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09:46, 30th April 2024 (GMT+0)

How To RPOL.

Posted by The WatcherFor group 0
The Watcher
GM, 1 post
Knows All, Sees All
Tells Some
Tue 24 Jun 2014
at 13:59
  • msg #1

How To RPOL

1. Setting

This game uses the Marvel Super Heroes system. Information can be found online, but the most important resource is this table: http://cdn.comixology.com/assets/rpg_powerchart.jpg.  This site is useful, too: http://www.classicmarvelforever.com/cms/

2. Combat

I will roll everyone's initiative once combat begins.  If you'd like to start with a surprise attack, just let me know and I'll handle the initiative order afterward.  These values will be posted so everyone knows whose turn it is and where they are in the combat rotation.

If it's been your turn during combat for 24 hours or more, you'll take an automatic hold action until you return.  This is to keep the game moving for everyone and will be announced by the DM.

Your opponents' basic stats will be public knowledge, so when you roll you will know if you hit.  This serves 2 purposes: it allows you to describe how your turn went, and it allows you to apply damage. (i.e I shoot my arrow and it pierces the beast 's hide for 4 damage, the beast slumps to the ground dead from the blow.)  This will also allow for speedy combat as you don't have to wait for the DM to post after each player has taken their turn.

3. Skills

You can use your skills when ever they seem appropriate, just work them into your post dialogue and make the roll.  Post the result in brackets and I will make a post describing what happens.  I will also occasionally call for checks; when I do so, I will generally make the rolls for you in order to speed up gameplay and post the results.

4. Character Sheets

You will be responsible for maintaining your character sheet.  There is a place in the Character Details tab for you to put it (separate from your bio under "The Cast").  I would suggest making it look as much like a normal character sheet as possible, as it's easier to view that way.  Make a place for your gold, gear, and experience, as I will be posting what you get but not keeping track of who has what.

6. Chatter

When you speak in the game, please do it in a color specific to your character. The way to accomplish this is <color > text </color >.  This helps to differentiate dialogue from actions.  If you want to type inner monologue use italics. <i > text </i >.

See the prologue posts for your character's color assignment.  This isn't micromanagement; we have a colorblind character, and this is the scheme that works best for him.

5. Non-combat Playtime

During times when initiative isn't being used.  Players can post what they say and their actions whenever they want.  There is no players turns, it's open forum.  If you decide to move from one place to another (i.e Bar to Town Hall) describe yourself as leaving and the DM will describe your entrance into the new location.

If you need to step away for IRL reasons or just don't post for a while your character will have assumed to fade into the back, not talking or contributing but following along with the group, so that when you return you can hop right back in with everyone else.

6. Rolling

When using the Dice Roller, please put a comment in the comment section stating what the roll is for.  This helps to keep thing less complicated for the GM.  If there is no comment then the roll will be null and void.

All rolls in this system make use of D%. You simply roll your D%, pull up the Universal Table (found in the Game Map tab on the main control panel), and find the column that corresponds to how good you are at whatever you're trying to do.

The result with either be white, green, yellow, or red. The closer to red you get, the more likely you'll achieve what you wanted to do -- and the more difficult the task you can complete.

7. Example of How Checks Work

Bob the Master of Sonic Energy (color: purple) wants to convince a guard to let him into the palace.  His post looks like this:

quote:
Bob rushes up to the guard and looks up at him with a pleading expression, panting for breath and pointing wildly over the guard's shoulder.

"Hey, look! A distraction!"

[Sonic Generation: 53, green]

The guard suddenly hears what sounds like the heavily clanking footfalls of an armored beast.


Since Bob got a green result, he knows that his power functioned properly and he can go on to describe what the sound was -- but NOT how the NPC reacted to it. The DM would then update with that reaction.

quote:
The guard snorts dismissively, continuing to stand at attention.


You could also have asked the DM beforehand to get a feel for what color would or would not work, in order to tailor your results accordingly.

Either way, Bob will need to think of something else. If you keep trying and failing, you'll need to pause and let the DM let the NPC react.  Note: this only applies to skill checks that allow re-tries, of course. If you swing at the guard and miss, he's probably not going to let you take another swing without repercussions.

Let's take a look at the rest of the scenario, which Bob can write out more fully because he knows that he needs at least a yellow before he has to wait for the DM to tell him this will work:

quote:
Bob frowns impatiently at the guard, then adopts a look of wide-eyed panic.

"You can't just stand there!  He'll kill them all!
"

[Sonic Generation: 14, white]

Seeing the guard remain unphased, Bob presses the point.

"He said something about binding the souls of those poor orphans to fuel his demonic ritual.  Maybe I was a fool to think you Wardens cared about that.  I'll go ask the Emerald Flame instead; I'm sure Tris will appreciate being placed in Haedriel's debt once more."

[Sonic Generation: 74, yellow]

The clanking sounds are now accompanied by terrible screaming and sobbing.


Having perhaps beaten the DC at this point, Bob now waits the DM to process the success into a story element.

quote:
The guard raises an eyebrow angrily, shifting his stance and marching toward Bob.

"The Shining Empire can handle this problem on our own. Thank you, citizen!"

With that, the guard rushes off -- leaving his post vacant.


Final note: you can (and should) roll as you go, and tailor your prowess to how the numbers look.  If you barely hit somebody, describe the blow in those terms. If you miss, describe that, too.  The DM will correct anything that seems out of place.

8. Example of Combat Checks

Combat will generally begin with the DM doling out the initiative and explaining where everything is. Sometimes there will be maps, but somethings there won't be.

There is no AC or anything in this system. Instead, you just roll your D% and see how you did. Usually a green result is good enough to land a hit, but you can see at the top of the universal table how various colors impact various types of attacks and intensify them.

quote:
The guard returns to find you on your way out of the palace, laden with fistfulls of palace jewels.

"Why you cheeky..." he sputters, drawing his sword.

Combat!  Initiative order:
Guard
Bob

The guard charges toward Bob, swing his sword somewhat clumsily in Bob's general direction.

[Fighting: 19, white]]

The weapon, while once keen, could probably use a few minutes on the grindstone these days, and bites uselessly into Bob's fluttering cape.


Bob's next, and ponders his options. He knows his sonic generation is an energy power, but looking at the chart, he doesn't really want to hit the guard with it because a red result might kill him. Fortunately, Bob has learned a FEAT associated with his sonic power that he called Echo Chamber -- this allows him to roll on the Force column instead.

quote:
Surprised by the guard's reappearance and sudden attack, Bob scurries around him to try to buy some distance.

"SHAZAM!!"

[Sonic Generation (FEAT: Echo Chamber): 93, red, threaten Stun]

A burst of sonic energy explodes around the guard's ears like thundering canons.shower of sparks and dust fills the room like a ticker-tape parade.  The guard clutches his ears, deafened, as the sound threatens to overwhelm him.

[Stun? (Guard): 11, white, fail]

Disoriented and stunned, the guard can do nothing as Bob quietly works his way around him, bags of deliciously ill-gotten loot dangling from his belt and backpack.

OOC/PM to DM: I'd like to disengage from battle and slip away, if possible.


Bob was able to roll for the guard's Endurance check vs. stun because he had that information available to him in the NPC thread. If the guard was wearing something secret or had some power that modified this, the DM would add those modifications as needed. In this case, however, the guard's just a mook, so he's stunned. This allows the DM to process Bob's request to slip away, and resolve the combat accordingly.

quote:
The guard continues to swing he sword recklessly as Bob slips away, shaking his head and groaning.

"Where are you?!  Come back here and fight!"

End Combat!

This message was last edited by the GM at 15:11, Tue 04 Apr 2017.
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