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A Vile Force of Dimness Has Arrived! -
In light of my more serious and overhuge RTD turning out to be a mistake (and to those who were fond of the world it was set in, worry not! It's the world my current fantasy novels are set in, so even if I never make another RTD, you'll get to read about it one day), I decided to do something much more lighthearted and simple. This will be a probably somewhat silly mission-based RTD.
- Setting -
You are a nobody member of the Huski goblin clan. Word has reached the Bossgob that one of your rival clans, the Durgi goblins, have recently begun preparing for what looks like a major assault--and it will probably be on you! They have been jealous of your lands for some time, and your treasures.
Now a bunch of fresh-faced recruits are being called together by the Bossgob! He means to expand his army and his war supplies by any means necessary, and so all of you good-for-nothings will be sent out together to bring back anything useful you can find as well as learn how to fight!
- Rules -
-5 players active; the rest go onto the waitlist. When someone dies, the first one on the waitlist gets PM'd. As long as they still want to play, their goblin leaves the village immediately. They may receive bonus equipment if everyone else in the game has gotten very advanced by then.
-Constantly repeating an action will incur penalties after a few tries. If it's not working, it's not working, and just ramming your character against a brick wall over and over stagnates the turns. Be creative when something goes wrong.
-Turns will be handled cohesively as long as the group is together and be splintered by who is active when if the group splits up.
-If you don't post for 3 days without notice, your character will be auto'd. If you get auto'd five times your character will probably be horribly killed, unless they are able to get home to the village. Either way someone else gets a turn; if your character made it home you can resume with them exactly as they were when you return.
-If you do post about an absence, please leave an idea of what you want to have happen while you're gone. Auto turns won't count against your 5 limit if you let me know.
- Combat -
-There'll be a roll for attack vs. dodge, and then a roll for severity of damage if it hit. A higher attack roll means a more important area is hit. Dodge rolls that are 2 higher than the attack roll grant a counterattack. Things that can't dodge due to immobilization or natural inability just get a roll for severity. Armor decreases severity rolls, it does not increase dodge rolls.
-Magic is innately limitless but is exhausting, especially for a novice. Each successive attempt at doing magic in a short time span will incur an increasing penalty. Trying to do something complicated when you haven't practiced magic hardly at all will also incur penalties.
-There is no hard hitpoint system; you'll just receive a status on how badly hurt you are and if you are very likely to die from it on turns you take an injury. One-hit deaths are very possible.
- Races -
The standard Huski Goblin, minor in stature and brawn. Goblins are quick and reasonably clever, but most importantly they are versatile. They can use magic if they practice it enough, and can use most tools they find. They are also, of course, the most likely to get into trouble from trying to do something they don't entirely understand. Goblins are the regular rank-and-file, at least until they make something of themselves, and tend to be looked at as just in the way.
Pros: No penalty on unfamiliar tool use.
Balanced stats.
Cons: No outstanding stats.
Start with no special skills.
Hob is short for "hobgoblin"; they are the bigger, brutier versions of goblins, packed with muscle and natural weaponry. Hobs are ferocious and dangerous, but a bit on the stupid side--they have none of their kin's finesse with devices, and absolutely cannot begin to fathom the idea of how to work with magic. Hobs are good at punching and kicking things, not much else. They are generally guardsmen and warriors; they do not make good hunters, as they maul prey into mulch more often than not, and they are terrible at tracking.
Pros: Claws and teeth are natural weapons.
+1 to strength.
Start with
Rage ability.
Cons: -1 to intelligence.
Magic attempts always fail.
-1 to searching and tracking.
Allowed into the Huski clan on occasion, kobolds are smaller even than goblins. They are, however, frightfully quick, and have nimble fingers. They are very versatile and can learn magic with enough practice. They can also see perfectly in any light, including absolute darkness underground, due to a mix of infrared detection as well as normal vision. Seen as outsiders, most kobolds are distrusted unless they prove themselves to the clan.
Pros: +1 to speed and dexterity.
+1 to stealth.
Infrared vision allows sight in all lighting.
Cons: Disliked by most goblins.
-1 to strength.
-1 to endurance.
Ostensibly trained by the goblins as hunting beasts, giant rats are actually smarter than their supposed "masters." They are simply opportunistic and clever enough to allow the goblins to do most of the work, while they get free food and shelter in return for simple tasks. They can use tools and equipment, but as they must run on four legs they are greatly slowed by anything they need to use in their forepaws. Most would not associate magic with a rat, but that's just due to their lying low--they are better at it than most goblins, with practice.
Pros: +1 to intelligence.
Claws and teeth are natural weapons.
+1 to searching and tracking.
Cons: Cannot speak any language but Rat.
-2 penalty to movement while using tools or objects in paws.