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Author Topic: Roll to Be Doomed  (Read 52 times)

Egan_BW

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Roll to Be Doomed
« on: October 02, 2024, 08:08:29 pm »

Time for a Halloweeny October game!

A horrible curse falls over the Kingdom of Light. The evil Lich King has cursed each and every inhabitant with a prophesied death! One that comes sooner than normal, that is. Unfortunately you are one such cursed soul. Your date with death is sealed, but perhaps you can use what time you have left to defeat the Evil Lich and save the Kingdom, and yourself!


Rules

Upon character creation your character will have 1d6 turns left to live. 1 turn is 1 day. No matter how well you roll, you will die when your date with date comes up. Or sooner!

You get 3 rolls per turn. This includes rolling for proactive actions like exploring or crafting items and reactive actions like defending yourself. Once you've used your rolls, you won't perform any additional actions and you won't protect yourself!

The game ends when the Lich King is vanquished, or on Halloween, when the Kingdom of Light will be swallowed forever!

Updates nightly in the evening EST. Remember to post! If no action is posted, your character is safe for the turn but you still lose a turn of life.

There's no limit on players, and you may make a new character immediately after death.

Use the character sheet:
Spoiler (click to show/hide)
Please post your updated sheet with your action. Since I have to post from phone right now, it help a lot!

Monsters have their own attack and defend stats, which act as a malus to your own roll.

These are the roll results when defending:
6+: No negative effects.
5: You immediately counterattack, without using one of your rolls.
4: No negative effects.
3: You have a negative reroll on your next roll.
2: You lose a point in in a random rolling skill.
1: You lose a day of life. More is lost on a worse roll than 1.

These are the roll results when attacking:
6: The monster is slain.
5: The monster is slain and you get loot.
4, 3 or 2: Next time you roll this the monster is slain.
1: The monster immediately counterattacks!

Spoiler: the world! (click to show/hide)

Post an action with your character!
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Megam0nkey

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Re: Roll to Be Doomed
« Reply #1 on: October 02, 2024, 08:16:12 pm »

Name: Rho-bha''rt (Pronounced Robert)
Description: A Necromancer, seeking immortality. He figures that if he can get to the lich king and kill him, he can steal his reasearch on immortality and pass it off as his own!
He is a practitioner of Orderly Sorcery, and a Dabbler in wild Magic (If this is allowed, otherwise orderly sorcery all the way)
Days to Live: 1d6+2
Rolls per Turn: 3 rolls
Items: 1x bag of coin
(Spend 5 points:)
Vitality: 2
Stamina:
Attack: 1
Defend:
Adventure:
Craft:
Magic: 2
Social:
« Last Edit: Today at 12:56:11 am by Megam0nkey »
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Egan_BW

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Re: Roll to Be Doomed
« Reply #2 on: Today at 12:47:31 am »

It occurs to me that in a game this minimalist wizards will probably try things like "use a spell to smite the Lich King from the comfort of my tower" and I'll have to either let them roll for it or just straight deny them and eat an action, so let's make some magic rules.

All magic falls into one of three schools. Any wizard can use all of these, but might choose not to.

Orderly Sorcery requires preparatory actions for research and gathering components. This lets you do any properly wizardy thing, but might need a lot of rolls to do so. This has the most potential for outright overpowered effects, but everything has its cost.

Wild Magic lets you do anything you can think of, with appropriately chaotic results, both in the effects and the side effects. You always get a mishap table effect, and your actual intended spell will be literal genie'd or just happen in a way which encourages chaos.

Light Miracles have neither restriction, by the grace of the Light King, but have a limited list of possible spells:
Light Spear, a magical attack that most corporeal monsters are strong against.
Purification, to destroy corruption. Purifying wide areas needs teamwork.
Illumination, to light dark areas and provide guidance.
Divination, to provide probably useless cryptic advice.
And Healing, which is obvious, but doesn't help against Doom.
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