One day, while going about your business, the world disappears in a flash of blinding light! When your eyes clear, you find yourself in a strange dungeon. Clutched in your hand is a small sheaf of papers. They tell a tale of terror, of science, of magic! You have been summoned to the arena, to fight and die for the amusement of amoral gods. Your life may be short, your death may be brutal, but as long as you live, there is hope. Seek refuge in the hidden places, or fight for the enjoyment of your masters. You might even seek out harmony in defiance to their will, but beware! There will be consequences...
This version of perplexicon is going to be RP heavy. Please PM me your words at all times, if you overhear someone else using a word I shall PM it to you. Your characters may trade words, but only if they do so in game. There will be information available that your character does not know, so as to make the game interesting for spectators, please refrain from referring to it as much as possible. I plan to update roughly once a day, give or take. I may also change rules in order to experiment with other mechanics, please bear with me if I do so. The game will start out with five players, with a waitlist for everyone else. Players that die shall be immediately added to the waitlist, unless that ask otherwise. The game will be illustrated, for as long as I care to illustrate it.
Each turn lasts about 6 seconds, in game. You can take any action that you could finish in a reasonable number of turns. You can say up to 20 magic words a turn, but this is a bad idea. Upon creating your characters, you will receive a list of words contained within your papers. These are not all the words in the game. Other players will have words you do not, and some words are not to be found on your papers at all. Words no longer consume pool, instead using words leaves you with Contamination. Some words cause more contamination than others, and contamination fades over time. Contamination will cause your magic to miscast, and Large amounts will begin causing spontaneous magic effects. All changes to the arena are permanent, unless reversed, and killing players no longer increases stats. Magic no works a little differently - I'll let you discover the details for yourselves, but take note that saying single words is no longer at all desirable.
There are 8 stats-
Strength - Lifting things, melee damage
Endurance - Stamina, Resisting physical damage.
Dex - Aim, Dodge
Speed - Running, Initiative
Awareness - Noticing Things
Will - Resisting mental attacks, Ignoring pain, controlling magic
Potency - Summoning powerful magic
Channeling - Using magic causes less contamination.
You may increase any one of these by one at the cost of decreasing another by one. The total stat is added to all rolls that it is relevant to. No stats can start above plus or minus three. You now start with a profession and five skills relevant to that profession. Each skill can either make new options available to your character, or give your character +1 in a very specific set of rolls. Professions can be from anywhere in human history.
Jorg the caveman.
Strength ++
Endurance ++
Dex +
Speed +
Awareness +
Will -
Potency ---
Channeling ---
Profession: Caveman
Skills:
Spear Proficiecy - +1 Attack and damage when wielding spears.
Melee Weapon Proficiency - +1 attack when wielding weapons in melee.
Spearmaking - can make spears out of rocks and plants.
Butchering - Can butcher animals effectively.
Pain Tolerance - +1 to rolls to ignore pain.
Tombstone, the Wrestler: turned into lots of metal rapiers and fired in all directions.
Kyle Johnson: Turned into nothing but bronze ice mushrooms. Lapsed into coma.
Johnathan: Eaten by black hole.