This thread is an authorized sequel, not in story, but in gameplay, to G Tech Corporation's original As Luck May Have It. All credit for the original concept and system go to him.
Welcome, players! As you may have guessed, this is a luck based RPG. You take the roll of a character thrust into mysterious circumstances, in an entirely unfamiliar land, one of many who have converged upon this strange location. Players of all experience levels are welcome.
Each round will last for approximately 24 hours, during which you (in fact, all the players) will announce the actions of your characters. These may be any length, or writing style- so long as you follow the rules, I'm fine with it.
For each action you take, I will cast two dice and add their scores. Add any applicable modifiers, and you have your score for said action. Scores nearing twelve indicate more favorable circumstances... while the one's and two's suggest misfortune and injury. I will post the results of each player's actions at the end of each round (meaning sometime late in the day, or when everyone has posted).
Some actions may involve multiple skills, and therefore, multiple die rolls. For most actions, though, they use the following equation:
1 Grievous Failure: Whatever you were trying to do, you failed in the most tragic (comical) manner possible, resulting in spectacular death and/or mangling. It wasn't a matter of luck; your own personal failings brought you here. I would feel sorry for you, but that was beyond pathetic.
2 Failure: Lady Luck didn't so much smile upon you, as flash a wicked grin. And punch you in the gut. And break your legs.
3 Failure: On the one hand, you (probably) are going to survive this one. On the other... well... It's no longer attached to your arm. How unfortunate.
4 Failure: Yeah, you managed to evade serious injury, but things took a turn for the worse. You probably just dropped the Green Key in a chamberpot, or woke Fluffy.
5 Failure: Nothing really happened. Congratulations, you wasted a turn.
6 Success: You didn't manage to do much... but on the upside. you didn't lose any limbs this round.
7 Success: Hey, you sort of accomplished that last action. I suppose you deserve a ribbon, because you're a winner too.
8 Success: Now we're getting somewhere. Not anywhere spectacular, but somewhere nonetheless. Maybe there's hope for you yet...
9 Success: I rarely say this, but I am impressed. You have truly succeeded at whatever it is you were doing, and for that I respect you. Good job.
10 Success: Your triumph was so great that bards and minstrels shall sing of this victory for years to come! Your very name shall inspire deafening cheers from tavern goers… or at the very least, I’ll congratulate you.
11 Success: Not only did you get Ye Flask, but you did so with the precision and grandeur of a lesser god! Where others would have fallen flat on their face, you excelled, your superior attributes yielding satisfying results. Even I feel humbled in your obviously divine presence.
12
G-Tech Corporation wrote:Winning: Whatever you did was just taken up to 11. I think that's good? Here's hoping it didn't go too right.... You might have pulled a Charlie.
Each character will have their own stats, skills which affect their ability to perform actions. A score of 6 in a skill means that for any die roll relevant to that skill, no modifier will be applied (see the equation above). You only have 24 points to allocate among your skills, so you will start the game with multiple negative modifiers. But fret not; you will have numerous chances to improve your stats during the game. However, the opposite is also true. Injuries, conditions, and general mood can all reduce your stats.
Finally, standard roleplay rules apply. My word is law, and any attempts to disobey will end badly for your character. Player versus player combat, and even murder, is completely acceptable, so don't expect me to save you from your "teammates". I suppose I'll throw the overused "have fun" requirement in there too.
"Wishing" for things is strictly forbidden, and I will not abide it. And because the setting will be unfamiliar, you are not allowed to "suddenly remember I left a sword under that rock 3 years ago".
NOTE: While specific "magical" abilities are OK, I will not accept any new strictly wizard characters unless they are truly unique.
Newly accepted characters will make their first move on the round following the one in which I accepted them- so if your app is accepted during round 2, you enter on round 3. I will write you a character entrance on your first round.
Skill Points Available: 24
Name:
Gender:
Strength:
Attack:
Tenacity:
Defense:
Dexterity:
Acuity:
Attribute 1:
And that means...?
Attribute 2:
And that means...?
Weakness: