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Wednesday, September 1, 2010

A Role Playing Game

Introduction/Preface/Forward... my words
Character, size, and scale
The Skill Roll
   The Percentile Roll
   D20 System
AP System
The Encounter
The Combat Round
   Simplified Combat
   Dirty Combat
Order of Combat

skip to The Game

The 4X Game
Federation and Empires
World Domination

Introduction 1.0
You come to a door. You open it. You gawk at all the treasure. THEN you see the monster guarding it as it attacks you. So do you a) stand and fight, b) run away, or c) pee in your Levi denims?

Character, size, and scale
A player character [ PC ] can be a human male or a deity. A game piece can represent the character, its vehicle, or its territory currently controlled.A PC has a personal space that can be a scale of 5' [1.5m], a continuum universe, or an abstract. This is the Scale.
The hall is no more than a sprint across and rooms with no doors just as deep.
Movement is based on the Scale and is usually 1 Space per Phase.
5' in 3 seconds walk or march; 30 ft at a run;
1 Parsec starship cruising, or 20 light-year sector at emergency speed;
1 to 6 spaces maximum move or 'line-of-sight' control.

Attributes fall into three categories- Physical, Mental, Psyche- Body, Mind, Soul
Strength, dexterity, and endurance
Intelligence and skills
Will and charisma

Opening the door may prove difficult and require a skilled locksmith. OR you might just turn that knob and push.
The Skill Roll
There are two basic types rof rolls to determine if an Action is successful.
The Percentile Roll
A Player must roll UNDER its Attribute or Skill rating being used;
D20 System
Add Attribute, Skill, and any Modifiers to a D20 roll. Compare it to Opponent's same scores, OR a Difficulty Rating;
If HIGHER, it's successful . . . a straight 20 is an automatic success!

AP System
Roll the number of dice equal to the Attribute oe Skill being used. Discard any rolls of 5 or 6. If the number of die remaining is higher that of the Target, it's Successful.
Base 2 logarithmic scale where +1 AP is double, so +10 is 1,000x. Used in West End Games DC RPG . . . see Batman example.

The Encounter
There is an Interaction, or Nothing Happens
Interactions are Random Events, or Combat
Random Events use appropriate Skill Rolls as well as Role-Play.
The Episode has five parts
Incoming message, new mission, the Briefing
... opening itro theme
Beam down to Fau pax... red shirt killed
Uncover secrets of the government
Sympathyze with the underdog
Bring both sides to a head... combat
Solve the nystery and the problem
After mission report... credits
"I hit you,
and you hit me,
The Combat Round
Units can do Damage per Round;
Units can Defend / avoid some Damage;
Units are removed from Play when Damage exceeds normal Health / Hit-Points- becomes zero.

Simplified Combat
Each Unit has a number of Actions to Attack and Defend in a Round of time;
All Player Units perform the following simultaneousely-
Roll To-Hit - count successful Attack rolls less Target's successful Defense rolls- if zero or less, all Attacks miss;
Roll for Damage for each Successful Hit;
If Health ( or Hit-Points) reaches or goes below zero, remove Unit from Play;
All surviving Units can Heal or Repair Damage based on their Statistics.

Dirty Combat
Flip the sum of ATK and opponent's DEF
- if both flip under or over ATK...DRAW
-the first to flip under ATK is the winner, but loses half its forces for every draw!

Each Unit of equal value begins with 7 Action Points
Allocate Action Points to Attack and Defend...NPCs use 3 Attacks and 4 Defensive Saves
Rolled Attacks less opponent's rolled Defenses cause Damage.
If Health becomes zero, remove Unit from Play.

Each side rolls 3 Attacks for every Unit (Army, Navy, Air Force) in one adjacent space
Each side rolls 4 Defenses for every Unit (Army, Navy, Air Force)
Rolled Attacks less opponent's rolled Defenses removes that many Units from Play.

Order of Combat
Begins with the larger land-based scale [range]...
Troops fire Long Range rounds, 1d100 each, as an Area Attack;
Medium Range rounds "kill" 1d10 each;
Shooting removes opposing units ONLY if in range and line-of-sight;
Melee and Hand-to-Hand may remove opponents ONLY if Facing or adjacent.
The Game
You are a god!
Begin with your Avatar at the Home space.
You are sitting at your throne looking down at your controlled spaces, each with it's own scale.
You don't have time for petty things like production, developing a nation, deploying fleets, or coddling a superhero. Use the "How to go from Colony to Full Member World" rules.  Assign resources to create stable industries and new pieces. Create pieces to explore adjacent spaces. Your pieces represents the attention you give to this Game.
An explored space that does not have resources allocated to it is removed from play if it becomes vacant.

Randomize Missions to gain points. This is done after each move by each piece. Missions can occur anywhere within your borders.

Similar to Illuminati [INWO], Magic, and most Collectible Card Games [CCGs] the object is to expand your Empire, achieve a pre-set Goal, AND not to be eliminated (Killed).

Players may attempt to hinder opposing Players thru direct combat at a frontier (edge). You just present one of your beloved Pieces and declare combat. If you win, you gain agreed upon Points based on the opponent's strength compared to your own AND you take that Piece for your own.
The winner takes the loser's piece played.
The space and its counterpart is declared a border, neutral zone, nexus, or wormhole between Players' empires. Entry into this space by either side is an act of war. Expansion around it is still allowed.

An opposing Player may covet your Empire, or just part of it's growing territory.
Espionage allows Players to destabilize part of an opponent's empire. A failed attempt loses that asset and points are awarded to its captor.
The 4X Game
Explore, expand, exploit, exterminate.

Federation and Empires
Begin with a Home world.
Ships as Pieces
Starships are built at a Shipyard at the rate of 0.1 points [of superstructure] per week. Systems are installed after achieving 50% of build. Superstructure supports Power production and distribution, which supports Systems [weapons, propulsion, defenses, life support, etc,], which is needed to have a Crew.
Ships are rated by hull size, primary mission, and armament. Some ships are multipurpose or are capable of modular swap-outs.
Upgrades, repairs, assignments, and crew rotations can only be performed as a Shipyard, Starbase, or Member planet  with a Military base at the rate of 0.2 per week at 4 times the cost.
Explore nearby space with starships, singly or as a fleet.
A space is a Parsec across and may contain a system, hazard, or empty space. Roll for a Mission every turn to perform before moving on. Travel time is half a week [100 stardates].
A sector is 20 light-years across and represents the limit of subspace propagation, long-range sensors, and starship travel cruising for a month, or one day limit at emergency speed. A ship, base, or planet is considered 'lost' or not in Player control if beyond the six spaces from an owned planet. [or a connecting buoy in Advanced rules]

Planets as non-moving Pieces
How to go from Colony to Full Member World
Colony ships and convoys move personnel, materiel, and colonists under a Colonial Command.
Start with one ‘Level of Productivity.’ Write ’1’ in the Resources box and take a coin representing manpower Allocation.
Next Turn, Select either Resources or Industry to expand. Flip the coin. Heads raises that by one Level. Mark the appropriate box.
The following boxes are Trade and Military. In Advanced Rules, Diplomacy, Fleet Support, and Intelligence follow.
In every Turn, flip any number of coins to increase that box’s Level.
Note: a box may not have higher Level than the box before it. The prior box must support the next one.
A Full Member world has 10 10 10 in its primary statistics.
Military (if the world can support one) absorbs starship fleet damage first. The remaining damage is taken one from each box from top to bottom. If combat continues into the next Turn, Military will always equal Trade and not be taken from the Allocation pool [emergency militia act]. The Militia is dissolved in post-war peacetime and the Military must be created and expanded using the previous rules. Military Command assigned to garrisons or a base do not require Allocation [ see Combat].
Uninhabited or primitive worlds can also be manned with scientific or military bases without resorting to the colonization rules.

First Contact
Diplomacy occurs when a Player character encounters another planet or ship with a Diplomat aboard. Diplomatic Command protocols are set into motion. Treaties for trade, mutual recognition of boundaries, and alliances may be formed.
Combat may also ensue due to  a misunderstanding, or if one is of an aggressive race. War, skirmishes, covert operations, black market trade, or intelligence gathering with military build-up may happen frequently.

World Domination
- refer to Supremacy, Risk, Diplomacy games on-line
Moveable Units are an Army, Navy, and Air Force with equal damage potential
Army applies to Infantry, mounted, mechanical, or artillery
Navy may carry/deploy up to 3 Armies [amphibious]
Air Force may cary/deploy an Army at an extended range [paratroopers]
Resources are Grain, Mineral, and Oil

Physical Strength Attribute Point scale
2 APs is the human norm. 200 lbs [10 kg] can walk 20' in 4 seconds
5 APs is the upper limit of a human being's strength and speed; fatal for most Normals
10 APs displaces/destroys 5' and devastates a 50' room i a 4 second Phase
20 APs devastates a city block
30 APs devastates an area a mile across
50 APs leaves a 10 mile crater and devastation a hundred miles across

5 APs Batman in peak condition can lift/press/displace [punch]  ten feet in excess of 800 pounds;
Marvel classes can displace 75 to 100 tons in terrestrial conditions. About 15 APs;
25 APs Superman on Earth can displace 1 to 30 city blocks with a punch in 4 seconds.

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