premise: you're a dryad and you live near an annoying town you go there to overwhelm it in undergrowth and new trees but the town is self-aware and every time you try turn it into wilderness it refreshes itself into a weirder shape monsters split into: - humanoids defending the place, as well as android police and weird technosuperheroes - demons, demigods and their worshippers - baelies which are sort of folkloric ghosts who can possess a person for good or ill - yombies which are the ghosts of computers and behave nonsensically in your eyes - demihuman creatures from under the street: awfs, cellar fiends - pseudo-elemental embodiments of various terrifying human virtues eq slots: head, shoulders, torso, legs, over-hands, feet and two wieldable slots one of which can be a shield or a magical focus plus an amount of jewelry based on yr attributes rather than traditional slots mundane armor weighs a certain amount which cumulatively cant increase something related to yr body attribute (no penalties etc you just cant do it) four attribute system: body mind spirit talent each starts at one; you can spend six points among them and none can go beyond four after that, multiply body mind and spirit by ten and choose a number of skill/spellbanks equal to talent which define yr character class (you begin with an essential Dryad spell bank) hp, sp, mp, resistances and magical capacity all derived from body mind and spirit regen chance is based on stats or guaranteed if yr standing by/in foliage on a level up you can bump one of your attributes by one or increase your class progression class progression governs which skills and spells you learn from your classes a roguelike where you can only re-equip yourself if yr standing by a tree you can also move through plant life once you plant a tree you can choose to move to the next dungeon level; no backtracking or shopping trees can also store items you've found dungeon levels contain respawn points for monsters tree-related actions usually require a number of turns to complete and can be resumed after being interrupted (by monster movement on screen) optional later stuff: gambits tied to magical equipment eg when they're equipped they add some sort of if x and y do z statement to a configurable tab of your character like a shield could have "if yr at full health and a monster hits you" and then you set whatever z is, ie, riposte or phase door etc