Note: I did not invent this game, if you want to know where I got it from, PM me
Step 1) Do stuff.
Step 2) I roll a die and tell you what actually happens.
If something is coming to hit you, even if it's not your turn, you'll get a roll to dodge it.
You win if all the other players are dead (though feel free to cooperate regardless). Once you die you become a ghost and are no longer eligible for victory until you gain physical form again.
If you die, you may invent ways to come back to life; a pact with the devil, secret super powers, adopting a cybernetic body, etc. These will be subject to the normal rolling rules.
Updates will happen whenever I feel like it, resolving any outstanding actions players have taken. However I will attempt to update regularly, once every 2 days at the least when possible.
Anyone can join or leave at any time. However if you leave let me know so I can properly remove you from play.
Players who preform no actions for 4 updates will also be removed from play and will need to re-enter the game to continue playing (exception to this is if you can give me a very good reason to be inactive).
An exception to this is when you have been excluded from play by either myself or through actions.
- Any action impossible without an intermediate action will automatically fail, regardless of the roll. (Example: Trying to walk when you are laying on the floor without standing first.)
- You cannot take the same action twice in a row.
- Only the first thing in a compound action will be used. (Example: "I get the shirt and I put it on" will be resolved as "I get the shirt".)
- If multiple actions are submitted before the turn is resolved, only the first action will be used.
Rolls are on a normal die with six sides. The higher the roll, the more successful the action was. The more ambitious the activity is, the harder it is to succeed and the more dire the consequences of failure.
If I say something happens, it happens, regardless of what you think should happen.
1 - Epic failure.
2 - Failure.
3 - Partial success.
4 - Success.
5 - Perfect success.
6 - Overshot.
There is virtually no limit to what you can do. Don't go too far though; you have a 50% chance of something going wrong.
Special powers and abilities need to be acquired first before you are able to use them. But you can be creative and gain the special power and use it in the same turn. Perhaps doing you action causes you to get a special power as an added result.
Instant-win moves/actions are technically not illegal, they are however frowned upon and are subject to an highly increased rate of horrible failure.
My word is final; if I say something happens, it happens, regardless of what you think should happen.
Also I will have fun twisting what you post, so "be careful for what you wish for" and don’t be surprised if something as simple as a spelling mistake comes back to bite you.
To begin playing, simply post your first action here in the thread.
Note that in this game I might give slight positive modifiers (hidden) for things I think are really funny and penalties (can be extreme) to stupid things that could adversely affect the game (game enders etc).
THE SITUATION You wake up in a holding cell. The first thing you feel is that you are terribly hungover and that your face feels like it was kicked a few times. You hear guards of some sort talking down the hallway. You see a window down the other way of the hallway, and you see trees, which means you are still on a planet. A man in the cell opposite of you is singing something, but you can't quite make out the words. Before you can tell him to quiet down you suddenly feel the urge to....