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Roll To Dodge / Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long
« on: June 21, 2014, 05:08:52 pm »
Roll to Destroy the World
You are an evil overlord and his lieutenants, seeking to destroy the world for the might of the Dark God. Here is the thing; only the evil overlord wins, as only he gets credit. The lieutenants, on the other hand, are all backstabbing jerks. Its a fight to see who is able to be the one to destroy the world, while at the same time making sure you CAN destroy the world.
If there are any questions, please ask.
You are an evil overlord and his lieutenants, seeking to destroy the world for the might of the Dark God. Here is the thing; only the evil overlord wins, as only he gets credit. The lieutenants, on the other hand, are all backstabbing jerks. Its a fight to see who is able to be the one to destroy the world, while at the same time making sure you CAN destroy the world.
Spoiler: Rules/Setting (click to show/hide)
1. Actions are to be bolded. If you don't know this from every other thread on the RTD board, then I don't know what to do.
2. Silly is allowed, but the universe attempts to remain serious as possible. Your actions will have consequences.
3. Impossible actions require just as impossible rolls. You have been warned.
4. The setting for this game is high fantasy. While its fun to be an expy of a villain you know, remember that the technology is medieval, for the most part. Magitech does exist, but this is the limit you can expect the setting to go.
5. Have as much “fun” as you can.
2. Silly is allowed, but the universe attempts to remain serious as possible. Your actions will have consequences.
3. Impossible actions require just as impossible rolls. You have been warned.
4. The setting for this game is high fantasy. While its fun to be an expy of a villain you know, remember that the technology is medieval, for the most part. Magitech does exist, but this is the limit you can expect the setting to go.
5. Have as much “fun” as you can.
Spoiler: Character Creation (click to show/hide)
Name: As you can guess, the name of your character.
Gender: For the most part, not important, but it WILL be important when dealing in traits and flaws.
Race: Either Human, Monster, Demon, or Undead. The differences can be seen below.
Subrace: For Monsters, Demons, and Undead. As those categories are VERY broad, this lets you add special side descriptions for your race. While this can give you bonus abilities and such, beware that the concept of equivalent exchange exists. The more good, the more bad.
Description: Appearance of the character. If you have a subrace, you can minor mention any “normal” traits of your subrace, but you don't have to describe them again.
Affinity: Choose Fire, Water, Wind, Earth, or Dark.
Traits: See Below
Personality: Just so people know what to expect from you.
On the Races:
Human: The classic evil human lord. Nothing special to note. Starts with more physical wealth, has slightly less magical wealth.
Demon: Some sort of entity from the Underworld or the Void. Starts with more magical wealth and is naturally tougher then humans (more HP), but starts with FAR less physical wealth, due to just being summoned.
Undead: Those who have died, and then refused to stay down. Is much more magically attuned, making them good mages, but at the same time frailer than normal, due to the nature on how they returned to life (less physical stats)
Monster: Monstrous creatures natural to the world. Probably one of the toughest things around (more physical stats), the tend not to be too bright (slight magical stat penalty).
As you can see, the races, for the most part, are just opposite to each other. However, each race might have hidden benefits or disadvantages, depending on how you make it.
On Traits
Traits are a thing which help differentiate overlords from each other. While you must have at least one trait, you are free to make whatever trait you like. The second trait you take, gives you a flaw, which might give you glaring penalties. The third trait gives you another flaw, and so forth. FLAWS ARE RANDOM, to some degree, but will always be negative. Traits should always have a “positive” connotation. I will ultimately decide what each trait does.
On Stats
(Don't worry about this, just a reference to those who want to understand what each concept means.)
Lv: What Level you are. Gives you points to spend on the following:
HP: How much hurt you can take. Base is 100.
Phys: Physical Might/Defense. Base is 0 (this is how much bonus/penalty you get. +1 would indicate a bonus to physical, -1 would indicate a penalty.)
Mag: Magical Might/Defense. Base is 0.
Wealth: How much money/magical power you got for assets. First number is physical asset points, second is magical points. Base is 5/5.
Gender: For the most part, not important, but it WILL be important when dealing in traits and flaws.
Race: Either Human, Monster, Demon, or Undead. The differences can be seen below.
Subrace: For Monsters, Demons, and Undead. As those categories are VERY broad, this lets you add special side descriptions for your race. While this can give you bonus abilities and such, beware that the concept of equivalent exchange exists. The more good, the more bad.
Description: Appearance of the character. If you have a subrace, you can minor mention any “normal” traits of your subrace, but you don't have to describe them again.
Affinity: Choose Fire, Water, Wind, Earth, or Dark.
Traits: See Below
Personality: Just so people know what to expect from you.
On the Races:
Human: The classic evil human lord. Nothing special to note. Starts with more physical wealth, has slightly less magical wealth.
Demon: Some sort of entity from the Underworld or the Void. Starts with more magical wealth and is naturally tougher then humans (more HP), but starts with FAR less physical wealth, due to just being summoned.
Undead: Those who have died, and then refused to stay down. Is much more magically attuned, making them good mages, but at the same time frailer than normal, due to the nature on how they returned to life (less physical stats)
Monster: Monstrous creatures natural to the world. Probably one of the toughest things around (more physical stats), the tend not to be too bright (slight magical stat penalty).
As you can see, the races, for the most part, are just opposite to each other. However, each race might have hidden benefits or disadvantages, depending on how you make it.
On Traits
Traits are a thing which help differentiate overlords from each other. While you must have at least one trait, you are free to make whatever trait you like. The second trait you take, gives you a flaw, which might give you glaring penalties. The third trait gives you another flaw, and so forth. FLAWS ARE RANDOM, to some degree, but will always be negative. Traits should always have a “positive” connotation. I will ultimately decide what each trait does.
On Stats
(Don't worry about this, just a reference to those who want to understand what each concept means.)
Lv: What Level you are. Gives you points to spend on the following:
HP: How much hurt you can take. Base is 100.
Phys: Physical Might/Defense. Base is 0 (this is how much bonus/penalty you get. +1 would indicate a bonus to physical, -1 would indicate a penalty.)
Mag: Magical Might/Defense. Base is 0.
Wealth: How much money/magical power you got for assets. First number is physical asset points, second is magical points. Base is 5/5.
Spoiler: Resource Purchase list (click to show/hide)
“Physical” Assets
A basic, generic, decent sized band of nondescript minor mooks. Can be killed. 1/0 points.
A group of elite, powerful mooks. Can be killed. 2/0 points.
Some sort of major building, a castle, a crypt, dungeon, etc. 3/0 points.
-Some unique magical effect to the building, such as unusual cold, add 0/1 to the cost.
-An useful magical effect, such as a magical lab or portal, add 0/3 to the cost.
-A buff while your in the building, add 0/5 to the cost.
-A buff, regardless where you are, add 0/20 to the cost.
Permanently adding (i.e. always having) a minor, nonmagical group minion to your army, 5/0
-If the minion is powerful, the cost is 10/0
A boss-level enemy which Heroes (more about them later) can't just kill no problem, 7/0
“Magical” Assets
A magical artifact which grants a minor, nonstackable boost or can cast a spell a large amount of times, 0/1 points
Casting a powerful spell, 0/1 points. Strong enough spells might cost even higher amounts.
Magical minions which have x amount of powers, cost 0/x*3 points to summon, and you must list a attribute (IE fire, water, wind, earth, or dark.)
-If a boss-level, add 7/7 points
-If you want to permanently add them to your army, multiply cost by 5
A major magical artifact granting you a powerful, possibly stacking, boost or allowing for casting of a single type of powerful spell without cost, 1/7 points.
A trap can be of any cost up to 3/3, determining is Physical and Magical strength
An Ultimate Weapon, however you style it, costs 75/200 points.
Please note that, with the building effects, pretty much anything can be done with that useful effect, as long as you can describe it (though the cost might go up if it is too powerful). Want it to generate kind of wealth for you, or slowly build an army? Why not?
If whatever you want to do is not mentioned in this list, and you don't know a price, you can ask the GM (Me) for a price.
A basic, generic, decent sized band of nondescript minor mooks. Can be killed. 1/0 points.
A group of elite, powerful mooks. Can be killed. 2/0 points.
Some sort of major building, a castle, a crypt, dungeon, etc. 3/0 points.
-Some unique magical effect to the building, such as unusual cold, add 0/1 to the cost.
-An useful magical effect, such as a magical lab or portal, add 0/3 to the cost.
-A buff while your in the building, add 0/5 to the cost.
-A buff, regardless where you are, add 0/20 to the cost.
Permanently adding (i.e. always having) a minor, nonmagical group minion to your army, 5/0
-If the minion is powerful, the cost is 10/0
A boss-level enemy which Heroes (more about them later) can't just kill no problem, 7/0
“Magical” Assets
A magical artifact which grants a minor, nonstackable boost or can cast a spell a large amount of times, 0/1 points
Casting a powerful spell, 0/1 points. Strong enough spells might cost even higher amounts.
Magical minions which have x amount of powers, cost 0/x*3 points to summon, and you must list a attribute (IE fire, water, wind, earth, or dark.)
-If a boss-level, add 7/7 points
-If you want to permanently add them to your army, multiply cost by 5
A major magical artifact granting you a powerful, possibly stacking, boost or allowing for casting of a single type of powerful spell without cost, 1/7 points.
A trap can be of any cost up to 3/3, determining is Physical and Magical strength
An Ultimate Weapon, however you style it, costs 75/200 points.
Please note that, with the building effects, pretty much anything can be done with that useful effect, as long as you can describe it (though the cost might go up if it is too powerful). Want it to generate kind of wealth for you, or slowly build an army? Why not?
If whatever you want to do is not mentioned in this list, and you don't know a price, you can ask the GM (Me) for a price.
Spoiler: The Waitlist (click to show/hide)
1. Yourmaster
2. Sarrak
3. Harry Baldman
4. IcyTea31
5. Roc CURIOUSBEAST_EATER
6. Hawk132
7. Playergamer (Needs character sheet)
8. IronyOwl (Needs character sheet)
2. Sarrak
3. Harry Baldman
4. IcyTea31
5. Roc CURIOUSBEAST_EATER
6. Hawk132
7. Playergamer (Needs character sheet)
8. IronyOwl (Needs character sheet)
If there are any questions, please ask.