Post by Quietly on Nov 17, 2007 16:04:01 GMT -5
(Note: the old version of this guide is located here, and has been updated for Kaikura as follows.)
To regulate certain actions characters perform within the guild where their personal skills come into play -- such as picking a lock, hacking a computer and most importantly dodging bullets (as well as returning them!) -- a very simple dice-based system will be used that even someone who's unfamiliar with tabletop gaming could quickly adapt to. The rules are as follows:
COMBAT:
1.) Each character is given a BASE DODGE MODIFIER. This is based off of a value of FIVE, plus the character's REF (Reflexes) and LCK (Luck) score, HALVED.
EXAMPLE: The character has a REF score of 7, and a LCK score of 7. 7 + 7 = 14. 14 divided by 2 is 7. 7 + 5 (which is given to every character) = 12 -- which becomes this character's BASE DODGE.
2.) Your base dodge score serves as just that -- a base. Because this is freeform roleplay and hundreds of thousands of different circumstances could arrise -- such factors as lighting, character's size, the weapon being used, the distance of engagement -- combat rolls will be tailored FOR YOU by the GM based on circumstance within reasonable limits.
EXAMPLE: The character is currently only ten feet away from an opponent, and is not expecting an attack. The NPC lifts his weapon and fires at the unarmed PC from a very short distance of only a few feet. The character's base dodge is 12 -- however, because of the distance, reducing this to 6 would be reasonable (a penalty of -6 for the distance).
3.) In order to successfully "win" a roll, the target of such a roll must "beat" their dodge score. For the roll listed in the prior example, the furre has a dodge score of 6 for this attack. EVERY ROLL is done on a 1d20 -- that is, a single twenty-sided die. So every score is out of a possible 20. For a furre that's dodging an attack, the system is as follows (using the value of 6 as an example):
BELOW the Dodge Score (< 6): Furre being targeted successfully dodges.
EQUAL TO or ABOVE Dodge Score (=/> 6): Furre being targeted does not dodge and suffers a wound to a nonvital area (such as arm, leg, armoring, etcetera).
AT LEAST FOUR POINTS HIGHER than Dodge Score (> 10): Furre being targeted suffers a critical hit to a vital area (such as stomach, internal organs, or even the head).
FURRE ROLLS A "1:" Furre being targeted doesn't even have to flinch to dodge the attack -- it was far off course anyway. However, the furre that INITIATED the attack suffers a 'critical miss' -- either dropping their weapon, having a weapon misfire or having their weapon jam entirely.
Freeform roleplay comes into play when determining how your character will "take" or "dodge" attacks as they come -- this dice roll system only serves as a guide. If the roll was close, the character may have to leap out of the way or just barely avoid the bullet, while if the roll is low, not much effort is necessary.
Suggestions for all "nonvital" wounds: Paws, arms, shoulders, thighs, legs, feet, hip, bullets that 'pass through,' bullets that pierce armor into flesh but don't manage to strike organs, bullets that disarm the character or destroy the character's equipment or weaponry.
Suggetions for all "vital/critical" wounds: Head, throat, chest (lungs), stomach, bullets that 'zigzag,' bullets that expand and stay lodged inside the wound -- most of these require prompt attention and always result in heavy bloodloss, but should not -always- be immediately fatal.
Suggestions for "critical misses:" Weapon jams due to bullet casing stuck in ejection port, spring in magazine bends, firing pin bends, weapon "backfires," slide locks, character drops weapon, character stumbles and falls, etcetera.
EXAMPLE: Character being attacked must roll a d20 with "6" as their dodge (which is really an uncommon dodge value, but with the characters so close, 'dodging' such a shot would be unlikely).
Character rolls an "8" -- 8 is higher than 6, but it's only two values above instead of four, so that character takes a bullet to a nonvital area. The post is then filled out accordingly.
ALL OTHER CIRCUMSTANCES:
1.) The character is given a value to beat, similar to a dodge score, but is based specficially around the particular encounter.
EXAMPLE: Character wants to hack into a computer terminal to uncover e-mail and data on their target. Naturally, INT and TEC seem to be the most influential stats here. The character has a 7 in each, which is certainly "above average" but doesn't make them a technical genius. They have a fair chance. Thus, a score of 12 seems reasonable.
2.) The character rolls a 1d20 and must 'beat' the score to perform the action they wish, based on whatever value the GM assigned them.
EXAMPLE: The player rolls a "17," which is a good bit higher than what was actually necessary -- the player is then rewarded with not only hacking the computer as they wished for, but even uncovering some other information and successfully covering their tracks afterwards.
To regulate certain actions characters perform within the guild where their personal skills come into play -- such as picking a lock, hacking a computer and most importantly dodging bullets (as well as returning them!) -- a very simple dice-based system will be used that even someone who's unfamiliar with tabletop gaming could quickly adapt to. The rules are as follows:
COMBAT:
1.) Each character is given a BASE DODGE MODIFIER. This is based off of a value of FIVE, plus the character's REF (Reflexes) and LCK (Luck) score, HALVED.
EXAMPLE: The character has a REF score of 7, and a LCK score of 7. 7 + 7 = 14. 14 divided by 2 is 7. 7 + 5 (which is given to every character) = 12 -- which becomes this character's BASE DODGE.
2.) Your base dodge score serves as just that -- a base. Because this is freeform roleplay and hundreds of thousands of different circumstances could arrise -- such factors as lighting, character's size, the weapon being used, the distance of engagement -- combat rolls will be tailored FOR YOU by the GM based on circumstance within reasonable limits.
EXAMPLE: The character is currently only ten feet away from an opponent, and is not expecting an attack. The NPC lifts his weapon and fires at the unarmed PC from a very short distance of only a few feet. The character's base dodge is 12 -- however, because of the distance, reducing this to 6 would be reasonable (a penalty of -6 for the distance).
3.) In order to successfully "win" a roll, the target of such a roll must "beat" their dodge score. For the roll listed in the prior example, the furre has a dodge score of 6 for this attack. EVERY ROLL is done on a 1d20 -- that is, a single twenty-sided die. So every score is out of a possible 20. For a furre that's dodging an attack, the system is as follows (using the value of 6 as an example):
BELOW the Dodge Score (< 6): Furre being targeted successfully dodges.
EQUAL TO or ABOVE Dodge Score (=/> 6): Furre being targeted does not dodge and suffers a wound to a nonvital area (such as arm, leg, armoring, etcetera).
AT LEAST FOUR POINTS HIGHER than Dodge Score (> 10): Furre being targeted suffers a critical hit to a vital area (such as stomach, internal organs, or even the head).
FURRE ROLLS A "1:" Furre being targeted doesn't even have to flinch to dodge the attack -- it was far off course anyway. However, the furre that INITIATED the attack suffers a 'critical miss' -- either dropping their weapon, having a weapon misfire or having their weapon jam entirely.
Freeform roleplay comes into play when determining how your character will "take" or "dodge" attacks as they come -- this dice roll system only serves as a guide. If the roll was close, the character may have to leap out of the way or just barely avoid the bullet, while if the roll is low, not much effort is necessary.
Suggestions for all "nonvital" wounds: Paws, arms, shoulders, thighs, legs, feet, hip, bullets that 'pass through,' bullets that pierce armor into flesh but don't manage to strike organs, bullets that disarm the character or destroy the character's equipment or weaponry.
Suggetions for all "vital/critical" wounds: Head, throat, chest (lungs), stomach, bullets that 'zigzag,' bullets that expand and stay lodged inside the wound -- most of these require prompt attention and always result in heavy bloodloss, but should not -always- be immediately fatal.
Suggestions for "critical misses:" Weapon jams due to bullet casing stuck in ejection port, spring in magazine bends, firing pin bends, weapon "backfires," slide locks, character drops weapon, character stumbles and falls, etcetera.
EXAMPLE: Character being attacked must roll a d20 with "6" as their dodge (which is really an uncommon dodge value, but with the characters so close, 'dodging' such a shot would be unlikely).
Character rolls an "8" -- 8 is higher than 6, but it's only two values above instead of four, so that character takes a bullet to a nonvital area. The post is then filled out accordingly.
ALL OTHER CIRCUMSTANCES:
1.) The character is given a value to beat, similar to a dodge score, but is based specficially around the particular encounter.
EXAMPLE: Character wants to hack into a computer terminal to uncover e-mail and data on their target. Naturally, INT and TEC seem to be the most influential stats here. The character has a 7 in each, which is certainly "above average" but doesn't make them a technical genius. They have a fair chance. Thus, a score of 12 seems reasonable.
2.) The character rolls a 1d20 and must 'beat' the score to perform the action they wish, based on whatever value the GM assigned them.
EXAMPLE: The player rolls a "17," which is a good bit higher than what was actually necessary -- the player is then rewarded with not only hacking the computer as they wished for, but even uncovering some other information and successfully covering their tracks afterwards.