Roll to Tech: Arena
You wake up in a strange arena. You don't know where you came from or how you got here. What you do know is this: to survive, you must eliminate your rivals, develop new skills, collect powerful treasures, and claim the crown!
Rules:- Actions are handled with a d6 roll, with a 1 being a complete failure and a 6 being an overwhelming success.
- Each player starts with at least one item and at least one Tech. Techs are skills that carry special effects and cost TP to use.
- If a player rolls a 6 during combat or while using a Tech, they immediately "spark" a new Tech, using it on the spot at no TP cost. If a player rolls a 1...
- Slain players drop randomly-generated items. Yeah, I'm totally ripping off Looter's Delight here.
- First to 10 kills wins!
Name:
Keyword: [Optional] An adjective, noun, or other word that will influence your starting items and techs. Examples: "Sword", "Fire", "Lethal"
HP: [Base 6, Max 20, Min 1] Lost when you're attacked. If it reaches 0, you die.
TP: [Base 6, Max 20, Min 0] Spent to use techs.
INT: [Base +0, Max +6, Min -6] Increases the quality of techs, including the ones you start with.
LUC: [Base +0, Max +6, Min -6] Increases the quality of items, including the ones you start with.
Distribute 5 points between the above stats. HP and TP start at 6; INT at LUC start at +0. If you need even more points, you can deduct 2 points from your base stats (reducing them no further than their listed minimums) to earn 1 point to spend; you may do this as many times as you like.
Roll to Tech died because (a) I realized that by the time it ended, everyone's character sheet would be 50 techs long, and (b) the enemy turns were getting kind of annoying to write. So why not shorten players' lifespans and cut out enemies entirely with an arena game?