Post by josephkerr on Mar 14, 2006 3:28:45 GMT -5
This makes things easier for me, don't argue, just read.
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Combat Post Vs Standard Post:
Combat Post:
State your initiative roll. (INT)
State your number of attacks per melee. (APM)
Post a Just in Case Saving Throw roll (D20). (JIC)
State any condition already effecting you (Invulnerability to energy spell, stumbling drunk, etc.)
Describe your intended actions for that entire melee round. Include flavor text as you deem fit.
Include all rolls associated with an action, include any bonuses applicable in your stated roll.
When a Natural 20 is rolled state as such.
An example:
Initiative: 15+8-2: 21
APM: 6
JIC: Nat 1
Notes: -2 initiative, -2 S/P/D, ½ speed due to fog
OOC: Atlier will focus on one tentacle, but if he manages to knock it off after a few shots, he'll move to the next and so on.
1: Fires at tentacle:
Strike: 6+1+1+7-2: 13. Damage: 13 MDC.
2: Fires at tentacle:
Strike: Nat 20+1+1+7-2: 27. Damage: 24 MDC.
3: Fires at tentacle:
Strike: 18+1+1+7-2: 25. Damage: 12 MDC.
4: Fires at tentacle:
Strike: 11+1+1+7-2: 18. Damage: 12 MDC.
5: Fires at tentacle:
Strike: Nat 2+1+1+7-2: 9. Damage: 10 MDC.
6: Fires at tentacle:
Strike: 12+1+1+7-2: 19. Damage: 10 MDC.
Auto-dodge rolls (If need be):
1: 7+8-2: 13.
2: Nat 1+8-2: 7.
3: 6+8-2: 12.
4: 15+8-2: 21.
5: 8+8+2: 14.
6: Nat 1+8-2: 7.
Standard Post:
This is what your character is doing, you should know what to do for here. Include a JIC (Just In Case) d20 roll, for the odd Horror Factor roll, Save Vs, or reactionary dodge. This JIC should be at the top of your post.
An example:
JIC: 12
Atlier whips around and surveys the area, quickly drawing his gun as he does. Spotting the strange being, he raises and eye and calls out to it, "Yar, who be ye and what're you doin on this here fine vessel?"
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Ranged Combat:
Natural 20: ALWAYS A CRITICAL HIT (x2 damage, exactly what the character wanted, happens)
Natural 1: The GM will ALWAYS make Gameplay INTERESTING.
natural 1-4 is an automatic miss at 1-59'
natural 1-8 is an automatic miss at 60'+
AIMED SHOT: +2 to strike (takes 2 actions)
CALLED SHOT: no bonus (takes 2 actions), enables PC to target a specific location
AIMED CALLED SHOT: +2 to Strike (takes 3 actions), enables PC to target a specific location
Firing Blind: -10 to Strike
Firing a BURST: any bonuses from W.P. skill are at 1/2
SHOOTING WILD: -6 to Strike (when moving faster than a walk, in a moving vehicle, doing acrobatics, etc.)
Moving Target: -1 to Strike (-1 additional per 50mph in excess of 20mph)
Target is Behind Cover: Requires a Called Shot (impossible if totally covered)
DODGING POINTBLANK GUNFIRE: -10 to DODGE (if 10' or less)
DODGING NEARBY GUNFIRE: -5 to DODGE (if 50' or less)
YOU CAN NEVER DODGE A VOLLEY OF 4+ MISSILES
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I think that'll work for now. If any problems arise, i'll attempt fix it.
-----------
Combat Post Vs Standard Post:
Combat Post:
State your initiative roll. (INT)
State your number of attacks per melee. (APM)
Post a Just in Case Saving Throw roll (D20). (JIC)
State any condition already effecting you (Invulnerability to energy spell, stumbling drunk, etc.)
Describe your intended actions for that entire melee round. Include flavor text as you deem fit.
Include all rolls associated with an action, include any bonuses applicable in your stated roll.
When a Natural 20 is rolled state as such.
An example:
Initiative: 15+8-2: 21
APM: 6
JIC: Nat 1
Notes: -2 initiative, -2 S/P/D, ½ speed due to fog
OOC: Atlier will focus on one tentacle, but if he manages to knock it off after a few shots, he'll move to the next and so on.
1: Fires at tentacle:
Strike: 6+1+1+7-2: 13. Damage: 13 MDC.
2: Fires at tentacle:
Strike: Nat 20+1+1+7-2: 27. Damage: 24 MDC.
3: Fires at tentacle:
Strike: 18+1+1+7-2: 25. Damage: 12 MDC.
4: Fires at tentacle:
Strike: 11+1+1+7-2: 18. Damage: 12 MDC.
5: Fires at tentacle:
Strike: Nat 2+1+1+7-2: 9. Damage: 10 MDC.
6: Fires at tentacle:
Strike: 12+1+1+7-2: 19. Damage: 10 MDC.
Auto-dodge rolls (If need be):
1: 7+8-2: 13.
2: Nat 1+8-2: 7.
3: 6+8-2: 12.
4: 15+8-2: 21.
5: 8+8+2: 14.
6: Nat 1+8-2: 7.
Standard Post:
This is what your character is doing, you should know what to do for here. Include a JIC (Just In Case) d20 roll, for the odd Horror Factor roll, Save Vs, or reactionary dodge. This JIC should be at the top of your post.
An example:
JIC: 12
Atlier whips around and surveys the area, quickly drawing his gun as he does. Spotting the strange being, he raises and eye and calls out to it, "Yar, who be ye and what're you doin on this here fine vessel?"
----------------
Ranged Combat:
Natural 20: ALWAYS A CRITICAL HIT (x2 damage, exactly what the character wanted, happens)
Natural 1: The GM will ALWAYS make Gameplay INTERESTING.
natural 1-4 is an automatic miss at 1-59'
natural 1-8 is an automatic miss at 60'+
AIMED SHOT: +2 to strike (takes 2 actions)
CALLED SHOT: no bonus (takes 2 actions), enables PC to target a specific location
AIMED CALLED SHOT: +2 to Strike (takes 3 actions), enables PC to target a specific location
Firing Blind: -10 to Strike
Firing a BURST: any bonuses from W.P. skill are at 1/2
SHOOTING WILD: -6 to Strike (when moving faster than a walk, in a moving vehicle, doing acrobatics, etc.)
Moving Target: -1 to Strike (-1 additional per 50mph in excess of 20mph)
Target is Behind Cover: Requires a Called Shot (impossible if totally covered)
DODGING POINTBLANK GUNFIRE: -10 to DODGE (if 10' or less)
DODGING NEARBY GUNFIRE: -5 to DODGE (if 50' or less)
YOU CAN NEVER DODGE A VOLLEY OF 4+ MISSILES
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I think that'll work for now. If any problems arise, i'll attempt fix it.