This campaign will be called "Space Whaler Escape", and will proceed with the extended RTD rules, which are as follows:
[spoiler=Rules. Large text.]Each player posts the actions he will attempt during each turn of the game, a turn being somewhere between a second and a minute depending on circumstances and rolls. Time is an illusion in RtD.
Some actions (picking up a readily available item, taking out a weapon in normal circumstances, speaking, etc) can be declared free by the GM, succeeding without a roll, but most major actions will require a roll of a D6, and their success is gauged on this scale:
: Epic Failure. The action failed and horribly backfired on the user.
: Failure. The action failed.
: Unfailure. The action didn't succeed all the way through.
: Success. The action succeeded, just barely.
: Epic Success. The action succeeded, in the most improbable way.
: Overshot. The action succeeded, but backfired horribly on the user and anyone around.
Any bonuses or penalties the player has will be added to the roll. Having a total score above 6 or below 1 yields no special results.
Dodge and Damage
Whenever, due to any event, something threatens a player (or another participant of the game, i.e. a destroyable part of the surroundings), two rolls may be made. First comes the roll to Dodge from which the game gets its name. A D6 is rolled, and the result is treated on this scale:
: The threat was not avoided, and the player did everything possible to magnify it.
: The threat was not avoided.
: The threat was partially avoided.
: The threat was just barely avoided.
: The threat was completely avoided.
: The threat was avoided, but the player also magnified it and created an additional threat.
Any bonuses or penalties to dodge are added to the roll for the dodging player or object, and any bonus or penalty to hit of the attacker (if there is one) is subtracted from this roll. A  roll prompts another dodge roll, to counter the new threat, ad infinitum until a non- roll is made.
If the result of a dodge roll is insufficient - exactly what is insufficient depends a lot on the circumstances and the attack roll - a roll for damage is made, using the same D6, and the result is once again determined by the scale:
: Damage was suffered in excess of what the threat was capable of doing by itself.
: The threat dealt its maximum possible damage for the circumstances.
: The threat dealt moderate damage for the circumstances.
: The threat dealt minimal damage for the circumstances.
: The threat dealt no damage regardless of circumstances.
: The threat dealt minimal damage to its intended target, but something else suffered instead (usually it's armor that suffers).
Any armor bonuses that match the attack type are added to the roll, and the attack's bonuses are subtracted from it.
Health and Injury
Whenever damage is dealt to a character, the GM decides, per the circumstances, what damage is dealt to what parts of the character's body. Damage comes in several varieties, which are fairly straightforward. Penetrating wounds cause bleeding, which, if intensive enough, may cause death at the end of any turn. Broken bones prevent the usage of limbs and may cause internal damage and bleeding. Damage to the brain can be instantly lethal. Lost or disabled hands will prevent the use of items, one lost leg will incur a -1 penalty to movement, both lost legs will incur a -2 penalty. Other than these effects, the wounds have no quantifiable effect on the character.
Sidenote: why doesn't this forum collapse spoilers?[/spoiler]
Now that the system is explained in detail, we can start.
These six players are participating:
Norade wrote:Name: Tyler Wilks
-CAW-1a Assault Rifle (+1 to-hit, +1 pierce damage)
-Armored Space Suit (+1 to resist energy damage, +1 to resist physical damage)
-Multitool (+1 to making broken things work again)
-MP3 Player w/ Headphones
-Assault Rifle Champion (+1 to hit and +1 to damage with assault rifles)
-Low-G Hero (+1 to actions taken in less than 0.5G's gravity)
OmegaChief wrote:Name: James Khan
-Lasgun (+2 Energy Damage)
-Combat Armour (+2 to resist Phyiscal damage, +1 to resist Energy damage)
-Packet of Bubblegum
-Medic (+1 to Medical Rolls)
-I've been in space! (+1 to actions to operate shipboard machinery)
The Vortex Empire wrote:Name: Matt Frehley
-Ravager-11 Assault Rifle (+1 Armor Penetration, +1 to melee attack)
-Reinforced Combat Armor (+1 to resist physical damage, +1 to resist energy weapon damage)
-Omni-Tool (+1 to technology interactions)
-Firearm Training (+1 damage with slugthrowers)
-Quick Reaction Time (+1 dodge)
Carinthium wrote:Name: Unit 4
Species: Anthromorphic Robot
-Explosives (+2 blunt/force damage)
-Armor (+1 to resist any damage)
-Learned Psycology (+1 to dodge vs. character actions)
-Claimed to be Invincible (+1 to intimidation)
-Wheels (+2 movement speed, cannot climb stairs)
chitoryu12 wrote:Name: Jack Ross
- P45 Combat Handgun (+1 pierce damage)
- Sunglasses with holographic overlay (+2 to-hit with weapons)
- Datapad (+1 computer use)
- One-handed shooting (+1 handgun accuracy)
- Quick thinker (+1 dodge)
born in shadow wrote:Name: Der Hummelsaft
-TRXX-1 Blaster Pistol (+2 laser damage)
-Slick coat (+1 persuasion)
-Sictes Pistol (small enough to be concealed)
-Master Investigator (+1 to search)
-Gunfighter (+1 to-hit with guns)
-Precise aim (+1 to hit a held item)
The "SUS Inhibitable", "the rustbucket", the "Protsvetanie" class Space Whaler. A rather large, and at the same time incredibly cramped ship. For the last eight months, it's been the home of its ten crewmembers, and an incredibly large rat that snuck on board back on the tradestation at Deneb Kaitos. Things were going rather well since then, the cargo holds were nearly full, packed with all kinds of processed meats. The various horrors of interstellar space, referred to as "space whales", made surprisingly good sushi, and were massively hunted since their discovery. This last one, however, proved to be tough. It managed to smash the ship's entire arsenal of weapons (one dorsal laser-tipped harpoon turret) and sensors and broke free, leaving the ship nearly blind in interstellar space. The captain and his three officers did a great job of getting the ship where it is now, on the orbit of an unidentified blue giant star. And then, it happened. Without sensors, nobody could really see it coming - a large asteroid, smashing straight into the ship's midsection. Tucked safely away behind the thickest armor in the center of the ship, the bridge, along with the captain, the first officer, the chief engineer and the navigator, was instantly vaporized. The enormous gap in the structure has cut off the engineering deck and the cargo hold from the rest of the crew, who were left without control, on an accelerating ship, quickly careening towards a massive gas giant. With all escape pods lost (they, too, were located in the midsection - a great flash of brilliance on the designers' part), the crew seems doomed... until they remembered.
Back at Deneb Kaitos, the captain blew half of his profit on a new purchase. The Captain's Pod. Situated in a tube in the ship's nose, this brilliant needle of a pod was a state-of-the-art design. It could only house a single person, but its engines were advanced enough to take it anywhere within ten parsecs in a single burst. It's the last glimmer of hope for the six remaining crewmembers... and each of them will do anything to reach it first. Anything.
The ship's fore section consists of four levels, each shaped like a disc. Several elevators connect the levels, which share a similar layout - a large "hub" in the center, surrounded by rooms and corridors. As long as the engines provide thrust, the ship has gravity, directed along the ship's axis. The gravity is currently around 0.6G.
The captain's pod in on the first, foremost level. You are all on the fourth level, closest to the wrecked midsection.
Tyler Wilks is in the lavatory, fourth level.
James Khan is in the Medibay, fourth level.
Matt Frehley is in the Lounge, fourth level.
Unit 4 is in his quarters, fourth level.
Jack Ross is in the Dorsal Observatory, fourth level.
Der Hummelsaft is in the Ventral Observatory, fourth level.
You all know the ship through and through of course, but you're under stress at the moment, and will have to make an effort to correctly recall what is where on the ship.
And now, it starts. Post your actions for turn 1! Doesn't have to be a single action, but something you can pull off within a minute at most.