I have decided to make an RtD, because it seems fun, and I have an easy to use program that helps me, so I don't have to mass-manage a lot of stuff. There will be a max of 5 players and a waiting list, in case any not-fast-enough posters want to eventually join in.
Standard RtD roll rules apply. The system of rolling I will be using is a LITTLE different then the usual.
[1] You fail very badly. This roll usually makes you fail so hard you make the situation worse and/or injure yourself.
[2] You fail badly, sometimes injuring yourself in the process.
[3] You succeed meagerly. You attempted the task you set yourself towards, but did not complete it or did not do it very well.
[4] You succeeded at the task you wanted to. An average/normal success.
[5] You succeeded greatly. You usually gain bonuses and so on from rolls like this.
[6] You succeeded a little to hard. This sometimes merits in small penalties.
BONUS ROLLS
These are special types of rolls that you can only get if you have enough of a bonus at what you are trying to do.
[7] You succeeded majorly. This usually results in good bonuses and/or achieving more than you could have hoped for.
[8] You succeeded more than you could ever have hoped for. This usually results in great bonuses and/or achieving much more than you could have hoped for.
[9] This is basically a bonus roll 6. You succeeded WAY WAY WAY too hard. This, along side successfully doing what you wanted to do, almost always results in large complications/penalties/whatever on the side. Say, for example, you rolled to try to create a mini-singularity cannon. If you rolled a 9 at this, you would instead create a large black-hole launching, hand-held artillery, which if you fired would probably screw what you wanted to screw as well as you and everything around you in the vicinity of ten miles. Hard.
This is going to be pretty mandatory, except for a special section that will dictate a feature of this RtD.
Name: [Nothing too long or too crazy, and nothing that does not make sense.]
Appearance: [Completely optional, but if you do choose to fill it out, don't do anything that doesn't make sense, IE a half-wolf character.]
Skills: [You can have 3 max skills. Novice: +1 Adept: +2 Skilled: +3 Experienced: +4 Veteran: +5 Master: +6. Each skill level takes a 'skill slot', and you have 3 skill slots.. So you can be Novice at Pistols, Explosives, and Lock-picking. But you can also use 2 skill slots on 1 skill to start with Adept at said skill, or 3 skill slots to start as Skilled. Skills can be anything that you can think of, giving bonuses in that area. Hiding, ambushing, martial arts, jumping, climbing, shooting, stabbing, whatever you can think of!]
Mutation: That's right, you can choose one mutation. It can be anything you think of, as long as it is not too overpowered (IE Being able to shoot synthetic rockets out of your palms) or without any side-effects (IE Being able to shoot synthetics rockets out of your palms but being weak and having penalties next turn). You will be able to 'level-up' your mutations by using them a lot, focusing yourself, using a machine, etcetera. You can change one factor of your mutation with every level-up, and if you level up your mutation enough you can either change it enough to end up with an entirely different mutation (IE Progressing from rockets to bullets to flame shooting out of your palms) or a much powerful mutation (IE Being able to shoot very strong rockets out of your palms from very long distances). Mutations CAN affect your appearance, so if you want to have a horn mutation or a mutation that gives you fur or whatever, you can.
There are sixth health 'states.' Each health state basically holds other injuries of its kind. For example, under the 'Broken' state resides fractures, splintered bones, etcetera. There are also 'pain rolls.'
If you get hit hard enough, you will make a pain roll. If you get a bad number on that pain roll, you will receive penalties to focus/concentration rolls. How long the pain penalty will last and how much it's penalty will be depends on the injury. Most pain rolls only arise from getting hit a second time on an already injured body part.
To heal a body part, you need to make a successful heal roll [3 and up] as well as getting it looked at before hand if it needs too. If someone rolls to help you heal, it's the same as if you tried to help yourself heal. If they roll a 3 or up, it counts as a heal roll. If you roll a 7 when attempting a heal roll it counts as [2] successful heal rolls. If you roll an 8 when attempting a heal roll, it counts as [3] successful heal rolls. If you roll a [9], then you are automatically fully healed and your limb is probably improved to the point where it is dangerous.
There is:
[1]: Bruised/Bleeding. Requires 1 successful healing roll.
[2]: Harmed/Heavy bleeding. Requires 2-3 successful healing rolls, depending on the injury.
[3]: Mangled. Requires medical attention or no attention depending on the type of injury as well as 4 successful healing rolls.
[4]: Broken. Requires medical attention or skilled medical attention depending on the type of injury as well as 6 successful healing rolls.
[5]: Missing. Never heals, and you cannot use that limb, obviously. Although you CAN try to improvise...
Now to get to the story!
You wake up with a slight headache, a dull, insistent ache in all limbs, along with a cold chill. You are lying on your back on cold metal, and as you open your senses even further, you realize that you are on a plane, based on small shaking and the whine that accompanies all plane flights. You realize that you don't know who you are, but suddenly a wave of memories crashes over you. Your name, who you are, and your secret... your mutation. You realize with fear that most people feared and hated the mutants. And then beyond that... nothing. Other than those few memories, you can't remember your past life at all.
With a large inhale of breath, you sit up and realize something on your wrist. A bracelet of some sort, looking like slightly changed hospital bracelet. You peer a little closer and see 4 large letters. M.R.A.C. and under those 4 small words, spelling out: Mutant Reprisal and Containment.
You realize that, as the small hairs on the back of your neck stand straight up, your location and this weird bracelet must be connected to your mutation. You now experience an urge to get out of here. Whoever is piloting this plane can't be friendly... What do you do?