Nahztek-Shadowpath wrote:I might try to jump in on the new one. I’m kinda curious to see what Eldritch does with it.
I’m off tomorrow but it’s my only off day. So, I’m not sure when I will be awake... lol..
Well, let me lay down the law:
1). The game is called Dice of Fate, because every action you take, EVERY ACTION!...requires a dice roll that will determine the level of the action's success/failure. 10 is the middle point where the action succeeds normally, everything higher yields an increasingly positive result, anything lower yields failure to an increasingly negative result, with 1 being utter, devastating failure ending up with getting *$&%^# by a dragon or something, and 20 being uber victory where you get you're own harem......or something.
2). There are two exceptions to this rule. One is basic dialogue, just telling something to someone, conversing, etc. Only actions like charming, asking questions, and trying to intimidate someone requires a dice roll to succeed. The second involves combat with other player (yes, you can attack each other at will).
3). As for player vs. player combat, I wrote the rules a while ago. If there is any situation where two characters are in conflict (say one wants to steal from the other) the two players role. highest role wins. The higher the difference, the more in favor the action is to the winning player.
For instance, if say one of you tries to attack another player, and you both roll, a difference of 1-2 will lead to a light scar, nothing really damaging, a difference of 3-5 will lead to light wounding (15-25%), a difference of 6-10 medium wounding (30-50%), 11-16, heavy wounding (55-80%), 17-18, near fatal wounding (85-90%), and 19, instant kill by the most epic degree. Like, if there is a 1 vs. 20 roll, there will be a poem of badassitude of how badly the loser got killed.
I'm also going off of a percentage based health system, so everyone starts with 100%, unless they make a character that starts out wounded, like someone who just escaped a mutant attack or something. certain powers will boost health, and armor will be a percentage all it's own That absorbs all damage until it breaks.
Don't worry to much about dying. Everyone is immortal and will reincarnate after dying (I'll explain why later), buuuuuuuuut they restart back to how they were when they began.
3). Everything is legal. any action that is within reasonable plausibility can be done by the player. However, action that are unreasonable (not logically possible) can also be done, but must have a very high dice roll to succeed. Failing will result in.......something unpleasant.
Story: I haven't made the setting in great detail, was planning on world building as we went. Buuuuuut, just know that it's a heavy metal sci-fi post-apocalyptic fantasy that takes place on earth. Just about any character is possible just so long as 1) it's killable by normal means, 2) Is not unreasonably superpowered, and 3) must stay faithful to the role, as in oblige by it's established (by you) attributes and characteristics unless changed in game.
For instance, if you establish your character to be A pacifist who can't fight, then that character can in no way fight........UNLESS you roll a 20 (see rule breaking rule above), in which case the role will be temporarily disregarded, or I will contrive some outrageous situation where you still miraculously still obey the rules of the role. Just remember though, if that bi*ch die is even a 19, I will fu*k you silly for your sheer audacity, thinking you can try disobeying MY GAME RULES BI*CHES! Aside from that, it can be Zombie cyborg Jesus from the grave turned atheist and on a quest to murder his father for all I care.
Normality is a banality. Reality is a fallacy. Alter your perception, open your mind, and expand your world...with odd thoughts, eccentric beliefs, and an eldritch imagination.