Setting: You are the last dwarves alive in the fortress of Wheeldriven. A massive goblin siege has force you and your comrades into a safe room, barred from the rest of the fortress with a pair of retractable bridges and seven flood gates. The room is a mere 30 by 30 feet, with several beds, a couple of tables, three weapon racks and armorstands, a well, which is beginning to run dry, and several empty barrels, once filled with a supply of turtles and plump helmets. You do not know how long you have been locked in this safe prison, but with no food, water, or booze, there is only one option.
Escape.
You and your comrades must brave the gauntlet of goblins, trolls, beakdogs, and other evil that may have inhabited the fallen fortress. To do otherwise would consign you to a slow death by starvation, or worse, dehydration. Gather your wits, and what supplies you can from the room, and make your way to the light.
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Rules:
Quote from: RTD Standard 1.1 ruleset:
The GM (Game Master) posts a situation you, the players, are in. You then post your actions, exactly one action per turn. Once all players have made their actions, the GM posts again, with the results of the actions and the state of the world around you. After which you post actions again, ad infinitum.
The action results are defined by a six-sided die roll:
[1]: Epic Fail. Whatever you tried to achieve, you didn't, and you made it worse.
[2]: Fail. You didn't, or couldn't do what you tried to.
[3]: Meager success: You didn't fail, but you didn't succeed either. Like trying to sit on two chairs but ending up on one.
[4]: Success: You succeeded in your plight. All consequences are now your problem.
[5]: Epic Success: You succeed in the most positive way possible. The universe will bend to your will.
[6]: Overshot: You achieved what you tried to achieve, but you made it worse by doing so in the most inhumanely overpowerful way possible. Casualties are inevitable.
In addition, if at any time something threatens you, you get a free roll to dodge it. If you end up in a very bad situation as a result of the first dodge roll, you may or may not get another free roll to narrowly escape death.
Quote from: RTD Extended 1.6 ruleset:
Swarm rules: Each successive dodge roll during a turn, unless it is a dodge against the same object or character, will get a -1 bonus.
Status rules:
If you are Stunned, Dazed, or otherwise receive a temporary penalty to overall or individual rolls, this penalty lasts until your next action is resolved, and not through the whole turn.
If you receive a long-term effect that has the potential to alter itself, you get an Effect Resistance roll immediately after your action is resolved to determine the spread and consequences of the effect.
If you are Unconscious, whatever penalty you receive will not reduce your roll score below 2, unless stated otherwise.
If you receive a mortal wound but are not killed outright, you need to pass a roll to avoid death at the end of every turn.
Combo rules:
You can spend your turn to help another player achieve his goal. If your roll is higher, it is taken as the success roll for the action.
You can also spend your turn to botch another player's action. If your roll is higher, its opposite is taken as the success roll for the action.
In both cases, individual player rolls determine what happens to the players in the course of the action.
Action rules:
Some actions may be considered "free", depending on the circumstance, and not require a roll.
As such, these actions can be paired with normal actions without penalty.
NPC rules:
When interacting with NPC's, a player can affect the action choice of the NPC via persuasion or hypnosis. In any case except direct physical control, the action of the NPC will be carried out in the NPC phase.
In extreme cases, regular players can be treated as NPC's. In these cases, the action will be carried out by the player in his own turn, and the effect that changes his action will be considered a positive Combo.
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Stats are gained over the course of the adventure, but all players begin with one:
Strength: Relates to damage, feats of might, how much you can carry without being encumbered, and some social situations (Having bulging muscles make intimidation easier)
Agility: Applies to dodge rolls, acrobatic actions, and anything relying on hand eye coordination (Attacks, lockpicking)
Toughness: Applies to resisting damage, overcoming fatigue, and finding inner reserves to push through. A broken arm, pah, gouged out eye? I only need one.
Intellect: Any feat where logic and knowledge are required. Knowing the lay out of the fortress, which lever pulls what, and understanding language. Also helps accelerate experience gain.
Charisma: Force of personality. Applies to all social rolls.
Luck: Sometimes being lucky is the most important thing of all. But remember, it swings both ways.
Experience is also allowed to start off at one. This relates to what your dwarf did before the fortress was taken over. Any roll involving your field of expertise gets +1 (Changed to prevent no failure possible rolls)
Any takers?