Just as a warning, this is my first time GM'ing, so it likely won't be as great as other RTD's, or as balanced, though I'l try my best.
Intro
Years in the future, but not many, humanity begins the third world war. The world is cleansed in nuclear fire, but survivors remain, either in bunkers or by simply being far enough away from the bombs when they exploded. Over the course of the next 300 years, the survivors form tribes, and eventually setlements. They lose much of the pre-apocalyptic knowledge, but after finding a bunker full of guns and ammo, they learn to manafacture both at repurposed factories and workshops. That finding took place some 80 years ago. The various setlements are few and far beetwen, and in the wasteland, safety is a luxury, due to the various mutants, raider tribes and bandit gangs. As a result, the setlements don't have much contact with each other, at least not anymore. And that's where you come in. You are part of the Wasteland Express, and your job is to deliver messages and packages beetwen the setlements, ocasionally taking side jobs to help the locals or taking on bounties.So yeah, in case that exlpanation wasn't good enough, it's nothing too unque, except maybe for the fact that it's about post-apocalyptic cowboys. I've got nothing else to really say about it, I guess, except that
I stole the idea from was heavily inspired by Fallout New Vegas.
Rules
Rules are normal RTD rules, pretty much.
Weapons are divived into three primary types. You get to choose one of the primary types of weapons to get at the start of the game. Other than the weapon type you choose, you also get a knife and handgun at the begginng of the game.
Rifles: Rifles are the most accurate of the three primary types, but deal the least damage in exchange. Damage: 1d5/Accuracy: 1d4. Ammo in one clip: 10
Machine guns: Machine guns are the most balanced weapons, being stronger than rifles but more acurate than shotguns. Machine guns also have three subcategories , Submachineguns/Machine pistols, Assault Rifles and Light machine guns. LMG's are heavier, but hold more ammo, while SMG's are lighter but hold less. Assault rifles are a median beetwen the two. Damage/Accuracy: 1d6. Ammo in one clip: 20/25/30
Shotguns: Shotguns deal the most damage of the primary weapon types, but in return are the least accurate. Damage: 4d3/Accuracy: 1d8. Ammo in one clip: 5
You also have other weapons, which I'l go into here. I'l add other weapon types when they're introduced.
Pistol: You start with a pistol. They're not great, but make a decent backup weapon. Damage: 1d4/Accuracy: 1d6 Ammo in one clip: 6
Knife: You also start out with a knife. Knives are only usable at meele range, though you may use them as throwing weapons if you wish to. Damage: Normal: 1d4, Thrown: 1d3/Accuracy: Normal: 1d6, Thrown: 1d8
Revolver: Can be chosen instead of a pistol. More damaging than the pistol, but less accurate. Damage: 1d5/Accuracy: 1d8 Ammo in one clip: 6
1d4: 1. Miss
2. Glancing hit - Half damage, rounded up
3. Normal hit
4. Critical hit - Double damage
1d6: 1. Critical miss
2. Miss
3. Glancing hit - Half damage, rounded up
4. Normal hit
5. Normal hit
6. Critical hit - Double damage
1d8: 1. Critical miss
2. Miss
3. Miss
4. Miss
5. Glancing hit - Half damage
6. Normal hit
7. Normal hit
8. Critical hit - Double damage
You'l need something to ride through the wasteland. You can walk, though it's ussualy the slowest. Your other two options are generally mounts, such as horses or other animals large enough to carry a human, and vehicles, mostly motorcycles at the begining, though you can find cars or trucks if you're lucky. Mounts are tipically slower, less noisy and require only food and water, while vehicles are faster, produce more noise and require fuel, which can be uncommon in setlements. Nothing else to really add here, I think.
You start with 20 health, and an additional 2 health for every point of endurance. Lost health is regained with various healing items, or by simply resting for a few days, at a rate of 10 per day. You can enchance the amount of health regained per day with various actions. You can also be healed by doctors, ussualy at a price.
Those should be all the rules, I think. I'm also propably not very good at explaining things, so if anything's unclear, feel free to ask.
Character sheet
Sheets should be done now.
Name: What your name is
Appearence: What your character looks like
Starting weapon type: Rifle, one of the three machine gun subtypes or shotgun. You can also choose beetwen a pistol and a revolver.
Health: 20 (+2 for every point of endurance.)
Stats: You get 5 points to distribute beetwen stats. Each stat starts at a negative modifier of -1. The maximum amount of points you can spend in stats is five.
-Strength: Affects how strong you are.
-Endurance: Affects how tough you are. Also gives you additional hp, about 2 for each investment in it.
-Agility: Affects how fast you move.
-Dexterity: Affects how fast you can draw your gun in a duel and generally react to things.
- Intelligence: Affects how smart and/or educated you are.
-Bravery: Affects how brave you are. Having it higher means you're less likely to panic.
Bio: Doesn't matter how long it is, really.
Preffered missions: What types of missions you prefer to do (Bounty hunting, recon, defense, etc.)
Preffered form of travel: Either walking, on a mount or on a motorcycle.
Player list
- Cromwell Jackson - mastahcheese
- Shotgun Walrus - Nerjin
- Carlos of the Mountain - VinnieTheDead
- Wohn Jayne - Whitius Opius
- Chando Mendoza - Yoink
- Everett Owen - Aseaheru
Waitlist
Empty, at least for now.
I'l finish writing this tommorow. Should be done for the most part now.