WARNING: This is my first time making one of these Roll to Dodge thingies and I will most likely prove terrible at being the GM(?). I will, however, do my best to outline everything clearly. I will use a random number generator for everything. If there is unclear content, which I assure you there will be a lot of, please comment with any questions.RULES, DESCRIPTION, AND AWESOMESAUCE: Life isn't fair. Neither is this game. When playing Survival of the Meanest, you'll most likely be pitted against enemies, both player and NPC, who are stronger, faster, and tougher than you. In the case that the enemy you're fighting isn't like so, there is most likely more than one of said enemy. You'll be in a harsh, unforgiving landscape, with strange creatures of the night hunting you down.
Turns are measured in sections. There are three sections in each day and one to three every night, depending on whether you are disturbed while asleep. You may have up to one combat per turn.
Character sheet:
Class:
Name:
Race:
Health:
Attack power:
Speed:
Defense
Intellect:
Inventory:
Here is an example character sheet:
Class: Tinkerer
Name: Bjorn Ivorsen
Race: Human
Health: 40
Attack power: 3
Speed: 4
Defense: 1
Intellect: 7
Inventory:
Deer hide vest, + 1 defense (e)
Sharpened stick, + 2 crit chance, 5% bleed, + 2 atk (e)
Blunt stick, + 1 atk
Sanders' generic quest item (q)
Now, you may be wondering what all these things mean. The best way to understand how this game works is simply to play it, but you can't start without a basic understanding of the game's mechanics.
Your race determines your starting stats.
Your class gives you certain bonuses, and also determines your starting stats.
Health determines the number of blows you can take before you keel over dead. More health = more survival.
Attack determines the number of blows you must inflict on an enemy to make it keel over dead. More attack = more killing.
Speed determines whether you go first in combat, your critical strike chance, and more importantly your chances of dodging, blocking, and parrying attacks through your reflexes, and decreases the chance of an enemy dodging, blocking, or parrying. More speed = a variety of good things.
Defense reduces the amount of damage you take from hits, to a degree. You get defense from racial bonuses and armor. More defense = more survival.
Intellect increases the chance that weapons you make won't be junk, and increases your chances of dodging, blocking, and parrying attacks through your predictions, and allows you unique tracking bonuses. More intellect = bigger brain.
Stature is a non-numeric trait that is determined by one's race. It effects the GM only, who will use it accordingly. Don't worry about it.
What makes this game special, however, is the fact that it is totally unfair.
To play, you must first enter your name. When there are enough applicants, I will do a random drawing to determine the race of characters.
Your race is chosen by random. If you get something you don't like, you just have to work around it. Or die, but people who suicide a lot will be disqualified.
Races:
Human - no bonuses, no penalties. You have a medium chance of becoming a human.
Elf - Higher speed and intellect, lower health and attack. You have a medium chance of becoming an Elf.
Dwarf - Higher attack and health, much lower speed, low stature. You have a medium chance of becoming a Dwarf.
Troll - Much higher attack and health, higher defense, much lower intellect and speed. High stature. You have a medium chance of becoming a Troll.
Goblin - Lower health. You have a medium-low chance of becoming a Goblin.
Gnome - Lower stature. You have a medium-low chance of becoming a Gnome.
Ogre - Higher stature and attack, lower intellect. You have a medium-low chance of becoming an Ogre.
Gremlin - Higher speed, much lower intellect, lower stature. You have a low chance of becoming a Gremlin.
Lycanthrope - Human in daylight, but with higher speed and attack without penalty. At night, there is a chance that you will lose control over your character and attack others indiscriminately. You have a low chance of becoming a Lycanthrope.
Titan - Much higher stats in general, and much higher stature. You have an extremely low chance of becoming a Titan.
Demon - Much higher stats in general, but you must fight any other non-demon creatures you see, even if the odds are far against you. You have and extremely low chance of becoming a demon.
Finally, my favorite:
Lilliputian: Much lower health, attack, and speed, and much lower stature. In short, the odds are stacked against you. You have a medium chance of becoming a Lilliputian.
Key: Lower = -1
Much lower = -1 to - 3
Higher = +1 to +2
Much Higher = +3 to +7
After your race is chosen, you can choose your class:
Fighter: +2 attack
Tinkerer: +3 intellect, -1 attack
Strafer: +1 attack, +2 speed, -10 health
Brute: +20 health, +1 attack, -1 speed
Tank: +30 health, -1 speed
For those looking for a challenge:
Peasant: No bonuses or penalties
War monk: +1 attack
Novice: -1 attack
Dunce: -1 intellect
More info will be added here when players start to join, including combat mechanics.
Stats may be improved in game with crystals, a rare drop from powerful foes...
Base stats:
40 health
4 attack
4 speed
0 defense
4 intellect
Combat mechanics:
You all start with two combat skills - attack and parry. Parrying blocks enemy attacks with your weapon, attacking is self-explanatory. Rather than choosing these commands on your own, you can select up to four combat styles, and prioritize moves that you want to use more.
You can select from four combat styles, as well
Offensive (kill things before they kill you)
Defensive (block, dodge, and survive)
Balanced (A nice mix of the other two
Run (Instead of attacking, you try to run away each turn)
For instance, let's say that Bjorn Ivorsen, our friendly neighborhood tinkerer, is fighting Phuc Dat Ho. He has the basic skills, and a skill called Stunning Blow. Let's say Bjorn wants to use Stunning Blow as much as he can, and try to attack more than defend. He'll state that he's in the Offensive combat mode, and he'll prioritize Stunning Blow. Below your character sheet, add this:
You will acquire more skills, and possibly more combat modes as you go on.
Tinkering: With sinew or string, you can tie one thing onto another thing! It's pretty cool, right? In any case, it allows you to build some primitive weapons. Here are the basic tinkering "recipes" that you start off innately knowing
Stick + flint = Sharpened stick, flint
Rock + flint = Sharpened rock, flint
Rock + Stick + Sinew/String = Basic club
Sharpened rock + Stick + Sinew/String = Basic Spear
Bone + Flint = Bone blade, flint
(animal) leather + (animal) leather + sunshine + Sharp rock= Tanned (animal) leather, Sharp rock
Tanned (animal) leather x 5 = tanned leather vestements
The lower your intellect is, the higher the chance that anything you make will become junk is. If you try making a Bone blade but fail, you will lose both the bone and the flint, and get nothing.
May the fittest among you live!Player pool:
Julio - coolrune
Fu Qyu - Ozarck
Fu-Ka-Yu - TankKit (deceased)
Skeliborn - star2wars3 (deceased)
Han Yu - vishdafish
Gromble - Unraveller (deceased)
DeadMon - star2wars3 (deceased)
Caleb Fenrir - Rautherdir
Feu d'artifice - star2wars3
Dy Lin Wond Ay - crazyabe (possessed)
Xrasitas - crazyabe
MAPShadow BestiaryThe Prowler is perhaps the most terrifying of the Shadow Wraiths. It is fast, silent, and about the size of an elephant. It has a venomous bite, and its claws punch through most armor. Luckily, only the oldest and most powerful Shadow Wraiths are Prowlers, leaving their numbers low.
Although not as fast or dangerous as the Prowler, the Hunter is not to be underestimated. It makes up for a lack of speed with pure strength and toughness. It also has a paralyzing sting. Hunters are rather common among Shadow Wraiths, serving as the bulk of most forces. They are about the size of a horse.
The Collective is one of the most powerful Shadow Wraiths. Its true form is unknown - even to its own kind. The Collective is able to possess creatures, even other Shadow Wraiths, and control their every action. Luckily, The Collective is the last of its kind.
Implings are the least powerful variety of Shadow Wraiths, but occur in great numbers. They are small, about the size of a toddler, but they work in coordinated groups, swinging their huge claws in unison, with deadly effect. They usually are the shock force of Shadow Wraith attacks, charging in at the start of battle to smash through enemy lines.
The Tripod is one of the more fragile Shadow Wraiths. They often serve as the equivalent of petty officers in an attack, organizing and leading small groups of Implings. They aren't exactly tough, but they have a great amount of reach, allowing them to strike at foes from afar. Tripods are about as tall as three grown men.
Raptors are bat-like Shadow Wraiths with the ability of flight. They have a wingspan of about eight feet, and possess nearly impeccable night vision. They will swoop down on foes and tear them asunder with their claws. They also possess minor magical abilities, being able to make their telltale red eyes appear invisible for a short time.