Space / Click Yes, we're playing this game later today. All will be explained. I apologize for sloppy art, I threw this together pretty quickly. :') WHAT IS KRPG? Krm's [Tabletop] Role playing game is a game where you play as characters in another world. You roll to determine how well you do in tasks. It'll make sense as you go. :> World: Whimsical Magically Tone: Comedy Heavy inspiration from DnD as well as FIST. (Both very cool Tabletop RPGs!) THE CHARACTERS !!!! MAGIKKO [Level 3 / Koala] > Magic koala. They hate that they aren't taken seriously—but come on, just look at that face! Though trying to appear threatening, their voice is adorably squeaky. Looks more cuddleable than fightable. || Stats Strength: -2 Skill: +0 Charisma: +0 Intelligence: +4 Sparkles [Wildcard]: +6 || Items: - Plastic wand. It lights up with LEDs when you press a button. You can't cast spells without this. - Sparkle Lightsaber. Deals around 1d4 + 1 damage upon hit. || Abilities - Conjurer But Bad: Once per every 10 minutes, you can try to summon something. It can backfire and produce very random things. Every time you do this, a trumpet sounds in the air. - Uno Reverse: Once ever thirty in-world minutes, you may say "Uno Reverse" to any action and it may be uno reversed. || Spells - Summon Bagel: You summon a bagel. This can be thrown as a sub-action [dealing 1-2 damage], or eaten as a sub-action [healing 1d4 health]. - Lightning Sneeze: You sneeze. Lightning appears are randomly hits someone, based on your roll of a d20. (There can be different types of lightning—you can use sparkle lightning to get a +6 to this d20.) Upon being stuck by lightning, targets take 2d6 damage and cannot make a sub-action on their next turn. - USE THE FORCE LUKE: You can use the force to move objects. - Stove: Turn a 5 by 5 cube into a stove: a ring of fire erupts around it. All creatures caught in this fire at the beginning of their turn take 1d8 damage. Running through it takes 1d4 damage. FLATT [Level 3 / Satyr] > A conspiracy theorist. They're convinced that they're trapped in a game, and are obsessed with finding a way out. Very jumpy. Please come up with ridiculous theories if you're playing them. Please. || Stats Strength: -1 Skill: +1 Charisma: +3 Intelligence: -2 Theorize [Wildcard]: +7 || Item: Tinfoil hat. When wearing it, you are immune to non-physical attacks or mind-reading. || Abilities - Visions of the Future: The GM [That's me!!] will randomly give your character a prophecy or vision of the future. It could be literal, metaphorical, it could be nonsense and unrelated. Who knows? - Yoda I Am: You get +3 to intelligence checks and +1 to skill checks, but ONLY when your character is speaking like Yoda. HEROMAN [Level 3 / Looks human, but from another planet ] > A well-known superhero. He's very sure of himself, and always wants to save the day. He's not the brightest, but brute strength seems to work fine so far. || Stats Strength: +4 Skill: +0 Charisma: +2 Intelligence: -3 Winning Smile [Wildcard]: +8 Hair [Second Wildcard]: +6 || Abilitiess - SUPERMANNNN!!: You can fly, have laser vision, and X-ray vision. Sadly, you have disadvantage on all rolls and you loose your powers if exposed to kryptonite. Unrecognizable with mask. - Epic Hair: You have epic hair. It could come in handy. COMBAT RULES: Before battle: - Roll + level = Initiative! - Order is for initiative { If initiative is a tie, higher level goes first. If equal, roll again only to see who’s first within the two. } BATTLE RULES - Each turn is 10 seconds in game - HP: 0 HP: Stunned. Cannot attack. Can move, but slowly. -1 HP to -10HP: Unconscious. Can’t move or attack. Make a strength check each turn; if it’s less than the absolute value of your HP, you lose 1HP. Can be healed by healing items. -11 or less: Fully dead. :( What you can do on your turn: - You can do up to 1 action on your turn, up to 1 sub-action and as many non-actions that would be reasonable within the amount of time. Action list: - Perform a Spell - Make an attack Sub-action list: - Make a check for intelligence or charisma - Run or walk somewhere - Pick something up nearby - Take something out of bag - Hand something to someone somewhat nearby - Eat something - More may be added Non-action: - Say something - Anything else maybe STATS: When you roll to complete a task, I'll say "roll for [stat]" and roll a d20 and add that stat modifier listed on the character sheet. IMPORTANT VOCABULARY: - Abilities: always in effect, though some require you to activate them. - Spells: You must cast them. - Advantage: roll 2 dice and take the higher roll. - Disadvantage: roll 2 dice and take the lower roll. - HP multiplier: Amount of HP you get per level. Basically, ignore this for most of the game. - Leveling up: if I tell you to level up, increase your level by 1 and increase any of your stats by +1. Also, add your HP multiplier to your current and total HP.