Greeting fellow Rollers! I am a new being to this realm, fresh from another dimension that is not unlike what I see around me. The story I am to tell you all is not the first to be heard from me but may be the first for your ears.
Before I begin, let me say say that is game won't have any overly-complicated rules, that the Objective will be explained in-game and that I will be using a D6 for Major Actions. Minor Actions and Talking are allowed. Oh, and there will be magic, guns and religion, but your characters are just 'normal' people from the start.
I like my games to have at least a little bit of story. That said, I won't be pushing for you guys to do things. You will have a Goal and it is up to you to figure out how to accomplish that Goal.
Now...
The time is late 2012. The place is Chicago, Illinois, USA. The people are dull and waiting for excitement to creep up on them. Every week seems exactly the same.
Recently things have begun to change, however. Newspaper reports of masses of people fighting in the streets. Shootings and fires and destruction happen now on a regular basis. No public eye has been able to skim details from survivors and evidence is elusive to even the most skillful.
The Internet is buzzing with theories and hypothesies and fakes. One thing that seems certain is three names no-one can remember the origin of: the Seers, the Cyclist and the Black Eyes.
Six members of the newest generation regularly take part in discussions of these topics. Somehow, they are subconsciously involved in this strangeness.
They discover each other over the 'tubes and form a private group for themselves. They begin by introducing themelves to each other: their name, their age, their skills and what they look like.
For this game I am using a D6 - that is, a six-sided die. Dice results are as follows:
• >1: More Epic Fail
• 1: Epic Fail
• 2: Fail
• 3: Fail
• 4: Success
• 5: Success
• 6: PERFECT
• <6: Epic Win!
Higher or lower results can be obtained from Modifiers. Less-than-1 is a Fail, greater-than-6 is a Success.
I'm sure you all know how it works, but I'll clarify:
• You post a single major action for your character to perform, formatted in bold.
• You may additionally post a single minor action - for example: read a map, change weapons, pick up or drop items (depending) and so on. Formatted in bold.
• Multiple minor actions will be counted as a major action.
• Dialogue (speech/talking) should be within "quotes". Colouring is acceptable.
I will roll a D10 for Initiative for all players and any NPCs that are making actions.
If an Init Roll is equal it is re-rolled until it isn't.
Initiative may not always come into effect, it only applies when one Action will affect another.
Initiative Results are displayed in a list prior to the Player's Rolls.
Skills provide modifiers to certain actions, usually a +1. Each Character's Skills are listed in their Character Sheet that is included in each Roll.
Most Skills are Passive and the Modifier is applied automatically. Active Skills are different in that they will have Maximum Uses defined. Magic Skills (Spells?) will be listed under Active Skills more often than not.
Conditions are mainly the opposite item to Skills. Negative Conditions include those such as Broken Bones, Dizziness, Noisy and so on. They will have a Negative Modifier, usually a -1 to specific actions. Some Conditions wear off after a set amount of Turns, others will not. Conditions are 'earned' through gameplay and are listed at the bottom of the Character Sheet.
Combat is fairly simple:
• The Attacker must use his Major Action as the attack. Add Modifiers as appropriate.
• If the Defender is not Defending as a Major Action, she receives a -1 Modifier. Add other Modifiers as appropriate.
• A higher roll beats a lower roll. Equal rolls are seen as a draw in terms of combat progress.
• If movement is involved, a roll result of 6 may pull a non-combatant into the fray or push a combatant out of range.
• Non-combative actions during combat may incur a negative modifier, depending on the specific combat situation.
Physical Health is shown as a level of one to ten with each level having a name that describes it. Health does not include or reference mental or psychological disabilities. It CAN, however, be modified by conditions that directly reflect physical harm.
This systems means that one person cannot have 'more health' than another, but are more healthy instead.
The ten levels are listed below:
Healthy / Scratched / Hurt / Badly Hurt / Wounded / Maimed / Quite Maimed / Mortally Wounded / Dying / Dead
Every weapon has a Damage Rating, a Critical Hit Chance and an Overall Rank.
Damage Ratings are shown as a range, such as 3-6 (between 3 and 6 damage, inclusive) or as a single number. This is how much damage is dealt in Levels of Health.
Critical Hit Chances are shown as a percentage or fraction, such as 20% or 1/5. On a successful Critical Hit, an extra level (sometimes two levels) of Damage is dealt to the target.
Overall Rank is shown as a single letter from A to F, but with S being the highest Rank out of seven. This is an identifier of how awesome, rare and valuable the weapon is, nothing more. To clarify, the ranks are S, A, B, C, D, E and F, with S being the highest.
This is by far the most complicated subject of this game.
Magic in this pseudo-modern world is not called Magic. It is know to a select number as Threading or Thread-crafting and sometimes as Patching.
This section will constantly be updated as the game progresses.
(I have a basic outline right now but I want to release it in easily-understood, bite-sized chunks.)
• Blackeye (noun)
A soldier that protects the Cyclist and his/her work.
• Blind (adjective)
Someone who is unaware of the Cycle in entirety.
(( Read: Blue Pill ))
• Breakback (noun)
A soldier that is trained specifically to hunt and Erase the Seers and all those related. Able to Thread and Pick
• Bruiser (noun)
A higher class of Black Eye but lower than a Break Back. Able to Thread and Pick.
• Craft, The (noun)
The ability that allows one to manipulate Threads.
• Cycle (noun)
The period of time between the world's beginning and end. Begins sometime in the mid-20th century and normally ends mid-December 2012.
• Cyclist, The (noun)
The title given to the one who is in charge of the Cycle and of the act of Cycling.
• Cycling (verb)
The act of performing a reset on the world.
• Entity (noun)
Physical manifestations of information
Examples include Humans, animals, items, objects, environments, materials, etc
(( Basically, ANYTHING YOU CAN TOUCH ))
• Erasure (noun)
When an entity is removed from the current Cycle.
Partial and conceptual Erasures are known to occur, albeit rarely and due to incorrectly performing an Erasure.
Partial Erasure refers to some part of an entity being erased and leaving the rest.
Conceptual Erasures refer to when all knowledge of an entity is Erased but the actual Entity and related 'hard' evidence is left behind.
• Interface, Interfacing (noun)
A unique Entity used as a supplementary weapon by Seers.
In use, a Seer will modify the Interface's properties (size, shape, etc) through Stitching.
Most Interfaces are created from specific Entities in which their Threads are only just beginning to degrade.
• Patcher (noun)
A title coined by the Seers.
One who has the ability to manipulate Threads.
• Picker (noun)
A title coined by the Seers.
One who can sense the act of Threading.
• Seam (noun)
A complex topic.
A Seam is a Thread that has degraded so far as to lose all of its information and allow information to be added.
Considered EXTREMELY DANGEROUS to manipulate or create.
• Stitch (noun)
A combination of multiple Threads.
• Stitching (noun)
An advanced skill beyond Threading. Mainly used in the modification of an Interface.
• Thread, Threads (noun)
An element that manifests itself in the world as it begins to degrade.
Threads contain all information about any physical item and related event/s, similar to the supposed DNA of all living beings.
• Threading (verb)
The act of manipulating a Thread (or Seam) by sheer willpower and skill.
Players:Name: Emmanuel Feldstein
Age: 17
Skills: Martial Arts Fighting (MMA), Medieval Weapons Expert, Good Pilot/Rider/Driver.
Appearance: 5'9", light blue eyes; long, straight, very light brown hair usually left untied and framing a smooth, young face. Sleek, athletic body, strong and agile, but lacking the build for very long runs and tending towards the more acrobatic, leaping and dodging side. Usually wears blue or black jeans with an off-white or gray t-shirt topped by a black vest. Likes to check the time using the silver pocket watch that he holds dear.
Name: Asher Black
Age: 16
Skills: Lacrosse, Drug Dealing, Lying to adults
Appearance: A sheltered suburban kid from a wealthy family on the Gold Coast. Sports a backwards baseball cap over a pair of ray ban sunglasses and dons Ralph Lauren polo shirts. Physically average in just about every way, but his demeanor paints his true self to be more than a few inches shy of what his larger than life personality suggests. Has an Iphone for talking to his parents and a Droid for business, both of which he spends a large amount of time on.
Name: May Powlin
Age: 18
Appearance: Brown hair, blue eyes, with a meidum figur. She keeps her haiir shoulder length and mostly untouchedu although occasionally brushed so it doesn't tangle and hurt her.
Skills: Fencing is her best skill.
Name: Kelly O'Darish
Age: 21
Skills: Ultramarathonist, (Virtually Limitless Endurance...at long distances that is) Mechanic, Nature Expert
Appearance: A short, freckled girl with blue eyes and bright orange hair. (Irish) Wears a blue denim jacket, with a T-shirt underneath, black pants, black boots and fingerless gloves. Tough girl look.
Name: Gautama (Gill) Peterson
Age: 23
Appearance: Gautama has brown hair that covers his forehead and goes halfway to the nape of his neck. He usually wears T-shirts or a light jacket with jeans. He wears worn-out skate shoes.
Skills: Musical, Logical, Muay-Thai Black Belt
Name: Ria Winter
Age: Seventeen.
Description: A tall person, with long black hair and a chiseled jaw, complementing her lean figure.
Skills: Archery, usually an amateur but with an aptitude towards survival oriented tasks. She is also a competent Flutist, as well as knowing how to speak correctly to others, favoring Persuasion over Intimidation.
((Archery, Knowledge of playing the Flute, Diplomatic))
Waiting List: (Bad luck!)borno