Two men in labcoats sit next to eachother, staring at a computer screen. "So, what do you think it is?" "I don't know, we've never seen anything like it"
They argue back and forth while looking at the pictures of a mechanical arm drilling into an object stuck in reddish sand. A third man, taller than the other two by a wide margin, stands up from his chair and exits the room, shaking his head. "Did the door just open on itself?" "what? Nah, must be the wind. What do the readings say?"
Today is August the 3rd 2013, 21:00. The sun has just started setting and is casting a red hue over the horizon. "An ill omen" says the Tall man. "I know, rusty, I know" says the man next to him on the pier as he scratches his beard and takes another pull from his cigar. He puts his hat on his greying hair and tosses the cigar, "Let's just hope the seers are wrong about this". "doubtful, my old friend, doubtful..."What is this all about?: This is my first rtd. It will at one point have a dystopian setting with magic and fantastical creatures, with maybe some cyberpunk elements. But that is for a (hopefully near) future. right now we're in august 2013, and everything is about to change. to clarify, none of you are mages yet, but I can't very weel hide the fact that there will be a magic stat, so you can just work it into your bio as being latent.
Rules and stats and oh my!: For every action I shall roll a D6, with stat and skill modifiers.
You get 8 points to start with, with more based on performance. every two points is 1/3 chance for +1, and any skill with 0 gets -1
strength: how much physical strength you have. used when lifting heavy stuff, using heavy equipment, and punching people in the face
Perception: used to see the little things, things far away, and noticing that thing in the corner of your eye. Also used to aim at far away targets and for certain weapons
Endurance: How much you can take. Includes punches, gunshots, lacerations, the missus's nagging, etc.
Charisma: your natural charm and skills of persuasion: used in diplomatic attempts and a prerequisite for certain magic spells.
Mind: How well developed your mind is. Affects magic usage and mana pool.
Agility: dodge stuff, leap over stuff, hit stuff and much more!
you get 5 points to start, same rules as stats
Combat:
-Guns: everything that takes a cartridge and goes bang.
-melee: when you hit/whack/stab/slice someone with it, this is where it goes.
-Miscellanious: Everything you wouldn't normally use in a converntional fight. C4? Strange magical contraptions? the kitchen sink? It's all here!
Non(ish)-combat:
-Medicine: field medics and classified surgeons all take this.
-Mechanics: taking stuff apart, welding stuff together and operating anything with cranks and levers.
-Computers: using complicated interfaces, hacking said interfaces and all of that tech-ish mumbo jumbo.
Magic:
-Elemental magic: Like it says on the Tin
-Adpet magic: Magic that doesn't have to do with the elements. Illusions, telekinesis, and other weird effects? check, check and check.
Magic in this universe has two schools. Adept and elemental magic. Elemental magic is more straightforward and has a wider range of spells per element, but is rather unpredictable. Adept magic users have a much more specific set of skills, but get more manageble results.
All magic users get to choose their first element discipline at 1 point, second at 6 points, and third at 12 points. Elemental users get one of 4 basic elements at the start, and every sixth point they can either pick a new element or unlock more of their old one. fire gets electricity, water gets ice, earth gets metal and wind gets "hurricane" which is basically an upgrade to existing abilities and provides sustained flight. You can create elemental spells out of nothing, but amplyfying existing elements such as amplyfyin the electricity from a lightbulb costs less mana. Adept users get to choose their discipline in the same way, disciplines include things like mind, seer, illusions, telekinesis, etc. adept disciplines are less broad than elementals, but adepts can use single purpose spells. These are phrases or words that produce a single effect regardless if it's within your chosen discipline, but have skill penalty of -1. All magic can backfire, horribly.
sheet:Character:
Name:
age:
biography: how do you look, what do you do for a living. Have you every made things break or set on fire when you were angry or upset, and don't know how? And what are you doing on this august the 3rd, at 21:00?
stats and skills: