The Chosen Path
Setting and Goal.The setting will be that you start out as a bunch of villagers at a farming village, what you do then will be completely up to you! There is currently no set story-line or goal so it will be up to you to make one. Once you players have chosen a direction to go in, may it be monster-hunting, making/taking over a country or being a bunch of bandits, I will start weaving a story-line around your actions and shove some problems and challenges into your characters daily lives. So it's going to be pretty flexible and open and you will be free to do what you want as long as you it as group, no solo adventures on the other side of the world.
The world.The fantasy world you will be inhabiting is quite savage, large parts of the world is still untamed lands filled with monsters, beasts and ruins of lost civilizations. The current, living, civilizations are still quite young and not that far developed yet. So don't expect flying zeppelins, guns, or other high-tech stuff.. well, unless you manage to invent and make those yourself of course. Magic is also quite rare so don't expect to see a whole lot of mages or be able to cast fireballs like it's going out of style. I will also be mostly keeping to realistic physics unless magic is involved.
PostingWhen I start up the game thread I would like it if people
bold their actions and keep the speech of their characters in quotation marks "". And of course you will stay in character within the game thread, any OOC talk will go into this thread. This will make things a little bit easier for me, Thank you.
The Rules.The Basics:For every action you do I will be rolling a dice (6 Sided) to determine the outcome of it. These outcomes can range from bad to good depending on the number you get.
[1]: Epic Fail - You fail terribly at your intended action and suffer bad consequences because of it.
[2]: Fail. - You do not succeed at your intended action but you do not suffer further consequences.
[3]: Meager success - You succeed partially, the degree determined by the gm.
[4]: Success - You simply succeed at your action without any further consequences.
[5]: Epic Success - You succeed at your action better then normal and any consequences that may happen are positive.
[6]: Overshot - You succeed to hard at your action and you overdo it. You suffer severe consequences, these consequences can be either good or bad depending on your confirmation roll.
You can get bonuses to these rolls from many sources, including rare magical buffs, Feats, skills, good equipment and random circumstance.
Confirmation Rolls
Should you be unlucky/lucky enough to roll a 1 or 6 I will roll a confirmation roll. This roll will determine how severe your Epic fail or Overshot will be. Confirmation rolls for Epic fails are just 1-6 where 1 is really bad and 6 is not that bad. Confirmation rolls for overshot will decide if the consequences of overshooting will be negative or bad. 1-3 bad and 4-6 good. These rolls will mostly be used for basic actions.
Assisting/Sabotage
You can spend your turn to assist another player to help him with his action. If your roll is higher, it is taken as the success roll for that player's action action.
You can also spend your turn to sabotage another player's action. If your roll is higher, the opposite of it is taken as the success roll for that player's action.
Combat:Combat will happen in group turns. I will make a roll to see which group starts first, highest roll wins. (With groups I mean you and your fellow players VS Any enemies)
When you want to attack you specify what part of the opponents body you want to hit and I will then make a opposed roll to see if you hit that part of the body. Some parts are harder to hit then others. If you manage to hit your target I will do a damage roll to see how much damage you do and to see if you manage to wound your opponent.
Head: -3 to hit - Will do damage, opponent receives a wound and you get a second damage roll The second roll does not cause wounds.
Torso: No negative to hit - Will just do damage.
Arm(Left or Right): -2 to hit - Will do damage and the opponent receives a wound on the hit arm.
Leg: -1 to hit - Will do damage and the opponent receives a wound on the legs.
Wounds
When you hit a body part besides the torso you cause a wound to your opponent. The type of wound will be decided by your damage roll.
1-2: Lightly wounded - Not enough damage is done and the target receives no penalties. However, while this wound does nothing on it's own it does add to other wounds should he already have any or receive more before this one heals.
2-3: Moderately wounded - Opponent receives a -1 on any rolls involving the hit body part until healed.
4-5: Heavily wounded - Opponent receives a -2 on any rolls involving the hit body part until healed.
6: Confirmation roll!
1-4: Mangled - Opponent receives a -3 on any rolls involving the hit body part until healed.
5-6: Severed - Opponent loses the body part permanently. If the head is hit with this the opponent dies instantly.
Note: Negatives to the head transfer to all actions.
Health, Stabilizing and death.
You have a base health of 20. This number can be increased by equipment, skills and feats. You won't be able to regain your health in combat unless you happen to have rare items or abilities. You regain your health outside of combat by resting.
When your hp reaches 0, you are knocked unconscious but stable. If you are knocked to negatives, you have to roll to stabilize each round.
At 3 stabilization points you become permanently stable and will recover, barring any further damage. You will however remain unconscious for the rest of the fight.
Rolling a 5-6 adds 1 to your stabilization counter.
Rolling a 3-4 no effect.
Rolling a 1-2 means you take damage equal to the amount you first went into the negatives. For instance, if you had 3 hp and took 8 damage, resulting in -5 hp, you would take 5 damage. If you'd been hit for 4 damage and gone to -1 instead, you'd take only 1 damage per failed roll.
When you hit -10 hp, you die. Thankfully, other players can help you stabilize and they will have a much easier time doing so.
Rolling a 5-6 adds 2 to your ally's stabilization counter.
Rolling a 3-4 adds 1 to your ally's stabilization counter.
Rolling a 1-2 You cause damage to your ally taking damage equal to his negatives.
Healing Wounds
Each type of wound needs a certain amount of healing points to become fully healed. When you sustain a wound you start receiving healing rolls each turn to see how much your wound heals.
Some wounds are to heavy to be healed on their own and you will need some medical attention before you start receiving the healing rolls you need.
Light wound: 5 points needed to heal.
Moderate wound: 10 points needed to heal.
Heavy wound: 15 points needed to heal, Needs medical attention (3-6).
Mangled: 25 points needed to heal, Needs professional medical attention (5-6).
Severed: Can not be healed.
Skills and Feats:Skills
Skills can be anything you focus on. So you could be a master at opening doors if you would really want to. This means that there is no list of skills so the only way to see if it exists is to try it.
Skills have 8 levels, each level will be harder to attain. You will always start at untrained with most skills, unless logic dictates otherwise.
Each time you do a action involving a skill you gain points into your skill depending on the success of your roll. 1-2 will gain you nothing, 3-4 will gain you 1 point and 5-6 will gain you 2 points.
(0) Untrained: -1 static on rolls involving this skill.
(5) Trained: No negatives on your rolls.
(15) Talented: Can not roll 3 or lower on a confirmation roll when getting a Epic Fail.
(20) Skilled: Your confirmations rolls on overkill will always be higher then 3 outside of combat. In other words your overkill consequences can no longer be negative.
(25) Expert: +1 static bonus to rolls involving this skill.
(35) Master: Confirmation rolls will always be 6 outside of combat.
(50) Grand Master: + 2 static bonus.
(100) Legendary: + 3 Static bonus.
Feats
Feats are special abilities or bonuses you can earn. For example; you drink a magical potion that gives you the Feat 'Night-vision' which will allow you to look in the dark gaining you bonuses when in the dark.
You can also gain feats if you use certain sets of skills so if for example you play a thief-like character I might give you the feat 'Thief' giving you a bonus to thief related skills or just leveling certain skills may also give you feats. For example reaching the Skilled level in the skill 'swordplay' may net you a special sword ability for you to use in combat.
So feats can be a wide range of things, They can be special abilities you have gained somehow or they are bonuses to certain skills or rolls. They will be earned by just playing the game and being successful
Note on Magic:The world of Archaea has magic but it is very rare so learning magical abilities will be very hard to do and will be small in form. You will mostly find magic in the form of alchemy, enchanted gear, monsters and nature itself.
I will most likely grant a opportunity later on in the game for people to gain the ability to cast some real magic by doing a quest-line. You could see magic as the endgame abilities since it's so powerful.
Traveling and Encounters:There will be some traveling in this RTD and when you travel from point A to B you can encounter stuff.
Each 5 units of distance I will roll a dice to see if you encounter something. What you encounter will be up to your current location.
[1]: Very bad encounter
[2]: Bad encounter
[3]: Normal encounter
[4]: No encounter
[5]: Good encounter
[6]: Very good encounter
Signing up.Signing up for this RTD is quite simple, just post a filled in character sheet. I will take the first five people who post up a completed character sheet. Any more will go on the wait list.
I will be assigning two skills and a feat to each player based off of their chosen profession, race and background so keep that in mind when you are making your character.
Character Sheet:Name: Given name and Surname please.
Age: -
Gender: -
Race: Go wild! Think of something cool yourself or pick a race from other fiction. Just try keep it a bit sane.
Profession: Choose something that makes sense to have in a farming village.
Looks: Tell us how you look. Doesn't need to be to detailed.
Background: And a short background for your character. Again, it doesn't need to be to detailed.
Dream/Wish: What is your character's dream or wish?
Disclaimer:This will by my first time doing anything like this so this is quite the personal experiment for me and I have no idea if I am a good writer or not. I hope I will manage to keep it entertaining enough for you all and that the rules are balanced out enough. And as you most likely noticed quite a few of the rules are stolen inspired by some other RTD games on this forum so I hope they will work all well enough together after I adapted them for my game.
One thing I also would like to say is that English isn't my mother language so if you spot any spelling or grammar mistakes do not hesitate to point them out to me as I would like to keep this game readable.