《The Teru Effect》The Rules (Simple Version)

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When a Circle-god is bored,

Mortal lands, beware.

A toss of the dice, the teeth of mice,

the Rat-Gambler's here to stay.

~

When the eyes of Teru are focused on “Heroes”, his Dice will be be rolled for them before the beginning of each day. A number is retired after one use, and will thereafter call for a reroll until a fresh number comes up.

Some Effects are limited to one day, but others will have lasting consequences. Some are focused on just one of the Heroes, but others are far-reaching. Some are open to interpretation, but others are exactly what it says on the tin. Some are repeated, but if rolled multiple times, will be interpreted differently.

The Dice will roll until the End.

For those readers who'd rather not go in blind – the list of Teru Effects that might be rolled.

0 – Something world-changing occurs. (Negative)

1 – Something country-changing occurs. (Negative)

2 - The Heroes are forced to confront their own Shadow Selves.

3 - The country is stricken with plague.

4 - A character is struck with temporary insanity for the day. (Roll for who.)

5 – Something from Beyond the Circle gets in.

6 - A Hero becomes obsessed with violence for the day. (Roll for who.)

7 - Local beasts mutate.

8 - Complete biome shift around the Heroes.

9 – A Hero receives a prophecy. (Negative - Roll for who)

10 – A Hero is unexpectedly cursed. (Roll for who and duration.)

11 - A villain gains a new power.

12 - A Hero is afflicted with random phobia. (Roll for who and what.)

13 - Dramatic weather threat. (Roll for what and duration.)

14 - A Hero is put through the Character Randomizer. (Roll for who. Randomizer used: TBD.)

15 – Additional combat encounter. (Roll for what opponent.)

16 - Teru stirs up strife. All party arguments are intensified dramatically for the day.

17 – A new villain appears.

18 - A Hero receives a minor prophecy. (Negative - Roll for who)

19 - Abrupt Side-quest for a cursed/useless item (that they MUST then lug around). (Roll for what.)

20 - A Hero is afflicted with random phobia. (Roll for who and what.)

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21 – A Hero betrays the others. (Roll for who.)

22 - A Hero cannot speak for one day. (Roll for who.)

23 - Teru rolled the same number over and over. Random character's rolls are halved. (Roll for who.)

24 - The Heroes are turned into animal versions of themselves for the day. (Without powers.)

25 – Sudden boss battle!

26 - Backstory character unexpectedly shows up. (Negative – Roll for who.)

27 - A Hero is struck with violent mood swings for the day. (Roll for who.)

28 - A dungeon opens to somewhere it shouldn't.

29 – A Hero is stricken with an illness. (Roll for who)

30 - A new villain appears.

31 - A Hero can only lie all day. (Roll for who.)

32 - Teru drops the timeline. Oops. (Time travel for the day. Roll for what kind.)

33 – Unusual ambush! (Roll for the opponent.)

34 – Teru is extremely bored. Heroes roll for everything.

35 - A Hero encounters a personal enemy from his/her past. (Roll for who)

36 - A Hero's hands are stuck together all day. (Roll for who.)

37 - It rains things it shouldn't. (Roll for what.)

38 – The Heroes encounter a nasty, rude trader who really wants their stuff.

39 – Destination found in ruins.

40 - Current location smitten by plague.

41 - The Heroes encounter a cult who are obsessed with sacrificing them to fulfill a dark prophecy.

42 – Weather anomaly (Roll for what)

43 - A Hero abruptly and permanently switches to a new class. (Roll for who and what.)

44 - Two Heroes switch Unique Abilities. (Roll for who.)

45 - The Heroes are struck with a very odd curse. Randomize all Heroes' ages for one day.

46 – A Hero encounters a personal enemy from his/her past. (Roll for who.)

47 - Teru's really having a bad hangover. Everyone in the world is suddenly the opposite gender for a day.

48 - Backstory character unexpectedly shows up. (Roll for who.)

49 - The Circle is Silent. No deity powers all day.

50 – Genre shift for the day. (Roll for which genre. [d12: Noir/crime, pirate, western, anime, dumb romance, video game, superhero/villain, sci-fi dys/utopia, monster apocolypse, industrial fantasy, space opera, horror.])

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51 – Additional combat encounter. (Roll for what opponent.)

52 - A fallen Hero comes back to life.

53 – The Party is forcefully split up.

54 - The Heroes are turned into animal versions of themselves for the day. (With powers.)

55 - Two characters switch Common Abilities. (Roll for who.)

56 - The Sun and Moon get confused by Teru's antics. (Roll for either all-day night or all-night day.)

57 – Magical creature encounter! (Roll for what kind.)

58 - A Hero undergoes sudden and opposite Alignment Shift. (Roll for who.)

59 - A Hero encounters a personal enemy from his/her past. (Roll for who.)

60 - A character from a totally different book (of mine) shows up. (Roll for all factors.)

61 - A Hero is abducted during the night. (Roll for who and how.)

62 - Fair weather and birdsong and rainbows all day. Iliyhe stole Teru's dice.

63 – NPC minion joins the party.

64 - A nearby animal becomes sentient. Permanently. (Roll for what.)

65 - A Hero receives a minor prophecy. (Positive - Roll for who)

66 – Unexpected side-quest hook.

67 – Encounters pack of doggies.

68 – Unusual ambush! (Roll for the opponent.)

69 -A Hero inherits something unexpectedly. (Roll for who.)

70 - A... soul... merchant?

71 – Teru is focused elsewhere. No actions require a dice-roll.

72 - A Hero gains the ability to make shoes combustible at a touch. (Roll for who.)

73 - Backstory character unexpectedly shows up. (Positive – roll for who.)

74 - A Hero's item suddenly manifests magical powers. (Roll for who.)

75 – The Heroes are sent to a different dimension. (Roll for what type of dimension and duration.)

76 - A new Hero joins the party. (Roll for all build-factors.)

77 - Sudden Romantic Interest. (Roll for who.)

78 - Teru got new dice. Random character's rolls doubled. (Roll for who.)

79 – Another member of the Circle has a request. (Roll for who and what.)

80 - A Hero is suddenly confronted by a family-member they didn't know they had. (Roll for who.)

81 - A Hero is put through the Character Randomizer. (Roll for who. Randomizer used: Lotro.)

82 – Abrupt side-quest for a magical item.

83 - Suddenly dragons exist. And dinosaurs.

84 - A Hero gains a new power. (Roll for who.)

85 - A Hero is compelled to speak only the truth all day. (Roll for who.)

86 - A Hero turns invisible for a day. (Roll for who.)

87 – A Hero is unexpectedly blessed. (Roll for who)

88 – A Hero receives a prophecy. (Positive - Roll for who)

89 -A Hero is placed in a position of power. (Roll for who.)

90 - The party is at peace. Maybe too much so. They don't know why.

91 - A Hero's reputation unexpectedly increases. (Roll for who.)

92 - Friendly creature joins the party! (Roll for what.)

93 - One Hero absorbs all the powers and bonuses of the rest of the party. (Roll for who.)

94 – A Hero gains a new power. (Roll for who.)

95 - A Hero unintentionally becomes the subject of worshiped by a cult. (Roll for who.)

96 - A Hero finds a genii. (Roll for who.)

97 - A Hero ascends to the Circle. (Roll for who.)

98 - The Heroes are forced to confront their Light Selves.

99 – Something country-changing occurs. (“Positive”)

100 – Something world-changing occurs. (“Positive”)

Teru's Dice are d100, and are used for the daily Teru Effect, skill-checks, and special combat rolls. Teru is bored by mundane combat and traversal, and so does not demand rolls for every action, but each Hero who has been accepted by his dungeon is assigned a d20 for use when clarification or tie-breaking rolls are required.

As a gambler, Teru understands the necessity of stakes. Death is a very real possibility when playing against Teru, so he grants Skill Tokens to those who survive completing dungeons, side-quests, or boss battles. Of course, it's on the Heroes to figure out what they are for and how to use them.

The Rules are set, the game is prepared. May the Dice be kind, or the fails be fun.

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