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Da Rules.

Posted by Da Golden ThroneFor group 0
Da Golden Throne
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Thu 13 Apr 2017
at 21:44
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Da Rules

This is a play by post game with no actual stats or dice rolls. All events, actions and outcomes will be determined by story telling and by yours truely the GM. There are, however, some rules concerning technology use (listed in the technology section) and powers (listed below).

In Game Post: Talking
Players are allowed to post conversations in game between each other as much as they like as long as they are not in a combat or diplomatic situation.

In Game Post: Actions
While posting in game, a player will describe his characters actions but is not allowed to post the outcome. The player is however allowed to post what they are trying to achieve with the actions. During combat a player can only post once per GM post and must take into account that your actions in said post must be achievable within a time frame of 10 seconds.

In Game Post: Environment
I, the GM, will always try to describe the environment the players are currently at in detail. But a player is free to add terrain features while they make an in game action post. These terrain features are however limited to things you can actually find in the current environment. Also a player can not add the following: Working vehicles, weapons, ammo, people, creatures, corpses, supplies, specific name building, and secret passages. Basically you can describe the cover at which you are hiding behind.

In Game Post: Player's Writing the Outcome
As stated above a player may not post the actual outcome unless the GM gives them permission too.  When I do give this permission, I will post (usually in red or orange) that PLAYER A can defeat ENEMY X as they wish. This means that said PLAYER A may post how they defeat the enemy in detail. Note as stated above the actions the player describes must be achievable within a 10 second time span. I will also occasionally give options to the player as well as repercussions to those options.

Making a Character
When a player post their character for 1st review I would like character sheet to have the following:

Name:

Race:

Affiliation: Which nation you serve if any, if you want to create a custom faction, give me a brief story about it.

Character Background and Profession: What you character is like and good at.  Im running a war game so I'm looking for soldiers, mercenaries, etc.) If you character has a mark of chaos you will post how it "positively" effects you here. Also don't make your characters a Mary sue who know everything.

Character Defects: If you want a defect. Can be mental or physical or both. If your character has a mark of chaos you will post how it negatively effects you here. Note, character with defects have a better chance of getting requested war gear.

Requested War gear: Gear unique to you, can be a item from another faction or it can be custom made. If custom made, describe it. However, if I find it too powerful I will either tell you no or tone it down.

Biotics, Psychers, and Guardians of Light

Biotics:
Biotics is the ability of some lifeforms to create mass effect fields using element zero nodules embedded in body tissue. As a biotic, you have the ability to manipulate things buy firing out energy fields created from your own body. A biotic can lift object, blast people away, create force fields, and can even freeze things in stasis to list a few. There is actually too many different biotic powers to list so if you wish to play a biotic please look it up yourself. However do know that in my game a biotic has free will to use there powers anyway they want rather than be limited to a set list of powers based on class that Mass Effect featured. Their are a few downsides to biotics. First, useing your powers will strain you both mentally and physically. Seconds, biotics require you too actually hit your target with biotic energy to effect them. At short range this is unnoticeable since you can point blank and energy blast to ensnare someone in a biotic lift for example. However, targets further out have the chance to dodge said energy blast. Lastly, and this applies to all power users in general, a person under a biotic effect can withstand or end its effects if they have enough willpower. Unless of course the power was design to cause immediate physical trauma, then said person should prey that they are sturdy enough to take the hit.

Guardians of Light:
Those who become Guardians of the Traveler will be blessed with the power of light. Those who choose this path must select a theme (usually elemental, fire, lightning, etc.) to represent their powers. While a player has light energy they can manipulate their theme base power as they wish. Unlike biotics and psychers, a guardians power of light does not come from themselves but from their Ghost, an A.I. that generates power over time or recovers it from enemies of "DARKNESS!" killed in combat. This means guardians do not strain themselves using their powers but do have a finite amount at which they can use their powers at a time. Guardians will be aware of their light level in a percentile amount. A guardian will usually start a mission with 100% light and as they use their powers they will tell the GM how much of the percentile of light they will put into the power to determine its strength. Or they can describe the power first and the GM will let them know how much was used base on the description and outcome. A guardian recovers 5% light per hour which is doubled if they are sleeping. Or as stated above they can kill a being of "DARKNESS!" which will give them a random amount of light based on the strength of the enemy's "SOULS!". It is unclear why certain races are considered being of "DARKNESS!" but the truth is that their deaths somehow further the Traveler's goals. The following list is all the main races that are classified as beings of DARKNESS! Note that this doesn't mean that these individuals are actually evil, just that killing them will give you power.

Psychers- Warhammer 40K
Astartes- Warhammer 40K
Eldar- Warhammer 40K
ORKS! - Warhammer 40K
Tyrinids- Warhammer 40K
Necrons- Warhammer 40k
Deamons- Warhammer 40K
Anyone blessed? by CHAOS!
Flood- Halo
Promethean's- Halo
The Hive- Destiny
The Taken- Destiny
The Vex- Destiny
Reapers- Mass Effect

The last thing to know about being a guardian is that if you are playing a biotic race your biotics will be repressed and that psychers can not become Guardians due to their DARKNESS! Also as a guardian if you fall to the ruinous powers of "CHAOS!" you will lose your power of light and your ghost will leave you. As far as combat goes, a guardian follows the same rules as a biotic.

Psychers:
To be a psycher is to break reality. One manipulates the pure energies of the warp and are not limited by anything say them self. A psycher can use their powers in any fashion be it something outlandish like manipulating the elements or something subtle like delving into a person thoughts. Its for these reason that psychers are considered the most powerful and dangerous of the three classes of power. It is fortunate that psychers are incredibly rare. However, with great power comes a great many boot to the head. First, like a biotic, a psycher that uses powers will strain themselves both mentally and physically. However, this is the least of a psychers worries, for each time a psycher uses their powers they risk reality backlash and the warp itself kicking them in the teeth. This is known as The Perils of the Warp and when this happens a random misfortune will usually fall upon the psycher or the people around them or both. This misfortune can be anything and its effects are usually determined by the power the psycher uses. Meaning that the more outlandish and reality breaking the psycher's power is, the more destructive the perils will be. Also continued usage of one's powers, especially repeated powers, has a good chance of causing Perils. You have been warned.

CHAOS!
The Warp has recently come into existence a century ago. It is the source of power for psychers as well as a source of long distance travel for some factions. What most of the galaxy doesn't know is that it is home to its own vile populace. Known as Daemons by the more ancient races, these creatures are an unknown that are considered a myth if not thought of at all. However, those that do know them tend to covet them. These allies to the daemons seek power for a price and will eventually serve under one of four primary warp entities know as the Chaos Gods. It is unknown if these "Gods' actually exist of if they are just a ruse created by others to gain the servitude of the ignorant. Regardless though, the power that a servant gains is quite real and dangerous.

Khorne
The entity known as Khorne is worshiped as a god of war and destruction. Saner followers see him as a god of martial prowess and honorable combat where the more deprive believe him to be a god of murder that seeks the slaughter of all. Regardless of belief, all worshipers of Khorne favor killing their targets up close and personal. The gift one receives from this deity is known as the Mark of Khorne. This mark will always grant its owner with some kind of augmentation or mutation that will enhanced their melee performance. The most common boon is the simple enhancement of ones strength but other gifts have been confirmed. Like the ability to gain nourishment from killing without having to eat, drink, or sleep. Or gaining the senses of a predator to help track down one's pray. However, their are many down sides for this mark. One being an addiction to violence, another being mutations into a ravenous beast, to name a few.

Note: Khorne and Psychers
As many of you may already know, in official warhammer Khorne detests psychers and usually a psycher can never gain the mark of Khorne. There have been exceptions, (Kyrus, a librarian who became a khorne demon prince in DOW2). In my game there are quite a few psychers of Khorne, this is due to the fact that psychers are one of the few ways needed for a ship to travel the warp safely since their are no astropaths present in my universe. However, Khorne still detest psychers and thus if you wish to be a psycher of Khorne you will need to follow these 8 edicts.

1. Thou shall never use thy sissy powers for battle with the exception of denying other psychers, biotics, and/or guardians the use of their sissy powers.
2. Thou shall never use thy sissy powers to effect the minds of others or oneself.
3. Thou shall never use thy sissy powers to alter the abilties of others or oneself.
4. Thou shall never use thy sissy powers to heal others or oneself.
5. Thou may use thy sissy powers when guiding thy glorious ships of Khorne threw the warp.
6. Thou may use thy sissy powers to aid in forging thy weapons of Khorne. Note this mean to actually forge a weapon and not just conjure one.
7. Thou may use thy sissy powers to summon thy glorious deamon brethren of Khorne and only Khorne to battle.
8. Thou may use thy sissy powers to hasten/teleport thyself and thy Khorne brethren into battle and only into battle, and to try to flee with thy hasten/teleportation is right out.

Tzeentch
The entity known as Tzeentch is worshiped as a god change and evolution. Those who follow him seek to alter the status quo of pretty much everything. Most follower tend to be psychers for sorcery is the greatest form of enacting change. The Mark of Tzeentch is probably the most random of the blessings given by the chaos gods. Many followers gain great psychic power, others gain great fortune or unrivaled luck, but all tend to gain some physical mutation. An extra eye here, an extra arm there, or even and extra mouth that may or may not have its own mind to speak. Its even rumored that some warriors of Tzeentch will not remove their armor for fear of revealing the horror underneath or there may be even nothing at all. Regardless, almost all servants of Tzeentch gain the power of manipulation in some way or another.

Nurgle
The entity known as Nurgle is worshiped as a god of death and acceptance. His followers usually consist of those blighted by some ailment. But rather than curing the disease, the Mark of Nurgle instead strengthens it as well as making it a boon for its carrier. Most followers of Nurgle will have an unusually high resilience as well as being immune to any known and even unknown diseases. His warriors are known for shrugging off injuries that even the hardier races would succumb too. His followers are also known for spreading his word of acceptance to other unfortunates like a disease. The effects of this mark are usually the most obvious. Many affected by Nurgle will grow bloated and pale, usually covered and various skin diseases, or they may become incredibly thin and take the visage of a skeleton, and their stench is universally horrid.

Slaneesh
The entity known as Slaneesh is worshiped as a goddess of desire and perfection. Her followers tend to seek the greatest of sensations and/or the path of perfection. The Mark of Slaneesh usually enhances ones senses to better enjoy all sensations, or one might receive enhanced reflexes in both mind and body making all around them appear slow in comparison. The adverse effects of this mark tend to be mental rather than physical. Many followers of Slaneesh usually have an addiction that they must succumb too. Others become arrogant or proud to an insane level. Note that many followers of Slaneesh simply wish to have a good time and party but there are many others that follow a dark path of "pain is pleasure" and will go out of their way to make other experience that "pleasure".
This message was last edited by the GM at 03:52, Mon 16 Aug 2021.
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