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Thread: Game Mechanics: Success & Failure (GM resource)

  1. #1
    ΩλξπΣσςΔδγ
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    Jul 2011
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    Game Mechanics: Success & Failure (GM resource)

    I did not create this system; however, it is heavily modified to fit a play-by-post forum environment. Anyone is free to use this system, and/or modify it.

    Dice
    The outcome of all significant actions that are linked to an attribute are determined by a 20-sided die. If you score equal to or below your attribute score you succeed in what you were trying to do - otherwise you fail, which you must play out in the post.

    Modifiers
    Modifiers to die rolls are only ever in the form of directly adding or subtracting from your result. Minus (-) modifiers makes it easier to roll a success, whereas plus (+) modifiers makes it harder.

    Actions
    Actions determine how many dice rolls you can make in a single post. You have 3 actions. An Agility score of 20 will give you an additional action, for a total of 4. How you use your actions is up to you; for example, you can randomly do a perception roll in order to find random items for free. Or when you need to climb a ladder you will roll for Agility, which will count as 1 action. What happens if you fail to climb a ladder? You accidentally slip and fall down.

    Time & Travel
    Traveling is made with your actions; you spend actions to move a certain distance. This will vary greatly depending on where you are, your condition, and what kind of vehicles there are in the area; there should be maps available.


    Attributes
    Your eight attributes will tell you basic strengths and weaknesses about your character. Attributes are tied to everything your character does. You have a 100 points to spend on your attributes; an attribute must be a value between 1 and 20.


    Disadvantages & Advantages

    (Specific for the "Occult" role-play)
    There is no limit as to how many of these you choose to have, but keep in mind that you must adhere to their rules, so don't be over zealous. They should also be coherent with your character, i.e. make sense. In a nutshell; Select disadvantages to buy advantages - but the cost for advantages can surpass your points for disadvantages.



    Meeting with Terror
    (Specific for the "Occult" role-play)
    The meeting with terror may come in any form, at any time, stochastically. Your Composure attribute determines how well you cope with terror, and whether you manage to remain in control of yourself during such an encounter is determined by the dice; scoring equal to or below your Composure value for success. Depending on the nature of the encounter it will be easier, or harder to pass it.

    Example of Terrifying Situations, with modifiers.
    No code has to be inserted here.

    Terrifying Events
    are generated by a 100-sided die.
    Supernatural; 1-15
    Occult; 16-25
    Government; 26-35
    Other; 36-65
    Safe; 67-100


    Mental Balance

    Your mental balance determines how you will react if you fail to remain in control during a terrifying event. The lower your mental balance is, the worse your reaction will be. To know what your mental balance is you simply take the points for Advantages minus (-) Disadvantages, if the result is a negative number, you have a negative mental balance.


    Special Attribute
    Your special attribute marks an attribute that you are either more skilful at, or less skilful at. You mark this attribute with *. All actions with your special attribute will have either a (+) or (-) modifier. To know your modifier;

    Disadvantages (-) Advantages = x / 8. Positive results are (+) modifiers, negative results are (-) modifiers.

    Example 1; Disadvantages (35 points) - Advantages (20 points) = 15 / 8 = 1,8 (2) Since it's a positive result it will be a minus (-) modifier, -2 to all rolls in your special attribute.

    Living Standard
    The living standard is a measurement of your economic and social situation. Apply a living standard to your character that is coherent and believable. Income; your income from a job. Net; what you actually have in your pocket. Savings; what you have saved up. Home; where you live.



    Combat
    Combat in Occult can be very lethal, gory, and terrifying. You go about attacking and defending with your 1d20 rolls, using the appropriate attribute depending on what you want to do. To shoot and hit with a gun you use your Agility, the ability aim with precision. If you score equal to or below your Agility score you hit your target. Since combat is very turn dependent, combat rolls versus NPCs should be made in the Out Of Character-thread, to avoid spamming the In Character-thread. When fighting other players, you use your actions available to you; shooting a single shot from a gun, or swinging your fist at someone counts as 1 action.

    Body
    Head; +7 mod to hit. (Instant death or knock out.)
    Body; -3 mod
    Arm; +/-0 mod
    Leg; +/-0 mod

    Damage Capacity
    Health is calculated by taking Constitution score, times five plus thirty (CONx5+30).

    With 20 Constitution Health Pool will be 130.
    With 1 Constitution Health Pool will be 35.

    Damage & Wounds
    First your roll to hit, then you roll to damage. NPCs can't roll to dodge, only players; NPCs dodge when player attacks miss.

    No code has to be inserted here.

    Shotguns

    Shotguns are quite range dependent, their damage will drop off considerably the further away from a target you get. When the target is far away the damage will be halved. At close range the damage will be doubled.

    Automatic Weapons
    Automatic weapons has a lower chance to hit, -5 modifier to hit. To simplify things you always shoot in a 10 round burst with automatic weapons. Roll a 10-sided die, the result will tell how many bullets that actually hit your target. Then calculate damage from all bullets that hit.

    High-Velocity Weapons
    High-Velocity weapons (Sniper Rifles) has an additional damage roll: the impact of the bullet. Multiply your damage roll by 2.

    Armor
    Armor will provide you with some protection against weapons, in some cases it can be a life saver. It will protect you against firearms (FA), melee (MEL), fire (FIR), and radio activity (ABC).

    No code has to be inserted here.

    Combat while wounded

    When you have been severely wounded, you will have a harder time to hit and inflict damage. Your rolls to hit will have a +10 modifier, which will make it harder to hit. And your damage rolls will have a -10 modifier, making you inflict less damage. Your Game Master determines when you are severely wounded, but as a rule of thumb it should be when a character only has about 40% of his Health left.

    Calculate %: HP / 100x40.

    Character Sheet
    Last edited by Gravija; 01-29-2012 at 02:00 PM.

  2. #2
    ΩλξπΣσςΔδγ
    Join Date
    Jul 2011
    Posts
    51
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