[center][img]https://i.redditmedia.com/Cl8-Ht4YtnT8ynER_4iSoNZ_rM2eJtNi4P5CRsK68AQ.jpg?s=538fa0342245029758a89c4e64fab6d1[/img] It is the 41st Millennium and the galaxy is riveted by war, strife and conflict. Thousands of millions die everyday in a struggle for survival in an cold, uncaring, apathetic universe. The Powers of the Warp plot as the Elder struggle to uphold the last remenants of their once glorious empire. The Imperium of Man strangles itself under its own immense size as the T'au just begin their journey into a galaxy which will soon enough seek their death as well. There is nothing in this era which isn't struggle or survival; nothing in this grim dark era. Unless you're the Orks. In which case its pretty fucking great.[/center] [hr][hr] This is Rug Raiders, the story of a gang of Orks who were inspired by the misheard words of a captured Rogue Trader and now seek to pillage and procure the finest rugs and fabrics in the galaxy along with whatever else they fancy. While this is a Tabletop RP, we will be using a very simple system known as [url=https://gist.github.com/brunobord/8943645]Roll for Shoes[/url]. This system is simple and easy to learn and its open-endness lends itself to the silliness that is the Orks. In addition, some additional rules will be used to help streamline things. Normally any action will require a roll from the player and a counter roll from the GM to see if it succeds or not. In the case there is no GM to do a counter roll, then players themeslevs can counter roll. Of course there are limits; doing your own counter rolls to see if you can jump up onto a ledge is more acceptable than seeing if you can fix an entire spaceship. This brings me to one of the core rules of the RP which is be reasonable; I'm not going to go into all the details but use common sense and don't try and do things that will purposely break the game or is wildly out of place; if it happens I will retcon it/force fix it with GM powers. Additional explanation from the ICheck: [hider=More Clarification on the System] Basically you roll to see if you can actually do/have/be something against a second roll from either the GM or yourself if the situation allows it. If you roll higher than that second roll, you can do/have/be that action or thing. Of course there are limits on that and I'm not going to allow someone to have a cyclonic torpedo in their ass just because they rolled well. As for "advancement", you must roll a 6 on all of dice in which you will level up that trait or have a trait similar but stronger. If you keep parkouring over stuff, then you might get something like Athletics 1 to Athletics 4. If you keep using your feet to solve problems (locked door, annoying grots, etc) then you might go from Boots of Kicking 1 to Feet of Feats 2 which are both technically part of the same skill "tree". As you level up, you get to roll more d6s to see if you pass but the counter roll will also get that many d6s. If you are Artist 3, then you roll 3d6 to see if you can paint the MonOrka Lisa and must roll higher than whatever the counter 3d6 gets. If you get three 6s, then you get Artist 4. Going above the counter roll means sucess, going below means failure and breaking even is.. neutral? Something like that. [/hider] There will be post requirements or what have you; if all you can write are two good lines then write two good lines. The RP overall will be ran more like a traditional TTS game instead of the more common variation found on this site. This RP has a fixed number of open slots and those who have expressed interest in the check will have first dibs on the open slots. More slots will open if a player leaves or decides to give their spot to someone else.