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17:55, 3rd May 2024 (GMT+0)

Game Rules and Management.

Posted by Gamma MasterFor group 0
Gamma Master
GM, 4 posts
Radiation and Ruin
Sat 1 Oct 2022
at 14:15
  • msg #1

Game Rules and Management

I think it should go without saying that in this game, be respectful to other players. But I'll say it anyway.

This game is open to all ages, so please avoid "adult" content.

I will try to update the game two or three times a week. I will warn everyone, though, at times I get busy IRL and things may slow down. I'll try to keep this game moving as fast as I can.

Because RPOL is a slow medium, I will try to avoid getting you guys bogged down in long, boring conversations with NPCs. If you're interacting with NPCs, let me know OOC what you're hoping to get out of the conversation. That will speed things up.

I may occasionally make some assumptions about what your characters are doing, to speed things along through the boring parts. I will always assume your characters are competent adventurers. That said, things will also move faster if you can post your actions as specifically as possible. Well-described actions by you may lead to automatic successes in some instances. The dice can be finicky, after all.

Feel free to ask questions in OOC lines in in-game threads, in the OOC thread, or by PM.

If you're going to be away from the game for an extended period of time, please let me know in the OOC thread or by PM.

Gamma Terra is dangerous! Your PC may die. You do not have "plot immunity" as there is no plot. You can always roll up a new character.

Despite the threat of death, I tend to run more light, adventurous games. Expect humor, ridiculous situations, and challenges. Probably not a lot of drama in this game.
Gamma Master
GM, 15 posts
Radiation and Ruin
Wed 19 Oct 2022
at 03:33
  • msg #2

Game Rules and Management

Discovering the Purpose of an Artifact

In order to not bog down game play, when your character tries to discover the meaning of an artifact discovered, I will handle most of the rolling for you.

Using the artifact's complexity number and your Use Artifacts bonus, I will determine the starting position on the diagram. If you think you deserve any sort of bonuses (you've seen something similar before, you've heard about artifacts like that from someone, you've found books or diagrams, and so on), let me know. These must be things that have happened in the play of this game, so no "My uncle showed me all sorts of artifacts from his adventuring days" backgrounds!

If the party is in a safe location with plenty of time, I will make all the rolls until you get an outcome, and then describe the process to you. Assume that each step on the chart (each time I roll) represents an hour of tinkering.

If you wish to be tinkering with the artifact while on an adventure (during travel time, while taking a breather in the ruins, etc.), I will give rolls for each available hour until we get to a final outcome or time runs out. If time runs out, I will record your position in my notes to pick up again later. Again, I'll do all the rolling, including Avoid Artifact Disaster rolls for Examiner PCs, to speed things up. Then I'll provide you a narrative summary with any clues you've discovered so far.

You, as a player, may be able to guess what the item is from descriptions, but remember, your character will still find it strange and mysterious! The discovery diagram system is a bit clunky, but it will keep that sense of wonder about the items. If I handle all of the die rolls for you, it will speed things up. Otherwise, it might take literal months.
Gamma Master
GM, 16 posts
Radiation and Ruin
Fri 21 Oct 2022
at 01:18
  • msg #3

Game Rules and Management

Character Sheet
[Feel free to add or remove lines for mutations, items carried, etc. as needed.]

Character Basics
Name:Genotype:Class:Level:XP:
     

Genotype Abilities:list here
Class Abilities:list here

Ability Scores / Derived Attributes
PS#Mod:#THAC melee:#Dmg Bonus:#
DX#Mod:#THAC ranged:#Stealth:#
CN#Mod:#Health#Max HP:#
MS#Mod:#Mental Defense:#  
IN#Mod:#Use Artifacts:#Remain Unseen:#
CH#Mod:#Robot Recognition:#  
SN#Mod:#Perception:#  

AC:Current HP:Force Field:Base SpeedEncumbrance
#####

Class SkillsBonusNotes
name# 
name# 
name# 
name# 
name# 

Mutations
Physical/Plant Mutations:MPNotes, Bonuses, Etc.
name# 
name# 
name# 
name# 
name# 

Mental Mutations:MPNotes, Bonuses, Etc.
name# 
name# 
name# 
name# 
name# 

Items Carried:
Artifacts:THACDamageChargesWeightNotes, Bonuses, Etc.
      
      
      
      
      

Trade Goods and MoneyAmount
Junk:#
Baubles:#
Curiosities:#
Domars:#
Other Valuables: 

Equipment:THACDamageAC BonusWeightNotes:
      
      
      
      
      
      
      
      
      
      

Other Notes:
This message was last edited by the GM at 01:06, Fri 25 Aug 2023.
Gamma Master
GM, 17 posts
Radiation and Ruin
Fri 25 Aug 2023
at 01:33
  • msg #4

Game Rules and Management

Possible House Rule:

This is something I read on a blog recently (or maybe it was a YouTuber) about melee weapons in GW games.

Veteran players know that melee weapons do sometimes ridiculously low amounts of damage compared to the number of hit points most creatures have. While there are plenty of low HP monsters/mutants, most PCs and NPCs created with PC rules will have a lot. So, this is a suggestion to compensate for that a bit:

Melee weapons of Tech level I or II have stats as described in the book (and in the Village of New Hope thread).

Equivalent weapons of Tech level III or higher may exist. Each tech level up provides an additional die of damage of the weapon's type. If the item is for sale, multiply the tech level by the next lower level's price to get the current level's price. If bartered, standard barter rules apply for items of that tech level.

So a typical long sword is Tech II, costs 10 domars if for sale, and does 1d8 damage.
A Tech III sword would cost 30 domars and deal 2d8 damage.
A Tech IV sword would cost 120 domars and deal 3d8 damage.
A Tech V sword would cost 600 domars and deal 4d8 damage.
A Tech VI sword would cost 3600 domars and deal 5d8 damage.
This message was last edited by the GM at 01:34, Fri 25 Aug 2023.
Gamma Master
GM, 22 posts
Radiation and Ruin
Thu 31 Aug 2023
at 03:25
  • msg #5

Game Rules and Management

Some Typical Acton Resolution Mechanics

Most task resolution is done by d20 plus some score.

To attack in melee, roll d20 plus melee THAC vs AC. To attack ranged, roll d20 plus ranged THAC vs AC. To make a mental attack, roll d20 plus MHAC for that mutation, usually vs Mental Defense. A few mental mutations target physical AC.

To hide, roll d20 plus Remain Unseen vs the monsters/NPCs Perception.
To sneak up, roll d20 plus Stealth vs Perception.

Health Hazards are a bit different. These are poisons, radiation, disease. For these, I roll d20 plus the attack's intensity. The target subtracts their Health score, and the result tells me how strong the effect is.

Occasionally, I may have you roll d20 vs your ability score (roll low to succeed), if none of the derived attributes or skills seem appropriate.

Discovering the function of an artifact is a bit different. When you first find an artifact, you tinker with it. There is a chart where the starting position is the item's complexity score minus your Use Artifacts score. If that puts it at 2 or lower, you automatically understand how to operate the item. There are bonuses for situations (like you've seen something similar before). Each hour of tinkering, I roll a d10 and that determines your progress or not. Sometimes there will be a bad outcome. Examiners' Avoid Artifact Disaster skill comes into play here. They can use that skill like a saving throw. Once you work your way down the chart, you figure out the item. If you end up higher than the item's complexity, you fail to understand it.

Robot Recognition is also a bit different. When you order a robot to do something, I roll d20 vs your Robot Recognition score. If I roll over your score, the robot ignores you, or considers you a normal animal or plant. Usually it's a flat d20 roll, but sometimes certain robots may have bonuses or penalties depending on their condition. Also, be warned that a robot recognizing you as 'human' does not automatically mean it will obey your commands! Key cards or friendly computers may be needed for that.
Gamma Master
GM, 24 posts
Radiation and Ruin
Fri 1 Sep 2023
at 05:19
  • msg #6

Game Rules and Management

Movement and Encumbrance

Your Physical Strength x5 is your maximum load in kilograms.

Up to 1/3 your PS x5 is a light load, you move full speed.
Up to 2/3 your PS x5 is a medium load, your speed is reduced.
Up to PS x5 is a heavy load, your speed is reduced more.

This reduction affects all modes of movement (swim, fly, climb, etc.).

The book says divide PS first and round down, but let's do it this way:

PSLightMediumHeavy
351015
46.51320
58.51725
6102030
711.52335
8132640
9153045
1016.53350
11183655
12204060
1321.54365
14234670
15255075
16265280
17285685
18306090
1931.56395
203366100

Movement Chart (from the book)
Base SpeedMediumHeavy
321
421
531
642
742
852
963
1063
1173
1284
1384
1494
15105
16105
17116
18126
19126
20136
21147
22147
23157
24168
25168
26178
27189
28189
29199
302010

Gamma Master
GM, 77 posts
Radiation and Ruin
Sat 11 Nov 2023
at 23:43
  • msg #7

Game Rules and Management

Experience and Character Levels

I'm going to modify the experience thresholds for leveling from those in the book, to compensate a bit for the slow pace of PbP gaming.

LevelXPDerived Attribute Bonus
10--
21000+1
32000--
44000+1
56000--
69000+1
712,000--
816,000+1
920,000--
1025,000+1
1130,000--
1240,000+1
1350,000--
1460,000+1
+10,000xp per additional level

On Gaining a Level:
All PCs receive +1d6 hit points
All Class Skills gain +1 point
At Even Levels: +1 to derived attribute of your choice
Plant Genotype Only: +1 CN score

Leveling Bonuses by Class:
Enforcer
+1 THAC Melee
+1 THAC Ranged
+1 to all Physical Mutation Power Scores
+CN Modifier if bonus (ignore penalty) to Hit Points

Esper
+1 Mental Defense
+1 to all Mental Mutation Power Scores

Examiner
+1 Use Artifacts

Scout
+1 Perception
+1 Stealth
+1 Remain Unseen
+1 to any derived attribute of your choice

List of Derived Attributes
THAC Melee
THAC Ranged
AC
MHAC (Mental attack bonus, per mutation)
Mental Defense (MD)
Hit Points
Health
Use Artifacts
Perception
Stealth
Remain Unseen
Speed
Robot Recognition
Mutation Power Score
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