A Roll the Dice game
A Dicearm production, loosely based on Magic: The Gathering
Poorly-written excuse plot
Spoiler: show
In another realm, the impossible is a reality - Magic is not only real, it is the basis for every day life. Powerful sorcerers hail from every corner of the universe, practicing their craft in secrecy, manipulating the Aether to perform fantastic deeds of every kind. Some create new forms of life, others destroy whole worlds for practice.
Every fifty sweeps, the best sorcerers are chosen to meet at the Well of Souls. There, they converge and vanish to the unstable realm of the Aether, the source of their power, and hold the Ritual of the Sentinels, the beings that made their universe in an attempt to gain their favor, and more power.
After the friendly ritual is completed, they turn on each other, and conduct a duel to the death, for only one can gain the favor of the Sentinels.
Every fifty sweeps, the best sorcerers are chosen to meet at the Well of Souls. There, they converge and vanish to the unstable realm of the Aether, the source of their power, and hold the Ritual of the Sentinels, the beings that made their universe in an attempt to gain their favor, and more power.
After the friendly ritual is completed, they turn on each other, and conduct a duel to the death, for only one can gain the favor of the Sentinels.
Rules
Spoiler: show
What is a Roll the Dice?
A Roll The Dice is a forum game in which you, the players, can do whatever you want. I, naturally, will provide some sort of goal and you can try to complete it however you want. In this case, One obtains victory by eliminating all other competitors.
Your commands can be ANYTHING you can imagine. Want to make tea? Go for it. Absorb the power of a deity? That's allowed. Smite your opponet with the wrath of a thousand rabbits? Your welcome to try! All actions will have their success determined by me, the Diceroller. Unless otherwise altered, rolls are as follows. Do note that some rolls {Re: ascending to godhood} may require more than one successful roll to complete.
[1]: Horrid Failure. You failed to do your action so hard that bad things happened.
[2]: Failure. You didn't do what you wanted to do.
[3]: So-so. You didn't do the job quite as well as you hoped, so nothing really happened.
[4]: Success. You just plain did whatever you did.
[5]: Sweet Success. You did so well that other good things happened.
[6]: Overshoot. You did so well that there were unexpected side effects. These side effects will vary.
These are the basic rules for any RTD. In Sorcery: The Convergence, however, you will also have a mana pool that I will subtract from based on how strong of an action you are attempting - Anything costing more than you have Is an automatic one. How do you know how much your actions cost? Simple. You don't. Ontop of this, the Aether will get a roll of their own at the end of the turn. After which, everyone will either get an increase or decrease to mana, again based on a roll.
Anyone who has played MTG will be familiar with what colors are used for what, but they are slightly tweaked for the purpose of this game. A guideline of what colors do what are as follows, though they are not limited to the below:
WHITE - Used for light-based spells, healing, enchantments, and general beneficial effects.
BLUE - Used for water and ice-based spells, countering, and general control-related effects.
BLACK - Used for death-based spells, curses, drains of all sorts, and general undeath-related magic.
RED - Used for fire-based spells, damage, and outright destructive forces.
GREEN - Used for nature-based spells, and general summoning magic.
Each player starts with 10 mana of each color, as well as 50 life. Life is capped at a maximum of 100. When a player dies, they are out forever. No exceptions. As stated above, last player standing or, if the game begins to get too long, whoever has the most life by turn X will win. You are free to roleplay your actions if you like, just so long as all commands to be rolled for are bolded, Colored, or otherwise stand out from the rest of your text in some way.
A Roll The Dice is a forum game in which you, the players, can do whatever you want. I, naturally, will provide some sort of goal and you can try to complete it however you want. In this case, One obtains victory by eliminating all other competitors.
Your commands can be ANYTHING you can imagine. Want to make tea? Go for it. Absorb the power of a deity? That's allowed. Smite your opponet with the wrath of a thousand rabbits? Your welcome to try! All actions will have their success determined by me, the Diceroller. Unless otherwise altered, rolls are as follows. Do note that some rolls {Re: ascending to godhood} may require more than one successful roll to complete.
[1]: Horrid Failure. You failed to do your action so hard that bad things happened.
[2]: Failure. You didn't do what you wanted to do.
[3]: So-so. You didn't do the job quite as well as you hoped, so nothing really happened.
[4]: Success. You just plain did whatever you did.
[5]: Sweet Success. You did so well that other good things happened.
[6]: Overshoot. You did so well that there were unexpected side effects. These side effects will vary.
These are the basic rules for any RTD. In Sorcery: The Convergence, however, you will also have a mana pool that I will subtract from based on how strong of an action you are attempting - Anything costing more than you have Is an automatic one. How do you know how much your actions cost? Simple. You don't. Ontop of this, the Aether will get a roll of their own at the end of the turn. After which, everyone will either get an increase or decrease to mana, again based on a roll.
Anyone who has played MTG will be familiar with what colors are used for what, but they are slightly tweaked for the purpose of this game. A guideline of what colors do what are as follows, though they are not limited to the below:
WHITE - Used for light-based spells, healing, enchantments, and general beneficial effects.
BLUE - Used for water and ice-based spells, countering, and general control-related effects.
BLACK - Used for death-based spells, curses, drains of all sorts, and general undeath-related magic.
RED - Used for fire-based spells, damage, and outright destructive forces.
GREEN - Used for nature-based spells, and general summoning magic.
Each player starts with 10 mana of each color, as well as 50 life. Life is capped at a maximum of 100. When a player dies, they are out forever. No exceptions. As stated above, last player standing or, if the game begins to get too long, whoever has the most life by turn X will win. You are free to roleplay your actions if you like, just so long as all commands to be rolled for are bolded, Colored, or otherwise stand out from the rest of your text in some way.
Character info
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Code: Select all
Name
Life: 50/100
WHITE - 10
[color=#80a0ff]BLUE[/color] - 10
[color=#000]BLACK[/color] - 10
[color=#ee4a2d]RED[/color] - 10
[color=#090]GREEN[/color] - 10
Actions per Turn: 1
Active effects:
None
The game will begin when four people have joined and will stop accepting applicants after Round 5. After all, a wizard is never late, nor is he early - He arrives precisely when he means too.
Remember to post your character info in every post you make in this thread! If you want to join, your first post should be your action.