#2
Mostly accepted, but the book seems really out of place, since your only goal is fight your way out of the lab. I can't really see why they would give a book to her, unless you want to try explaining?
Also, I recommend at least one ability (like an opportunity attack, since she's agile), since it helps deal damage faster, which is a big help later on.
Also also, I would appreciate if the claw attack dealt a bit less damage (like 5-7), since its just some claws (unless they're large claws, but even then I'd prefer 7-9 damage).
(Accepted characters on #57)
[WAKING UP SUBJECTS...]
Silence. Suddenly, you feel pain as your regenerative pod dispenses you onto the floor. Machines walk in. They clothe you, give you a small weapon, and leave without a word. You can barely even recall why you're here... oh yeah. How about a recap of the past?
This is a lab, from what you've been told. Your goal is to fight your way out of a maze that forces all movement into a game of turn-based combat. Interesting for some, dull for others. You are just a test, given either a mutation or implant and then sent off into the Maze. And the worst part? Every time you die, every single time your heart stops beating, you come right back to life inside of this regeneration pod. The only good part? When you finish the Maze, you can leave this place forever. It's been a while of living in this constant cycle, but today you, and everybody else alongside you, will escape. You've memorized everything about every enemy. You've finally gotten the chance you need.
A chance to break this godforsaken loop once and for all, you realize, as the great steel door to the Maze open for the last time...
[Character Sheet]
(Please keep in mind that this RP is akin to a roguelite, and will therefore has both permanent and impermanent buffs to your stats along the way. Also remember that this takes place in a lab, where you have the same starting equipment given to you every time you start the Maze over (basically, your character should be good with the weapon they start with, and bad with any other weapon they haven't spent time practicing with when they find it in the maze).)
Name:
Gender:
Implant/Mutation: (Choose either a mutation or an implant. Not both, and put what abilities it gives you. Put damage numbers on damging ability, using the average damage in Health below for context.)
Item(s): (One or two small, weak items that it makes sense for the scientists to give you to start.)
Weapon Proficiencies: (Basically, what weapons are you good at using. Using a weapon outside of the ones listed here will have detrimental effects including but not limited to: Decreased damage, decreased hit chance, increased chance of an ability ERRORing (I'll explain that in a sec).)
Health: (Pick a value that makes sense for your character. For context, the average blow in the first area deals around 8 damage.)
Speed: (how far you can move on a turn, can be any multiple of 5. One "square" of movement costs 5 ft of this value.)
Abilities: (These are special actions that your implant/mutation DOES NOT give you. Please put a damage number for the ability. Use the average damage number in the Health section for context.)
[How this is going to work]
Like stated in the lore above, the Maze turns everything into a turn-based fight. I will be rolling ye olde d20 for hits. I would greatly appreciate if you guys could keep track of your own health and speed values by putting them at the top of a comment, like this:
[Health: 30. Speed: 20 ft.]
Thanks!
Now, about the ERRORs that I mentioned earlier. They happen if you roll a 1 when you use an implant/mutation related ability, and typically come with a drawback of my choosing (or yours, if you suggest one that I like more than what I think up). The drawback will be related to your implant/mutation, ability used, etc.
Is that it? I think tha- wait, we've got a debuffs/buffs list. Great.
Debuffs:
Buffs (all of these end when the ability granting them says):
Okay, NOW we're done. Wait. *sigh* Here is how a normal turn plays out:
You can move or attack/use an ability in any order. Using and attack/ability only ends your turn if you have no movement left. You can end your turn whenever you want during it.
Aaand we have to discuss cover. Partial (half) cover makes it somewhat more difficult to hit a target with a ranged weapon, three-quarters cover makes it much more difficult, and full cover makes it impossible unless you pierce through the cover.
There, done. Did you enjoy reading? I hope you did.
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Also, the turn-based combat thing is lore related, so I can't remove it. Alas, you have to take life slowly in combat.