TO GLORY!
"Welcome, new adventurers! I am your indoctrination *cough* I mean... introduction agent... for your new job. Words cannot describe how suicidal *cough* I mean... spectacular it is that you chose this line of work. We are always short of fresh meat *cough* I mean... fresh members."
-awkward pause-
"Aww, to hell with this damn sugar-coating. This is my first time at this position, because the last guy was eaten by a troll. For some ungodly reason, you volunteered for the Fearless Society. We kill monsters, and people pay us money... Well, you kill monsters, and the higher-ups get the money... Regardless, welcome to your orientation. Through that door, is all the gear you will need to start your monster-fighting dreams. And through that other door is a room with a big portal. When a suitably valuable monster starts wreaking havoc, our magicians will open a portal to it's location, you all will go in there, and try to kill it. Some of you... Most of you... Actually... All of you are highly likely to die. And good thing too, we can't afford to pay all of you. If you make it out alive, consider yourself hired. Also, feel free to take any loot that catches your eye, as long as it is not from the employers. To Glory!"
What is this?This is a "cooperative" RTD where each person controls their own character, and they all try to complete the same objective: slay the monster. There is no limit to the number of characters in play at a time, and if your person dies, you can just create a new one and join back in the same fight. Hopefully, there will always be a trickle of new characters to join in on the battle as other characters die. Even though you all share the objective of slaying the monster, you can act however you want. You can even attack your teammates if you desire. (more loot for you!)
How does it work?Non-Combat ActionsAll non-combat actions will be using a standard RTD ruleset:
1: colossal failure
2: failure
3: neutral
4: success
5: epic success
6: TOO MUCH SUCCESS!
However, the relative "difficulty" of the action will alter the results, with more difficult actions requiring a 5 to succeed, and easier actions requiring a 1 to fail. This comes down to my judgement
Combat actions Combat actions (actions that do damage to your target) follow a similar, but more precise ruleset:
1: miss, and target gets free attack on you.
2: miss
3: half damage
4: full damage
5: critical hit, double damage
6: double damage, but -1 to your next roll
In both combat and non-combat actions, modifiers can alter the result of the roll, and certain attacks naturally have modifiers on them. Generally, stronger attacks have negative modifiers, while weaker attacks have positive modifiers. A natural 1 or 6 will not be affected by modifiers, and modifiers cannot move a roll down to a 1, or up to a 6. If you roll a 2, a negative modifier will not result in a 1. But if you roll a natural 1, any positive modifier will not change the roll.
RangeIn combat, an attack can be either adjacent, or distance. An adjacent attack cannot be used if the target is at a distance. A ranged attack may be used if the target is at a distance, or adjacent. But if the opponent is adjacent, any ranged attack will have a -2 modifier.
Free AttacksIf an attacker rolls a 1, the target gets a free attack on the attacker. However, if the attacker is at a distance, the target may only hit them with a ranged attack. If they have no ranged attack, there will be no retaliation.
Classes:You will pick a class in your character sheet. The three possible classes are Warrior, Archer, and Mage. They each have strengths and weaknesses. Warriors have high damage and defense, but must be right next to the target. Archers can shoot at range with medium damage, but have medium defense. Mages can shoot at range, and ignore armor, but have low damage and low defense. Details for each class can be seen in the spoilers.
HP: 150
Armor: Heavy Armor (-40 damage to ranged attacks, -10 damage to melee attacks)
Weapons: Broadsword
Attacks:
Heavy Strike: A strong two-handed strike that puts all your power into the blow. No amount of armor can withstand a strike of this magnitude!
damage: 80
modifier: -1
Range: adjacent
bonus: Ignores armor
Quick Strike: A fast slash in front of you.
damage: 50
modifier: none
Range: adjacent
Bonus: none
Kick: A quick kick with your armored boots is sure to do damage to whatever it hits.
damage: 30
modifier: +1
Range: adjacent
Bonus: none
HP: 100
Armor: Light Armor (-10 damage to ranged attacks)
Weapons: Recurve Bow and knife
Attacks:
Arrow Shot: Shoot an arrow at your target, no matter the range. Does decent damage, but is neutralized easily with armor.
Damage: 60
modifier: none
Range: distance
Bonus: none
Lunge: lunge straight for your target with your knife, cutting deep into the target if successful. A miss will leave you wide open, however.
Damage: 70
modifier: -1
Range: adjacent
Bonus: A miss will give your target a free attack, weather or not the roll was a 1.
Slash: Sweep your knife across your target, dealing easy, but shallow damage.
Damage: 20
modifier: +1
Range: adjacent
Bonus: none
HP: 80
Armor: none
Weapons: Wooden Staff
Attacks:
Magic Bolt: Fires a bolt of elemental energy at the target. This ignores armor, but is not that strong.
Damage: 30
modifier: none
Range: distance
Bonus: ignores armor
Magic Beam: Fires a constant beam of elemental energy. This is more damaging, but difficult to aim.
Damage: 50
modifier: -1
Range: distance
Bonus: ignores armor
Staff Strike: Whack your target with your staff, good when things get too close for comfort.
Damage: 20
modifier: +1
Range: adjacent
Bonus: none
How do Turns Work?Each turn, a character gets one non-combat action, and one combat action. The non-combat action will usually be used to get into position, but it can be for anything within reason (eg. No ascending to godhood etc.) The combat action will be used to attack your target. The monsters you will be tasked with fighting will have separate body parts, each with it's own function and health. Different body parts will be responsible for different attacks and abilities. Lowering a specific body part to 0 will cause any attacks and abilities associated with that body part to cease. During your turn, you will select an attack from your class, and target a character, or a monster body part. All player attacks will go off at the same time, and any 1's will allow the target to retaliate. Then the monster will get a turn. The monster will attack certain players based on certain aspects of the last turn. That can be seen in the spoiler:
Starting from the top, the monster will attack the character that has that attribute. In case of a tie, move down the list and repeat.
1. Whoever did the most damage last turn
2. Whoever is lowest on health
3. Whoever is closer
4. Whoever is a higher level
5. Random
If there is still a tie after #4, I will randomly target one of the tied players.
ExperienceFor every damage you do, you gain experience points (1 damage = 1 experience point) Once you reach a certain threshold, you will level up. This will immediately fully heal you, increase the damage on your attacks, and increase your maximum HP. It will also unlock new attacks, armor, and abilities after the fight. The specifics of how much HP and damage increases is in the spoiler:
Warrior:
exp required to level up = 500*(current level/4)
Upon Level Up:
HP up: 40
Archer
exp required to level up = 400*(current level/4)
Upon Level Up:
HP up: 30
Mage
Exp required to level up = 300*(current level/4)
Upon Level Up:
HP up: 20
LootAt the end of a fight, once a monster has been defeated, the total damage your character has done to the monster (seen in the character sheet spoiler) will be equal to your "share" of the loot. You must be adjacent to the monster's corpse to pick up your loot (done with a non-combat action) then you must go through the portal back to the hubworld. Once you are through the portal, you are safe, but in the battlefield, you can attack other characters, and if you kill them, you gain their entire share of the loot. Additionally, if somebody is not quick enough to pick up their loot from the corpse, you can spend another Non-combat action to take their loot as well. You can also use
threats diplomacy to take loot from someone, while letting them live (if they agree). It is your choice on whether you are peaceful, or ruthless.
Character SheetHere is where you pour out your heart to create the perfect character. Or you just fill in the required lines to get in the game. Your choice. Your character is probably going to die, so don't become too attached to them.
Fill in the [bracketed text] with your character information.
Name:[Default Smith]
Age:[optional]
Description:[optional]
Backstory:[optional]
Reason for joining the Fearless Society:[optional]
Class:[Warrior, Archer, or Mage]
Any additional information:[optional]
If you have any questions for me, feel free to ask. You can join at any time, even during the fight. If you die, just make a new character and rejoin the fray. Once a couple people join, I'll reveal the first monster, and the fight shall begin.