--Foreword--
System based off of one made by some elegant gentlemen from long ago, fitted for RTDs.
You don't really need to know any of this, however, and can skip straight to the character sheet and play by ear with little to no difficulty. This is mostly for the curious, or those who like to read the manual.
If you want a quick an dirty:
- Health Is Tiered
- Aggressor Wins Ties
- Eat Food Regularly
- Don't Die
--Rolling--
Summary: Standard RTD system with restricted exploding overshots called criticals.
I'm sure you know the RTD system, but just in case.
RTD System (Jumping Through A Window Example):
1 = FUMBLE: Hitting Brick Wall Next To Window
2 = FAILURE: Hitting Window With A Thud
3 = NEUTRAL: Cracking Window A Little
4 = SUCCESS: Breaking Through Window Roughly
5 = GOOD SUCCESS: Smoothly Break Through Window
6 = OVERSHOT: Hit Wall Of Next Building Through Window
6!; 6! = CRITICAL: Clearing The Window, Road, And Second Window In The Building Across The Street
• Overshots and Fumbles are natural only, but the result must be below or equal to one to fumble, and above or equal to overshoot.
- Examples
-- [
5 + 1 = 6] OR [
6 - 1 = 5] == Not Overshot
-- [
6 + 1 = 7] OR [
6] == Overshot
-- [
1 + 1 = 2] OR [
2 - 1 = 1] == Not Fumble
-- [
1 - 1 = 0] OR [
1] == Fumble
• Criticals (Better Name Pending) Are only attained by rolling an overshot, then confirming the roll with a second overshot. If you roll a fumble to confirm, you cannot attempt to confirm a critical for d6 turns.
- Effects:
-- Gain Health
-- Double Damage (If it was an Attack)
-- Gain a Charge for you Attribute
-- Overall Crazy Effect
- Examples
-- [
6!; 2] == Failed Critical
-- [
6!; 6!] == Successful Critical
- -[
6!; 1!] == Fumbled Critical
--Life And Death--
• Death-O-Meter is the health system which tracks your vitality and endurance. It will be shown in the below format, the green arrow shows you your current health. Your health can only reach Healthy at the max via natural means, health can only raise higher due to criticals, with Indomitable being the absolute peak.
• Fatigue is represented on the right of the green arrow by red bars, as seen below. It is gained by nonlethal damage. If the red bars reach where your health is, you start taking actual damage and any more attacks cause an endurance roll to avoid being knocked out. You lose a fatigue bar a turn outside of combat.
• How To Die: In order to be dying, two things need to happen.
- You need to take enough damage to be shot below the red line, as shown below.
- You need to fail your endurance roll that results from taking that damage.
-- The lower below the line you are, however, the higher your penalty is for the roll, with Dying being at no penalty.
--- There is no bottom limit to how far you can go, only three steps are shown for brevity.
• Dying: Now that your actually dying, a few things happen.
- At the end of a turn your endurance is checked to see if you survive another turn.
-- This is made at a progressing penalty.
- If you are struck again while dying, you immediately die.
- If you survive dying, you'll gain a Wound (See Below).
- You have access to Death Defying Actions (See Below).
-- You can progress your turn normally if wished.
• Wounds: You gain a wound either by an enemy having succeeded an aimed attack, or by dying and surviving that. Basically, a part of your body was damaged while you were dying, but you didn't notice however due to the whole dying business. Now that you aren't dying, it makes its presence rather well known.
- Body Parts That Can Get Damaged
-- Head
-- Torso
-- Right Arm
-- Left Arm
-- Right Leg
-- Left Leg
• Death Defying Actions: These are only available when you are brought below the red line. You can attempt them anytime you are below the red line, but the penalties for failing them (or success in some cases) is always death. However! If you succeed, you are brought back to Badly Wounded. Death Defying Actions are always the first action in a round, with multiples depending on initiative. Note that the Iron Man attribute doesn't work on people attempting Death Defying Actions.
The actions are:
- Massed Flee
-- You attempt to flee the entire situation and every enemy around you.
-- Every enemy in range to strike you gets a free attempt to do so, if a single hit lands you die.
-- If you succeed however, you go back to Badly Wounded.
-- There has to be enemies in range to strike you however.
- Massed Assault
-- You attempt to strike every enemy within range of you
-- You get a free attack on every enemy in range, if you miss a single hit however you die.
-- If you succeed, you go back to Badly Wounded.
-- There has to be enemies in range of you however.
- Critical Moment
-- You do something absolutely crazy with the last of your strength.
-- You get a free critical on almost any action of your choice, you die afterwards.
--- If the action chosen is an attack, the enemy is assumed to have rolled a one to dodge/resist it.
- Deadly Face Palm
-- This only and always activates if you are dying due to your own actions
-- You attempt an attack on yourself, and if you succeed to strike yourself you die.
--Combat--
• Basics: Aggressor wins in combat, so strike first and hard. An attack is faced up against a dodge, and if applicable, a soak chance. Soak has the same result as your dodge roll.
- Example
-- Guy A lays the smack down on Guy B
--- Assault (Guy A): [
5]
--- Dodge (Guy B): [
3] OR [
5] == Hit Successful
--- Dodge (Guy B): [
6] == Dodge Successful
-- Soak Example; Guy B Has Armor That Grants +1 Soak
--- Dodge (Guy B): [
5]
---- Soak (Guy B): [
5 + 1 = 6] == Soak Successful
• Not So Basics: You can attempt a few extra stuff too, although they usually cause a penalty. These are only examples, try anything that comes to mind and I'll figure something up for it.
- Examples
-- Called Shot: -1 to Attack, if result is two more than enemy you cause a wound in desired spot
-- Knockdown: Combat Maneuver, doesn't cause damage but if successful will knock down the enemy.
-- Dual Action: You can attempt both a combat maneuver and an attack in the same turn, but both get a -1.
--- Etc
• Nonlethal Damage: Basically any weapon that does fatigue damage.
- Blunt weapons can attempt to do fatigue damage with no penalty
- Other weapons do have a penalty or restriction to attempt fatigue damage however.
- Nonlethal weapons can only do fatigue damage, but they're typically really good at it.
--Miscellaneous--
• Food: Your health and health regeneration depends on how much food you eat in a day, with the max result coming from three. If you eat no food that day, you lose one health. Your health will degrade to the max given to you by the amount of food you've eaten, so if you want to keep a lot of health you gotta keep yourself fed.
- No Rations Consumed Day Prior
-- Health Max Becomes Wounded; Will Degrade A Day Period Until Reached; No Natural Healing
- One Ration Consumed Day Prior
-- Health Max Becomes Scuffed; Will Degrade/Raise A Day Period Until Reached
- Two Rations Consumed Day Prior
-- Health Max Becomes Nominal; Will Degrade/Raise A Day Period Until Reached
- Three Rations Consumed Day Prior
-- Health Max Becomes Healthy; Will Raise A Day Period Until Reached; Health Will Not Decay
- Eating A Ration
-- Will Up Current Food Tier: So if you ate no rations the day prior, but ate three, it is now as if you ate three rations the day prior.
• Attributes: When your character is created, you choose an attribute. You gain a 'charge' for your attribute when you achieve a critical, meaning that you may activate it whenever you please. It doesn't take any time to activate, so with Hammerer you can make a free attack on something for instance.