Sui
Retired Asshole
All players find themselves waking up in the Void Realm. They have no idea how they got there. the void realm is an area about 100 feet across, and made of a glasslike substance. The glass "Sun" is shining brightly overhead, but outside of the ball is pitch black.
The goal is simple:
Find a way out!
Note, you receive 1 segment every 15 min
that gives you 4 every hour
that adds up to about 96/24 hours... I think...
good rough estimate on how many you should spend a day
Important Posts:
Sui said:The sphere, already straining from it's cracked surface, explodes from within, sending shards flying everywhere, a heatwave washed across the room, and suddenly, it's as if time stops, and the air grows cooler once again.
A pure white light, unrestrained by the glass ball, shines throughout the room, the light gathers into a tighter and tighter ball, until it condenses into a shape of a man. A Muscular, half-naked man wearing nothing but a white loincloth, an equally white robe, some beautifully crafted silver and gold armor that seemed more for decoration than for protection, and a large, equally beautiful sword, strapped to his back. The man stepped forth, and spread his wings (that's right, this man has wings) and looked around.
His glaze dropped when he saw Niwel. "You!" He said. It was you that broke the sphere, correct? His voice was loud, and stern, but not angry. The walls of the glass sphere seemed to resonate with his voice. As if it couldn't contain the immense power radiating from the man. "My name is Gabriel. I am the right hand advocate of the Deity of Heaven. I was trapped in that ball, from a being whom you my hope never to have the misfortune of crossing paths with. Unfortunately, that is not something I can guarantee. The Gods are stirring, and other Advocates of the Gods are stirring. Many are not as kind as I am."
He looked around the blank room, as if he was still waking up from a long sleep. "I must be going now. The will of my God calls me away. I'll give you this as thanks. He pulled off his robe (which was nothing more than a big sheet of very white, and very clean fabric). "This cloth can ward off all things evil if used correctly, use it well."
Gabriel walked over to the center of the room, and chanted a spell. four portals opened up, one on each side of the room.
One blue portal
One red portal
One green portal
and one yellow portal
"Our paths split here young one. Fare well brave adventurer"
And with a crack of thunder, and a bright flash of light, he was gone.
Several of you are confused on how to roll dice. All the numbers being rolled can be confusing to someone who hasn't been paying attention, so here is a quick and dirty guide to how they work, and how to use them.
Behind the rolling:
[roll]1d6[/roll]
Rolls one six sided dice
It gives you a random number between 1 and 6
[roll][/roll]
Tags that roll the dice
1d6
How many dice, and how many sides on the dice
(In this case, the one is how many, and the 6 is the sides. Hence 1d6=one six sided dice)
[roll]1d6[/roll]
Rolls one six sided dice
Combine the roll tags with a valid dice choice, and it will roll when you post!
[roll]2d6[/roll]
Rolls two six sided dice
Here we use a two instead of a one. The “2” in front of the “d6” is what you change to achieve this result
[rollv]2d6[/rollv]
Rolls two six sided dice (as shown above)
but this time it shows the results of each rolled dice, and then the total sum.
[rollv]1d6+1[/rollv]
Rolls a basic single sided dice, but then adds one to that total. So instead of a random number between 1 and 6, it's a random number between 2 and 7
(I'm looking to phase this feature out of normal equipment bonuses, because it's too easy to get. I may bring this back as part of a spell bonus)
[roll=text]1d6[/roll]
Rolls a 1d6 like normal, but there will be text in front of the roll that says whatever you replace the “text” space with.
I am aiming to make this a more used feature. So when you roll, it's easily apparent what you're rolling for. (to see more uses of this feature, look down to the Common Rolls section)
List of Common Rolls:
[roll=Magic]1d6[/roll]
Used for some spells, mostly monster spells. If you don't have spells, there is no need to roll this.
Player spells are looked at on a case-for-case basis.
[roll=Enemy Encounter]1d100[/roll]
Rolled when you want to fight something. Refer to the enemy charts after rolling to figure out what kind of monster you have just stumbled upon.
[roll=Defense]1d6[/roll]
[roll=Attack]1d6[/roll]
Basic rolls for in a fight, Numbers will change depending on equipment and stats
[roll=Loot]1d6[/roll]
Used to roll for loot. Roll after killing a monster. As of now, there has not been any reasons to change the numbers. Loot rolls do not require spending segments
[rollv=Prospect]1d6[/rollv]
Used to search for new resources. Change the “1” to the number of times you want to repeat the action. Prospect rolls cost 1 Segment each.
[rollv=Harvest]1d6[/rollv]
Used for gathering found resources. Sui is currently looking into removing this aspect from the game, and replacing it with a better system in the next update. Harvest rolls currently cost 1 Segment each.
[rollv=Craft]1d6[/rollv]
One of the three main aspects to look out for when crafting. More dice must be rolled to achieve better quality results.
[rollv=Luck]1d6[/rollv]
Rolling for just about anything else. Want a NPC to give you a better response? Looking for a definite clue to help to solve a riddle? Rolling a high luck roll can help you with your interactions around the world. As some NPCs have secret options for those who approach them in the right way. I may even create new, unplanned quests to those who roll high to a NPC. Rolling for luck costs 1 segment, there's no need to roll more than one/post.
(Beware though, rolling low may cause unexpected, or unpleasant responses from a variety on NPCs)
Last words of advice:
● Type out your personal combat roll codes and keep them within easy reach for copying and pasting into your fight posts. Make sure you update it every time you change your equipment or grow your stats.
● Make sure the dice you are rolling in your post are the correct ones, and you aren't missing anything. Once you click the “Post” button, you can't change your dice roll.
Behind the rolling:
[roll]1d6[/roll]
Rolls one six sided dice
It gives you a random number between 1 and 6
[roll][/roll]
Tags that roll the dice
1d6
How many dice, and how many sides on the dice
(In this case, the one is how many, and the 6 is the sides. Hence 1d6=one six sided dice)
[roll]1d6[/roll]
Rolls one six sided dice
Combine the roll tags with a valid dice choice, and it will roll when you post!
[roll]2d6[/roll]
Rolls two six sided dice
Here we use a two instead of a one. The “2” in front of the “d6” is what you change to achieve this result
[rollv]2d6[/rollv]
Rolls two six sided dice (as shown above)
but this time it shows the results of each rolled dice, and then the total sum.
[rollv]1d6+1[/rollv]
Rolls a basic single sided dice, but then adds one to that total. So instead of a random number between 1 and 6, it's a random number between 2 and 7
(I'm looking to phase this feature out of normal equipment bonuses, because it's too easy to get. I may bring this back as part of a spell bonus)
[roll=text]1d6[/roll]
Rolls a 1d6 like normal, but there will be text in front of the roll that says whatever you replace the “text” space with.
I am aiming to make this a more used feature. So when you roll, it's easily apparent what you're rolling for. (to see more uses of this feature, look down to the Common Rolls section)
List of Common Rolls:
[roll=Magic]1d6[/roll]
Used for some spells, mostly monster spells. If you don't have spells, there is no need to roll this.
Player spells are looked at on a case-for-case basis.
[roll=Enemy Encounter]1d100[/roll]
Rolled when you want to fight something. Refer to the enemy charts after rolling to figure out what kind of monster you have just stumbled upon.
[roll=Defense]1d6[/roll]
[roll=Attack]1d6[/roll]
Basic rolls for in a fight, Numbers will change depending on equipment and stats
[roll=Loot]1d6[/roll]
Used to roll for loot. Roll after killing a monster. As of now, there has not been any reasons to change the numbers. Loot rolls do not require spending segments
[rollv=Prospect]1d6[/rollv]
Used to search for new resources. Change the “1” to the number of times you want to repeat the action. Prospect rolls cost 1 Segment each.
[rollv=Harvest]1d6[/rollv]
Used for gathering found resources. Sui is currently looking into removing this aspect from the game, and replacing it with a better system in the next update. Harvest rolls currently cost 1 Segment each.
[rollv=Craft]1d6[/rollv]
One of the three main aspects to look out for when crafting. More dice must be rolled to achieve better quality results.
[rollv=Luck]1d6[/rollv]
Rolling for just about anything else. Want a NPC to give you a better response? Looking for a definite clue to help to solve a riddle? Rolling a high luck roll can help you with your interactions around the world. As some NPCs have secret options for those who approach them in the right way. I may even create new, unplanned quests to those who roll high to a NPC. Rolling for luck costs 1 segment, there's no need to roll more than one/post.
(Beware though, rolling low may cause unexpected, or unpleasant responses from a variety on NPCs)
Last words of advice:
● Type out your personal combat roll codes and keep them within easy reach for copying and pasting into your fight posts. Make sure you update it every time you change your equipment or grow your stats.
● Make sure the dice you are rolling in your post are the correct ones, and you aren't missing anything. Once you click the “Post” button, you can't change your dice roll.