10-15-2015, 07:46 PM
Note on NPCs:
An NPC is A. Controlled by me, but B. Does not get constant updates like PCs. Thus, NPCs only appear when needed, except on special occasions.
Yes, this means I'll stop doing plot spoilery posts for fun, you're going to have to hunt down that info in-game now.
We good?
Alright: RTD: Remastered Edition
The RTD system is mostly used when a PC interacts with a NPC or something the NPC is involved with, which could be anything from their safe to a door they manufactured. When two PCs interact, however, this will be solved by the usual back and forth role-playing, unless both parties figure the random way is more fun or results in less stalemates, but otherwise does not appear. When the system is deployed in a freeform environment, all characters must declare an action before the "round" moves on. But in a single-action environment, like hacking a computer or healing outside of combat, they declare if they want to continue, and then the next roll happens.
The numbers aren't too different, characters have modifiers based on their history (or lack thereof) with what they're using. But the roll results are now different.
1 is still a utter failure. But here's something new: whatever happened instead gained you a negative modifier to similar actions in the next round.
2 is now a standard failure. No status quo has been changed in the environment. You just stalled.
3 is a problematic success. You completed your action, but you have a negative modifier to similar actions in the next round.
4 is a standard success. You did it.
5 is a brilliant success. You have a positive bonus to similar actions in the next round.
6 is a facemelter success. You went so far beyond your intentions, you gain a positive bonus to any action in the next round, plus a negative modifier to any roll against you. Oh, and you get to write something awesome.
0 is only possible with negative modifiers, and only when rolling natural 1s. You get negative modifiers to all actions next round, and everyone gets a positive modifier against you.
You get the result of your actions, with all bonuses explained, and you get to write it what exactly happened.
As you probably noticed, there are also modifiers to rolls against, in addition to your rolls against someone else. These usually appear with armor, skills, craftsmanship, or anything else getting in the way, along with being either epic or being doomed.
Natural modifers (from history) are the only modifers that go above 1. As an example, if you have never used a Emergency Medical Kit, you have a - 2 modifer to using one (but you only need to roll if the wounds were caused by an NPC, otherwise you work against the player who wounded the target) . You can also have a modifer for having straight up more experience than someone, which only apply between you and the inferior character. You get a +1 against them, and they get a -1 against you, in addition to everything else.
Errata: what qualifies as a similar action
When you fire a gun and end up with a 1, how does the modifier apply? Is it using that same gun? Any gun? Any weapon?
It is the latter. The modifier applies to any action using a weapon. If you fail with a EMK, it applies the modifier to any medical equipment. You failed with a grenade? It applies to all throw actions. If you fail with a jetpack, it applies to all special movement.
Roleplay accordingly.
An NPC is A. Controlled by me, but B. Does not get constant updates like PCs. Thus, NPCs only appear when needed, except on special occasions.
Yes, this means I'll stop doing plot spoilery posts for fun, you're going to have to hunt down that info in-game now.
We good?
Alright: RTD: Remastered Edition
The RTD system is mostly used when a PC interacts with a NPC or something the NPC is involved with, which could be anything from their safe to a door they manufactured. When two PCs interact, however, this will be solved by the usual back and forth role-playing, unless both parties figure the random way is more fun or results in less stalemates, but otherwise does not appear. When the system is deployed in a freeform environment, all characters must declare an action before the "round" moves on. But in a single-action environment, like hacking a computer or healing outside of combat, they declare if they want to continue, and then the next roll happens.
The numbers aren't too different, characters have modifiers based on their history (or lack thereof) with what they're using. But the roll results are now different.
1 is still a utter failure. But here's something new: whatever happened instead gained you a negative modifier to similar actions in the next round.
2 is now a standard failure. No status quo has been changed in the environment. You just stalled.
3 is a problematic success. You completed your action, but you have a negative modifier to similar actions in the next round.
4 is a standard success. You did it.
5 is a brilliant success. You have a positive bonus to similar actions in the next round.
6 is a facemelter success. You went so far beyond your intentions, you gain a positive bonus to any action in the next round, plus a negative modifier to any roll against you. Oh, and you get to write something awesome.
0 is only possible with negative modifiers, and only when rolling natural 1s. You get negative modifiers to all actions next round, and everyone gets a positive modifier against you.
You get the result of your actions, with all bonuses explained, and you get to write it what exactly happened.
As you probably noticed, there are also modifiers to rolls against, in addition to your rolls against someone else. These usually appear with armor, skills, craftsmanship, or anything else getting in the way, along with being either epic or being doomed.
Natural modifers (from history) are the only modifers that go above 1. As an example, if you have never used a Emergency Medical Kit, you have a - 2 modifer to using one (but you only need to roll if the wounds were caused by an NPC, otherwise you work against the player who wounded the target) . You can also have a modifer for having straight up more experience than someone, which only apply between you and the inferior character. You get a +1 against them, and they get a -1 against you, in addition to everything else.
Errata: what qualifies as a similar action
When you fire a gun and end up with a 1, how does the modifier apply? Is it using that same gun? Any gun? Any weapon?
It is the latter. The modifier applies to any action using a weapon. If you fail with a EMK, it applies the modifier to any medical equipment. You failed with a grenade? It applies to all throw actions. If you fail with a jetpack, it applies to all special movement.
Roleplay accordingly.
Linux Crime Squad