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THE CAMPAIGN TURN.

Posted by OracleFor group 0
Oracle
GM, 18 posts
Random
Fate
Sun 18 Jul 2021
at 18:52
  • msg #1

THE CAMPAIGN TURN

STEP 1: TRAVEL
1. Flee Invasion (if applicable)
2. Decide whether to travel
3. Starship travel event (if applicable)
4. New world arrival steps (if applicable)

STEP 2: WORLD STEPS
1. Upkeep and Ship Repairs
Upkeep Upkeep costs 1 credit if you have 4-6 crew, +1 additional credit per crew member past 6.

Ship Debt You can make payments on your ship, if you owe money. Having done so (or having declined to do so), if you still owe money on your ship, the amount is now increased by 1 credit (2 credits if you owe 31 credits or more).

Ships Repairs If your ship has sustained Hull Point damage, you may repair 1 point automatically at this stage. You may also spend money restoring Hull Points. Every credit spent on repairs will fix 1 point of damage.

Pay for Medical Care If you have crew in Sick Bay, you may now pay 4 credits to remove 1 campaign turn from a single character’s recovery time. This can be done as often as you can afford it, thanks to the wonders of modern medicine. Repair times for Bot characters can be sped up through the same process, and at the same cost.

2. Assign and Resolve Crew Tasks
Find a Patron: Go look for someone to hire the crew.
To find a Patron, roll 1D6 and add the number of crew members who are looking. If the crew has an old Patron among their contacts, each Patron adds +1 to the roll. After rolling, you may opt to spend credits. Each credit earns a +1 bonus.
• If the result is a 5 or higher, you’ve found a Patron to hire you for a job.
• If the result is a 6 or higher, you’ve found two, and may choose either job.

Train: Go to the gun range and the gym.
Characters can improve their ability scores with Experience Points.
But characters can also Train as a task, earning 1XP.

Trade: Try to score some new equipment.
For each crew member Trading, roll once on the Trade Table to see what presents itself. You can get additional rolls by spending 3 credits each. At least one crew member must be Trading to permit this expenditure.

Recruit: Expand your crew.
If your crew has fewer than 6 members currently, you can automatically recruit a new character for each crew member sent Recruiting (until you are back to 6 members).

Explore: See the sights around town.
Each crew member exploring rolls once on the Exploration Table

Track: Look for a Rival for a showdown.
If you have Rivals, you can attempt to Track some of them down. Roll 1D6, adding the number of crew that are Tracking. If the result is a 6 or higher, you have located a Rival of your choice, allowing you to fight a battle against them this campaign turn. You may spend credits beforehand to obtain a +1 bonus per credit to the roll.

Repair your Kit:  Try to fix broken items.
If you have had items destroyed, you can attempt to Repair them. Roll 1D6 and add the
Savvy ability score of the character doing this job. Add +1 if the character is an Engineer.
You may spend credits on spare parts. Every 1 credit spent before the roll grants a +1 bonus.
• On a 6+, the item is repaired and is usable again.
• A natural 1 always fails and means the item is beyond fixing.

Decoy: Help avoid Rivals finding you.
When rolling to see if Rivals track you down, add +1 to the roll for every crew member sent
to act as a Decoy.

3. Determine Job Offers
If you received a job offer from a Patron or began the campaign with one, you need to determine the details of the job. As well as who the Patron is, and how long the job will take, these details can include Danger Pay, Benefits, Hazards, and Conditions.

4. Assign Equipment
You can reassign any equipment for your crew. Characters can trade items, leave items in your Stash, or take items from the Stash. Your Stash has unlimited space if you have a ship. If you do not, you are limited to only 5 items Stashed at any given time, though duplicates of consumable items all count as a single item.
Stashed items are not available during a battle.

5. Resolve any Rumors
You may find Rumors as you play. If you are not currently on a Quest, roll a D6 at this step. If the roll is equal or below the number of Rumors, remove all Rumors from your roster. You have now received a Quest which you may pursue immediately. Until the Quest is resolved, any time you would receive a Rumor, you receive a Quest Rumor instead.

6. Choose Your Battle
A. Check for Rivals Roll a D6. If the roll is equal to or lower than the number
of your Rivals, one of them has tracked you down, and you will have to fight them instead.

B. Select Your Job (If you are not attacked by Rivals, you may select from any ONE of the options, if they are available.)
Carry out an Opportunity missionAlways available
Attack a RivalIf you Tracked them successfully
Continue a QuestIf you have an active Quest
Carry out a Patron jobIf you have an active Patron

STEP 3: READYING FOR BATTLE
1. Determine Deployment Conditions
2. Determine the Objective
3. Determine the Enemy
4. Set up the Battlefield

== THE BATTLE ROUND
1. Seizing the Initiative
2. The Reaction Roll
3. Actions
4. Snap Fire
5. The End Phase
6. Ending the Battle
-- BATTLE EVENTS

STEP 4: POST-BATTLE SEQUENCE
1. Resolve Rival status
If you fought an opponent that isn’t a Rival and Held the Field, roll 1D6. On a 1, the type
of opponents you just fought become your Rivals, and should be noted for this planet.

2. Resolve Patron status
If you succeeded in a Patron mission, you may add the Patron to your list of contacts on this planet, unless the job was a One-time Contract.
When you travel to a new planet, all Patrons become unavailable, unless they are Persistent.

3. Determine Quest progress
If you just fought a battle that was part of a Quest, roll a D6. If you have obtained any Quest Rumors, add +1 for each Rumor you have accumulated while on this Quest. If you did not Win the battle, the roll is modified by a -2.
• On a modified score of 3 or less, this place was a dead end, and the Quest continues.
• On a modified score of 4, 5 or 6, you are a step closer. Gain a Quest Rumor.
• On a score of 7 or higher, you’re at the conclusion of the Quest. Next time you pursue a Quest mission, it will be the finale. This will always be a Straight-up Fight. You must add +1 to the number of opponents faced, and the opponents will be Fearless.

4. Get paid
You earn 1D6 credits in pay, loot, bounty or salvage. If you finished the final mission of a
Quest, roll the die twice, pick the better score, and add +1 to the total. If you finished an Invasion Battle, you receive no payment.
• If you Won the mission by completing your objective, treat any roll of 1 or 2 as a 3. Rival missions do not award this bonus for Winning.
• If you did a Patron job, add the Pay bonus to the Danger Pay. Some Patrons will allow additional Benefits upon completion.

5. Battlefield finds
If you Held the Field after the battle, you had an opportunity afterwards to search the battlefield for anything worth collecting. You may do so even if you failed to achieve or did not have an objective. This is in addition to any Loot you might be allowed to claim. You cannot roll on this table after an Invasion battle.

6. Check for Invasion
If the enemy you just battled is an Invasion Threat (listed in their profile in the “Battle”
chapter), you must roll to see if the world is Invaded. Roll 2D6.
• Add +1 if you acquired Invasion Evidence in the previous step.
• Modify by -1 if you Held the Field.
On a score of 9+, the world is about to be Invaded! Next campaign turn, you must follow the Flee Invasion campaign step.

7. Gather the Loot
Roll once on the Loot Table to see what you’ve earned. Some circumstances may offer additional rolls. If you just finished the final stage of a Quest, roll three times and claim all the items.
Note that some opponents may not logically carry anything of value. If so, you may assume the item is acquired in their lair, found en route, or is something you bartered for.
If you just played an Invasion Battle, you receive no Loot.

8. Determine Injuries and recovery
Any character that became a casualty in the battle must roll on the Injury Table below (Bot and Soulless characters use the Bot Injury Table instead). If a character was merely knocked out (from suffering 3 Stun results simultaneously), no roll is required.
If a character with Luck would be slain through a roll on this table, they miraculously survive, but immediately lose ALL Luck points.

9. Experience and Character Upgrades
Each character that participated in a battle will now earn Experience Points (XP). Characters “survived” if they did not become a casualty.

Any character that flees the battlefield in the first 2 rounds of the battle receives no XP.
If a character has enough Experience Points, you may spend XP at this point to acquire a Character Upgrade – an increase to a character’s ability scores. The listed cost will increase the score by +1.
The cost depends on the ability you are increasing.

10. Invest in Advanced Training
Advanced Training courses give a character expertise that will allow them to improve or reroll vital checks during the campaign, as well as some other benefits.
Select a crew member who wishes to attend, pay an application fee of 1 credit, and roll 2D6, requiring a 4+ to be approved. On a failed roll, you can try again later. Only one attempt is permitted per campaign turn.
Select a course to enroll in and pay the course cost. The cost can be paid using unspent XP, credits or any combination thereof.

11. Purchase items
You may pay 3 credits to receive a roll on the Military Weapon Table, Gear Table or
Gadget Table in the Character Creation chapter.
• You may purchase more than one roll per campaign turn.
• You may purchase any number of Hand Guns, Blades, Colony Rifles, or Shotguns for 1 credit each.
• You may sell up to 3 un-damaged items, earning 1 credit for each.

If you are lacking a ship, you can acquire a new one.

12. Roll for a Campaign Event

13. Roll for a Character Event

14. Check for Galactic War progress
This message was last edited by the GM at 20:14, Sun 25 July 2021.
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