Spoiler (click to show/hide):
Deslin in the near future prison based in Earth's orbit to house the worst humanity has to offer. The prison is broken down into two sections, The Ring, and Column. The Ring houses the inmates, and is broken down into 8 cell blocks, A-H blocks (being in your home block gives +1 defense), and is connected to the center of the Column. The Column houses guards, armory, control center, ect, ect,. The column is off limits to inmates, not saying that they can't sneak in, with exception to The Pit, the point where the Ring connects with the Column, it was meant to be a gym, and rec center, but has turned into a chaotic stomping ground.
Deslin in the near future prison based in Earth's orbit to house the worst humanity has to offer. The prison is broken down into two sections, The Ring, and Column. The Ring houses the inmates, and is broken down into 8 cell blocks, A-H blocks (being in your home block gives +1 defense), and is connected to the center of the Column. The Column houses guards, armory, control center, ect, ect,. The column is off limits to inmates, not saying that they can't sneak in, with exception to The Pit, the point where the Ring connects with the Column, it was meant to be a gym, and rec center, but has turned into a chaotic stomping ground.
Factions:
Spoiler (click to show/hide):
Inmates: Pretty self explanatory
Guards: Also pretty self explanatory
Inmates: Pretty self explanatory
Guards: Also pretty self explanatory
Perks:
Spoiler (click to show/hide):
I wanted to come up with more perks, but due to excessive Overwatching I didn't.
Inmate Perks:
Assassin: 10-12 crit range, - 2 defense
Berserker: + 3 defense on crit rolls, - 3 defense for three turns
Nothing To Lose: fear check vs attackers, limited to 30 turns until character is executed. Fear check is increased over time 4 for first ten turns, 6 for the second, and 8 for last.
Shiv: on use +2 offense +11-12 crit range for one turn, -3 defense vs guards for three turns, five turn cool down.
Guard Perks:
Riot Gear: immunity to crit range modifiers, - 2 offensive rolls.
Back Up: on use +3 defense vs inmates for one turn, + fear check vs defending inmates for three turns, cool down five turns.
Loose Cannon: roll a third die 1, or 6, auto crits, +2 crit range on incoming attacks.
Captain of The Guard: this is a unique perk, there is only one CoTG at a time, this perk can change hands through any means you can come up with, and is the only perk without a down side, I'll assign this perk to a random guard after character sheets are up, but before the game starts. +2 defense/offense vs inmates, + 8 fear check vs attacking guards
I wanted to come up with more perks, but due to excessive Overwatching I didn't.
Inmate Perks:
Assassin: 10-12 crit range, - 2 defense
Berserker: + 3 defense on crit rolls, - 3 defense for three turns
Nothing To Lose: fear check vs attackers, limited to 30 turns until character is executed. Fear check is increased over time 4 for first ten turns, 6 for the second, and 8 for last.
Shiv: on use +2 offense +11-12 crit range for one turn, -3 defense vs guards for three turns, five turn cool down.
Guard Perks:
Riot Gear: immunity to crit range modifiers, - 2 offensive rolls.
Back Up: on use +3 defense vs inmates for one turn, + fear check vs defending inmates for three turns, cool down five turns.
Loose Cannon: roll a third die 1, or 6, auto crits, +2 crit range on incoming attacks.
Captain of The Guard: this is a unique perk, there is only one CoTG at a time, this perk can change hands through any means you can come up with, and is the only perk without a down side, I'll assign this perk to a random guard after character sheets are up, but before the game starts. +2 defense/offense vs inmates, + 8 fear check vs attacking guards
Combat:
Spoiler (click to show/hide):
Attacking: roll two dice to determine your attack value then add modifiers.
Defending: same as attacking, but a winning defensive roll turns into an attacking roll.
Crit Rolls: default crit range is 12, after a successful crit roll, both players roll again if the attacker wins again the defender is subject to every whim of the attacker for 5 turns. Crit range can be hit from either defense or offense, the only exception is with modified range (example an attacker rolls 11, and a defender with assassin roll 10, normal 11 beats crit 10)
Winning a Conflict: +4 defense for three turns
Losing a Conflict: this debuff is relative to the losing roll, and the number of turns is always equal to the debuff (example attacker rolls 10, defender rolls 5, debuff is -5 defense for five turns, next turn -4 for four turns, until recovery
Attacking: roll two dice to determine your attack value then add modifiers.
Defending: same as attacking, but a winning defensive roll turns into an attacking roll.
Crit Rolls: default crit range is 12, after a successful crit roll, both players roll again if the attacker wins again the defender is subject to every whim of the attacker for 5 turns. Crit range can be hit from either defense or offense, the only exception is with modified range (example an attacker rolls 11, and a defender with assassin roll 10, normal 11 beats crit 10)
Winning a Conflict: +4 defense for three turns
Losing a Conflict: this debuff is relative to the losing roll, and the number of turns is always equal to the debuff (example attacker rolls 10, defender rolls 5, debuff is -5 defense for five turns, next turn -4 for four turns, until recovery
Character Sheet:
Spoiler (click to show/hide):
Name:
Alias:
Age:
Faction:
Perk:
Cell block: if inmate
Bio: as detailed or sparse as you wish
Appearance: see above
Name:
Alias:
Age:
Faction:
Perk:
Cell block: if inmate
Bio: as detailed or sparse as you wish
Appearance: see above
I'm terrible at describing things, so if anything is unclear just yell at me to clarify.