Hello all! This is my first RP on these forums, and it's a pretty light and simple one.
The action results are defined by a six-sided die roll:
[1]: Epic Fail. Your efforts only worsened your situation.
[2]: Fail. Your skills or luck were insufficient.
[3]: Meager success: The situation didn't improve by as much as you have intended.
[4]: Success: Your efforts were sufficient to achieve your goal.
[5]: Epic Success: Your skills and luck have combined to ensure your success.
[6]: Overshot: Your efforts were more than required for the goal's completion, and your luck is such that unfortunate side-effects are inevitable.
Basically, you can post what you want to do, and the GM will resolve it with dice.
*Note that if your action forces someone else to do something, your action will be disqualified that round. Ex. Bob: "Mitchell kills himself" *
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.
If you are Stunned, Dazed, etc. you will receive a temporary penalty to overall or individual rolls, this penalty lasts until something you, or someone else, does to fix it.
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.
You can also spend your turn to botch another player's action.
I will be the GM...
So- You wake in a expansive field, what do you do?
The action results are defined by a six-sided die roll:
[1]: Epic Fail. Your efforts only worsened your situation.
[2]: Fail. Your skills or luck were insufficient.
[3]: Meager success: The situation didn't improve by as much as you have intended.
[4]: Success: Your efforts were sufficient to achieve your goal.
[5]: Epic Success: Your skills and luck have combined to ensure your success.
[6]: Overshot: Your efforts were more than required for the goal's completion, and your luck is such that unfortunate side-effects are inevitable.
Basically, you can post what you want to do, and the GM will resolve it with dice.
*Note that if your action forces someone else to do something, your action will be disqualified that round. Ex. Bob: "Mitchell kills himself" *
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.
If you are Stunned, Dazed, etc. you will receive a temporary penalty to overall or individual rolls, this penalty lasts until something you, or someone else, does to fix it.
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.
You can also spend your turn to botch another player's action.
I will be the GM...
So- You wake in a expansive field, what do you do?