Skull Crash

Thirteen crystal skulls fell out of the sky seventy thousand years ago, and where they landed, people woke up. Empires grew around the seven that were found. Six are still missing, and something has begun coming through the gaps they left.

Skull Crash is a text-mode RPG played through a terminal: eighty columns of CP437 and sixteen colours, the way the scene has always done it. The world is written rather than generated. Combat is turn-based and cares where you are standing.

Where it stands

This is an early alpha. The world is small, the systems are not finished, and you will find rough edges. It is playable, it saves your character, there is no reset planned for this alpha, and the people running it want to hear what broke.

Classes
Four for the alpha: Reaver, Ranger, Sorcerer and Assassin. Druid and Shaman are coming.
Races
Two for the alpha: Human and Ngawitu, each starting in their own lands with their own road to walk. More by beta.
Levels
1 to the high teens, and the road keeps getting longer.
Found a bug?
Type report and what happened. It goes straight to the sysop, and during an alpha it is the single most useful thing you can do.

Five character slots to an account. Four filled here, one for each class that plays today, across both races and both roads.Header art by Zeus II / Mistigris.

Getting in

There is no separate address to connect to. Skull Crash lives inside Xibalba: connect to the board the way you would for anything else, then type SC at the main menu.

Run a board?

Your callers can play from your BBS, too. Skull Crash takes callers from other boards as a door: they arrive as themselves, with no second account to make, and their characters follow them from visit to visit. There are ready-made clients for ENiGMA½, Synchronet and Mystic, and one for any board that runs a STDIO or DOOR32 door.

Hooking up your board →

A look at it

Captured from the running game — these are real frames, not mockups.

The world is written, not generated. Every room is somebody’s work, and the people standing in it want things.
Combat is turn-based and positional. Every attack is a choice — there is no auto-attack to fall back on.
A sorcerer fights from a spellbook of its own. The classes differ in how they play, not just in their numbers.
Six primary attributes feeding twenty derived ones.
The journal tracks objectives and names who to return to, so nothing sends you hunting for whoever asked.
Gear, with the numbers shown rather than hidden.
A pack, a quiver that holds nothing but ammunition, and room for four more bags.

Ready? Here's how to connect →