. At the same time the Elves, Halflings, and Fairies carved out a place in Fae Wood. Inside of the Fae Wood lives the Deeproot Tree. It is said that the Deeproot Tree sprouted every seed of every plant upon Crystalia. Wise travellers avoid the Fae Woods unless invited in or accompanied by one of the kin that live within. Finally built during this age is the Clockwork Cove. When rugged and pragmatic dwarven engineering was paired with gnomish curiousity and whimsy, true wonders were created. Now, the city of Areals is a rich and bustling port town. Peace and freedom was known throughout the land. This was all changed in the Fourth and current age, known as the age of adventure. A dark being entered into the world neither man nor any creature know, the being known as the Dark Consul began to spread his influence and corrupted parts of the world. He began creating monstrous creatures to do his bidding. In the center of the Scalding Sea he created the Consul’s Tower. A dark spire that thrusts towards the sky, it casts a shadow of despair across the land. The Nether Rifts spread like a disease, the sickly glowing chasms are whispered to be paths to the underworld where the Consul’s victims suffer eternal torment. Circling the dark realm stand the Grim Heralds: foreboding, living statues, whose gaze can kill an erstwhile Hero where they stand. It is in this age that our heroes live they come from all walks of life to heed the call of adventure and rid the world of the evils that hold the Consul to this world and give him his power. Will you answer the call? Our Heroes Fire Ember Mage Seasoned Human Female Hero The soul of the mage will reflect the power that they develop. Ember Mages are quick to anger, and wield terrible blasts of fire and brimstone. Their destructive magic is highly sought after by adventuring parties willing to take the risk. Attributes : Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6 Skills : Fighting d4, Healing d8, Intimidation d6, Knowledge (Arcane Lore) d8, Notice d8, Spellcasting d8, Taunt d6 Pace: 6; Parry: 4; Toughness: 7; Charisma: 0; Powerpoints: 20 Hindrances: Mean (Minor) Hot-tempered, Vengeful (Minor) Will burn to a crisp anyone that has offended her Edges: Arcane Background (Spellcasting), Power Points (2), Wizard Gear: Staff of Ember ( Fireball [PP cost: 2 or 4; Range 12/24/48; Duration: Instant; Damage: 2d6 {Medium Template} or 3d6 {Large Template}]), Cloak of Toughness (Armor: +2) Spells: Fire Bolt (PP cost: 1 per missile; Range: 12/24/48; Duration: Instant; Damage: 2d6 or 3d6; Trapping: Roll to see if the target catches on fire), Fire Wave (PP cost: 4; Range: Adjacent; Duration: Instant; Damage: 2d6, 2d8 (raise); Trapping: Roll to see if the target catches on fire), White Mage Potion (PP Cost: 3; Range: Touch; Duration: Instant; Trapping: Laying her staff on them cause them to remove a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering herself) Glimmerdusk Ranger Seasoned Elf Female Hero Deadly archers, the Glimmerdusk Rangers patrol the edges of the Fae Wood hunting any foolish enough to enter uninvited. With the rise of the Consul and the Nether Rifts advancing into their lands, the Rangers have begun to venture from their woodland realm. They offer their considerable skill to any who will take the fight to the Consul. Attributes: Agility d10, Smarts d6, Spirit d4, Strength d6, Vigor d6 Skills: Fighting d6, Knowledge (Nature) d6, Healing d6, Notice d6, Riding d4; Shooting d10, Survival d6, Tracking d6 Pace: 8; Parry: 5; Toughness: 7; Charisma: 0 Hindrances: All Thumbs (Racial), Vow (Minor) To protect the Fae Wood at all costs, Loyal (Minor) To all elf kind and their friends, Heroic (Major) Must help those who are in need no matter the cost especially in assistance to those of Fae Wood Edges: Fleet-footed, Low-light Vision, Marksman, Quick, Quick Draw, Steady Hand, Trademark Weapon (Fae-born Bow) Gear: Fae-born Bow (Range: 12/24/48; Damage: 2d6; Ammo: 20 [Roll a 1d6, on a 4-6 Arrow is recovered]), 20 Arrows , Elven Armor (Armor: +2) Hexcast Sorceress Seasoned Human Female Hero Trained in the dark arts of hexes and curses the Hexcast Covens are uneasy allies to the rulers of Crystalia. Nonetheless their potency in battle cannot be denied. Slowing enemies, shatering armor, and weakening their foes a Hexcast Sorceress can lay the mightiest low. Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6 Skills: Fighting d4, Knowledge (Dark Arts) d10, Notice d8, Hexcasting d12 Pace: 6; Parry: 4; Toughness 8; Charisma: 0; Powerpoints: 25 Hindrances: Outsider (Minor) Being from a school of the dark arts does not make her trustworthy Edges: Arcane Background (Magic), Power Points (3), Rapid Recharge Gear: Hex Staff , Plated Sorceress garb (Armor: +2) Powers: Hex bolt (PP cost: 2; Range: 8; Duration: 3(1/round); Trapping: You can lower any trait on the target enemy by 1 on a success and 2 on a raise), Magic Missile (PP cost: 1/missile; Range: 12/24/48; Duration: Instant; Damage: 2d6), Dragon Wing (PP cost: 3/6; Range: Touch; Duration: 3 (1/round) Royal Paladin Seasoned Human Male Hero From the high citadels, the worshippers of light are champions against the spreading darkness. Powerful warriors and healers, the Paladins have been at the front of the great confrontation with the Consul. Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 Skills: Faith d8, Fighting d8, Healing d8, Notice d6, Persuasion d8, Riding d6 Pace: 6; Parry: 5; Toughness: 9; Charisma: 0; Powerpoints: 20 Hindrances: Vow (Minor) Pledged to the holy order of royal paladins, Heroic (Major) To uphold good and alway help those in need Edge: Arcane Background (Miracles), Champion, Command, Power Points (2) Gear: Great Sword (Damage: 1d6+1d10; Special: -1 Parry, two hands), Plate Armor (Armor: +3) Magic: Iron Halo (PP Cost: 4; Range: 6 square aura; Duration: 3 (1/round); Trappings: All heroes that are within 6 squares of the caster gain 2 points of Armor on a success and 4 points on a raise), Healing (PP cost: 3; Range: Touch; Duration: Instant) Claw Tribe Barbarian Seasoned Human Female Hero Born of fire and hardship, barbarians come from the edges of the Dragonback Peaks. The hard lives they can scrape out of the rough earth and fiery landscape is meager at best, it is no wonder that many take to wandering. Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8 Skills : Fighting d8, Intimidation d6, Notice d4, Riding d4, Survival d8, Tracking d6 Pace: 6; Parry: 5; Toughness: 8; Charisma: 0 Hindrances: Clueless (Major) Does not know much about civility and the things of this world, Greedy (Minor) Must hoard and keep everything she finds and does not share with others, Illiterate (Minor) Cannot read nor write Edge: Berserk, Brawny, Elan, First Strike, Frenzy Gear: Great Axe (Damage: 1d8+1d10; AP: 1; Special: -1 Parry, two hands), Leather armor (Armor: +1) Hearthsworn Fighter Seasoned Dwarf Male Hero Resilient and unflinching in the face of combat, the Dwarven Hearthsworn are warriors without peer. Able to withstand injury that would fell any of the lesser races the Hearthsworn cleave through their adversaries bellowing insults and challenges foolish enough to face them. Abilities: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d12 Skills: Fighting d8, Intimidation d6, Notice d6, Survival d6, Taunt d6 Pace: 5; Parry: 4; Toughness: 11; Charisma: 0 Hindrances: Arrogant (Major) Being from a long line of great warriors he believes himself to be the greatest of his line, Death Wish (Minor) All of his kin died in glorious battle, he too wishes this for himself, Big Mouth (Minor) He loves to hear himself talk and boy can he talk Edges: Brawny, Hard to Kill, Improved Nerves of Steel, Nerves of Steel Gear: Battle Axe (Damage: 1d6+1d8), Dwarven Armor (Armor: +2) Riftling Rogue Seasoned Demonkin Female Hero Bred in the underworld, the Demonkin lend heroes to combat the Consul for their own closely guarded reasons. Master of striking from the shadows, the Riftling Guild adepts can find the chink in any armor. More importantly to many though is their uncanny knack to find the most valuable treasure in any dungeon. Abilities: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Climbing d6, Fighting d8, Lockpicking d6, Notice d6, Stealth d8, Streetwise d4, Teleportation d8 Pace: 6; Parry: 8; Toughness: 5; Charisma: 0 Powerpoints: 10 Hindrances: Outsider, Curious (Major) Always wanting to see what is behind the next door, Greedy (Minor) She likes to collect all of the loot she can Edges: Arcane Background (Super Power), Assassin, Ambidextrous, Thief, Two Fisted Gear: Dagger (2) (Damage: 1d4+1d6), Buckler (Parry: +2) Powers: Teleport (PP Cost: 3+; Range: Special; Duration: Instant; Trappings: Teleport yourself or another 10 spaces for each 3 PP or 15 spaces with a raise) Deeproot Druid Seasoned Halfling Hero Druid Sacred guardians of the Deeproot Tree, the Druids are fierce defenders of their revered realm. Druids can assume animal forms when doing battle. Often when magic and cunning have failed, animal rage can overcome. Abilities: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d4 Skills: Faith d6, Fighting d10, Healing d6, Knowledge (Nature) d6, Notice d6, Survival d6, Tracking d4 Pace: 6; Parry: 7; Toughness : 4; Charisma: 0; Powerpoints : 20 Hindrance: Short IRacial), Vow (Minor), A defender of the Deeproot Tree that can be called upon for it, All Thumbs (Minor) Does not use technical equipment Edges: Arcane Background (Miracles), Healer, New Power, Points (2) Gear: Leather Armor (Armor: +1), Serpent Staff (Damage: 2d6; Special: Poisoned with Paralysis Poison) Powers: Shapeshift (PP cost: 6; Range: Self; Duration: 1 minute [1/minute]; Trappings: Turns in the Angry Bear), Strangelthorn (PP cost: 2-4; Range: 6; Duration: Special), Briar Armor (PP cost: 4; Range: Touch; Damage: 3d6; Duration: 3 [1/round]) Angry Bear Some skilled Druids can take the form of a raging Totem Ursas - a mighty bearlike creature filled with nature’s wrath for the enemies of the Deeproot Tree. Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+4, Vigor d12 Skills: Fighting d8, Notice d8, Swimming d6 Pace: 8; Parry: 6; Toughness: 10 Special Abilities: Bear Hug: Bears don’t actually “hug” their victims, but they do attempt to use their own weight to pin their prey and rend it with their claws and teeth. A bear that hits with a raise has pinned his foe. The opponent may only attempt to escape the “hug” on his action, which requires a raise on an opposed Strength roll. Claw: 1d12+1d6+4 Size: These creatures can stand up to 8’ tall and weigh over 1000 pounds. The above are usable heroes if you would like to choose one of them, but this doesn't mean that you have to choose one of them. You can choose to make your own hero, but it should be a hero that would fit into the setting and that follows the style of whimsy and fun that the other heroes presented. There are a few races that are available in the setting that do not have Racial Feature in the Savage World book: New Race: Demonkin Bred in the underworld, this race is demonic in appearance, but can be found to be nicer than their form. Living deep in the underworld they concoct their own schemes for their own devices. Not much beyond this is known about the Demonkin. Grace: Demonkin are quick and agile. The start with a d6 in Agility instead of a d4 Hard to Trust: Due to their appearance it is hard for other races to trust them. Infravsion: Demonkin can see into the darkness. New Race: Gnomes Cunning and creative creatures that are filled with a sense of wonder and curiosity They always want to know what would happen if you put these two elements together. They are both inventors and alchemists trying to discover something new in everyday. Small: They a smaller than dwarves and even halflings. -1 Toughness due to their size. Curious: They cannot help but try new things just to see how they work, it usually gets them into trouble Quick: Due to their small size they have fast reflexes than one would expect. +1 Parry. Mechanically Inclined: Gnomes love working with machines, because of this they start with a d6 in Repair and a d6 in Knowledge (Technology) Inventor: Gnomes have great knowledge of working parts, there they gain a +2 to all Repair tests and when they roll a raise they repair it in half the time New Race: Celestians While the race has dwindled down to very few left, that doesn't mean that they are all but gone. Those that are still alive make a place for themselves in this world by making sure the Dark Consul does not lay claim to the world that their elder parents had given to them. Out of Touch: Celestians have been far removed from society and what is common knowledge to other is not so common to them. They have a -2 to all Common Knowledge tests. Flight: With their wings they can fly at a pace of 6. Mystically Empowered: Due to their linage they gain an addition +10 Power points when they pick up the Arcane Background (Miracles).