Worlds Apart
In this path of the story, you play Dash33, a clone. You have been raised in a lab and everything you know about the outside world comes from the lessons and training you and the other clones have received.
STATISTICS
The first thing you need to do is work out the statistics of Dash33. Roll two dice and add twelve to the total. This is Dash33's stamina score. Roll one dice and add six to the total. This is Dash33's skill score. Roll one dice. This is Dash33's luck score. Make a note of these totals.
ABILITIES POINTS
You have 30 points to spend on these abilities. You can spend a maximum of six points on any one of these abilities:
-Persuasion
-Empathy
-Charm
-Telekenisis
-Technology
-Healing
-Understanding of other languages
TESTING ABILITIES AND LUCK
At various points in the adventure, you will be asked to test your abilities or luck. To do this, roll one dice. If the result is equal to or less than the score of that ability, you have succeeded. If the result is greater than that score, you have failed.
COMBAT
There will be times in the adventure that it will be necessary to fight. At those times, it will look like this:
SPACE PIRATE
STAMINA 18
SKILL 8
Roll two dice for you. If the result is equal to or greater than your skill score, you have succeeded in landing a hit on the space pirate. Roll another dice to determine how much damage you have dealt to its stamina. If the result of the two dice is greater than your skill score, you have failed to hit the space pirate.
Roll in the same way for the space pirate and keep taking it in turns until either his stamina is down to 0 or yours is.
LETTERS AND NUMBERS
At various points in the adventure, you will be asked to remember letters and/or numbers. It would probably be a good idea to write these down rather than try to remember what may end up being a lot.
PARTY MEMBERS
As you progress through the adventure, you will gain party members. You can leave with a maximum of three from your 'base' and party members can be changed at any time while not in combat or if it's explicitly stated in the adventure.
When you gain a party member, you will be directed to a room which has the details of his or her statistics. You can use one or more of the party members in battle - just ensure you perform battle using their skill and stamina scores.
While at base, it's possible to get to know the party members further, whether to make friends with them, pursue a romantic relationship, or even cause them to dislike you. Depending on the party members you take with you when leaving base, you could also trigger an exchange that might not happen otherwise.
STATISTICS
The first thing you need to do is work out the statistics of Dash33. Roll two dice and add twelve to the total. This is Dash33's stamina score. Roll one dice and add six to the total. This is Dash33's skill score. Roll one dice. This is Dash33's luck score. Make a note of these totals.
ABILITIES POINTS
You have 30 points to spend on these abilities. You can spend a maximum of six points on any one of these abilities:
-Persuasion
-Empathy
-Charm
-Telekenisis
-Technology
-Healing
-Understanding of other languages
TESTING ABILITIES AND LUCK
At various points in the adventure, you will be asked to test your abilities or luck. To do this, roll one dice. If the result is equal to or less than the score of that ability, you have succeeded. If the result is greater than that score, you have failed.
COMBAT
There will be times in the adventure that it will be necessary to fight. At those times, it will look like this:
SPACE PIRATE
STAMINA 18
SKILL 8
Roll two dice for you. If the result is equal to or greater than your skill score, you have succeeded in landing a hit on the space pirate. Roll another dice to determine how much damage you have dealt to its stamina. If the result of the two dice is greater than your skill score, you have failed to hit the space pirate.
Roll in the same way for the space pirate and keep taking it in turns until either his stamina is down to 0 or yours is.
LETTERS AND NUMBERS
At various points in the adventure, you will be asked to remember letters and/or numbers. It would probably be a good idea to write these down rather than try to remember what may end up being a lot.
PARTY MEMBERS
As you progress through the adventure, you will gain party members. You can leave with a maximum of three from your 'base' and party members can be changed at any time while not in combat or if it's explicitly stated in the adventure.
When you gain a party member, you will be directed to a room which has the details of his or her statistics. You can use one or more of the party members in battle - just ensure you perform battle using their skill and stamina scores.
While at base, it's possible to get to know the party members further, whether to make friends with them, pursue a romantic relationship, or even cause them to dislike you. Depending on the party members you take with you when leaving base, you could also trigger an exchange that might not happen otherwise.