Basically, this is my first RTD so I decided to use a topic I'm most familiar with; Fantasy. Be assured, however, that this is more than just a fantasy setting: It's a fantasy setting I have - for the most part - crafted myself. I'll try my best to summarize the information required to play, but I apologize in advance for any text walls.
The world is called Ayrethas, from an ancient word, meaning roughly 'everything', denoting nature, and everything around it. In this world, there are three continents. The northern one could be seen as two lands, two continents, if not for being connected by a thin bridge of land. It includes the lands of the Varian, a dominant empire of Humanity - The great desert belonging to various separate nations and nomad tribes known as the Leskans - And the mountainous regions known as Drakolent, home to Humans, Dwarves, and some even say Dragons. The south-western continent is home to the wild Elves, the Vylthenian - The Nirosthen, a species of Elf that revel in the earth, like dwarves, and often fight between themselves for power or territory. The south-eastern continent is the home of the Orcs, a civilized, powerful and intelligent race, who all hold a primal rage deep in their hearts. In recent years, things have been 'peaceful'... Aside from border skirmishes, the latest tension between nations was caused by the Varian's careless actions, with the near-extermination of the third Elven species, the Kairothenians, along with their homelands.
The different races each have different weaknesses and strengths... And I'll be honest, I didn't have an RTD in mind when I created these races, so they may or may not be balanced from a game-playing point of view. Bear with me.
Humans: All humans get an extra skill
Varian; A species of humanity. They generally have pale skin, dark eyes and hair. They are considered by many to be the most powerful nation of humanity, and the only one united under one banner. +1 to hit rolls.
Leskan; A species of humanity that hail from the great desert, Len Harun. Though split into many different peoples, the base kinship is there. +1 to heat resistance.
Daoinec; The mountain folk of humanity, they share good relations with the Dwarves. +1 to balance rolls.
Barbarians; though nowhere near an organized force, living in the icey north, or the icey south, they are considered a people. In the past they have raided and attacked into more civilized lands, but got pushed back due to lack of organization. +1 to cold resistance, +1 to strength rolls, -2 to social rolls
Elves: All Elves get +1 to reflex rolls
Kairothenian; These are the proud, arrogant people. A lot of people think they are a dying race, but they think otherwise. They are very magically aligned. +1 to magic control rolls.
Nirosthenian; The Nirosthenian are a very forceful, earth-aligned race. They are known for their crafting and blade-skills. +1 to blade rolls.
Vylthenian; Known as the wild elves, the Vylthenians have a highly tribalistc style of living. Even among the prodigious reflexes of Elvenkind, theirs are regarded as the best. +1 to all reflex rolls.
Vampyr: Vampires are regarded as unkillable, immortal. Monsters of the night, walking corpses. This is suspicion, arising from the fact that they have an oddity... Dark aligned magicka. It boosts their regeneration, augments their natural strength... But requires them to drink blood if they wish to utilize their full strength. +1 to strength, resist damage and resist death rolls, but only when not revealed to holy/sunlight. Holy Artifacts/objects also negate these bonuses. Unable to use magicka.
Werewolves: Werewolves are a race which have innate shapeshifting magicka. Even in human form, they are incredibly fast. +1 to reflex rolls (Human) +2 to movement and reflex rolls, but -3 to social rolls (Wolf)
Dwarves: The dwarven race is a highly resilient merchant race (of all things), ruled by deviously cunning Trade Lords. They have a caste system in their society; 'Stone' or worker caste, 'Steel' or soldier caste, and 'Sapphire' or Noble/Merchant caste. +1 to resist damage rolls (Stone) +1 to weapon rolls {of choice} (Steel) +1 to Social rolls (Sapphire). All Dwarves get +1 to resist poison.
Daemonica: Very rare, originating from another plane of existence. Daemons are generally more powerful physically, but are unable to use magicka. +1 to reflex, speed and strength rolls, -2 to social rolls.
Orcs: Orcs are intelligent, civilized people, with a primal rage hidden in their hearts. +1 to strength rolls, chance to go berserk when angered. (+1 to damage resist when berserk, but autofail social rolls for 1 turn)
Basically, there are 3 types of magic. Sorcery, Wizardry and Witchcraft. Sorcery uses internal magicka, so it tires you out faster, but it builds magical stamina, and is easier to control than the other two. Wizardry uses external magicka; the magicka of everything around the wizard. It is considered evil, because it can easily kill everything around the wizard if used incorrectly. Witchcraft requires delicate control and mediums, reagents.
Name:
Age:
Race:
Skill: (One extra skill; be creative)
Combat Preference: (Can be magic, can be a weapon, or even martial arts. NOTE: This doesn't determine If you can use magic or not.)
Extra Notes: (Profession, magic, hobbies etc...)
History:
The usual fare, though I will use different dice for damage rolls.
1 - Extreme Fail
2 - Major Fail
3 - Minor Fail
4 - Minor Success
5 - Major Success
6 - Extreme Success (cause I don't like that overshot stuff... Though there's no kill like overkill.)
Umm, I think that's all I need. Please notify me if you think I need anything else and why. Sorry again about the text wall.
1. Wolfchild
2. Innsmothe
3. JWNoctis
4. Riccto
5. KaguroDraven
6. Rockhard556