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10:41, 25th April 2024 (GMT+0)

OOC Gaming Aids.

Posted by NarratorFor group 0
Narrator
GM, 4 posts
Wed 17 Feb 2021
at 04:12
  • msg #1

OOC Gaming Aids

Thank you Shroud for putting this together!

OutcomeDegreeBash & BlastSlash & ShootRushGrabWrestleEscapeManeuverSlam?Stun?Kill?
-5 or lessMassive FailureMiss1Miss2MissMissMissNo EffectFailNoNoNo
-3 to -4Major FailureMissMissMissMissMissNo EffectFailNoNoNo
-1 to -2Moderate FailureMissMissMissMissMissNo EffectFailNoNoNo
0Marginal SuccessHit, Half DamageHit, Half DamageHit, Half DamageMissMissNo EffectReveal or Create QualityNoNoNo
1 to 2Moderate SuccessHitHitHit3 & May Push4Grab & Damage Object5Partial Hold6Escape Partial Hold or Reduce Complete Hold to Partial HoldReveal or Create Quality, 1 ActivationKnocked Prone7Stunned for One PageStamina Reduced to 0, Unconscious
3 to 4Major SuccessHit & May SlamHit & May StunHit & May Slam8Grabs Object AwayComplete Hold9EscapeReveal or Create Quality, 2 ActivationsKnocked to Next Range10Stamina Reduced to 0, UnconsciousStamina Reduced to 0, Unconscious & Dying11
5 or moreMassive SuccessHit & May StunHit & May KillHit & May StunGrabs Object AwayComplete Hold12Escape; Place Opponent in Partial Hold or Other ActionReveal or Create Quality, 3 ActivationsKnocked to Next Range13Stamina Reduced to 0, UnconsciousStamina Reduced to 0, Unconscious & Dying14

  1. Thrown objects dodged may be caught and thrown back as a normal attack; evaded melee attacks allow defender an automatic moderate success return attack.
  2. Thrown objects dodged may be caught and thrown back as a normal attack; evaded melee attacks allow defender an automatic moderate success return attack.
  3. A full hit (moderate or better success) from a rushing attack does damage equal to the higher of the character’s Strength +1 or Movement level +1.
  4. On a moderate success of a Strength vs. Strength test, move again up to your normal move with the target; if you fail the push test, take half the rushing attack damage.
  5. Damage equals combined Strength of both parties; grabbing character may choose to release object to avoid damaging it.
  6. Target may act, but at +2 difficulty, and can’t move away; a moderate success may also upgrade a previous partial hold to a complete hold.
  7. Getting back up is target’s next move action.
  8. If the slam fails, you suffer half the damage of your rushing attack.
  9. The target cannot move or act except to attempt to escape hold; you may inflict damage equal to your Strength each round after the first (no test required).
  10. Target spends next panel getting up and performs no other action; if there’s an obstacle in the way, target may be knocked through it.
  11. On following page and each page after, the character loses a level of Strength; if Strength falls below 0, the character dies.
  12. The target cannot move or act except to attempt to escape hold; you may inflict damage equal to your Strength each round after the first (no test required).
  13. Target spends next panel getting up and performs no other action; if there’s an obstacle in the way, target may be knocked through it.
  14. On following page and each page after, the character loses a level of Strength; if Strength falls below 0, the character dies.

This message was last updated by the GM at 04:30, Wed 17 Feb 2021.
Narrator
GM, 16 posts
Sat 20 Feb 2021
at 06:16
  • msg #2

Rolling Tests

After a little play testing, I'm going to change how we'll roll tests.  You will roll for your character only: 1d6 + [ability or power] + [specialty if applicable].  I'll roll likewise for the NPCs and we'll go from there.
This message was last edited by the GM at 19:48, Sat 27 Feb 2021.
Narrator
GM, 73 posts
Sat 20 Mar 2021
at 20:36
  • msg #3

Gaining advantage and what to do with it.

Here are the steps to activating qualities:

Step 1: In your post, you let me know that you're activating a quality by including it in the body of your narrative and underlining it.  The underline will make sure that I'm keyed to what you're doing. (page 29 of Icons Assembled)

For Example::
He met Unstoppable Girl's eyes and gestured at Graviton... his energy form hand turning green. Putting himself not exactly beside Dr. Arctic, Star Phoenix addressed Graviton, "That's enough Graviton, neither you nor I are Judge, Jury and Executioner... if Dr. Arctic has committed crimes of public vandalism, and property damage... he will pay for such, but you do not have ANY authority to murder him! If he is trying to stop injustice as ALWAYS ~ The light of Truth shall burn away the Darkness! Stand down Now!"


Step 2: Activate the quality by one of these means to gain advantage (page 30 of Icons Assembled):
  • Determination: Spend a Determination Point.
  • Maneuver: Take an action and make a test with a suitable ability, either against the appropriate ability of a target or a difficulty set by me. With a moderate or better success, you gain advantage. (page 135 of Icons Assembled)
  • Tactics: A character can choose to accept trouble for the ability to activate a quality, such as accepting increased difficulty in defending against attacks in exchange for activating a quality to gain improved effort in making attacks (an “all-out attack” tactic).
  • Free: In some instances, activation of a quality is free, requiring no DP, action, or trade-off on the player’s part. Players activating a quality to create trouble for their own characters may do so automatically, earning a Determination Point for the trouble.


Step 3: Once you activate a quality, you can gain an advantage from the following list. If you activate multiple qualities, you can gain multiple advantages, including multiple instances of the same advantage, but only one advantage per quality per page. (page 33 of Icons Assembled)
  • Improved Effort: Increase the effort of your test by +2.
  • Insight: Get a clue or hint from the Game Master about a subject of your choice.
  • Push Ability: Increase an ability (attribute or power) of your choice by 1 level for one page.
  • Recover: Regain Stamina equal to the higher of your Strength or Willpower or eliminate the ongoing effects of a power, as specified in the power description.
  • Retcon: An advantage lets you retroactively change some element of the story in an explainable way, such as adding details (“happening” to have a useful item at hand, for example, or knowing an “old friend” who can help you out) or revising them (“I know it looked like I plunged into that bottomless abyss, but here’s what really happened ...”). I must approve all retcons, since I have to integrate them into the story. If the
    I veto one, it doesn’t happen, but you retain the advantage and can use it elsewhere.
  • Stunt: You can perform a stunt.  See below for stunts.


Stunts are unusual applications of characters’ abilities, using them to do things they don’t normally, but that fit in with the overall nature of the ability. Think of a stunt as a special type of action, with specific requirements. (page 35 of Icons Assembled)
  • Attribute stunts are only available to characters with a superhuman level (7 or greater) in an attribute or a master specialty (and then only for stunts related to that specialty). A Science Master can perform stunts related to Science, a Martial Arts Master can perform stunts related to Martial Arts, and so forth. The same is true for a hero with Strength 7+ performing stunts related to Strength, or a hero with Intellect 7+ performing stunts related to Intellect.
  • Power stunts are available to powers regardless of level, since powers are unusual abilities to begin with. Like all stunts, a power stunt must reasonably fall within the power’s parameters, as defined by me. Some powers may be more usable for stunts than others; powers not under a character’s conscious control—Resistance, for example—tend to be less useful for stunts, but can still be used for a suitable stunt if the player is imaginative and I agree.

For Example::
Star Phoenix who can control light has only blast as his power.  Wishing to blind his opponent, Star Phoenix activates a quality to create an advantage which he uses to gain the temporary use of dazzle as an extra of energy control.

To perform a stunt, a character must have an advantage, acquired through a maneuver or tactic or using Determination. Performing the stunt uses the advantage. You can use separate advantages to improve tests for a stunt, just like any other test.
This message was last edited by the GM at 12:58, Thu 03 June 2021.
Narrator
GM, 104 posts
Wed 14 Apr 2021
at 12:56
  • msg #4

Achievements and Character Changes

As the game progresses, I may award a character an achievement in the form of an Experience Point (EP).  This EP can be used in a few ways:
  • Add it to your character's Determination Point pool to increase that number permanently.
  • Increase an Ability by one point, not to exceed 10.
  • Increase a Power by one point, not to exceed 10.
  • Increase a Skill by one point, not to exceed 3.
  • Add a new Power with a level of 1.
  • Add a new Skill with a level of 1.
  • Retcon something, with Narrator's permission.

If there is something not on this list that you would like to use your EP on, let's discuss it.
This message was last edited by the GM at 12:20, Tue 04 May 2021.
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