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[Admin] Game Mechanics.

Posted by TegyriusFor group 0
Tegyrius
GM, 5 posts
Fri 31 Oct 2014
at 16:08
  • msg #1

[Admin] Game Mechanics

This game will run on the Twilight: 2000 rules set, version 2.2.

This thread will host all house rules.

Updates are recorded in blue during each chapter transition.
This message was last edited by the GM at 15:26, Sun 02 Oct 2016.
Tegyrius
GM, 6 posts
Fri 31 Oct 2014
at 16:14
  • msg #2

New Careers

USAF Special Tactics

Combat Controller or TACP, Enlisted

Entry: Strength+Agility+Constitution 16+; Intelligence 6+.

First Term Skills:

• Electronics: 1
• Forward Observer: 1
• Navigation: 1
• Observation: 1
• Parachute: 1
• Survival: 1

Subsequent Term Skills:

• Acrobatics
• Autogun
• Climbing
• Combat Engineer
• Electronics
• Forward Observer
• Grenade Launcher
• Navigation
• Observation
• Parachute
• Small Arms
• Scuba
• Stealth
• Survival
• Swimming

Promotion: 6+, DM 1+ if INT 7+.

Contacts: Two per term, military.  Roll 1d10 for 8+ for the contact to be foreign.

Pararescue, Enlisted

Entry: Strength+Agility+Constitution 16+; Education 6+.

First Term Skills:

• Climbing: 1
• Medical: 2
• Parachute: 1
• Scuba: 1
• Small Arms: 1

Subsequent Term Skills:

• Acrobatics
• Autogun
• Biology
• Chemistry
• Climbing
• Damage Control
• Forward Observer
• Grenade Launcher
• Medical
• Observation
• Parachute
• Small Arms
• Scuba
• Stealth
• Survival
• Swimming

Promotion: 6+, DM 1+ if INT 7+.

Contacts: Two per term, military.  Roll 1d10 for 8+ for the contact to be foreign.

Weather Reconnaissance Technician, Enlisted

Entry: Strength+Agility+Constitution 16+; Education 6+.

First Term Skills:

• Meteorology: 2
• Navigation: 1
• Parachute: 1
• Survival: 1
• Swimming: 1

Subsequent Term Skills:

• Autogun
• Climbing
• Computer
• Electronics
• Forward Observer
• Grenade Launcher
• Meteorology
• Navigation
• Observation
• Parachute
• Small Arms
• Stealth
• Survival
• Swimming

Special Tactics Officer

Entry: Strength+Agility+Constitution 16+; Intelligence 6+; OCS, military academy, or commission.

First Term Skills:

• Forward Observer: 1
• Leadership: 1
• Observation: 1
• Parachute: 1
• Survival: 1
• Swimming: 1

Subsequent Term Skills:

• Autogun
• Climbing
• Combat Engineer
• Electronics
• Forward Observer
• Grenade Launcher
• Leadership
• Meteorology
• Navigation
• Observation
• Parachute
• Small Arms
• Scuba
• Stealth
• Survival
• Swimming





U.S. Army Chemical Corps

Enlisted NBC

Entry: Education 6+.

First Term Skills:

• Chemistry 2
• Damage Control 1
• Computer 1
• Meteorology 1
• Observation 1

Subsequent Term Skills:

• Biology
• Chemistry
• Computer
• Damage Control
• Ground Vehicle (Wheeled)
• Instruction
• Medical (Diagnosis)
• Meteorology
• Observation
• Warhead

Promotion: 6+, DM +1 if INT 7+.

Contacts: One per term, military.  Roll 1d10 for 8+ for the contact to be foreign.

NBC Officer

Entry: Education 6+; OCS, military academy, or commission.

First Term Skills:

• Chemistry 2
• Computer 1
• Damage Control 1
• Leadership 1
• Meteorology 1

Subsequent Term Skills:

• Biology
• Chemistry
• Computer
• Damage Control
• Instruction
• Leadership
• Medical
• Meteorology
• Observation
• Persuasion
• Warhead

Promotion: 6+, DM +1 if INT 7+ and/or if graduate of military academy.

Contacts: Two per term, military or civilian specialist (Chemistry).  Roll 1d10 for 8+ for the contact to be foreign.




Naval Special Warfare

SWCC, Enlisted

Entry: Strength+Agility+Constitution 15+.

First Term Skills:

• Autogun: 2
• Medical (Trauma Aid): 1
• Navigation: 1
• Small Watercraft: 3
• Swimming: 1

Subsequent Term Skills:

• Autogun
• Damage Control
• Grenade Launcher
• Mechanic
• Medical
• Navigation
• Observation
• Parachute
• Small Arms
• Small Watercraft
• Survival
• Swimming
• Tac Missile

Promotion: 6+, DM 1+ if INT 7+.

Contacts: Two per term, military.  Roll 1d10 for 8+ for the contact to be foreign.




High-Threat Law Enforcement

Most jurisdictions are fortunate not to need full-time SWAT teams - their police tactical officers serve in normal patrol duties unless a special situation demands a callout.  This phase represents service in a major city or a federal agency that sees enough violent offenders to require full-time door-kickers.

Entry: 1+ terms in Federal Law Enforcement or State/Local Law Enforcement; no prison record; Constitution+Strength+Agility 17+.

First Term Skills:

• Intrusion: 2
• Observation: 1
• Persuasion: 1
• Small Arms: 2
• Stealth: 1

Subsequent Term Skills:

• Armed Martial Arts
• Climbing
• Combat Engineer
• Grenade Launcher
• Interrogation
• Intrusion
• Medical (Trauma Aid)
• Observation
• Persuasion
• Small Arms
• Stealth
• Thrown Weapon
• Unarmed Martial Arts

Promotion: 7+, DM +1 if INT 7+.

Contacts: Two per term, criminal or government.  Roll 1d10 for 8+ for each contact to be foreign.

Special: This phase counts as Federal Law Enforcement and State/Local Law Enforcement for purposes of Initiative gain.  Also, characters entering this phase with prior skill points in Combat Engineer may substitute Combat Engineer: 2 for Intrusion: 2.
This message was last edited by the GM at 01:22, Thu 13 Nov 2014.
Tegyrius
GM, 103 posts
Tue 9 Dec 2014
at 01:41
  • msg #3

Combat

Damage

At short range, pistol-caliber weapons (pistols and submachine guns) use d10 damage dice instead of d6s.

Melee weapons use d10s instead of d6s.

Unarmed attacks do 1d10 + UCD, not flat UCD.


Attack Skills

Small Arms (Pistol) is usable with most small arms up to Bulk 3.  This is to make concealable weapons (PDWs, exceptionally compact assault rifles, etc.) more appealing.


Body Armor

Soft armor has AV 1.  Trauma plates have AV 2.

(I feel the need to specify this because body armor technology has come a long way since this game engine was designed.)


Hit Location

I'm adopting the 1d3x1d6 "grid" used in Twilight: 2013:

 123
1left hand/wristhead/neckright hand/wrist
2left elbow/forearmupper chestright elbow/forearm
3left shoulder/upper chestcenter chestright shoulder/upper chest
4left hip/thighcenter chestright hip/thigh
5left knee/lower legupper abdomenright knee/lower leg
6left ankle/footlower abdomenright ankle/foot



Rate of Fire

If a character is firing a semi-automatic weapon, I usually assume she's firing a controllable volley - i.e., her cumulative Recoil doesn't exceed her Strength.  I handle a semi-auto volley as a single attack roll.

Example: Karolina (Strength 7) is firing a ubiquitous Glock 17 (Recoil 3) at an Attar.  The cumulative Recoil for two shots is 6, so I assume she is double-tapping with no penalty.

To determine multiple hits from a successful attack with a volley, I add the weapon's Recoil to the die result.  If the modified result is still less than or equal to the target number, that's an additional hit - with location and damage rolled separately.  I keep doing that until I'm out of bullets or until the modified die result exceeds the target number.

Example: Karolina needs a 6 or less to hit.  The die result is a 2.  Adding the Glock's Recoil of 3 yields a modified die result of 5 - still under the target number.  Karolina gets two hits.

This game system doesn't differentiate between "regulated" bursts (i.e., two- or three-round bursts controlled by a gun's selector) and full auto fire in any way but Recoil and the number of bullets released per trigger press.  I'm okay with that abstraction.  For multiple hits in burst fire, I generally look at it the same way: one round automatically hits, then increase the die result by the semi-auto Recoil value for additional hits.

Going forward, if someone fires multiple bursts in a single turn, I'll make a separate attack roll for each burst.  Cumulative recoil penalties will apply to each burst past the first.

Example: Karolina switches to a wz.88 Tantal assault rifle (ROF S/3/5, Recoil 2 for a single shot, 4 for a three-round burst, 6 for a five-round "burst" of automatic fire).  She fires a pair of three-round bursts at another Attar.

The first burst needs a 10 or less to hit.  Karolina's first attack roll yields a 7 on the die.  The first round hits.  Adding the single shot Recoil of 2 provides a modified die result of 9, so the second round hits.  There's one more bullet in this burst, but adding Recoil 2 again modifies the die result to 11, so the third round misses.

The cumulative Recoil of 2 three-round bursts is 8, which exceeds Karolina's Strength by 1.  Karolina's second attack roll will need a 9 or less (10 - 1) to hit...


If you want to deliberately "overdrive" your gun in the hopes of rolling a natural 1 and scoring more hits, say so in your combat tags.

This message was last edited by the GM at 14:48, Mon 18 Jan 2016.
Tegyrius
GM, 254 posts
Sun 3 May 2015
at 23:54
  • msg #4

Character Advancement

At the conclusion of each mission, I will award regular XP to each PC who participated in that op.  XP costs for skill increases are as per the BYB (pp. 138-139): raising a skill costs XP equal to the new skill value.

Example: Caradoc has Gunsmithing 3.  Caradoc may spend 3 XP to raise Gunsmithing to 4.

In addition, from time to time I may award skill-specific XP.  These are like regular XP but may be spent only to raise the skill to which they're linked.  Skill-specific XP may be combined with regular XP.

Example: Caradoc has Survival 2.  He also has 1 Survival-specific XP awarded for a solo camping trip in the Canadian Rockies during the last downtime sequence.  Caradoc may spend 1 Survival-specific XP and 2 regular XP to raise his Survival to 3.

Initiative will increase separately from skills.  I'm tracking Initiative on a hidden spreadsheet and will alter the PCs' character sheets as it becomes appropriate.  My mechanic for this is per the BYB (p. 139): each combat scene awards a PC one Initiative-specific XP.  Regular XP may not be spent to boost Initiative.
Tegyrius
GM, 459 posts
Mon 18 Jan 2016
at 14:33
  • msg #5

New Skills

Damage Control (CON)

The mechanical equivalents of first aid: firefighting, HAZMAT, and related emergency fixes.  Navy basic training provides 2 points of Damage Control.  It's also available as a subsequent term skill for the Civil Engineer, Paramedic, Support Arm (enlisted and officer), and Enlisted Seaman careers, and as a secondary skill (volunteer firefighter or similar experience).

Network (CHA)

This represents your character's ability to call on acquaintances, friends, and contacts for information or assistance.  It replaces the hard-wired contacts system.
During character creation, each contact becomes one Network skill point.

Each character's first use of Network per mission is at average difficulty (target number is [Network + CHA] x2).  Each subsequent use increases difficulty by one level.  Difficulty also may be modified by story factors - in general, it's one level easier if you're "at home" and one level harder if you're in remote or unfriendly territory.  Exceptional requests will also present higher difficulties...


Physics (EDU)

The physical sciences stuff that's not handled by the existing Biology and Chemistry.  This skill is available in the Undergraduate University and Graduate University careers and as a secondary skill.

UFOlogy (EDU)

Your knowledge of both UFO folklore and the realities of alien activities on Earth.

You may not purchase UFOlogy at character creation.  The GM may choose to award you points in UFOlogy as part of the regular bonus package if it fits your character history.

This message was last edited by the GM at 14:45, Mon 18 Jan 2016.
Tegyrius
GM, 460 posts
Mon 18 Jan 2016
at 14:37
  • msg #6

Skill Assists

If two or more characters are collaborating on a task, I'll decide who's leading and who's assisting.  The assistant with the best relevant skill makes a skill check (whatever relevant skill applies) at the same difficulty that the primary actor will be using.  If the assistant succeeds, the primary actor rolls twice and takes the better die result.

Additional assistance beyond the first helper will be handled on a case-by-case basis.

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