So, what do you do when you can't think of a setting for a roll to dodge?
You make it up as you go along.You, along with 5 other people, have woken up in a small room with a single large, red button, a door, and a four-pane window. The room's walls are made of sturdy wood paneling, and the floor has that special kind of carpet that you find in schools.
RtD 1.0 Edition
The GM (Game Master) posts a situation the players are in. The players then post their actions, according to the conditions GM sets. The GM then rolls for the actions' results, and writes them out in his post. Then the players post actions again, ad infinitum.
The action results are defined by a six-sided die roll:
[1]: Epic Fail. Your efforts only worsened your situation.
[2]: Fail. Your skills or luck were insufficient.
[3]: Meager success: The situation didn't improve by as much as you have intended.
[4]: Success: Your efforts were sufficient to achieve your goal.
[5]: Epic Success: Your skills and luck have combined to ensure your success.
[6]: Overshot: Your efforts were more than required for the goal's completion, and your luck is such that unfortunate side-effects are inevitable.
If at any time something threatens a player, that player may make a roll to avoid the threat.
RTD Advanced Rulings
For each action, any number of rolls may be made, as determined by the GM.
Primary causes for multiple rolls include, but are not limited to:
* Actions explicitly composed of multiple actions
* Actions that imply other actions that are not declared free
For every dodge roll, any number of additional rolls may be made, as determined by the circumstances, and any skills or special effects applied to the player.
RTD Extended 1.3 Rules
Each successive dodge roll during a turn, unless it is a dodge against the same object or character, will get a -1 bonus.
If you are Stunned, Dazed, or otherwise receive a temporary penalty to overall or individual rolls, this penalty lasts until your next action is resolved, and not through the whole turn.
If you receive a long-term effect that has the potential to alter itself, you get an Effect Resistance roll immediately after your action is resolved to determine the spread and consequences of the effect.
If you are Unconscious, whatever penalty you receive will not reduce your roll score below 2, unless stated otherwise.
If you receive a mortal wound but are not killed outright, you need to pass a roll to dodge Death at the end of every turn. Only bad rolls here will provide penalties to survival rolls.
You can spend your turn to help another player achieve his goal. If your roll is higher, it is taken as the success roll for the action.
You can also spend your turn to botch another player's action. If your roll is higher, its opposite is taken as the success roll for the action.
In both cases, individual player rolls determine what happens to the players in the course of the action.
All you know is that you woke up in a small room. Well, you also know your own life, but that isn't important right now!
Death can be reversed, but only if the body isn't too damaged. I won't tell you any specifics about reversing it; you need to find it yourself! Other than this fact, death is PERMANENT. On the bright side, this means that new players can join if an original dies!
My own rule is that I can only plan ahead a little bit. This means that any detailed maps or plot won't exist until just before it comes into play.
These are notes that the players wanted me to put up here. There aren't any yet. ;-;
Just use this form:
Name:
Gender:
Physical Description: (Things in this section will have an effect on your bonuses and penalties.)
Bio: (Things in this section will have an effect on your bonuses and penalties.)
~Inventory~ (You start with one slot for an item in each pocket, you may only put in small items that you could conceivably have been carrying around)
Left Pocket:
Right Pocket:
~Characters~Slot 1:
Name: Fred Smith
Gender: Male
Physical Description: Seventy eight years of age, Grey haired, weather-worn skin. Tall and thin, straight backed and bearing a posture befitting the royalty he usually sees himself as. Longstrided, though running is problematic at best with his arthritis and war wounds. He walks with a distinct limp in his left leg.
Bio: Ex-College football player, Ex-husband, Ex-Marine, Ex-homeowner, Fred has lived what one would call a strange and somewhat sad life. He never fathered any children with his now long dead first wife, and he never took another after that. Still a young man with time that he didn't feel like having anymore, Fred enlisted. A piece of shrapnel went through his head on his first tour, and when he came to a month later he knew what he had to do. It was his duty to set the wrongs in the world right, to end the tyranny of evil men, and to see that truth and justice prevailed against the darkness of lies and disharmony. The stones sang his name and the very clouds followed him like a great cape of cleansing storms.
In short he developed a series of hallucinatory brain disorders coupled with delusions of grandeur.
In the years following he bounced in and out of mental institutions, declared himself the enemy of Cuba, set fire to a 'communist' forest, and displayed an uncanny ability rally other crazy people to his cause.
~Inventory~
Left Pocket: A pocket full of sunshine. (The pocket is filled with sand and small rocks)
Right Pocket: The stone of time! (This object is a shiny river-rock, partially translucent) {BREAK STATUS:10/100}
Slot 2:
Name: Tyrin Irené
Gender: Male
Physical Description: Tyrin is a young man of eighteen full years of age of slim and lean build. He is exactly five feet tall with deep brown eyes and short black hair, falling naturally to the side. He is brown in complexion.
Personality: Loyal, Curious, Cynical, Optimistic
~Inventory~
Left Pocket: White hand wrap
Right Pocket: Pocketknife
Slot 3:
Name: Tannen York
Gender: Male.
Physical Description: A very generic man for all intents and purposes. 25 years old. Black hair, green eyes, white skin.
Bio: A man who is extremely apathetic towards many things, but is not cruel. He is the secondary owner of a large genetics company. He is known for being somewhat reckless in changing genetics for fun to see what would happen, but at least he knows what he should not mutate. He always carries a grenade around for some reason.
~Inventory~
Left Pocket: Pill bottle with many random mutagen pills.
Right Pocket: Hand grenade.
Slot 4:
Name: Robert Adler
Gender: Male
Physical Description: A red-haired man in his early twenties. His chin is virginally clean, and his thin eyebrows don't help at all in dispelling his deceptively youthful looks. Perhaps the most noticeable part of his body are his fingertips: inflamed and raw-looking yet dry, they seem to be slightly scalded... emphasis on 'slightly'.
Bio: Reckless Youth, Definitely Not A Deceased Inventor, Theft Addict, Trespasser With A Passion
~Inventory~
Left Pocket: a set of lockpicks in a leather bundle.
Right Pocket: a cloth grocery bag, rolled into a small tube and sealed with duct tape to fit in the pocket.
Slot 5:
Name: Theodore Morris
Gender: Male
Physical Description: Average built, around 5', 9''. Light-brown hair, greenish-grey eyes, more agile than most.
Personality: Introverted, Determined, Slightly anti-social, Strong-willed.
Bio: Theodore spent most of his life as generically as any other person, studying for school occasionally and passing most tests with reasonable grades. His major defining characteristic was a passion for antique weapons, martial arts and his ability to learn well and fast, aside from the fact he was not used to making friends. He had recently started attending MMA training sessions.
~Inventory~
Left Pocket: Swiss army knife
Right Pocket: Lighter
Slot 6:
Name: Bob McNobody
Gender: Male
Physical Description: Bob is short and thin. He has short black hair that naturally stays slightly messy. He wears glasses to see distant objects clearly.
Personality: Book smart, Highly focused, Anti-social, Messy
~Inventory~ (You start with one slot for an item in each pocket, you may only put in small items that you could conceivably have been carrying around)
Left Pocket: Glasses case and cleaner
Right Pocket: USB
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