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Rules and Guidelines.

Posted by BlackStoneFor group public
BlackStone
GM, 3 posts
NY
MSH Classic Game
Thu 7 Nov 2002
at 23:04
  • msg #1

Rules and Guidelines

Here are some general rules and guidelines that I use as a general rule of thumb for my games.  I'm not trying to come off as high handed, but I found it generally helps to get these things out of the way up front so we are all reading off of the same sheet of music.

1. Play Nice.  Your characters might be at cross ends, but you as players are not.  This is an adult game, and I expect everyone to act like adults.  If you have a problem with a players playing style, don't make comments out in public about it, send the player a private message, or message me.  Between us we can work things I am out to everyone's satisfaction.  Also the same goes if you have a problem with the way I run a game or make a ruling that you find questionable.  Send me a private message.  I will admit up front I'm not perfect, and I do make mistakes, but making snide or sarastic remarks of such isn't going to endear you to me.   Talk to me and we'll work things out.   I will however state that this is my game, and if I find a player's behavior destructive or disruptive, that player will be removed.  I won't let one player ruin the game for others.

2.  I would like a person to post every other day.  If you are unable to post, send me a message.  I'm easy and understand that at times real life events interfere with hobbies and recreation like game playing.  Letting me know, especially ahead of time, allows me to plan the game around it with and keep the story in tact and rolling.  If you miss three posting periods in a row without letting me know, your character will be removed.  I know this might seem harsh, but its unfair to the other players to have to wonder if a character is ever going to show and stalling storylines.

3.  You guys create the guts of your character, I decide if that character has supernatural abilities, what powers, and how many.  This makes it even for everyone.  I will however keep your character concept in mind and not give your character a power that will run contrary to it, and the threats you face will be challenging, but not impossible for your character.

More to follow as the game develops.
This message was last edited by the GM at 18:52, Thu 16 Dec 2004.
BlackStone
GM, 5 posts
NY
MSH Classic Game
Thu 7 Nov 2002
at 23:34
  • msg #3

Karma Awards

Here is the fun stuff.

Every week of R/L is going to be 6 hours of time, so every month we should cover about 1 in game day.   At the end of every week, karma will go out

*Anyone that posted during the week will get 50 Karma points.
*In game goals accomplished will be rewarded as per the Marvel Campaign Guide.  IE beat a threat of Ex 20 max stats earn 20 karma.
*Consistent well thought out meaningful rp posts will get an 30 karma bonus each week
*People consistently rping their character as per their character personality and limitations will get 20 karma bonus each week.

Here is an example of what I mean by meaningful posts.

Wolverine claws the bad guy

Wolverine extends his claws one at a time and advances towards the man holding the gun slowly, an animal like growl sounding deep in the back of his throat, until he gets within ten feet, then he explodes into motion and leaps at the gun man, claws leading and looking to stab him straight through the chest

See the difference?  Make your actions come alive.  To me its the details and description that helps make the game and story come alive.

Good role playing will get you bonus karma awards.  What I mean by good role playing is that your posts are consistent with your character's personality.  If you say your character is the type of person that will charge in first without checking things out, and post otherwise, you won't be getting points for that post.

Role play your characters how you want, just serious deviations from the personality you have listed will be frowned upon (and penalized).  Also if you start mowing down the Mom out shopping with the kid because they happen to be in the way of you shooting the bad guy, have at it, you'll just loose all karma for doing so.  (yes killing innocents will cause you to loose all karma, whether you are a good guy or bad in this game.)

Karma will be awarded at the start of each game week on Mondays.
This message was last edited by the GM at 22:55, Mon 22 Mar 2010.
BlackStone
GM, 534 posts
NY
MSH Classic Game
Sun 1 Dec 2002
at 21:26
  • msg #4

Stunned

Stunned means you can't perform any combat or move actions other then get up.  You're character can talk, but keep in mind you are in pain from what just happened.  After the bad guys have posted the number times you are stunned, then you can perform combat and move actions again.
BlackStone
GM, 551 posts
NY
MSH Classic Game
Mon 2 Dec 2002
at 14:17
  • msg #5

Killing

First off killing innocent bystanders in the game will cause the character to loose all karma, no matter who you are working for.  For the bad guys and the vigilantes out there it attracts too much unwanted attention and would bring the full brunt of every law enforcement agency in the planet down on you, for those working law enforcement, you would quickly loose the protection your organization is giving you if you start unjustly shooting and killing random people on the street.   I will give you one warning if I see a post where the end result will be loosing all your karma.  An example of that was one of Anubis posts with a security guard (not the robot one).  He originally had slit the guards throat and killed him.  However the guard is basically a bystander.  he had nothing to do with any criminals.  He was just an ordinary Joe doing his job.  The post was then re-edited.

Now for killing bad guys (or targets for the bad guys), you guys can go ahead and kill if you want, just be aware that I will be applying the killing rule listed for the bad guys, which is a -100 karma penalty.  I think its more then fair considering the way the game rules normally read is that you wouldn't be allowed to kill at all without loosing all your karma.

Robots, androids, and AI's can be killed at no penalty.
This message was last edited by the GM at 22:56, Mon 22 Mar 2010.
BlackStone
GM, 584 posts
NY
MSH Classic Game
Tue 3 Dec 2002
at 21:18
  • msg #8

Power Stunts

Power Stunts: Each time you declare a power stunt, it costs 100 karma.  The first time you try the stunt, you need a red feat roll for sucess.  2-4 times its a yellow power feat roll, 5-10 its a green power feat roll.  After the 10th sucessful demonstration of the power stunt, it becomes a part of your character's powers, and no more karma is needed to be spent.  The end result is that a power stunt will cost you at the very least 1000 karma points (more often then not more to guarente sucess on the rolls).  Also keep in mind the first time you call for a power stunt you must succeed at it.  Failure means that the stunt is beyond your character's grasp, and can never be attempted again.  After the first sucess you may fail as may times as you want, just know that each occurance will cost 100 karma, and will continue to do so until you have had 10 successful attempts.

Also keep in mind that karma for power stunts may not come from your karma bank.  Advancement and karma stunts are separate matters.  Also unless approved by me, the 100 karma used in a power stunt can't come from a karma pool either.
This message was last edited by the GM at 23:11, Mon 22 Mar 2010.
BlackStone
GM, 1413 posts
NY
MSH Classic Game
Sat 1 Feb 2003
at 13:21
  • msg #9

Multiple Attacks-Written by Leidao

Multiple Actions -

2 actions per round - Remarkable
3 actions per round - Amazing
4 actions per round - Monstrous
5 actions per round - Unearthly

No more then 5 actions can be taken per round unless modified by a talent.

Now, this means you need to have a fighting of at least Excellent to attempt 2 attacks per round (and it's a red area roll, yellow if you have remarkable, green if you have incredible, amazing, and automatic if you have Monstrous).

You need Incredible fighting to attempt 3 per round.

Feats work like this - compare your stat/power against the intensity.

More than one rank lower:  Impossible
1 rank below intensity:  Red area roll
Equal to intensity:  Yellow roll
1-2 ranks greater than intensity:  Green roll
3 ranks+ greater:  Automatic

Hence, someone with Amazing fighting (Captain America) routinely pulls off 2 attacks per round, and when pressed (with karma! :) can easily manage 3.

Thor, on the other hand, with Unearthly fighting, automatically can have 2 attacks per round (at -1 CS), and needs only a green roll for 3.  :)

Spider-man, with Remarkable, needs a yellow roll for two, and cannot have three.

Thus, we see that unless you have hyperspeed (which can be used for multiple attacks instead of fighting), Agility plays NO part in multiple attacks.

Now, when you do multiple attacks, you suffer a -1 CS per action you take that round.  If you attempt multiple attacks and FAIL, you only get one, and you suffer a -3 (!!!!) on that attack - the penalty for attempting to do to much and failing to do anything right.

Some rules, including those added by Blackstone:

1.  If you dodge, you are limited to 1 attack (ie, you have 3 attacks.  One of them is a dodge.  You can only ATTACK one time, though you can take another action).

2.  If you do a full Evasion, you can evade everyone that round...but that's all.

3.  If you choose to put one of your actions into an evasion, you may evade ONE attack on yourself.  But the evasion in this case is at an additional -1 CS.  You can choose as an action to evade multiple times, but each evasion is treated as an action, and each must be against a different attack declared ahead of time.  If that bad guy decides not to attack, then the action is wasted.   Note characters that have danger or combat sense as a power are not constrained  and if they have a free action not used, can use it to evade an attack coming their way.
This message was last edited by the GM at 23:08, Mon 22 Mar 2010.
BlackStone
GM, 1459 posts
NY
MSH Classic Game
Sat 8 Feb 2003
at 14:52
  • msg #10

Character Interaction

As I fully understand, players hate it when other players start to play their characters by putting into thier post how another character moves, or acts, or emotions.

So for now on don't do it, unless you have prior coordination with the player.  That means don't grab or carry a character without their approval.  Of course if the character is unconcious you may carry them to remove them from combat.
BlackStone
GM, 1711 posts
NY
MSH Classic Game
Thu 27 Mar 2003
at 19:40
  • msg #11

Power and Stat Cap

Given all the karma that is out there, and to keep the game from being out of balance, here are my Power and Stat Cap rules.

No Power or Stat can be raised more then +2 CS above its original level, and No Power or Stat over Mn 75

Everyone can purchase up to 3 new powers that's it.

Unlimited number of Talents can be purchased.

New Power stunt Purchase rules.

You can purchase power stunts out right rather then develop them in game, but here are the rules.

1500 Karma (or 750 if your stunts only cost 50 karma a pop) Now this is a bit stiff, but I am allowing you to have them right off the bat then making you develop in the game.  It is up to you how you wish to do it.
This message was last edited by the GM at 23:00, Mon 22 Mar 2010.
BlackStone
GM, 1724 posts
NY
MSH Classic Game
Fri 28 Mar 2003
at 16:11
  • msg #12

New Ability abd Power Advancement Rules

I went through the Players books and using the system there, I determined how much it would cost to go from one rank to the other, adding in all the karma costs and cresting for that rank.  I like this better at it might help keep the game from going out of focus, and I can tailor it to meet my needs while not making use of that silly rank number I never liked.  When you advance in a rank, you purchase a new rank.  The costs for each rank are listed below.

Ability Enhancements
Fb: 430  Pr: 470  Ty: 580  Gd: 1320  Ex: 2450  Rm: 3180  In: 4140  Am: 9580
Mn: 9370 (because I stopped added when I reached Rank number 75)

Resources Enhancements
Fb: 220  Pr: 270  Ty: 380  Gd: 1120  Ex: 2250  Rm: 2980  In: 3940  Am: 9380
Mn: 9170

Popularity Enhancements
Fb: 20  Pr: 70  Ty: 180  Gd: 920  Ex: 2050  Rm: 2780  In: 3740 Am: 9180
Mn: 8970

Power Enhancements
Fb: 540  Pr: 640  Ty: 860  Gd: 2340  Ex: 4600  Rm: 6060  In: 7980  Am: 18860
Mn: 18440

New Powers will cost 3000 plus Rank number X 50 plus 500 per rank crest
Fb: 3600  Pr: 4200  Ty: 4800  Gd: 5500  Ex: 6500  Rm: 7500  In: 8500  Am: 9500
Mn: 11250

All powers that are double power slots (marked with a *) will cost double to purchase

All new Talents and Styles will cost 1000 karma period

All double slot talents will cost 2000.
This message was last edited by the GM at 14:27, Thu 17 Oct 2013.
BlackStone
GM, 1918 posts
NY
MSH Classic Game
Wed 7 May 2003
at 18:26
  • msg #13

New Combat Rules

First off, if it isn't in your post in the story, then it didn't happen.  This game is difficult as it is without me having to go back into OOC or private messages for something you forgot or wanted to add.  When I do my combat results I have 3 Windows open.  Window 1 I am composing the post.  Window 2 is the combat thread so I can go back and see what your character is attempting to do.  Window 3 is for Character Sheets.   For now on if you forgot something, put it in the main combat post, or it didn't happen.

Next in order to make things easier on me, in your private OOC line to me explaining your actions, I would like 2 things.  1 is the base action you are attempting, two is the narrative of that action if it succeeded.  That way I am no longer having to guess or read minds on how you envision your actions succeeding.  I tried folks and I can't read minds, and I am tired of complaints, even good matured ones, telling me "that's not how I saw it working out."  So tell me how you see it working out, and if the dice roll you way, that is how it will be written up.   It also saves me from having to read through a paragraph of descriptions and try to figure out just what you are trying to do in game terms.  I'm sorry folks but Marvel didn't design their combat system with a whole lot of complexities in mind, and that is the way a majority of you are writing your actions as, and I am really having trouble determining if you mean a grapple attack, or a melee attack, or a dodge, or an evasion, etc.

Example

Snake.

Action: Force ranged attack to Bandit

Description:  Snake once again extends his arms and builds up the power in his armor, releasing it again as twin lances of force, hammering into the Ming in front of him.

Lastly there is a bunch of karma in this game, so much it is almost unbalancing.  Lets face it, as much as it would be nice to mop the floor every combat, if there wasn't some risk, if it wasn't challenging, you all would get bored and this game would come to a grinding halt.  So I am going to be nick picky on karma use.  Just saying karma isn't cutting it anymore I don't know what you mean to use karma for?  It it for the combat roll, is it for in case someone slams me?  If someone does score a slam do you only want to be staggered or non staggered.  See what I am getting at?  So please specify what you are using karma for, and what result you are aiming for.  If you really want to be lazy and say I am using karma for all rolls, I'll accept that, just realize that means I'll take 10 points for all rolls that could of happened.

Example

Snake says he uses karma for all rolls.  He gets the red result he was looking for against Bandit, nothing else happened that round.  I take the 40 karma needed for the red, then 10 for the dodge attempt roll, 10 for the slam avoidance, 10 for the stun avoidance, and 10 for the kill avoidance, for a total of 80 karma points.

Even though 4 of those rolls never happened, they could of happened, and that is the way I am interpreting what you mean when you say karma for all rolls.  it might seem a bit harsh, but I am tired of trying to guess intentions and getting blasted for it when I make my best guess, and as often then not I guess wrong.  I'm only human.  This is the only way I know of to cut down on the headaches I am getting after each round of combat.

Evasion is still a full round action.  However it can be used against multiple attacks.  For each additional attack above 1, it's a -2 CS for success.  So a person with Mn fighting can fully evade 3 attacks 60% of the time.  Talents for evasion bonus are considered..


A person can not evade a ranged attack.  For ranged attacks they still must Dodge.
This message was last edited by the GM at 23:18, Mon 22 Mar 2010.
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