Note: This is a re-boot of
this RtD, which, unfortunately, never got off the ground. This is pretty much all copy-pasted from the original post, with minor additions and changes.
It is the year 20XX, and DRACULA, KING of all VAMPIRES now rules the world. Earth has been plunged into an ENDLESS NIGHT, and humanity wages a desperate war against the vile FORCES OF DARKNESS.
YOU are servants of DRACULA, KING of all VAMPIRES, and are members of one of the many HUMAN HUNTING SQUADS that currently roam the wastelands of the endless night, seeking the members of the human resistance and their allies. Can you serve Dracula, rise in the ranks, and become a member of Dracula's SERPENT COURT, or will you fall before the brave fighters of the resistance? Can you avoid, appease, or outwit the sinister politics of the VAMPIRE LORDS, or will you be swallowed up in their plots? Will you let your former humanity get the better of you, or will you stay strong, harness the beast, and be all the monster you can be?
Only time - and the endless night - will tell!
Mechanics
This is an RTD. I'm pretty sure most of you know exactly how RTDs go, so here's a quick summary: I'll post the situation, you'll post your actions, and so on. The results of actions will be decided by rolling an 8-sided die. To succeed at an action, the roll has to exceed or equal a number, which is decided based on the difficulty of the attempted action.
The difficulty breakdown is this.
1: Automatic success. You don't even have to make a roll to see if you manage to do something like this. Examples: opening a door, drinking a glass of water, walking across flat ground.
2: Easy. Sucking the blood out of an unconscious foe, remembering what you had for breakfast two days ago, climbing up a ladder.
3: Average. Locating a roll of toilet paper in a destroyed supermarket, swindling a passerby, prying loose a 2x4.
4: Challenging. Hot-wiring a stolen vehicle, getting your hair to behave in the mornings, catching a feral cat with your hands.
5: Difficult. Tricking a security guard, leaping onto a moving car, answering a Final Jeopardy question.
6: Ambitious. Walking a tight-rope in windy conditions, outrunning an angry werewolf, negotiating terms with a dragon.
7: Herculean. Lifting a large boulder over your head, discovering an ancient vampire's weakness via library research
8: Why Would You Try That. Guessing a complicated password in a single try, scaling a sheer cliff face with no gear, persuading Dracula that you are, in fact, a vampire and not a human wearing plastic fangs.
Fightan
This RTD will focus on fightan and things more than most, so you're likely to find a bevy of items that might have various effects which I'll decide.
Combat goes like this: attacker and defender make opposed rolls of a d8. Whoever has the higher number succeeds. If the defender wins, it has blocked, dodged, or otherwise avoided the attack. If the attacker wins, its attack strikes home.
In melee combat, if the defender beats the attacker's number by more than 5, it can counterattack, automatically hitting.
Damage is determined with a six sided die, plus whatever modifiers were applied to the attack (for example, from a vampire's strength, from a sword's sharpness, from a gun's shootiness...). For example, your fists have a -1 modifyer if you are untrained with them, and a iron stake (not sure why you'd be carrying around one of these, you are in Dracula's army) might give a +1 to damage (or +2 for vampires). A passable weapon gives no modifyer
This
[||||||||]
Is your health bar. There are many others like it, but this one is yours.
>BLADE stakes you and does 3 damage!
[||||||||]
Damage you take is subtracted from your health. When your health reaches zero, you die in whatever way your freakish ilk can die.
Inventory
Your inventory size is determined by common sense. A human with a backpack can carry a lot more gear than a vampire with a trenchcoat, though both of them can carry abnormal amounts of ammunition and weapons simply by strapping these things to their bodies.
Dying
If your character dies (which is likely) the next person on the waiting list gets to throw their hat into the ring.
Werewolf: Shape-shifting servants of the night, Dracula's worldwide coup established an eternal full moon in the skies of the earth. Many werewolves now serve as Dracula's loyal shock-troopers in the war against humanity, though there are rumors that some are aiding the human worms.
Huge bipedal wolf-like creatures with a savage temper, Werewolves are much tougher than humans or their former vampire rivals, but have a more difficult time healing. For a werewolf to heal it has to transform into its regular, human form and then back, regenerating all damage. This is a Average test and is probably not advisable to attempt in combat, because humans are squishy.
12 Health ({||||||||||||})
+3 natural armor (-3 to the damage of any attack that hits)
+1 to all movement rolls
+2 to melee attack and damage rolls
Weaknesses: Silver (negates natural armor)
Draculan: Vampires directly descended from DRACULA, KING of all VAMPIRES. Draculans have some of their dark father's shape-shifting powers and unnatural abilities, but only time will tell if they can ever grow as powerful. Like their forebear, Draculans are incredibly persuasive, relying on their sinister charisma or their powers of domination to get their way.
Significantly tougher than a human, Draculans regenerate 2 health points a turn, and can drink the blood of the living - whether animal, human, or otherwise - to hasten the process an extra point, as well as potentially creating another vampire.
Draculans can turn into one thing at the beginning of their career: Wolf (+2 to movement things, +1 to stealthy things) Bat (flight, +2 to stealthy things), golden mist (invincible while being all misty).
10 Health ({||||||||||})
+2 to social interactions
+1 to melee attack and defense rolls
+1 to climbing attempts
+2 natural armor (-2 to any attack that hits)
Weaknesses: UV rays (lose shape-shifting power temporarily) garlic, holy symbols
Vampire Scion: a younger breed of vampire, perhaps descended from an offshoot line or a foreign power. Many of Dracula's VAMPIRE LORDS have sired bloodsucking nightmares, and these Scions are the result. They do not have the powers of Dracula, and instead become like quicker and stronger humans with fangs and an aversion to sunlight, and as a result are better fighters.
Though they are not as tough as the line of Dracula, and because their bloodline is diluted they take actual damage from UV rays, they have the advantage of having no direct beef with any god (unlike Dracula). Scions regenerate 1 health point a turn, and can drink the blood of the living - whether animal, human, or otherwise - to hasten the process an extra point, as well as potentially creating another vampire.
10 Health ({||||||||||})
+2 to melee attack and defense rolls.
+1 to ranged attack and defense rolls.
+1 to all movement rolls.
+1 natural armor.
Weaknesses: UV rays, silver (negates natural armor)
Renfield: Human collaborators, Renfields are affectionately nicknamed after the madman Renfield, who helped Dracula centuries ago (then foolishly betrayed his master). Because humans are so varied in their background and training, a Renfield might have any number of specializations, which can be a unique help to the vampire lord he or she serves.
Renfields are squishy humans, and are nowhere near as tough as their evil nightmare masters. A Renfield can only recover from injury via conventional means, such as by staunching bloodflow and suturing wounds so that damage may be healed.
8 Health ({||||||||})
+2 to any type of roll (your choice)
+2 to any type of roll (your choice)
+1 to any type of roll (your choice)
+1 to any type of roll (your choice)
Weaknesses: being killed.
Ghoul: Repulsive undead monstrosities created by unscrupulous VAMPIRE LORDS via black magic and arcane alchemy, Ghouls are the corpses of the dead, transformed into berserk flesh-eating monstrosities. There are many ghouls in the army of the undead.
One of the most horrifying things about the ghoul is its loathsome diet. However, something that is little known about the ghouls is that when it devours the brains of a fallen enemy it has a chance to retain some of that enemy's memories, no matter what kind of creature the fallen foe was. In addition it heals by consuming the flesh of the fallen.
A "slain" ghoul has a chance of rising to its feet again in perfect condition (well, as perfect as an undead corpse that just recently got battered, beaten, or shot into submission can be). This is a Difficult attempt.
10 Health ({||||||||||})
+2 to stealthy things
+2 to melee attack rolls
-1 to movement rolls
+1 to natural armor
Weaknesses: fire
Of course, you can suggest monster types you'd rather play as well.
Custom!
Wraith: The spirits of dead who have been torn from their quiet repose to serve the Vampire in unending servitude. Often, the Vampires bring back a hated foe to serve them in this way, or a valued servant to show them the folly of their promises of 'immortality'. Most Wraiths despise those who they serve, but they have little choice in the matter-many of are content to slay who they are ordered to, biding their time until they can undo the chains that bind them.
Wraiths are thought of as his most dangerous servants by some-they can take forms invisible, incorporeal, porous and solid, and are resistant to many mundane weapons, and though they cannot wield natural weapons or armor, they can manifest anything on them that their will can provide form and function to. Wraiths can project many sorts of mental and spiritual attacks against those they are released against. They are also perfectly capable of doing physical harm with their chilling touch, which steals the very life from those it touches if they wish it to.
With strength comes weakness-the tether that anchors Wraiths to the physical world is vulnerable to various Religious rites-shattering their bonds of servitude and allowing them rest-they instinctly fear and hate such items, even while the person who they were longs for the release. Pure Rock Salt is also a powerful weapon against them, discorporating the Wraiths physical form and weakening them.
[A Wraith's movement rolls automatically succeed. When incorporeal, Wraiths take no damage from unsanctified weaponry, though they can still be harmed by holy items and supernatural creatures. When invisible, a Wraith's stealth rolls automatically succeed. Manifesting an item out of their ghostly matter, such as a key or a weapon of some kind, has a difficulty determined by the complexity of the item.]
6 Health ({||||||})
-2 to damage rolls
+2 natural "armor"
Weaknesses: holy symbols, salt
Player list:
1.Dwarmin
Name: Alanis Greenmoore
Backstory: Before the fall, Alanis was one of the few Humans who openly opposed Dracula-a Vampire Hunter, working in the shadows while the world slept...despite her efforts, and those of others, they could not stop the apocalypse to come. She fell in the opening months of the conflict, trying to desperately organize the resistance-but not before detonating a vest of C4 in the Vampire Den to cover her allies in a failed raid. The explosion should have destroyed her body utterly-not even a shred was meant to be left.
But, Dracula decided to show all who opposed him there was no escape, even in death. The Vampires used their dark magic to raise her Spirit from the afterlife, and bind it to their will. Now, she serves her new masters, hunting those she once called friend...
Class:Wraith
2.Hitty40
Name: Frip
Backstory: As a child, Frip was fascinated by stories of werewolves...until a lucky scratch by one while walking down an alleyway in the full moon changed him.
Class:Werewolf
3.Sinpwn
Name:Jitters Mc.Farlen
Backstory: Before he was raised, Jitters was a chemist and a gun nut, often dealing in less legitimate scenes. When he was raised from the dead, he maintained an unnatural amount of intelligence and free will. He embraced his love of chemistry and guns in the service of Dracula, making dangerous and often somewhat impractical weapons and modifications. While he enjoyed working behind the scenes, he could never sate his lust for battle and brains, so he joined a hunting squad.
Class: Ghoul.
4.Nilum
Name: Logan Mallow
Backstory: Logan was unique amongst his peers -- he never opposed Dracula's ascent to power. He accepted it. Humans were trash, they were weak -- they were fragile. Inferior beings in every respect, Logan believed that the age of man had ended. Survival of the fittest was the only law here, where might makes right. It is no surprise, then, that he pledged allegiance to the Dark Lord; the only irony is that he refused to give up the one thing he so resented: his own mortality.
Class: Renfield (+2 to melee defense rolls, +2 to ranged defense rolls, +1 to first-aid rolls, +1 to research rolls)
5. wolfchild
Name: Luna (Had a last name but was forgotten (you may bring this up if you like))
Backstory: Luna used to be a simple office worker, working in the same room on the same job year in year out. Never getting noticed or appreciated. Compounding this was that she was the only one who ever cleaned up in her house, despite all of them paying equal rent. So, on her life went, from drudgery at work, to drudgery at home, to bed, then back to drudgery at work. In fact, Dracula's attack was almost welcome to her, "Finally! some excitement!" Along the line somewhere, she was infected with lycanthropy, and after a couple of months to become accustomed to it, she started to exult in it; this was exciting. and as far away from her old life as it made no difference, plus she could fight people when they annoyed her. Yet even so, when she goes to sleep; there is an occasional doubt curling at the back of her mind, a what if.
Class: Werewolf
Waitlist:
1. adwarf
2. Tiruin
3.
4.
I won't be overly kind in this, so if the dice kill the person, that person is dead. Forever. Excluding the chance of being turned into a ghoul/wraith. Anyways, welcome to hell!
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