Roll to Kill El Presidente
What is Roll to Kill El Presidente?Roll to Kill El Presidente is a quick and silly competitive RtD. At the beginning of the game one player is randomly chosen to be El Presidente, while the remaining players are divided into assassins and bodyguards. The goal of the assassins is to kill El Presidente, while the bodyguards must protect El Presidente and escort him to a safe zone. The game ends either when El Presidente is killed, when he reaches a safe zone, or if all the assassins die.
GameplayStandard RtD rules apply. A natural 1 is an abject failure, and results in you losing a point of health. A natural 6 is an overshoot and results in you succeeding, though not always in the way you wanted it to. Attacks between players are resolved by rolling a 1d6 for each player, with the highest roll being the winner. Note that standard rules still apply to attacks, so its possible for two players to kill each other by rolling natural 6s. Or natural 1s!
Cunning PlansEvery player starts the game with a number of plans. These plans represent forethought and careful preparations that took place before the game started. Plans are used whenever you want to pull something out of your ass. You use plans when you want to find a weapon you stashed earlier, detonate a bomb hidden in El Presidente's car, or any other action that affects your environment. Plans are still affected by the dice, so don't expect them to always turn out the way you want them too! The other use of plans is to counteract the plans of other players. For instance, you can use plans to defuse bombs, steal hidden weapons or other fun stuff.
Roles:El Presidente: 5 health, 2 plan
Description: You should know who El Presidente is!
Bodyguard: 3 health, 5 plans
Description: A loyal subject who is willing to give his life for El Presidente!
Assassin: 3 health, 5 plans
Description: An agent who wants to kill El Presidente at all costs!
Traits:Cunning: +1 enacting plans
Brawler: +1 melee
Gunner: +1 shooting
Tough as Nails: +2 health
Sprinter: +1 moving
Not Dead Yet! -1 health. A 1d6 is rolled whenever you reach 0 health. On a success, you jump back to 1 health. The extra dice is not affected by natural 1/6s.
Successful Whenever you roll a natural 1, another 1d6 is rolled. On a success, you take no damage. The extra dice is not affected by natural 1/6s.
Partners in Crime: You start the game with a NPC partner with 2 health.
Items:Pistol: Can engage in ranged combat.
Knife: +1 melee.
Body Armour: You only take damage from combat if the enemy rolls three or more above you. Consumed on use.
Running Shoes: +1 moving.
Medikit: Can attempt to fully heal a player. Consumed on use.
Grenade: Deals 2 points of damage. Consumed on use.
Sign-up:If you want to join, make sure to pick a trait and a item to bring with you. Name, backstory, description etc. are optional, since the games will be very quick and bloody.
If you have any questions, ask away!