...Repair Boot successful.
Time since last active: 3.156×10^12ms (36524 days)
Current location: Generator Zeta....Probably. Current depth in comparison to sea level does not match previous location at shutdown. Estimated to be significantly underground.
So, this is a game about a group of 4 robots attempting to dig their way to the surface, using the energy of other robots to keep themselves going (You are one of them). If some of them are destroyed along the way, they'll meet other robots on the next level who also want to get out of the dirt.
All rolls are a d6.
Each full turn of movement requires 0.5 power. Using less than your full movement has no effect on this unless you did not move at all, which is free. Attacks drain power depending on how much you're willing to put into it, up to 3/4ths your maximum current power (or the closest whole number if thats a weird decimal like 20.435465746673557). If using max power, a critical failure will cause you to explode on impact; If it doesn't kill the opponent, it counts as a win for them.
Fights:
You can attack any other robot on the map that is not inside or within two tiles of the current generator room, You can only really talk with the other player bots or random trader bots, so the less of you there are the more you'd have to fight things yourself. You can still attempt to talk with the others, but don't expect a direct response. Regardless, fights most likely will go on for several turns. Each attack, you pick how much power to put into it and get a d6 roll to determine your success. Anything 3 or higher will succeed, though if you get a 6 is a critical hit for double damage. At the end, one robot will be destroyed and the other will get the remaining power it had on death, unless you attack the power core (either by luck or by trying to). If you blow up their power core, they explode and hit Power/2 tiles outward in all directions, the damage also being Power/2.
The Map:
It starts underground. Floors can be 1 of 3 types while underground:
Maze-ish: small corridors, minimal peripheral vision.
Dungeon-ish: Mixture of both types.
Cave: Big open underground cave. No corridors.
Vision: At minimum power, you can see clearly your tile and the ones directly adjacent. If you have less than 6 power (vision does not use up power unless an add-on is improving its range), you can only see as many ahead as you have power, or the minimum if you have less than 1 power. Otherwise you can see up to 6 tiles away.
Paths:
Some robots follow these because they can't leave them. Some just wander through them. Some robots want to be the latter category but are bound to the Path. Path-compatible robots on a Path retain a bare-minimum of .50 Power at all times (.25 for movement, .25 for self-defense or very weak attacks), unless they return to normal ground. Explosions will disrupt Paths just as much as any other non-reinforced ground.
Integrity: If you run out of hull integrity, you're dead.
Power: If you are out of power by non-attack means, you deactivate and automatically return to the generator room to be rebooted, as long as you are within two turns of it. Further than that and you are out of luck. There is a good chance you'll hit any traps between you and the generator in this autopiloted state if there are any, so try to not let the autopilot take over too often.
If you are out of power because you've been disintegrated/blown up/cleaved/hacked to pieces/overloaded/possesed by a demon/other power-stealing event, you are dead, except in two cases:
1.Overload. If you're overloaded, you get two rolls, the higher one applied first: one to check if you still have working circuits, the other to see if you make it back to the generator with the limited circuitry left. If you fail both you explode. If you succeed in the first but fail to make it back, you can try again until either you fail thrice or make it back. After failing both thrice is the same result as failing both the first time for overload: Boom!
2.Demon possesion. Thats a special and rather rare case and I'll cover it if it happens.
Ammo: If you have an equipped material rounds weapon, this is your ammo counter. If its a energy weapon, this is how much power it takes per shot.
Name:
General shape (default is cube-shaped, this is cosmetic):
Bonus:
You will start with a sword. The sword is average, does 1 damage per Power point used, and is built-in as part of your self-defense system.
Integrity: 10/10
Power: 10
Movement: 4
Possible bonuses:
Durable: You are tougher. Start with 15 HP.
Supercharge: Start with 15 power.
Ranged weapon: You start with an inefficient laser rifle instead of your builtin sword. It does 2 damage/4 Power, and comes with a cell good for 2 additional shots. It does not fit the sword compartment however, so your integrity has also been impacted somewhat. (Start at 8/10 HP, but with a ranged weapon)
Map:
Current Legend:
ABCD - Players
Green area - Generator
H - Unknown robot
P - Unknown robot
Yellow lines - Path
Waitlist (if this is ever needed):
-Nada.