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, and the people running it want to hear what broke.

Classes
Two for the alpha: Reaver and Ranger. Assassin, Druid, Shaman and Sorcerer are due by beta.
Races
Two for the alpha: Human and Ngawitu, each starting in their own lands with their own opening quests. More by beta.
Levels
1 to 9. Past that the content runs out, for now.
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. A Ngawitu ranger and a human reaver, at different points in the alpha.

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.

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.
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.

Ready? Here's how to connect →