I'm probably taking off more then I can handle here, but such is life. A while back, Sean Mirrsen had an amusing idea for redefining the RTD genre: rolls are determined by 3d6+3d6, rather then just 1d6. A +2 bonus no longer makes failure impossible. During a turn, a character rolls from 3-18 (Midpoint is 10) for skill, and 3-18 for luck. Both rolls are accounted for when deciding on a success or failure. Skills is affected by personal skill and health. Luck is affected by most everything else, including equipment, weather, curses, and the gods.
An insane elf is trying to bring about the end of the world! Stop him! Technology: Pre-industrial era. The best guns are flintlock breach-loaders and smooth-bore cannons. Magic: Medium power. It is possible for nearly anyone to develop magic with enough time, effort, and study. Most people do not have the means for this, although some people are born with an innate talent. The most powerful archmagi are able to create a tower in roughly one day, transmuting the construction materials from whatever is present in the location. Gods: Present, but rarely intervene directly. Several pantheons exist, and most gods will grant power to chosen individuals. Races: Humans, dwarves, and elves.
The laws of physics are fairly consistent with those in our own world. Do not expect to be able to turn a moon into a zombie or carry around three halberds, two sets of platemail, and a staff.
It is a cooperative game, and there is a set quest with an ending. I don't want to pull out the doomsday counter, but I might if everybody decides to sit around doing nothing. No rush, of course. There's just an insane elf who needs to die. Along with all his elf friends and elf supporters.
Skills generally add +1 to the roll for each skill level.
Actions generally give 1-3 xp. Training gives another +1. xp resets to 0 on leveling, but carryover is possible. (Bill has 9/10 xp. He gains two, and now has 1/14 xp.)
Success with a low skill level for non-trivial actions depends heavily on luck, while highly skilled characters may be able to negate bad luck on an simple action. An archmage of fire doesn't care that the wind's blowing; he'll fireball that army anyway.
Xp table:
Novice [4 xp needed]
Adept [8 xp needed]
Competent [16 xp needed]
Skilled [20 xp needed]
Master [40 xp needed]
Grandmaster [60 xp needed]
Champion [80 xp needed]
Legendary [100 xp needed]
Traits:
Every character starts with two traits. It is possible that I may allow them to be changed once gameplay begins, but expect to have these two for a while. Choose wisely.
A trait can be a general proficiency of a character or something else. There is no list, but think things like Fallout perks. Strong Back, Fast Runner, that sort of thing. Be creative and ask if I'll allow it.
Proficiencies are linked to a skill and reduce XP requirements by 3/4 and grant +1 luck while using the associated skill. Lock Picking, Fire Magic, Sword Use, and the like.
The damage types for weapons are: Slashing, Piercing, and Blunt. Slashing can remove limbs. Piercing causes more bleeding. Blunt causes more broken limbs and pain, but no bleeding.
Magic types are: Fire, Water/Ice, Air/Lightning, Earth, Arcane, Mind and Divine.
Most wizards specialize in one school. Arcane Magic is the manipulation of raw magical energies, including dispelling magic. Masters in the field have been known to be able to teleport. Mind Magic involves illusions and changing the target's mood. Masters in the field have been known to paralyze a room full of hostile warriors in fear, or even dominate the mind of a single intelligent being. Divine Magic is only granted to disciples who have proven their worth. Any powers granted by a god fall into this category, even if it is a god of fire. However, a fireball spell from the god of fire will use Fire Magic defense.
I'm taking four. Only four. I'll be trying Sean's narrative style for this, and don't want to try that with eight people. If you want in, just post an "IN!" You'll have until I wake up in the morning (9ish hours) to edit the post with your startup sheet before I let somebody else in. No waiting list, but I might take on a few more after the first quest.
Signup sheet:
Name:
Race:
Traits and Proficiencies: (Pick two. Not two of each, two for the category.)
Equipment: (Two minor items, each with 2 points on it. Defense counts as 1 point, while skill modifiers count as 2.)
Bio: (Optional but greatly preferred.)
Example:
Name: Nirur Torir
Race: Human
Traits and Proficiencies: Fire Magic and Staff Fighting
Equipment: Staff of Fire (+1 Fire Magic) and Chainmail Helm (+1 Blunt defense, +1 Mind Magic defense)
Roster:
Realmfighter
Tehstefan
RandomNumberGenerator
Haika
Name: Stefan
Race: Human
Traits and Proficiencies: Swordplay, Arcane magic
Equipment: Iron Sword ( +1 to sword attacks) , shield (+1 to blocking piercing and slashing)
Bio: Stefan's always been interested in swordplay. From a young kid he practiced as much as he could, even though his family was more into magic, and he honestly was better at it than swordplay. However, he never really wanted to be a full magician, he'd much rather be able to do both, as opposed to just one small field. However, his family wouldn't allow him to not use his talent. So, he used the same field they all went into, Arcane. It was mainly used to heal people in their family, as they were doctors, but he got basic training in offensive use too, even if the focus was healing.
Name: Endok
Race: Dwarf
Traits and Proficiencies: Pious(Bonus to Divine Magic); Resilient(Bonus to Defense)
Equipment: Chainmail Shirt(+1 Piercing Defense; +1 Stabbing Defense); Holy Symbol of Limul(+1 Fire Defense; +1 Blunt Defense)
Bio: Shortly after his birth, he lost his mother to a tragic accident, and was "adopted" by his cruel uncle. His uncle always abused and beat him, and made ridiculous demands like "Make Bismuth Items". Suffering from multiple injuries, he would sit in his room, hoping somebody, anybody, would come to help him...
And somebody did. A dwarf by the name of Dom pulled a lever one day that flooded his uncle's room with magma. When asked why he pulled the level, Dom replied "I have no idea. It almost seemed like Limul herself forced me to." From that moment on, Endok knew his life's direction. He would become a paladin of Limul.
(I just pulled this out of my DF game. Limul is the god of wealth, jewels, minerals, volcanoes and mountains)
Name: Fraen
Race: Half Elf- Half Human.
Traits and Proficiencies: Gunmanship, Gunsmithing.
Equipment: Flintlock breach-loader, Ornate short sword.
Bio:
She is the daughter of two plot irreverent people, except for two things. Her father is a gunsmith, the one who taught her the art, and her mother had her in a very irregular way. Not only did she give birth to a half elf, she gave birth to the baby of her rapist. When the elf's attacked her village they did there average raping and pillaging without realizing that if they just left out a little raping they would be less dead right now.
Name: Halenthial Fleshleaf
Race: Pointy-Eared Basta/, I mean Elf
Traits and Proficiencies: Assassin(strong bonus to attacks when undetected), Cat Burglar (Bonus to lockpick, sneak, and disarm traps. Kelptomaniac)
Equipment: Blood-Stained Ebony Bokken(wooden katana, +1 slashing), Shadow leather armor(+1 blunt defense, +1 stealth)
Bio: Halen was born to a poor family of elven tree tenders. He grew up with no resources and was denied any formal schooling. At the age of 14 he decided he was done with poking trees and waiting for them to grow. He signed up for the Elven military as a scout, and was trained to move quietly, quickly and undetected. Showing signs of having talent he was given more and more important jobs, until he was assigned to serve a wealthy human princess.
Being forced to serve such an arrogant employer grated on the Elf. Even with so much wealth she selfishly denied anyone but herself. Before long this changed something in Halen, and one night being ordered to steal a dwarven child so the princess would have a playtoy he lashed out in rage, killing the princess. From that day on, he became an outlaw, both to his own people, and to others who find him thiefing in their towns. He would steal, rob, murder and kill, if the price was right. Where the money he collects goes, no one knows. Anyone who has found out turned up dead before the information leaked very far.
Post
"IN!" if you want in and read the rules/edit your signup post afterwards. I'm not taking more then four people. For now, at least.
I know I'm forgetting something. Let me know what it is please.
Edit - Oh, right. I was going to comment on picking characters that compliment each other and are good in dungeons. Diplomacy won't be particularly useful for this scenario.