Nox LTD. RTD, is a roll to dodge game taking place in a world roughly based upon the dwarf fortress universe. Dwarf fortress lore and world-building meets a D&D adventure throughout the realm.
This thread will serve as both an OOC thread and a player hub, while independent missions will be placed within their own thread, ala
Einsteinian Roulette. As such, there is no player limit.
Rolls are done with a d10.
1= Catastrophic Failure (You fail, and do extra, EXTRA harm)
2= Epic Failure (You fail, and do lots of extra harm)
3= Remarkable Failure (You fail, and do extra harm)
4= Bad Failure (You fail, and do a little bit of extra harm)
5= Failure (You fail)
6= Success (You succeed)
7= Good Success (You succeed, and do a little bit of extra good)
8= Remarkable Success (You succeed, and extra good)
9= Epic Success (You succeed, and do lots of extra good )
10= Catastrophic Success (You win so hard that you fail)
Rolls lower than 1 will be rounded to 1, and rolls higher than 10 will be counted as a ten with no downside.
Name:
Race: (See below)
Starting Equipment: (See below)
Perks: (See below)
Bio: (Not mandatory, but recommended. Your life before your resurrection.)
Total Points used: ?/100
Custom Races, Starting Equipment, and Perks are allowed. PM me your suggestion, and I'll either confirm, deny, or modify it for the game.
You have 100 points. You must pick a race, but everything else is optional. Unspent points will be converted to gold.
Races
Dwarf: +1 to Block and Melee Attack, -2 to Dodge 10pts
Human: No bonuses or penalties 0pts
Elf: +1 to Dodge, Persuasion, and Ranged Attack, -2 to Block and Intimidation 10pts
Goblin: +2 to Attack and Intimidation, -2 to Persuasion, Block, and Dodge 10pts
Kobold: Stealth attacks will always hit, -2 Health, -2 to Persuasion and Block 10pts
Starting Equipment
(One handed weapons may be dual-wielded or wielded with a shield. In either case, -1 to Dodge. Weapon bonuses/penalties stack. )
(Each armour choice represents a full set (Head, Chest, Legs, Boots, and Gloves))
Leather Armour: 1 Armour per piece (5 armour all together) 10pts
Copper Armour: 2 Armour per piece, -1 Dodge (10 armour all together) 15pts
Iron Armour: 3 Armour per piece, -2 Dodge (15 armour all together) 20pts
Steel Armour: 5 Armour per piece, -5 Dodge (25 armour all together) 30pts
(All weapons are Iron, ammo is unlimited for ranged weapons)
1-handed Axe: +1 Attack to non-armoured foes 10pts
2-handed Axe: +3 Attack to non-armoured foes, -2 Dodge 15pts
1-handed Sword: +1 Attack 10pts
2-handed Sword: +3 Attack, -2 Dodge 15pts
1-handed Hammer: +1 Attack to armoured foes 10pts
2-handed Hammer: +3 Attack to armoured foes, -2 dodge 15pts
Dagger: Always does double damage from stealth 5pts
(2-hand) Short Bow: +1 Attack to non-armoured foes, +1 Dodge 15pts
(2-hand) Cross Bow: +2 Attack to armoured foes, -2 Dodge 20pts
(2-hand) Musket: +3 Attack, -3 Dodge. 1 turn charge before firing 30pts
Shield: +1 Block 10pts
Perks
Vampire: Drink blood to restore HP, +2 to Attack rolls, -2 to all rolls when in view of the sun 70pts
Werewolf: Can transform for +3 to Attack, -3 against silver weapons. Transformation lasts 5 turns with a 5 turn cooldown 70pts
Magically Inclined: Can learn spells 50pts
Mind Vision: Reveal a connected room, including loot, traps, and enemies. 5 turn cooldown 50pts
Tinkerer: +1 Crafting/+1 Salvaging 50pts