You are an adventurer in a post-apocalyptic Science-Fantasy/Dungeon Punk setting. The game will start in an underground city inhabited by a variety of fantastical denizens. From there, you will explore the world through a series of player driven missions.
This game is a standard roll to dodge RPG system, except I'm using a d10 instead of a d6
Nede is one of a network of below-ground settlements collectively known as Underville.
The world was once a rich and thriving place. But then tragedy struck, and the once great civilizations of the old world are now ash. However, from that ash civilization rose anew!
The remains of the cities themselves are still too dangerous to settle, but some people have started to rebuild in the wilds and on the outskirts. Other people, however, still live in the footprint of the old world, but underground. These people make up the Underville!
Society is a healthy mix of different kinds of people. Humans, Dead, Robots, and Hybrids all live together in “harmony”. The known lands are largely overseen by a governmental body of humans, known as the Reunified Order. There are other organizations with their own individual powers as well. The Necrotheistic church has almost as much influence as the Order itself, and other groups, such as the Archaeology and Cartographers Institute, the Warrens, and the Tinker Guild also have their own places in this society.
The old world left much to be discovered. A rich ex-adventurer has decided to create and manage a team of newly hired explorers to adventure forth for the sake of fun and profit! You, my friend, have the honor of becoming a part of this exciting new enterprise!
You will choose your race and profession, and select your stats, skills and starting inventory. (There's a lot of information, so don't feel like you need to read through everything. Most of the races are fairly self explanitory, so don't let the amount of text bog you down.)
Stats will dictate what you’re capable of, Skills add directly to die rolls (however, a 1 and a 10 will always be treated as a critical, and will only happen naturally. So the effective range of skills is 2-9).
Each stat starts at 1, skills start at 0. Max level per stat/skill is 4. You start with 2 stat points, and 5 skill points to spend.
Races
Human
Just what is says on the tin. You are alive, you have skin.
Ordinary- Nothing special about you. However, due to your privileged access to education, you start with 3 more skill points.
Special- You start with ordinary stats, but you will get to pick from 2 random special abilities.
Dead
The dead came from underground, literally just walking out of old unexplored tunnels and such. People aren't quite sure where you came from. You don't remember anything from before you showed up. Other than being “Undead” you’re more or less normal.
Skeletal- You aren't necessarily a total skeleton, but you are definitely predominantly bone, except you do still have eyes. +1 Strength -1 Mind
Rotten- You were still juicy when you showed up. Now you’re kinda falling apart. Start with +2 health, but must eat flesh to heal (does not have to be human, but needs to be fresh.)
Preserved- Somebody at some point wanted to keep you intact. Unlike other dead, you were probably found in a tomb or a graveyard or something. You still don't remember anything before waking up, however. Start with health OR mind stat of 4, but you only get 1 additional Stat point to spend, rather than 2. have to physically repair all damage.
Hybryd
When whatever happened happened, some people were left a bit less than normal. Some people were affected by some sort of strange energy (Most common theory is that ancient nature spirits were involved). Long story short, some people were born as half-animals.
Reptile- +1 strength -1 mind
Mammal +1 mind -1 strength
Arthropod +1 health -1 dexterity
Avian +1 dexterity -1 health
Fish Can breathe underwater, otherwise normal
Artificial
Somebody at some point made you. You were probably designed for a purpose, whether or not you live up to that purpose is up to you. While most others like you are mindless automatons, you, for one reason or another, are sentient to a certain degree.
Tin Can (Robot)- You look like what a child's depiction of a robot would look like. A cylinder or box of metal with basic limbs and a feature-lite head, or maybe even just a face drawn on the front. +1 mind -1 dexterity
Cyberbot (Robot)- a fancier, newer, digital model. You are much more specialized than most other robots, you are made of very advanced modern components, and come in a variety of different appearances. Choose two skills to max out, but you get no additional skill points, and you get no skill points on level up (You can add modifications later, but it’ll cost you.)
Industrial Robot- You were made for work. Without much specialization, you are a function over form kinda machine. +2 strength +2 health. No starting skill points (Can still level up, however)
Biological Golem- You were put together out of something that used to be alive. Usually dead bodies, but not always. +1 mind +1 strength, but has to physically repair self
Geological Golem- Built out of stone, rock, metal, or clay. You look more or less like a rough depiction of something living. +1 strength +1 health, but must be physically repaired.
Profession
Explorer: You’re just here for the loot and/or the adventure. You have skills that would be useful, so you were happily accepted when you volunteered. You start with an extra $15
Mercenary: You are a hired gun. Here for the money, you aren't expected to contribute much more than a bit of hostility. You start with a free weapon and a sidearm. You also start with two of the following: 3 Grenades, 3 Mines, 3 Detonation charges, 3 Firebombs, 3 EMP grenades.
Doctor: You (hopefully) know how to heal people. You are expected to do so when the need arises. You start with a doctors bag, 3 syringes of stimulant, and 3 syringes of sedative.
Cleric: You are here for moral support, and more importantly, to provide the dying with their last rights. You are expected to be very busy. You start with a holy book, a holy symbol (which can be used as a projection point), a bottle of holy oils, and a box of tranquility herbs.
Work Horse (Artificial only): You are here to do the heavy lifting. Fixing things, cleaning things, breaking things, you are expected to be a helping hand in whatever simple task needs doing. You start with a toolbox, a hammer, a wrench, an axe, a welding torch, and a can-do attitude.
Researcher: You are a representative of the Archaeology and Cartography Institute, a collection of researchers and archivist aiming to understand the old world. Your job is to pay attention to anything that might interest the ACI, and report back to them after every mission. You start with a set of archaeology tools, a crowbar, a mini-drone, and an archival digi-pad. This job will also grant you faction privileges.
Knight: You are dedicated to protecting the innocent. You belong to one of the valorous orders which provide peace and safety to the lands. You start with a full suit of plate armor, any melee weapon with a minor enchantment (Fire, Ice, or Holy), a shield, and a loyal pet (nothing bigger than a horse).
Tinker: You represent the Tinker Guild, a collection of inventors and engineers who have dedicated themselves to rebuilding and expanding on the machines of the old world. You are to search for old machines and study them. Afterwards, you will report back to the guild. You will start with a set of advanced crafting tools and a how-to tinkering guide. This job will also grant faction privileges
Handler (Human Only): You are a representative of the Reunified Order, the human lead government of the surviving population. Your job is to make sure that the team operates in a way conducive to the Order’s best interests. You are expected to write up a report after each mission. You start with a silenced pistol, a stun gun, handcuffs, and a camera. This job will also grant you faction privileges.
Necrotheist (Dead only): You follow the tenets of the Necrotheistic Church. The church believes that god is dead, and their body exists somewhere. They believe it is their duty to revive the body of god. You are to search for unawoken dead and haunted items which may help the church discover the location of gods corpse. You will start with a Necronomicon, any melee sidearm, a Waning Ring (which will help you locate undead and haunted items), and a Dead Star amulet (Which offers mental protection, and can be used as a sturdy projection point when casting). This job will also grant faction privileges.
Data Harvester (Robot Only): The Old Archive is a databank run by robots. These robots are trying to piece together what happened before the world collapsed. They do this by seeking out old computers and robots, and assimilating their recorded data into the databank. You are to try to locate pieces of tech which can be assimilated. You start with a computerpad, a cyberjack, and an electronic repair kit. Also comes with faction privileges.
Coldblood (Reptilian and Avian only): Originally an organization dedicated to meeting the specific needs of the bird and reptile communities, such as by providing incubators, and clothing designed for the more specific thermal requirements. They were nicknamed the “Coldbloods” by their detractors. After awhile they decided to embrace the nickname. These days, the coldbloods are an organization which is dedicated to protecting the bird and reptile communities. You are here to honor a mutual benefit contract. You start with a weapon (up to $12), and an extra $8. There are also faction privileges.
Underhiver (Arthropod only): Arthropod people are capable of a few lifestyles which other people are not. This lead to a tendency for arthropods to congregate in more out of the way locations in the underworks of the cities. Eventually these groups formed together into organized communities for mutual protection. Now the Underhive represents a sprawling underground network of arthropod people, who use their out of the way locales to operate an array of different organizations. You are here to honor a mutual benefit contract. You start with a sidearm, climbing gear, a circuit buster, a forging kit, and lock breaking tools. There are also faction privileges.
Warrener (Mammal only)(No, not humans): Once society started to rebuild itself, there were an unusual number of mammal hybrids inhabiting the wilds of the surface. Eventually, these people formed villages, known as warrens, based around hunting, and agriculture. Due to the dangers of the wilds, they developed a strong defensive militia. When the Reunified Order discovered them, there was a brief standoff. However, before long they were peacefully integrated into the Reunified Order, where they continue to be an important agricultural staple. You were a hunter in the Warrens. This gives you a valuable set of skills which got you a job on the team. You start with a weapon (up to $12), 2 bear traps, a case of mixable multi-beast pheromone lure/repellent. And a tranquilizer gun.
Stats
Strength
Dexterity
Mind (not going crazy)
Health (not dying)
Skills
Guns
Melee
Unarmed
Defense
Stealth
Crafting
Explosives
Speech
Research
Medicine
Electronics
Driving
Focus (Casting)
Projection (Casting)
Knowledge Skills: you can only put one point in these, meaning you either know it or you don't.
History
Biology
Physics
Chemistry
Psychology
Computer engineering
Military
Government
Religion
Herbology
Criminal Underground
Necrology (costs 2 points)(can involve casting)
Alchemy (costs 2 points)(can involve casting)
Elemental Fire (Casting)
Elemental Electricity (Casting)
Elemental Air (Casting)
Elemental Earth (Casting)
Elemental Water (Casting)
Control Plants (Casting)
Light Manipulation (Casting)
Transfiguration (Casting)
Telepathy (costs 2 points)(Casting)
Scrying (costs 2)(Casting)
Physical body (costs 2 points)(Casting)
Lifeforce (costs 2 points)(Casting)
Eldritch (costs 2 points)(Casting)
Casting in this game is done in 2 phases, internal and external. Essentially, anything you can do before manifesting the spell is internal, whereas anything you have to do after manifesting the spell is external.
For example, when you shoot a fireball, things like how big it is, and how hot is, are things that would be internal. However, if you want to control its flight, or make it dance around, or delay the explosion, that would be external.
Focus affects the internal phase, Projection affects the external phase. You can roll multiple times to get a more powerful spell. You choose how many projection and focus rolls to do. Each spell requires at least one focus roll and one projection roll. Each consecutive roll has the same stats, but the more rolls you do, the more likely it is that one fails.
Failure is important. I will decide exactly what happens when you fail, but know this. It will be different for an internal failure than for an external failure. And, the more rolls that succeed before the failed roll, the more powerful the failure will be.
You must have at least one point in Focus or Projection to cast a spell, or learn casting knowledge (Necrology is not caster exclusive, BTW). You also need to define from where you are casting the spell. Spells which require aiming, or affect a specific small area, are cast from the hands. Spells that command things are cast from the mouth. Spells which require concentration, such as creating a barrier and mind control, are cast from the eyes. More specific ones, like casting a speed spell from your feet, will also come up.
Gameplay is fairly simple as an RTD. Each time you want to make an action, I'll roll a d10. 1 is crit fail, 2-3 is fail, 4-6 is neutral, 7-8 is success, 9 is crit success, 10 is overshoot. you add your skill to your roll. 1 is always a crit fail, regardless of skill. 10 is only possible through a natural roll. So the effective range for skills is 1-9.
Stats will usually just give me a guide for your capabilities, though they may be allied to rolls that make sense if there isn't an appropriate skill.
Depending on how the game goes, you may wish to take a secret action. Do this by PMing me.
If I post a spoiler in the turn with a player's name, that means its a secret action that only they are allowed to read. If appropriate, they may choose to share the information, but unless they do, you are under no circumstances allowed to read other player's spoilers.
Also, if it says you are supposed to write up a report, you should send me a PM with the information you reported at the end of a mission. It doesn't have to be a verbatim report, just tell me what you reported and what you left out. The content of these reports may be important later.