Solstice
(This is absolutely inspired by @fralegend015βs Oderhan but I wanted to take a different spin on the idea)
The world was once a peaceful place, one where people could be born with the possibility to fulfill their dreams, where people had hope for the future and could trust that the world would give them the opportunity to be anything that they imagined.
Those days are long past.
That day when the sun split into five and drove the world mad was the same day the world realized how small it actually was. As the strange light twisted the bodies of those who stepped into it, the wealthy, capable, and influential hid themselves away in bunkers and sky cities. As the people below lost their minds and bodies to the five suns, it was found that there are a few who were unaffected by the light, although these people, no matter how long or far they ran, were always found.
You are not one of calamities survivors, you are one of the filth that now plague the lands, regaining a fragment of your sentience after a century of wandering the desert wastes, mindlessly killing anything that crosses your path. But with a fragment of your mind regained you feel a new purpose welling within you, one that dominates your every waking moment.
DEVOUR
One imperative reverberating through your skull. The only way to regain who you were. The only way to gain power beyond your wildest dreams. You must consume.
You can sense them. There are others, many others. Some have already devoured enough for something to grow inside them. That something, the thing that gave you your memories, the thing that gave you power. You must have it.
Hello! I exist again! Donβt mind my prolonged disappearance from the forum because I have a fun idea for a forum game! I have
The basic idea is that the world ended, the planet is now a desert where the suns never set. The few bastions of humanity exist in either underground bunkers or cities in the sky. Anyone who steps into the sunlight will have their location broadcasted to every twisted in a ten mile radius. Despite this, people will still need to collect resources from the world, so there will be occasional roving bands of people searching for resources to prey on.
Additionally, awakened twisted know where each other are, but not necessarily who each other are. There will be other awakened twisted besides the players
I encourage you to be creative with your mutations and playstyle! I will try to make some simple images for everyone so you all have a sort of visual aid.
I feel like going for more of an eldritch vibe for this game.
Making a character
Who were you?
Creating a character starts with a simple question:
Who were you before the fall?
What did you look like? Where did you work? Where were you? How long did you last?
These questions will become relevant as the game progresses, and effect what knowledge your memories unlock.
What are you now?
This is the creature you will actually play as in the game. Your stats and abilities will be found here. It would also be nice for you to add a little description of your creature here (I will want to draw it)
Stats before modification (Stats are mostly determined by your mutations)
Main Stats
Sparks - [0] (These will be gained at certain milestones and allow for far more powerful mutations or upgrades. They are earned at each power of 10 up to 1000000)
Devoured - [10] (act like points, gain them by consuming survivors or other twisted. each stat increase or mutation upgrade costs twice as much as the last, starting at 1 point)
Fortitude [1]
Defense [1]
Agility [1]
Strength [1]
Perception [1]
Memory [1]
Additional Mutations (Each additional mutation costs twice as much devoured points to make as the last , starting at 1, and each upgrade takes twice as much as the previous upgrade, also starting at 1)
[Mutations](Relevant Numbers)
- Description
[Mutations](Relevant Numbers)
- Description
Stats after modification (What will actually directly effect the game)
Health - (Your total health pool, equal to 5 + (5 * Fortitude)
Armor - (The amount that incoming damage is reduced)
Dodge - (So many things)
Attack Power - (additional damage)
Observation - (For finding things and not being snuck up on)
Intelligence - (For using and/or recognizing old world and new world tech and knowledge)
Rolls and Combat
Rather than a d20 system, Iβm opting for a 2d6 system in this game, as I feel the distribution of probability makes things more fair and accurate.
Rolling the maximum amount is always a success, so long as it is physically possible in universe.
Rolling the minimum amount is always a failure, so long as it is physically possible in universe.
General Rolls
These are checks you must occasionally roll to complete various actions.
These checks are rolled when the outcome of a certain course of action is uncertain.
Checks have a certain rating, which must be passed for you to succeed. The rating depends on the difficulty of the task.
Which stat is used in a check depends on what is being done, and how it is being done.
Combat
Combat happens in a single round, so if you engage in combat, please make sure to respond quickly to each turn
In combat, you will have a number of actions equal to your agility divided by 3.
You may use these actions to either Attack or Defend.
When Defending, you make a player attacking on the same turn roll to hit for one attack action against your dodge check, on a failure, the attack misses, dealing no damage. If the opponent rolls the minimum roll, you may counter-attack them.
When Attacking, you deal damage to the opponent equal to the appropriate attacks damage dice, unless your opponent defends. If your opponent defends, you must roll agility against their dodge check, dealing no damage on a failure. After attacking an opponent and rolling for damage, your strength score is added to the damage roll, the opponents armor is subtracted from it. After this, the remaining damage applies to the opponent. Any conditions that the attack may inflict will then apply to the opponent.
At the end of the turn, any conditions applied to you and your opponent take effect. This is basically just the various poisons of the game, but may include other things as needed.
Turns continue until either one opponent escapes, both opponents agree to stop fighting, or one opponent dies.
Extra notes
There are a few things Iβve thought of that require special additions so I thought I would include them here. If you have an idea that isnβt in the list then you can pitch it to me and Iβll figure out how to work it out mechanically.
Poisons
Poisons are probably the most complicated thing here.
A poison has two aspects: Effect and Method of Action
he effect of a poison is what it does mechanically, while the method of action is what your opponent needs to build a resistance to.
Effects
Poisons can have many effects, but not all of them deal damage directly. Some examples include:
- Acidic Poison [12] [6] (this is your standard poison you know and love)
Deals a set amount of damage over a set amount of time. The first number is the total damage the poison will deal, the second is the duration (in turns) the effect lasts for. This effect does not stack with itself. If a new acidic poison is applied, the one with the larger damage value overrides the other. - Anti-Coagulant poison [5%] [10]
Makes the target take bleed damage for a number of turns after being hit. The damage the target takes from bleed is equal to some percentage of the attacks damage (determined by the first number), rounded down (to a minimum of 1). This lasts for a number of turns (equal to the second number). The bleed effect stacks with itself. - Paralytic poison [6] [1]
The target must make a (2d6) save determined by the first number, and on a fail be paralyzed for a number of turns determined by the second number.
Methods of action
Poisons may achieve the same outcome through completely different methods of action. When choosing a poison or resistance, you must choose a method of action. When building resistances, you do not build resistance against an effect, but a method of action. The effect of poisons that use that method of action will be dampened if you gain resistance to it. Each poison will have 3 methods of action, which will be chosen when building resistances or mutating a poison.
Some poisons may share methods of action, while rare building resistance to that method of action will give you resistance to both poisons.
Terrain conditions
Anything like webs, sludge, fog, rough terrain, or anything like that will give bonuses to some builds and rebuffs to others. These bonuses and debuffs only apply within the area of effect of the hazard.
Hereβs a copy of the sheet Iβll be using to make calculations:
If you have any questions let me know!
Edit:
New rounds on Saturdays or Sundays.
If anything happens Iβll let you know.
Please read through the rules.
Rounds:
