In this world of men and misguided souls, there are no happy endings. Watch your back at every corner, and watch what's ahead of you with precision. It's a battlefield out there.
The current year is unknown. The land of Olathe is a wasteland teeming with men with lost dreams, creatures deformed by their vices, and vicious gangs willing to kill at a moment's notice. After the White Flash rendered Olathe destroyed and devoid of women, everything turned to chaos, and left those unprepared with an untimely death in the face of this new apocalypse. You all, will play one of these men- roaming the land with whoever you can call companions. Whether you seek infamy, power, or something more personal, it's a dangerous world out there, and you'll need all of the help that you can get.
STATS
As per normal Roll To Dodge rules, I'll roll a d6 for basic actions.
1 -- You failed miserably. Your action backfires on you somehow.
2 -- You failed to a normal extent.
3 -- You're in between failing and succeeding.. still not too good.
4 -- Your action succeeds!
5 -- Your action succeeds with extra benefits!
6 -- You happened to succeed so well, something negative happens! You overshot your chances!
However, a number of factors will also determine whether you can get bonuses that grant you advantages towards certain actions.
Body Shape - Your character's physique will a play a factor in how well they can perform actions. Bigger, heavier characters will have an easier time moving heavy objects and climbing up things. Smaller, scrawnier characters will have an easier time hiding from enemies and running away. Medium-sized characters will sit in the middle, with no real advantages or disadvantages compared to the others. Advantages aren't totally restricted to these, though - Describe your character properly so I can determine what advantages they may have.
Fighting Style - Olathe harbors a wide variety of fighting styles and means of battling opponents, from grappling, martial arts, gunfighting, or mere bottle tossing. Being proficient in these skills also spreads to other actions outside of battle. ex; being a gunfighter (of sorts) helps increase your accuracy, with or without a gun.
Battle Actions - In battle, you're able to do specific actions that protect or prevent damage or pain against you. You're able to:
Focus and use up a turn, which gives you a +1 to attack rolls against a single enemy, and...
Defend and use up a turn in battle, which gives you a +1, or rather, a -1 to enemy attacks you.
These stack with extra bonuses from Fighting Style and Size.
These stat bonuses give you a better chance at succeeding in rolls. Getting a 6 from modifiers doesn't result in that of a positive backfire like normal. Exceeding six with modifiers results in extra perks and advantages. A natural six with modifiers will be a more successful result than that of a 5.
OTHER MECHANICS
Special Techniques -- Players are able to declare their own special techniques to use in battle or outside of battle. These techniques border on the mundane and require special items in order to be used, or exceed up and onward onto the supernatural; flaming headbutts, miraculous feat of encouragement and medical healing, and anything else granted to them with this weird apocalypse.
Players can initialize and declare a technique when making an action, and give it a name. This name will replace the need to describe what the action is, but in doing so, gives this particular action charges. Charges are restored after battles (by 1 charge), by items (varies), or by a good night's rest. After a certain number of uses (in which the skill has to actually succeed well with at least a 4 or a 5 , a skill can be upgraded by a certain degree, and is imposed by the player. (The realm of this upgrade can be negotiated by the DM and the player.)
Parties -- Players will be able to switch between certain parties when the number of players exceeds that of 4. In doing so, situations where everyone is together and are able to relax without being pursued by enemies are when switching members is possible. Members can only engage in battles with their respective party members. Parties also share their own respective mags (the currency of Olathe) and items.
Joy -- Joy is a risky substance. When consumed, all actions gain an automatic 5 for at least 4 turns. All wounds are negated and rolls against you will have a vastly high chance of failing. However, the withdrawl and effect of it slowly builds up overtime. The drug's deadly effect and final outcome will increase the more you take joy overtime. Your Joy Corruption Level will cap off at 40. The first time you take joy, a d6 will be rolled; this number will serve as the multiplier that adds to this Corruption Level, and will be the first addition of joy you get. Every time you take joy afterwards, you will earn (Multiplier*1d6)/2 joy corruption. If you can't supply an antidote within at least a few turns of reaching the limit, something terrible will happen...
Name:
Personality:
Body Type/Physical Appearance:
Fighting Style:
Weapons and/or Important Items (Optional: Applies to weapons that might come with your fighting style and/or sentimental items specific to your character's history.):
Bio/History (Optional):
CURRENT CHARACTERS: Name: Tsubasa Nobuyuki Takahashi, known as "TNT" by everyone else.
Personality: Highly volatile. Quick to anger and willing to cause harm to others to survive, especially if it involves blowing up people. Despite everything, he is loyal to his friends and comadres, and willing to risk his life to take the enemy down (and everything nearby) in a (literal) blaze of glory when there is no way out. He doesn't fear death, and this is what has allowed him to survive for so long.
Body Type/Physical Appearance: He's tall, but also skinny and agile. Always wears a red mask to cover his terribly burnt face and identity. Has a torn black cloak in which he conceals many of his explosives. The rest are hidden inside his clothing, which he constantly changes to avoid being recognized. He has burnt ashen hair at the top of his head and a pair of red eyes in the front of his face, right where they belong.
Fighting Style: 南斗爆殺拳, the ancient art of throwing explosives around. Inherited from his father, an infamous japanese terrorist before the White Flash.
Weapons and/or Important Items: Various assorted explosives, all of them concealed. Dynamite, firebombs, grenades, etc. He also has a red mask covering his face and a black cloak in which he conceals many of his explosives.
Bio/History (Optional): He prefers to not talk about his life before the White Flash. He has become quite infamous and feared because of his crimes, but there are still some who admire his work. Some call him a criminal, others call him an artist. He prefers to call himself a survivor.
Name: Dirty Donovan
Personality: A wild, wild man.
Body Type/Physical Appearance: Medium build. Eyes always look wild, hair always frazzled.
Fighting Style: 666 French Kung Fu Jutsu: The antediluvian art of cheap shots, flashy kung fu moves, and breaking bones with a convenient baseball bat.
Weapons and/or Important Items (Optional: Applies to weapons that might come with your fighting style and/or sentimental items specific to your character's history.): Little Leaguer- a nail bat. Only the nails are rusty. A few rocks- Might come in handy for a cheap shot? Trashy bottle of whiskey: Literally a cheap shot.
Bio/History (Optional): A wild man who worked in the wildest profession of all: Professional business accounting. Went insane after the flash and wanders as a changed, ascended man.
Name: Father Branscombe Sharkowski
Personality: an enthusiastic youth pastor with a massive fondness for the great outdoors and an enduring faith in the goodness of the human soul.
Body Type/Physical Appearance: impressively large, sports a fisherman's hat complete with lures, a black sleeveless priest's robe that's been patched up a hell of a lot of times and a pair of massive combat boots.
Fighting Style: the Gospel of Our Lord According to the Marquess of Queensberry - compelling moral arguments backed by fists of (figurative?) nuclear devastation!
Weapons and/or Important Items:
Hand Wraps: don't wanna punch stuff without them, take it from a gifted amateur!
The Good Book: never leave home without this either!
Comically Small Binoculars: well, in these particular hands they are, anyhow. Handy for birdwatching!
Clerical Vestments: infused with the (symbolic?) power of the Lord!
Bio/History: who knows what evil lurks in the hearts of men today? Clearly the Lord does, and it is the process of bringing His Most Holy Word to all of these weirdos infesting Olathe that takes Father Sharkowski across the length and breadth of the land, enlightening the downtrodden and isolated masses about the purifying and redeeming qualities of faith, charity and general goodwill, not to mention the general fun of Sunday Mass, truly the forgotten joy of this generation.
Name: Buck “Aroo” James
Personality: Always willing to help someone in need, regardless of context!
Body Type/Physical Appearance: Thin and scrappy, dark skin, light brown mini-fro, trans man but passes (except for high voice, to his irritation)
Fighting Style: Spearfighter (stabs, jabs, and choking people out with the shaft)
Weapons and/or Important Items (Optional: Applies to weapons that might come with your fighting style and/or sentimental items specific to your character's history.): Spear (rusty kitchen knife attached to blue janitor’s mop via duct tape), bright yellow Wally-brand Chief Custodial Officer uniform (stained with blood, dirt, and worse), red and black testerone pills (running dangerously low)
Name: Djibril aka "The Large Lion"
Personality: Djibril is a very proud and confident man. He is very stubborn and reluctant to accept help or even advice from others and prefers to resolve problems in his own way, which often means hitting the cause of the problem until it stops being a problem. He will try to show off his strength at any given occasion to do so.
Body Type/Physical Appearance: An obese black man with medium-length dreadlocks. He wears sunshades, a pinkish hawaiian shirt (which he can't button all the way) and sweatpants.
Fighting Style: Sumotori
Weapons and/or Important Items (Optional: Applies to weapons that might come with your fighting style and/or sentimental items specific to your character's history.):
Bio/History (Optional): Born in America, Djibril always loved eating. Because of this, he quickly grew fat and was often shunned by his peers. This lead him to become violent and very self-reliant. But everything changed when he visited Japan and discovered that fat people like him had a chance to shine there in the art of sumo. Taking on the name of "The Large Lion", he became a Sumo. However, failing to win any tournament and low on money he eventually had to come back to America. Since the White Flash, he wanders Olathe, beating any "criminals" he comes upon with his sumo skills (which really come down to not feeling hits because of being fat and body slamming enemies).
Name: Stevens
Personality: He's mostly calm and chilled, with a crazy side, and gets serious when its needed
Body Type/Physical Appearance: short yet muscular man, who's bald and has a long beard
Fighting Style: Hand-to-hand combat
Weapons and/or Important Items (Optional: Applies to weapons that might come with your fighting style and/or sentimental items specific to your character's history.): Improvised Weapons, from using his fists to hitting people with a chair
At its current state, I'm still working on fixing up the mechanics and the character sheet to properly make things work! As of now, I'm just looking for people who'd just be interested in trying RTD in a setting like this! Prepare for edits on this soon! This is my first time doing something of this magnitude, so don't be afraid to correct me if it looks like I'm doing something wrong!