Roll to Dodge! is a unique text adventure, in that you don't control one character. You control yourself. Each person that submits an action will be acting of their own accord, on their own character. Characters may interact with the environment and each other any way they wish. Because of this, you may only submit one action per roll. I will take the latest action you submit, and if you accidentally make two actions at once, I will take only the second one. If I catch it before the time I update, however, I'll attempt to leave a warning.
Updates will take place at around 9:00PM GMT -7. Basically, once a day. (I will not update today, so you have roughly 33 hours for the first update.)
What kind of actions you can perform? Well, first of all, try to avoid doing something too obscene. Outside of that, however, your actions and the consequences are only ruled by two things: Your imagination, and these:
That's right! When I update every day, I will be rolling a die. This is part of the reason behind why this game is called "Roll to Dodge!" Any action you make has a chance of failure or success based on the outcome of a 1d6 roll. Here's a breakdown of what happens:
1 - Epic Fail: The exact opposite happens
2 - Fail: You fail to complete the action
3 - Troubling Success: You complete the action, however not without trouble or damage.
4 - Success: You complete the action. That's it.
5 - Perfect Success: You complete the action well enough that you receive a boost from the outcome
6 - Overshoot: You complete the action so utterly thoroughly that something unintended happens.
Of course, the other part of the reason why this game is called "Roll to Dodge!" is because you also have to dodge things. Players may attack one another, and the Environment (as well as any denizens of which) may attack players of their own free will as well. If you are attacked, I will automatically roll for your character. Here is a breakdown of how the roll affects you:
1 - Fatal Wound: You die
2 - Serious Wound: If attacked again within the next two turns, if you roll a 3 or lower, you will die.
3 - Grazed Wound: Your next roll will suffer a -1 penelty
4 - Graze Clothing: You take no damage, Nothing happens
5 - Graze Score: Your next roll will gain a +1 boon
6 - Counter: The attack will - If a player - be forced to roll to dodge, or if part of the environment, be destroied/defeated.
- You control your own character
- You can submit (almost) any action
- Every 24 hours, I will roll a die to see if you succeed or fail your action
- Once you're dead, you can still ''attempt'' to play, but it will do nothing unless you're very clever (or get a 6)
- Don't do more than one action per roll. DON'T.
- Don't go for stupid actions like : I give everyone +6 on their next roll, or ''I become invincible''. You know, keep it sensed, at least do SOMETHING to become Invincible. You won't get what you want if you're way too precise, too.
-Getting over 6 or under 0 is possible. The further away you go, the most dire consequences. (for example last 12 roll destroyed the last game.)
-Due to last game ending, OrangeDragonFire
can become a god anytime he desires, or upon his first death.
- This game is a Wizerd RTD. The Wizerd rolls a 100-faced dice, and his played by me. He seeks to destroy the whole world. For the first 3 turn
s, he is sleeping.
- You wake up in a grassy field. Go!
Btw, all commands should look like this
Failure to > will result in no action for you.
> Look up in the sky, hoping to see a giant potato:
1: You accidently stare at the ground and see a carrot going up your nose. (-1 to next roll)
2: You fail to look at the sky, and you certainly see no potato.
3: You see a potato! But it falls on your head. (-1 to next roll)
4: You do see a potato in the sky.
5: You see a golden fairy potato, that gives you powers! (+1 to next roll)
6: You not only see a giant potato... you see a thousand of them! You must ROLL to dodge them!
(thus, the 6 would bring up those options
ROLL TO DODGE THE GIANTS POTATOES:
1: You don't do it. X has died.
2: You get seriously wounded, but escape alive. X is injured!
3: You get away from them, but you're badly hurt. (-1 to next roll)
4: You evade them like a pro.
5: Not only do you evade them, but you feel like a ninja. (+1 to next roll)
6: You effortlessly destroy all of the potatoes with your giant lazer-eye beam that you now have. Smells like fries.