RTG Turn 2
New Rule Discovered!Rolling method changes each Turn!
Die Method : d12
This die is extremely ordinary in both its shape and usage. Not only was it likely stolen from a kid as he was failing a dodge roll, but probably as he was failing a life roll, as well.
Each side is labeled 1 through 12, as the name would imply and appears to be nothing special.
{1d12 = 2} – OUTPUT? n
EXECUTE ROUTINE : hide -table
ERROR : table TOO SMALL!
ERROR : UNABLE TO MOVE
ERROR : UNABLE TO SEE
ERROR : U
EXECUTION ERROR : NO ROBOT FOUND
'Stupid faulty robots,' you think to yourself, trying to find the nacho hidden within your fat rolls. It's been bothering you for days, but your new-found rage has given you lots of excess energy to expend.
Unfortunately, you seem to be surrounded by a myriad of men. Well, maybe not a myriad, but semantics can wait until you've stopped being carried dragged (Street burn!) into...
Wait, this isn't the casino. Where are you?
You're sitting at a round table, dotted with blood (The table, not you.) You see two other men there: A rather fidgety man, quite possibly paranoid, and a man that you can't help but feel is without hope.
Another man is dragged in. The dragger throws an antennae at you.
“We're going to play a little game.”
Status
Health: 6/6
Money: +$0 / 20000
Inventory:
Lucky Antennae
{1d12 = 8 (4)} – You decide to wait until they've stopped dragging away the trenchcoated man to sit at the poker table. Looks like you're up against an inconspicuous man, some guy that seems to have no idea how to bluff, and a well-dressed and oddly lucky man.
Mr. Luckless vs. Others
{10} vs. {2} + 1 (lucky) vs. {9} vs. {9} + 1 (lucky)
Some how you tie with the well dressed man, splitting the pot (most of it from the bad bluffer.) (+10 Chips)
Lucky!
Status
Health: 6/6
Money: +$5500 / 25500
Inventory:
Lucky Gilded Bottlecap
{1d12 = 5} – You sit down to play some poker, feeling pretty lucky. The other players, a not unnoticeable character, a blind man, and a terrible poker player somehow manage to get better cards than you though.
But that's okay, you weren't a blind that game. (+0 Chips)
You notice a woman sit down near a craps table, stunningly beautiful. Out of all there is to notice, her necklace stands out. Moments ago, it was a plain irregular die (possibly a d12.) Now, it appears to be an ancient pyramid... Well, a triangular pyramid.
You feel as though this is important.
Status
Health: 6/6
Money: +$0 / 20000
Inventory:
Lucky Bronze Dice
New Rule Discovered!Rolling 7's grant Lucky Talismans!
{1d12 = 7 (5)} – You look up at the blackjack dealer, feeling oddly lucky. You place 20 chips down and watch the cards flip.
Fedor vs. Dealer
{1d12 = 6, 5, 9, 12, 11, 2, 9, 10, 4, 6} + 1 (lucky) vs. {1d12 = 7, 12, 9, 4, 6, 9, 3, 4, 11, 6}
The first round is a push, lucky enough. (+0 Chips)
Then a loss (Why did you stay on a 5?!?) (-20 Chips)
Then a slight win with your soft 18 just barely inching out a hard 17. (+20 Chips)
Luck's on your side as you get dealt two aces! You split and manage a blackjack and a win! (+45 Chips)
You get another blackjack! (+25 Chips)
You lose the next hand. (-20 Chips)
Then a win. (+20 Chips)
Then another. (+20 Chips)
A quick loss. (-20 Chips)
Followed by another slight win. (+20 Chips)
All-in-all, you've won 90 Chips, or $9000!
Strangely enough, one of the chips you've grabbed has a strange mark on it. It's got a 7 drawn on it in permanent marker. You decide to keep it for later.
Status
Health: 6/6
Money: +$9000 / 29000
Inventory:
Lucky Tie
Lucky Chip
{1d12 = 5} – You head on over to the poker table, keeping an eye on the lady at the slots (The antennae man seems to have left.) You hardly notice as you manage a tie at the poker game. (+10 Chips)
The woman walks over to the craps table, and you decide to follow her.
A small scuffle in the corner distracts you a man flailing man kicks you in the shin. It stings a bit, but nothing much.
Status
Health: 6/6
Money: +$1000 / 17000
Inventory:
Lucky Cap
New Rule Discovered!Idling is bad! Turns will go up as soon as I'm ready, not you.
{1d12 = IRRELEVANT} – You sit at the blackjack table staring into space. The dealer gets a little creeped out and gives a look to the buff guard. Unluckily for you, it's the guy who didn't agree with you earlier. You try to struggle, but his strength is too much for you! You manage to cause a scene, kicking a table and a few players before being lead to a back room. You are slammed into a chair.
“We're going to play a little game.”
Status
Health: 6/6
Money: +$1000 / 19000
Inventory:
Lucky Shades
Waiting Room
{1d12 = 4} – You search the waiting room for chips and coins. You find several, but they turn out to be quarters.
You also failed to choose something of significance, and have decided your stethoscope is rather lucky, due to its bullet reflecting properties.
Status
Health: 6/6
Money: $200
Inventory:
Lucky Stethoscope
{1d12 = 2} – You walk into the waiting room and shoot the nearest person, a doctor. You find this rather distasteful, but the bullet reflects off his stethoscope anyway.
Whoops, forgot to walk five paces. You do so and feel better.
Status
Health: 6/6
Money: $200
Inventory:
Lucky Ring