Inspired by Kitts starting up a D&D 3.5 session, I humbly wish to start my own RPG.<br/><br/>Attached is a Microsoft Excel program with all sorts of information necessary to play the game.<br/><br/><span style="font-weight: bold">How to play:</span><br/>First of all, I intend this to be like a traditional RPG like Dragon Warrior or Final Fantasy. We'll each take turns interacting, telling a story with our characters with the info the Dungeon Masters (such as myself) will provide.<br/><br/>First, opening the Excel file, let's look at Classes. There are 8 types of classes, which influence how you gain stats when you level up. Your character's traits and abilities MUST reflect their class. For instance, I don't want to see Wizards swinging around battle axes (in most cases) or Rogues conjuring up demons.<br/><br/>Next is the weapons and shields tab. I'm allowing plenty of character customization, so feel free to choose any weapons you want from the list... with reason, and keeping in mind your character's traits.<br/><br/>Now, onto Armors and Items. You pretty much make your own armors and accessories yourself, based off of whether or not your character has Heavy or Light armor. I have suggestions for materials, along with accessories.<br/><br/>I also have listed some ability ideas. You also make your own abilities, with reason and based on your experience. No "kill all enemies instantly 100% of the time" powers. EVAR. Because this is a vore site, feel free to put in vore powers. I know I am.<br/><br/>Next is a list of buffs and debuffs, the latter called Ailments.<br/><br/>Then there is a character sheet. If you have Excel, I want you to copy that sheet onto a new document and fill in the necessary info. The last tab is an example character sheet.<br/><br/><span style="font-weight: bold">What everything means</span><br/>First off, you'll notice there are four numbers like 1-2-3-4 in stats for the classes. When leveling up a character, a DM will roll a d4, and whatever number is rolled, that is the number of the ability given. For example, if one's stats are 1-1-2-3, and the DM rolls a four, then the 3 is what will be the leveled up number.<br/><br/>Next, we have our typical stats. HP is your life, MP is your magic. Power is how strong your attacks are, Guard is the amount you take out from damage before it's subtracted from your HP, Magic is the power of (most) abilities, and Valor is your Guard stat against magical attacks.<br/><br/>Also, the elements of spells in-game are Heat, Cold, Electric, Water, Acid, Cosmos (powers of gravity and radiation), Wind, Shadows, and Light.<br/><br/><span style="font-weight: bold">Starting information</span><br/><br/>Each character has a base stat of 10 HP, 2 MP, 3 Power, 0 Guard, 3 Magic, 0 Valor, so many XP (I need to see how much, and that'll be added on a later date), and 500 gold with which to buy items.<br/><br/>You must level your characters up twice so that your starting level is 3, not 1. Be honest with your rolls now!<br/><br/>Also, pick 3 Utility Abilities. These are essentially your character's talents, and can be anything you wish (within reason). I'll need them for writing out different things, such as obstacles to get past.<br/><br/>In addition, I am also posting a list of spells one can use.<br/><br/><span style="font-weight: bold">How to vore</span><br/>Pretty much, you have a percentage of a success rate to vore an enemy, such as 75%. One rolls a d20 and multiplies the result by 5. With a victim in your belly (or whatever), the victim loses 5% of their HP per turn before dying, and you gain  the amount of HP the victim has lost. You, however, take x1.5 damage, and your Speed is reduced by 3. Speed is pre-determined before each fight, from a roll of the d20, basically Initiative from D&D.<br/><br/><span style="font-weight: bold">How to fight</span><br/>Each player tells what is going on, and writes their specific action outside of their RP message. When all characters have made their moves, the DM writes out all the moves, according to the speed. With each physical attack, the DM rolls a d20 die or dPercentile dice (a d100 and a d10) to see whether or not the character gets a Critical Hit, in which case damage is doubled.<br/><br/>After all is said and done, the next round goes on, until one party wins.<br/><br/><span style="font-weight: bold">Outro</span><br/>If explanation is needed, by all means, feel free to ask. I am also accepting people to also take the role of DM. When enough people join and finish their characters with my consent, I'll post some 'shop' so you can buy items before the adventure, and we can begin.<br/><br/>Oh, yeah. I REALLY need extra DMs.