I’ve just had an idea for a new RTD that I haven't seen done before.
I don't expect most of you to be familiar with the wheel of time, and I’ll do my best to stop that being a disadvantage.
I am going to have a few deviations from the canon of course, both for game play and the fact I’ll be running off memory (no way am I searching through 12 or so 1000 page books just to find a tiny detail
)
also i'm not sure how good of a gm i'll be we'll soon see
i will allow ressurections, but it will require 4 turns at least, reduced by number of people woking in it. assuming there is a corpse to work with (i may revise this of course) you cannot ressurect a pile of ash for example but, say a dismembered body, you could first heal then ressurect
Your character can be one of the following:
Male aes sedai channel saidin you will start out able to sense it and able to seize it... half the time. you have one weaving slot (number of weaves being held/woven at once) male aes sedai are strong with fire and earth. you start off wearing basic woollen clothes
you begin with 3 simple weaves you will be able to choose from the following:
guiding fire - fire1 - small fireball that hovers above your hand (if active gives a +3 to the weave roll on any weave that uses fire)
fireball - fire2 - size varies on power used, sends a fast moving fireball at target
Basic Healing - spirit2 water2 fire1 earth1 air2 - takes energy from the wounded and the healer wounded will need to rest for at least one turn depending on the severity of the injuries healed, heals ALL injuries if successful)
eavesdropping - air1 - Hear things in the distance
shadowspawn warning ward - spirit2 fire1- this will sound a bird call if shadowspawn crosses it's boundaries - no more than one ward can go over the same area - even from other channellers
invisibility - air2 - makes you almost invisible (slight distortion of things behind you)
air tools - air1 - allows you to create various things out of solidified air, use your imagination
tie off weave - depends on weave being tied(levels + 1) - can be used to keep a weave going by itself to free up one of your weaving slots, careful though some weaves are dangerous to leave unattended - the tie off will roll each turn to maintain itself
Female aes sedai channel saidar you will start out able to sense it and able to surrender to it... half the time. you also have one weaving slot (number of weaves being held/woven at once) female aes sedai are strong with air and water. you start out wearing standard clothes
you begin with 3 simple weaves you will be able to choose form the following
Guiding light- air1 water1- a small light that hovers above your hand
fireball – fire2 - size varies on power used, sends a fast moving fireball at target
Basic Healing - spirit2 water2 fire1 earth1 air2 - takes energy from the wounded and the healer wounded will need to rest for at least one turn depending on the severity of the injuries healed, heals ALL injuries if successful)
eavesdropping – air1 - Hear things in the distance
shadowspawn warning ward – spirit2 water1- this will sound a bird call if shadowspawn crosses it's boundaries - no more than one ward can go over the same area - even from other channellers
invisibility – air2 - makes you almost invisible (slight distortion of things behind you)
air tools – air1 - allows you to create various things out of solidified air, use your imagination
tie off weave - depends on weave being tied(level + 1) - can be used to keep a weave going by itself to free up one of your weaving slots, be careful though some weaves are dangerous to leave unattended - the tie off will roll each turn to maintain itself
Wilders are much the same as aes sedai except that to channel they need to be angry. they also start with 2 weaving slots and random weaves (this one is for those who want a challenge)
Tower trained warriors cannot channel or learn to channel. they start with full steel plate (+1 against piercing and slashing -1 agility -1 against electricity) or leather armour + colour shifting cloak (allows you to blend into background) you can choose your weapon type it will be of a suitable material, if you choose a one handed weapon you can have a shield if you wish
all tower trained warriors get a +1 agility +1 strength +1 morale
Aiel are similar to Tower trained warriors except they wear brown breeches shirt and coat and carry 3 short spears and a bullhide buckler they get +2 bonuses instead of +1. they will never wield a sword (touching a sword gives a -3 morale hit and attempting to wield a sword will autofail) of course being hit by a sword someone is using against you will not activate the penalty
Rolls are rather complex in this one, I will be using random.org as I don't have a real dice
i'll roll a 18 sided die for standard rolls (it is on random.org after all)
1-3 = Critical fail
4-6 = fail
7-9 = a little success
10-12 = medium success
13-15 = perfect success
17-18 = overshoot
channelling is dangerous and difficult - you can kill yourself if you screw up or are distracted so I tried to echo that in the rolling system
to channel you need to go through at least 3 rolls
access the source,
1-9 fails
10-15 succeeds
16-18 succeeds and gains xp
control
1-3 you will roll for damage
4-6 you will lose hold of the source to prevent damage
7-9 you hold the source well
10-12 you get a +1 to the weave roll
13-15 you get a +2 to the weave roll
16-18 you get a +3 to the weave roll and gain xp
weave roll
this follows standard rolls
if you need a damage roll from the control roll
1-3 you will die
4-6 you will burn out (loose ability to channel) and be unable to do anything next turn and you get a -2 to dodge
7-9 you lose hold of the source but are dazed -1 to dodge
10-12 you recover and proceed to the channel roll with a -1
13-15 you recover well and proceed to the channel roll
16-18 you recover perfectly, proceed to the channel roll with a +1 and gain xp
all these rolls will of course get bonuses or penalties from experience and current situations
There are more rules that you will uncover as you go along.
there are several levels of pain and bleeding
No pain no effect
Light pain no effect
In pain -1 physical -1 mental
Medium pain -2 physical -2 mental
Heavy pain -3 physical -3 mental
Critical pain -4 physical -4 mental
None no effect
Light bleeding no effect
Bleeding -1 physical
Medium bleeding -2 physical
Heavy bleeding -3 physical
Critical bleeding -4 physical
when you attack if ou specify a target area on a 13-15 you you attack that target area on a 7-12 you will roll for luck as to which part you attack.
areas on a humanoud are as follows
1 head 2 heart 3 groin 5 guts 6 chest 7 right hand 8 left hand 9 right shin 10 left shin 11 right foot 12 left foot 13 right thigh 14 left thigh 15 right forearm 16 left forearm 17 right upper arm 18 left upper arm
(this probably needs balancing as currently you are more likely to hit a limb than anything else)
crit fail = raise by one level
fail = no effect
little and medium success = lower by 1 level
perfect success and overshoot = lower by 2 levels
going above critical will result in death.
When the whole group is travelling by vehicle (doesn't need to be the same way or in a group) the turn is compressed so that a whole day takes place during the turn
this is the only time you get a healing roll without the source involved, healing rolls follow the bleedout mechanic.
you get 3 bleedout rolls if applicable.
those who are passively travelling (in a carriage for example) can do things that can generally be done in the situation you get up to three actions.
aiel can use compressed travel without a vehicle, they go at speed 3, they are considered a driver, not a passive traveller.
if travelling as a group in several vehicles, drivers will not go ahead of others unless specificly stated, this is to keep groups together. speed is therefore determined by slowest vehicle/worst roll.
All players start out on the side of the light, however you may defect to the shadow at any time as a free action. However, once you turn to the shadow, you will find it difficult to come to the light...
You wake in an inn called the golden harp in a small town called 3 kings. You are in a room by yourself lying on a rather comfortable bed. You remember that your party had planned to make an important decision over breakfast in the morning. You are well rested (+1 to rolls involving mental tasks next 5 turns)
Players:
1: Frelock
2: Drangar
3: bleddin
4: USEC_OFFICER
5: Flintus10
edit: i forgot to mention
all i'll need is your class (and any chouces available) and a name (you forum name is fine)
Statuses:
Health:
Healthy
Well Rested +1 mental (5 turns)
Abilites:
Aiel: +2 Strength +2 Agility +2 Morale
Aversion to swords
Inventory:
gold bracelet = worth 5 gold marks
Equipment:
3 short steel spears (2 buckler)
Bullhide buckler +1 dodge
Cadin'sor (clothing) +1 to hide in brown locations
Health:
Healthy
Well Rested +1 mental (5 turns)
Abilities:
Aes sedai: Can channel
fire 3 0/5
Water 2 0/5
air 2 0/5
earth 3 0/5
spirit 3 0/5
Weaves:
(1 slot)
Guiding fire f1
Tie off weave (target weave levels +1)
Invisibility a2
Inventory
5 tar valon gold marks
Equipment:
linen lace up shirt
Wool coat
Wool breeches
leather boots
Health:
Healthy
Well Rested +1 mental (5 turns)
Abilities:
Aes sedai: Can channel
fire 2 0/5
Water 3 0/5
air 3 0/5
earth 2 0/5
spirit 3 0/5
Weaves:
(1 slot)
Guiding light a1 w1
fireball f2
healing s2 w2 f1 e1 a2 (patient cannot do anything next turn)
Inventory
5 tar valon gold marks
Equipment:
silk blouse
silk shawl
silk dress
leather boots
Health:
Healthy
Well Rested +1 mental (5 turns)
Abilites:
Towe trained warrior: +1 Strength +1 Agility +1 Morale
Inventory:
5 tar valon gold marks
Equipment:
2 steel swords -1 enemy dodge -1 agility
Full steel plate +1 against slashing +1 against piercing -1 against electricity -1 agility
Health:
Healthy
Well Rested +1 mental (5 turns)
Abilites:
Aiel: +2 Strength +2 Agility +2 Morale
Aversion to swords
Inventory:
gold bracelet = worth 5 gold marks
Equipment:
3 short steel spears (2 buckler)
Bullhide buckler +1 dodge
Cadin'sor (clothing) +1 to hide in brown locations