ROLL TO DODGE “Well, Here I Am” Welcome to my second installment of Roll To Dodge. Skip this part if you already know the rules. 1. Post an action. 2. I will roll one of my trusty six sided dice and tell you the outcome of your action. If, by some odd twist of fate, something is flying towards you, you get a free roll to dodge it. If you die, you lose the game. You win if everybody else is dead. Here is how the die rolls work out: 1- Epic failure. You actually take the exact opposite action. 2- Failure. 3- Marginal success. 4- Success. 5- Perfect success. 6- Overshot. You can virtually do anything, but be careful since you have a 50% chance of screwing it up. If you post multiple actions at once, only the first action will be taken. This will disregard all other actions and intent. Also, if you attempt to take an action without an intermediate action (example, you try to wear a shirt you are not carrying) the action auto-fails. You can't take the same action twice in a row, and only the first action you submit before I post the results of every bodies actions will be resolved. Example: You all are trapped inside a jail cell. What do you do Player 1: I take out my laser cutter and cut through the bars Me: Automatic 2: You rummage around in your pockets for the nonexistent laser cutter. You trip and fall on someone's foot. Roll to dodge for Player two: 3 You manage to pull out most of your leg, but your toes got crushed. Player Two: UGH! I kick Player 1 in the face. Me: 6: You jump up and seem to levitate over the Player 1. You execute a perfect flip, your toes just brushing the roof, and snap one leg forward in time to connect with Player1's face. The force of your kick makes the room explode. People go flying out the cell. Roll to Dodge. Everyone miraculously missed the glass of water. DO NOT FREAKING SKIP THIS PART EVEN IF YOU ALREADY KNOW THE RULES Of course, this game isn’t one of those normal Roll to Dodge when you seek to kill everyone else . This game is about survival. You seek to live as long as possible while performing actions that will make your character comfortable. Since this game is no longer about killing other people, different way of determining winners apply. Scoreboard. Performing any action that allows your character to become more comfortable: +5 point Performing any action that allows your character to become happy: +10 point Performing any action that allows your character to become ecstatic: +20 point Killing a weak enemy trying to kill you: +1 point Killing an intermediate enemy trying to kill you: +5 point Killing a strong enemy trying to kill you: +10 point Killing a very strong enemy trying to kill you: +15 point Killing a Boss: +30 points. Dying: -70 point Heavily wounded by an accident: -20 point Sloth: -30 point Becoming displeased: -5 point Becoming hateful at oneself: -10 point Teamkill: -20 point (Note: a takedown of a very strong, or a boss creature will earn everyone heavily involved 2/3 of the points possible) (Note 2: Be creative .) Waves of enemies: To accelerate the flow of the game, I have taken the liberty of putting in official waves of enemies. Things will become apparent when it gets there… Anyways, you all wake up in a house. There is nobody else inside there except for a convenient arms dealer selling weapons. (No, he does not sell replacement arms.... okay, maybe he does). Although there probably is a puma in the basement, as evidenced by "BEWARE OF THE PUMA" signs, the lack of stairs (somebody ripped it away with the strength of Hulk), and a locked door (god knows how you figured out how it was locked). Outside world is filled with snow. There is a crashed plane outside which you all presume carried you into this mess. There are cries of pain in the snowstorm that envelops the house, but you don't know where it comes from. But you know one thing, they can't be good. Your all are thirsty, hungry, and cold. Your inventory spaces are emptry as well. Now GO!