I'm going to try GMing an RTD again. (I reread my previous one and became INSPIRED.)
REGULAR ROLLS
The roll table is using a d12 as the roll-y die. It goes from 0 to 13, obviously, you can only achieve 0 and 13 with a good(or bad) bonus.
If a bonus/penalty causes a roll to go below 0 or above 13, it's treated as a 0 and 13, respectively.
(0) Epic Failure - The gods do not like you. You will most likely die from this, taking others with you, and destroy whatever you were working on.
[1] Ungodly Failure - You utterly failed. Whatever you were doing probably mostly destroyed or caused you to severly injured yourself or others around you.
[2] Terrible Failure - The task was apparently too daunting for you and you likely really hurt yourself or made things worse.
[3] Worse Failure - You could not finish your task and probably hurt yourself or made things worse.
[4] Bad Failure - You were unable to accomplish your task and unlikely scratched yourself or made things slightly worse.
[5] Normal Failure - You were not able to accomplish your task.
[6] Normal Success - You accomplished your task. Nothing special.
[7] Good Success - You accomplished your task and managed to learn a little something. (+1 Skill)
[8] Better Success - You accomplished your task a little better than you were supposed to. (+1 Skill)
[9] Best Success - You accomplished your task a little better than you were supposed to and learned some new tricks in the process! (+2 Skill)
[10] Great Success - You managed to pull out the best in you and solve the problem! (+3 Skill)
[11] Awesome Success - You managed to tap into some hidden knowledge and solve the problem! This hidden knowledge sticks! (+5 Skill)
[12] Godly Success - By some unknown force, you perfectly complete your task! (+8 Skill)
[13] Overshot Success - You manage to perfectly pull off whatever you were doing! But, whoops, you over did it! (+13 Skill)
When someone or something threatens to hurt you, directly or indirectly, two rolls are made. First is dodging, then, if you failed to dodge, you roll for damage. For avoidance, roll your d12 and compare it to the table below.
(0) You dodge into the attack and leave yourself open for a second attack! (+3 to damage and attacker can roll to attack again[if applicable])
[1] You dodge into the attack! (+2 to damage)
[2] You failed to react! (+1 to damage)
[3] You failed to react! (+1 to damage)
[4] You failed to dodge!
[5] You failed to dodge!
[6] You narrowly avoid the attack!
[7] You narrowly avoid the attack!
[8] You mostly avoid the attack!
[9] You mostly avoid the attack!
[10] You completely avoid the attack!
[11] You completely avoid the attack!
[12] You REALLY avoid the attack, but leave yourself open! (attack can roll for a second attack[if applicable])
[13] You REALLY avoid the attack, but leave yourself COMPLETELY open! (attack can roll for a second attack, you cannot dodge it[if applicable])
If the defender fails to dodge, you then roll another d12 and compare it to the table below.
(0) The attack REALLY hurts themselves! (reroll on this table with a +2 and apply damage to the attacker[if applicable])
[1] The attack hurts themselves! (reroll on this table and apply damage to the attacker[if applicable])
[2] The defender is unhurt.
[3] The defender is unhurt.
[4] The defender gets a scratch.
[5] The defender gets a scratch.
[6] The defender takes a minor injury
[7] The defender takes a minor injury
[8] The defender takes a moderate injury
[9] The defender takes a moderate injury
[10] The defender takes a major injury
[11] The defender takes a major injury
[12] The defender takes a severe injury
[13] The defender takes a critical injury
There are six types of wounds: Scratch, Minor, Moderate, Major, Severe, and Critical
Scratches are the smallest type of wound. It incurs no penalty and it takes 10 scratches on a single limb to equate to a minor wound.
Minor wounds are a small burden. It incurs no penalty, but it takes only 2 on a limb to equate to a moderate wound.
Moderate wounds is like a "regular" wound. You get a -1 on all rolls and it takes 4 on a limb to equate to a major wound.
Major wounds are like broken limbs or large gashes. You get a -2 on all rolls and it takes 4 on a limb to equate to a severe wound.
Severe wounds are like 3rd degree burns or nearly-cut-off or crushed limbs. You get a -4 on all rolls and the limb it's on is unusable. (If the unusable 'limb' is your head, you go comatose.) It takes 2 on a limb to equate to a critical wound.
Critical wounds are like amputate limbs or your intestines spilt out. You get a -6 on all rolls and the limb it's on is unusable. (If the unusable 'limb' is the head, you die.)
You health is static, you can take a major wound on each non-head limb before dying. However, you can take perks to reduce damage dealt to you and wear armor to also reduce damage.
Whenever you exceptionally succeed a roll, you gain skills. Skills can be used to increase skills(obviously) and buy perks.
There are fourteen skill levels.
Skill Levels
Impossibly Hopeless | -21 ranks and lower | Unable to use this skill or put ranks into it. Object that raises this skill will not effect it. |
Hopeless | -20 to -16 ranks | -5 on all rolls with that skill |
Really Horrible | -15 to -11 ranks | -4 on all skill rolls with that skill |
Horrible | -10 to -6 ranks | -3 on all skill rolls with that skill |
Bad | -5 to -1 ranks | -2 on all skill rolls with that skill |
Non-proficient | 0 ranks | -1 on all skill rolls with that skill |
Learning | 1 to 5 ranks | No effects. |
Amateur | 6 to 10 ranks | +1 on all skill rolls with that skill |
Proficient | 11 to 15 ranks | +2 on all skill rolls with that skill |
Great | 16 to 20 ranks | +3 on all skill rolls with that skill |
The Best | 21 to 25 ranks | +4 on all skill rolls with that skill |
Master | 26 to 30 ranks | +5 on all skill rolls with that skill |
Legendary | 31 to 100 ranks | +6 on all skill rolls with that skill. You may use this skill out of context, but with a -6 penalty. |
Godly | 101+ ranks | Can never fail skill rolls with this skill. You may use this skill out of context. |
The Skills
Skill | Description |
Acrobatics | Acrobatics lets you escape from tight places, squeeze into them, jump, tumble, and perform other feats of dexterity. |
Alchemy | Alchemy determines how well your are at creating potions. |
Appraise | Appraise lets you identify an item's cost, any special features it may have, and whether or not it's magical. |
Craft | Craft skill lets you make things. |
Empathy | This lets you connect with others and tell whether or not someone's lying. It can also be used to connect with animals and calm or train them. |
Intimidate | How terrifying your p-p-p-presence is. |
Knowledge | Your know-how! |
Medical | Your ability to heal others. |
That Which Should Not Be Known | Forbidden Knowledge is something you cannot put ranks in. Every level you gain in this gives you a -1 on Social skills. |
Thievery | Thievery lets you open locks, disable traps, hide, sneak, and pickpocket. |
Ride | Ride determines how good you are at staying on the saddle. |
Sense | Sense determines how honed your basic senses are. |
Speechcraft | Speechcraft determines how well you are at speaking. Lying, seducing, and convincing. |
Spellcraft | Spellcraft determines how powerful your spells are and how easy you can identify spells being cast |
Survival | Survival helps you find food and water in unknown environments. It can also be used to make makeshift weapons or shelters or identify plants. |
Melee | Determines how well you are at hitting people. |
Ranged | Determines how well you are at hitting distant people. |
Unarmed | Determines how well you are at hitting people with your fist. |
You may also spend 5 skills to gain a perk. Below are a list of example perks, so feel free to make your own. Just don't make it too silly(ie PARTYPOOPER! - SHITS CONFETTI), too overpowered(ie DOOM - BANISHES TARGET TO PLANE OF HELL WHERE THEY'LL BE TORMENTED FOR ALL ETERNITY), or not in the same period of time(ie STUNT DRIVER - DRIVES CARZ SOOPER AWESOME).
Example Perks
Name | Effect |
Shapeshifter[Animal] | You may transform into the selected animal. Vulnerable to silver. You cannot take Lycanthropsy if you take this. |
Lycanthropsy[Animal] | You may transform into the selected animal or hybrid of the animal. You can spread Lycanthropsy via saliva or blood(the blood/saliva must be ingested or put into a wound). You are vulnerable to silver, sunlight(in hybrid form), talismans made to ward your type of lycan and other lycans of the same type(ie werewolf can kill other werewolves). You cannot take Shapeshifter if you take this |
Toughness | You get a +1 on rolls dealing with stamina(resisting disease, running for a while); You can gain this up to 3 times, it effects stack |
Might | You get a +1 on rolls dealing with strength(breaking a door, dealing damage); You can gain this up to 3 times, it effects stack |
Agile | You get a +1 on rolls dealing with dexterity(balancing, aiming a weapon); You can gain this up to 3 times, it effects stack |
Charismatic | You get a +1 on rolls dealing with looks or speaking(intimidating someone, rousing a crowd); You can gain this up to 3 times, it effects stack |
Sense | You get a +1 on rolls dealing with your senses(spotting something, sniffing tracks); You can gain this up to 3 times, it effects stack |
Knowledge | You get a +1 on rolls dealing with intelligence(remembering something, casting spells); You can gain this up to 3 times, it effects stack |
Fighter | You get a +2 on Melee, Unarmed, and Ranged rolls. You get a -1 on Alchemy, Intelligence, and Spellcraft rolls |
Caster | You get a +2 on Alchemy, Intelligence, and Spellcraft rolls. You get a -1 on Melee, Acrobatics, and Thievery rolls. |
Thief | You get a +2 on Acrobatics and Thievery rolls. You get a -1 on Melee and Unarmed rolls. |
When you have ranks in Spellcraft, you can weave wonderous spells! Magic works similar to perks, you spend Skills to gain them. Their are several levels of spells and each requires a similar level of Spellcraft skill to gain.
The spell levels are: Learning, Adaquet, Proficient, Great, The Best, Master, Legendary, Godly.
The cost for getting spells is 2 times it's skill level. So a learning spell would cost 2 while a Godly spell would cost 16. Casting spells cost nothing, but you cannot benefit from extra attacks from using them and failing to use them(or overshooting them) can cause bad things to happen.
Spells below are examples, feel free to make your own, following the same rules for making perks(not silly, overpowered, or out of the time period).
Learning
Name | Effect | Failure |
Flame | Light a fire or target takes 1 minor fire wound on chosen limb; Must succeed a Melee roll | The spell fizzles. |
Ajar | Open/Close target small container if it is not locked or obstructed. | The spell fizzles. |
Adaquet
Name | Effect | Failure |
Force Blast | Target takes 1 minor wound on chosen limb; must succeed a Ranged roll. | You take 1 minor wound on you arms. |
Minor Luck | Target gains +1 on next roll. | Target gains a -1 on next roll. |
Minor Curse | Target gains -1 on next roll. | Target gains a +1 on next roll. |
Proficient
Great
The Best
Master
Legendary
Godly
(Fun Fact: I spent all day typing out and formatting the rules above.)
Now that that's done, time for the
You are a pack of Lycanthropes living in the forest in a Gypsy Camp set-up. The world is a place of swords and sorcery. The forest conveniently lies on the border of a human kingdom, so food is easy to find. However, your prevalent murders are causing rumors to spread about the assailants, which may bring itself to the capital, alerting the king of your presence. Something must be done.
So here's the sign up sheet.
How about 5 people?The things set on there are starting things.
Name:
Gender:
Appearance: (optional, but preferred!)
Background: (optional, but preferred!)
Perks: Lycanthropsy[Your animal here] or Shapshifter[Your animal here] plus one free one
Skills: 30 skill points worth of skills. You can use these skill points to gain more perks. Unused points are lost.
Items: Caravan(Dresser, Bed, Hearth, and up to 1 other mundane furniture), Clothing, up to 4 other mundane items
CURRENT PLAYERSName: Taric
Gender: Male
Appearance: A young human male with dark hair and fair skin
Background: A shapeshifter on the run after he distrupted a religous service by morphing into a bear, scaring off the villagers and
disembowling the head priest
Perks: Shapeshifter (Bear), Charismatic (1)
Skills: Amateur Craft 10, Amateur Knowledge 10, Amateur Melee 10
Items: Caravan(Dresser, Bed, Hearth, and Box), Clothing, Necklace, Bronze Longsword, Nice Boots, Assorted Tools.
Name:Sonia
Gender:Female
Appearance: Raccoony.
Background: Once upon a time, in a far off land a raccoon bite some random lady. Instead of death, she received the powers of a raccoon.
Perks: Lycanthropsy (Raccoon), Thief (1)
Skills: Legendary Thievery 31, Proficient Speechcraft 11, Learning Acrobatics 1
Items: Caravan(Dresser, Bed, Hearth, Loot box), Clothing, Robbers eye mask, Robber sack, Robber boots and Robber cloak.
Name: Jed Halbut
Gender: Male
Appearance: A cheerful-looking young man with short brown hair and bright green eyes. Wears simple clothing.
Background: Jed's family has always been traveling entertainers, and they've always had a dark secret. Jed carries both these traditions, though he fancies himself something of a handyman as well.
Perks: Lycanthropsy[Wolf], Charismatic +1
Skills: Amateur Speechcraft 6, Amateur Empathy 6, Learning Craft 4, Learning Every Single Other Skill 1
Items: Caravan(Dresser, Bed, Hearth, Workbench), Clothing, Lute, Tools, Wood Axe, Fishing Pole
Name: Jannys
Gender: Female
Appearance: Tall and pale, red hair and Emerald, Wolf has snow white fur exepting the muzzle with is a deeper grey, eyes are emerald as a wolf also
Background: Am orphan on the streets of a busy metropolis, Jannys made her living by taking those of others, she swas eventualy turned out and turned by a small group of werewolves.
Perks: Lycanthropy[Wolf(seriously with my handle would you expect anything else)], Frostborne (Bonus in cold temperatures, penalties in hot temperatures)
Skills: Learning Intimidate: 4, Amateur Charisma: 6, Amateur Thievery: 6, Amateur Spellcraft: 6, Amateur Sense: 6, Learning Unarmed; 2
Items: Caravan(Dresser, Bed, Hearth and Footlocker), Clothing, Thieves tools, Spyglass, Disguise kit, Spiked Gloves
quip!
WAITING LIST1. PTTG?
2. Deviled
DEAD LISTName: Jimbo Bearfang
Gender: Male
Appearance:A chubby fighter, Jimbo has plenty of scars and short brown hair.
Background: Originally a very wealthy child, a small lycanthrope clan decided to see how well he could adapt. He adjusted extremely well, and has finished training.
Perks: Lycanthropy[Bear], Might, Fighter, Slashy Slashy(+1 to slashing/-1 to bludgeoning)
Skills: Proficient Melee 11, Amateur Unarmed 6, Proficient Intimidate 11, Amateur Sense 6, Learning Survival 3, Learning Empathy 3 [1 Skill]
Items: Clothes, Timothy(Sword), Spiked Gauntlets, Leather Armor, Spiked Helmet, Slab of human meat, human skin, decorative bone knife, some jerky
Killed By: A Lycan Hunter's arrow to the skull