[b]Mechanics[/b] --- Below I will discuss the game mechanics of this roleplay. As stated in the thread title, this RP will incorporate some tabletop elements. This means you will be rolling some dice, crunching some numbers, and advancing your character through gaining experience. The basic die roll for this game is a d10. In any situation where a die roll is determined necessary to decide an outcome, a d10 will be rolled. There are two types of rolls: simple and stress. On a simple roll, what comes up on the die is what you get. This is used in situations where your character is in little to no pressure, and therefore does not have the chance for significant failure. The second possibility when rolling a d10 is a stress role. These function slightly differently. On a roll of a 1, you will roll again and double your next roll. For example, let's say I roll a 1 on a stress role. I roll again and get another 1. I now quadruple. I roll again, and get a 5. 5 * 4 = 20. 20 is my final total for that roll. The flipside to this, is when you roll a 0, you risk a botch. You will then be required to roll a number of botch die appropriate to the stressfulness of the situation you are in. If any of these botch die come up 0, your character fails utterly. If none come up 0, you simply recieve a 0 total for the roll. For example, I am trying to climb a steep, slippery wall in the rain. I roll a stress die and get a 0. The DM determines I roll three botch dice for this situation. Luckily, none of them come up 0, so I only take a 0 for the roll. If I had rolled a 0 on any of these, I would have botched. [b]Magic[/b] --- The magic system for this game is a heavily modified version of Ars Magica 5th Edition. All Magic can be described by the Forms and Techniques. There are five Techniques, named in the old tongue as follows: Create, Destroy, Change, Control, and Understand. There are ten Forms: Animal, Water, Air, Body, Plant, Fire, Image, Mind, Earth, and Magic. All magic is performed by combining a Technique with a Form. If one wished to create a gout of water from their fingertips, one would use Create Water. All magical effects can be defined this way. Your character (if you choose to play a mage) will have a numerical score in each of these Forms and Techniques, representing their magical strengths and weaknesses. A more in-depth explanation of these rules will be provided in the OOC. [b]Technology[/b] --- TBD. Open to discussion and suggestions. I'm thinking sharks with lasers. [b]Everything else[/b] --- I wish to keep die rolling to a minimum. As advanced players, you will know what your character logically can and cannot do. Keep that in mind, and we should have no issues.