Welcome to Roll to be in a Hut. This will be the first RTD I have made, and as such, may be subject to the following: erratic roll results, unclear mechanics, general randomness, partial blindness, cerebral hemorrhage, partial zombification, damning for all eternity and soreness of thumbs.
This will be taking in place in the "You are in..." universe, which
some none of you might know from
"You are in a dungeon",
"You are in a Chest" and freeformschoolers
"You are in a crypt" and
"You are in Lord Dredmor's dungeon", but that isnt really saying much, considering the relative randomness of the whole thing.
And, oh, yeah, you are all tiny mammals attempting to kill a Phoenix. Cant forget that. Thats sorta important...
Every action but the most mundane requires a roll of 1d6.
1: You fail so hard you actually win. Well not really, you get all the perks of failure, but also a partial victory.
2: Regular good old fail. Like stubbing your toe and breaking a bone or punching a wall and having it counterattack. Simple things like that.
3: Minor fail. Your level of fail is entirely within the charts. A loss but not a very harsh one.
4: Minor victory. Congratulations! You managed to put your socks on. You are a big boy now.
5: Smells like victory, tastes like victory, acts like a victory. Lets just say its victory.
6: Overshot. You do your thing. You do it very well. You do it so well you breaks something else entirely. Isnt victory simply someone elses loss?
Naturally the harshness of a bad or a good roll will be determined on a per-case basis. Cant have anyone die while opening a door. Unless it would be funny.
Hitting is determined by a 1d6
1:Attacker takes fumble damage(hits a wall, falls over 1d3 to 1d5 usually), defender takes fumble damage
2:Attacker takes fumble damage
3:Nothing happens
4:Consult weapon for damage
5:Good hit, damage multiplied by 1.5
6:Regular hit, attacker takes fumble damage
Sharp weapons make people bleed, if they are removed from the wound, dealing 1 damage per turn, every turn there is a 1d6 with a DC of 3 chance that bleeding will stop. Bleeding stacks, and could be quite deadly if a person is loaded with penalties. Death by a thousand cuts.
Everything in the world has health, experience, levels and traits.
Health follows a regular numerical system. With the HPs and the maths and the burning.*
Everyone starts off at level 0 and become level 1 when they have gained 1 XP. Later level ups start at 10 XP and then double every time(10,20,40,80,160,etc). Upon level up you get a choice of 3 traits determined by your earlier actions and my mood at the time. Earlier traits may be chosen upon level up, so you have choices even if the latest line-up is bad.
Traits are the thing you are. If you have an odd feature(such as being a magical weasel) you have that as a trait, even if it is hidden. Gaining traits upon level-up is the primary way of getting power. While the power of traits is not standardized, I will attempt to keep them at an equal level.
If more stats pop up(most likely when someone gets a new trait), then I will explain them at the time and add a description here.
*May not actually contain burning.
This world is an odd place. Attempting to quantify its rules is made hard by the fact that it has a self-proclaimed Physics and simply the nature of it. The fabric of the world is quite weak, with the universe itself being an entity, and easily manipulatable. An entity could simply overrule all existing rules simply through force of will or by being unaware of them. While this means that one could rather easily rise to godhood, it also means that you could lose it simply by people misspelling your name and redirecting all your worship to a nonexistant entity. Which would then be offended by your accusations of worship stealing.
Cause everyone needs a good heartwrenching tale of a bunch of ferrets chasing after a phoenix.
Deep in a dark forest, where no traders or travellers dared to visit, there lived an old hermit. He was magician, an alchemist and most importantly, a gardener. Pretty much his only distinguishing feature was his burning hatred for phoenixes, as one had at some point earlier in his life(it could have been a dream, who knows?) set his hat on fire. Led by this fiery hatred, he practised the dark arts, and was exiled into the forest.
One day, he tried a most devious experiment, to create a clone of himself by copying his own soul. As you are not one of those guys, it can be assumed that it didnt work very well. He attempted to physically tear his soul in half. But souls are rather fragile and it broke into many shards. Soon after his (un/non)death his hut was overrun by vermin and rodents and weasels and ferrets of all kinds. The animals absorbed the parts of his soul, and became sentient, but retained his burning hatred for phoenixes and as a side effect of the experiment, now know the location of a phoenix that was born(or more precisely, layed) at the exact same time the soul shattered.
You are those vermin.
TL;DR: What the hell man, it is really short! Read the darn thing. At least the last paragraph.
Name: Everyone knows rats have names.
Species: Ferret, mouse, really tiny cat, you name it.
Bio: This is purely to see whetever anyone will write backstory for a weasel.
Personality: Everyone needs to angsty. No exceptions.
Players:
1.freeformschooler
Name: Smathers, a level 1 honey badger
Health: [17/17]
Experience: [0/20]
Species: Honey Badger
Inventory: miniature armour[2 DR, equipped]
Status: None
Traits:
- Poison Resistance: Upon being poisoned you get an additional 1d6 roll of how little of a shit you give about it, with a 1 being giving a shit and 6 being not giving a single shit.
- Luck nonexistant: You have such shitty luck that every 2 you roll turns into a critical failure and every 1 gives you double the good effect, and as such, you fail so hard that it starts going backwards.
2.Dwarmin
Name: Drivvers, a level 1 frightened rodent
Health: [15/15]
Natural DR: 1
Experience: [0/20]
Species: Rat
Inventory: extremely powerful enchanted pendant necklace[equipped, 1 DR]
Status: None
Traits:
- Superratly Agility: You get a +1 bonus on actions regarding speed and only speed. If something requires both speed and something else, only the speed at which you do things is increased and treated as if it was 1 higher. You can fail, but at least you will do it fast.
- Understanding: In your scaredness you have developed a bond with the magical amulet and can unleash its powers when the going gets tough.
3.Maxinum McDreich - MIA
Name: Skits, a level 1 squirreler
Health: [MIA/15]
Experience: [0/20]
Species: Squirrel
Inventory: Empty
Status: None
Traits:
- Squirrel Oversight: From atop the mighty trees you see all the things. You have a +1 bonus to noticing things. Your squirelly ways are a lesson to us all.
- Seeker of all the things: Doubles the amount of things you find when searching. Phat lewt abounds.
4.Tiruin
Name: Crass the Deathbringer, a level 1 wannabe necromancer
Health: [12/15]
Experience: [0/20]
Species: Ferret
Inventory: Alchemy set[allows alchemy without explosion roll]
Status: None.
Traits:
- Omnomnomnomnom: You may consume the flesh of dead enemies to regenerate your health. Some call it metabolism, but you call it necromantic healing.
- Potions, ahoy!: Negative potion effects are halved and rounded down and positive potion effects doubled. In addition you are immune to glass bottles falling on your head.
5.WarthogDriver
Name: *Unknown*, a level 1 gliding roadkill
Stage-name: The FLYING SQUIRREL
Health: [14/20]
Experience: [0/20]
Species: Flying Squirrel (male)
Inventory: Claire, the level 0 twig(2d6 damage, additional bleed), Bracelet[1 DR]
Status: None
Traits:
- The Power of Flight: You can fly like bird! If the bird was crippled and could only glide... but at least you can do that, and that is all that matters.
- Claireity: You get +1 to upgrading Claire.
6.Sinpwn
Name: Max, a level 1 creepy dog
Health: [20/20]
Experience: [0/20]
Species: Inconcievably unappealing teacup chihuahua.
Inventory: glasses, glue, lockpicks
Status: None
Traits:
- Anger of the Tiny Ones: Your incredible anger gives you the ability to attack twice a turn at to hit, but should you be targeted, you will be hit regardless of roll.(in a one-on-one fight, statistically this should change nothing)
- Scary dog: You are so creepy that you get +1 to frightening things.
Glowing fizzling potion[6]
small Red potion[4]
2 Green potions[5]
Enchanted Claymore[4d6+5][Heavy as shit:-3]
3 Healing meats[2d6 healing]
Waitlist:
SeriousConcentrate
...
The "You are in..." games are suggested reading material, but you can
very easily play without them. They arent very long though.