So, It would be a suspense/thriller dice RP
Basically they end up in a building, portions will be in one of several buildings and other portions will be in a network of underground tunnels that connect the buildings while other portions will take place in a alternate dimension (usually a zone between two different areas in reality)
as for the overall setup:There'd be 4-5 players. The players would start out in a safehouse of sorts with supplies left by whoever set up the little game, they'd each choose a weapon (I'd put a number limit on each weapon to avoid everyone running around with crowbars) and get a kit (be it extra ammo, a medical kit, or just a rucksack).
Each player would be able to choose a profession (I.E.:what they did before the ended up in the building) that would effect their skills (again, i'd put a limit on this to avoid a bunch of soldiers/police and medics running around and never dying).
<spoiler=mental states and you>
Calm:this is your base mental state, you have no bonuses unless you're psionic
Frightened:cause by failing to break a minor fear illusion -2 to intelligence and dexterity rolls
Panicked:caused by failing to break a higher level illusion being unbroken, -3 to intelligence, dexterity, and dodge rolls
Paranoid:caused by multiple illusions being unbroken or one of the horror enemies (a special type of enemy from the alternate dimension) incapacitating another player and then leaving or by a horror enemy being spotted and then successfully hiding themselves. you take a -5 to all rolls and are more susceptible to the effects of illusions.
Breakdown:if you are frightened by an unbroken illusion or horror enemy after reaching paranoid you will have a mental breakdown and will be incapacitated for 30 minutes
I haven't quite thought up all the roll types but the base are
<spoiler=rolls>Stealth:Your ability to hide.
Perception:your ability to notice things (including enemies trying to hide themselves) this, along with stealth, can be used at any time, just ask.)
Attack:your chance to hit (a 1 will result in a critical miss which either means you hurt yourself or the enemy counterattacks and you find yourself unable to dodge)
Damage:how much damage you do when you hit someone
Dodge:whether or not you can get out of the way of an enemy attack, trap, or unfortunate event (there will be a series of these throughout the RP)
Jump:self explanatory, requires a number from 1-5 for small gaps. 5-10 for medium sized, and 15-20 for large ones.
Acrobatics:your ability to swing through the air with the greatest of ease (or lack thereof). used when you fall through a hole and want to land safely or want to try to run along a wall, swing on a rope, or other awesome stunts.
Climb:used for climbing. strong supports require 2-10 on a dice roll, weak require 10, brittle requires a 15 or higher.
Jam:used when someone fires multiple times, the more times a gun is fired the higher the number you have to beat. Each firearm has a baseline for jamming and overheat
Overheat:same situation with jam only you don't have to start rolling until later on.
Dexterity:used to pick locks or disarm traps. traps and locks have 3 difficulties. easy, which requires you to beat a 3, medium, which requires you to beat 10, and hard, which requires you to beat 15.
Intelligence:used to determine whether or not you realise something is a bad idea, how well you can use a computer, or whether or not you can break an illusion (more on illusions later on)
I'm considering a skill system, players would roll 12d20 and take the three highest results for their skills (they would select the three skills, the rest would have a baseline of 5) skills can add bonuses to your rolls or special abilities. Players would level up, the speed of which would depend on RP quality, their success in their skill, and what enemies they defeat, each time a player leveled up they'd roll 4d4 and add the highest number to one of their three pre-selected skills. Here's a sampler (A.K.A:what i've thought up so far) <spoiler=Skills>Natrual grace:10-14 would gain players a +5 to acrobatics, dodge, and dexterity rolls. 15 would grant a +10. and 19 or 20 would grant a +15.
Heavy hitter:10-14 would allow players to do 2d6 damage instead of 2d4 for unarmed (unless in a profession that involves fighting such as a boxer or martial arts instructor, then 2d6 is the baseline) 15 allows 2d8 and 19 or 20 changes it to 2d12.
Firearms expert:at 10-14 you gain a +5 to damage and attack rolls and you're allowed to fire one more than the baseline before you have to roll a jam or overheat check. 15 gains you a +10 to attack rolls, damage stays the same, and are allowed to fire three more times before you have to roll a jam or overheat check, and 19 or 20 gives you +15 to attack, +10 to damage, and allows you to fire five more times than the baseline before having to roll jam or overheat.
Genius:10-14 increases your intelligence checks by 3, 15 gets you a +5 and 19 or 20 gets you a +10
Psionicist (there will be a limit of 3 on this skill)
10-14 allows you access to one of the special psionic abilities <spoiler=psionics explanation and power list>
Psionic rolls are made from 3d6, you will take bonuses or negatives depending on your state of mind, if you're stressed (from combat or injuries) you get -2. if you are calm you get +2. and if you concentrate for a certain amount of time you get between +3 and +10 (the time frame is between 5 and 15 minutes, I will inform you of your bonus depending on how long you concentrate.) as for your powers
Telekinesis:your ability to manipulate objects. (including opening doors and more delicate processes like that, this will however require a minimum of 5 minutes concentration.) I will tell you what number you have to beat to succeed
Pyrokinesis:despite popular beliefe this does not simply allow you to set something on fire, it allows you to raise the temperature of an object (up to causing it to melt or spontaneously combust) and to control fire, to make something combust you nee a 14 or higher, I will inform you what is needed in order to melt something or set something smaller on fire (like, say, someone's hair or small objects in a room)
Cryokinesis:Cold manipulation, you need a 14 to freeze a person/animal, i'll tell you what's required for anything else (you have to ask for this or pyrokinesis rolls)
ESP:allows you to sense someone's emotions, thoughts, or an object's history (i'll tell you the roll for detecting emotions and thoughts.)
15 will allow you to choose two powers from the list or one with a +3 to your rolls. 19 or 20 will allow you to choose three powers, two powers with a +3, or one power with a +6
Natural acrobat: 10-14 adds +5 to you climb and +3 to your jump. 15 would give you +7 to your climb and +6 to jump. 19 or 20 gives you +10 to climb and +9 to jump
Natural born tracker:10-14 gives you a +5 to perception and stealth. 15-18 gives you +7. and 19 or 20 gives you +10
And now for the afore mentioned Throughout the game there will be various illusions meant to scare the players, they will have different levels that determine the number on the intelligence roll required to avoid the illusion altogether, the players will be told the difficulty level and the number needed to avoid it. if the player fails the itnelligence roll they must succeed in the test the illusion presents, be it a timed puzzle or a fight of some sort, to break it. If they fail to break the illusion they will drop down one or two on the mental state track. in order to return to calm they must be able to relax (no fighting, skill cherck, or anything stressful) for a certain amount of time.
Annnnd that's all I have so far. open to suggestions and in need of critique. I will add the possible professions later
Basically they end up in a building, portions will be in one of several buildings and other portions will be in a network of underground tunnels that connect the buildings while other portions will take place in a alternate dimension (usually a zone between two different areas in reality)
as for the overall setup:There'd be 4-5 players. The players would start out in a safehouse of sorts with supplies left by whoever set up the little game, they'd each choose a weapon (I'd put a number limit on each weapon to avoid everyone running around with crowbars) and get a kit (be it extra ammo, a medical kit, or just a rucksack).
Each player would be able to choose a profession (I.E.:what they did before the ended up in the building) that would effect their skills (again, i'd put a limit on this to avoid a bunch of soldiers/police and medics running around and never dying).
<spoiler=mental states and you>
Calm:this is your base mental state, you have no bonuses unless you're psionic
Frightened:cause by failing to break a minor fear illusion -2 to intelligence and dexterity rolls
Panicked:caused by failing to break a higher level illusion being unbroken, -3 to intelligence, dexterity, and dodge rolls
Paranoid:caused by multiple illusions being unbroken or one of the horror enemies (a special type of enemy from the alternate dimension) incapacitating another player and then leaving or by a horror enemy being spotted and then successfully hiding themselves. you take a -5 to all rolls and are more susceptible to the effects of illusions.
Breakdown:if you are frightened by an unbroken illusion or horror enemy after reaching paranoid you will have a mental breakdown and will be incapacitated for 30 minutes
I haven't quite thought up all the roll types but the base are
<spoiler=rolls>Stealth:Your ability to hide.
Perception:your ability to notice things (including enemies trying to hide themselves) this, along with stealth, can be used at any time, just ask.)
Attack:your chance to hit (a 1 will result in a critical miss which either means you hurt yourself or the enemy counterattacks and you find yourself unable to dodge)
Damage:how much damage you do when you hit someone
Dodge:whether or not you can get out of the way of an enemy attack, trap, or unfortunate event (there will be a series of these throughout the RP)
Jump:self explanatory, requires a number from 1-5 for small gaps. 5-10 for medium sized, and 15-20 for large ones.
Acrobatics:your ability to swing through the air with the greatest of ease (or lack thereof). used when you fall through a hole and want to land safely or want to try to run along a wall, swing on a rope, or other awesome stunts.
Climb:used for climbing. strong supports require 2-10 on a dice roll, weak require 10, brittle requires a 15 or higher.
Jam:used when someone fires multiple times, the more times a gun is fired the higher the number you have to beat. Each firearm has a baseline for jamming and overheat
Overheat:same situation with jam only you don't have to start rolling until later on.
Dexterity:used to pick locks or disarm traps. traps and locks have 3 difficulties. easy, which requires you to beat a 3, medium, which requires you to beat 10, and hard, which requires you to beat 15.
Intelligence:used to determine whether or not you realise something is a bad idea, how well you can use a computer, or whether or not you can break an illusion (more on illusions later on)
I'm considering a skill system, players would roll 12d20 and take the three highest results for their skills (they would select the three skills, the rest would have a baseline of 5) skills can add bonuses to your rolls or special abilities. Players would level up, the speed of which would depend on RP quality, their success in their skill, and what enemies they defeat, each time a player leveled up they'd roll 4d4 and add the highest number to one of their three pre-selected skills. Here's a sampler (A.K.A:what i've thought up so far) <spoiler=Skills>Natrual grace:10-14 would gain players a +5 to acrobatics, dodge, and dexterity rolls. 15 would grant a +10. and 19 or 20 would grant a +15.
Heavy hitter:10-14 would allow players to do 2d6 damage instead of 2d4 for unarmed (unless in a profession that involves fighting such as a boxer or martial arts instructor, then 2d6 is the baseline) 15 allows 2d8 and 19 or 20 changes it to 2d12.
Firearms expert:at 10-14 you gain a +5 to damage and attack rolls and you're allowed to fire one more than the baseline before you have to roll a jam or overheat check. 15 gains you a +10 to attack rolls, damage stays the same, and are allowed to fire three more times before you have to roll a jam or overheat check, and 19 or 20 gives you +15 to attack, +10 to damage, and allows you to fire five more times than the baseline before having to roll jam or overheat.
Genius:10-14 increases your intelligence checks by 3, 15 gets you a +5 and 19 or 20 gets you a +10
Psionicist (there will be a limit of 3 on this skill)
10-14 allows you access to one of the special psionic abilities <spoiler=psionics explanation and power list>
Psionic rolls are made from 3d6, you will take bonuses or negatives depending on your state of mind, if you're stressed (from combat or injuries) you get -2. if you are calm you get +2. and if you concentrate for a certain amount of time you get between +3 and +10 (the time frame is between 5 and 15 minutes, I will inform you of your bonus depending on how long you concentrate.) as for your powers
Telekinesis:your ability to manipulate objects. (including opening doors and more delicate processes like that, this will however require a minimum of 5 minutes concentration.) I will tell you what number you have to beat to succeed
Pyrokinesis:despite popular beliefe this does not simply allow you to set something on fire, it allows you to raise the temperature of an object (up to causing it to melt or spontaneously combust) and to control fire, to make something combust you nee a 14 or higher, I will inform you what is needed in order to melt something or set something smaller on fire (like, say, someone's hair or small objects in a room)
Cryokinesis:Cold manipulation, you need a 14 to freeze a person/animal, i'll tell you what's required for anything else (you have to ask for this or pyrokinesis rolls)
ESP:allows you to sense someone's emotions, thoughts, or an object's history (i'll tell you the roll for detecting emotions and thoughts.)
15 will allow you to choose two powers from the list or one with a +3 to your rolls. 19 or 20 will allow you to choose three powers, two powers with a +3, or one power with a +6
Natural acrobat: 10-14 adds +5 to you climb and +3 to your jump. 15 would give you +7 to your climb and +6 to jump. 19 or 20 gives you +10 to climb and +9 to jump
Natural born tracker:10-14 gives you a +5 to perception and stealth. 15-18 gives you +7. and 19 or 20 gives you +10
And now for the afore mentioned Throughout the game there will be various illusions meant to scare the players, they will have different levels that determine the number on the intelligence roll required to avoid the illusion altogether, the players will be told the difficulty level and the number needed to avoid it. if the player fails the itnelligence roll they must succeed in the test the illusion presents, be it a timed puzzle or a fight of some sort, to break it. If they fail to break the illusion they will drop down one or two on the mental state track. in order to return to calm they must be able to relax (no fighting, skill cherck, or anything stressful) for a certain amount of time.
Annnnd that's all I have so far. open to suggestions and in need of critique. I will add the possible professions later