If this post is tl;dr, basically you create a character and post what you want him to do, train up skills, and ascend a giant tower made of dice, presumably created by the God of Luck, Ecid. Kinda like DnD light, I guess.
First off, let's get to the rules.
1. Each turn, you have a maximum of two actions. One action is a "free" action, such as picking up an item or anything else that really shouldn't require a skill check (just ask me if it's a free action when you post your normal action). Normal actions are anything from attacking a monster to training skills to searching for items, or whatever you want to do that will require a skill roll (which is pretty much everything).
2. Dice rolls go as follows.
1. Epic failure. Whatever action you tried to preform fails miserably and backfires.
2. Failure. This could simply result in nothing happening, or enemies getting a counterattack.
3. Minimal success. While this probably wont' result in anything negative, it will rarely result in anything good.
4. Moderate success. A pretty good roll.
5. Perfect success. This will cause what you wanted to happen exactly as planned, with a bare minimum of side effects.
6. Overshoot. This will cause perfect success or beyond that, but also leads to a variety of side effects either good or bad.
3. The condition in this game is to ascend to the top of the tower.
4. Skills are trained either by use of them (assuming you have them) or posting an action saying you trained them. Broad attributes, such as strength and agility, are harder to train up than more specific magic or skills such as pyromancy or hiding, because they have broader effects. As you level up a skill, power, or attribute, you begin to get bonuses. Most skills start with a +1 roll to the skill, then another +1 bonus during certain conditions, and from there bonuses will vary. Using skills gets easier with higher ranks, but unless it's something incredibly easy to do (heal a cut on somebody's arm while being a grand master healing magician) twos will still always be failure, and nothing will prevent a one from being a failure (of course, by that point you have bonuses to rolls and you will never roll a one, but that's a different story).
5. You do not have to fully RP everything out. It will not help to write a 5000 word epic about how you cast a fireball at the fearsome monk, you will not get a bonus and you will not fare any better than somebody of the same skill who simply said "I cast a fireball at the monk." and got the same roll.
6. Without any kind of holding item or special bonus/mutation, you will not be able to carry more than two items, or one item if it is exceedingly heavy. You can wear multiple cloth items of the same type, but it is inadvisable or impossible to wear multiple suits of platemail, for instance. Being fully naked, while it may grant an agility bonus in some circumstances, will most definatly lower your charisma.
7. Control over allies is not complete. If people ally with the entire group, do not expect them to follow your commands unless you persuade them, and even still, they may disobey if it goes against their code, is absurd, or you prove yourself incompetent. Pets have the same restrictions, although depending on the intelligence of a creature they may obey commands to do dangerous things, and may also leave you for things you had no control over.
8. The point is to have wacky fun, and not to be overly serious. If you are killed, you can be resurrected, start a new character, or become a ghost. Fun!
9. Turns will last until everybody posts an action, within reason. If somebody fails to post their action after a couple days or so, I will play for them that round. After a few rounds, their character could be played by somebody else.
10. You can work together. If we have three healing units, they can all attempt to heal somebody gravely wounded to increase their chances of success.
11. Actions are done in the order that they are posted. If a conflict occurs (say, multiple people grabbing an item) the good 'ole D6 will be rolled to see what happens.
Some examples:
Let's just do a basic attack roll. A attacks B, and rolls a 1. He fails and trips, causing him to have a moderate concussion, lowering thought (IE training and logic) rolls by 1 for a turn or two. Character B retalliates, and rolls a four for his attack being made successfully. Character A rolls a three for dodge, which leads to the attack missing it's exact target (since this was only a four. A five or six attack roll would be less subject to mediocre dodge rolls) but still hitting in character A's lower arm. Character B rolls a 6 for damage, and hits the arm so hard the bone is crushed to powder (-1 to be healed, heavy brusing, inability to use the arm, -1 to thought from pain, drops all items in that arm, -2 to all actions involving his arm, bleeding, etc.). Character B, however, hit so hard he broke his own hand (-1 to any skills involving two hands).
Now for a less intensive example, training.
A novice pyromancer attempts to train pyromancy more (or any skill, really. Alchemy, Necromancy, ressurection, healing, controlling the tempature, earth manipulation, wind manipulation, gravity manipulation, whatever you want)
If he rolls a one, he lights his head on fire (heavy burn damage, extreme pain, -1 thought, chance to fail any actions due to a secondary pain roll)
If he rolls a two, he fails to learn anything.
If he rolls a three, he gains some experience, but since he's at a high level it doesn't give any appreciable effect (each "level" of a skill requires one more EXP than the last to train, and this is probably about one exp. From being a novice to being a pyromancer would be 2 exp, for example).
If he rolls a four, he gains some EXP. At novice, this is definatly enough to level up, giving him a permanent +1 on all pyromancy rolls.
If he rolls a five, not only does he level up, he's probably got some exp going to the next level as well.
If he rolls a six, he probably gets as much exp as the five, but may also have set some trees on fire or made an elemental minion of fire, depending on the surroundings, strengths, and what I roll for his luck (which will be a frequent roll as well, especially when things fail).
Also, for an example of overshooting something with more benign magic, trying to re attach somebodies leg with healing magic, but rolling a six, could cause the leg to be reattached but split into two legs, which would mean that normal pants could not fit the person and that they would have movement penalties or bonuses.
All these are just examples, and the game is much easier to explain by simply playing than by showing you these examples.
Now for the story:
You were going about your boring, skilless life as normal when suddenly you felt yourself teleported to a strange place. You noticed that instead of your normal garb, you were wearing a simple toga, offering little protection from the elements. In front of you stands a tower thousands of feet high and hundreds of feet wide and long, constructed entirely out of what seems like giant obsidian dice. The tower shoots up into the air through the clouds.
Around the tower are milling quite a few monks, with more inside. It seems the tower is their home, judging by the fact their robes all have small dice embroidered on them. One of the monks approaches you and a group of similarly dressed people, and says:
"Fabulous! We prayed to Ecid, God of Luck, for centuries and now he has finally sent us our adventurers! We seek to know the secrets of his mighty tower, and though we have fought our way through the base, none of our monks are brave enough to attempt to scale hundreds of feet up to the next story (Yes, it is a few hundred feet of spiral staircase to the next story. Deal with it. ;D). We have quite a few things around the lower floors to help you, but you will have to find those things yourselves. Edic has given us a great artifact, however, and we wish to present it to you. This is the Fortuna necklace. It will cause whoever wears it to have his luck greatly amplified."
Players:
Maximum 15.
Artifacts
So... sign up now!
Also, does anybody know how to make the default "Spoiler" message appear as something else?
EDIT: Actually, does anybody know the correct spoiler tags?
If this post is tl;dr, basically you create a character and post what you want him to do, train up skills, and ascend a giant tower made of dice, presumably created by the God of Luck, Ecid. Kinda like DnD light, I guess.
First off, let's get to the rules.
1. Each turn, you have a maximum of two actions. One action is a "free" action, such as picking up an item or anything else that really shouldn't require a skill check (just ask me if it's a free action when you post your normal action). Normal actions are anything from attacking a monster to training skills to searching for items, or whatever you want to do that will require a skill roll (which is pretty much everything).
2. Dice rolls go as follows.
1. Epic failure. Whatever action you tried to preform fails miserably and backfires.
2. Failure. This could simply result in nothing happening, or enemies getting a counterattack.
3. Minimal success. While this probably wont' result in anything negative, it will rarely result in anything good.
4. Moderate success. A pretty good roll.
5. Perfect success. This will cause what you wanted to happen exactly as planned, with a bare minimum of side effects.
6. Overshoot. This will cause perfect success or beyond that, but also leads to a variety of side effects either good or bad.
3. The condition in this game is to ascend to the top of the tower.
4. Skills are trained either by use of them (assuming you have them) or posting an action saying you trained them. Broad attributes, such as strength and agility, are harder to train up than more specific magic or skills such as pyromancy or hiding, because they have broader effects. As you level up a skill, power, or attribute, you begin to get bonuses. Most skills start with a +1 roll to the skill, then another +1 bonus during certain conditions, and from there bonuses will vary. Using skills gets easier with higher ranks, but unless it's something incredibly easy to do (heal a cut on somebody's arm while being a grand master healing magician) twos will still always be failure, and nothing will prevent a one from being a failure (of course, by that point you have bonuses to rolls and you will never roll a one, but that's a different story).
5. You do not have to fully RP everything out. It will not help to write a 5000 word epic about how you cast a fireball at the fearsome monk, you will not get a bonus and you will not fare any better than somebody of the same skill who simply said "I cast a fireball at the monk." and got the same roll.
6. Without any kind of holding item or special bonus/mutation, you will not be able to carry more than two items, or one item if it is exceedingly heavy. You can wear multiple cloth items of the same type, but it is inadvisable or impossible to wear multiple suits of platemail, for instance. Being fully naked, while it may grant an agility bonus in some circumstances, will most definatly lower your charisma.
7. Control over allies is not complete. If people ally with the entire group, do not expect them to follow your commands unless you persuade them, and even still, they may disobey if it goes against their code, is absurd, or you prove yourself incompetent. Pets have the same restrictions, although depending on the intelligence of a creature they may obey commands to do dangerous things, and may also leave you for things you had no control over.
8. The point is to have wacky fun, and not to be overly serious. If you are killed, you can be resurrected, start a new character, or become a ghost. Fun!
9. Turns will last until everybody posts an action, within reason. If somebody fails to post their action after a couple days or so, I will play for them that round. After a few rounds, their character could be played by somebody else.
10. You can work together. If we have three healing units, they can all attempt to heal somebody gravely wounded to increase their chances of success.
11. Actions are done in the order that they are posted. If a conflict occurs (say, multiple people grabbing an item) the good 'ole D6 will be rolled to see what happens.
Some examples:
Let's just do a basic attack roll. A attacks B, and rolls a 1. He fails and trips, causing him to have a moderate concussion, lowering thought (IE training and logic) rolls by 1 for a turn or two. Character B retalliates, and rolls a four for his attack being made successfully. Character A rolls a three for dodge, which leads to the attack missing it's exact target (since this was only a four. A five or six attack roll would be less subject to mediocre dodge rolls) but still hitting in character A's lower arm. Character B rolls a 6 for damage, and hits the arm so hard the bone is crushed to powder (-1 to be healed, heavy brusing, inability to use the arm, -1 to thought from pain, drops all items in that arm, -2 to all actions involving his arm, bleeding, etc.). Character B, however, hit so hard he broke his own hand (-1 to any skills involving two hands).
Now for a less intensive example, training.
A novice pyromancer attempts to train pyromancy more (or any skill, really. Alchemy, Necromancy, ressurection, healing, controlling the tempature, earth manipulation, wind manipulation, gravity manipulation, whatever you want)
If he rolls a one, he lights his head on fire (heavy burn damage, extreme pain, -1 thought, chance to fail any actions due to a secondary pain roll)
If he rolls a two, he fails to learn anything.
If he rolls a three, he gains some experience, but since he's at a high level it doesn't give any appreciable effect (each "level" of a skill requires one more EXP than the last to train, and this is probably about one exp. From being a novice to being a pyromancer would be 2 exp, for example).
If he rolls a four, he gains some EXP. At novice, this is definatly enough to level up, giving him a permanent +1 on all pyromancy rolls.
If he rolls a five, not only does he level up, he's probably got some exp going to the next level as well.
If he rolls a six, he probably gets as much exp as the five, but may also have set some trees on fire or made an elemental minion of fire, depending on the surroundings, strengths, and what I roll for his luck (which will be a frequent roll as well, especially when things fail).
Also, for an example of overshooting something with more benign magic, trying to re attach somebodies leg with healing magic, but rolling a six, could cause the leg to be reattached but split into two legs, which would mean that normal pants could not fit the person and that they would have movement penalties or bonuses.
All these are just examples, and the game is much easier to explain by simply playing than by showing you these examples.
Now for the story:
You were going about your boring, skilless life as normal when suddenly you felt yourself teleported to a strange place. You noticed that instead of your normal garb, you were wearing a simple toga, offering little protection from the elements. In front of you stands a tower thousands of feet high and hundreds of feet wide and long, constructed entirely out of what seems like giant obsidian dice. The tower shoots up into the air through the clouds.
Around the tower are milling quite a few monks, with more inside. It seems the tower is their home, judging by the fact their robes all have small dice embroidered on them. One of the monks approaches you and a group of similarly dressed people, and says:
"Fabulous! We prayed to Ecid, God of Luck, for centuries and now he has finally sent us our adventurers! We seek to know the secrets of his mighty tower, and though we have fought our way through the base, none of our monks are brave enough to attempt to scale hundreds of feet up to the next story (Yes, it is a few hundred feet of spiral staircase to the next story. Deal with it. ;D). We have quite a few things around the lower floors to help you, but you will have to find those things yourselves. Edic has given us a great artifact, however, and we wish to present it to you. This is the Fortuna necklace. It will cause whoever wears it to have his luck greatly amplified."
Players:
Maximum 15.
Artifacts
Spoiler: Click to View
So... sign up now!
Also, does anybody know how to make the default "Spoiler" message appear as something else?
EDIT: Actually, does anybody know the correct spoiler tags?