Gameplay.   Posted by The Empire.Group: 0
The Empire
 GM, 3 posts
Sun 5 Feb 2017
at 06:13
Gameplay
Taking Action

Note that I will be handling all dice rolling in the background. All you have to do is say what you want to do.

Exploration
For exploration, everyone takes one action per round and I’ll respond once everyone has taken an action. I will post at minimum once every four days, if you’re late, I’ll take an action for your character (Make your character do something for you). Please don’t force me to do that, stay somewhat active or let me know you won’t make it. Actions are considered anything other than using consumables, making gestures or facial expressions, talking to other PCs, or moving about the immediate area. You can do as much of that as you like, but please only take one action at a time and please don’t speak to one npc all at once.

Combat
Combat is handled in rounds just like in exploration. As explained above, actions are considered anything other than using consumables, making gestures or facial expressions, talking to other PCs, or moving about the immediate area. You can do as much of the above as you wish, within reason, but you may take only one action per round. In combat, you generally either attack an enemy, assist an ally, or make use of the environment. Attacking can be anything from shooting your target to scaring them off to shoving them away. Assisting an ally can be anything from patching up their wounds to laying down covering fire to helping them move a boulder for cover. When making use of the environment, you’ll often gain some kind of benefit, usually a bonus to dice rolls. Using the environment includes finding cover, kicking someone off a cliff, or searching for useful things on the battlefield.

Getting Hurt

Taking Damage

Taking and dealing damage is handled in a very specific way. First, an attack is made; the attacker adds their applicable skill rank, applicable brain or brawn rank, and applicable weapon damage to the dice roll and the defender adds their applicable defense skill rank, applicable brain or brawn rank, and applicable armor defense to the difficulty level of the attack (usually about 8). If the attacker’s total is higher than the defender, the defender takes the total difference in vitality damage.

Stress is a different matter entirely. Whenever you either take a big physical hit or you’re attacked mentally, you take stress damage. Generally, 1 stress is a weak attack while a 3 or 4 is a very strong mental attack. There’s not much that can be used to defend against stress damage.

Scars

Dying is not easy with this ruleset, because we have plot immunity! Instead, getting hurt just makes life a whole lot more difficult. Once you’re taken down to 0 or less vitality, you’re considered to be at “Critical” which just means you’re in very bad shape. You can be brought down to a minimum of -5 vitality, but being brought down this low makes it hard to get back out. Whenever you take damage while you’re critical, you’ll start generating scars.

Now, scars is a mechanic stripped right out of FATE. Not sure what other systems might have that are similar, but the idea is once you are reduced to critical, you develop a scar each time you take damage. A scar is just a simple description of how you took a very painful wound. You lost an arm, you twisted your foot 180 degrees, you got most of your teeth knocked out, etc. Each scar adds a -2 drawback to all dice rolls your character makes until your scars are healed. Unlike vitality, scars are pretty hard to fix. A character with high cure can try to patch up a scar on each other player character once each time you reach a resting point. If they get a decent roll, they will “band-aid” the scar which improves the situation, but doesn’t solve it, reducing the penalty to -1 instead of -2. They give you a mechanical arm, they give you crutches, you get some fake teeth, etc. Sometimes they get an amazing roll and instantly cure the scar, but don’t be too upset if they don’t manage to do anything at all, that happens. Some scars are difficult to heal.

Disorders

Whenever your character reaches maximum stress, your stress counter is reset and you generate a disorder which you can see below. Stress can be recovered by taking part in things that calm or enlighten your character. This includes talking through problems with other characters, visiting places or people that appeal to your character, or just doing really awesome things that gets your character excited.

Now, disorders are really bad, definitely worse than scars. Examples of disorders are “Short-term memory loss”, “Blindness”, “Claustrophobia”, and whatever else you can think of. These disorders restrict actions you can take by labeling your character with a specific condition, if the condition is met, your character can only take actions that attempt to get you out of that situation. For blindness, perhaps the condition is “You must be sure they’re there.” With that condition, you cannot take action unless you know for sure where your target is. For claustrophobia, perhaps the condition is “You hate being in tight spaces.” The list goes on. Ideally, the disorder is not too restricting and is fun to play with, but it’s supposed to be pretty awful.

The removal of disorders is extremely difficult, near impossible. In this campaign, you will be very rarely offered a trade that will cure you of a disorder. The cost, however, will always be something you cannot afford to pay. Every ounce of cash you have? Your friends? Your best weapon? A fight to the death against impossible odds? This trade is very rarely offered, so it’s absolutely worth considering, just be ready to pay the price. Sometimes, the cost can be paid through battle, but even this will always be expensive. Often you will need to fight in an extreme uphill battle to get the trade you want.

Progression

Progression is going to be handled very simply. First, you will be offered a pretty consistent resting point which will allow you to restore some vitality, give you a chance to heal some scars, and you can also reallocate one skill point each time you reach a resting point. Beyond resting points, you will also be offered additional skill points over time as it is deemed worthy. Perhaps you practice using a skill you barely have and you continue to fail. Well, you’re going to get better at it, so you may be offered a skill point. In general, doing poorly too often or just by making the overall experience more awesome will tend to award you with more skill points, so roleplay well. Items will be earned pretty naturally and very consistently. I will also try to make sure there’s always places to earn and spend currency where it’s reasonable.

This message was last edited by the GM at 17:21, Mon 13 Feb 2017.

The Empire
 GM, 63 posts
Wed 8 Feb 2017
at 03:03
Gameplay
Here are some additional rules that I'm adding as we progress..


Update: 2/7/17

-If you have a skill that relates to the action you're doing, but it doesn't quite match, you only benefit from half of the skill rounded up. For example, you have Stealth: 5 and you're trying to deceive an npc, but you don't have anything that matches better than stealth. In this case, you gain +3 (2.5 is half, rounded up is 3) bonus for using stealth to deceive.


-I've decided that there might be situations where a certain player character might be more suited to do something, but they might not have the skill to match that idea compared to another player character. So, if another player who's less suited has a larger total bonus than a player who's more suited, the player who's more suited "Competes" and gets a +1 over the less suited player. Here's an example to help...

Less Suited Player: +5 total bonus
More Suited Player: +2 total bonus


Because of the situation, the more suited player has a +6 total bonus instead so that it fits the story and the situation more. This means that player skills still matter, but the player who is supposed to be better at something will grant a better bonus.



-When helping out your fellow allies, there are different rules depending on how you're helping them. If you're taking an action that indirectly makes their life a whole lot easier, they get a +2 bonus to their action for the round, like laying down covering fire. Assisting indirectly is its own action with its own benefits and the +2 bonus is only added if you succeed. If an ally tried and failed at an action, you can try again in their place with a -2 setback. This setback stacks and can continue to do so until each player has tried once. When directly assisting an ally, like helping them lift something, you add half of your total bonus (rounded up) for that action to the roll. In the case of lifting something, if the ally you're assisting has +4 total bonus and your bonus is normally +3 if you were doing it alone, you'd apply an additional +2 to their roll.

All of the above assistance actions spend your action to perform. This is especially important in combat.



Update: 2/10/17

-Sometimes, there will be moments where you are desperately in need of assistance. Most of the time, it's more fun to try and get out of a situation yourself, but is it not also fun to have that rare moment when something awesome happens? I like the storytelling idea that occasionally, a miracle might happen, but it's never a guarantee. So, whenever it's your darkest hour, a bare dice roll is made with no modifiers. If it's exactly a 20, a miracle happens, which can be anywhere from a lightsaber appearing out of a hat to a soldier spontaneously becoming a hero and saving your life. If it rolls under 20, nothing special happens.


-Languages are a bit complicated to explain, but I'll do my best. All players have a set of languages they have by default, galactic basic being one of them. Just by being your character, you are fluent in certain languages by default. However, you can take a skill called "Fluent (Language): #". If you have at least one point in a language, you are fluent in that language and will be able to understand, speak, and write in that language. If you spend additional skill points in that skill, your character will be able to persuade other characters when speaking that language better. Your character can also pick up knowledge on languages as you progress over time. This knowledge you pick up along the way is handled behind the scenes and does have a cap. This knowledge increases as you attempt to understand that language and succeed in dice rolls.

In terms of gameplay, you get fluent by spending a skill point. In terms of story, your character can pick up some things along their journey, but without growing up learning the language or studying it extensively, they can't become natively fluent. However, if your character spends the time to sit down and learn the language, they can become fluent (meaning you spend a skill point).

Difference between maxed out "picking up things here and there" and natively fluent is not a lot. The fluent character understands the most complex of words and can understand deeper forms of slang and such.

This message was last edited by the GM at 02:08, Sat 11 Feb 2017.