NO MORE PEOPLE ARE ACCEPTED IN THE WAITING LIST! THE GAME WILL END WHEN ONLY 2 PLAYERS ARE LEFT ALIVE! Inspired by other RTDs, I decide to do an RTD of my own. The standard roll will be d12 -/+ modifiers :2 rounded up. To keep things different, the genre will be eldritch horror set a few years after World War II. You were all just living your lives and one day you wake up in an old medieval castle with no way out. That's all you need to know.
We will have both health and sanity.
Health will be dealt with realistically - wounds instead of hit points, medicine only treats smaller wounds, large wounds are harder to cure. Don't worry, I intend to kill everyone pretty quickly anyway.
Sanity will work as a meter.
100-80 - Perfectly okay.
50-79 - Stressed. Will have a -1 modifier for all rolls.
20-49 - Scared. Will have a -1 modifier for all rolls and will have to take unnecessary rolls for small things like picking up items, opening doors, walking and etc.
1-19 - Going insane. Will have a -1 modifier for all rolls, will have to take unnecessary rolls and will have hallucination which will further reduce your sanity as well as warp your vision of the surroundings.
0 - Insane. The player loses. His character becomes an NPC under the GMs control which will attack other players.
Sanity can be lost by staying in the dark, getting wounded, seeing scary sights and etc. However the most dangerous sanity reducers are supernatural beings and forces which range from weak -10 sanity spirits, to horrible creatures from different dimensions which can easily reduce your sanity by 40 per turn.
Ways to restore/protect sanity:
Relax. Takes a turn. Gives you only +15 sanity, but costs no items. Won't help scared or worse characters. Can't be done in darkness.
Wash with cold water. Gives you +30 sanity, can only be done if you have/are near water. Won't help characters that are going insane.
Herbal medicine. Gives you +50 sanity. Can be done by any characters, but consumes the item. Free action.
Comfort. Needs to be done by another character. Raises the characters sanity to that of the comforter. won't help characters that are going insane.
Potion of sanity. A very rare item that will give you +100 sanity. A life saver and one of the only ways to save characters that are going insane. Free action.
Alcohol. For three turns the character is immune to sanity loss and doesn't suffer from any symptoms of insanity, but gets -2 to all rolls.
Light is critical to keep your sanity. In darkness you lose -10 sanity each turn and in dungeons (which are pitch black) you lose -30 sanity.
Candles start as a "candle 2/2" item and melt 1 point per turn as you use them. They will protect you from the darkness, but won't help you in dungeons. Torches work the same, but last 4 turns.
Lanterns are more useful items. For them to work, you need lantern oil which is rarer but unlike candles lasts 4 turns. Unlike candles, lanterns will light dungeons, which contain many eldritch scrolls, but also many paranormal forces.
During the game you will be able to find eldritch scrolls from which you can learn spells. However both reading them and casting spells will reduce sanity, forcing the player to choose between sacrificing sanity to fight supernatural forces or trying to escape, but possibly losing more sanity.
Character skills:
Archaeologist. +1 to reading eldritch scrolls/tomes. Casting spells takes 10 less sanity.
Brave. Max sanity becomes 120.
Medic. +1 to medicine rolls. Can heal large wounds. Can use fire to cauterize small cuts.
Brute. +1 to combat and any rolls that require physical strength.
Unbeliever. Takes rolls when seeing supernatural forces. Doesn't lose sanity if the roll is 6.
Relaxed. Relaxing restores 10 more sanity.
Realist. Doesn't lose sanity from darkness and can relax in darkness(dungeons don't count).
Scavenger. +1 to searching.
Character flaws:
Illiterate. -1 to reading eldritch scrolls/tomes. Casting spells takes 5 more sanity.
Weak. -1 to combat and rolls that require physical strength.
Believer. +10 sanity loss from supernatural forces.
Nervous. Can't relax.
Coward. Loses sanity due to darkness twice as fast (except dungeons). Takes 5 sanity damage per turn in dungeons in addition to the normal sanity loss, even with a lantern.
Hasty. -1 to searching.
Over-imaginative. Has hallucinations when scared, but not going insane. However hallucinations only reduce sanity when going insane.
Fanatic. Dark forces communicate to the character. He has to take a roll each time he witnesses paranormal activity and if he rolls 1 or 2, he will be drawn to it.
Form:
Name:<Serious name and surname> (<forum user name>)
Appearance and bio:<Serious>
Skill:<1 skill>
Flaw:<1 flaw>
Status:<Healthy>
Sanity:<100/100 or 120/120 if you took the skill.>
Inventory:<Empty. You start without anything. Clothes don't count as items, they exist in your description. You have an unlimited amount of matches for simplicity. You can carry 5 or less items.>
Note: Don't try to be a smartass and take a skill and flaw which are opposite (like archaeologist and illiterate).
Players (5 slots, insane characters don't count):
Name: Amelius Blackthorn
Appearance and bio: Amelius is an archaeologist who many think has gone "A little over the hill". Prof. Blackthorn used to be an authority on relics that were linked to worship ceremonies. Recently though many have come to doubt his stability, he believes a little too much in what he's been digging up, and those who know him have confessed that he says he hears voices in his sleep telling him where to dig. Almost entirely white haired and wrinkled from the sun, no few scholars pity the 72 year old fading legend. Tan slacks, brown dress shoes, brown overcoat, white button-up shirt.
Skill: Archaeologist
Flaw: Fanatic
Status: Healthy.
Sanity: 100/100
Inventory: Empty.
Name:Christopher Haslag
Appearance and bio:Young, tall and lanky. Has attempted to grow a goatee but his facial hairs isn't really up to it. Wears A T-shirt (usually black or red) and Khakis.
Skill: Unbeliever
Flaw: Over imaginative
Status: Healthy.
Sanity: 100/100
Inventory: Empty.
Name: Wymar Sane (Darvi)
Appearance: Guy in his early 20s. wears fleece jackets and a headband
Skill:Realist
Flaw:Hasty
Status:Healthy.
Sanity:100/100
Inventory: Empty.
Name:Kaguro Draven (KaguroDraven)
Appearance and bio:Kaguro is of just below average hight and is thin for his size, He had dark brown, nearly black, hair that reaches his mid-back and brown eyes. He is oddly pale and usually looks bored or like he's thinking. Wears jeans and a t-shirt with something witty written on it.
Skill:Realist
Flaw:Over-imaginative
Status:Healthy
Sanity:100/100
Inventory:Nothing.
Dead:
-Wallace Johnson (Taricus) 60 points!
Killed by a humanoid creature.
Achievements:
-First to die (10 points. Self-explanatory.)
-Death by Mocking (20 points. Self-explanatory.)
-Bravery Kills (20 points. Fought when he could try running away.)
-Lazy (10 points.Did nothing useful.)
-Bob Smith (Krath) 50 points!
Had his throat bitten by a mysterious beast.
Achievements:
-Too dumb to live (20 points. Played the entire game as an oblivious idiot character.)
-Explorer (10 points. Was on dungeon level.)
-CHAAAAAAARGE! (10 points. Fought a creature like a REAL MAN.)
-Misfortune (10 points. Died due to a double -1 modifier. Ouch.)
Insane:
-Owain Jones (quip) 50 points!
Went insane.
Achievements:
-First to lose it. (30 points. INSANITY YAY!)
-Hint: Not a newspaper. (20 points. Tomes are not toys, kids.)
I know English as a second language and would like to get better at it, especially at storytelling. Feel free to criticize.