I shut down the last one of these due to emotional distress. And this is a re-run. If anyone knows me, this will be butt-insane. Last time, in turn 3, we had flaming trios, a dragon and a goblin who couldn't even break a weak wall.
The main principle of the game are levels. There are a list of things you can level up, until MAX(5). Every level up in one sector will add 1 to your roll next time it comes of importance. Of course, this means you can have up to 11, so we may need to take a look at the table...
1-You did the exact opposite of your plan, giving yourself a major negative effect in the process
2-You failed to do your task, and managed to earn a minor negative effect.
3-You struggled to do what you meant to do, but managed to do it without doing yourself a mischief.
4-You did your action fairly mediokerly.
5-You did your action normally without hindering yourself.
6-You did your action good, gaining a very minor bonus.
7-You did your action brilliantly, earning a regular bonus.
8-You performed your action amazingly, earning a larger-than-7 bonus.
9-You excecuted your action flawlessly, gaining a major boost.
10-You overdid your action, thus doing yourself a minor negative effect.
11-You really overdid things. Shit, meet fan.
Difficulty modifiers are in play, so if you tried to do something difficult, you will take a penalty. This will result in fun. The things you can upgrade are in the below spoiler.
Observance
Speed
Reflex
Stregnth
Defence
Accuracy
Skill
Telepathy
Stamina
Intelegence
Magic
LevelUp
EXP
To start the game, you will have anything between 5 and 30 upgrade points-5d6 will decide. When you LevelUp (by gaining 100EXP), you will gain upgrade points equal to 1d6 plus your LevelUp level. All leves start at 0. You will gain EXP to the equivelant of any role taken on your go multiplied by your EXP level plus 1.
I will take 8 players for this game.