Yet more spoilered info....
It is currently the info phase, where questions can be asked freely, and any requested changes to the rules or the available Players can be done. However, please do not even hint at which Player you will/would pick. I want the choices to be freely made based on what Player a user wants, rather then on what Player has not yet been chosen. Claiming a character/spot will begin at 8:00:15PM Forum Time on March 20. At that time, any interested user will choose a #1 and #2 pick for which character they want, and the first 5 signer-uppers will get into the game. In order to accommodate users in weird time zones, or for night-working people, you can get someone to sign up for you, provided they are not signing up as well. Because there is probably going to be multiple people wanting the same character, finalization of who is whom will run until 9:00PM, and all disputes will hopefully be resolved in that time. At 9:00 I will post the confirmed Player list, and the username of the signup-ed users will take the place of the first name of the Player they got. At that time, firsts actions will be posted by the playing users. The first turn will be posted at 10PM.
The bane of any GM is the lack of action on the part of their players. Thus, I am instituting a rule. If a particular user is taking quite a while to post an action, I will open the floor to anyone posting an action for them to do, and the first action posted will be the one that the character will use. Hopefully such a rule with a potential for self-slaughter will not have to be used.
Sudden Event - When a sudden event occurs, a luck roll will happen, with 6 meaning very good things happen, and 1 meaning very bad things happen. On a good luck roll, there is a good chance for treasure to appear, whereupon a treasure roll will occur which will determine what you get. Again, 1 bad, 6 good.
Challenges: Every second turn or so, an out of game challenge will be issued, the winner of which will receive bonuses in the game. The challenges will range from knowledge-based things to whatever crazy stuff I can think of. Naturally the more difficult challenges will yield better bonuses.
Movement Near Hostiles: If an enemy is within 10m of you, and they choose to attack you, your movement roll could receive penalties depending on how successful their attack is.
Combat:When something attacks another thing, there is first a accuracy roll.
1: Epic miss!
2: A miss
3: A near miss
4: A hit
5: A hit!
6: A weak point found hit, but the attacker becomes a bit off balanced.
After the accuracy roll, there is a damage roll, and a 5 or 6 on an accuracy roll means +1 to the damage roll.
1:Pitiful strength
2:Poke strength
3:Decent Power
4:Actual Damage
5:Excellent Damage
6:Brutal Damage
On rolls of 5 or 6, there is also a critical roll, which determines damage done to internal organs and such. Players attacking other players get -1 to accuracy and -1 to damage. Attacking someone who is not the same place as you requires a move-to-attack roll.
Passing:Whenever someone passing something that is trying to kill them, there will be a pass roll to see whether the guy gets hit or not. On rolls of 3 or 4, the attacker gets -1 to their accuracy roll, on a roll of 5, the attacker gets -2 to their accuracy roll, and on the dodge roll of 6, the attacker gets -3 to their accuracy roll.
Skill Spheres: From Turn 4; “So, I bet you want to know what that does, huh?” You are scared by the voice for a second, and then you remember that someone from the show put a earphone on you before the race, as they did for the other contestants. The voice continues; “That thing right there is what is known as a skill sphere. When you break it on the ground, some sort of highly complex tech thing happens, and knowledge about performing a skill just pops into your head. Why don’t you give it a chuck, and see what happens?” (Breaking the sphere is a free action).
1. Ron Jaundice – Firefighter
Equipment:
Fire Suit: +2 to fire-resistance rolls
Fireman’s Helmet: +1 Damage resistance
Skills:
Fire Training: +2 towards fire intelligence rolls, grants +1 to fire-intelligence rolls to any player within 50m
Nyctophobia: -3 to most rolls when in darkness
Aussieguy is a fireman, when he was younger with the love of controling things made him want to be a leader of the world but his mum put some sense into him. He joined the game show because of the magic involved.
I could control anything with magic...
2. James Pogosta – Engineer
Equipment:
Briefcase: -1 accuracy to enemies’ attacks
Ultra Pen: +1 to accuracy when used to attack. 1/6 chance of breaking per attack
Skills:
Speedwalker: +10m to movement rolls of 2,3,4
Nerdly Runner: -10m to movement rolls of 5 or 6. 1/6 chance of 0m gain on movement roll of 6
Siquo was an engineer at a large corporation, which handles a lot of defense (military) contracts. He recently designed sliding doors and pressure switches, to be used in hallways. Shortly after, he was fired, and had to sign a non-disclosure about everything he knew, forfeiting his life, limbs, liberty and soul if he broke the contract. With no money, no family to talk to (they're pretty autistic as well), no wife, no children and, God forbid, friends, he signed in for this show.
He recognises the sliding doors, though. And the pressure plates.
And has a sudden feeling
he's not going to leave this show alive.
3. Alex Dengue – Farmer
Equipment:
Pitchfork: +2 to damage, -1 accuracy when used to attack
Fireworks: One time item. Briefly lights 100m area, -2 to all accuracy rolls within 50m
Skills:
Hardy: Takes -1 damage on hardiness rolls of 3 or 4, -2 damage on hardiness rolls of 5 or 6
Animal Maniac: -1 to most rolls if not within 100m of an animal, or animal look-alike
Emperor Dengue has worked on his ancestral family farm for his entire life. He found an application to the show at the farmers market when he was selling pomatoes there.
His family unfortunately has a history of insanity and severe mental illness. He has a claim to infamy because of this; his great uncle was the mass murdering pig farmer Robert Pickton.
4. Amy Pertussis – Musician
Equipment:
Guitar: Grants +1 to music rolls. Can be used to give +1 damage when used to attack. 1/6 chance of breaking if used to attack.
Mysterious Needle: Affects movement rolls in a positive or negative way when used.
Skills:
Jigglypuffian Voice: Can use turn to sing, causing any player within 50m to fall asleep for 0, 1, or 2 turns.
Frail: Enemies get +1 damage when attacking
Katsuun Pertussis, from a young age, loved to sing. She spent her days honing her skill, serving as backup singer to some cult band and spending her spare time recording themes for anime shows, as her family was Japanese in ancestry. Upon her adulthood, she was employed under a contract to serve as a full time artist. However, following the recession and the subsequent shut down of her studio, she wandered aimlessly for a long time.
She signed up for the race in the hopes that winning might jump start her career. Also, she is becoming a ninja, so thats awseome as well.
5. Julia Pica – Robot Factory Security Guard
Equipment:
Flashlight: Provides light in dark places. Has 15 battery power, and uses 1 per turn when lighted. Can be used to attack, giving +1 damage but with a 1/3 chance of using 1 battery power
Billyclub: Gives +2 accuracy if used to attack
Skills:
Robot Familarity: +1 to robot shutdown, robot reprogramming rolls
Unlucky: Gets -1 to sudden event rolls
Shoruke Pica lives in the University of Alberta, as a guardsman for the UofA's Engineering Building's Robotics Department. They need a guard because, as with the University of Saskatchewan, the Engineering Building is in continuous war with the Aggro (agriculture) Building. The UofA had applications for a game show involving winning lots of money and becoming Steenking rich, so naturally I took one and submitted it.