GwRpgGmForever
ezOP
Posts: 11
(1/29/04 3:23 pm)
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Rules
Fuel and Ammo
Fuel---You must have a full tank of fuel before starting a mission or attacking someone.
Ammo---If you dont have a fully loaded weapon with ammo, it will not be counted in the battle.
---Stats---
Character Stats
Pilot Skill---Skill in MS piloting
Weapon Skill---Knowledge and expertise with weapons
Fighting Skill---Strength and skill of hand-to-hand and other fighting techniques
Intelligence---Knowledge of strategy and mechanics
Stealth---Skill in being undetected
Mobile Suit Stats
Power---Physical strength of M.S.
Speed---Speed and agility of M.S. body
Armor---Defense of M.S.
Weapon---Energy charge and handling of weapons
Fighting---Startegic movement and fighting programs
Output---Reaction time of actions performed by pilot
---Missions---
Missions will be posted with explanations on the various “Missions” pages. Characters have 48 hours (2 days) to e-mail the GM and apply for a mission. If chosen for the mission, the GM will e-mail you back telling you the job is yours and asking a few questions about the mission.
*NOTE*: Characters can only sign up for one Mission in an e-mail. If a character sends in a mission form with both a 1st and 2nd prefrence, the e-mail will be deleted and he/she will not get either mission.
There are two different types of missions: Mobile Suit Missions and Character Missions.
---Mobile Suit Missions---Missions conducted using your M.S.---Depending on your performance on the mission, points will be given to your Character’s “Pilot Skill” and/or “Intelligence” stats. Must have FULL TANK of fuel to enter an MS mission. This means the same amount of fuel as your MS's TOTAL WEIGHT.
---Character Missions---Missions conducted outside of your M.S.---Depending on your performance on the mission, points will be given to any or all of the various stats.
---Bonus points are given for extra performance on the mission---these points can be given to any one of your character stats.
---Assignments---Missions for the various organizations or militaries will be posted in the message boards of the name of the group. These missions will be marked with the name of the receiver of the mission, or the character that will be doing the mission. If there are two names on the subject: both characters will be going on the same mission. After seeing your “orders,” you must reply to them acknowledging the mission at hand, then, in usual style, I will write the mission and post it as fast as I can.
But there is a twist…
Each order will have a Respond By: category. What this means is if you don’t respond to the orders, you fail to take the mission, and it will go to the next choice for the group.
---Independant Battles---
To initiate and independent battle, both participants will have to send in a form to the Assistant GM
Forms should be in this format:
Note: If they are not presented in this format then your strategy will not count and you will automatically loose the strategy portion of the battle
Character's name:
Opponent's name:
Type of Battle: MS or Character
Location: Land, Space, or Sea(more specific is optional)
Strategy: This will include how intense the fight will be (friendly spar, to the death, etc...). Also you will have to write about what you will do in your strat like in how you will attack and defend, and also what things you might say (if you win you might want to shake his hand and say "congrats" or something). Strats should be a decent length because they will be judged on who has a better one. Of course strategy is just one aspect of battle, you will also be judged on your stats and the like.
Note: You may add more to your strategy to make it interesting, such as location and how you may use that to your advantage. Also, emotion is important, describing how your character is feeling may give you the upper hand or may just make writing it easier for the A-GM.
*NOTE*: ALL equipment must be mentioned in your strat...otherwise whatever is not mentioned will not be counted in the Weapons Check.
There is a set system used for deciding battles, it is as follows...
Mobile Suit Battle:
Pilot Skill
Intelligence
Experience
MS Stats(stats will be judged seperatly, whoever has most 'sub-checks' will win for MS Stats)
Weapons
Strategy
The one who is higher in one of these aspects will be awarded with a check mark, the one with the most check marks will win. Each portion is worth only one check mark. However, Strategy is very important and it will count for two checks instead of one.
Damage Amounts:
1(ONE)---Minor damages to limbs, sensors or body---FREE
2(TWO)---Multiple loss of limbs, moderate armor damage---$2000
3(THREE)---Heavy armor damage, running on backup---$3000
4(FOUR)---Complete system failure, dangerously damaged armor---$4000
5(FIVE)---Pieces---$5000
A Character Battle works a bit differently. The portions used to judge are told through the player's strategy. For instance, if weapons are being used then the character's weapons stat will be used. The character system is as follows...
Character Battle:
Fighting Skill (set)
Weapon Skill (optional)
Stealth (optional)
Intelligence (set)
Experience (set)
Equipment (optional)
Strategy (set)
Judging works the same as an MS battle with all portions one check and strategy for two.
In both Character and MS battles it is possible to sneak attack your opponent. In order to do this you must clearly state that you are performing a sneak attack. If your sneak attack is successful then you will automatically win your strategy. However, your opponent may find out about your sneak attack and counter it. For this to happen, the person countering must clearly state that he/she will be doing a counter attack. If the counter attack is successful then they will automatically win the strategy.
Note: Sneak attacks will always be written within a week of sending unless sneak attack is countered or otherwise stated.
Killing is a possibility in all battles. True to reality, you can die. If you want to kill someone you must clearly state it in your strategy. There are certain requirements that have to be met to kill your opponent. If it will take place during an MS battle then you will need to win with at least 6-2. If it takes place during a character battle then you will need to win by at least:
4-1 (Set)
5-2 (Weapons or Stealth option only)
5-3 (Weapons and Stealth option)
As an option, players are able to “bribe” each other before a battle. For a bribe you can buy yourself a check from your opponent. Both people set a price and how many checks will be bought, no more than 2 though. This can be used if someone could use some extra money or as a gamble. There will be no killing or sneak attacks if a bribe is agreed on.
Extras: If someone wins a fight with all checks possible then a Bonus Point will be rewarded.
Any questions? E-mail the A-GM!
---Rejuvenator---
When someone dies, if they have a rejuvenator then they are back in the game after a week...if they don't, someone can volunteer to heal them with theirs if they have one. If no one will heal the dead person "Howard" will heal them after a month. After being Rejuvenated from death the person might recive a bonus point, depending on a dice roll.
---Battle Experience---
For every battle (Independant, Missions, Events, etc.) a certain amount of Experience will be given. This experience will further help the GM decide who wins battles and other things in the RPG. Also, as a "extra" in the game, medals will be given out for certain amounts of experience, and also campaign medals will be given out for certain battles and missions, depending on their importance.
---Leaving the RPG---
If any player plans on leaving the game, he/she cannot give away any money and/or equipment to another player, unless that player has a debt to be payed off. If someone plans on leaving in the near future and gives away their money and/or equipment and I find out about it, I will easily take away whatever they gave to the player. The money from the player leaving will be randomly given to one or more player(s), by means of a di(ce) roll.
---"The Roy Clause"---
"The Roy Clause" states that the GM has the right to have "unwritten" rules that don't necessarily HAVE to be writen down. These rules will not and cannot be argued apon.
Edited by: GwRpgGmForever at: 1/29/04 3:27 pm
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