On each of your turns, you make up an action. Any ol' action will do, as long as its a reasonable action. When the turn ends, I will roll a dice, and your action will be executed based on the result of the roll:
1 -
Critical Failure - You dun messed up bro! Unfortunately for you, the opposite of what you intended to occur occurs, usually in a way that is detrimental to you. So, don't you dare try to use your debuffs to try to "not adopt a thousand dogs", because I'll definitely make it so that those thousand dogs are actually a thousand angry wolves instead.
Rolling a 1 results in a -1 debuff to your next roll.2 -
Failure - Whatever you were doing, you fail. Nothing happens.
3 -
Marginal Success - You succeed at whatever you were trying to do, but in a less than satisfactory or subpar fashion.
4 -
Success - You succeed in completing your action. Consider it a B+.
5 -
Excellent Success - You complete your action perfectly, and
get a +1 buff to your next roll.
6 -
Critical Success - Not only do you perfectly complete your action, you also accomplish something else that's related to your action. Rolling a 6 also gets you
+1 to your next roll.Now, as an example, let's pretend to punch a dummy.
1 - The dummy becomes possessed by a
Stand user and attempts to kills you.
(-1 to next roll)2 - You can't hit the dummy.
3 - You punch the dummy, but it wasn't satisfying.
4 - You successfully punch the dummy
5 - You punch the dummy and leave quite a bit of impact.
(+1 to next roll)6 - You punch the dummy so hard that it flies into an enemy
Stand user.
(+1 to next roll)
A couple of small restrictions. First,
you may only do one action per turn. Kinda obvious, but it makes sense just to put it here to remind y'all. If you do attempt to do two in one turn, I will only roll for the first action you mentioned.
Another restriction:
No Unreasonable Rolls. If you, say, use your very first turn to "teleprot me to dios catsle in egipt and win the game",
DIO will make that an automatic roll of 1 and you will be debuffed accordingly.
Also, actions will be rolled in the order they are posted - first come, first served.
During your action, you may attack another player, forcing them to
Roll to Dodge! (roll credits) Essentially, you attack a player and even may potentially kill them, destroying their chances at victory. When a player is forced to
Roll to Dodge, their dice rolls go like this:
1 -
Critical Hit - The object is destroyed or the person is critically injured.
2 -
Hit - The object or person becomes damaged or injured. Another hit in the same or the following turn like this will result in critical injury. The person also gets a -1 debuff to their next roll.
3 -
Light Hit - The person gets a -1 debuff to their next roll.
4 -
Miss - Nothing happens.
5 -
Compromising Miss - The defender gets a +1 to their next
Roll to Dodge.
6 -
Counter - The attack fails and is turned on the attacker, who must in turn
Roll to Dodge instead.
This RTD will be different from others for 2 reasons:
- This RTD will have a goal and an end.
- This RTD will also have new or revised rules.
One rule that will make this RTD unlike most others are allies and enemies. When you decide to join the game, you will assign yourself to one of two teams. The good guys are known as the
Crusaders. The
Crusaders goal is to get to their destination, Egypt, and defeat
DIO, an evil 100 year-old Vampire who is seeking the blood of his descendants. If they fail,
DIO will reach his fullest extent and rule the world. The other team, the
Followers, must help
DIO. They must get rid of the
Crusaders before they reach
DIO's lair or, at the very least, weaken them enough for
DIO himself to eliminate them.
CHOOSE YOUR SIDES WISELY, AS YOU CANNOT CHANGE YOUR SIDE MID-GAME!Another rule that will make this RTD different from sandbox-style RTDs is that if you die in this RTD, ya dead
forever. No revivals, no ghosts, nothing. To make it fair, though, death will never happen instantly. Taking enough damage will put you in a state of
critical condition. You cannot roll when you are critically injured, but your allies are given the chance to take you to a hospital. If they don't, you will die off forever. If they do manage to rescue you and keep you alive, however, you will have to wait
1 whole round after being brought to the hospital before you can roll again. In short, once you reach critical condition, one of two things happen: either you have to wait two turns before being able to roll, or you will be killed off permanently. One more thing:
if you see an enemy in critical condition or hospitalized, you cannot target them for an attack. Really, it's just a dick move. Even the
Followers in Stardust Crusaders never attacked anyone that was in the hospital or recovering.
And one final addition is the implementation of
Stands. A
Stand is the manifestation of one's spirit. These manifestations have all kinds of powers and can protect the user, being a part of him or her. When you get hurt, your
Stand is weakened. If a
Stand is injured or loses a limb, the same will happen to the user. Everyone who participates in this RTD will be given a random
Stand introduced in the Stardust Crusaders arc of JoJo's Bizarre Adventure, which will define their powers (mostly in a role-playing sense with, like, two exceptions). There are some
Stands that will not be usable by players in this RTD:
- DIO's World (Reason: It's DIO's Stand.)
- Enyaba's Justice (Reason: Overpowered/Will be used Later in the RTD)
- Kenny G.'s Tenore Sax (Reason: Underpowered)
- Anubis (Reason: It's an Independent Stand and does not have a real user.)
- Any Stand from chapters beyond Stardust Crusade (Reasons: This is not fookin Diamond is Unbreakable, Vento Aureo, or any other of your favorite chapters. This is Stardust Crusade)
- Holly Kujo's unnamed Stand (Reason: Powers and Abilities Unexplained)
- The Passion/Hermit's Purple II (Reason: DIO's Former Stand/Powers Unexplained)
If all available
Stands are taken due to popularity of this (unlikely, but we'll see), we will use some
Stands from other parts.
Another note, your
Stand's strength is determined by its
Stand Perameter.
Meaning, like Pokemon,
Stands have statistics. Also like Pokemon, there are 6 of these:
- Destructive Power (Determines how much force your Stand exerts in its blows)
- Speed (How fast your Stand is)
- Range (Measures the Stand's range of manifestation and influence, or how far it can travel from the user)
- Durability/Vitality/Staying (How bulky a Stand is)
- Precision (How accurate a Stand's attacks are)
- Developmental Potential (Measures a Stand's ability to develop a new function)
All of these are graded from A-E, with A being the best possible rank for it and E is... Not so much...
One more thing: this RTD has a turn limit of 50 turns. If you cannot reach
DIO in 50 turns,
DIO will reach his ultimate goal and the
Followers will win.