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Sand_Dragon

INTEREST CHECK 2.0: Who else wants to play an RTD?

26 posts in this topic

Now that the RTD I'm running has gotten off the ground properly (notwithstanding that one 2-week break, which isn't likely to happen again), I'm feeling comfortable enough to run another simultaneously with that game, the end result being that I'm running 2 games at the same time*. This game, as opposed to the Soul Calibur inspired game I'm currently running, will be loosely based on the Highlander universe, in that setting's now-standard post-apocalyptic world. World government has collapsed and typically cities have fallen into lawlessness and savagery or are ruled by powerful autocratic warlords. It's also slightly more ambitious, since I've bothered to define actual character classes.

*My aim, of course, is to foster interest in this kind of thing, since the Elder Scrolls series and the Fallout series both owe so much to PnP gaming, specifically Dungeons and Dragons and GURPS.

The general rules are below. Looking for the usual 3-5 players. If you want in, fill out the following 'character sheet':

NAME:

GENDER:

CLASS[see below]:

BACKGROUND:

TRAITS:

IMMORTAL

The Immortals are those cursed to play "The Game" - destined to battle each other through the ages until there is only One. The Immortals are just that - once they have been "awakened" they will never again age. They can be wounded just like a mortal' date=' but unless the blow is fatal they will heal much more rapidly. They can only be permanently killed by a decapitating blow. Immortals typically carry around edged weapons like archaic swords, long daggers, and axes (although some have taken to energy blades).Immortals can sense the presence of other Immortals when they get within a certain distance, and can also sense when an Immortal has died - especially if that Immortal was a hated enemy or a close friend.

In the post-apocalyptic earth, Immortals have begun actively fighting each other, seeing that the end is near and the Prize will soon be won. Some Immortals intentionally go "headhunting", seeking out others in order to gain their power. Others are content to live their long lives, only killing when attacked by another.

* Immortals are subject to certain rules dictated by the great Game:

- An Immortal cannot fight on Holy Ground. Only the most lawless and dissolute of Immortals disobey this rule - even the monstrous Kurgan followed it. This is mostly because [i']terrible things happen whenever an Immortal fights another one on Holy Ground. Consequences for breaking this rule have ranged from a weapon breaking, to being struck by lightning, to the eruption of Mount Vesuvius in AD 79.

- Once an Immortal-on-Immortal battle has begun, another Immortal may not interfere: Immortals must duel to the death one-on-one. This is more a matter of etiquette than anything else.

- There can be only one*.

* Game statistics

- +1 to attack rolls with melee weapons OR +2 to attack rolls with a specific melee weapon, such as a longsword, a vibroblade, a chainsaw, a glaive. This represents the Immortal's preference for edged melee weapons, a necessity for The Game.

- Fast healing. This represents the Immortal's regenerative abilities.

- +1 to all defense rolls. This represents an Immortal's combat experience. In addition an Immortal can only be permanently slain via a damage result of [6] to the head, though similar damage results to other body parts may result in dismemberment or other long-term disabilities.

- +1 to initiative checks. An Immortal is used to many years of fighting, whether decades or centuries, and as such can read the tide of battle.

- Immortals increase in power by slaying another Immortal or being in the area when a mortal slays an Immortal. The release of power caused by this death is called "The Quickening".

Sample Immortal:

Name: Fiona MacCleod

Gender: Female

Class: Immortal

Background: Yet another Immortal of the clan MacLeod, Fiona is relatively young for an Immortal - she was only twenty eight when, as they say, the world ended, two hundred years ago. She survived the bombs due to the awakening of her Immortal nature. Since then she has roamed the wastes with a sword made of rebar, searching for others like her, helping the weak and those in need - though several times she has been forced to slay a headhunting Immortal.

Traits: +2 to attack with rebar sword, +1 to all defense rolls. Fast Healing. +1 to Initiative.

* If you haven't watched any of the Highlander media, basically almost all of them are obligated to try and kill each other. This is the most often broken rule of the three - the protagonist Immortals tend not to actively seek out others to kill and only behead in self-defense.

CYBORG

Whether warhounds of the wastes or servants to the mighty warlords of the shining post-apocalyptic cities, Cyborgs are a rare, but not uncommon sight. Some of them are Cyborgs thanks to a life-saving procedure, replacing lost limbs and organs, while others are purpose built for war and destruction, often criminals or soldiers who have been lost to bloodlust. Some Cyborgs find themselves gainful employment in the service of wealthy merchants and rulers. Because Cybernetic customization tends to be unique from Cyborg to Cyborg, there are many potential types. Some examples follow:

Trauma Replacement Cyborg

* Wealthy citizens or favored servants of rulers who have suffered fatal accidents, these Cyborgs have had almost all of their body replaced by Cybernetic parts. They are not combat oriented, but their new forms come with some general advantages.

- +3 natural armor. The Cyborg's steel and plastic parts are much tougher than puny human flesh and bone.

- -1 to movement checks. The Cyborg's metallic nature and increased weight makes him or her stiffer and less maneuverable.

- Repairs damage via replacement or scrap parts.

Bionic Commando

* Powerful soldiers in the service of the armies of the wastes, or renegades who fight against injustice and oppression. These men and women typically have had one specific body part replaced with augmented cybernetic parts.

- Bionic Arm. This type of replacement offers increased moblity thanks to a grappling hook of some kind, and is also useful as a weapon. Unlike normal unarmed attacks, the Bionic Arm deals standard d6 damage + 1 in melee. The replaced arm gains +2 natural armor.

- Bionic Legs. This type of replacement offers increased speed, giving a +1 to movement checks. They can also be used as weapons, but due to their focus on mobility they only deal the standard d6 of damage. The replaced legs each gain +1 natural armor.

- Bionic Eye. This type of replacement is the least obtrusive, but is in fact very extensive. It is, in fact, not merely an eye a direct uplink to the brain and offers a +1 combat bonus.

* Regardless of Cyborg type, the Cyborg increases in power by either upgrading existing cybernetic parts, or acquiring new ones (whether by choice or necessity). An Immortal or a Soldier class character may attempt to replace a damaged or missing limb with a cybernetic one, but a Soldier character has a 66% chance of failure, while the Immortal will find that the cybernetics will simply be rejected by their fast-healing nature.

Sample Cyborg Character

Name: Lucas Bint

Gender: Male, in theory

Class: Cyborg - Bionic Commando/Bionic Arm

Background: Lucas is what General Markov calls "a hound". A relentless seeker of war and violence, he is part of one of the General's top hunter-killer squads. With the aid of his Bionic Arm replacement he has singlehandedly suppressed riots and slain dozens of combatants. He is one of the more feared men in the city of Neo York, and acts like it.

Traits: Bionic Arm.

SOLDIER

Soldiers are not necessarily professional fighters for an organized force. Rather "Soldier" is the term for both those men and the versatile survivors who have sprung up in the wastes. Some of them are brutal raiders, some of them are guardians of subway communities, and some are hired help for the great warlords. They are numerous and variable, and may have any number of specialties. Only Soldiers can properly use powerful weapons like Powered Armor and Exoskeletons: an Immortal's power does not play nice with complicated electronics, and Cyborgs often find their advanced parts cause conflicts with these walking tanks.

* Soldiers may have any combination of 3 of the following traits.

- +1 to ranged combat

- +1 to melee combat

- +1 to melee combat if aiding an ally

- +1 to ranged combat if aiding an ally

- +1 to stealth checks

- +2 to Initiative checks

- +1 to Movement checks

- +1 to "Scavenging" checks

* Soldiers may find it slightly harder to increase in power as compared to Cyborgs or Immortals. On the one hand, they can use any gear they find without restrictions. On the other hand, they can only get better at what they do the old fashioned way: training.

Sample Soldier

Name: Old Man Calmert

Gender: Male

Class: Soldier

Background: Old Man Calmert is a survivor - a man who has lived in the shadows of the shining skyscrapers that rose some years after the fall of civilization all his life. He makes do by killing mutants, stealing food, and taking what pleasure he can in life. Often alcoholic.

Traits: +1 to "Scavenging" checks, +1 to Stealth checks, +1 to Movement checks.

MUTANT

Mutants are often the shunned and the outcasts of society. Some of them have extremely obvious physical mutations that make it difficult to integrate even in the post apocalyptic world, while others have subtler changes to their physical or mental structure, but are nonetheless unsettling to be around. Some warlords and dictators even pay death squads to hunt mutants down. Many mutants are simply born the way they are; others change over time, sometimes via exposure to dangerous genetic compounds or exotic radiations.

*Mutants may pick 1 to 2 of the following mutations. Note that each comes with an advantage and a disadvantage.

- Rocky Skin. The mutant's skin is a scabrous gray texture, hard as rock. He receives +2 natural armor, and -1 to movement checks due to his weight.

- Wings. The mutant has leathery or feathery wings. These allow for flight, but can be cumbersome in enclosed spaces. -1 to combat indoors.

- Mutated Limb. Whether a hand with a talon or a tentacle of some kind, one of the mutant's arms is deformed. Melee unarmed attacks with that arm attack at d6 and receive a +1 to attack. However that arm cannot wield weapons.

- Psychic Powers. The mutant can roll a d6 to read minds, or in combat may attack using telekinetic force. However the life of a psychic is taxing, and the mutant receives -1 to attack and damage rolls.

- Great Size. The mutant is larger than any human can get. He receives +1 to damage, and +1 natural armor. However his size makes him easier to hit, and he receives -1 to defense.

- Regardless of mutation, all mutants receive -1 to social interactions and have other possible social stigma.

* Mutants grow in power by either developing a new mutation or improving on an existing one. Unlike the Soldier's training, this may happen at random or intentionally.

Sample Mutant Character

Name: Citizen 39940 (Lisa Harper)

Gender: Female

Background: A young psychic formerly living in the lap of luxury, when she was growing up Lisa never had much time for the other children - they thought she was strange, and they were right. When an army of raiders destroyed her block of the city, her parents were killed and she was forced to fend for herself. Fortunately her powers have yet to fail her.

Traits: Psychic Powers.

These are not the be-all and end-all of traits for each class; a player can suggest traits to the person running the game (colloquialy, the Game Master) and they will be allowed within reason.

So, who's up for a game?

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General Rules

The GM (Game Master) posts a situation the players are in. The players then post their actions' date=' according to the conditions GM sets. The GM then rolls for the actions' results, and writes them out in his post. Then the players post actions again, ad infinitum.

The action results are defined by a six-sided die roll:

[1']: Epic Fail. Your efforts only worsened your situation.

[2]: Fail. Your skills or luck were insufficient.

[3]: Meager success: The situation didn't improve by as much as you have intended.

[4]: Success: Your efforts were sufficient to achieve your goal.

[5]: Epic Success: Your skills and luck have combined to ensure your success.

[6]: Overshot: Your efforts were more than required for the goal's completion, and your luck is such that unfortunate side-effects are inevitable.

If at any time something threatens a player character, that character makes a roll to avoid the threat (outside of Combat; for threats that occur in Combat or become a foe, see Combat Rules below.

For each action' date=' any number of rolls may be made, as determined by the GM. Primary causes for multiple rolls include, but are not limited to:

[list']

[*]Composite actions, each of which require a roll

[*]Actions that imply other actions that are not declared free

The GM however may decide to split certain actions depending on the time it would take to accomplish a stated action.

For every dodge roll, any number of additional rolls may be made, as determined by the circumstances, and any skills or special effects applied to the player.

Movement does not require a roll' date=' unless the movement involves [b']Difficult Terrain.

A player may attempt to assist another player in a non-combat action. Both players make their dice roll; the higher result is counted as the assistee's result,

Combat Rules

When engaged in Combat with any number of foes' date=' the player character may target foes that have been established to be adjacent or nearby with a [b']Melee attack, and any foes that have been established to be distant with a Ranged attack. A Melee attack against a distant foe requires two turns - one to close the distance, and one to actually deal the attack.

Upon attacking a six-sided die will be rolled. The defending character will get a roll of his or her own to successfully defend against the attack, whether blocking, dodging, or otherwise avoiding the attack. A higher number for the attacker results in a successful hit; a higher number for the defender results in a successfully avoided attack. An equivalent result goes to the attacker's benefit. If defender and attacker roll a defense and attack result of 4, the attacker's blow lands.

These numbers are affected by Bonuses and Penalties, whether innate to the character, equipment, or circumstances. For example, attempting to throw a weapon not designed for throwing would confer it a penalty.

Unlike the non-combat ruleset above, a roll of a Natural One is not an automatic miss, and neither is a Natural Six an automatic hit. The same goes for defensive rolls.

Initiative

When a combat round begins, all combatants make a six-sided die roll. The result, from highest to lowest, determines the order in which actions will take place. This is affected by combat bonuses (but not damage/attack bonuses) and generic bonuses and movement bonuses. Upon two combatants receiving the same result, the GM flips a coin to determine who will go first. The initiative roll is not affected by the critical success/failure rules, therefore a Natural One does not mean that you fail to take action; rather it simply means that you'll go last.

All actions play out simultaneously, but can be interrupted or receive a bonus/penalty by the action of the character who has a higher initiative than you.

When a successful hit is scored' date=' another six-sided die is rolled. The result of roll determines which location is hit.

[1']: Right Leg

[2]: Left Leg

[3]: Left or Right Arm

[4]: Lower Torso

[5]: Upper Torso

[6]: Head

It is much easier to hit the torso or left leg/right leg than it is to hit the head or arms, hence two possible results that cause torso damage. Upon a roll of a 3, the GM will flip a coin. Heads results in damage to the left arm, while tails results in damage to the right arm.

A character may attempt to make a called shot. The called shot allows the player to specify which body part he is aiming for. The attack receives a penalty of -1 to its roll, however a successful hit will bypass the Location stage and pass directly to the Damage phase.

After the location of the hit is determined, the GM now rolls for damage. A six sided die is again used.

[1]: No Damage/Cosmetic damage

[2]: Lightly Wounded

[3]: Wounded

[4]: Heavily Wounded

[5]: Mangled

[6]: The body part is ripped off/smashed beyond recognition/cut off/disintegrated/various other violent things depending on the action

Any result above [1] is cumulative. For example, two consecutive damage rolls of [1] will still do nothing. However if a body part has incurred a damage roll of [2], and again receives a damage roll of [2], that body part is now [3], Wounded. If, due to bonuses or penalties, the damage roll surpasses [6] or drops below [1], the result is treated the same as if it had been a normal roll of [6] or [1].

Note that not all foes may be humanoid. They may be given a larger representative die or have their body parts grouped into relative positions represented by the 1-6 scale.

A combatant may make up to two attacks in a single round' date=' barring any abilities that allow for otherwise. The attacks may be with a single weapon, or using an off-hand attack. Without a specific ability to so, it is impossible to attack twice in the same round with different weapon types; for example one cannot slash with a sword and then fire a pistol in the same round, nor headbutt a foe then stab him with a dagger. Similarly, one cannot attack with a two-handed weapon (like a Greatsword/Rifle/Crossbow) and a one-handed weapon (like a Lightsaber/Pistol/dartgun) in the same round.

The second attack takes a -1 penalty.

[/quote']

Each time a (humanoid) character receives a damage result of [4] or above to the limbs and torso or [3] and above to the head' date=' the GM rolls a die. If the result of the roll is lower than that of the damage result, the character collapses and is disabled. On his next turn another roll must be made to keep from dying (via blood loss), initially against a base score of [2']. Each turn the score that must be surpassed rises by 1. This is called the stabilizing roll. If the character fails a stabilizing roll by more than [2], he dies. If he meets it exactly, he stabilizes but is unconscious for the rest of the combat or until one of his allies chooses to revive him. If he surpasses it by more than [2] he revives.

A stabilizing roll of a Natural One results in death regardless of bonuses or penalties, while a roll of a Natural Six results in revival regardless of bonuses or penalties.

In addition to the above, a result of [5] on any limb renders that limb completely unusable. In other words, a damage result of [5] to the head knocks the character unconscious without a roll.

ERRATA: Injury Effects.

A damage result of [4] to the arms imposes a -1 penalty to attack and damage to attacks with the affected arm.

A damage result of [4] to the legs imposes a -1 penalty to defense and movement regardless of affected leg.

A damage result of [4] to both legs imposes a -2 penalty to defense and movement.

A damage result of [3] to the head imposes a -1 penalty to attack and defense.

A damage result of [4] to the upper torso imposes a -1 penalty to attack and damage.

A damage result of [4] to the lower torso imposes a -1 penalty to attack and defense.

Fire/Acid - In addition to whatever regular damage occurs' date=' a body part that is set on fire will receive increasing cumulative damage each round unless the fire is extinguished. In addition after two turns of being on fire, the GM rolls a d6. Results of =/< 3 mean that the fire spreads to the adjacent body part and begins damaging that as well. So don't get set on fire, it's bad for you. The same goes for a body part doused in a corrosive chemical like acid, sans the spreading.

[b']Electrical - In addition to whatever regular damage occurs, upon a successful (non [1]) damage result, the GM rolls a d6. Results of =/< 3 result in the shock status effect. Damage of this type to the arms causes whatever is being held to drop. Damage of this type to either leg results in the character falling over. Damage of this type to the head causes unconsciousness.

Bonus types may seem quite confusing' date=' so here's a breakdown.

ATTACK BONUS/PENALTY: This is an accuracy bonus or penalty.

DAMAGE BONUS/PENALTY: This is, of course, a damage bonus or penalty.

DEFENSE BONUS/PENALTY: This affects your dodge or parry chance.

COMBAT BONUS/PENALTY: A combat bonus or penalty is extensive and combines the previous three bonus/penalty types. A melee combat bonus only confers its benefit in melee combat, while a ranged combat bonus only confers its benefit in ranged combat, and vice versa for penalties.

ARMOR BONUS/PENALTY: This reduces incoming damage according to the size of the bonus, or increases it according to the size of the penalty.

INITIATIVE BONUS/PENALTY: This is a bonus or penalty to your initiative roll, which determines turn order.

MOVEMENT BONUS: This is an extensive bonus which both affects your difficult terrain checks (or other types of movement), as well as your Initiative checks.[/quote']

Fire/Acid - In addition to whatever regular damage occurs' date=' a body part that is set on fire will receive increasing cumulative damage each round unless the fire is extinguished. In addition after two turns of being on fire, the GM rolls a d6. Results of =/< 3 mean that the fire spreads to the adjacent body part and begins damaging that as well. So don't get set on fire, it's bad for you. The same goes for a body part doused in a corrosive chemical like acid, sans the spreading.

[b']Electrical - In addition to whatever regular damage occurs, upon a successful (non [1]) damage result, the GM rolls a d6. Results of =/< 3 result in the shock status effect. Damage of this type to the arms causes whatever is being held to drop. Damage of this type to either leg results in the character falling over. Damage of this type to the head causes unconsciousness.

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Bleh I want In!

NAME: Akiryuan Magoto (19)

GENDER: Male

CLASS: Soldier

BACKGROUND: Akiryuan was raised by his mother after his father died protecting them from raiders. Since then he and his mother(35) have been traveling around the waste with a small group. He has taken the role of the group's Guard. Values the life of the innocent.

TRAITS: +1 to ranged combat, +2 to Initiative checks, +1 to Stealth checks

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See if you can snag some of your friends on the board. PbP/PnP is always fun with friends.

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What friends? lol I might be able to get my ex to make an account to play. But I'm afraid of just what she'd do in the game

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I meant anyone who chills in the Big Board of Fun bro ahahahaha

They'd be the most likely to go for this type of thing.

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She's into RPing, but she's also abut of a perv

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Is there something wrong with being a bit of a perv? You'd simply need to establish some clear guidelines in that regard. As in, rules for pervy situations in the RTD... Like how that would work out (NPCs? People? What context? Etc.)

(I won't be joining this RTD. I'll just be focusing on the one we're doing currently.)

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Nothing wrong with it, just worried that's what she'd mostly do.

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Something wrong with spending all your hard-earned gold at the local brothel in each new city with prostitutes that are always named Charles no matter where you go?

(I have a friend irl that used to run a campaign where the players always did that.)

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Yeah, being a perv is totally not a Wrong Thing, especially considering where we are that this very moment.

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Yeah' date=' being a perv is totally not a Wrong Thing, especially considering where we are that this very moment.

[/quote']

Yeah I was thinking exactly this, and exactly that every time I hear a comment like it on these forums...

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Yes, this is exactly what I need. ANOTHER reason to procrastinate college projects and papers.

God-dammit I'm interested. Let me think about it.

Is it a problem to roll a G.I.R.L. character?

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G.I.R.L.? Guy In Real Life?

I'm not against the sex thing, but I personally don't want it to get out of hand.

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Is it a problem to roll a G.I.R.L. character?

No problem, of course.

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G.I.R.L.? Guy In Real Life?

I'm not against the sex thing' date=' but I personally don't want it to get out of hand.

[/quote']

That's pretty much what a GM is for in the first place bud :P

Also, any other interest? (check)

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My Ex is in, She said she'll make an account tonight after her classes

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Okay guys' date=' post your first moves.[/quote']
I shoot Akiryuan in the face

This should be fun. :D

*These posts were made up by me, and are not actually quotes by the respective members.

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She might actually do that... If I don't follow her... I'm so dead...

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NAME:Laura

GENDER: Female

CLASS: Soldier

BACKGROUND: Laura woke, her eyes groggy, a feeling of cold steel in her hand and of sharp pain in her head. She looked up, and saw the barrel of a pistol aimed down at her. "I knew you didn't have it in you Laura" was the only thing uttered by the unknown man aiming at her. Without even thinking, she adjusted the steel in her hand and pulled the trigger.

That is the first thing Laura can remember. It is her only memory. And now, she takes her assailant's weapon, and sets out, with no clear goal in sight.

TRAITS: +1 to Movement checks, +2 to Initiative checks, +1 to "Scavenging" checks.

(Is it wise to have no direct combat trait? This seems to be the best combination for the idea of someone with high reflexes and agility, who is intensively looking for anything that could tell her anything. I just don't want to unnecessarily gimp her.)

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Heeeey~

NAME:Elena Valintine

GENDER:Female

CLASS:Mutant

BACKGROUND:A well endowed woman who spent her childhood years used by raiders. One day the raiders did not return and she managed to escape into the waste with nothing but her clothes, a few rations of food, and her Psychic abilities she gained as one of the side effects that the drugs the raiders used on her.

TRAITS:Psychic Powers.

PS. She looks like a normal girl~

Back to class

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Come on people! One more at least!

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Here is a sketch I worked up. Geez, I have very little practice drawing faces, and almost none drawing from an angle like this.

You know, her eyes are a little off, and part of me says I should correct it, but a part of me really likes it. I don't know, it kind of gives her a bit of charm, and character. What do you guys think?

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