This is an RTD set in my "Multiworlds:The Greatest of The Wars" setting.
The game has grown out of proportion and beyond my capabilities to reliably update it. Therefore, I deem it necessary that this particular instance needs to come to a close. Details in this post.
The GM (Game Master) posts a situation the players are in. The players then post their actions, according to the conditions GM sets. The GM then rolls for the actions' results, and writes them out in his post. Then the players post actions again, ad infinitum.
The action results are defined by a six-sided die roll:
: Epic Fail. Your efforts only worsened your situation.
: Fail. Your skills or luck were insufficient.
: Meager success: The situation didn't improve by as much as you have intended.
: Success: Your efforts were sufficient to achieve your goal.
: Epic Success: Your skills and luck have combined to ensure your success.
: Overshot: Your efforts were more than required for the goal's completion, and your luck is such that unfortunate side-effects are inevitable.
If at any time something threatens a player, that player may make a roll to avoid the threat.
For each action, any number of rolls may be made, as determined by the GM.
Primary causes for multiple rolls include, but are not limited to:
* Actions explicitly composed of multiple actions
* Actions that imply other actions that are not declared free
For every dodge roll, any number of additional rolls may be made, as determined by the circumstances, and any skills or special effects applied to the player.
Each successive dodge roll during a turn, unless it is a dodge against the same object or character, will get a -1 bonus.
If you are Stunned, Dazed, or otherwise receive a temporary penalty to overall or individual rolls, this penalty lasts until your next action is resolved, and not through the whole turn.
If you receive a long-term effect that has the potential to alter itself, you get an Effect Resistance roll immediately after your action is resolved to determine the spread and consequences of the effect.
If you are Unconscious, whatever penalty you receive will not reduce your roll score below 2, unless stated otherwise.
If you receive a mortal wound but are not killed outright, you need to pass a roll to dodge Death at the end of every turn. Only bad rolls here will provide penalties to survival rolls.
You can spend your turn to help another player achieve his goal. If your roll is higher, it is taken as the success roll for the action.
You can also spend your turn to botch another player's action. If your roll is higher, its opposite is taken as the success roll for the action.
In both cases, individual player rolls determine what happens to the players in the course of the action.
Additional Game Rules:
Permadeath is in effect. This means no "ghost" characters, but the player can still get raised and isn't kicked out at once. On a bright side, if you didn't get in the first player roster, you can take a slot once someone dies permanently.
Alright, that's about it with the rules.
You start lying on the cold floor of a metal cube, some 10 meters to a side, staring blankly into the ceiling. The ceiling glows, filling the cube with a uniform white light. You are wearing basic underwear of undiscernable make and material, but that's about it. Your head hurts slightly, from the inside, and you realise you don't remember much about yourself, though you do know a lot of things about the world you lived in. Of yourself, you only know your name, your age, and the fact that someone recently told you: "Find the keys and the task is complete. Good luck."Currently Active Players:
ZakoWaiting List so far:
Akhier the Dragon hearted
wolfchildCasualties so far:
Chaoticag (death by plot exposition while epically TK-blasting a pair of enemy battlemechs)