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Roll To Dodge / Perplexicon: A New Arena: Ambition still doesn't pay.
« on: September 10, 2014, 02:31:21 pm »
Perplexicon: A New Arena
Welcome to Perplexicon: A New Arena (obviously based on Piecewise's Perplexicon).
This is my first time GMing anything. And I don't have much in the way of writing skills or creativity. Which means this is probably going to crash and burnin less than 5 10 pages soon when you guys get bored of it.
Welcome to Perplexicon: A New Arena (obviously based on Piecewise's Perplexicon).
This is my first time GMing anything. And I don't have much in the way of writing skills or creativity. Which means this is probably going to crash and burn
Spoiler: Story (click to show/hide)
I'm not good at stories, so: You are an ordinary person, who has been for reasons unknown to you spirited away into an arena of sorts. You are clothed in generic wizard robes and holding a copy of the legendary Perplexicon, which is as likely to help you here as it is likely to maim and/or kill you in horrible ways. The only thing you know for sure is that you might be able to get out of here if you kill enough people and steal their power. This wasn't partially ripped off the original Perplexicon at all. Really.
Spoiler: Magic (click to show/hide)
To cast a spell, say/pm me the words you have chosen to use. Do note how much pool you are dedicating to your spell.
Every point of pool is a d6 which I roll. For every 4 or 5, you gain 1 point, for a 6, you get 2 points. Rolling a 1 deducts a point. If the power of the words is equal or lesser than the score you've rolled, you successfully cast your spell. If it's greater, the lowest cost words are dropped until you can cast the spell. If all the words are dropped, your spell fizzles.
Also, you can always try engraving words into things and experiment with that. You still need to commit some of your pool to it for it to take effect.
If you manage to score higher than the strength of the words, the dice are rerolled and added to your spells total score.
Every point of pool is a d6 which I roll. For every 4 or 5, you gain 1 point, for a 6, you get 2 points. Rolling a 1 deducts a point. If the power of the words is equal or lesser than the score you've rolled, you successfully cast your spell. If it's greater, the lowest cost words are dropped until you can cast the spell. If all the words are dropped, your spell fizzles.
Also, you can always try engraving words into things and experiment with that. You still need to commit some of your pool to it for it to take effect.
If you manage to score higher than the strength of the words, the dice are rerolled and added to your spells total score.
Spoiler: Combat (click to show/hide)
When entering combat you obviously need to act.
An action can be casting a spell, slashing someone with a sword, commanding a creature to attack. You can cast a spell and attack using the object it created in one turn, for example - summon a creature and order it to attack your foe.
You can perform 1 physical (hitting someone in the face) and 1 mental (casting a spell, controlling something) action during a turn.
When performing an action I roll you a d6 and add your stat bonuses. The higher your roll, the better. Most of the time.
You can react to the actions of others using logical clauses - "IF <condition> THEN <action>". More than 2 clauses per turn will get -x to all of your reactions (x being amount of reactions, not counting the first 2). It's hard to think that fast.
Wearing protection will likely make it harder to maim you, and prevent "mistakes". Depending on what it is made from it may have different properties. Armor can be heavy though.
Weapons will make it easier to maim others. A 5 with a punch might knock someone out, but doing the same with a sword may cut off a limb.
An action can be casting a spell, slashing someone with a sword, commanding a creature to attack. You can cast a spell and attack using the object it created in one turn, for example - summon a creature and order it to attack your foe.
You can perform 1 physical (hitting someone in the face) and 1 mental (casting a spell, controlling something) action during a turn.
When performing an action I roll you a d6 and add your stat bonuses. The higher your roll, the better. Most of the time.
You can react to the actions of others using logical clauses - "IF <condition> THEN <action>". More than 2 clauses per turn will get -x to all of your reactions (x being amount of reactions, not counting the first 2). It's hard to think that fast.
Wearing protection will likely make it harder to maim you, and prevent "mistakes". Depending on what it is made from it may have different properties. Armor can be heavy though.
Weapons will make it easier to maim others. A 5 with a punch might knock someone out, but doing the same with a sword may cut off a limb.
Spoiler: The Book (click to show/hide)
Page 1
Varlt
Ilune
Aajvv
Oxclus
Vsnhae
Cuwbara
Deudaz
Yradn
Koyem
Ifihgew
Ewtuml
Aktdot
Raaqar
Gobiy
Asseb
Inlyv
Ucei
Ijztn
Sotzo
Vheao
Shaxug
Avxyb
Prex
Samru
Zeenyf
Alus
Culaa
Xigs
Hsak
Nabr
Kgivv
Vtajjiul
Twora
Fas
Vozro
Adbo
Neeqivi
Olrf
Vghri
Uboux
Denvv
Ywlat
Bazrnemhae
Efoje
Fevy
Fioye
Tsti
Zyr
Tyxeur
Vuxpi
Sivo
Deif
Iusica
Inu
Tii
Uuxe
Extsy
Isun
Feu
Indus
Nrsul
Tufyz
Ksirkttsye
Igaapp
Ibt
Zjay
Vofl
Cajul
Vjjcz
Oghrez
Boxam
Eddgon
Nerbsr
Dilgwan
Idkis
Fob
Varyr
Phaxg
Sevp
Page 2
Itn
Tyn
Abb
Qro
Isyeb
Lelob
Qrodhtvi
Iex
Bustla
Skad
Oum
Darulm
Ayale
Iydf
Ces
Niomh
Xiz
Nazksr
Hax
Obei
Xozym
Aug
Page 3
Zuvryen
Eodr
Zhi
Gae
Rama
Vur
Reuxyf
Fol
Dvvoz
Qia
Beqer
Eovt
Duah
Cuar
Lanc
Enphiun
Ehxenphiun
Zohnyb
Aygg
Aigi
Page 4
Azna
Awiif
Etus
Ktsay
Daah
Nejfh
Thiscc
Iwsoc
Aabr
Tijrn
Fmuso
Mimemabr
Geknrr
Szoer
Jogynsr
Uciua
Liivro
Tfiro
Gweoe
Hlar
Ptogm
Arnc
Wovl
Gadt
Legu
Zcvis-Efim
Ehxiuz-Efim
Iktyo-Efim
Niqm-Efim
Iyeg
Zofv
Gwebv
Latak
Wuej
Qaae
Imydl
Mtiu
Fiaxra
Agee
Oktop
Xavd
Nmubi
Fihx
Moak
Nyuik
Ipau
Byuf
Uyjj
Fkvyo
Yreag
Fiiqu
Xizjya
Eoie
Skiiyq
Veds
Hev
Hevar
Vedar
Ilut
Riflih
Page 5
Anhyel
Asux
Ylor
Hlolf
Qoami
Zrirar
Ouzv
Chyfa
Yyeenr
Alledf
Vyva
Fzon
Vim
Sliij
Yzron
Ual
Apv
Dyym
Pfen
Teeva
Vont
Tylh
Noyiel
Hoyiel
Etps
Vehc
Alsuo
Pafn
Avrja
Evrja
Fik
Otnvyi
Kxac
Akkwu
Vezpyx
Lassn
Iiuno
Iev
Fuyph
Erad
Rhrau
Sabn
Aep
Page 6
Xzcil
Adlio
Varrc
Icniw
Cald
Orpir
Sqar
Fvanq
Oaston
Tuzuv
Beffus
Tatod
Xiz
Oxr
Ceen
Aeex
Eeliw
Fioe
Lrii
Eakeia
Fex
Gidina
Ceeiz
Veeiz
Noz
Ferd
Umsar
Kolyr
Ivlagio
Rvai
Ziv
Eaxe
Iusix
Iyfiv
Touu
Pvax
Zetay
Bii
Aiah
Ayeh
Vivou
Huu
Zehs
Yonyuu
Leom
Ziidh
Esuyp
Yodacloud
Ocir
Sevit
Noxu
Bistup
Reiltas
Avokr
Chorenn
Acaer
Maqev
Cognax
Page 7
Yurif-Ert
Yurif-Urt
Yurif-Sef
Yurif-Cef
Yurif-Kii
Yurif-Qii
Uzra-Mav
Uzra-Me
Uzra-Iru
Uzra-Eru
Uzra-Lei
Uzra-Dev
Ark-Yue
Ebex-Yue
Yurif-Yue
Ainx-Twora
Ainx-Fevy
Vex-Lep
Kiu
Vzyu-Lep
Vzyu-Opi
Page 8
Zovh-Opi
Ztol-Opi
Xyo-Opi
Terudia
Dysage
Huo-Opi
Egx
Yon-Opi
Vue
Varlt
Ilune
Aajvv
Oxclus
Vsnhae
Cuwbara
Deudaz
Yradn
Koyem
Ifihgew
Ewtuml
Aktdot
Raaqar
Gobiy
Asseb
Inlyv
Ucei
Ijztn
Sotzo
Vheao
Shaxug
Avxyb
Prex
Samru
Zeenyf
Alus
Culaa
Xigs
Hsak
Nabr
Kgivv
Vtajjiul
Twora
Fas
Vozro
Adbo
Neeqivi
Olrf
Vghri
Uboux
Denvv
Ywlat
Bazrnemhae
Efoje
Fevy
Fioye
Tsti
Zyr
Tyxeur
Vuxpi
Sivo
Deif
Iusica
Inu
Tii
Uuxe
Extsy
Isun
Feu
Indus
Nrsul
Tufyz
Ksirkttsye
Igaapp
Ibt
Zjay
Vofl
Cajul
Vjjcz
Oghrez
Boxam
Eddgon
Nerbsr
Dilgwan
Idkis
Fob
Varyr
Phaxg
Sevp
Page 2
Itn
Tyn
Abb
Qro
Isyeb
Lelob
Qrodhtvi
Iex
Bustla
Skad
Oum
Darulm
Ayale
Iydf
Ces
Niomh
Xiz
Nazksr
Hax
Obei
Xozym
Aug
Page 3
Zuvryen
Eodr
Zhi
Gae
Rama
Vur
Reuxyf
Fol
Dvvoz
Qia
Beqer
Eovt
Duah
Cuar
Lanc
Enphiun
Ehxenphiun
Zohnyb
Aygg
Aigi
Page 4
Azna
Awiif
Etus
Ktsay
Daah
Nejfh
Thiscc
Iwsoc
Aabr
Tijrn
Fmuso
Mimemabr
Geknrr
Szoer
Jogynsr
Uciua
Liivro
Tfiro
Gweoe
Hlar
Ptogm
Arnc
Wovl
Gadt
Legu
Zcvis-Efim
Ehxiuz-Efim
Iktyo-Efim
Niqm-Efim
Iyeg
Zofv
Gwebv
Latak
Wuej
Qaae
Imydl
Mtiu
Fiaxra
Agee
Oktop
Xavd
Nmubi
Fihx
Moak
Nyuik
Ipau
Byuf
Uyjj
Fkvyo
Yreag
Fiiqu
Xizjya
Eoie
Skiiyq
Veds
Hev
Hevar
Vedar
Ilut
Riflih
Page 5
Anhyel
Asux
Ylor
Hlolf
Qoami
Zrirar
Ouzv
Chyfa
Yyeenr
Alledf
Vyva
Fzon
Vim
Sliij
Yzron
Ual
Apv
Dyym
Pfen
Teeva
Vont
Tylh
Noyiel
Hoyiel
Etps
Vehc
Alsuo
Pafn
Avrja
Evrja
Fik
Otnvyi
Kxac
Akkwu
Vezpyx
Lassn
Iiuno
Iev
Fuyph
Erad
Rhrau
Sabn
Aep
Page 6
Xzcil
Adlio
Varrc
Icniw
Cald
Orpir
Sqar
Fvanq
Oaston
Tuzuv
Beffus
Tatod
Xiz
Oxr
Ceen
Aeex
Eeliw
Fioe
Lrii
Eakeia
Fex
Gidina
Ceeiz
Veeiz
Noz
Ferd
Umsar
Kolyr
Ivlagio
Rvai
Ziv
Eaxe
Iusix
Iyfiv
Touu
Pvax
Zetay
Bii
Aiah
Ayeh
Vivou
Huu
Zehs
Yonyuu
Leom
Ziidh
Esuyp
Yodacloud
Ocir
Sevit
Noxu
Bistup
Reiltas
Avokr
Chorenn
Acaer
Maqev
Cognax
Page 7
Yurif-Ert
Yurif-Urt
Yurif-Sef
Yurif-Cef
Yurif-Kii
Yurif-Qii
Uzra-Mav
Uzra-Me
Uzra-Iru
Uzra-Eru
Uzra-Lei
Uzra-Dev
Ark-Yue
Ebex-Yue
Yurif-Yue
Ainx-Twora
Ainx-Fevy
Vex-Lep
Kiu
Vzyu-Lep
Vzyu-Opi
Page 8
Zovh-Opi
Ztol-Opi
Xyo-Opi
Terudia
Dysage
Huo-Opi
Egx
Yon-Opi
Vue
Spoiler: The Arena (click to show/hide)
Level 1
Level 2
Level 2
Spoiler: Stats (click to show/hide)
You have 19 points to spend on your character. Killing a magically inclined being (that wasn't created with a spell) gives you a part of their soul - you gain an additional point to spend, along with any points they have gained before.
Keeping a stat at 0 will get a -1 to rolls. Every 3 points is a +1 bonus to rolls.
STRENGTH - Damage from physical blows, lifting things, wearing heavy armor, etc.
DEXTERITY - Hitting accurately, sneaking, balancing and the like.
SPEED - Seeing who acts first, dodging, running away and such.
ENDURANCE - Enduring damage, continuing to fight when injured, minimizing debilitating effects, etc.
WILL - Helpful for things that require a strong mind, like not being mind puppeted or controlling things.
POTENCY - Power and your capacity to cast spells. And determines your max pool.
Keeping a stat at 0 will get a -1 to rolls. Every 3 points is a +1 bonus to rolls.
STRENGTH - Damage from physical blows, lifting things, wearing heavy armor, etc.
DEXTERITY - Hitting accurately, sneaking, balancing and the like.
SPEED - Seeing who acts first, dodging, running away and such.
ENDURANCE - Enduring damage, continuing to fight when injured, minimizing debilitating effects, etc.
WILL - Helpful for things that require a strong mind, like not being mind puppeted or controlling things.
POTENCY - Power and your capacity to cast spells. And determines your max pool.
Spoiler: Character Sheet (click to show/hide)
Name: (optional)
Description: (optional)
Background: (optional)
STR -
DEX -
SPD -
END -
WIL -
POT -
Status effects: Leave this blank
Inventory: Leave this blank
Location: Leave this blank
Description: (optional)
Background: (optional)
STR -
DEX -
SPD -
END -
WIL -
POT -
Status effects: Leave this blank
Inventory: Leave this blank
Location: Leave this blank