Right.
Minimalist RTD Time!
Basic rules:
There is always going to be a 6-sided die roll for most actions. The results are as follows:1.
Critical failure! You not only fail at your task, you do it so spectacularly that you suffer even worse consequences.
2.
Failure. You don't succeed at your task. How bad that goes for you is to be seen.
3
Meager success. You succeed, but only barely. You may not have the exact effect that you wanted, but it's close enough
4
Success. You made it. Your action goes as you hoped.
5
Critical success! You not only succeed, you do it so well that you gain a bonus of some sort. Perhaps your attack was so great that you strike a different enemy,
6
Overshot! You tried a little too hard. You put yourself or others in trouble with this action, because you managed it to almost superhuman ability. Nice one, idiot.
Wound systemYou can generally only take three "wounds" before dying. At three wounds, you are considered at
Death's door and you take a penalty in your rolls.
Wounds are acquired as you'd expect. When something hits you in some way, you will take a wound. Some effects take a little while to cause a wound, such as poison or bleeding. You can remove a wound on your character by successfully resting, having a healer take care of you, or taking the time to medicate yourself.
All heroes have three wounds they can take, unless specified otherwise (for instance, the grave robber only has two wounds she can take)
Death is permanent.Defence rollsDefending yourself against an enemy is a free roll. The same rules apply as the normal rolls, with the difference being that overshooting is less likely to punish you.
StressThe dungeons in the estate of horrifying. Taking too much stress damage will cause you to be
Afflicted, forcing you to act in a certain way, and gaining some penalties (or even bonuses) to some actions. A
fearful character will gain a -1 to all rolls, but his defence rolls go up by 1.
Combo rulesYou can attempt to help your ally in succeeding. In that case, you both roll, and the best roll is used to complete the action. This means, as close to 5 as possible. Note, however, that failure would put you both in hot water, and overshooting together is likely to result in outright casualties.
Free actionssome actions don't require a roll to succeed in. Holding your breath for a few seconds, or just plain shouting an order, things like that are free to be combined with whatever strikes your fancy.
Guaranteed actionsSome actions don't actually require a roll to succeed, but take up enough time to cost a turn, anyway. These include
Mark and
Detect Weakness.
"You will arrive along the old road.
It winds with a troubling, serpent-like suggestion through the corrupted countryside, leading only, I fear, to ever more tenebrous places. There is a sickness in the ancient, pitted cobbles of the old road, and on its writhing path, you'll face viciousness, violence and perhaps, other damnably transcendent terrors.
So, steel yourself, and remember, there can be no bravery without madness. The old road will take you to hell, but, in that gaping abyss, we will find our redemption." You fancy yourself a hero. More likely, you are a fool for venturing here, your arrogance only eclipsed by your wanton disregard for your own mortality. Nevertheless, you are precisely what this war has need of. What would you call yourself?Classes
Only one person per class. You can design your characters as you wish, so long as they fit the given ruleset.AbominationTortured and reclusive... this man is more dangerous than he seems...
As the creator, and first victim, of a corruption most foul, you have access to a horrifying beastly form. The power of this beast is almost impossible to match by human standards, but what we will face is far worse than mere humans. What this means is that you have to option to transform once per battle, which will stress out your party and yourself. Turning back will remove a wound on the character, at the cost of stunning yourself (reduces your defence rolls by one, and leaves you unable to take action for a turn).
Your weapons are sturdy chains (one wound per success), which are weak but carry a chance of stunning the enemy.
Your beast form carries claws (Two wounds per success, can hit multiple targets up to three) and a powerful headbutt (two wounds and a stun, at the cost of only ever hitting one enemy).
AntiquarianShe searches where others will not go... and sees what others will not see.
You are generally incompetent in combat, and will suffer a minus 1 on all combat-related actions that aren't buffing or debuffing enemies. However, looting rolls are done twice, with the best number taking precedence, and you have a +1 in social rolls. You have a healing ability, but it only cures people on Death's door, and only once.
Your weapons are a blunt khukri (only does one wound on a success), and a collection of flashpowder(-1 to enemy combat rolls) and concealing smoke (grants +1 to def rolls)
ArbalestShoot, bandage and pillage: the dancing steps of war.
You are an excellent sniper, but that is where your element stops. At close range, you gain a -1 on your combat rolls. However, your weapon is powerful, and you have the ability to remove a wound with a little time. You are also capable at harrying enemies, allowing you to reduce all their rolls with -1 and causing a wound whenever they fail. You are also able to mark enemies, removing any defence bonuses they have acquired.
Your weapon is an Arbalest. This powerful crossbow will cause two wounds on a hit, but requires a roll of 5 to hit. Overshooting carries very few negative effects, if any.
Bounty HunterThe thrill of the hunt... The promise of payment...
You are a no-nonsense fighter and collector of heads. You are very combat-oriented, and have no patience for socializing. You have a -1 on social rolls, except for intimidation, which actually gains a +1. You can strike at nearly any range, and are able to create space, as well. You are resilient to the suffering of man and beast, and cannot suffer stress through empathy. You are able to Detect weakness in your enemies, automatically adding one wound whenever they gain a wound of any sort. If they take two wounds from an arbalest, your detect weakness will turns those two wounds into three.
Your weapons are the axe and hook. Both weapons perform one wound on a success, but when the target is Marked or its Weakness is detected it will do Three wounds. The hook and axe are interchangeable in damage, the only difference is range. The hook can also be used for more practical purposes.
Grave RobberTo those with the keen eye, gold gleams like a dagger's point.
Dodging and weaving through the battlefield, you have a permanent +1 on all defence rolls. However, you can only take two wounds before dying. You can work at any range,and gain bonuses as you repeat an action. Your social skills are exceptional as well, giving you a +1 to all forms of social interaction. However, failing a social roll will cause stress damage.
You are always well-prepared, and can cure anything that would create wounds if left untreated (bleeding or poison) with a guaranteed action.
Your weapons are throwing daggers, a pickaxe, and steeltoed boots. All can cause two wounds per success.
HellionBarbaric rage and unrelenting savagery make for a powerful ally
You live for the edge between life and death. You suffer no penalties to being at death's door, and can even remove a wound when at death's door with a guaranteed action once per day. However, you are not made for relaxing with friends, and suffer -1 on most social rolls. The church does not open its doors to you, leaving you with only the tavern for relief. Your weapons are powerful, and will cause deep bleeding on whatever suffers an attack from that serrated edge. You are also able to shock enemies with a Barbaric YAWP! , stunning them. However, this is so taxing on you that you only do half damage for a round. For all these advantages, however, your defence rolls suffer from your wild abandon, with a permanent -1
Your weapons are the glaive and emergency dagger. These weapons do two wounds per success, with the glaive adding another wound (provided the enemy can bleed) for the round after that.
LeperThis man understands that adversity and existence are one and the same.
A leper that carries the misfortune of surviving for long, you are left without feeling. You can take four wounds before dying. You are quite clever, and people love to listen to you, but none will ever come close for fear of catching your disease. This leaves you in isolation, and thus causes you to more easily slip into madness (you take more stress dmg). Your vision is impaired, and all of your combat rolls have a -1 penalty, but your weapon is fearsome when it does hit.
This weapon is the Executioner's Greatsword.: A weapon too large and unwieldly for most humans, but you have found strength in your adversity. This weapon performs Three wounds, but only hits on rolling 5.
You are given fairly free reign on your characters, and you are even allowed to bring in an extra item. If you wish to have caltrops for your bounty hunter, you may. If you wish to have books with you, you can. If you want a concubine to follow you, you can do that (though I'LL decide just how good that is for you...)
Right, go nuts. If there are more people than there are classes, you are allowed to make your own class. I will have to look at it and decide whether or not I'll accept it, however. Anybody is free to join.
NOTE: this is STILL in the Web Of Life universe. The situation is just lifted wholesale from darkest dungeon. So yes, you will be seeing Sydney's father here. And finally: You're not here to succeed or even to survive. You're here to die. Death can happen in an instant.