New OPThis was originally a Roll to Dodge that eventually got abandoned, until CoolRune revived it in a post that detailed his sadness over the thread dying in a roleplay style (see first link). It eventually developed, and I made a prompt that caused this to evolve into what this is now. (see second link).
Three rules only:
1) Adhere to the laws of physics/thermodynamics/etc.
2) Post in a RP style.
The wolf thanks KHH, and then examines the trainwreck
3) Have fun, but don't try to kill everyone immediately, or try to kill someone without them having a chance to respond.
Unofficial Start That Began The Change:
http://www.bay12forums.com/smf/index.php?topic=130239.msg4633729#msg4633729Prompt That Made The Change Official:
http://www.bay12forums.com/smf/index.php?topic=130239.msg4634061#msg4634061
Old OP of Roll to Space Train[s]You and a couple other people bought a horrible space train that only holds 50 passengers, in the hopes you can make it big. You just need to make it past the meteors, pirates, and other stuff. [b]Who are you?[/b]
[spoiler=Character Sheet]
Name:
Gender: (Male/Female/Both/None/Other)
Race:
`-Traits:
(Racial Traits)
(Optional Traits)
HP: (Unless a racial trait modifies this, it is 100)
Profession:
Wage:
Money: (All start with 500 credits)
Items:[/spoiler]
[spoiler=Professions (First come, First taken]
Pilot: 20 credits / survivor (Max:1)
Co-Pilot: 15 credits / survivor (Max:1)
Navigator: 20 credits / survivor (Max:2)
Engineer: 10 credits / survivor (Max:5)
Guard: 15 credits / survivor (Unlimited)
Hired Hand: 5 credits / survivor (Unlimited)
[/spoiler]
[spoiler=Races (Feel free to suggest more. They will be added if reasonable) (New races have 1 advantage, and 1 disadvantage)]
[u]Human[/u]
Better Wages (+10 credits to wages)
Xenophobic (-1 to conversation rolls against non-humans)
[u]Bipedal Insectoids[/u]
Hive Mind (Can speak to any other Insectoids on the train at any time)
Freaky Appearance (-1 to conversation rolls of non Insectoids to Insectoids)
[u]Catfolk[/u]
Dextrious (+1 to rolls utilizing hands)
Small Figure (-25 HP)
[u]Android[/u]
Robot( immune to biological status effects)
Unperson (-50% wages)
[u]Slimes[/u]
Strong against Physical Weapons (50% damage from physical weapons)
Weakness to temperature (200% damage from temperature)
[u]Bloodkin[/u]
Steady Hand (No penalties for Dual-wielding)
Freaky Appearance (-1 to conversation rolls of non Bloodkins to Bloodkins)
[u]Sychosian[/u]
Strong Head (Head cannot take damage)
Brains in his legs (If his legs get more than slightly injured, he's dead)[/spoiler]
[spoiler=Optional Traits (Choose 1 improvement and 1 degredation, or 1 other]
[u]Improvement[/u]
Ex-military (+1 to combat rolls)
[Profession] Experienced (+1 to rolls in [Profession] 1d4 of the time)
Martial Trained (+1 to hand-to-hand combat rolls)
Focused (+1 to repeated actions)
Regenerative (+5 HP per round 1d3 of the time)
[u]Degredation[/u]
Scar from [Race] (-1 to interactions with [Race])
Horrible Shot (-1 to combat rolls with ranged weaponry)
Sociopath (-1 to conversation rolls)
Poorly Healed [Arm or Leg] (-1 to rolls using [Arm or Leg])
Unfocused (-1 the first time in a row an action is taken)
[u]Other[/u]
Unstable Genetic code (every 5 non-combat turns, there is one random mutation from a book I have)[/spoiler]
[spoiler=The Back Alley Shop]
100 credits: Profession's Clothing (-1 to most rolls if not equipped for non-guard personel)
150 credits: Space Wrench (+5 damage on successful hit) (necessary for Engineers)
150 credits: Poor Map (necessary for Navigators)
200 credits: Cheap armor (-5 to damage 1d2 of the time)(-1 to most rolls if not equipped for guard personel)
250 credits: Cheap ray pistol (+10 damage on successful hit)[/spoiler]