How to start:
1. You are a newbie adventurer on a [grand?] quest! BUT! you are an utter and total noob with basic equipment and magic. If you are a noble, you've lost everything and you are starting from scratch. If you are a peasant looking for adventure, you've sold most of your meager belongings for pitiful equipment. In short, you are level 1 but you aren't afraid to reach level 100!
2. Character sheets:
Race: Human, dwarf, Elf, [A hybrid of the two], [Insert here but highly unlikely]
Appearance: [optional] Deviantart or describe it I suppose.
Backstory: Up to you
Class: Archer, Warrior, Cleric, Thief, Mage, [insert something else]
Equipment: Initial starting equipment will be simple and unnamed and provided to you by yours truly once you choose your class.
Ability: [3 Abilities only, includes Magic]
*Every level will grant an additional ability slot*
In the country of Valne among its many countrysides, lies the fair town of Bainwall where the sleepy inn The Iron Boar is located at. It is nighttime, and the citizens of Bainwall have begun to make their way back to their beds for tomorrow.
However, inside the inn, it is loud and rowdy. Business is good as the barmaids serve the drinks and food to the patrons on the first floor where the cafe is located at.
You will all make your way to the inn or you are already at the inn once your character sheets is done and okayed. Post away one you are there!
1. Dialogue does not cost a roll unless you are taunting the target.
2. Walking somewhere will not cost a roll.
3. If there is no lore provided for something or you want to add onto the lore, feel free to create the lore! More often than not, I will accept it and roll with it.
4. You die, you die. Unless...?
5. The die will not be tampered with and what you roll is what you get.
6. Things won't be escalating that quickly like the original R2D. Mostly.
7. Gold can be used in place of crafting/buying equipment. Each player starts with 10 gold pieces.
SUBJECT TO CHANGE: Die rolls, Monster life, Player life, etc.
Providing example of a roll:
We use a D20 die.
Monster goes first:
A thief is attempting to sneak attack Aurelia. A roll of 14 is needed to sense the thief from behind in time. Since she has the ability precognition, she adds a +1 to her roll. Aurelia rolls a 14+1=15, she senses the thief and turns her back around in time.
A more cinematic version will be something like this (can be done to all rolls):
As the thief cautiously sneaks up on Aurelia with his dagger drawn, Aurelia's precognition couldn't help but feel something bad was coming from behind her. She turned her head around just in time to see the dagger in the air about to come down on her back and rolls quickly out of the way.
With a successful roll, you may get a modifier.
In the event the roll failed, Aurelia will take damage and she may be tagged negatively.
Player goes first
Mark attacks the wolf with his shortsword.
Player rolls a 10 (skill modifiers would be applied here to increase success)
Wolf rolls a 5
Mark successful hits the wolf for 3d7 damage! (more on that later)
A failed arrack results in some monsters countering immediately. Others may not necessarily do so.
Mark attacks the wolf with his shortsword.
Player rolls a 10
Wolf rolls a 16
Player misses the wolf and the wolf bites Player's hand for 2d4 damage!
Player r2d with a 4
Wolf rolls a 7
The wolf bites the player's hand for 2d4 damage!
The same thing would work in the case of spells.
Player vs. Player
Up to the player's discretion.
Damage, Stats, Afflictions and Life Points (LP)
A weapon does xDy damage.
X=how many times you roll a die
Y=# of the sides the die has
So take the earlier example, a shortsword with 3d7 would roll 3 times from 1-7, meaning a possible result would be 4+5+1=10 damage to life.
The wolf has 20 life so now it would have 10. Another damage of 10 would kill it.
Damage modifiers from abilities would modify the X and/or Y values.
In the event a 20 is rolled during battle, the damage becomes critical hits which means it is twice as powerful. So a damage of 10 would be 20.
There won't be stat allocation with strength, dexterity, etc. unless people demand it. LP will be determined with a d32 roll. You cannot have less than 20 LP.
Afflictions are just modifiers that cab be inflicted by Players and monsters. They could be Fearful, Bleed, Poisoned, etc.,
Weapons will follow the xDy formula. Note that some creatures may have resistants to swords, hammers, spears, etc.,
Armor will either add to your dodge roll or lessen the amount of damage you take. Or it might not do anything.
Dead - out of the game unless someone specifically summons him. Cannot roll.
Near Death - could be revived accidentally or on purpose. -2 to all rolls.
Injured - not in the best shape. -1 to all rolls.
Vulnerable - off balance. -1 to Dodges.
Fine - nothing wrong here.
Good - feels pretty good. +1 to all rolls.
Great - things are going very well. +2 to all rolls.
Giddy - sick with happiness. +3 to non-Dodge rolls.
Prepared - ready for anything. +2 to Dodges.
Godlike - SOMEBODY STOP HIM! +3 to all rolls. Cannot be Killed, Exiled, or Injured.
All players begin Fine. If higher than Fine, will lose one rank each turn. If lower, action must be taken to raise rank.
If someone or something attempts to do something nasty to you, you have to Roll 2 Dodge. The die will be rolled for you to determine how much damage you suffer, if any.
In addition to being a qualified operator of the DIce of Power, I also represent the Celestial Court, to which you can appeal if you are Exiled for a couple of turns or if you feel you've been wronged. But don't count on it ^^.