(No, it's not RTD Spelunky. I may make that once this ends.)
This RTD is about exploring caves. Your rivals are also exploring caves. You can choose to team up with them, or kill them. Anyway, the goal is to collect more treasure than your opponents. Or is it? There may be other goals as well. This RTD will go through three phases:
1)Signup Phase - People sign up.
There are eight slots open. They will not re-open when somebody dies, unless I change my mind. You can request a replacement.2)Preparation Phase -
This phase begins once there are three players and I stop being lazy. People use the starting money to shop for a variety of items, such as torches, swords, et cetera. They will also pick their stats. The item list probably won't be revealed until then.
3)Game Phase -
This phase begins once people finish the Preperation Phase. People, like, y'know, play the game. It's an RTD. It's not fully minimalist, so no I PULL AN AK-47 OUT OF MY HAT or any similar shenanigans. Feel free to send me PMs detailing secret actions.
Your Signup Phase character sheet should look like this:
Name: Your name.
Description: A short description of your character.
Power Suggestions: No, I may not use them. However, I may make them available somehow if they fit; maybe even at character creation.
This is entirely optional.Monday: Roll to Derail
Tuesday: Minecraft RTD, Roll to Derail
Wednesday: Roll to Spelunk
Thursday: Roll to Derail
Friday: Minecraft RTD, Roll to Derail
Saturday: Minecraft RTD, Roll to Derail, Roll to Spelunk
Sunday: Minecraft RTD and/or/not Roll to Derail
Nope! No schedule. Don't worry, I won't update Roll to Spelunk unless everybody has posted.
All of these are subject to change depending on how much time I have.
Non-Combat
(1)Complete failure, action backfires.
(2)Complete failure.
(3)Near-complete failure, next attempt gains +1.
(4)Partial success.
(5)Full success.
(6)Epic success, bonus.
Attacking
(1)Miss, opponent counters.
(2)Clumsy swing, opponent's next attack gains +1.
(3)Miss.
(4)Glancing blow, half damage.
(5)Direct hit, full damage.
(6)Critical hit, double damage + special effect, if any.
(7+)Mighty blow, inflicts [Weapon damage * [Roll - 4]]
Defending
(1)Opponent gains +1 on offensive roll.
(2)No effect.
(3)No effect.
(4)Any 6 or higher on your opponent's offensive roll is treated as a 5.
(5)Your opponent's offensive roll suffers a -1 penalty.
(6)Your opponent's offensive roll suffers a -2 penalty, and you get a free counterattack if the modified roll is 3 or less.
(7+)See (6), but penalty is [Roll - 4]
Reading Runes
(1)You decode a different meaning than the one there; all further attempts will end the same unless you have the Book of Runes. This roll will show up as (?).
(2)You fail to decode the runes.
(3)You begin to study the runes; next attempt gains +1.
(4)You gain some meaning from the runes. This roll will show up as (?).
(5)You fully decode the runes.
(6)Shenanigans!
Creating a Character
All characters start with 100 gold, 6 FP, and 10 health. They can spend the gold and FP on the things listed below.
Items
Copper Sword: A basic, inexpensive shortsword. Much more effective than fists in melee. Price: 30 gold.
Claymore: An extremely powerful weapon. Unfortunately, it is both heavy and bulky, and thus not suited for cave exploration. Price: 75 gold.
Torch: Extremely important for lighting up the caverns. Lasts 2, 3, or 5 turns. Price: 10 gold.
Knife: A utility knife handy for a variety of tasks. Price: 20 gold.
Beginner's Book of Ancient Runes: A translator's guide for ancient runes. Grants a +1 on checks relating to decoding meaning from runes, as long as you are able to read the book. Enables non-Archaeologists to decode runes with a -1 penalty. Price: 40 gold.
Rope (20 m.): Twenty metres of rope; vital for climbing down rocks. Grants +2 to climbing checks where the rope is usable. Price: 10 gold.
Mushroom Handbook: A handbook for identifying various mushrooms. Enables you to identify mushrooms with a +1. Price: 10 gold. Backpack: If you want to carry much of anything, you'll need this. Price: 20 gold.
Oil: It makes a deadly throwing weapon after being lit on fire. Price: 5 gold.
Pickaxe: Useful for mining ores and gems. Price: 30 gold.
Bow: A basic ranged weapon. Price: 50 gold.
Arrow: Used as ammunition for bows. Price: 2 gold.
Poison: A vial of poison that can be applied to piercing and cutting weapons. Price: 10 gold.
Rapier: A quick fencing sword. Price: 50 gold.
Feats
All feats cost a number of FP equal to the stars before the name.
*Strong: For each level of Strong, you can take a +1 on any strength-based action. In addition, you can take a +1 on an offensive melee roll. Both of these may be used once every three turns.
*Agile: For each level of Strong, you can take a +1 on any agility-based action. In addition, you can take a +1 on a defensive roll or make your opponent take -1 on an offensive roll. Both of these may be used once every three turns.
***Archaeologist: Enables you to do the following:
-Identify some types of things underground, such as relics, ores, and fossils.
-Decode ancient runes at a -1 penalty. Taking this feat allows you to take the Rune Reader feat.
-Polish fossils, ores, and gems, making them twice as valuable.
*Rune Reader: This feat grants a +1 bonus to reading ancient runes.
*Rich: For each level of Rich, you gain an extra 50 gold.
*Poison User: Enables you to apply poisons to weapons without needing to roll.
*Archer: Removes the -1 bow penalty.
*Unarmed Expert: Gives a +1 to attack rolls when using fists; increases damage of fists by 1. Enables Martial Artist.
**Martial Artist: Requires Unarmed Expert. You gain an additional +1 to attack and defence rolls when using fists; fist damage is increased by 1.
*Good Memory: Once you have read a book, you gain all of its bonuses without needing to keep it around.
***Trickery: Any attempts to use a ranged weapon on you (outside of melee range) suffer a -1 penalty. You gain a +1 bonus to escaping.
*Fencer: You gain a +1 bonus on offensive and defensive rolls when using a Rapier.
**Night Vision: You can see basic shapes, even with no light!
*Tough: For each level of Tough, you gain an extra point of health.
Flaws
All flaws grant a number of FP equal to the stars before the name.
**Weak: For each level of Weak, you take a -1 penalty on all strength-based actions, as well as offensive melee combat rolls.
**Clumsy: For each level of Clumsy, you take a -1 penalty on all agility-based actions, as well as defensive melee combat rolls.
**Flimsy: You start with 3 less health. You can't take Tough.
******Unlucky: You suffer a -1 on all rolls.
**Poor: You start with only 50 gold. You may not take Rich.
**Illiterate: You can't read anything.
***Poor Fighter: You suffer a -1 penalty to all offensive and defensive melee rolls.
**********Blind: You can't see. This is rather bad.
*****Caveman: You are a caveman. You must take Strong and Illiterate, you have no money, and you start with a club.
Weapons
Fists
Damage: 1
Weight: -
Type: Melee
Claymore
Damage: 4
Weight: 10
Type: Melee
Copper Shortsword
Damage: 2
Weight: 4
Type: Melee
Bow
Damage: 1 + Arrow Damage
Weight: 5
Type: Ranged
Club
Damage: 4
Weight: 6
Special: -1 on offensive rolls unless wielder has Strong.
Type: Melee
Rapier
Damage: 1
Weight: 2
Special: No penalty on offensive rolls for Weak; gains +1 on offensive and defensive rolls for each level of Nimble.
Type: Melee
Wooden Arrow
Damage: 1
Weight: 0
Type: Bow Ammunition
Name: Alexandria Belle (GSF)
Description: Masquerading as a male student at the royal academy, she was sent out to the caves to collect gems for the king and samples to be studied back at the academy.
Purchased:
Rune Book - 40
Bow - 50
Knife - 20
Arrows x10 - 20
Pick - 30
Backpack - 20
Rope - 10
Torch x2 -10
Total - 200
SKILLS:
***Archaeologist: Enables you to do the following:
-Identify some types of things underground, such as relics, ores, and fossils.
-Decode ancient runes at a -1 penalty. Taking this feat allows you to take the Rune Reader feat.
-Polish fossils, ores, and gems, making them twice as valuable.
*Rune Reader: This feat grants a +1 bonus to reading ancient runes.
**Rich x2: For each level of Rich, you gain an extra 50 gold.
*Archer: Removes the -1 bow penalty.
*Good Memory: Once you have read a book, you gain all of its bonuses without needing to keep it around.
Total - ********
WEAKNESS - **Clumsy: For each level of Clumsy, you take a -1 penalty on all agility-based actions, as well as defensive melee combat rolls.
Name: Simon Bowtie. (SB)
Description: A studious miner with a vaguely suit-looking outfit. He also has a bowtie on.
Purchased:
Utility Knife
20m of Rope
Pickaxe
Backpack
Two Torches
Skills-
***Archaeologist: Enables you to do the following:
-Identify some types of things underground, such as relics, ores, and fossils.
-Decode ancient runes at a -1 penalty. Taking this feat allows you to take the Rune Reader feat.
-Polish fossils, ores, and gems, making them twice as valuable.
*Good Memory: Once you have read a book, you gain all of its bonuses without needing to keep it around.
*Unarmed Expert: Gives a +1 to attack rolls when using fists; increases damage of fists by 1. Enables Martial Artist.
*Strong: For each level of Strong, you can take a +1 on any strength-based action. In addition, you can take a +1 on an offensive melee roll. Both of these may be used once every three turns.
Name: Cromwell Jackson (mc)
Feats:
-Trickery
-Agile 3
Items:
-Backpack
-Beginner's Book of Ancient Runes
-Oil x2
-Torch
-Knife
Merc (CR)
Description: You know it already...
Torch x 3: -30
Backpack: -20
Mushroom handbook: -10
Pickaxe: -30
Bow +10 arrows: -70
Beginner's book of ancient runes: -40
Good Memory *
Unarmed Expert *
Martial artist **
Rich *
Rich *
Archer *
Strong *
** Flimsy
Sam (Sarmakand)
Description: The one who said he was an archaeologist before it was cool to do so.
Things I spent gold on:
Coolrune: -75
Rope (x3): -30
Rapier: -50
Backpack: -20
Poison: -10
Oil (x3): -15
Perks:
Night vision
Good Memory
Archaeologist
Rune Reader
Rich x3
Fencer
Flaws:
Poor Fighter
Weak
Brown (GWG)
Description: A crazy doctor who invents random stuff. Sometimes using people. He's pretty sure that was just a dream, though. He would be pretty good at it, though.
Power Suggestion: 1.21 jigawatts
Agile *
Archaeologist ***
Archer *
Good Memory *
Rich *
Rune Reader *
Weak **
Gear: 5 Arrows, Backpack, Bow, Knife, Mushroom Handbook, Pickaxe, Rope
Name: Alexandria Belle (GSF)
Description: Masquerading as a male student at the royal academy, she was sent out to the caves to collect gems for the king and samples to be studied back at the academy.
Purchased:
Rune Book - 40
Bow - 50
Knife - 20
Arrows x10 - 20
Pick - 30
Backpack - 20
Rope - 10
Torch x2 -10
Total - 200
SKILLS:
***Archaeologist: Enables you to do the following:
-Identify some types of things underground, such as relics, ores, and fossils.
-Decode ancient runes at a -1 penalty. Taking this feat allows you to take the Rune Reader feat.
-Polish fossils, ores, and gems, making them twice as valuable.
*Rune Reader: This feat grants a +1 bonus to reading ancient runes.
**Rich x2: For each level of Rich, you gain an extra 50 gold.
*Archer: Removes the -1 bow penalty.
*Good Memory: Once you have read a book, you gain all of its bonuses without needing to keep it around.
Total - ********
WEAKNESS - **Clumsy: For each level of Clumsy, you take a -1 penalty on all agility-based actions, as well as defensive melee combat rolls.
Name: Simon Bowtie. (SB)
Description: A studious miner with a vaguely suit-looking outfit. He also has a bowtie on.
Purchased:
Utility Knife
20m of Rope
Pickaxe
Backpack
Two Torches
Skills-
***Archaeologist: Enables you to do the following:
-Identify some types of things underground, such as relics, ores, and fossils.
-Decode ancient runes at a -1 penalty. Taking this feat allows you to take the Rune Reader feat.
-Polish fossils, ores, and gems, making them twice as valuable.
*Good Memory: Once you have read a book, you gain all of its bonuses without needing to keep it around.
*Unarmed Expert: Gives a +1 to attack rolls when using fists; increases damage of fists by 1. Enables Martial Artist.
*Strong: For each level of Strong, you can take a +1 on any strength-based action. In addition, you can take a +1 on an offensive melee roll. Both of these may be used once every three turns.
Name: Cromwell Jackson (mc)
Feats:
-Trickery
-Agile 3
Items:
-Backpack
-Beginner's Book of Ancient Runes
-Oil x2
-Torch
-Knife
Merc (CR)
Description: You know it already...
Items:
Torch x 3: -30
Backpack: -20
Mushroom handbook: -10
Pickaxe: -30
Bow +10 arrows: -70
Beginner's book of ancient runes: -40
Good Memory *
Unarmed Expert *
Martial artist **
Rich *
Rich *
Archer *
Strong *
** Flimsy
Sam (Sarmakand)
Description: The one who said he was an archaeologist before it was cool to do so.
Things I spent gold on:
Coolrune: -75
Rope (x3): -30
Rapier: -50
Backpack: -20
Poison: -10
Oil (x3): -15
Perks:
Night vision
Good Memory
Archaeologist
Rune Reader
Rich x3
Fencer
Flaws:
Poor Fighter
Weak
Name: Steve, the most Powerful Steve in all of Stevedom M.D. (Nj)
Description: Fairly generic looking miner who, oddly enough, has a doctorate. As such he wears a lab coat under his manly steve beard.
Items:
Knife [20]
Poison x2 [20]
2 Torches [20]
Copper Sword [30]
Oil x2 [10]
Feats/flaws]
Strong x4 [-4]
Poison User [-1]
Night Vision [-2]
Agile [-1]
Illiterate [+2]
Brown (GWG)
Description: A crazy doctor who invents random stuff. Sometimes using people. He's pretty sure that was just a dream, though. He would be pretty good at it, though.
Power Suggestion: 1.21 jigawatts
Agile *
Archaeologist ***
Archer *
Good Memory *
Rich *
Rune Reader *
Weak **
Gear: 5 Arrows, Backpack, Bow, Knife, Mushroom Handbook, Pickaxe, Rope
Squidgel McDwarf (sg)
Feats
-Flimsy
-Strong
-Strong
-Agile
-Agile
-Archeologist
-Rich
Items
-Pickaxe
-Copper Sword
-Backpack
-Knife
-Rope
-5 Torches