I have a fancy 9-level RTD ruleset I want to try out. Here's the rules:
9 Exploding FAIL!!!
8 Over Fail!!
7 SUCCESS!
6 Good Pass
5 Pass
4 Barely Pass
3 Fail.
2 Critical Fail!
1 OPOSITE Fail!!
5 Neutral
4,6 Just a little bit
3,7 Overkill!
2,8 YOU roll to Dodge
1,9 EVERYBODY roll to dodge. 9 = a guaranteed explosion.
Some examples:
5 = You pick up the glass and drink the water.
4 = It's tough, and you spill half of it due to an odd spasm, but you drink the water.
6 = You grab the glass and drain it quickly, feeling refreshed.
3 = You try to grab the glass, but miss.
7 = You take hold of the glass and drink it like none have drunk before! The others are awed by the spectacle and get +1 on rolls due to the inspiration.
2 = You grab the glass violently, causing it to break! Roll to avoid the shards.
8 = You take the glass in hand and jerk it at yourself, throwing water all over. Roll to avoid choking on the water.
1 = You attempt to drink the water, and even get some in your mouth, but you fail to swallow any of it. You are now twice as thirsty, oh, and you drop the glass on your foot, breaking both. Everyone rolls to avoid shards!
9 = You grab the glass and jam it at your face. It explodes, spraying water at supersonic velocities everywhere. Everyone rolls to avoid the dangerous blast of water. Oh, and your face has glass embedded in it. Might want to get that looked at.
The other special feature is that each starting character get to claim 3 traits- good at throwing things, good at dodging things, and can breath fire, for instance. I'll judge how this appears in play, and I may change it slightly, such as by giving +1 to throwing and dodging rolls, and allowing you to breath fire on a 6+ (naturally, you'd explode on a 9.) Other than these traits, you can't spend a turn "learning to breath fire" but something could always change later.
Everybody gets 3 bonus "lives", too.
I'll take 9 players.
1. Cheeetar: +1 to Dodge, rolls twice to dodge explosions, +1 to avoid damage from c
ats.
2. NUKE9.13: Telescopic vision, Telepathy, Can use Light Magic (arcane).
3. Org: Sword, Throwing, Shield. +1 on rolls using all of these as intended.
4. Solifuge: Has magic satchel that works on a 7, Can speak with foliage, +1 for marketing/sales.
5. Frelock: Explosion-Resistant Skin, Precognition, Can use Light Magic (devine).
6. neo1096: Mind-Link, +2 on rolls with fire, Fire-resistant.
7. Jay Kayell: Can regenerate, +2 on magnet-related rolls, Can absorb objects.
8. Keiseth: Durability, +1 on Jumping, Explosionist.
9. inaluct: Pick and high-speed digging, Can jump ridiculously far, Throwing stuff
Remember that +1 has a good chance of being a penalty, too.