Version 1.0.0 of 1PD6 Kidnapped Fairy Setting by William Moore begins here. Chapter 1 - Values Game Turns is a number that varies. A person has a number called strength. A person has a number called defense. A person has a number called health. A person has a number called damage. A person has a number called experience. A person has a number called dice pool. Chapter 2 - Actions Understand "stats" as stats. Stats is an action applying to nothing. Carry out stats: say "[bold type]dice pool:[roman type] [the dice pool of the player][line break]"; say "[bold type]strength:[roman type] [the strength of the player][line break]"; say "[bold type]defense:[roman type] [the defense of the player][line break]"; say "[bold type]experience points:[roman type] [the experience of the player][line break]"; Understand "reroll" as rerolling. Rerolling is an action applying to nothing. Carry out rerolling while the location of the player is Reg's Front Yard: Now the dice pool of a player is 1; Let new health be a random number from 1 to 6; Now the health of a player is new health; Let new strength be a random number from 1 to 6; Now the strength of a player is new strength; Let new defense be a random number from 1 to 6; Now the defense of a player is new defense. Understand "buy dice" as buying dice. Buying dice is an action applying to nothing. Carry out buying dice: if the experience of the player is greater than 49: increase the dice pool of the player by 1; decrease the experience of the player by 50; say "You have purchased one die for your dice pool!"; otherwise: say "You do not have enough experience to purchase a die!". Understand "buy strength" as buying strength. Buying strength is an action applying to nothing. Carry out buying strength: if the experience of the player is greater than 9 and the strength of the player is less than 6: increase the strength of the player by 1; decrease the experience of the player by 10; say "You have purchased one to your strength!"; otherwise: if the strength of the player is 6: say "You have maxed out your strength."; otherwise: say "You do not have enough experience to purchase strength!". Understand "buy defense" as buying defense. Buying defense is an action applying to nothing. Carry out buying defense: if the experience of the player is greater than 9 and the defense of the player is less than 6: increase the defense of the player by 1; decrease the experience of the player by 10; say "You have purchased one to your defense!"; otherwise: if the defense of the player is 6: say "You have maxed out your defense."; otherwise: say "You do not have enough experience to purchase defense!". Understand "buy health" as buying health. Buying health is an action applying to nothing. Carry out buying health: if the experience of the player is greater than 9: increase the health of the player by 1; increase the experience of the player by 10; say "You have purchased one to your health!"; otherwise: say "You do not have enough experience to purchase health!". Instead of attacking when the noun is a monster: if the damage of the noun <= health of the noun: let encounter roll be strength of player; repeat with die running from 1 to dice pool of player: let die roll be a random number from 1 to 6; increase encounter roll by die roll; decrease encounter roll by defense of the noun; if encounter roll is less than 0: let encounter roll be 0; say "Reg exclaims 'You're going into space, [the noun]!' and hits for [encounter roll] points of damage."; increase the damage of the noun by encounter roll; let encounter roll be strength of the noun; repeat with die running from 1 to dice pool of the noun: let die roll be a random number from 1 to 6; increase encounter roll by die roll; decrease encounter roll by defense of the player; if encounter roll is less than 0: let encounter roll be 0; increase the damage of the player by encounter roll; if the damage of the noun is greater than the health of the noun: say "[line break][the noun] looks stunned as they go flying into space. You gain [experience of the noun] experience."; increase the experience of the player by experience of the noun; remove the noun from play. Instead of attacking when the noun is a person and the noun is not the player and the noun is not a monster: say "For whatever it is worth, you punch [the noun].". Instead of attacking when the noun is a person and the noun is the player: say "For whatever it is worth, you punch yourself.". Chapter 3 - Added Game Flow When play begins: Now the right hand status line is "[bold type]DMG/HP:[roman type] [the damage of the player]/[the health of the player][line break]"; Now the dice pool of a player is 1; Let new health be a random number from 1 to 6; Now the health of a player is new health; Let new strength be a random number from 1 to 6; Now the strength of a player is new strength; Let new defense be a random number from 1 to 6; Now the defense of a player is new defense. Every turn: increase Game Turns by 1; if Game Turns is 50: now Game Turns is 0; increase the experience of the player by 1; If the damage of the player >= the health of the player: say "You tried your best at punching, but Reg passed into the great beyond. Try harder next time."; end the story. 1PD6 Kidnapped Fairy Setting ends here. ---- DOCUMENTATION ---- [ Copyright (C) 2022 William R. Moore This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 3 of the License. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . ]