So this is just a short game, as simple as anything. Click on
this link and you'll be given a random power. You must kill the other three players of the game, and you win, that's it. No stats, everything is a d6 roll, situational bonuses will be given to
creative and clever uses of power. E.g., If you get fire powers, just blasting plumes of flame doesn't get you a bonus, doing things like superheating the ground, melting metal, asphyxiating opponents, will, more often than not.
Excessively OP powers will be nerfed, so you can't just reality warp someone out of existence or stuff like that. Again, thinking outside the box will help circumvent any GM-imposed limitations.
Character sheet:
Name: Yep
Power: Leave a link to the power you get on the wiki.
I'll take four players.
Waitlist:
Name: Zenni
Power: Plot Control
- Roll d6, amount rolled is number of words you can change for one other player's turn. Roll a 1, change any word in that person's turn. Roll a 6, change six. When quoting the turn, make sure to highlight the changed words in red. Can still perform regular, non power related action.
- Roll a 1 on any turn, and I as the GM will inflict arbitrary punishment dependent on a secret die roll on my part.
- Immunity to direct changes to your person by a reality warper ( other than the GM )
Name: Edward
Power: Animal Intuition
- Impossible for animals to be naturally hostile towards you. Animals agitated ( by chemical, psychic, magical or other means ) will try to resist orders to hurt you.
- Rolling above a 3 allows for animal to permanently bond with you, following your every order. If you are unable to give verbal, bodily or other such command, animal cannot take orders, but will still intuitively try to help you. No limit for number of animals capable of bonding with you at once.
- Animal that stays with you for longer than 8 turns becomes psychically linked, allowing you two to perceive through each other's senses. Longer distances dulls effectiveness. Psychic link can be transferred between bonded animals, but only one animal can be linked at a time, with a cool down of one turn.
Name: Variety Hour
Power: Reality Filtering
- Capable of changing the features of the setting.
- This form of reality warping cannot change the actual location, but can change its context and characteristics, such as turning an icy tundra into a boiling lavascape. Dimensions of the location and GM important items will not be affected.
- Can create anything, literally anything, but erasing anything requires extra effort ( -1 penalty ), and affecting other players at all is even harder ( -2 penalty ).
- Rolling a 1 when using this power will cause nasty side effects for everyone involved.
Name: DaNA
Power: DNA Link
- Can acquire the DNA of others through consumption of their genetic material ( flesh, blood, etc. ) allowing you to utilise their powers.
- For the person whose DNA you've acquired and assimilated, you get a +1 bonus to all physical confrontation, due to sharing a symbiotic link with them through their DNA. You also have a two-way perspective exchange, allowing you to perceive through their senses ( requires a roll ) and vice versa. Assimilated person can roll to interfere with your sensory perception, and vice versa.
- Acquiring a person's DNA when you already have someone's DNA assimilated overwrites the previous DNA and assorted powers.
Name: Hohn Jacob Jingleheimer Schmidt
Power: Healing Factor
- Automatically heals all damage passively over time.
- Immune to gradual poisoning and decaying substances, unless enough is introduced to overwhelm healing factor and cause instant death.
- Every turn, roll is made. If a 5 or 6 is rolled, all cuts, lacerations, broken bones, and moderate injuries are healed.
- Loss of limbs and major bodily organs take a minimum of 3 turns to completely heal from, barring rolling a six to speed things up.
- Death can still occur, if majority of the brain is destroyed quickly enough. Constant damage that outdoes healing factor, such as being dipped in molten metal or strong acid, will cause enough bodily harm to overwhelm healing factor.
Name: Johnny Black
Power: Dark Arts
- Can use any of the powers on the Dark Arts wiki list.
- Any usage of power for a constructive, healing or benevolent purpose will cause -2 penalty to all subsequent magic rolls for 10 turns.
- Being cruel, causing pain, and otherwise being evil grants you Dark Side Attunement
- Dark Side Attunement levels are gained after sufficiently evil acts, and can be spent to auto-succeed on a magic roll.
- Very vulnerable to white magic.
Name: Chronos
Power: Future Embodiment
- Can accelerate the age of anything you touch, provided you roll either a 5 or 6.
- Can see 2 paths of the future. I will PM you the various futures, which will include enemy makeup and moves, certain plot advancements, etc. You get to choose which one happens. The better you roll, the more details about the future you get. You roll a 1, which you won't know about, you'll get deliberately misleading future visions/choices.
- Future control, as shown above, takes a toll on you, -2 to all rolls for 3 turns.
- Can control flow of time in combat and dangerous situations, slowing things down or speeding them up to relative to outside observers. Can be used to land, avoid hits, or screw you over badly if you botch the roll completely.
- Can show other people their future death once you make physical contact, opponent gets -2 to all rolls due to existential vertigo.