2-A genericish medieval fantasy RTD with Angels and Demons replacing Elves and Dwarves, and the bad guys being none of the four and not Human
'Splain! I'd like to hear about/possibly play in this one.
It's the notably less serious of all the others (that said, it isn't a silly RTD, the meaning is relative). It doesn't have a complex introduction or storyline, but here's the intro:
In the beginning of time, there were many gods, good, neutral, and evil. And there were humans, creatures with all three--All at that time were the direct descendants from the Creator. In those times, the gods vied for control of the humans for many years, trying to get their worship to power themselves. However, the human race began to clump together slowly outside of the influence of the gods. And in time, many lesser gods that shared spheres were forced to step down from godhood. Sometimes, there were wars between two gods of the same sphere with roughly equal followers. But eventually everything became orderly with one god for each thing. Then, for many years, the gods worked out their differences peacefully. Humanity exploded across the world during this time, becoming dominant. However, eventually the good and evil gods split again. The neutral gods had to pick between the two, and were split down the middle. Humanity was also split, between the worshipers of the evil gods, and the good gods.
Then came the wars. Good versus evil, 'good' crusaders versus 'evil' crusaders, angels versus demons. All fought on and off for hundreds of years. Eventually, a majority of humanity became disillusioned with the gods and gave up worshiping entirely, letting the two sides fight without them. Then, the wars lost momentum and both sides had an unofficial truce. But the damage was already done, a large number of humans did not worship the gods anymore, or at least were not in the mood to ever fight a war for the gods again.
The truce continued for many more years, and so did the non-worship. For a long time, the gods tried to reestablish control over humanity, but it met little success, as they had lost touch with humanity. Soon, the gods left humanity on its own for a long time, with little fighting between good and evil.
Then, something happened. It started as priests being worried. Then priests stopped getting power from the gods. Then finally, both angels and demons arrived in the realm of humanity. All of them. Not as warriors, but as refugees. And with them, were the weakened 'bodies' of their gods who could no longer maintain their realms. The gods were losing all their power, even with the worship of a small but significant portion of humanity. Nobody knew what was wrong, and they kept getting weaker, until eventually they all fell into comas, and have not awakened to this day.
That was hundreds of years ago. Today, it's the same situation: Demons and angels are still stuck with humans. They've been stuck for so long, in fact, that between all three there has actually been interbreeding. Half angels, half demons, angel-demons, and even mixes of all three, all exist now. The murderous old hate between demons, angels, and humans has nearly disappeared for the most part, replaced instead with moderated competition. The gods have still not woken up, and everyone has given up hope on them waking up soon.
You are a human/demon/angel/undecidedblob member of a absurdly average adventurer band (of the will-kill-monster-for-gold kind) heading towards the possibly average city Aleradam, of the Therhidon Kingdom of Erosus, on the border of the Setten Empire of Talson. And you have the feeling your day is about to get exciting... Far more than usual, for some strange reason. Bah, you're just being paranoid. There will be no doomsday whatsoever. Yeah. Now stop reading this and sign up or something I'm on a 40K character limit here that I am dangerously close to hitting. Actually relevant story will come later. You can consume it fresh off the brainwave line.
As for the rules, this RTD, should I chose to run it, will be one of the first that I try using an skill+attributes increases dice size rather than dice roll system. Might fail, might be awesome, have no idea. It also has a fairly non-generic system for combat, and numerous different skill types.
It also has more than trippledozen times as many character creation choices than most minimalist RTDs. Truefax.
Here's some experimentation I had a bit ago while designing the system. Do note, this was designed purely for me, so quite a few things are unexplained and some things are much more "raw" than they would be in the actual RTD. Heck, even I can't remember off-the-bat what some things mean without thinking on them for a while (I haven't worked on this for a notable amount of time). Also note that this is somewhat outdated (notably, percentage skill gains are not a thing anymore). Still, it gives a fair example of stuff that might be seen in the RTD.
Gornand's HP is, with current rules, 45. Gab 1 is 25/3=8 (fodder enemy), Gab 2 is 35/3=12 (fodder enemy)
REFERENCE:
Name: Gornand Ithmond
Gender: Male
Race: Human
People: Setten
Faction:
Type:
Allocated Attributes:
-Strength: 40+15=55
-Toughness: 40=40
-Agility: 20+10=30
-Dexterity: 20=20
-Perception: 30=30
-Intelligence: 10=10
-Willpower: 20=20
-Charisma: 20=20
Allocated Skills:
Melee:
-Daggers: 0+25-15=10
-Short Blades: 10+25+5=40
-Long Blades: 0+25+15=40
-Small Axes: 0+25+5=30
-Large Axes: 10+25+15=50
-Light Blunt: 0+25=25
-Heavy Blunt: 0+25=25
-Spears: 0+25=25
-Polearms: 0+25=25
-Hand-to-Hand: 0+25=25
Ranged:
-Short Bows: 30=30
-Long Bows: 0=0
-Crossbows: 0=0
-Slings: 0=0
-Throwing: 0=0
Defensive:
-Dodging: 30+20=50
-Shields: 10+20=30
-Parry: 0+20=20
-Armor Soaking: 10+20=30
-Armor Movement: 10+20+10=40
Magic Schools:
Material:
-Water Magic: 0=0
-Fire Magic: 0=0
-Earth Magic: 0=0
-Air Magic: 0=0
-Polymorph Magic: 0=0
Immaterial:
-Life Magic: 30=30
-Death Magic: 0=0
-Force Magic: 0=0
-Heat Magic: 0=0
Arcane-
-Meta Magic: 0=0
-Mind Magic: 0=0
-Chaos Magic: 0=0
-Misc Magic: 0=0
Magic Misc:
-Arcane Intuition: 0=0
-Magic Binder: 0=0
-Magic Puller: 0=0
Passive Utility:
-Sneaking: 0=0
-Spotter: 10=10
-Climber: 0=0
-Swimmer: 0=0
-Jumper: 0=0
-Night Vision: 0=0
-Danger Awareness: 10=10
-Magic Awareness: 0=0
-Trainer: 20=20
Active Utility-
-Stonesman: 0=0
-Metalworker: 20=20
-Woodworker: 0=0
-Physical Examiner: 10+15=25
-Magical Examiner: 0=0
-Value Examiner: 10=10
Social-
-Conversationalist: 15=15
-Truth Teller: 20=20
-Liar: 10=10
-Conversation Controler: 10=10
-Word Weaseler: 0=0
-Speech Control: 0=0
-Bluffer: 5+15=20
-Expression Observation: 10=10
-Expression Control: 0=0
-Barter: 20=20
Equipment:
Armor- Steel helmet, Steel Chestplate, Bronze Left Pauldron, Hardened Leather Right Pauldron, Copper Left Greave, Copper Right Greave, Iron Left Boot, Iron Right Boot.
Weapons- Bronze Broadaxe, Copper Dirk.
Insert equipment for individual testing.
Hittable Locations: Head 1-2, LArm 3-5, RArm 6-8, Torso 9-13, RLeg 14-17, LLeg 18-21
Stats for equipment:
Steel helmet: 16 AHP, absorbs 3d6 damage.
Steel Chestplate: 32 AHP, aborbs 2d18 damage
Bronze Left Pauldron: 10 AHP, absorbs 3d4 damage
Hardened Leather Right Pauldron: 4 AHP, absorbs 1d4 damage
Copper Left Greave: 6 AHP, absorbs 3d2 damage
Copper Right Greave: 6 AHP, absorbs 3d2 damage
Iron Left Boot: 12 AHP, absorbs 2d8 damage
Iron Right Boot: 12 AHP, absorbs 2d8 damage
Bronze Broadaxe: 2d10 damage, -4 dice size, 4 durability
Copper Dirk: 1d14 damage, +4 dice size, 2 durability
Gabberjump MKI 1
Effective Attributes:
-Strength: 30
-Toughness: 20
-Agility: 40
-Dexterity: 30
-Perception: 10
-Intelligence: 0
-Willpower: 10
-Charisma: 0
Effective Skills:
Melee:
-Maw: 40 -Strength
-Claw: 40 -Agility
Defensive:
-Dodging: 15
Passive Utility:
-Swimmer: 15
-Jumper: 40
Maw Damage: 4d3 damage, -6 dice size
Claw Damage 1d4 damage, +2 dice size
Gabberjump MKI 2
Effective Attributes:
-Strength: 50
-Toughness: 30
-Agility: 20
-Dexterity: 15
-Perception: 5
-Intelligence: 0
-Willpower: 15
-Charisma: 0
Effective Skills:
Melee:
-Maw: 20 -Strength
-Claw: 30 -Agility
Defensive:
-Dodging: 5
Passive Utility:
-Swimmer: 5
-Jumper: 20
Hittable Locations: Maw 1-2, FLLeg 3-4, FRLeg 5-6, BLLeg 7-8, BRLeg 9-10, Torso 11-15
Maw Damage: 4d3 damage, -6 dice size
Claw Damage 1d4 damage, +2 dice size
START TESTING:
Gornand engages Gabberjump 1 with his Broadaxe. He rolls [1d26:6], while the Gabberjump rolls [1d21:18]. Gornand swings his axe widely and the Gabberjump easily sees it coming, ducking and backing away slightly.
Gabberjump 1 retaliates, attacking with his large maw. He rolls [1d18:9], while Gornand rolls [1d22:19]. The Gabberjump leaps at Gornand with maw chomping in the air, but Gornand flinches out of the way stylishly and the Gabberjump has no chance to hit him.
Gornand gains +1 to Dodging skill (86% max!).
Gabberjump 2 decides to try for itself, attacking with its maw too. He rolls [1d18:5], while Gornand rolls [1d22:3]. Location of damage is [1d21:2] the head. Damage is [4d3:1,1,2,3=7], while the armor absorbs [3d6:5,4,2=11] and Gornand rolls [1d21:15/5=3] (for experience), resulting in 14 absorbed damage max. His helmet takes 7 damage, reducing it to 9 AHP. Gornand finds his helmet taking a beating as his head is surrounded by numerous teeth mouth-strips. After he yanks the Gabberjump, it growling as it falls to the ground, off he finds his helmet bent in several positions.
Gornand is 1/2 to +1 Armor Soaking skill (71% max roll).
Gornand, unamused, engages Gabberjump 2 instead with his Broadaxe. He rolls [1d26:13], while the Gabberjump rolls [1d15:10]. Location of damage is [1d15:8] the back left leg. Damage is [2d10:2,4=6]. Gornand swings his broadaxe violently and nearly cleaves off the second Gabberjump's back left leg, spraying a thin but thick stream of blood from the wound.
Gabberjump 1 attempts again, this time with its claw. He rolls [1d28:13], while Gornand rolls [1d22:16]. The Gabberjump once again misses Gornand, though only by a narrow margin this time.
Gabberjump 2, reeling from its serious leg wound, still tries to bite down on Gornand. He rolls [1d18:14], while Gornand rolls [1d22:4]. Location of damage is [1d21:10] the torso. Damage is [4d3:3,1,2,2=8], while the armor absorbs [2d18:15,4=19] and Gornand rolls [1d21:21/5=4], resulting in 23 damage absorbed max. His chestplate takes 8 damage, reducing it to 24 AHP. Gornand is stunned for a second as his wounded enemy batters his chest in a rage.
Gornand gains +2 to Armor Soaking skill (100% max!).
Gornand tries to kill his wounded enemy again, tired of the consistant hits. He rolls [1d26:3], while the Gabberjump rolls [1d15:8]. Gornand's axe slides on the floor and doesn't hit anything.
Gabberjump 1 tries again to take advantage of this situation, with his claw. He rolls [1d28:12], while Gornand rolls [1d22:12], tying. Reroll: [1d36:27], which is higher than Gornand's maximum roll. Location of damage is [1d21:6] the right arm. Damage is [1d4:1]. The armor will always absorb this much, so soaking skill roll only [1d21:16]. His Right Pauldron takes 1 damage, reducing it to 3 AHP. Gornand is surprised by a sudden claw to his right arm. He swings around and quickly knocks the Gabberjump off his arm.
Gornand gets another 1/2 to +1 Armor Soaking skill (76% max roll), and gets +1 to Armor Soaking.
Gabberjump 2, emboldened by its enemy's failure, tries to bite yet again. He rolls [1d18:9], while Gornand rolls [1d22:14]. Gornand sees his wounded enemy off to the side and rolls backward. It's a bit clumsy but it is enough.
Gornand is 1/2 to +1 Dodging skill (63% max roll).
Gornand, wishing he had some backup, continues to swing at the second Gabberjump. He rolls [1d26:21], which is higher than the Gabberjump's maximum roll. Location of damage is [1d15:6] the front right leg. Damage is [2d10:2,5=7], which is a kill. Gabberjump 2 can barely react before Gornand swings his mighty axe and slices the Gabberjump's leg off. The Gabberjump flips over and screams a bit before dying of blood loss. Gornand shouts in victory.
Gabberjump 1, in fear, tries to run away. [1d23:7, fail] The Gabberjump tries to run away but trips on a hole from where a rock used to be, which some time in the past was removed for some reason or other.
Gornand, sensing the Gabberjump's failure, swings again. He rolls [1d26:19], while the Gabberjump rolls [1d21:19], tying. Reroll: [1d32:5], [1d22:13]. Gornand somehow misses the Gabberjump. Gee, maybe he really does need some backup.
Gabberjump 1 tries again to run away. [1d23:15, success] The Gabberjump runs away fast, and is in danger of getting away.
Gornand is not amused by this. He charges after the Gabberjump. [1d21:13, partial success] He chases right behind the Gabberjump, but after a bit he realizes he cannot catch up and stops after a while.
End of combat.
Notes:
Seems successful, but need to pay attention to modifiers closely. List all relivant dice sizes first, on the first turn of combat, for simplicity.
If anyone wants explanations for any of the other 5, go ahead and ask. Do note, some will have more or less detailed answers as I have put differing types of effort on each.