WEREWOLF DICE: The Cube that Changes Everything

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WEREWOLF DICE: The Cube that Changes Everything

Post  rhaidot on Tue Sep 03, 2013 1:02 am

UPDATES: After all the players had posted.


STORY: Welcome to a loser's world. Years ago, Werewolfs and humans fight for the earth... and humans lost. In an act of utter mercy, werewolfs let humans live, under a few terms. First, any human above the 80 will be given to the wolfs as meat. Second, any human must do whatever a wolf tell him/her to do. Third, any rebel human will be eaten. Four, night belongs to wolfs.
You are just a regular human student, one of the classroom's losers, a human. Until the day that you were saved by some powerfull guy, in a night, someone as powerfull as a wolf, and yet, a human. He asked to you, "do you wish to be reborn?" And then, gave you a dice, the dice that can change your life.

MECHANISM: Anyone can play in any moment. To play you just have to post here and explain of what you were saved (wolf, accident, suicide, betray, etc). Long or short is up to you.

In that moment you get a dice and a cellphone, from it you hear a voice that give you missions, and after you complete them, it gives you a dice, simple enough?

As a mere human, before dices, all your stats are like this:

STATS
Strength: 1
Dexterity: 1
Constitution: 1
Intelligence: 1
Wisdom: 1
Charisma: 1

To know the huge gap between humans and wolfs, a regular werewolf have every stat in 6.

Besides the stats, wich MAX is 6, you can put dices in a "Skill" that you want and can add to a stat.
Example: Strength 6 (+Swin 6=12) (+Climb 4=10), etc.

IMPORTANT: To have more clarity about the rolls in the game, I made this list of succeess and fail.

ROLL SUCCESS
1-5: Fail, 0% accomplishment (Lower than average human)
6-11: Barely Succeed, 20% accomplishment (Average human)
12-17: Succeed, 40% accomplishment (Maximum human capacity)
18-19: Great Succeed, 60% accomplishment (Masterwork)
20-23: ANOMALY, 80% accomplishment (Godlike)
24-34: CRITICAL ANOMALY, 100% accomplishment (Beyond Godlike)
35 or more: PHENOMENAL, 120% accomplishment (Beyond Reality)


You may note that ANOMALY or even CRITICAL ANOMALY sometimes can happen regardless of the roll. This is because the effect acquired is very disturbing for reality to assimilate (Ex: Baam using many powers at time, two Masamune existing at the same time, etc)

ITEMS WEIGHT TABLE
Small size (5 kg)
Medium size (10 kg)
Big Size (15 kg)

Every point in STR allows to lift 30 kg and move, and to stand up with 40 kg without being able to move.

With STR 6, you can move with 180 Kg weight, and be stand up with 240 Kg.

With STR 6 and any STR skill also in 6, you can move with 245 kg, and to stand up with 320 kg.

If you have STR+Jump+Fly Magic, then you can lift with your power 1000 kg


Chance/Odds Table
1d6 vs 1d6 = 36 possible outcomes Ratio (Win/Draw/Lose)

0 point difference
15/6/15

1 point difference
21/5/10

2 points difference
26/4/6

3 points difference
30/3/3

4 points difference
33/2/1

5 points difference
35/1/0

6 points difference
36/0/0

Example:
Lupa
INT+Read Lips+Resist Domination+Roll has initially 13 points without roll

Destroya1103
CHA+Leadership-DISREPUTE+Roll has initially 11 points without roll

13-11= 2 points difference

2 points difference
26/4/6

Therefore Lupa has 26 out of 36 odds to win, 4 out of 36 odds to draw, 6 out of 36 to lose Against Destroya When Destroya asks her to do something.



ELEMENTS
Since Elementals are becoming so important, here is the Elemental Table (This beats this and this beats this, etc)

Wind > Earth > Water > Thunder > Fire > Wind

Elements that are not strong or weak against each other, are a draw and can act normally or both become disabled. Example: Water VS Fire


SKILLS
More info about a Skill will be displayed when a player unlock it.

Smithy (STR)
Carpentry (STR)
Jump (STR)
Climb (STR)
Swim (STR)
Falsification (DEX)
Carved Gems (DEX)
Pottery (DEX)
Arrow Maker (DEX)
Dance (DEX)
Acrobatics (DEX)
Resist Vertigo (DEX)
Make Knots (DEX)
Tailoring (DEX)
Fight (DEX)
Juggling (DEX)
Install Traps (DEX)
Weapon (DEX)
Dodge (DEX)
Stealth (DEX)
Sprint (CON)
Intimidation (CON)
Endurance (CON)
Survival (CON)
Agriculture (INT)
Academicism (INT)
Science (INT)
Cook (INT)
Ancient History (INT)
Read Lips (INT)
Distillation (INT)
Idiom (INT)
Valuation Assessment (INT)
Ventriloquism (INT)
Astrology (INT)
Herbalism (INT)
Identify Power (INT)
Engineering (INT)
Calligraphy (INT)
Navigation (INT)
Computing (INT)
Search (INT)
Laws (INT)
Occultism (INT)
Tracking (WIS)
Empathy (WIS)
Medicine (WIS)
Hunt (WIS)
Mechanics (WIS)
Religion (WIS)
Riding (WIS)
Set alight (WIS)
Finance (WIS)
Security Systems (WIS)
Instrument (WIS)
Mining (WIS)
Fishing (WIS)
Direction Sense (WIS)
Climate Sense (WIS)
Animal Handling (WIS)
Fighting Blind (WIS)
Sing (CHA)
Etiquette (CHA)
Heraldry (CHA)
Disguise (CHA)
Current Trend (CHA)
Gaming (CHA)
Leadership (CHA)
Acting (CHA)
Politics (CHA)
Seduction (CHA)


POWERS (Must have MAX in both Stat and Skill)
You must invest point in the power the same as Stats and Skills

STR+Smithy+Iron Control
STR+Carpentry+Wood Control
STR+Jump+Fly Magic
STR+Climb+Spider Climbing
STR+Swim+Water Control
DEX+Acrobatics+Clairvoyance Magic
DEX+Falsification+Duplicate Object
DEX+Carved Gems+Absorb Skin
DEX+Pottery+Fire Control
DEX+Arrow Maker+Magic Missile
DEX+Dance+Shadow Magic
DEX+Resist Vertigo+Teleport Magic
DEX+Make Knots+Magic Whip
DEX+Tailoring+Magic Cloth
DEX+Fight+Weak Point
DEX+Juggling+Telekinesis
DEX+Install Traps+Magic Trap
DEX+Weapon+Weapon Magic
DEX+Dodge+Time Stop
DEX+Stealth+Invisibility Magic
CON+Sprint+Super Speed
CON+Intimidation+Terrorize Magic
CON+Endurance+Fortitude Magic
CON+Survival+Precognition Magic
INT+Agriculture+Earth Control
INT+Academicism+Copy Magic
INT+Science+Inmortality Magic
INT+Cook+Regeneration Magic
INT+Ancient History+Summon Monster
INT+Read Lips+Resist Domination
INT+Distillation+Intoxicate Magic
INT+Idiom+Understand Language
INT+Valuation Assessment+Maximize Magic
INT+Ventriloquism+Puppeteer Magic
INT+Astrology+Summon Zodiac Spirits
INT+Herbalism+Plant Control
INT+Identify Power+Nullify Power
INT+Engineering+Construct Golem
INT+Calligraphy+Ink Magic
INT+Navigation+Summon Poseidon
INT+Computing+Technomancy
INT+Search+Detect Evil
INT+Laws+Warp Reallity
INT+Occultism+Fusion Magic
WIS+Tracking+Animal Senses
WIS+Empathy+Emotion Control
WIS+Medicine+Poison/Healing Hands
WIS+Hunt+Magic Bomb
WIS+Mechanics+Repair Object
WIS+Religion+Nightmare Control
WIS+Riding+Magic Mount
WIS+Set alight+Summon Phoenix
WIS+Finance+Midas Touch
WIS+Security Systems+Magic Lock
WIS+Instrument+Hypnosis Magic
WIS+Mining+Radiation Control
WIS+Fishing+Command Water Cretures
WIS+Direction Sense+Magnetic Control
WIS+Climate Sense+Climatic Control
WIS+Animal Handling+Speak With Animals
WIS+Fighting Blind+Ki Control
CHA+Sing+Wind Control
CHA+Etiquette+Big Eater
CHA+Heraldry+Eternal Youthness
CHA+Disguise+Polymorph Magic
CHA+Current Trend+Time Travel
CHA+Gaming+Breaking Rules Magic
CHA+Leadership+Undead Control
CHA+Acting+Electricity Control
CHA+Politics+Presence Magic
CHA+Seduction+Love's Kiss


WEAPON LIST
Battle Axe (+4 DMG / Melee / Cutting / Medium size / CONFUSE / $5 )
Blowtube (+1 DMG / Ranged / Piercing / Small size / SILENT / $5 )
Bow (Short) (+3 DMG / Ranged / Piercing / Medium size / DOUBLE SHOT / $75 )
Bow (Long) (+5 DMG / Long Ranged / Piercing / Big size / DOUBLE SHOT / $100 )
Claymore (+6 DMG / Melee / Cutting / Big size / BREAK ITEM / $25 )
Crossbow (+2 DMG / Ranged / Piercing / Small size / TRIPLE SHOT / $150 )
Gun (+4 DMG / Ranged / Beater / Small size / QUADRUPLE SHOT / $250 )
Hammer (+3 DMG / Melee / Beater / Medium Size / BREAK ITEM / $10 )
Hand Axe Throwing (+3 DMG / Ranged / Cutting / Medium Size / MANGLE / $10 )
Harpoon (+5 DMG / Melee / Ranged / Piercing / Big size / CONFUSE / $20 )
Javelin (+3 DMG / Melee / Ranged / Piercing / Medium size / BLEEDING / $10 )
Katana (+6 DMG / Melee / Cutting / Medium size / MANGLED / $150 )
Knife (+2 DMG / Melee / Cutting / Small size / BLEEDING / $5 )
Mace (+3 DMG / Melee / Beater / Medium Size / MANGLE / $8 )
Machine gun (+4 DMG / Ranged/ Beater / Medium Size / TRIPLE SHOT / $225 )
Revolver (+6 DMG / Ranged / Beater / Medium Size / DOUBLE SHOT / $200)
Scimitar (+4 DMG / +2 Dodge / Melee / Cutting / Medium size / $15 )
Scythe (+5 DMG / Melee / Cutting / Big size / MANGLE / $25 )
Shotgun (+8 DMG / Ranged / Beater / Big size / TRIPLE SHOT / $400 )
Slingshot (+2 DMG / Ranged / Beater / Small size / TRANCE / $1 )
Sniper (+10 DMG / Long Ranged / Beater / Big size / SILENT /$500 )
Spear (+5 DMG / Melee / Ranged / Piercing / Big size / BREAK ITEM / $20 )
Sword (Broad)  (+4 DMG / Melee / Cutting / Medium size / CONFUSE / $10 )
Sword (Long) (+5 DMG / Melee / Cutting / Medium size / DISARM / $15)
Sword (Short) (+2 DMG / Melee / Piercing / Small size / TRANCE / $10 )
Rifle (+8 DMG / Long Ranged / Beater / Big Size / BLEEDING / $300 )
Trident (+5 DMG / Melee / Piercing / Big size / DISARM / $15 )
Wakizashi (+3 DMG / Melee / Cutting / Medium size / CONFUSE / $50 )
Whip (+3 DMG / Melee / Cutting / Medium size / TRANCE / $10 )


AMMO LIST
Arrow (Crossbow) (Small size / $3 )
Arrow (Long) (Medium size / $2 )
Arrow (Short) (Small size / $1 )
Bullet (Gun) (Small size / $5)
Darts (Small size / $1 )
Rock (Small size / Free )


WEAPON STATUS
These weapon status are only available if you have the Weapon Skill
AUTO-SUMMON: The weapon come when its Master calls
BLEEDING: 1 extra wound every turn (Needs Medicine)
BREAK ITEM: Destroy an Oponent's item
CONFUSE: Oponent attack his ally
DISARM: Oponent's weapon is throw away
DOOM: Target will die after 1d6 turns
MANGLE: Disables an oponent's arm or leg
OWNED: Weapon can not be stolen or betray its Master
SILENT: Attack is not detected
TRANCE: Oponent can not use skills
UNBREAKABLE: Weapon can not be broken.
ANTIMAGIC: Repel magical energy


AMMO STATUS
These Status are caused only by special ammo, being with magic or science.
BLIND: Oponent can not see
BREAK STATUS: Nullifies a Oponent's positive Status
BURN: +1d6 DMG
PARALIZE: Oponent can not move the body
POISON: 1 extra wound every turn (Needs Antidote)
SLEEP: Oponent falls sleep until receive a hit

HEALTH TABLE
If your normal CON is 6 (MAX stat without item or status) then:
If you receive 6 damage, you can not move
If you receive 7 damage, you fall unconscious
If you receive 8 damage, you start dying
If you receive 9 damage, you keep dying
If you receive 10 damage, you are death


GM (me) rolls all the dices. Well, actually, "Rock'N'Roll" software do the magic. Blame "Rock'N'Roll" for your luck!

This game can involve some metagaming, since some missions can imply to go and post over there, or bring some image, etc. But the main game is about the story of you trying to find your way in this broken world. Are you ready to roll the dice?

CURRENT PLAYERS
Destroya 1 LOVER 2 NEMESIS
DE 1 LOVER 2 ENEMIES 1 DOUBLE
BF 1 DEATH
Shadower 1 DEATH
Athenril008 86 FACEPALMS


Note: Anyone interested in the Manhwa that inspired me to create this game, follow the link (there is not wolfs, yet) DICE: The Cube that Changes Everything


Last edited by rhaidot on Thu Oct 24, 2013 11:34 pm; edited 28 times in total

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  DragonEye on Tue Sep 03, 2013 2:03 am

Can you explain what each stats is used for? They can be different for each game types.

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  rhaidot on Tue Sep 03, 2013 2:08 am

The six basic stats are Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Always some of these is used in any roll, sometime in combo with a skill

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  Destroya1103 on Tue Sep 03, 2013 9:19 am

As far as I know, these descriptions should be accurate.

  • Strength - Strength measures your character’s muscle and physical power. This ability is especially important for Fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat. Strength also limits the amount of equipment your character can carry. Melee attack rolls.
    Damage rolls when using a melee weapon or a thrown weapon (including a sling). (Exceptions: Off-hand attacks receive only one-half the character’s Strength bonus, while two-handed attacks receive one and a half times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)
    Climb, Jump, and Swim checks. These are the skills that have Strength as their key ability.
    Strength checks (for breaking down doors and the like).  

  • Dexterity - Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important one for rogues, but it’s also high on the list for characters who typically wear light or medium armor (rangers and barbarians) or no armor at all (monks, wizards, and sorcerers), and for anyone who wants to be a skilled archer. Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope checks. These are the skills that have Dexterity as their key ability.
  • Constitution - Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes. Also commonly used as a 'Constitution check' to see if your character would do something or not, or how they view it. (Concentration checks. Concentration is a skill, important to spellcasters, that has Constitution as its key ability.)
  • Intelligence - Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It’s also important for any character who wants to have a wide assortment of skills.
  • Wisdom - Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is the most important ability for clerics and druids, and it is also important for paladins and rangers. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score.
  • Charisma - Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to turn undead. Every creature has a Charisma score. (Usually to haggle you use INT+CHA, same as trying to out-smart someone.)

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  DragonEye on Tue Sep 03, 2013 9:48 am

I know that much, its what they are in general for most games. I just wanted more input from Rhaidot to check if any was used any differently like some games. Like there are some with magical abilities, so Int and Wis are only used for convoy checks or unlocking more options with an action. Making not much as an important choices since you can pick either Char, Int, or Wis to max but not all is usually required to beat most games.

Was trying to figure out the game type it is first so I can have a clear point what I'm going for a character build.

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  Destroya1103 on Tue Sep 03, 2013 10:05 am

DragonEye wrote:I know that much, its what they are in general for most games. I just wanted more input from Rhaidot to check if any was used any differently like some games. Like there are some with magical abilities, so Int and Wis are only used for convoy checks or unlocking more options with an action. Making not much as an important choices since you can pick either Char, Int, or Wis to max but not all is usually required to beat most games.

Was trying to figure out the game type it is first so I can have a clear point what I'm going for a character build.
Yeah, I figured as much, just wanted to put that piece out for rhaidot if he needed the descriptions.

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  rhaidot on Wed Sep 04, 2013 12:47 am

Both of you are right. About the stats descriptions and about some "special ability" unlockables in the future, but at first you don't know much about it, except that is not available in this moment, that is what the cellphone told you.

EVENTS
DragonEye have won +1d6. His rolling is 2 for a total of 2 . The cellphone ask to you in what Skill or Stat do you wish to invest
Destroya1103 have won +1d6. His rolling is 5 for a total of 5. The cellphone ask to you in what Skill or Stat do you wish to invest

Situation
The four jerkass wolfs of the class are demanding to DE buy them lunch, as always, when the teacher is momentarily absent. Destroya watch from afar, glad that they are picking with DE and not with him. There are 20 students in class, four humans and 16 wolfs. 12 of the wolfs are ok as Classmates, even there is a super gorgeus girl between them. The only trouble makers are those four bullies, even other wolfs find them annoying.
What are you gonna do?

DE's Cellphone says: Next Mission! Spit in their food without getting found out! +1d6!
Destroya 's Cellphone says: Next Mission! Call DE a loser! +1d6!

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  DragonEye on Wed Sep 04, 2013 8:01 am

I'll Invest the points in Charisma.

Tsk tsk tsk, you wolfies need to be taught a little lesson... I casually said sure, why not? And also mention that Destroya was throwing a party and that gorgeous girl over there was going to the party. While they're distracted with that, I'll but their lunch, spit in the food and place them on the table. Then head out to find something better to do.

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  Shadower on Wed Sep 04, 2013 11:55 am

Roll dicey, roll. What does +1d6 mean?
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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  DragonEye on Wed Sep 04, 2013 7:04 pm

If he's using the original concept of dice types... It would be 1 dice w/ 6 sides. 3d12 would be 3 dice w/ 12 sides for an example.

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  Destroya1103 on Wed Sep 04, 2013 8:45 pm

Shadower wrote:Roll dicey, roll. What does +1d6 mean?
+1D6 is a 6-sided die, the GM (rhaidot) rolls and gives you the number that the roll resulted in(1-6) to allocate to one of your six skills.

@rhaidot
I will allocate all 5 points to Intelligence.
Also, rhaidot, please give me my stat totals so I may keep track of them.

Action: As DE delivers lunch,"Thanks, loser!", in a casual tone. Leaves without eating cause I was snacking throughout the morning.

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  rhaidot on Thu Sep 05, 2013 6:46 am

ACTIONS

DragonEye wrote:I'll Invest the points in Charisma.

Tsk tsk tsk, you wolfies need to be taught a little lesson... I casually said sure, why not? And also mention that Destroya was throwing a party and that gorgeous girl over there was going to the party. While they're distracted with that, I'll but their lunch, spit in the food and place them on the table. Then head out to find something better to do.
DE's Charisma is 3!

DE rolls and get a 6, more Charisma 3, for a total of 9. Against Wolf's Intelligence roll... Succeed!

The wolfs let you alone, but now they are starting to bother the gorgeus girl of the classroom, the She-Wolf Kira


Destroya1103 wrote:
Shadower wrote:Roll dicey, roll. What does +1d6 mean?
+1D6 is a 6-sided die, the GM (rhaidot) rolls and gives you the number that the roll resulted in(1-6) to allocate to one of your six skills.

@rhaidot
I will allocate all 5 points to Intelligence.
Also, rhaidot, please give me my stat totals so I may keep track of them.

Action: As DE delivers lunch,"Thanks, loser!", in a casual tone. Leaves without eating cause I was snacking throughout the morning.
Destroya's Intelligence is 6!

Destroya rolls and get a 2, more Charisma 1, for a total of 3. Against DE's Intelligence roll... Succeed!

You call a loser to DE without get him mad (apparently). "Hey" says one of the wolfs, "if you had dared to touch my food, you will be death!" Then he eats his food, with pleasure


EVENTS
Mission accomplished! DragonEye have won +1d6. His rolling is 5 for a total of 5 . The cellphone ask to you in what Skill or Stat do you wish to invest
Mission accomplished! Destroya1103 have won +1d6. His rolling is 5 for a total of 5. The cellphone ask to you in what Skill or Stat do you wish to invest
Shadower is now a Dicer. Shadower have won +1d6. His rolling is 5 for a total of 5 . The cellphone ask to you in what Skill or Stat do you wish to invest

Situation
Wolfs are picking in one of his own kind, a hot girl. Nobody is doing nothing, but the four and last human in the class, an exchange student who came yesterday, is standing and it seems like he is going to do something. Besides of being extremely handsome, and that his name is Baam, you don't know much about him.
What are you gonna do?

DE's Cellphone says: Next Mission! Save the lovely damsel in danger! +4d6!

Destroya's Cellphone says: Next Mission! Save the lovely damsel in danger! +4d6!

Shadower's Cellphone says: Next Mission! Save the lovely damsel in danger! +4d6!


DE STATS
Strength: 1
Dexterity: 1
Constitution: 1
Intelligence: 1
Wisdom: 1
Charisma: 3
(None skill)
(5 unspent points)

Destroya STATS
Strength: 1
Dexterity: 1
Constitution: 1
Intelligence: 6 (MAX)
Wisdom: 1
Charisma: 1
(None skill)
(5 unspent points)

Shadower STATS
Strength: 1
Dexterity: 1
Constitution: 1
Intelligence: 1
Wisdom: 1
Charisma: 1
(None skill)
(5 unspent points)

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  DragonEye on Thu Sep 05, 2013 9:45 am

3 points in Charisma, 1 In intelligence, and 1 in Wisdom.

"Master Wolf, I must informed you that your locker was broken into by one of your werewolf kind- the one with a lazy left eye." As he the wolfs leave to check on his stuff, I hand out my hand to the lovely damsel and say, "I believe you needed some help to get away from him."

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  Shadower on Thu Sep 05, 2013 11:23 am

+5 to Dex.
Will go and perform some sleight of hand tricks to entertain my Master Wolfies and hopefully draw attention away from She-wolf.
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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  Black Fang on Thu Sep 05, 2013 9:58 pm

This sounds like fun, so for now I just make a post to get involved right?
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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  rhaidot on Fri Sep 06, 2013 1:08 am

Pretty much waiting for Destroya's post, he have until around midday. I will try to update every 24 hours.

Also, welcome aboard Black Fang!

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  Destroya1103 on Fri Sep 06, 2013 2:10 am

rhaidot wrote:ACTIONS

Destroya's Intelligence is 6!

EVENTS


Mission accomplished! Destroya1103 have won +1d6. His rolling is 5 for a total of 5. The cellphone ask to you in what Skill or Stat do you wish to invest

Situation
Wolfs are picking in one of his own kind, a hot girl. Nobody is doing nothing, but the four and last human in the class, an exchange student who came yesterday, is standing and it seems like he is going to do something. Besides of being extremely handsome, and that his name is Baam, you don't know much about him.
What are you gonna do?

Destroya's Cellphone says: Next Mission! Save the lovely damsel in danger! +4d6!

Destroya STATS
Strength: 1
Dexterity: 1
Constitution: 1
Intelligence: 6 (MAX)
Wisdom: 1
Charisma: 1
Skills: None
Allocating 5 points to Charisma, now 6!

Action: I attempt to out-smart Baam using CHA+INT

"Now, Master Baam, that party I am hosting that DE mentioned is quite accurate, but it's not just a regular party... your 2 brothers are waiting for you to save them, or they will be executed mercilessly. I will give you 15 minutes to arrive at this location. (Gives address to a location of an abandoned mansion) Now, if you accept this task, you must take this key, but only if you stop bothering She-Wolf Kira this very second. I have people in place to pass the word if this rule isn't followed, so be forewarned. I will give you 30 seconds to decide."

Destroya STATS
Strength: 1
Dexterity: 1
Constitution: 1
Intelligence: 6 (MAX)
Wisdom: 1
Charisma: 6

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  rhaidot on Fri Sep 06, 2013 4:43 am

ACTIONS

DragonEye wrote:3 points in Charisma, 1 In intelligence, and 1 in Wisdom.

"Master Wolf, I must informed you that your locker was broken into by one of your werewolf kind- the one with a lazy left eye." As he the wolfs leave to check on his stuff, I hand out my hand to the lovely damsel and say, "I believe you needed some help to get away from him."
DE's Charisma is 6! DE's intelligence is 2! DE's Wisdom is 2!

DE rolls and get a 6, more Charisma 6, for a total of 12. Against Bully Wolf's Intelligence roll... (6+4=10) Succeed!

"Yo! What the hell dude, do you want to be the boss or what?" The Bully Boss go and start a fight with some of his not guilty mates.

"Thank you." Kira said as you help her to rise. "Your name is DE, isn´t it? I never realized that you were so charming. Please, let's go togheter to watch a movie in gratitude. I will pay, of course! Here is my cellphone number"

Kira rolls 5 and adds Intelligence+Seduction (5+6+3=14)

DE's now is seduced by Kira (-6 to go against her will)

Shadower wrote:+5 to Dex.
Will go and perform some sleight of hand tricks to entertain my Master Wolfies and hopefully draw attention away from She-wolf.
Shadower's Dex is 6!

Shadower rolls and get a 4, more Dex 6, for a total of 10. Against Bully Wolf's Intelligence roll... (6+2 = 8 ) Succeed!

Some of the bullies wolfs aren't so dumb, and they were starting to approach to DE and Kira when you did your tricks. You delay them until the teacher is back in the classroom.

"You should try getting skilled in juggle" said one of the bullies genuinely impressed.

Destroya1103 wrote:Allocating 5 points to Charisma, now 6!

Action: I attempt to out-smart Baam using CHA+INT

"Now, Master Baam, that party I am hosting that DE mentioned is quite accurate, but it's not just a regular party... your 2 brothers are waiting for you to save them, or they will be executed mercilessly. I will give you 15 minutes to arrive at this location. (Gives address to a location of an abandoned mansion) Now, if you accept this task, you must take this key, but only if you stop bothering She-Wolf Kira this very second. I have people in place to pass the word if this rule isn't followed, so be forewarned. I will give you 30 seconds to decide."
Destroya1103's Charisma is 6!

Destroya is going to roll when your cellphone show a message. ERROR! Stat + Stat is impossible! No roll allowed! Rolls allowed:
1) Stat
2) Stat+Skill
3) Stat+Skill+Power


"What the hell are you sputtering about it?" Said Baam. "Nor do I have brothers and I am not the one bothering the damsel".

Then you can see how the combined efforts of DE and Shadower helped to Kira.

"Darn" Whispered Baam. "I was too late". As you saw him a little confused, he just smiled and said, "Never mind, it seems like she is ok now"

Then the teacher enters the classroom. "Everyone please sit quiet. I was bringing your new companion. His name is Black Fang and is a Human. Please be nice to him"

EVENTS
Mission accomplished! DragonEye have won +2d6. His rolling is 3 and 2 for a total of 5. The cellphone ask to you in what Skill or Stat do you wish to invest
Mission accomplished! Shadower have won +2d6. His rolling is 2 and 4 for a total of 6. The cellphone ask to you in what Skill or Stat do you wish to invest
Mission failed! Destroya have not won any dice Sad
Black Fang is now a Dicer. Black Fang have won +1d6. His rolling is 6 for a total of 6. The cellphone ask to you in what Skill or Stat do you wish to invest.

SITUATION
The rest of the day is a normal student's day. When you are leaving the school and going to your houses, all of you got a message.

DE's Cellphone says: Next Mission! Stay in the school until midnight! Choose a good hide! +5d6!

Destroya's Cellphone says: Should I give you an easier mission, Destroya? Like breathing? Razz Next Mission! Stay in the school until midnight! Choose a good hide! +5d6!

Shadower's Cellphone says: Next Mission! Stay in the school until midnight! Choose a good hide! +5d6!

Black Fang's Cellphone says: Next Mission! Stay in the school until midnight! Choose a good hide! +5d6!


DE STATS
Strength: 1
Dexterity: 1
Constitution: 1
Intelligence: 2
Wisdom: 2
Charisma: 6 (MAX)
(None skill)
(5 unspent points)


Destroya STATS
Strength: 1
Dexterity: 1
Constitution: 1
Intelligence: 6 (MAX)
Wisdom: 1
Charisma: 6 (MAX)
(None skill)


Shadower STATS
Strength: 1
Dexterity: 6 (MAX)
Constitution: 1
Intelligence: 1
Wisdom: 1
Charisma: 1
(None skill)
(6 unspent points)


Black Fang STATS
Strength: 1
Dexterity: 1
Constitution: 1
Intelligence: 1
Wisdom: 1
Charisma: 1
(None skill)
(6 unspent points)

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  DragonEye on Fri Sep 06, 2013 6:05 am

1 in Strength, 3 in Dexterity, and 1 in Constitution.

Go in to a random empty class room, lock the door and find a place that can't be seen from the out-side. Then I'll finish any unfinished school work and study.


Last edited by DragonEye on Fri Sep 06, 2013 6:36 pm; edited 1 time in total

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  Black Fang on Fri Sep 06, 2013 10:49 am

Strength: 1 (+2)
Dexterity: 1
Constitution: 1
Intelligence: 1 (+2)
Wisdom: 1
Charisma: 1 (+2)

Point distribution please.

Action - Look around for any books in the school that I can read through the night then site quietly in one of the class rooms reading.
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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  Shadower on Fri Sep 06, 2013 12:13 pm

+3 Wis, +2 Str, +1 Cha

Since I like the rooftop, grab a chair go straight to the rooftop then lock the door and use the chair to reinforce the door so it wouldn't be easily opened. Sit in the dark corner of the rooftop and just listen to the surroundings.
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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  Destroya1103 on Sat Sep 07, 2013 2:03 am

I will go to the teachers lounge office and lock myself in from the inside and surf on the computer in there, keeping my ears open for anything abnormal

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  rhaidot on Sat Sep 07, 2013 4:42 am

Announcement Exclamation Exclamation Exclamation 

List Skill and List Power now in page 1 in the game description!

ACTIONS

DragonEye wrote:1 in Strength, 3 in Dexterity, and 1 in Constitution.

Go in to a random empty class room, lock the door and find a place that can't be seen from the out-side. Then I'll finish any unfinished school work and study.
DragonEye's Strength is 2! DragonEye's Dexterity is 4! DragonEye's Constitution is 2!

DE Dexterity+Roll (6+4=10)
Against Human Trafficker's Intelligence+Search+Roll (2+4+3=9)
...Succeed!


You had done every homework of the week by midnight, and you are also kinda sleepy, when you sudenly hear someone walking in the corridor. You don't move from your spot nor a millimeter, not even when the light beam of a flashlight passed over your head.
"All clear" said a rude voice.
"You were lucky this time" show your cellphone's screen, "maybe you should learn how to stealth for the next one".
When you think you're safe, you give a peek out the window and watch at the school's gate a dozen of guys, heavily armed, and exchanging money.
"Best bussiness ever" said a man with a hat, closing the briefcase with money and handing to another.
"Catching that girl without hurting her was not so easy" said the man receiving the briefcase. "Even when looking human, those monsters are pretty hard to take down". Then he do a sign with the hand, and three of his minion bring a coffin, open it, and reveal a wolf-child sleeping.
"Many people needs to retaliate to those wolf in one way or another" says the man with a hat, "I am sure her first client will pay a high price"
"Look what I found, chief" declare one of his minions pushing one of your school's mates...
The screen of your Cellphone displays "Do you want to cooperate with me? Baam -.- "

Black Fang wrote:Strength: 1 (+2)
Dexterity: 1
Constitution: 1
Intelligence: 1 (+2)
Wisdom: 1
Charisma: 1 (+2)

Point distribution please.

Action - Look around for any books in the school that I can read through the night then site quietly in one of the class rooms reading.
Black Fang's Strength is 3! Black Fang's Intelligence is 3! Black Fang's Charisma is 3!

Black Fang Dexterity+Roll (1+5=6)
Against Human Trafficker's Intelligence+Search+Roll (2+4+3=9)
...Fail!


"... And then, he killed the dog" you read the last line of the book, and the next thing you know is that someone is pointing a gun to your back.
"Don't make a move unless I told you or you are as dead as..." says the rude voice.
He take you to his leader in the school's gate, a man with a hat. There are others with guns and giving you the creeps.
"Look what I found, chief"
"Well, well, well. You are not a wolf since you still are looking human under this lovely night. What should I do with you? Anyway, it will not be nice. You were at the wrong time in the wrong place"
"Boss" tell the one with his gun in your back, "his phone is showing a message"
"And is it important?"
"I don't know. It says "At least you complete the mission. Should I call the cavalry?""
"There is someone here with you, kid?" threat can be heard in the voice of the man with a hat. "Answer me!"
"Another message boss, "Do you want to cooperate with me? Baam -.- " "

Shadower wrote:+3 Wis, +2 Str, +1 Cha

Since I like the rooftop, grab a chair go straight to the rooftop then lock the door and use the chair to reinforce the door so it wouldn't be easily opened. Sit in the dark corner of the rooftop and just listen to the surroundings.
Shadower's STR is 3! Shadower's WIS is 4! Shadower's CHA is 2!

Shadower  STR+Roll (3+2=5)
Against Human Trafficker's STR+Roll (3+4=7)
...Fail!


At midnight you hear a car, then voices and steps, then someone trying to push the locked door. You rush to push yourself against the door but the other man exceeds your force. You fall to the ground and get damage (-1 CON temporary)
You are crippled in the ground, and a man is approaching you with a big knife.
"Don't worry kid, I'll be fast"
Suddenly, the man falls to the ground, unconscious. Behind him, Baam is lowering his hand.
"So, you are a Dicer too, right?" says Baam. "Idiot X, always with its schemes. Dude, can you stand up? You seriously need to invest in CON or your life really will be short".
Baam help you to stand up, some kind of light coming from his hands make you feel better.
CON recovered
And then a hubbub in the school's gate. You watch that they catched the new transfer student Black Fang.
"Darn, I hate sharing dices" Baam lights a cigarette and smoke it. "Oh well, seems like there is two options. Should we cooperate or better go every man for himself? Pardon my manners, a cigarette? We can communicate with others Dicers in the zone using the Cellphones, like that fool that let himself be caught. Also PM, just in case that you want to coordinate without others Dicers knowing. Safety or dices, that is always the question."

Destroya1103 wrote:I will go to the teachers lounge office and lock myself in from the inside and surf on the computer in there, keeping my ears open for anything abnormal
Destroya1103 INT+Roll (6+1=7)
Against Human Trafficker's INT+Search+Roll (2+4+5=11)
...Fail!


You fail to listen in time, all you see is a man who destroyed the teacher's door with a kick and with a katana in his hand. He don't looks so menacing.
"Listen kid, there are dangeous stuff happening in this school. I don't like to kill kids unless they are wolfs, which obviously you aren't. But the man for what I am working it is not so kind. Let me tie you just to be sure and I let you here with no harm. Don't force me to kill you"
The screen of your Cellphone displays "Do you want to cooperate with me? Baam -.- "

EVENTS
Mission accomplished! DragonEye have won +1d6. His rolling is 6 for a total of 6. The cellphone ask to you in what Skill or Stat do you wish to invest
Mission accomplished! Shadower have won +1d6. His rolling is 3 for a total of 3. The cellphone ask to you in what Skill or Stat do you wish to invest
Mission accomplished! Destroya have won +1d6. His rolling is 5 for a total of 5. The cellphone ask to you in what Skill or Stat do you wish to invest
Mission accomplished! Black Fang have won +1d6. His rolling is 2 for a total of 2. The cellphone ask to you in what Skill or Stat do you wish to invest

SITUATION
Will you collaborate with Baam or anybody else? Will you to do all by yourself and keep all the dices for you? Will you see that this thing is crazy dangerous and the best thing you can do is flee? Is even worth it to save a wolf's pawn? You have 24 hours to decide.
Note: Remember that "talking" is like a free action. Also, give a look to the skill and powers in the first page. To PM with Baam or any other Non Player Character PM the GM (me)

DE's Cellphone says:
New Mission! Save the wolf-child! +5d6!
New Mission! Kill a Human Trafficker! +1d6 each one!
New Mission! Keep yourself alive! +1d6!

Destroya's Cellphone says:
New Mission! Save the wolf-child! +5d6!
New Mission! Kill a Human Trafficker! +1d6 each one!
New Mission! Keep yourself alive! +1d6!

Shadower''s Cellphone says:
New Mission! Save the wolf-child! +5d6!
New Mission! Kill a Human Trafficker! +1d6 each one!
New Mission! Keep yourself alive! +1d6!

Black Fang's Cellphone says:
New Mission! Save the wolf-child! +5d6!
New Mission! Kill a Human Trafficker! +1d6 each one!
New Mission! Keep yourself alive! +1d6!


DE STATS
Strength: 2
Dexterity: 4
Constitution: 2
Intelligence: 2
Wisdom: 2
Charisma: 6 (MAX)
(None skill)
(6 unspent points)


Destroya STATS
Strength: 1
Dexterity: 1
Constitution: 1
Intelligence: 6 (MAX)
Wisdom: 1
Charisma: 6 (MAX)
(None skill)
(5 unspent points)


Shadower STATS
Strength: 3
Dexterity: 6 (MAX)
Constitution: 1
Intelligence: 1
Wisdom: 4
Charisma: 2
(None skill)
(3 unspent points)


Black Fang STATS
Strength: 3
Dexterity: 1
Constitution: 1
Intelligence: 3
Wisdom: 1
Charisma: 3
(None skill)
(2 unspent points)

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  DragonEye on Sat Sep 07, 2013 5:49 am

2 In dexterity and 4 in stealth.

*Looks at text* Alright, a distraction. Hm... *Walks up to the window and starts to bang on it yelling wolfs! and runs and find a place to hide.*


Last edited by DragonEye on Sat Sep 07, 2013 7:27 am; edited 1 time in total

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Re: WEREWOLF DICE: The Cube that Changes Everything

Post  rhaidot on Sat Sep 07, 2013 6:39 am

I just noticed that I did not translated to English some of the names of the powers and leave them in my native idiom, Spanish. Changing everything to English immediately, should take some minutes

EDIT: Done, all skill and powers in english Very Happy 

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Re: WEREWOLF DICE: The Cube that Changes Everything

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