Re: House Rules
This is how I prefer posting for your characters to be handled for your various Forms of posting:
Non-Combat Posting
Used when NOT engaged with the enemy. The primary form of posting.
Unless Engaged with enemy, this is the primary form of posting while exploring and walking around the Gambit or adventure Forum. They are "real time" (aka follows the timeline, ie one day IRL = aprox. 2 hours of game time.). The only thing I ask for in addition to your regular post is:
PERCEPTION: (D20 plus bonus if any)
JIC: (Give me a natural straight roll of a D20, plus a unmodified D% roll)
The following is NOT REQUIRED, but SUGGESTED by yours truly (to help me scan your posts). If you comply with this, you get an extra 500 XP when I figure XP out.
Regular text such as actions are normal type.
"Spoken words are to be in bold and quoted."
"Radio Chat is to be green and quoted"
Passed skills are to be blue and in this format: Skill name % needed to pass, YOUR ROLL, "pass"
Failed skills are to be red and in the same format as a passed skill except "fail" at the end.
Out of Character statements are like this: (OOC: does this Mecha make me look fat?), try to keep this to questions concerning the Game. Use the OCC in the forum dedicated for out of game conversations
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Combat Posting
Because of combat issues here is the format on how to post. I and any GMs who may come along will always post the enemy actions that you can see. In other words if you cannot see the sniper you cannot do anything about it until he/she fires.(This was a legitimist concern that was brought out, how can you respond to whats happening in the game.) So I/(we) will hide the roll from the group until after the round is over. However the reason I am hiding the rolls from a PC. Is this way you guys post. Yes I will know if you are going get killed if you do not make all the dodges. But In real life you would not know it was going to happen until it happens. And I prefer this.
IF your mecha is destroyed and you could not eject (that’s the just in case roll in this scenario), and I do this automatically if the mecha/vehicle has ejection. I will allow the PC one final thought or some last words. And will give the XP for it to your next character. I am not a fan of killing my PCs but this is a war story and you are all soldiers in It and sometimes this happens. Feel free to ask as many questions as needed, I would like everyone to fully understand how this is going work.
I have eliminated the Need to keep track of missiles and ammo, since that is in combat gear. Which is your responsibility as the player to do the updating each round with changes. I am not going to require you to show me the math with your bonuses. I can check it if I need to. If I find constant inconsistencies I will bring it to that players attention.
Here is the Template for your Combat Post: Copy and use it over and over.
Explain what your character is doing, much like a standard post. But here is the more important part of this. The more information you give the better chance I have to achieve your characters intended goals.
Skill Rolls:
This is where your skills you are going to use this round go, along with your roll.
JIC: (just in case) this is a roll of a D20 and a roll of a percentile dice (D100) this is for those things you may not see. Like a Secret door, a glint of the snipers scope as the lite catches it just right. It’s just a natural roll, no bonuses exist for this.
Initiative: Roll it (D20) and add your Bonuses
Perception: roll it (D20) and add your bonuses
Conditions: this is the damage to your mecha; it helps both you and me to remember important details needed for great interaction.
Actions per Melee: this is the number of actions/attacks you have
Action 1: this is where you post your actual action and the dice roll with its bonuses
Action 2: this is where you post your actual action and the dice roll with its bonuses
Action 3: this is where you post your actual action and the dice roll with its bonuses
Action 4: this is where you post your actual action and the dice roll with its bonuses
Action 5: this is where you post your actual action and the dice roll with its bonuses
GM Note: N=natural, m=modified
Example of the template in use:
Michelle Grey looks over her radar to see the six ghost fighters closing in on her and Lt. Murphy. Radioing to Lt. Murphy; “Bat girl to Roughrider, I’ll take the three on the right you take the three on the left.” With that she begins targeting her targets, closest first. While still providing cover for her wing mate. Suddenly she notices the three volleys of missiles and the ghost firing their auto cannon. She targets the missiles with her missiles of her own while trying to take evasive actions to avoid the remaining missile volleys.
GM Note: here Michelle has told me her plans to attack, and the order she has chosen for this round.
Skill rolls:
Pilot Veritech: rolled 43% passed
Radio basic: 68% failed
GM Note: here she should scramble the message above since the skill roll failed.
Sensory Equipment: rolled 28% passed
GM note: here is the skills she used this round, I am not making them take up an action because the HUD system in all the mecha is like those of the video game. You see them as part of your standard view. Piloting Veritech is important since it does effect here actions. Had she failed she would have lost control of her mecha had she done any stunt flying or special maneuvers. But these are all actions she is gonna do as she is pilots and fights. This is not her grooming her nails, or reading a book. If it is something I think you should use an actual action for I will let you know so you can adjust it.
JIC: (15, 66%)
Initiative: m16
Perception: N20 m23
Conditions: everything is in good shape and ready to go.
Or if damaged it should read something like this: Right wing destroyed, sensors down -50% due to damage sustained to head.
Actions per Melee: 5
GM note: you may choose to hide the to hit rolls and damage rolls by making them private to GM. It’s a free choice.
Action 1: fires a volley of 4 short range missile (high Explosive)rolls to hit m15, damage
Action 2: she targets the first ghost with a volley of three medium range missiles (armor piercing), roll to hit m18, damage 90 MD
Action 3: fires her destabilizer cannon (5 round burst) at the ghost. Rolls (n20) to hit, m24 damage 50 MD (will actually be doubled do to natural roll of 20) so 100 MD
Action 4: Dodge incoming fire, rolls (N20) M23
Or fires her destabilizer cannon (5 round Burst) at the ghost, rolls to hit m12, damage is 40 MD
GM Note: here she has placed an alternative just in case she did not need to roll for dodge. And you can do this several times. But I do take the combat actions in order. Where I will give you your best dodges before the worst (After all you’re the combat elite out there. ), so once I use the action that dodge is lost.
Action 5: Dodge incoming fire , m15
Or fires her destabilizer cannon (5 round Burst) at the ghost, rolls to hit m15, damage is 60 MD
GM note: Same as above
N=natural 20, m=modified number
This message was last edited by the GM at 07:46, Thu 16 Apr 2015.