You slowly awaken, mind occupied by a pounding headache. The first thing you notice is that you're not in your bed. In fact, you're not anywhere near you went to sleep. You've been chained to a wall. In the same room as you there are seven other people, all in a similar predicament. Any possessions other than the clothes on your back have been stripped from you, and you may or may not be feeling a bit scared.
As it turns out, you've been kidnapped by magical aliens and conscripted to play a death game. The sole survivor of this game will be transported back to their home planet. The rest won't be so lucky. The objective of this game is to be the sole survivor. Killing the other participants is highly encouraged.
You're being thrown into an arena. You have no idea what it'll be like, other than 'big' and 'contained'.
The magical aliens have given you a single tool to survive your predicament. Something called a 'Deck'. Almost like a deck of cards, bound to your soul. Using the cards in your Deck, you will have a higher chance of survival. And you might just be able to get more cards for yourself.
Standard RTD rules for rolling.
1: fail really, really bad
2: fail
3: meh
4: succeed moderately
5: succeed really well
6: succeed too well
Fallacy's Deckmasters Chunky Salsa for wounds.
-If the difference between the accuracy roll and the dodge roll is 3 or more, add 1 to the damage roll. Repeat this for every 3 in difference.
-If the difference between the damage roll and the durability roll is 1-3, inflict a minor wound of varying severity. If the difference is 4 or higher, inflict a major wound of varying severity.
-If a player reaches 3 major wounds, they die immediately.
Fallacy's Initiative.
-Every turn, a d100 will be rolled for each player. That's their initiative roll.
-Higher rolls go first.
-In the event a player has 40 or more initiative than another player, then they gain advantage(roll twice and take the better roll) when launching an attack on them, or if they choose not to attack advantage in dodging that player's attacks. Each player can only get one initiative advantage bonus per turn.
-This may not apply, depending on distance traveled. Traversing the arena takes time, after all, and you going first doesn't matter as much when the opponent sees you coming.
Deck Rules.
-Every living player has a Deck and a Hand. At the start of the round, each player gets a 15 card Deck based on their preferences in the character sheet, then they draw 3 cards.
-Once per turn, each player may take 1 card action. This can be either playing a card to activate it(then discarding said card) or drawing a card from their Deck. Once per round each player may take a mulligan as their card action, which lets them shuffle their Hand into their Deck and then draw the number of cards they shuffled minus 1 from the Deck.
-After killing another player, you may look at that player's current Hand, then choose up to 5 cards taken from that Hand or randomly from their Deck and add them to your Deck, then shuffle your Deck.
-Cards come in various rarities: Common, Uncommon, Rare. Other rarities may or may not exist.
-Potent cards may or may not be hidden in the arena, ready to be taken and stored in your Deck.
-Your Deck is metaphysical. The cards in it cannot simply be stolen by physical actions.
Name:
Description (optional):
Card Preferences (list up to 3 single words):