“Right, listen up! After the last… unfortunate… incident, we no longer have any Agents willing to take on the Night Shift. That’s not good enough! I’m going to need a team of 4 to buck up and take on the challenge. Don’t worry, there’s only a 50-50 chance of dying. That’s not too bad really!” Night Shift is an RTD (Roll To Dodge) Role-Playing game set in the Black Watchmen Agency. The rules are extremely simple: each player submits an action, and I (the GM) will roll a die to determine how successful the action was.  = Complete failure. Usually has a very negative effect.  = Failure. Not much happens.  = Partial success. The amount of success is determined by the GM.  = Success. The action was performed.  = Very successful. The action was performed in the most positive way.  = Too successful. The action was performed but backfires horribly. Spoiler: Examples For example, say an agent were to attempt to make their morning coffee. The result would be determined by the D6.  - As you flick the switch on the coffeemaker, the machine begins rumbling. Before you have even a second to take a step back, it explodes, showering both the room and you with scalding water. You look down and see that a shard glass from the coffeepot managed to lodge itself in your thigh. Ugh. Looks like it’s gonna be a long day.  - Turning on the coffeemaker, you stand by as it starts whirring, bubbling, and making a couple strange dinging noises. You keep standing by. The more you stand by, the more you begin to accept that you’re probably not getting your coffee today. Rats.  - God, waiting for coffee has to be the worst part of the morning. The drip...drip...drip, just the worst. Finally, after a few minutes, there’s...probably enough for your cup. Pouring it out, you can already tell it’s not gonna be great. It looks gritty, maybe even a little clumpy? Either way, coffee is coffee. You take it, and hope it’ll get your through the morning at least.  - Ah, coffee. Fantastic stuff. Even better when it comes out smooth and quickly from the machine. Unfortunately, you only get the former. But hey, at least you know it’s gonna be a good wake up call!  - DAMN. You’re pretty sure Dispatch chipped in for a new coffee machine, because you’ve never seen it come out THAT quickly. And so SMOOTH! You smile to yourself, already feeling more chipper as your pour yourself a cup, people already lining up behind you to get their own. Ahhh… You know a cup is good when you feel awake from the first sip. And boy, do you feel ALIVE!  - Dark coffee? Check. No clumps or grains? Check. Quick service? Check. Looks like someone got your complaint about the coffeemaker. However, just as you’re about to pour yourself a cup, Ned from Accounting swoops in and grabs the whole pot. “Sorry dude, we’re on an overhaul. I could smell this from all the way down the hall, so we’ll probably be set for the whole day.” Ugh. Ned. What an ass. The Night Shift requires 4 agents. Agents will be put on a watchlist and brought into action if someone else dies/gets lost/becomes forever stuck in the void somehow. To start playing, all you have to do is create a character using the form below. Spoiler: Form Agent Name: Appearance: Background: (why you joined the Night Shift, why you joined the Agency, etc.) Starting Items: -see below- Spoiler: In-depth Rules At the start of the night you can purchase items from the Vending Machines in the lobby. Higher level Agents will be able to buy better items. These items can include medicine, weapons, and magical items that can affect rolls of yourself, other Agents and enemies. See the Shop spoiler for details. Once inside the Agency you’re on the Night Shift and must survive until 6am. The game is played by each Agent taking a turn and making an action. For example “I run down the corridor until I reach the door to Micro C.” The GM will then roll and respond with how well the action was performed. The game can consist of anything and everything - from intense battles with bearwolves and other creatures, to a quiet night researching in the Archives. Whatever you want to do, you can do. Every Agent begins with 20 HP. If you get hurt you can lose this, but it can be regained with Items purchased from the Vending Machines. If you ever reach 0 HP you’re dead. RIP. Each Agent also begins with 10 coins to purchase items with. These don’t have to be used. Any unspent coins will be rolled over to the next night, provided you survive until then. Feel free to include some other starting items that your character would be likely to take to a shift with them. I'm not dealing with weapon/item stats other than the ones for purchase so the odds for success are the same if you're shooting a bearwolf with a gun or trying to make friends with it by giving it a cupcake. After each successful night an Agent levels up. Their HP and coins will increase. Spoiler: Items These can be purchased from the Vending Machines at the start of every night. All Items are one-time use, unless otherwise stated. Bandage [2 coins]: Restores half D6 HP (rounding up) For example, if a 5 is rolled, 3HP would be restored. Lucky Talisman (you can choose the object) [3 coins]: Adds +1 to the roll of any action, performed by yourself or another. Cursed Item (you can choose the object) [3 coins]: Takes -1 from the roll of any action, performed by yourself or another. More items will be added as the game progresses. I’ll update the main post with more information as the game progresses!