Okay, preface; I have basically forgotten where I was going with my old RTD, plus all the old players are probably not here any-more, but if they are, they get priority to join, so I am rebooting, and changing how it works slightly, trying to learn from my mistakes
It is 2 years after the events in
After the mageocalypse, the world has started to recover and old technologies are more frequent. It is not all good news however, there are still plenty of areas still corrupted with dangerous chaotic energies, with mutated and twisted ... things roaming around, aggression in their eyes. There are of course still brigands and others trying to exploit the lack of policing and civilisation, while recovering, is coming back in bubbles and pockets, unconnected with each-other, as the infrastructure that used to exist took a long time to construct.
It is this world that you are part of, you live in one of the more successful of the pockets of civilisation, where the different races and species of sentient life live more or less in tolerance with each-other, but something threatens you're new start, and you have been chosen to do something about it.
Rules now complete I will be taking up to 8 players, but will not necessarily wait for that many depending on how long applications take
Rolls are in general D10s with the usual 1 is massive failure(you also don't get you''re usual bonuses if you roll a 1) and a 10 being awesome and usually doing too well, many rolls, especially in combat will be opposed, success being compared to the other roll, in other cases the threshold for success will usually require a GM (read me) Judgement call, but I will try to keep consistent.
Please fill in this character sheet using the information in the spoilers below
Name:
HP: 50/50 (Before any perks)
Stamina 100/100 (Before any perks)
Sex:
Appearance:
Bio (not necessary but appreciated):
Perks:
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Skills:
I will provide Items based on you're skills, perks and bio
You may purchase 6 perks
Magic Perks (please read the magic spoiler for how magic works):
- World Magic (allows you to use world magic, and allows you to spend skill points in the world magic skill group)
- World Connection (Must have World Magic, adds +1 to all world magic draw, control and release rolls)
- Body Magic (allows you to use body magic, and allows you to spend skill points in the body magic skill group)
- Malleable Form (must have body magic, when making changes to a body, roll control twice and use the best roll)
- Mind Magic (allows you to use Mind magic, and allows you to spend skill points in the Mind magic skill group, prevents you from taking the Mental Fortress or mental null perks)
Technology Perks (These Perks allow you to construct items)
- Tinkering (allows you to create insane objects that should not work, please read the tinkering spoiler, also allows you to spend skill points in the tinkering skill group)
- Chemistry (Allows you to use chemistry to make useful concoctions, allows you to spend skill points in the chemistry skill group
- Military Physics (Allows you to create less insane, militarily useful, high-tech, items; allows you to spend skill points in the Military Physics skill group)
Racial Perks (These perks change what you are, except where specifically stated you may not take multiple Racial perks, also please read the race spoiler to see what each race does, if you choose no race perks, you are a mundane human)
- Elf
- Orc
- Reptilian
- Winged (Must be Reptilian, may take with reptilian)
- Therianthrope (May take with Orc does not require orc)
Non-Type perks
- Skilled (May take this perk multiple times, Each time you take it, you gain 20 skill points)
- Nimble (Gain a +1 bonus on any action that being nimble would be advantageous in)
- Strong (Gain a +1 bonus on any action that being string would be advantageous in)
- Tough (Gain another 20 maximum hp, may take multiple times)
- Energetic (Gain another 40 maximum stamina, may take multiple times)
- Diehard (Do not gain penalties for low HP)
- Mental Fortress (May not take this and Mind magic or Mental Null, Gain a +3 bonus on mental defence rolls and allows you to use your mental defence in place of mental offence when retaliating against mental magic)
- Mental Null (Must have purchased mental fortress, completley replaces those bonuses, Gain 10 to Mental Defence rolls, retaliate against failed connection rolls with dangerous consequences for the mind mage, may not allow others to enter your mind, even should you want to)
- Atractive, you may look very good (include this in appearance)
- Non-Descript, you are unremarkable, if you leave a room, change clothing and haircut and then return, no-one will recognise you (include this in appearance)
- Ambidextrous (May use either hand)
- Twin hands (May use both hands at the same time, requires ambidextrous)
You have 70 skill points to spend, each skill point gives you a 1/10 chance to gain a bonus to related rolls, with it rolling around every multiple of 10, for example, 15 will give you plus 1 and a 50% chance of another +1.
Skills come in skill group, within each group you can sacrifice (for a roll) multiples of 10 to give that many 50% chances for an extra 1 to another skill in that group (for that roll), this is done automatically for any roll that only uses one skill, for example, if you have 33 in swords and you attack with an axe, you can sacrifice 30 in swords for the roll, and gain 3 50% chances for an additional 1. Since this roll has no use for swords, then I will make this adjustment automatically
Melee Skill group
- Unarmed (using you're body as a weapon)
- Swords (One handed bladed weapons)
- Greatswords (Two handed swords)
- Heavy Weapons (Two handed Axes and Hammers)
- Blunt weapons (One handed blunt weapons)
- Axes (One handed Axes)
- Polearms (spears, staffs, etc)
Defence skill group
- Dodge
- Block/Parry (Block an attack with a shield or parry with a weapon (melee only))
- Counter (Make a counter-attack in melee)
- Take Cover (Using cover to protect against ranged attacks)
Ranged skill group
- Fire Arms (guns)
- Physics Weapons(Laser rifle etc)
- Bows (and crossbows)
- Thrown (Including Slings)
Vehicles
- Bike
- Car
- Four Wheel Drive
- Other applicable
Aircraft (Be warned there is no guarantee of having constant access to aircraft)
- Helicopter
- Aeroplanes
- Other applicable
Social Skills
- Diplomacy
- Intimidation
- Lying
Non Grouped (these skills are in no group and do not help each-other)
- Medicine (being a doctor and medic)
- Mechanics (Repairing and using Machines)
- Computers (knowing a way around a computer interface, (the guts is electronics))
- Electronics (knowing you're way around electrical equipment)
- Endurance (Using less stamina for you're actions)
- Stealth
- Wrestling
Perk Based Skills(most of these skills are only available if you have the appropriate perks, the exception is mental defence)
Mind Magic
- Connection (Connecting to another mind)
- Mental Offence (Doing something to another's mind without them letting you)
- Mental Defence (Protecting against mental intrusion and deflecting mental retaliation
World Magic
- Draw (Taking energy from the world around you)
- Control (Manipulating the energy successfully)
- Release (Returning the energy to the world)
Body Magic
- Power (How much you get done in the action)
- Efficiency (The same effect costs less of the target's stamina)
- Control (Doing what you mean to rather than screwing up)
Tinkering
- Power
- Utility
- Interface
Military Physics
- Power Systems
- Lasers
- Electromagnetism
Chemistry
- Toxics & Corrosive
- Thermals (Exothermic and Endothermic)
- Other (another chemistry specialisation, run it by me)
The arrival of Magic is what caused civilisation to mostly collapse in the first place, and it tends to mess with anything that is electronic, making the electrons move randomly and unreliably
Now on to how each type of magic works
Use the ambient magic energy of the world to manipulate the world around you, however it is hard to use any finesse with world magic. Concussive waves, fireballs, etc are world magic, you an be creative. If the magic level of the location is 0 or less after any world magic, there will be dangerous consequences, scaling with how much energy was used recently. The effect's epicentre is centred on the mage who did it everyone else get's a roll to avoid or mitigate the effect.
Using the magic is a 3 part process, and if you want to trade between the skills, tell me when you say what you want to do.
The 1st stage is the draw roll, This is the amount of energy you draw from the world, you can limit this to a number if you want, but remember this is also how powerful you're magic is.
The 2nd is the control roll, it affects how well you do what you want to do, if it is an attack, it will typically be this roll that is opposed
The final roll is the release, This one rolls a die the size of your draw result, and it's result is the amount you return to the world after you're magic, depending on what you are trying do do this roll will have an inherent penalty, regardless of what you are doing, the penalty will be at least 1
If anyone in the party has world magic, I will show the energy status of the location in the spoiler for the region, please only use it in game if you're character has world magic. The energy level has 2 numbers for example 32(11), the number outside the bracket is how much energy is available. the number in the bracket is how much was used recently, I halve this number at the start of the turn before actions (rounding down), this number goes up by the net effect of the magic (draw result - release result) every time world magic is used. This also effects the severity of what happens if the magic level hits 0, the larger the number the worse.
This magic allows you to manipulate the body of living things, costing the target of the magic stamina, using it on someone other than yourself requires prolonged physical contact, making it hard to use on unwilling people unless they are completely helpless
Power influences how powerful the effect you are doing is, or how far you progress it if it is an extensive modification, then the efficiency roll influences how much stamina it costs, per power, costing 11- the efficiency result stamina per power, if your result is more than 10, then instead you use stamina for multiple power, 11 on the result being 2 power/stamina, 15 being 6 power/stamina, this rounds up
Control is how well you do what you are doing, and is a sort of multiplier for power if doing something with numerical values, like healing, otherwise it is how well you make the alterations
any changes made with this magic are permanent, of course, a new tail could still be cut off, it just will not have things wear out over time
I will also explain in more detail, two different mental defence perks
Mind magic does not use up an energy supply, but it opens yourself up to counter-attack
The process is, roll connection vs mental defence to establish a connection, if the target is willing you just have to not roll a 1, then if you want to do something in their mind, like fool their senses, or take control, whatever you can think of, then you roll mental offence vs mental defence, the offence roll may be penalised depending on how bad what the mage is trying to do will be to the victim. If the mage wins he does what he was planning, possibly limited if it was a near thing, if equal nothing happens, if the defender wins they immeiatley retaliate, rolling their offence vs the mage's defence damaging the mage's mind if they win (no retaliation is possible on retaliation's), regardless of the amount of damage dealt if the defender successfully retaliates, the link is severed
If the link is maintained, the defender gets to roll mental defence against the mage's original result every turn in an attempt to sever the connection, with a 50% chance every turn to gain a cumulative +1 bonus to this roll
Mental Fortress gives the equivalent of 30 skill points in mental defence, and allows you to use your mental defence rather than mental offence when retaliating, you may not invade a mind, but yours is perilous to attack
Mental Null gives the equivalent of 100 skill points in mental defence, and allows you to retaliate against connections, not just attacks, a null's retaliation is unique too, if they retaliate, they take the attackers original total result and then roll another d10 adding the two numbers to each-other, this is opposed by the mage's mental defence, and will at the least prevent the mind mage from using mind magic for a number of turns equal to the amount that the null wins the roll by, with worse effects, including death, being possible in extreme cases, keep in mind, that you may not allow an ally in like normal if you are a mental null.
Tinkering has a few more rules than the other tech based skills so I will mention them here. Everytime you make something with tinkering, you make 3 rolls for it. Power affects how well it does what you want it to do, Utility affects how much you can use it, and is scaled by the power level, by how much I mean for example, a gun could require an entire fuel rod to fire once on a poor result. And interface effects how well people other than yourself can use it. The inventor always knows how to use the thing, but anyone else must roll against the inventions (power+utility-Interface) what the person will be rolling is dependant on whether or not they have tinkering, if they do it is all of their points spent in tinkering skills, otherwise it is mechanics. You can be outlandish with tinkering, but I will still make great power cost something.
Please choose races on how they feel not what their stats are, that said I will put their stats in an acronym of their name, look if you feel the need
OrcSeen by most to be a brutal, savage people, Orcs are humans that have adapted to survive in the harsh environment of the post manastorm world, they are more muscular than humans and have slightly protruding canines, and even in the age of renewal are mostly found on the outskirts of civilisation, but some of those in charge apreciate them for the ability to survive on those outskirts, and change them to somewhere the more frail races can live.
ElfEspecially after the events 2 years past, elves are seen as untrustworthy, and few people take them at their word but they are swift and agile, hard to hit in melee, and their eyes make them deadly snipers, they are more slim than the average human, and as such, people do not find them threatening, they rarely leave civilisation and those that do are not typical elves, or at least not stereotypical elves, who love their creature comforts and are selfish to the extreme.
ReptilianLooking like humanoid dragons, some of these creatures also have wings unlike the rest of the sentient races, these creatures seemed to just appear during the manastorm, rather than be mutated out of human stock their thick scales provide excellent damage resistance, and a fair number of powerful world mages hail from the ranks of the reptilian
TherianthropeTherianthropes are Humans and orcs that have two copies of a rare recessive gene, this gene first expresses itself around puberty. There seems to be no rhyme or reason as to what animal a specific Therianthrope will express, only that it is always a mammalian predator. After the change starts, the therianthrope needs more meat than they used to and are more likely to be agressive. It is not wide knowledge, but a person that carries only one coppy of the gene can be changed too, but this requires a full therianthrope to exchange bodily fluids with the carrier, and a therianthrope changed this way will always express the same animal as the one who changed them. Dispite this therianthropes are less outsiders than a member of another race.