Imagine for a second, you signed up for an easy job with some scientist. For a large sum of cash he'd run a few tests on you. You wouldn't think much of it, right? Good money for relatively simple things. Only to be drugged and dragged off once you left the "Office".
Anyway, like most RtD's this is based on rolls of a dice. The standard 1-6 die.
The rolls are:
1: Total Failure: Usually has the intended action backfire in extreme ways
2: Failure: A failure, usually has little effect to you.
3: Partial Success: You get about half of what you wanted
4: Success: You got what you were going for.
5: Great Success: You got what you were going for, along with additional effects.
6: Overshoot: You got may have got more then you bargained for... Or needed.
I do have a few rules that you have to abide by, just to make things a bit more fair and even. Some actions will be done without a dice roll to accompany it.
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You'll start off with 100HP and exactly two lives.
Extra lives will only be awarded through trials and/or battles.
Once all your lives run out you are officially dead in the game.
You may have up to a +/- 2 to rolls.
You are allowed only 1 extra action.
You can remove the effects of overshoots temporarily.
You can regenerate up to 15HP per turn.
Most Positive Stats can only be obtained through items.
You can carry up to three of the same common item, this does not count toward the ten total.
You will find weapons/armor in the lab, there will be no summoning items. Summoning Minions can only be done through a special item.
You cannot guarantee the dice to roll on something.
You can have up to ten items in your inventory, in order to carry something else, you'll need to throw something away.
There will be no "Cleaving Universes in half" or "Connecting to foreign powers". You'll make do on what you have being a regular human.
If you are interested, post a reply with an In-game name and current status.
- Encounter Meter: Lets you know when you're about to be attacked, You can also be forced into a battle if you roll a 1 on an action roll.
- Battlefields: Areas affected by certain actions, can hinder or help those with certain magic/upgrades
- Ally Command: Just as described. Allies have a chance of following or ignoring orders depending on the circumstances/personalities/status/etc