Every attack and action will be based on two 6-sided dice! Based on your action, you might add your stat to the 2d6 roll.
Your basic stats:
Quest - For exploring and searching information on enemies in other rooms. FINDING AND DISARMING TRAPS TOO. Wit - For interpreting information, knowledge checks, etc. Being able to read books, knowing how to solve puzzles. Charm - Flirting and being social with whatever you run into. Your charisma! Also good for like musical and artsy things. Bravery - ATTACK and any physical strength action required. Punch.
For your character, assign the numbers to the above stats: 4, 2, 1, 0
On average, 9 is a passing. Crit fails (two 1s) always fail and you get to roll on the disaster/punishment table :D.
Likewise, crit successes (two 6s) always passes. You will pass your action and get a bonus!
Smoke Bombs - Creates an obscuring smoky fog. Delays an Enemy Attack for one turn, can only be used once per room.
Self-Fulfilling Prophecy - Allows the user to dictate something that will happen in the future and have it come to pass, within reason. Receive one extra turn or choose one enemy and decide the action they will take.
Apothecary's Delight Allows AlcheME!s to make status effect potions, provided they're not harmful. Depends on the potion.
Inequivalent Exchange Changes the size of an object, making it larger or smaller. Increases or Decreases the stat of a target by one
Foresight Allows the user to see any actions as a vision, so they can react to that "vision". Check to see what action an enemy could use against who before their turn.
Nothing Up My Sleeve - Grants the user the ability to send anything anything that will fit even partially within a sleeve, hat, or that can be covered with a cape (i.e. even a person's hand counts) to the Shadow Realm.
Your dungeon run begins in a simple room made with cheap decor and a barely-decent paint job. It seems like whoever was responsible for this location really didn't feel like finishing it! It smells vaguely of a dentist office and also elevator music is playing through a sound system that's on its last legs.
There is a door east, south, north, and west of here.
You found yourself in a room of mirrors that seem to reflect an endless sea of stars. It's almost dizzying. Despite the darkness, the stars seem to illuminate enough to where it's easy to see around you, but that doesn't mean it's necessarily easy to navigate through the mirror hallways.
To escape mirror hell, you need to roll quest to navigate to another way out, but hey! Maybe you have other ideas.
A brightly, colorful area where you can sit and relax and eat some snacks! Well, at least, there's a counter with candy lined up all along it. The chandeliers above also seem to be made out of candy? And there's a soda machine, too!
Chairs and tables exist for those who want to sit and relax with their snacks, and there seems to be a curtain with a mouth attached. It's kinda hard to tell if that's real or not . . .
PLAYERS
T
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Wit: 0
Charm: 1
Bravery: 2
K
Re: K
Wit: 1
Charm: 0
Bravery: 4
A
A'S NOT HERE TO MAKE FRIENDS
Wit: 2
Charm: 0
Bravery; 4
Eclipse
Re: Eclipse
Quest: 2
Charm: 1
Bravery: 0
HOW TO PLAY
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Your basic stats:
Quest - For exploring and searching information on enemies in other rooms. FINDING AND DISARMING TRAPS TOO.
Wit - For interpreting information, knowledge checks, etc. Being able to read books, knowing how to solve puzzles.
Charm - Flirting and being social with whatever you run into. Your charisma! Also good for like musical and artsy things.
Bravery - ATTACK and any physical strength action required. Punch.
For your character, assign the numbers to the above stats: 4, 2, 1, 0
On average, 9 is a passing. Crit fails (two 1s) always fail and you get to roll on the disaster/punishment table :D.
Likewise, crit successes (two 6s) always passes. You will pass your action and get a bonus!
ABILITIES
Delays an Enemy Attack for one turn, can only be used once per room.
Self-Fulfilling Prophecy - Allows the user to dictate something that will happen in the future and have it come to pass, within reason.
Receive one extra turn or choose one enemy and decide the action they will take.
Apothecary's Delight
Allows AlcheME!s to make status effect potions, provided they're not harmful.
Depends on the potion.
Inequivalent Exchange
Changes the size of an object, making it larger or smaller.
Increases or Decreases the stat of a target by one
Foresight
Allows the user to see any actions as a vision, so they can react to that "vision".
Check to see what action an enemy could use against who before their turn.
Nothing Up My Sleeve - Grants the user the ability to send anything anything that will fit even partially within a sleeve, hat, or that can be covered with a cape (i.e. even a person's hand counts) to the Shadow Realm.
MAP
SPELLBOUND - STARTER ROOM
Your dungeon run begins in a simple room made with cheap decor and a barely-decent paint job. It seems like whoever was responsible for this location really didn't feel like finishing it! It smells vaguely of a dentist office and also elevator music is playing through a sound system that's on its last legs.
There is a door east, south, north, and west of here.
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There's four doors...
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[ That said, it's the sound system that she's trying to find and investigate. ]
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[ Like, not hard? Just hard enough to check if it wobbles or something. ]
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Starry Eyed
[Everybody's Starry Eyed!
You found yourself in a room of mirrors that seem to reflect an endless sea of stars. It's almost dizzying. Despite the darkness, the stars seem to illuminate enough to where it's easy to see around you, but that doesn't mean it's necessarily easy to navigate through the mirror hallways.
To escape mirror hell, you need to roll quest to navigate to another way out, but hey! Maybe you have other ideas.
There is a door on the left and the right.]
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Pop and Candy Lounge
A brightly, colorful area where you can sit and relax and eat some snacks! Well, at least, there's a counter with candy lined up all along it. The chandeliers above also seem to be made out of candy? And there's a soda machine, too!
Chairs and tables exist for those who want to sit and relax with their snacks, and there seems to be a curtain with a mouth attached. It's kinda hard to tell if that's real or not . . .
There are no other doorways.
But!
There are 5 monsters in front of you.
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Why do I feel like C would love these...
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[Going for the lime one because it's the most immediately obnoxious]
[[10]]
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[ When she LOBS A CHAIR at the blue one, roll of 10! ]
Re: Pop and Candy Lounge
Elipse is going to try and stab the blue monster (6). ]
RESULTS
RETURN ATTACK
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Re: RETURN ATTACK
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RESULTS
Return Attack
Re: Return Attack
Re: Return Attack
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TREASURE
RESULTS
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