Why.. just WHY, CRUEL MIND! Not too long after I shut down Incursion, I am cursed with another idea for an RTD... except this time, it has an actual system.
I'm not too sure about the setting yet, aside from Medieval Fantasy. I have the basic character sheet and system worked out for it, however.
---Character---
Name: [This SHOULD be obvious. If it isn't, I have a nice place called 'preschool' to send you to...]
Age: [How many years since your character was born]
Specialty: [Since most of my RTDs are combat based, I'm a sucker for this. Basically a choice between Weapon, Defence and Magic. For Weapon and Defense, choose a type. (For Weapon, choose what weapon you specialise in. For Defense, what type... i.e soak or dodge)]
Appearence: [What does your character look like? Describe it here. Detail is not neccesary, but preferred.]
Personality: [How does your character act? How do they feel about things, what do they like or hate etc.]
Background: [Everyone has some type of history to their name. What has happened to your character throughout their life?]
Origin: [This... well, It doesn't matter at the moment, as I don't have my list of cities worked out. It's basically where your character came from.]
---Current Status---
Health: ?/? [Health is calculated by the formula 12+(2*Toughness)]
Stamina ?/? [Stamina is calculated by the formula 20+((3*Endurance)/2). Round down when it gets into decimals.]
Mana: ?/? [Mana is calculated by 44+(Intelligence*Magical Power)]
Injuries: None [This is for future reference, this should be on the Status Sheet, but I haven't gotten around to figuring that out yet]
---Equipment---
-Equipped-
--Weapon
Main Hand: [This is the weapon in your main hand. Right/Left you choose.]
Off Hand: [This is the weapon in your off hand. The hand that you didn't choose. Can be Shields. If weapon in Main Hand is 2 hander, list it here aswell.]
--Armor
Head: [Helmets, or anything that is worn on the cranium, A.k.a your head.]
Neck: [Necklaces, Leather Chokers, Slave Collars, whatever. What you wear around your windpipe.]
Torso: [Unless you run around with your chest bared, this should be filled.]
Legs: [As with above, except to do with pants.]
Feet: [What you wear on your hands. I mean your feet...]
Hands: [What you wear to keep your fingers warm. Or attached.]
Arms: [This can range from anything to wrist-guards to plates running all the way to your shoulder. Also counts jewelry, for the record.]
-Inventory-
--Weapons
Back: [Weapons worn on your back. Usually Two-handed weapons or Bows of some sort. Cause only an idiot would wear a dagger on their back.]
Belt: [What weapons are mounted on yer belt. If you don't have a belt, you probably use these to keep your pants up.]
Other(Specify): [A miscellaneous slot for those sneaky-rogue types who like to hide pointy things in their boots. Or other places.]
---Statistics--- [Stats are described below]
Strength:
Agility:
Speed:
Dexterity:
Endurance:
Toughness:
Intelligence:
Charisma:
Willpower:
Perception:
Magical Power:
Basically, you get 55 points to distribute however you wish into the stats, with a minimum of 1 and a maximum of 8.
Strength is, basically, muscle power, explosive and constant. The higher this is, the more damage you can do with a single strike and the more things you can do pertaining to strength. Damage is determined using strength; (Damage = dX + WD, where X is strength score, and WD is Weapon Damage. For example, using a Hammer with a damage rating of 12, with a strength of 5, the total damage on a direct hit would be calculated by rolling 1d5 + 12. So, say a 2 is rolled, the total damage would be 14)
Agility is the ability to change directions; It has to do with all kinds of movement, i.e jumping, climbing, running. In combat, it is what allows you to dodge. To dodge, you have to roll Agility against the attacks Speed rating. (Projectiles all have high speed ratings, comparitively.)
Speed is the sheer speed of a person. Quick Strikes? Sprinting? Speed covers these. (Running in a straight line is under Speed, running around corners and zigzagging is under Agility) Each point in this increases the Speed rating of your attacks by 1. Each point of Speed over the enemies Agility gives a -1 to dodge. (For the attacked)
Dexterity is the fine movements of the hand and arms; It covers crafting, and most ranged weaponry usage. Each point of Dexterity below the difficulty rating of a ranged weapon gives a -1 to aiming.
Endurance determines how long your character can do things without getting negative bonuses to actions. After your stamina falls to 0, you will have to start rolling against Endurance to keep your bonuses at natural levels. Endurance also helps etermine stamina.
Toughness is antithesis of Strength. Or rather, damage. Toughness is rolled against the damage dealt to see how much damage is avoided. (For example, if damage dealt is.. 10, and the attacked has a score of 4 Toughness, they would roll on a d10 and have to get under/equal to 4 to take 6 damage instead of 10) Toughness also helps determine health.
Intelligence determines how quickly one learns spells and abilities. A roll against the difficulty of the spell/ability is made. (If the difficulty of the ability is, for example, 9, and you had an Intelligence of 8, you'd have to roll underneath/equal to 8 on a d9 to learn the ability. But if the difficulty is, say, 4, then you don't roll to learn it.)
Charisma pertains to how easily you can persuade people. Each person will have a difficulty modifier which you roll charisma against to see if you succeed.
Willpower pertains to Psychic attack and defence, as well as a final saving roll against negative modifiers in the face of injury/exhaustion. On a successfull Willpower roll (Against an appropriate difficulty rating) you can ignore the negative modifiers rolled against for 1 turn. Psychic damage lowers Magical Power, Perception and Endurance for a certain amount of time. As per everything else, when rolling Willpower against a psychic attack, if the Attack's Willpower rating is 10, and yours is 5, you'd need to roll 5 or below to avoid taking Psychic Damage.
Perception is how one sees things. It is used for Search rolls, and can be used to see through illusions, (If you have a Willpower higher than half the difficulty rating of the Illusion, you can start rolling to see through Illusions)
Magical Power determines the damage of your spells, and the speed rating of your projectile spells. A basic spell would have a damage of 1dX * 2, where X is Magical power, and a Speed Rating of 2dX - 1, where X is Magical Power. Different spells have different ways of calculating their Ratings, however.
Any thoughts so far? This is.. slightly based off Dwarmin's RTD and Draigneans. >.> People should be grateful I'm actually thinking of using a system for this one... I mean, I totally didn't use random rolls for my other RTDs. Totally not...