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15:30, 22nd May 2024 (GMT+0)

Special Rules, Notes, Etc.

Posted by NarratorFor group 0
Narrator
GM, 7 posts
Sat 20 Apr 2024
at 06:02
  • msg #1

Special Rules, Notes, Etc

For any such that are needed. There shouldn't be many.
This message was last updated by the GM at 06:05, Sat 20 Apr.
Narrator
GM, 8 posts
Sat 20 Apr 2024
at 06:03
  • msg #2

Posting Conventions

The usual: Speech highlighted in blue and using Quotes.

OOC highlighted in Orange, and, where possible, at the bottom of the post.
Narrator
GM, 9 posts
Sat 20 Apr 2024
at 06:05
  • msg #3

Die roll conventions

The roller is configured for 3d6, showing all rolls.

Remember that the middle (2nd) result is the M die, and 1 counts as 6 (add 5 to the total) and a Fantastic Result.
Narrator
GM, 16 posts
Sat 20 Apr 2024
at 17:49
  • msg #4

Energy Absorption

This may or may not be the intent of the power, but, if it isn't, it's a house rule.

Once your Focus hits double, Energy Absorption has hit it's limit. Until you spend some of it, you can't absorb any more energy. Everything has a limit.

There are fixes, of course: A high Vigilance lets you absorb more, and powers that use Focus lets you use it up so you have room to hold more. If you're TK or Elemental, Reinforcement let's you burn it off when you're hit for damage beyond your protection limit. Actually, Reinforcement and Energy Absorption would make a nice combo.
Narrator
GM, 31 posts
Sun 21 Apr 2024
at 16:52
  • msg #5

Character Sheet

Name:
Call Sign:
------------------------
Rank:
Karma:
           Attribute   Defense  non combat
Melee:         0         10
Agility:       0         10
Resilience:    0         10                 Health: /
Vigilance:     0         10                 Focus: /
Ego:           0         10
Logic:         0         10


Speed:
 Run:
 Climb:
 Swim:
 Jump:

Damage Multiplier:
 Melee:
 Agility:
 Logic:
 Ego:

 Health:
 Focus:

------------------------
Height:
Weight:
Age:
Gender:
Hair color:
Eye Color:
Size:
Extreme appearance:

Origin: Weird Science
Occupation: Military

Origin/Occupation Traits:
Battle Ready (+30 Focus)
Situational Awareness (Edge on Initiative checks)
Connections: Military
Weird (Edge or Trouble on Ego Checks to influence based on initial reaction)

Traits from Rank:


Traits from Power Slots:


Tags:
Headquarters
Heroic
Powerful (Military Resources)
Public Identity
Obligation: The military

Teams:
Omega Squad

Base:

-----------------------
Powers:

Basic:



Set 1:



Set 2:

--------------
Equipment:
Pistol (10 spaces, +1)
Submachine gun (Carbine)  (10 spaces, +1)
Knife (Combat grade) (Reach, +1)
Frag grenade x2  (10 spaces, x2, Challenging Agility check)
Flash Bang grenade x2 (10 spaces, Challenging Agility check)
This message was last edited by the GM at 21:49, Sun 21 Apr.
Narrator
GM, 49 posts
Sun 21 Apr 2024
at 22:08
  • msg #6

Tags

Most of the Campaign tags are self explanatory, but a couple could use minor campaign explanations, given their use in a more normal setting.

Heroic:
 Pretty much standard, but the whole: Can't kill folks limit doesn't apply to invading aliens. You're soldiers at war, after all. However, let's try and minimize collateral property damage...to human property. And certainly place protecting humans over killing aliens.


Public Identity.
  The Aliens aren't going to google you and go kill your parents. Still, they can take their ire out on the nearest group of humans and have pretty much the same effect. They know you're humans, military, and may even know which base you're from (if not now, eventually).
Narrator
GM, 63 posts
Wed 24 Apr 2024
at 16:32
  • msg #7

Combat

Generally speaking I have folks Send me their intentions and die rolls for the round to their private threads, including Initiatives the first round, then I string everything together to let folks know what happened that round.

Rounds are 5 seconds long, so there is a limit to what you can do, including discussing action for the round. There just isn't time. If you want to say something to the others post it with your actions for the round, and I'll post it in the public wrap up.

This is fine as far as it goes, but some powers get around that, Tactics based powers mainly, I think, but there could be others. Also, all too many powers are Reactions. This requires a bit of adjustment.

What I'm going to do is break a combat round into 2 or more  batches of posts. The first, as above. The wrap up for it will be what MAY have happened. Then I'll call for Reactions in the Part 2 posts. They are still sent to your private threads, and time to speak is pretty much gone. these are reflexive actions.

I'll do a new wrap up with any changes and additions. If no one has any more reactions to use, or that they want to use, that becomes official.

Some of you may have a 3rd or even 4th Reaction (there is at last one trait and one power that give bonus reactions). Those folks will be given an opportunity to React. Then, finally, The round is over and it's time for round two.

Given a 24 hour turn around for combat moves (Generally the update will be at Noon Pacific US, Monday through Friday, which makes that the deadline to respond). That means a combat round can last 2-3 days. Combats may be slow.
Narrator
GM, 67 posts
Thu 25 Apr 2024
at 00:17
  • msg #8

Generic Reactions

There are reactions that anyone can do that are not powers based.
They are:

-Escape
-Fastball special
-Help Teammate
-Interpose
-Ram
-Release
-Skulk

Page 31 of the rule book goes into triggers and etc for these actions.

Please remember, the notation on your character sheet "No Reactions" simply means you have no Reaction triggered powers. You still have one Reaction to use for the above. I'll edit that on the relevant sheets to make it clearer.
Narrator
GM, 69 posts
Thu 25 Apr 2024
at 15:55
  • msg #9

Rank based limits

There are some harder to find Rank based limits buried in the rules. I'll post them here as I notice them:

-Focus points: There is an absolute limit of 5 focus per Rank per use (page 81)
-Concentration powers: 1 per rank active. (page 81)
Narrator
GM, 110 posts
Thu 9 May 2024
at 17:29
  • msg #10

ESP Detecting Super Powers

As has already come up, ESP detects super powers, but t hat's a bit broad.

In theory Special Training and High Tech wouldn't be detected.

So, for the aliens: The extra limbs, and pretty much anything in the Spider Powers category will also react as not Super. Spider Powers being normal for insects and arachnids.

That being said, I'm going to assume that the Bugs are different enough to detect as Bugs, an extra category that not all aliens would react to.
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