Since my RL friends are in no way, shape or form nerdy or patient enough for me to play any Tabletop Games with them, I mean to get my DM fix via an RTD with slightly more involved rules.
Rules(Stolen shamelessly from Sean Mirrsen's OP on Multiworld Madness. Thanks Sean!)
The GM (Game Master) posts a situation the players are in. The players then post their actions, according to the conditions GM sets. The GM then rolls for the actions' results, and writes them out in his post. Then the players post actions again, ad infinitum.
The action results are defined by a six-sided die roll:
[1]: Epic Fail. Your efforts only worsened your situation.
[2]: Fail. Your skills or luck were insufficient.
[3]: Meager success: The situation didn't improve by as much as you have intended.
[4]: Success: Your efforts were sufficient to achieve your goal.
[5]: Epic Success: Your skills and luck have combined to ensure your success.
[6]: Overshot: Your efforts were more than required for the goal's completion, and your luck is such that unfortunate side-effects are inevitable.
If at any time something threatens a player character, that character makes a roll to avoid the threat.
For each action, any number of rolls may be made, as determined by the GM.
Primary causes for multiple rolls include, but are not limited to:
* Actions explicitly composed of multiple actions
* Actions that imply other actions that are not declared free
For every dodge roll, any number of additional rolls may be made, as determined by the circumstances, and any skills or special effects applied to the player.
Movement does not require a roll, unless the movement involves Difficult Terrain
A player may attempt to assist another player in a non-combat action. Both players make their dice roll; the higher result is counted as the assistee's result,
When engaged in Combat with any number of foes, the player character may target foes that have been established to be adjacent or nearby with a Melee attack, and any foes that have been established to be distant with a Ranged attack. A Melee attack against a distant foe requires two turns - one to close the distance, and one to actually deal the attack. Upon attacking a six-sided die will be rolled. The defending character will get a roll of his or her own to successfully defend against the attack, whether blocking, dodging, or otherwise avoiding the attack. A higher number for the attacker results in a successful hit; a higher number for the defender results in a successfully avoided attack. These numbers are affected by Bonuses and Penalties, whether innate to the character, equipment, or circumstances. For example, attempting a Ranged attack at a foe that is nearby will result in a -1 penalty to your die roll.
In concordance with the standard ruleset above, a roll of a Natural One is an automatic miss and a Natural Six is an automatic hit, while likewise a defensive Natural One results in an automatic hit for the attacker (unless he has himself rolled a Natural One) and a Natural Six is an automatic successful defense (even if the attacker rolled a Six). These are called "critical failure" and "critical success". Note that bonuses or penalties increasing or reducing your roll to a six or a one do not result in a critical.
When a successful hit is scored, another six-sided die is rolled. The result of roll determines which location is hit.
[1]: Right Leg
[2]: Left Leg
[3]: Left or Right Arm
[4]: Lower Torso
[5]: Upper Torso
[6]: Head
It is much easier to hit the torso or left leg/right leg than it is to hit the head or arms, hence two possible results that cause torso damage. Upon a roll of a 3, the GM will flip a coin. Heads results in damage to the left arm, while tails results in damage to the right arm.
A character may attempt to make a called shot. The called shot allows the player to specify which body part he is aiming for. The attack receives a penalty of -1 to its roll, however a successful hit will bypass the Location stage and pass directly to the Damage phase.
After the location of the hit is determined, the GM now rolls for damage. A six sided die is again used.
[1]: No Damage/Cosmetic damage
[2]: Lightly Wounded
[3]: Wounded
[4]: Heavily Wounded
[5]: Mangled
[6]: The body part is ripped off/smashed beyond recognition/cut off/disintegrated/various other violent things depending on the action
Any result above [1] is cumulative. For example, two consecutive damage rolls of [1] will still do nothing. However if a body part has incurred a damage roll of [2], and again receives a damage roll of [2], that body part is now [3], Wounded. If, due to bonuses or penalties, the damage roll surpasses [6] or drops below [1], the result is treated the same as if it had been a normal roll of [6] or [1].
Each time a character receives a damage result of [4] or above to the limbs and torso or [3] and above to the head, the GM rolls a die. If the result of the roll is lower than that of the damage result, the character falls unconscious. On his next turn another roll must be made to keep from dying (via blood loss), initially against a base score of [2]. Each turn the score that must be surpassed rises by 1. This is called the stabilizing roll. If the character fails a stabilizing roll by more than [2], he dies. If he meets it exactly, he stabilizes but is unconscious for the rest of the combat or until one of his allies chooses to revive him. If he surpasses it by more than [2] he revives.
A stabilizing roll of a Natural One results in death regardless of bonuses or penalties, while a roll of a Natural Six results in revival regardless of bonuses or penalties.
In addition to the above, a result of [5] on any limb renders that limb unusable.
Fire - In addition to whatever regular damage occurs, a body part that is set on fire will receive increasing cumulative damage each round unless the fire is extinguished. In addition after two turns of being on fire, the GM flips a coin. Upon a result of heads, the fire spreads to the adjacent body part and begins damaging that as well. So don't get set on fire, it's bad for you.
Electrical - In addition to whatever regular damage occurs, upon a successful (non [1]) damage result, the GM flips a coin. A result of heads means the damaged body part is rendered numb and unusable for two turns. Damage of this type to the arms causes whatever is being held to drop. Damage of this type to either leg results in the character falling over. Damage of this type to the head causes unconsciousness (without the need for a stabilization roll, and revival in two turns or whether an ally decides to revive the character).
Initiative
When a combat round begins, all combatants make a six-sided die roll. The result, from highest to lowest, determines the order in which actions will take place. This is affected by combat bonuses (but not damage/attack bonuses) and generic bonuses and movement bonuses. Upon two combatants receiving the same result, the GM flips a coin to determine who will go first. The initiative roll is not affected by the critical success/failure rules, therefore a Natural One does not mean that you fail to take action; rather it simply means that you'll go last.
The way combat works is that all actions play out simultaneously, but can be
interrupted or receive a bonus/penalty by the action of the character who has a higher initiative than you.
Creatures With More Than One Head/Pair of Legs/Pair of Arms [1]: One of the Right-Side Legs
[2]: One of the Left-Side Legs
[3]: One of the arms
[4]: Lower Torso
[5]: Upper Torso
[6]: Head
Character CreationReally quite simple. Give me a name (First Name and Surname), Sex, and Description* and you're set. Why? Because your other powers and abilities will be defined by the
PROJECT you pick from the list below. Abilities marked with "once a day" or similar will be restored upon resting. No two players may have the same choice, effectively limiting the total players (current and wait-listed) to twelve, unless I "patch" the rules later on, adding more
PROJECTS. Also, extremely bad-ass or silly names are discouraged. Something simple, like Jim, or Henry, or
Percival Jose, for example, would be enough. Although if you want to call yourself GORDO MALGAVITA THE THIRD, that's really up to you.
*The scenario I have planned for this thread means that you don't technically need a background, but it would be nice.Project SUNLIGHTImpudent
- Receives a +2 bonus to attempt to stay conscious after a severe wound.
Breath of Fire
- Twice a day, may attempt to breathe on an opponent or ally. This breath will either heal or harm the opponent or ally. Counts as a Melee attack with no penalties. Alternately, may breathe on a held weapon, setting it ablaze and causing it to deal fire damage for the rest of the combat.
Marksman
Project THUNDERBolt
- Can hurl lightning bolts. This counts as an electrical attack and additionally receives a -1 penalty to hit/
Monster Slayer
- +1 to damage against much larger opponents. "Much Larger" subject to GM scrutiny
Sexy Bastard
- Female characters receive -1 penalty to attack rolls
- +1 to any interactions with female characters
Project SHEOLUnseen One
- May become invisible. Invisibility is detectable once a character is aware of you, however they receive a -1 penalty to attack rolls.
Brooding
- -1 social penalty to interactions with any character
Unearthly
- +2 to defense rolls against fire or electrical attacks
Project EARTHSHAKERWaterborn
- +1 generic bonus in, near, or around water
Stallion
Trident
- +1 combat bonus with long, sharp objects
Project FORGECraftsman
- May assemble weapons out of suitable junk. This ability may be used even in the midst of combat. Suitability of junk to be determined by a GM die roll.
Lame
Fireforged
- +1 to rolls to resist fire attacks
Project WARChickenheart
- +2 bonus to combat rolls when unwounded.
- -2 to combat rolls when any body part is [3] Wounded
Savage
- +1 bonus to combat with melee weapons
Project MOONLIGHTArcher
- +1 to combat with Ranged weapons.
Huntress
- Once per combat, may make a called shot with a +5 bonus to hit
- +1 bonus to rolls involving stealth
Moonchild
- +1 generic bonus when outdoors at night
Project <3Dazzling
- Male enemies receive -2 to hit
- +1 social bonus to interactions with male characters
Soul Kiss
- May attempt to use a mind-controlling kiss thrice per combat. This counts as a called shot to the head with a -1 defensive penalty for male opponents. The attack has a -5 damage penalty. If the attack is successful, the opponent may be directed as a player character, but may not be ordered to self-terminate, and will snap out of the control if attacked by the controller or an ally.
Project JUSTICEOracle
- Allowed to use OOC knowledge
- May retroactively negate the effects of any attack once per combat, because "she saw it coming".
- Is blind, and receives a -2 penalty to movement rolls over difficult terrain. In addition, must always make movement checks, regardless of terrain condition.
Just Desserts
- +1 to Melee attacks with blades
Project RETRIBUTIONRetribution
- Gains a +1 to hit and damage an opponent that has attacked her or an ally
Wings
Temperamental
- -1 to rolls involving interaction with other characters
Project DISCORDChaotic
- Each turn, the GM flips a coin. If heads, she receives a +2 generic bonus to all actions. If tails, she receives a -2 generic penalty to all actions.
- -1 to Melee combat
Fortune
- Five times a day, may spend a turn to grant an ally or enemy a +1 generic bonus or a -1 generic penalty.
Project WISDOMSpearmaster
- +1 bonus to damage with long, sharp objects
Wise
- +1 social bonus to interactions with any characters
Strategist
- +1 to all defensive rolls
- +1 generic bonus to melee attack and damage rolls
Project HARVESTMother
- Once a day, may roll a six-sided die. The result may be used to reduce damage incurred by herself or allies, distributed in whatever manner among any number of allies or damaged body parts
- -1 to attack rolls
In tune with Nature
- +2 to movement rolls on natural terrain
- -1 to rolls against fire damage or attacks
There will be five players active at any given time. Because I intend this RTD to have some semblance of a plot, people have to explain their actions in the post; it must be, so they say, "in-character". In addition, OOC knowledge cannot be used to determine an action. For example, Bob cannot decide to assist Alice when she comes under attack if he is not aware of it thanks to hearing a noise or seeing it happen.
Additionally, a wait-listed player cannot just jump in without justification.
Situation: Death in Combat
If a current player dies in combat, a wait-listed player may choose to make a DYNAMIC ENTRY. This gives him a +3 Plot Bonus to his first attack and damage roll.
Alternatively, a wait-listed player may choose to enter at a later date, bearing new directions for the party, because they "know more" about the situation than the current player characters. In this situation, I will PM the player these directions.
Lots of RP is encouraged. Not that kind of RP, you perverts.
Party ListFlintus10 (Jane Sears, Project Wisdom)
Haspen (Elizabeth Dahling, Project <3)
MysteriousBluePuppet (Pierre Sylvain, Project Earthshaker)
Acanthus117 (Cassandra MacDonald, Project Justice)
eclipsetail (Cecilia Torella, Project Moonlight)
Scriver (Jaume Fabre, Project Forge)
Waiting ListSean Mirrsen (Therens Goldemain, Project Sunlight)
wolfchild (Elise Whitemane, Project Retribution)
Spade (
,
)
OutForsaken1111 (Stephen Falk, Project Thunder) [MIA]
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