Interdimensional Contract KillersSome men just want to watch worlds burn.Not everyone's cut out for the job. Some worlds hold secrets that you really wish you hadn't known. It takes a certain kind of person to take the plunge, diving deep into the unknown, where eldritch horrors could be waiting just on the other side. But you wouldn't really be alive today if it weren't for the Interdimensional Contract Force. They fill their ranks with whomever they fight, offering would-be casualties an opportunity to make a living elsewhere, framing their deaths and leaving it all behind. The alternative, of course, is summary execution. Nobody's allowed to know about the Interdimensional Contract Force. Especially not the mooks you slaughter by the dozens, none of whom would even survive training. Rules are rules.
What is this?A mission-based test game meant to test mechanics, and to have some fun along the way.
The Interdimensional Contract Force is an organization based in the Core World that takes contracts from willing buyers to go and assassinate people in the various sub-worlds of a matrix-style Multiverse. These contracts range from taking down tyrants and autocratic regimes, to getting revenge on other Clients whose contractors stymied your current Client's world domination plans. You're not exactly a peacekeeping force, though some clients choose to view themselves as patrons of a higher cause.
New CharactersThis is a slightly more long-term game than Interdimensional Death Arena. Your character might still die, of course, but you should probably put some thought into your character so you don't get bored playing for 20-30 turns. Roleplaying is welcome as it lets me test non-combat rolls in the system.
If someone leaves the game while healthy, you'll get a reinforcement from the waitlist.
To join, just fill out the character sheet (please keep formatting such as bold tags, and delete the words in parenthesis when you fill out a section)
[b]Name: [/b](doesn't affect the game)
[b]Species: [/b](doesn't affect the game)
[b]Homeworld: [/b](doesn't affect the game)
[b]Physical Stats: [/b](Everything starts at 1. Add 4 points as you see fit. See Mechanics section below.)
[font=courier]DEXterity - [/font]1
[font=courier]CELerity - [/font]1
[font=courier]STRength - [/font]1
[font=courier]RESistance - [/font]1
[b]Mental Stats: [/b](Everything starts at 1. Add 4 points as you see fit. See Mechanics section below.)
[font=courier]FOCus - [/font]1
[font=courier]TACtics - [/font]1
[font=courier]INTuition - [/font]1
[font=courier]PERception - [/font]1
[b]Trait: [/b](Something special about your character that affects gameplay. No vague "unnaturally tough" or "regenerates" or "hard to kill" traits please, we had enough of those last time.)
[b]Skills: [/b](Things your character is good at or trained in. Be specific: rather than dodging, you can be good at dodging melee attacks, or avoiding ranged fire, for example.)
(You can either have two normal Lv 1 skills or one Level 2 skill. Everyone is trained in shooting stationary targets at <30m range by default, but you can add another level for the cost of a Lv 1 skill.)
[b]Loadout: [/b]
(List weapons, armor, spells, items, anything you can /choose/ to use. I won't track consumables unless you decide to use a lot of them at once, on unless they are extremely powerful, like anti-tank rockets.)
Playerlist (6/6):NRDL
WunderKatze
S34N1C
Yottawhat
HighEndNoob
Mallos
Waitlist (3/∞): Failbird105*
Dickson of the Trinity*
lawastooshort
Yoink
*priority reinforcements for mission 1
Mechanics SectionFor
normal actions, you roll a pair of d10's. One die (the Action roll) determines the magnitude of the action itself, while the other die (the Mental roll) determines the implementation. So you can succeed, e.g. hack a machine, but fail the implementation, e.g. set off the alarms. If the Action roll fails, then the Mental roll will swap places if that one would succeed. You can reverse the behavior by using the keyword
carefully, which preserves the implementation at all costs.
If an Action roll has a net penalty, then the Mental roll starts with that penalty before your mental stat is added.
For d10's:[9] is a Critical Success
[6][7][8] is a Partial Success
[4][5] is a Mixed Result
[1][2][3] is a Failure
For
combat actions you get 4 d6's per turn by default, normally twice your Level (everyone is Level 2). You can split these dice into up to four actions like attacking, casting, blocking, moving, or evading. You can also pool multiple dice into one action, and more successes = better effect.
During combat, you can use a combat die to perform a non-combat action. Combat d6's are reserved for actions which are reciprocal--your stat and your target's stat cancel out.
You automatically make a Block roll for each incoming attack, but you can roll more than one if you want to play it safe. Getting hit may add bleed, break bones, maybe sever limbs and do all sorts of nasty things. Bleed alone won't affect you in combat, though. Rather, your injuries are assessed after combat, and you might end up dying afterward.
For d6's:[6] is a Critical Success
[5] is a Success
[4] is a Partial Success
[3] is a Partial Failure
[2] is a Failure
[1] is a Critical Failure
Skills
Being trained in a non-combat action allows you to redo a Mental roll once (+1 rerolls per level) if you get a failure.
Being trained in a combat action allows you to reroll single combat dice instead.
You can explicitly state that you want to reroll mixed successes if you want.
Stats
There are four physical stats, which add to physical rolls, and four mental stats, which add to mental rolls. All stats default to 1 (no bonus), but you can add one Physical stat point and one Mental stat point per level. Only the highest applicable stat will apply, but external bonuses such as weapon Attack and armor Defense still apply regardless of the stat.
Physical Stats:
DEXterity: Represents your accuracy and maneuverability. Good for stealth, aiming, and dodging.
CELerity: Affects your raw speed. Good for moving, dodging, charging, and attacking with your legs.
STRength: Affects your raw power. Good for heavy lifting, demolition, melee attacks, and negating heavy weapons penalties.
RESistance: Affects your durability and your physical endurance. Good for survival and endurance.
Mental Stats:
PERception: Governs the five senses. Good for aiming and searching.
FOCus: Governs the ability to pay attention to multiple cue at once. Good for dodging and deception.
INTuition: Governs the ability to predict and guess things. Good for conversations, counterattacks, and resourcefulness.
TACtics: Governs tactical planning and strategy. Good for using cover effectively, avoiding explosions and AoE,
Item-specific Stats:
Cover: Applies to camouflage or shielding. Allows you to take a Cover roll against ranged firepower and adds to those rolls, plus sneaking.
Toughness: Applies to shields and armor. Adds to a Block roll made with this item.
Agility: Refers to your DEX stat or your CEL stat when being used to dodge or make agility-related rolls.
Weight/Recoil: A flat penalty to Attack rolls with this weapon, negated by STRength.
Range: You get -1 DEX to attacking past half your effective range, and -2 DEX for attacking beyond it. The default range is 30m for most ranged attacks.