124 rooms.
8 fighters.
1 prison.
In the world's most popular and least censured government-sanctioned sporting event, 8 enemies of the state are thrown into a complex prison-like facility. The "sport" is the ensuing death battle that occurs. The 8 fighters are dispersed in the facility, which has multiple deadly features stowed away within 124 rooms. As time progresses, rooms will gradually be sealed off and filled with poison gas, forcing the contestants towards the center of the facility. The last surviving competitor will be set free after therapy, lobotomy, and 1984-esque re-education. It isn't cruel. After all, it's for the enjoyment of the people and the safety of the government!
Name: (Anything, but try not to be ridiculous)
Crime against the Asperican People's Party: (Choose anything from treason to espionage, it has little bearing on the actual game)
Background, choose from the following:
Spy - +1 to stealth rolls, +1 to speed rolls.
Guerilla fighter - +1 to stealth rolls, +1 to ranged combat rolls.
Diplomat - +1 to perception rolls, +1 to speed rolls.
Assassin - +1 to ranged combat rolls, +1 to melee combat rolls.
Ex-Prisoner - +1 to stealth rolls, + 1 to melee combat rolls.
Inventory, choose from the following starting items:
Knife - +1 to melee, 3 durability
Throwing knife - +1 to melee, +1 to ranged, 1 durability
HealPak - Use when not in combat to heal all wounds
.45 Caliber Bullet
Rules
Single rolls
1 - You hurl a knife at the security drone. It bounces off of the drone and attracts a hail of gunfire.
2 - You hurl a knife at the security drone. It bounces off, destabilizing the drone and not doing any permanent damage.
3 - You hurl a knife at the security drone. It lodges in the drone's flight mechanism and causes it to fall to the ground, although still with an operational gyroscope and gun.
4 - You hurl a knife at the security drone. The drone explodes as the knife buries deep within it.
5 - You hurl a knife at the security drone. The drone's CPU chip is cloven in two, causing the drone to drop with a fully operational gun attached and ready for your use.
6 - You hurl a knife at the security drone. It explodes, burning you and attracting two more drones.
Dual rolls
Player 1 roll is 6+ more than Player 2 roll - Player 1 hurls a knife at Player 2. It pierces Player 2's aorta, causing intense bleeding and nearly instantly killing Player 2.
Player 1 roll is 4-5 more than Player 2 roll - Player 1 hurls a knife at Player 2. It hits Player 2 in the chest, inflicting a major wound.
Player 1 roll is 1-3 more than Player 2 roll - Player 1 hurls a knife at Player 2. It hits Player 2 in the arm, inflicting a minor wound.
Player 1 roll is equal to or less than Player 2 roll - Player 1 hurls a knife at Player 2. It hits the wall behind them.
How turns work
Standard RTD rules. Turn order in non-combat is player join order, combat turn order is determined by rolls. Stealthed attackers always go first.
Roll types
Speed - dodging and turn order.
Stealth - hiding.
Perception - finding things and people that are hidden.
Ranged combat - throwing and shooting.
Melee combat - clubbing and stabbing.
Wounds, statuses, and death
Minor wounds - only effect is stacking into major wounds. Received from most non-threatening injuries.
Major wounds - 2 minor wounds make a major wound. Can also be received instantly from severe injury. -1 to all rolls with a major wound.
Mortal wounds - 2 major wounds stack into a mortal wound. If left untreated for 3 turns, the mortal wound causes death. If another major wound is received with a mortal wound, the victim dies instantly. -2 to all rolls with a mortal wound.
Bleeding - receive a minor wound each turn until bleeding is stopped, which can be done not so effectively with a rag, or instantly and without fail by use of a proper tourniquet.
GM Discretion Disclaimer
You are encouraged to lobby for bonuses when applicable - for example, if I don't apply a stealth bonus to an action involving creeping silently around a corner, I will gladly re-do the turn with the bonus applied if you make a point of it. Just don't do this for every action. If I make a decision that conflicts with a lobby you made, it is final. This probably will never occur, but I'm just making it clear.
The MalefactorsIf you are a player, I humbly request that you look only at your sheet and refrain from peeking at the health and inventory of others.
Health: Fine
Background: Ex-prisoner
Kills: None yet
Inventory:2 x Knife - +1 to melee, 3 durability
2 x Knife Coin - A strange coin depicting a knife
Health: Fine
Background: Diplomat
Kills: None yet
Inventory: .45 caliber bullet
Chisel - +1 to melee, 1 durability
APP Standard Issue Light Body Armor - Protects against 1 minor wound, reduces a major wound to a minor wound
APP Standard Issue Spring Gun Magazine - Holds up to 8 .45 caliber bullets.
Match - A match that can be lit on a rough surface
Candle - A candle that can be lit to provide a steady source of light and fire
Health: Fine
Background: Assassin
Kills: None yet
Inventory: Bolt x 2 - It's a bolt. Who knows what it can be used for?
Crowbar - +1 to melee, 4 durability, can open things that are otherwise unopenable
Health: Fine
Background: Spy
Kills: None yet
Inventory: Knife - +1 to melee, 3 durability
Knife Coin - A strange coin depicting a knife
Health: Fine
Background: Spy
Kills: None yet
Inventory: Throwing knife - +1 to melee, +1 to ranged, 1 durability
Match - it burns
Health: Minor wound
Background: Diplomat
Kills: None yet
Inventory: HealPak - use when not in combat to heal all wounds
Incendiary grenade - +2 ranged, explodes into chemical fire, may minorly injure user
Flare gun - +1 ranged, can light things on fire, quiet
Flare x 2 - Flare gun ammo
Health: Fine (Deceased)
Background: Ex-prisoner
Kills: None yet
Inventory: Knife - +1 to melee, 3 durability
Throwing Knife - +1 to melee, +1 to ranged, 1 durability
Health: Fine
Background: Spy
Kills: None yet
Inventory: Knife - +1 to melee, 3 durability