Dragged from your many homes, selected by unknown means, for unknown reasons, you have been brought to this place and dumped unceremoniously into a large holding cell with many others, some somewhat like yourself, and others quite foreign to your experience.
You don't know it yet, but you are about to take part in some gruesome gladiatorial contests, your hope of survival is slim. Your chance of escape is laughable. Your hope of winning your freedom from the cold overseers of the Arena is unknown.
Your past is irrelevant. your hopes and dreams: meaningless. You have one goal: survive.
Get as detailed as you like, but be aware that death is likely. You can reuse your start stats and description and so forth for new characters though
name:
race:
description of race:
Skills:
Bonuses and maluses: start with no more than +2 in any skill. Each +1 must be offset by a -1 elsewhere, and each +2 must be offset by a -2. you cannot offset a +2 with two -1s.
Stats:30 49 points. Minimum of 1 in each stat. (0 strength makes you immobile, 0 will makes you a vegetable)
strength:
speed:
dexterity:
intelligence:
knowledge:
will:
resistances:9 points to spend here. Numbers can be negative.
blunt:
crush:
pierce:
cut:
cold:
heat:
other: (specify, can have more than one other. each is a separate resistance))
It's an RTD, standard format
1: critical failure, leaving you exposed, injured, with a broken weapon, misleading information, or the like
2: simple failure: a missed swing, failed leap, unknown fact, unstitched clothing or unread poem
3: marginal success: the swing hit a glancing blow, you make the leap, but are winded and dangling by your fingertips, the thrown rock distracts the guard - for a second, Yo uuse Iambic Pentameter when trying to recite a lymerick
4: Success: a decent solid hit, buttons pressed in the right order, you did your sums correctly, you dialed the right number and got hte phone sex hotline as intended.
5: Special success: struck at a critical point (joint, eye, etc), made the leap and got a running start to somersault over the surprised deathtoad, your enemies comically fall into your pit trap, one ater another, each reaching for the one behind to save them.
6: Overshoot and side effects: You made the leap, and ran right on past your goal, only to haveto survive a leap of the other side, You lodged your weapon in something, Your fireball spell killed the enemy, but burnt out your casting for a turn. The chainmail you made is super protective, but hard to move in.
how bonuses work:
a +1 gives you a second die roll. this second roll will boost your first roll by one place on a roll of 5. It also allows you to succeed against a foe that you wouldn't have won against before (i.e. one that requires a 5 +1 to hit)
a -1 works the same, and increases the chance of failure instead of success.
+2 allows the second roll to succeed on 4 and 5, +3 on 4-6, +4 on 3-6. +4 is the max.
you can add additional die rolls as well, and increase them likewise. The third die changes the number on the second die, the fourht changes the third ... etc.
cost for increasing die rolls: -2 to -1, 2 points. -1 to 0, 1 point. 0 to +1, 1 point, +1 t o+2 2 points. +2 to +3, 3 points. +3 to +4, 4 points.
you add a die by increasing the second die to a +1 bonus for the same cost. (so a person who has a +2 on a skill, and wants to add a die roll, would make that skill a +2, +1)