You're not really sure what happened. The past... however long is a bit of a daze. You have no idea how long you've been here, but you find you can't really bring yourself to care, even though some part of you knows you really should. A muffled thump draws your attention, as you look forwards. Blinking twice, you vaguely make out a person in front of you. A crash startles you, and you abruptly fall, only to be caught by said person, as you're gently lowered to the ground, while bits of colored... glass? fall to the ground all around you. Your vision is still rather blurry, but you can make out enough details to figure out one thing... you're in some sort of prison. Breathing heavily, you shake your head, trying to get ahold of yourself. Your rescuer says something, but you miss the first part of it as your hearing returns.
".........., .....nt p..n.... ...... .....re in....de st....is cr.....l. Th..re's ..ot m..ch tim.., we ne..d to move, now. Think you can stand?"
After a few seconds, your strength returns, and your mind clears. You are...
Standard d6 for rolls. Some rolls will be hidden, I may or may not indicate that they're taking place, or what they're even for. The plan is for this to be somewhat story based, so despite the lack of detail, it's not a minimalist rtd.
This may be updated as more information is revealed.
Each + in a stat is half a chance of +1 when you roll on the appropriate stat. (So for instance, +++ in a stat means you'll always get a +1, and +2 half the time when that stat is rolled.) You can take -'s in stats, and they have the opposite effect. The only rule is that stats max out at +6 (or at -6), and that your total number of +'s and -'s must sum to 0.
Strength: How hard you hit things. Also used to check whether attacks hit with certain weapons.
Dexterity: How well you dodge things. Used for attacking with some weapons, but not all (mainly for balance purposes).
Endurance: How well you take physical hits. Needless to say, if this is low, you run the risk of being mauled at any point.
Resistance: How well you resist magical effects. Considering magic can bypass many defenses, this is kind of important.
Affinity: How well you can actually use any sort of magic. At the start nobody has access to magic, but that may change...
Perception: How observant you are. Also used with dexterity for stealth.
[spoiler = Character Sheet]
By the way, you might want to note that this is
NOT first come first served. So put a little effort into these...
Name: I really hope you don't need me to tell you what this is for.
Gender: No Race option here, you start as an ordinary human.
Appearance: What exactly do you look like?
Personality: Are you a nice guy, or are you looking to derm the world?
Background: There's actually not much in the way of constraints here.
Dream: There was a scene, a vision continually running through your mind as you were trapped, and despite how vague the rest of your captivity was, it remains as clear as day. You can't shake the feeling that it was important somehow... What was it?
Item: You get to start with a little more than just the clothes on your back. This could be something like a lighter, a pistol, or a flashlight. Alternatively, it could be something more sentimental, like a picture of your family or such. And no, it cannot be a guided missile launcher, make it something you're likely to actually carry on your person.
Stats: These were explained above, go ahead and fill them out.
Strength:
Dexterity:
Endurance:
Resistance:
Affinity:
Perception:
[/spoiler]