Im new to all of this so you guys will have to cut me some slack, but if youre a little patient with me and maybe offer advice along the way I think this could be a lot of fun.
I hope to update as often as I can, but it will be dependent upon my course work in a given week as well as what events Im organizing.
--Roll to Survive--
Your primary goal is to prepare for coming winter and survive whatever else nature throws at you. There will regularly be rolls for weather events, as well as chance for attack by animals. Craft, build, and fight your way to having a new, and hopefully safe, home.
For now, I would like to start with six survivors. After that, people will be put on the waitlist, and may eventually be introduced into the game. This will depend on developments made by the original six, what deaths occur, and how many people I feel I can handle after this gets started
Remnants of a crumbling civilization, a large ship was sent across a vast sea to find new land to settle. The first 2 months of the trip were largely uneventful, mostly just copious amounts of vomit, and land would be in sight any day according to the surly captain. Disaster struck in the form of a violent storm though, and nearly all of the passengers are killed. Five do survive, and must use what limited gear they have to try to survive in a new land. (Medieval era)
Name:
Description: Just a brief description of appearance
Stats:
You start with 10 in each stat. Instead of you choosing how much stats change, the dice will decide. You choose 2 stats to increase, and 1 to decrease, and a d6 will be rolled to determine the change, after which you will edit your character sheet to reflect the values. The stats are:
Strength How strong you are
Agility How fast and graceful you are
Dexterity How easily you can manipulate things with your hands
Intelligence How readily you can understand the world around you
Intuition Your ability to channel magic and achieve desired results
Willpower Your ability to resist effects of some magic, as well as resist backlash from your own
Charisma How readily you can convince NPCs, effects interactions with any form of intelligent life
Resilience Your ability to resist natural events such as disease, hunger, and weather
(all grant a +1 on related rolls for every 5 in a stat above ten, minus for below, and there will also be hidden minimum stats for actions. Eg. Character with 6 strength will not be allowed to try to roll to lift a huge boulder out of the way, even though they have no penalty to rolls, while a strength 14 may be able to roll for it, even though they get no bonus)
Items: Chose one or two small, low value items that you managed to have on your person at the time of the wreck, in addition to tattered and soaking wet clothes.
Profession: Choose the profession you had in your homeland, will affect some roles and abilities in the game, keep it medieval themed
Feats: Keep blank for now
Name: John Doe
Description: Entirely ordinary looking, leaves no impression on anyone who meets him
Stats:
Strength +
Agility 10
Dexterity 10
Intelligence +
Intuition 10
Willpower 10
Charisma -
Resilience 10
Items: Tanning knife, Tattered and soaked shirt and pants
Profession: Tanner
Feats:
You live in a world where magic consists of energy making chaotic changes in your world. No books are written on its use. The only way to interact with it is to use your intuition and try to channel this chaotic energy in various ways to accomplish your goals. Whenever you use it, however, you open yourself up to possible chaotic effects on your body.
Since there are no established magical practices, you get to invent your own. You can choose to channel through reagents, use words, gestures, whatever you like to try to focus magical energy. Once you have found a method you like, you may choose to found a school of thought, which will limit you to that particular form of channeling, but will allow you to develop it further.
(eg. one character may channel through reagents, another may use totems or animal spirits, another may use wands of various composition, just make sure you explain what you want if you're doing something really esoteric)
For all actions standard RtD rolling will apply.
Generally Speaking:
1 = Catastrophic Failure.
2 = Failure.
3 = Incomplete, mixed or otherwise unsatisfactory result
4 = Success.
5 = Great Success. Could not have gone better.
6 = Success. With a downside if applicable.
For weather events, I will roll a d10 every turn. If it comes up as 10, a weather event begins. A d6 will determine its severity, and a d6 will be rolled every turn there after.
1 and 2 will increase severity
3 and 4 will decrease severity
5 and 6 will end the weather event.
For hunger, I will roll a d6 at the end of every turn, for each player, and this number will then be divided by 10. They will consume this many units of food. Gameplay starts with the party possessing 12 units of food.