Roll to Defend Reality
You are newly formed, created just moments ago by the Guardian in his endless war to protect reality. He saw a side path to a small reality fluctuate, a tracer pulse increasing its temporal width by a thousandth of its radius, a sign that it was found by creatures from beyond existence and they would attempt to pass through it to the reality nestled within. He splits off a tiny portion of himself off, and breathing his will into it, and orders it to protect the path and let nothing pass.
As the orb of his will settles to a stop it defines a reality around itself in preparation for the battles to come. Soon after the orb split into six shards, which quickly begin to form into guardians, beings of pure will and unlimited potential, dedicated to preserving reality and existence. Each of you has amazing power, and working together you have to potential to be nearly unstoppable, equal to the epic task you have been set.
But before the story can begin, we must know, who and what are you?
I roll a six sided dice for almost every action, anything above six or below one can only happen due to modifiers.
-0:Very very bad things happen: While trying to tie your shoe you trip, break both legs and fall off a cliff next to an angry orc warlord.
1: Bad things happen: You trip and sprain your ankle while trying to tie your shoes.
2: Limited Failure: You trip while trying to tie your shoes.
3: Limited Success: You tie your shoes, but the laces will probably fall apart again after about ten seconds.
4: Success: You tie your shoes.
5: Epic Success: You tie your shoes, its triple knotted, and won't ever fall apart on its own ever, but it will be easy to untie when you want.
6: Overkill: You tie your shoes really well, good luck getting it unknotted without spending half a hour getting them apart.
7: Epic Overkill: You imbue mystic energy into your shoes, fusing them shut and rendering them impossible to open without destroying them first.
+8: Mega Super Death Overkill: You accidentally tie your shoe laces into a pattern that absorbs all magical energy within a hundred feet, animating them into powerful shoe golems, [5] willing to do your every bidding except stay on your stinky feet/[1] which immediately eat your feet, then try to consume the rest of you.
They roll a die for attack, you roll a die for your dodge/defense, a better attack roll means that you do damage, a much better defense roll allows a counter attack.
Ranged attacks don't allow counter attacks.
You have health and states effects and such, being badly hurt can mean that you lose an arm or bleed to death over time.
Some actions won't require a die roll (eg. tying your shoe when you aren't in combat), but any combat action, spellcast, or special ability use always will.
You can also specify:
Focused: Gives a +1 to a combat action, at the cost of a 1d2 penalty to all dodges/reactions/resists that turn
Parry: +2 defense rolls this turn, can roll to resist all magic attacks, no other actions can be taken, requires being a warrior or having a acceptable defensive spell.
Multiturn: Gives +1 per turn spent, can be interrupted in combat.
Mage: The mage uses his willpower to directly effect his surroundings, there is no single established magic system this far from a strong reality, and as such you can use any single magical system as a projection of your will, the stronger the restrictions (limited mana, spells drain own life-force, cooldown on individual spells, ect) applied to it the more powerful its potential. They also get spells which are many times more powerful then the generic manipulations they can do with their spells (eg. A bloodmage would be able to do anything he could think of with blood, but without the spell the effects would be very weak or very likely to fail), in addition they can alter reality outside of magic. However, mages are bad at physical actions, and lack the physical ability of warriors. Their reality warping powers also wain the stronger the local reality gets.
Wizards start with:
Subclass, two spells, and a single special trait, -1 to all physical actions, can cast any possible spell of their subclass at a -2 penalty
Warrior: Warriors use their willpower to enhance their physical manifestation, making them far stronger then anything of pure flesh could be. Although both classes are easily able to create basic items and objectsby altering reality, warriors are able to use their willpower to create powerfully enchanted items, that can survive even when the reality they exist on is destroyed. However warriors have trouble altering reality outside of their personal space and items they create, and are limited to using more physical options.
Warriors start with:
Subclass,
two physical abilities, and a enchanted item, -1 to all environmental reality shaping rolls.
Name:
Race:
Class:
Subclass:
Primary schools of focus for wizard:Abilities/spells:
Wizard's trait/warrior's item:
Suggested setting:
You start off in a reality defined only by your collective agreement. As time passes it will grow stronger and gain inerita (or possibly grow weaker and be destroyed), or you may leave it and pass either closer or farther from the local meta-reality.
At the start this has a few effects, nothing except you is really truly defined capable of changing if you purposely focus (like in a lucid dream) and there is nothing opposing you, or even morphing on its own if there is nothing truly conscious nearby (locals don't count).
Wizards can create things of limited complexity without spells, but they are all limited by the strength of the local reality (eg. one could create a ten foot tall wall thats two hundered feet long, but it won't help much if gravity turns off and it drifts away). They can also destroy anything in the reality if its weak enough with just their will (excludes non-natives), although this can be dangerous.
Warriors can also do the same, but they have a penalty to their creation of non-personal items, and can (with the expenditure of experience or lifeforce) create items that are even stronger then the local reality, and capable of traveling between them.
Each of you have two primary sets of abilities/powers and items:
One is contingent and local to the local reality: EG. Acid spit which relies on local laws of physics, A billion dollars. These are made stronger the more powerful the local reality is. Acid Spit relying on the law of physics won't help much if the laws of physics there are fluid, and a billion dollars requires that the currency and goverment stay stable and keep existing.
The other is meta-reality: EG. A flashfirebolt, Enchanted bow. Its important to note that even these can be disabled by the current dimension. Most fire spells won't work in space, and a bow won't work if friction is disabled. However, if your power is strong enough you can overcome even these dimensional limitations.
Health: Indicates the health of your current body, can be permanently increased by sacrificing willpower.
Willpower: Willpower is needed for nearly every action at very low reality levels, and will help quite a bit even at higher ones. You regenerate 10% of your willpower at the start of each turn.
Enhancing actions costs 1 willpower, and negates any negative effects the low reality level has, and allows attacks to damage Anomolies.
For 5 willpower you can empower a action, granting +1 to anything.
Pretty much anything can be done with willpower as long as the reality level is low enough, make objects, construct buidings, make a new body, attempt to change the physical laws (which is fairly hard), and many more things besides. You don't ever want to tun out of willpower.
Making enchanted items permanently reduces your willpower (there might other ways to make them that don't cost you willpower), since they are invested with a portion of your essence.
Casting known spells doesn't use up willpower (although casting unknown school spells does), nor does activating abilities or items unless it specifies a willpower cost.
You can specify that you want to resist spells that turn at a 1 willpower cost per spell (some characters automatically resist spells and status effects determined by their traits).
Enemies from reality will almost never deal willpower damage, while Anomolies and other things from beyond will deal about 50-50, and have more power the less willpower you have.
If you ever run out of both health and willpower you die.
If you have 0 health that means your body is ruined, every turn you will lose an amount of willpower determined by the current reality level (no willpower regeneration is possible while in this state), and take double physical damage in willpower.
If you have 10% or less willpower you exist only on the physical plane. You can't actively resist any spells, oppose any reality shaping, and are vulnerable to instant kills from Anomolies.
Focused: Gives a +1 to a combat action, at the cost of a 1d2 penalty to all dodges/reactions/resists that turn. Can only be used once per turn.
Parry: +2 to defense rolls this turn, can roll to resist all magic attacks, no other actions can be taken, requires being a warrior or having a acceptable defensive spell.
Empowered: Costs 5 willpower, +1 to any roll
Double Empowered: Costs +5 willpower over empowered, additional +1 to any roll (so it will usually cost at least 10 willpower to Double Empower, which is a very risky action indeed, especially at this low a willpower level)
Multiturn: Gives +1 per turn spent, can be interrupted in combat. Requires two actions (so another action will start at a -2 penalty)
Group: Gives +1 for 3, +2 for 4, +3 for 6. Can only use abilities or actions shared by everyone in the group (mainly reality manipulation).
Every action after your first has a cumulative -1 penalty (so the third action will have a -2, and the fourth a -3, but even if you take 4 actions your first won't have a penalty).
That said, if you are crazy enough you can attempt to take an infinite amount of actions.