Since my first RtD is a moderate success,(I'm having fun, the players seem to have fun, good enough.) but a bit of a mess, (the rules are a bit loose) I've decided to start another. However, this time we'll be going in a radically different direction!
The harbingers of the end times. In a world ravaged by eternal bloodshed and suffering the four gods of chaos prosper, each has his own motives and followers, but united they stand against the mortal empires. Using both daemonic and mortal forces, sometimes even pitting an army against an enemy of the same race. Causing ethical and moral dilemmas among their enemies. Their campaign is at it's height near the end of the third century. The chaos gods find themselves in combat with each of the six nations of Eidolon. They owe their success to the diversity and endless supply of troops, which ironically come from the very nations they are fighting, every man, woman or child is welcome in the armies of chaos. And those who refuse to join will be met with a brutal death at the hands of their former comrades.
The world of Eidolon is divided into seven areas, the very centre of the world belongs to chaos and is rapidly expanding.
The empire of men occupies the North-eastern lands, covered in rolling planes and massive strongholds held by thousands of men. The empire has an amount of troops second to only the forces of chaos. And while their troops may be plenty, they are often under armed and badly trained. With the exception of their knights, armour clad heroes who've seen many battles. Humans are moderately efficient magic users, but have no natural preference or dislike for any of the schools of magic.
The orcs rule the forests in the west. Savage with no thought of the future, they fight only for the thrill of fighting. Standing roughly two meters tall with extremely muscular limbs, they can easily defeat three humans in hand to hand combat. Their troops are disorganized but strong and durable. Orcs being orcs their magic use is equally chaotic, the effects ranging from massive fireballs to the user's hand being lit on fire. Orcs prefer the school of pyromancy and dislike the schools of divination and telepathy.
The Elves occupy the mountains to the east. Lithe and nimble creatures, they prefer not to engage in direct combat with their foes, instead relying on ranged attacks and magic to take out their enemies. Elves are slightly taller and skinnier than humans and have pointy ears. An elf warrior loses to a human knight in close combat but might have a chance at taking him out from further away. Elves are expert magic users and each of them knows at least one spell. just like humans, they have no preferences when it comes to the five schools.
The dwarfs occupy the lands to south west, building vast underground halls and mines. A dwarven warrior uses his length to his advantage and is capable of carrying unbalanced weapons with ease. A dwarven warrior matches a human knight in close combat, and could use a crossbow or flintlock rifle at range. Dwarves aren't the best magic users around but excel at the use of lightning magic, while disliking telekinesis and telepathy.
Ogres used to be the worlds mercenary race, but the thread of chaos has forced them into the caves in the south east. An ogre is usually three meters tall, although even bigger specimen have been seen in the field, and is muscularly build. Each an exceptional warrior, they can take on human forces seven times as numerous as their own. Ogre units wield terrifying weapons that they either build or looted themselves. Their only weakness is their near complete lack of magical powers, very few ogres even have a spark of magic inside them.
The lizardmen are probably the oldest civilization still alive on Eilodon. Living in massive temple cities in the north west, they have lived for thousands upon thousands of years. A lizardman could live for hundreds of years, never losing his martial skill and pride, but continuously growing stronger. Their main strength is their rapid evolution, each lizardman can over the course of a few decades naturally evolve to suit a specific role. They have survived all these years due to their adaptability.
The four gods of chaos are as following:
The blood god: There can never be enough enough skulls for this gods throne, and his followers honour him with causing bloodshed wherever they go. A champion of Khorne will be awarded with weapons and armour and will find that his god will favour him the most if he dedicates glorious moments of bloodshed and destruction to him.
The god of change: The ways of Tzeentch are unpredictable to all but the god himself. A follower of Tzeentch will appear to be even madder than the average follower of chaos, luckier too... Tzeentch rewards his followers with magical powers and mutations beyond comparison. A champion of Tzeentch will be awarded with an amazing array of magical powers and the occasional stroke of luck. Tzeentch is a hard god to please, and will reward those who truly change the world around them into a land of the mad.
The god of decay: A disciple of Nurgle is a diseased and bloated figure, riddled with sores and open wounds. However, this doesn't seem to disturb them a bit, the contrary is true: a follower of Nurgle will be a jovial and friendly creature. But don't be deceived by their looks, a follower of Nurgle is still a fearsome opponent, capable of reacting to being stabbed in the gut by strangling the enemy with his intestines. Gifts of Nurgle consist of Poisonous weapons and the ability to shrug of even the worst injuries. Nurgle favours those who enjoy life and bring more followers to his cause, either by converting them, or making them succumb to one of his "gifts".
The prince of pleasure: Slaanesh is a strange god indeed, the youngest of the four gods of chaos, he was born of the raw desire and pleasure that most living creatures feel. His followers enjoy both the pain of their enemies, as the luxurious lives they live. A follower of Slaanesh will be rewarded with beautiful and ornate equipment, strange mutations and a certain amount of magic. To please Slaanesh is to please yourself, for the prince of pleasure favours those who live a decadent life.
Well, that was the background, I hope I gave you a good read and that by now you must be quite exited for the world you might enter. Onto the rules:
Code:
This RtD uses a ten sided dice for most actions and a six sided one for certain more limited events. Like Mega corporation, the players are allowed to talk to each other between rolls, planning tactics and discussing events. Actions may be edited after these conversations. [b]But only once, and the original action will have to be stricken out instead of removed.[/b] Permadeath is in place, but players may return to the game by joining the waiting list. No god modding, bla bla bla, you know the drill.
Characters will follow the following template:
Code:
Name:(Go ahead, be creative.) Race: (Pick any of the six races, all race specific perks are listed below.) Devotion: (Which chaos god are you devoted to, or are you undivided.) Road to chaos: (How did you become a servant of the chaos gods?) Weapons and powers: (take up slots, more on that later) Armour: (just like the above, more on it later.)
Race perks:
Human
Normal physique. No advantages or disadvantages, equally good at everything. Can pick one of the following at start of game(state behind race):
Big guy = Strong, +1 to strength related actions Archer = +1 to ranged attacks Duelist = +3 to attack rolls, only if engaging one enemy Knight = +1 to attacks from a mount
Orc Strong
+1 to close combat actions +1 to actions requiring strength -1 to actions requiring intelligence -1 to ranged combat +/-to magic usage(when casting a spell a d6 is rolled, with the following results:(1=-3, 2=-2, 3=-1, 4=0, 5=+1, 6=+1) +1 to pyromancy -1 to divination and telepathy
Ogre
Very strong Cannot have more than 1 slot worth of magical abilities at the start of the game. -2 to magic usage -1 to actions requiring intelligence +2 to actions requiring strength +1 to close combat actions +1 to bartering
Elf
weak +1 to magic usage +1 to ranged combat -1 to close combat +1 to actions requiring intelligence
Dwarf
Can't jump over anything larger than a pebble Strong +2 to creating wargear No penalty for complicated weapons +1 to lightning magic -1 to telekinesis and telepathy
Lizardmen
Normal physique At the end of every battle a lizardman can choose any of the following mutations:
wings = can fly and +2 to close combat when exiting flight More muscles = +1 to strength related actions and is now Strong Scaly = -1 to enemy attack roles against you
Brute = is now very strong, +2 to strength related rolls, +1 to close combat, -2 to enemy attack roles against you, can no longer take magic usage or wings(requires both scaly and more muscles)
Fire glands = allows usage of pyromancy and +1 to pyromancy Static spikes = allows usage of electromancy and adds a race specific spell: Charge weapon = conditional effects
Constantly charged = your body is constantly charged with electricity = conditional effects
Magic usage = allows usage of the other three schools of magic Spiky = Enemies that attempt to attack you have a one in ten chance to stab themselves on your poisonous spikes.
Spike shooter = Allows you to shoot your spikes with: -1 to hit, +1 to wound
Onto weapons then, rules first: For you to hit an enemy I shall roll a d10, including any modifiers in the result. Then I shall roll a d6 to see what the results of the hit were, using the following two tables:
To hit:
1 = hit yourself followed by enemy roll 2-4 = enemy rolls on this table against you ( unless it was a ranged attack and they have no ranged weapon, then nothing happens.) 5-7 = success, wound table next 8-9 = great success, wound table +1 10 = Must have killed him now, wound table +2
Wound table, enemies roll at -1:
1 = nothing 2-3 = just a scratch, if on enemy = +1 for your next attack roll against him, if on you = -1 to your next attack roll. 4 = down, you can do whatever you want with this enemy, but it will cost you a turn. Or you can let him be. 5 = kill 6 = worthy of the gods, you unleash your real powers upon the poor soul in front of you in such a way that it must surely win the gods' favour. Roll again on this table for the next enemy. CHAIN REACTION!
Now that that's out of the way: weapons, powers and armour. Weapons and armour take up the slots equal to the number behind them. Weak characters get three slots, normal characters get four, strong characters get five and very strong characters get six. Powers use a different kind of slot, the amount of which is seven minus your race's base wargear slots. So elves get four and ogres get one. More slots might be rewarded later in the game. (lizardmen have three but are incapable of using any before they unlock a magic mutation.) Weapons and armour:
Close combat:
Dagger (1) -1 to wound roll Club (1) can't kill enemies Sword (2) Flail (2) 2's on attack table turn into ones, 1-3 on wound table turn into 4 Axe (2) -1 to attack roll, but negates up to medium armour Staff (2) can't kill, -1 to attack roll, +1 to magic rolls Warhammer (3) can hit two enemies at once, -1 to attack roll, negates shields Battle axe (3) can hit two enemies at once, -1 to attack roll, negates all armour Polearm (3) +2 to first attack roll, +3 if on mount.
Ranged:
Throwing knifes (1) -1 on attack roll Throwing axes (2) -1 on attack roll, negate armour up to medium Flintlock pistol (1) requires a turn to reload unless the user is a dwarf Bow (2) Flintlock rifle(2) Requires a turn to reload unless the user is a dwarf, +1 on wound table Crossbow (3) Requires a strong character, +1 on wound table Cannon (4) requires a very strong character to carry, +3 on wound table, requires a turn to reload
Shields and armour
Small shield and chainmail(1) Protects you from a single 2 or 3 on the enemy wound table, destroyed after that, new one provided after battle Medium shield and scale armour(2) Protects you from a single 4 on the enemy wound table, or two 2's or 3's, destroyed after that, new one provided after battle Tower shield and plate armour(3) Protects you from a single 5 on the enemy wound table, or two 4's, destroyed after that, completely negates 2-3 results.
Powers:
pyromancy:
Fireball (1) shoot a fireball from your hand, counts as ranged weapon with -2 to armoured enemies Engulf weapon (2) Engulfs your weapon in flames, can be at any time(instead of attacking) rolls a d10 1=hands on fire, take a roll on wound table, 2-5= didn't work 6-8=+1 on wound table during this battle 9-10= +2 on wound table during this battle Fiery breath (2) FIRE, FROM YOUR MOUTH! roll d10, 1=lit face on fire, roll on wound table, 2-4 equal nothing, 5-10 hits amount of enemies equal to how much higher you rolled than 4. They take a roll on the wound table. Close combat attack
Electromancy, any spells that ask for you to roll a d6 follow this table 1-4= can't do anything next turn. 5= down, 6=dead
Shocking touch (1) Roll a d10, 1=hit yourself roll d6, 2-5=nothing, 6-10= roll a d6, Close combat attack lightning bolt (2) Same as shocking touch, with the following changes, Ranged and close combat attack, on a 10 the bolt hits another enemy, roll again for that one.
Divination:
Misfortune (1) roll a d10, 1= you roll to attack at -1, 2-5=nothing, 6-10=enemies in combat with you roll to attack at -1, on a 10 a single enemy also rolls on the wound table as he is hit by some seriously bad luck. Precognition (2) you re-roll a attack roll of 1-4, however the second roll always counts, even if it is worse, see it as bad judgement. Perfect timing (1) you dive out of the way of the first enemy that would hit you, negate the first 4-5 wound result an enemy causes against you.
Telekinesis:
Accelerate (1) you give your ranged projectile an extra push, roll d10. 1=wrong way, projectile falls harmlessly to the ground, 2-3=slowed it down -1 on wound table, 4-5=nothing, 6-8= +1 on wound table, 9-10= +2 on wound table. Can be used simultaneously with a ranged attack. Crush (2) Use your opponents' armour against them, roll for a normal close combat attack, with the difference being that the slots take up by the armour are added to the wound roll. Also negates plate armour.(because, you know, it isn't flexible.) Shockwave (2) Cause the earth to tremble as you stomp it. Roll a d10, 1=you go down, 2-4=you look like an idiot, 5-7= On of the enemies in combat with you goes down. 8-10= every enemy in combat with you goes down.
Telepathy:
Control animal (1) roll a d10, 1= the animal attacks you roll on wound table, 2-4= nothing happens, 5-7= the animal attacks his former allies for you, 8-10= The animal will follow you for the rest of this battle and will fight autonomously by your side. Control civilized creature (2) same as control animal, only this also works on any of the six playable races. Hallucinations (3) you project images into the enemies' minds roll a d10, 1=ATTACK, the enemy attacks you, 2-3= "What was I doing again?" The enemies forget what they were doing and can't do anything this turn, 4-7="They're everywhere, the bugs!" Not only can the enemies not do anything this turn, they also start scratching at their skin and take a wound roll at -2, 8-9= "The horror, this isn't worth it." one enemy runs away from the combat and forfeits to the dark gods, 10="No, you're the enemy!" d6 enemies attack their mates.
New rule time: Daemonic summoning/possession!
When a player wants to summon a chaos demon he must roll on the following tables: The summoning, D10 1 - you roll on the wound table, if you would die you instead transform into the daemon you would summon.(Which you can control, I guess.) 2-4 Nothing happens. 4-5 Chaos spawn. (on a 5 you get d3, does require equal amounts of not quite dead enemies.) 6-7 Beast of chaos, continue to next table. (on a 7 you get d3, etc) 8-9 Lesser daemon, continue to next table. (on a 9 you get d3, etc) 10 Greater daemon, continue to next table. God selection, d6 1 Your god 2 Slaanesh 3 Nurgle 4 Khorne 5 Tzeentch 6 Your god So, you have a 50% chance of summoning a daemon corresponding to your own god, nice eh?
Rule: Double wielding
When a player dual wields a weapon the following modifiers apply: +1 to attack roll and wound table to one enemy or -1 to attack roll, yet strikes two targets.
Well then, that's it for the rules! They took me a few hours to write and must be full of exploits and spelling errors, please point these out to me.
6 slots are available.
Last edited by maart3n on Sat Nov 23, 2013 11:19 pm, edited 6 times in total.
Sun Sep 02, 2012 9:07 pm
Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
Re: Roll to Dodge - The harbingers of the end times
Hurr da burp, signing up.
Name: Asmodeus Race: Dwarf Devotion: Khorne Road to chaos: Asmodeus has shown to take extreme pleasure in killing his enemies in the most gruesome ways he can think of. Weapons and powers: Axe, Flintlock Pistol Armour: Medium shield and scale armour
Sun Sep 02, 2012 9:21 pm
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
Re: Roll to Dodge - The harbingers of the end times
Name: Atskadan Jornak Race: Lizardman Devotion: Slaanesh Road to chaos: Lived a luxurious and peaceful life as a nobleman until his wife, children, and home were all taken from him. Has since gone insane and is hellbent on destroying anything and anyone who is even remotely related to the catastrophe. Skilled in fighting. Weapons and powers: Throwing Knives, Bow Armour: Chain mail and small shield
Sun Sep 02, 2012 11:18 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Roll to Dodge - The harbingers of the end times
i would like to join but right now i can't write up a character sheet
all i know is that EXTREME TZEENTCHIAN OGRE SPEEDRUN
Sun Sep 02, 2012 11:59 pm
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
Re: Roll to Dodge - The harbingers of the end times
dont name yourself havelock dagenham pls
Mon Sep 03, 2012 12:15 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Roll to Dodge - The harbingers of the end times
CHANGE OF PLAN (THANKS FOR THE ORIGINAL IDEA, MIGGLES; I SURE WOULDN'T KNOW WHERE MY CHARACTER DESIGN WOULD GO WITHOUT YOU OLD BUDDY OLD PAL)
Mon Sep 03, 2012 12:16 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Roll to Dodge - The harbingers of the end times
BE NICE CHILDREN! PAPA NURGLE DOES NOT APPROVE!
Mon Sep 03, 2012 12:20 am
caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
Re: Roll to Dodge - The harbingers of the end times
Name: Robert Bobathion Race: Human, Big Guy. Devotion: Khorne Road to chaos: Like many people in the Legions of Chaos, Robert joined because of the aristocratic nature of the Empire. Robert was poor, but an excellent fighter. Chaos has shown him the true path. Weapons and powers: Flail. Control Animal and Crush. Armour: Tower shield and plate armour.
Can't be bothered with the road to chaos today, done a ton of typing already. I take it this is in the fantasy Warhammer universe?
What exactly is being Undivided going to be like? I know it's following Chaos as a whole rather than worshipping one god, but how does that alter gameplay?
Last edited by caekdaemon on Fri Sep 07, 2012 8:59 pm, edited 2 times in total.
Mon Sep 03, 2012 1:50 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Roll to Dodge - The harbingers of the end times
the slots/strength system seems pretty strange imo, especially if it applies to spells
if you're average with no equips, you can take four slots of spells, but if you're strong with no equips you can take five slots of spells
what bearing does strength even have on majykal power
Mon Sep 03, 2012 1:53 am
caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
Re: Roll to Dodge - The harbingers of the end times
Also, having just read the combat table, if I roll a one, hitting myself, then roll a six, doing the attack supremely, do I instantly kill myself in the name of the Dark Gods, then get another kill in the afterlife?
Mon Sep 03, 2012 1:56 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Roll to Dodge - The harbingers of the end times
maart3n wrote:
Since my first RtD is a moderate success,(I'm having fun, the players seem to have fun, good enough.) but a bit of a mess, (the rules are a bit loose) I've decided to start another. However, this time we'll be going in a radically different direction!
we're already finding loopholes, STEP IT UP HOMIE
(in all seriousness i want to ascertain the true nature of the slot system before making a char)
Mon Sep 03, 2012 1:58 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Roll to Dodge - The harbingers of the end times
Oh ♥♥♥♥ oh ♥♥♥♥ oh ♥♥♥♥ oh ♥♥♥♥.
The slot system was there so people could not both be a effective mage and warrior. I think you guys are right and have changed it. Check it out!
And no you don't strike out from the afterlife you silly boy. You just stab yourself so deep that it comes out through the other side. Hitting somebody else.
Undivided are blessed equally by each god, making them jacks of all trades, but the sum of all parts would be less than if you were dedicated to a certain god. So you won't be as good a magic user or close combat slaughterer as your comrades but you could still be better at magic then a follower of Khorne. More gifts, lower quality.
Mon Sep 03, 2012 2:37 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Roll to Dodge - The harbingers of the end times
Name: Grom the Fat-Head Race: Ogre Devotion: Tzeentch Road to Chaos: Grom was always the tiny one; though still enormous by other race's standards, he was the runt of the litter. When all the other ogre younglings went to play their ogre games, like Throw the Rock or Eat the Tree, poor Grom was always left to count shiny rocks by himself. They all laughed at him, but he vowed to show them; he would get smart in sorcery, he would learn the shaman way, and they would all suffer and die for their ignorance. Weapons: Cannon and Flail Powers: Accelerate
this may be a dumb question, but does accelerate work on melee weapons or random objects along with your ranged gear?
Mon Sep 03, 2012 3:05 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Roll to Dodge - The harbingers of the end times
Based on my experience in Areku's Deathwatch... Tzeentch is a bastard and should be stabbed in the bird-god ♥♥♥♥. Slaneesh is similarly a bastard but seeks its own advancement rather than dicking over everyone and thing around it like Tzeentch does. Nurgle is a bro, but will give you the mother of all space AIDS. Khorne is the god of PMS. Don't ♥♥♥♥ with female Khornites.
Of course this is only based on interactions with various daemons and a few supplementary readings, but still.
Mon Sep 03, 2012 3:10 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Roll to Dodge - The harbingers of the end times
TorrentHKU wrote:
Slaneesh is a bro, but will give you the mother of all space AIDS.
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