Hi guys- I've had this idea for a PvP RTD for awhile and I'm not too terribly sure whether I should give it more thought or just roll with it.
Hunters and Keepers RTD
The concept of this RTD is to have two teams of players, Hunters and Keepers, one that attempts to protect an artifact they are given, and the other attempts to take the artifacts.
In a game of 7, 2 players will be Keepers, 5 of them Hunters.
Opening Post:
As the world took shape in the eyes of the godly pantheon of the world, soon came a newcomer into the divine world, one that resembled change, adaptation, and innovation. It's name was Xavai, and with it came it's powers of artifice, creating artifacts which displayed powers beyond the imagination of the gods before him. This development saw much fear and shock, soon Xavai was hunted in his new home. In fear for his works, Xavai looked to the mortal realm to safeguard his power so that the greedy hands of the other gods would not grasp it.
This is Hunters and Keepers: RTD.
In this RTD; 7 players are divided into two teams, 2 Keepers and 5 Hunters.
Keepers are champions, chosen by the newly formed god Xavai, to harbor artifacts of immense power away from the greedy mortals and other, rival gods. They have been chosen for their success in life and have many resources and contacts at their disposal.
Hunters are champions chosen by the gods of the pantheon, tasked with finding the Keepers and 'liberating' them of their artifacts. Upon being chosen, they are granted with insight as to other artifact's locations around them.
Character Sheet:
Name:
Description:
Team Preference:
Starting Skill (1 if Keeper, 1 Major and 1 Minor if Hunter):
Feat (if Hunter):
Artifact (if Keeper):
Feats and Artifacts: Individual stats in regard to each feat and artifact will be created by the GM, but you may describe your feat/artifact to general effect. Artifacts are items and will be much more powerful than feats. Feats are innate to the hunter in question.
Starting Equipment: Keepers will start with a large sum of gold and their artifact. Hunters will start with some basic equipment based on the starting skills they've chosen.
Skills: Can be of anything from a fantasy background, from any school of magic to combat to trained physical characteristics i.e Toughness, Strength, Magical Aptitude. Early on, skills will passively add +1 to dice rolls related to the skill. Early skill levels will only affect less powerful actions. Later on, skills will add feats to your character. You train skills by succeeding in related actions, and will only advance if you have the skill in your repertoire. To add skills, you must successfully roll to study that skill when you have appropriate material to learn from, whether a book, magical source, or a trainer. Books will be difficult to come by- the southeastern Kingdom has a strict censorship policy, to the point where even ownership of a book is outlawed in human lands.
Hunters:
This class of players are tasked with finding the Keepers and liberating their artifact from their control. Hunters are given the special innate ability to detect artifacts within a certain radius. They are not given this ability until after the Keeper's 'grace time'. Hunters start out with limited inventory, but already have levels in two skills of their choice, two levels in one 'major' skill and one in a 'minor' skill, along with a unique starting feat. Hunters in particular are also given a save throw against any adverse effects of a Keeper's artifact. When Hunters retrieve a Keeper's artifact, they may either ascend (mechanics pending) or ignore their god's will and become a Keeper themselves.
Keepers:
This class of players are given a powerful artifact of their choice at the beginning of the game, and are tasked with protecting it for as long as possible. They start with a great amount of money, and are given a 'grace period' in which the hunters cannot find them (all attempts autofail) in order to enact a defense. Keepers are also given a single level in a skill of their choice.
The World:
Terahold:
The main city in which all players start, it will contain various different guilds that Keepers and Hunters alike can take advantage of, and many low-key jobs for Hunters to start with. Keepers will want to flee this area as quickly as possible, as soon as the Hunters obtain their gift, they will be able to locate Artifacts within the general region they are at. However, the guilds of Terahold have many sellswords and hirelings that could help a Keeper, for the right price.
The Divine Knives:
North of Terahold is a mountain range home to both underground societies and kingdoms of the sky. Dragons and Gryphons make frequent vies for dominance in the sky while the Deep Dwarven kingdoms try to remain secluded below. If a Keeper could somehow earn the allegiance of both, they could both have a vast dungeon to hide in and beasts to protect them.
Atimlai:
Along a northwestern path between the Divine Knife leads to a secluded alpine forest. Many frozen beasts lie here amidst isolated villages. Information and resources here are sparse, and so much as surviving here is a war of attrition. Keepers will find it difficult to settle here, but doing so will yield the frosty elements on their side as Hunters will find traversing the frozen lands difficult.
Icalius:
Further west past the frozen forests of Atimlai lie these frozen wastes. Charged with magical energies, the wastes are home to primal ice elementals and spirits as cruel as the chilled air. Traveling here will surely be a death sentence for anyone, unless perhaps you form a pact with the tormenting spirits?
Halderon:
To the south and southwest, a large plain spans across from the southwestern coasts to the edge of the southeastern kingdoms. However, these plains are riddled with undeath and negative energy. Many knights and priests come here in an effort to stifle the advance of the scourge, but are sorely outnumbered.
Kruix:
Further south into the heart of the undead plains lie dry red steppes that seep with corrupted energy. Demons of all sort make their home here, only held back by the stiff defense of the neighboring kingdom of Ulsum.
Ulsum:
Beyond the shanty towns formed to the southeast of Terahold lie huge walls guarding the massive tyrannical kingdom of Ulsum. Ruled by a mighty but mad king, the kingdom is rife with corruption and is maintained by a ruthless order of peacekeeping templars. Home to the Grand Library, which also is the only library in human lands, as all other establishments are immediately dismantled due to the kingdom's strict censorship policy.
(There are more lands I have yet to write about)