Interactive Story Instructions

Before you begin, you must make a character. You will use this character to participate in the interactive story you have chosen. Give your character a name.

Your character will have 6 attributes called ability scores. Ability scores are a measure of your character's ability in the following areas:

Each ability score has a number from 1 to 5. 1 is the lowest level of ability, and 5 is the highest. For example, a character with a Strength score of 1 would be very weak, but a character with a Strength score of 5 would be extremely powerful.

There are 3 ways you can choose from for selecting the level of each ability score:

  1. For each score, roll two 6-sided dice, add them together, and use the following table:

    Added DiceAbility Score
    2, 3, 41
    5, 62
    73
    8, 94
    10, 11, 125

  2. Begin with 18 points and distribute them any way you wish among the 6 abilities. (Try to come up with something a bit more interesting than 3-3-3-3-3-3.)

  3. Simply choose an appropriate score for each ability to fit the character you have in mind or to most closely match a character you have brought from another game. But remember, weaknesses make the game interesting as much as strengths do. A buffed out character with 5 for ever ability score will be very boring, but then again, it's your game to play as you wish.

When your character is ready, you can begin the story. Start by reading the first page. At the bottom of the page, you will be given a number of choices. Click on the one that most closely matches what you want to do in the situation. Continue in this manner from page to page until the story comes to an end.

At times your abilities will be put to the test. Have a 6-sided die ready so you can resolve these situations. The instructions for testing your ability will be on the story page.

Example: Razrex is a character with a Reflex score of 2. On one story page, he is chasing a secret agent who has just passed under a heavy steel door. The door comes crushing to the floor, but there might be enough time for Razrex to dive under it. The story page tells Razrex to roll a 6-sided die. If the result is equal to his Reflex score or lower than his Reflex score, he is told to click on a link which says he got under the door. If he rolls higher than his Reflex score, he is told to click on a link which says he didn't make it in time. Razrex rolls a 6, and clicks on the second link. The story takes a different direction from this point.

Most of all, have fun!

--Layne Saltern (layne@xmission.com)