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Event Collaboration Posting

Event Collaboration Posting

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Published by Kadaeux
GM Rules for the Force Returned RP
GM Rules for the Force Returned RP

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Published by: Kadaeux on May 04, 2013
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EVENT COLLABORATION POSTING: GM SIDE RULES.

It should be noted in advance that these rules are going to be somewhat vague and highly non-specific and that the collabs GM should use their own discretion as required as often as required. Some Collaborations are more complex than others and others just seem to go horribly, horribly wrong.

TABLE OF CONTENTS
General Table of Success and Failure. ...................................................................................................................................................... 2 Injury Table......................................................................................................................................................................................................... 2 Encounter Table................................................................................................................................................................................................ 3 Experience Table. ............................................................................................................................................................................................. 3 Rank Table........................................................................................................................................................................................................... 4 Random Events. ................................................................................................................................................................................................ 5 Mass Ground Combat. ..................................................................................................................................................................................... 6 Disposition: .................................................................................................................................................................................................... 7 The Battle ........................................................................................................................................................................................................ 9

GENERAL TABLE OF SUCCESS AND FAILURE.
Many rolls will be conducted on this table. It is the GM’s responsibility to interpret the meanings of the rolls. And if necessary, what traits a person has that will effect them. If you decide a trait effects a given roll you add a +5% to the chance of success. (Critical and Epic Success levels are not effected.) Dice Rolls. 1 Ultra-Epic Success; 2-5 Epic Success. 6-15 16-25 26-75 76-85 86-95 96-99 100 Critical Success. Success Neutral Failure Critical Failure Epic Failure Doomsday

If the roll was for a character action that character automatically earns a level up. Otherwise treat as Epic Success. The action goes exceptionally well. If the action was to blast an enemy ship you do more damage than expected etc. You’ve succeeded beyond casual expectation and the action goes slightly better than expected. The Action goes pretty much as expected. The Action is neither a lauded success or a feared failure. Ultimate it is just meh and has little over-all effect. The Action doesn’t succeed, but has little other effect. The Action fails badly, there may be some consequences. The Action goes almost as bad as it can possibly go. Some damage or injuries WILL occur as a result. The Action goes as bad as it possibly can. If the action involves a minor character that character is killed instantly, if the action involves a ship the action goes terribly and much damage is resulted, if it involves the main character that character is wounded badly, roll another D100, if that dice roll is also a 100 roll again, if the 3rd roll is a 100 the main character is killed instantly.

INJURY TABLE.
If a Critical or Epic Failure is rolled for a character action see this section. This table is a D10 Roll When a Critical Failure is rolled roll once on this table with a -3 modifier. If you roll an Epic Failure roll once on this table. If the roll is between 1-3 roll it again. Dice Rolls. 1-3 I haz a booboo: 4-7 8-9 Here’s the bill: It’s pain time:

10

Call the Morgue

The character suffers some form of minor and probably more embarrassing injury than actual injury. The character suffers from a minor injury that may put them out for 1-4 weeks, roll a D-4 The Character is in need of MAJOR medical aid, possibly cybernetic prostheses. Roll a D4, this is how many months the character is out of action for. (Roll a D10, on a roll if 9 or 10 the character needs prostheses or a clone limb replacement.) Is that her head over there? Doesn’t she need that?

ENCOUNTER TABLE.
For most Collabs the GM will want to roll once, perhaps even two or three times on this table. It is the GM’s responsibility to interpret the meanings of the rolls. Additionally, the GM has to consider the location of the Collab and what a player is likely to encounter. As such this won’t actually detail what people find, but roughly how strong it is in comparison to the player. Dice Rolls. 1-10 A Trivial Encounter: 11 - 20 A Small Encounter: 21-40 41-60 61-80 81-90 A Smallish Encounter: A Mid-Sized Encounter: A Large Encounter: A Very Large Encounter:

91 - 100

Holy Shitfuck!:

This encounter is so easy a child could do it, maybe… This is not a large encounter and shouldn’t really tax the player, but a wrong move could still sting. A little stronger encounter. The player should start thinking about how to deal with them carefully. This is generally an encounter about the same “level” as the player, the encounter should be tricky, and difficult enough to give the player a challenge if the dice aren’t playing favourites. This is generally an encounter where the player should be thinking about unconventional solutions instead of resorting to brute force. This should be more than a challenge for the player with it very strongly looking as if retreat is far and above the most desirable option available. Be careful in designing this conflict not to trap the player totally with your cleverness. It is far more satisfying to trap them with their own. You’ve well and truly crossed the wrong people. (If the roll is 100 a major NPC enemy may also be present.)

EXPERIENCE TABLE.
Following a Collab a GM will typically roll to see if any character has leveled up during the collab. If any character rolled a 1 to get the instant level up they are NOT rolled for. Dice Rolls. 1-15 Level Up: 16-100 Nothing:

The character being rolled for gets a single trait point to spend as the player wishes, but subject to GM approval. Picking a related skill or one that character has been training for is fine. Picking one oddly out of the blue may be disallowed The character being rolled for gets the sense of disappointment and failure at having learned nothing and gets to spend a point in the bar to drown themselves in the knowledge that they have failed beyond all their expectations.

RANK TABLE.
Character Ranks are decided by their trait points. Consult the table below. Number of Total Trait Points. Force Users Padawan/Apprentice: 0-9

As soon as the character earns their 10th point they’re promoted to Sith Lord or Jedi Knight.

Sith Lord/Jedi Knight: 10-20 NOTE: You MAY level a character beyond 20. But if they do they depart the characters employ with a small pool of resources. The player retains some small control of the character as if an NPC they have influence over according to GM discretion. A player can however choose to keep them at 20 points forever. Forceless: Lieutenants: 0-11 As soon as the character earns their 12th point they’re promoted to Colonel. Colonel: 12-20 As soon as the character earns their 21st point they’re promoted to Captain. Their 21st MUST be “Captaincy” (Detailed below.) Character must be given command of a Starship you own. Captain: 21-25 NOTE: A Padawan/Apprentice/Sith Lord/Jedi Knight may not have more than 10 powers from the Force Powers traits, this includes “Basic Force Powers”

RANDOM EVENTS.
Random Events are key to people doing pretty much anything. There are four stages to determining a random event, or cluster of ones to choose from. The first is simply whether one happens. You roll this whenever you feel it appropriate. Whenever a player tries to find an event also roll on this table. But with a bonus 25 to the D100, those who look for trouble often get it. Dice Roll 1 – 39 40-100 Result Nothing Happens Something Happens. Roll on Severity Table.

Once you know an event is happening, or might happen, roll on the severity and voluntary table. Note, if the player is seeking work skip rolling on the voluntary table, they can always turn down work. You may apply a bonus or penalty to the roll in according to circumstances. Eg: The mission giver doesn’t like the character, thus might make a harder mission available to them. Dice Roll 1-19 Description This mission will be very easy, there is no noticeable challenge, but it has a low reward as well. 20-39 Easy: This mission is easy, and not exactly challenging, and pays little in reward, but it’s unlikely to cost you anyone. 40-59 Medium: Your average mission, bit of challenge, ok pay, but doable no doubt. 60-79 Hard: A tough mission, mistakes may cost you, but it pays well. 80-99 Very Hard: An exceptionally difficult mission, expect to hurt a bit by the end, but boy does it pay well. 100+ Fuck You: If you expect to come out of this alive you’re a bigger fool than you look, but should you manage to come out victorious (and alive) the payday will generally be worth it. NOTE: Players should always be made aware on a roll of 100 that a mission is considered to be suicidal. Result Milk Run:

Mission ‘Forced’ Level Dice Table Dice Roll 1-25 26-100 Result. Involuntary; The event is something like a pirate attacking their ship or station. Voluntary; The player can choose to pursue the event or ignore it as they will.

Once you have done that it is up to you to determine an appropriate mission, from raiding a station, aiding a Republic task force, stealing 100 children from Kamino, collecting 100 Krayt Dragon Pearls, etc. You should also set up the expected opposition scaling with the difficulty level. (The mission also should consider that. Eg: Bombarding Coruscant’s Senate Chamber would be a Fuck You level mission at least.) Now we have the Reward Table. Mission Minimum Maximum Special Notes: Difficulty Reward Reward Milk Run: 1 SP 4 SP None. Easy: 5 SP 8 SP None. Medium: 6 SP 12 SP Chance to acquire something special maybe? Hard: 10 SP 20 SP Chance to acquire something worth a little extra. Very Hard: 16 SP 26 SP Chance to acquire something worth a bit. Fuck You: 20 SP 100 SP Chance to acquire something worth shitloads. A Milk Run or Easy mission does not require GM action. As there is no chance for any special rewards. A Medium to Hard mission requires a GM to work it out with the player. A Very Hard or Fuck You mission requires 2 GMs to discuss the mission, but only 1 to “carry it out” A Fuck You level mission worth more than 40SP becomes a larger event that requires all GMs to discuss and execute the mission.

MASS GROUND COMBAT.
One of the problems has been the conduction of Mass Combat and the effects of damage. There are many factors to consider. This is in the end broken down as follows. The first, and simplest ironically enough is ground troops. A Ground battle is in the end a duel between two large forces. There are several values involved. 1st You work out the total threat value of a ground force using the following formula. You do this for each unit involved. Factor Generic Skilled Elite Commando Basic Blasters Heavy Weapons Special Weapons Advanced Weapons Personal Armour Advanced Armour Combat Engineers Jump Pack Troops Boarding Party Ground Vehicle Operation Shuttle Operation Stealth Operations Sniper Training Special Value 1 2 3 4 3 2 +1 1 2 +2 +2 +2 0 0 +2 1 See GM Other

It is assumed that this is the very least a trooper has. Increases the unit value further. Only if Fortifications Involved. Only if the Terrain Allows for it. Only applies in boarding actions. Use Vehicle Value Use Shuttle Value if necessary. Only if not in the main force. Special Modifiers may impact the value of a unit.

Special Note on Vehicle Values; A Vehicle’s value may be increased or decreased according to GM discretion according to the situation. If a vehicle is equipped with artillery for example, but is deployed in a narrow roofed in space its value may be significantly less than normal. Very Light Vehicle Value: 5 Army Points = less than 10 Light Vehicle Value: 20 Army Points = less than 40 Medium Vehicle Value: 30 Army Points = less than 60 Heavy Vehicle Value: 40 Army Points = less than 80 Large Vehicle Value: 50 Army Points = less than 100 (Tracked/Wheeled/Repulsor Only) Very Large Vehicle Value: 60 Army Points = less than 120 (Tracked/Wheeled/Repulsor Only) GM Discretion GM Discretionary Power Main Character Minor Character The GM may see fit to apply a bonus or penalty to value based on the situation. A Main Character’s value is ¼ of their total stat value A Minor Character’s value is ¼ of their total stat value

Once you’ve worked out the combat values of all the troops involved tally the total this is your Army Total Value. This may then be modified by the below traits. Trait: Commander of Men: General of Men: Highly Trained Troops: Effect: +5% Bonus to Army Value +10% if base Army Value is over 1’000. (Does not Stack with Commander) +5% Flat Bonus to Army Value

Once you have your total value you can see the below.

DISPOSITION:
Your forces on the ground are unlikely to fight in one big blob. Unless you’re an idiot. Are you an idiot? If the answer is no you can continue, if the answer is yes how did you get to this point? Here is where you decide on the disposition of your forces. For the sake of simplicity there will only be 5 choices normally, and you may not wish to make full use of them. 1st: The Core; This is the main body of your fighting force. 2nd: The left flank. 3rd: The right flank. Both flanks are important to protect your force from being enveloped. 4th: The Vanguard. This is your advance force. Your scouts and skirmishing units, their job is to fight and if necessary die to find out what the enemy has over the next proverbial hill. 5th: The Rearguard. Their job is purely to cover your ass and if necessary serve as your reserve force. You have to choose how to divide your forces amongst these elements, and whether they’re even necessary is up to the player, do you have a sheer 450 metre cliff protecting your right flank? If so you might decide not to commit forces to protect it, or a token anti-air force to prevent Jump Pack or Repulsor units from capitalizing on that otherwise weak front. The only pre-requisite is that the player MUST have troops committed to the Core. Situational Bonus due to Formation: Flank is less than 10% Core Force Vanguard is less than 5% total force. Rearguard is at least 15% total force. Effect: +10% Bonus to actions due to higher mobility. (Bonus may be cancelled by GM if the Flank consists of heavy units.) +25% to all scouting actions. -40% to any combat actions. Reinforcements to Flanks or Core get a +10 bonus on their arrival.

You deploy your troops into these formations as you see above. You might put for a small example Core: 500 Points Left Flank: 20 Points Right Flank: 20 Points Vanguard: 5 Points Rearguard: 200 Points Once the players groups are set you consult the following table.

The number is referring to the points difference between the player and their enemy. Enemy Force is 1x1 Enemy Force is Enemy Force is Enemy Force is Enemy Force is Enemy Force is Enemy Force is Enemy Force is Player Force is Player Force is Player Force is Player Force is Player Force is Player Force is Player Force is 2x1 3x1 4x1 5x1 6x1 7x1 8x1 2x1 3x1 4x1 5x1 6x1 7x1 8x1

Bonus to actions.

If the enemy has the same, or close to the same points as the player roll on the General Table of success or failure as normal. If the enemy has a two to one points advantage over the player roll on the General Table of success or failure, the enemy gets a 10% bonus to actions. If the enemy has a three to one points advantage over the player roll on the General Table of success or failure the enemy gets a 20% bonus to actions. If the enemy has a four to one points advantage over the player roll on the General Table of success or failure the enemy gets a 30% bonus to actions. If the enemy has a five to one points advantage over the player roll on the General Table of success or failure the enemy gets a 40% bonus to actions. If the enemy has a six to one points advantage over the player roll on the General Table of success or failure the enemy gets a 50% bonus to actions. If the enemy has a seven to one points advantage over the player roll on the General Table of success or failure the enemy gets a 60% bonus to actions. If the enemy has an eight to one points advantage over the player roll on the General Table of success or failure the enemy gets a 70% bonus to actions. If the player has a two to one points advantage over the enemy roll on the General Table of success or failure, the enemy gets a 10% bonus to actions. If the player has a three to one points advantage over the enemy roll on the General Table of success or failure the enemy gets a 20% bonus to actions. If the player has a four to one points advantage over the enemy roll on the General Table of success or failure the enemy gets a 30% bonus to actions. If the player has a five to one points advantage over the enemy roll on the General Table of success or failure the enemy gets a 40% bonus to actions. If the player has a six to one points advantage over the enemy roll on the General Table of success or failure the enemy gets a 50% bonus to actions. If the player has a seven to one points advantage over the enemy roll on the General Table of success or failure the enemy gets a 60% bonus to actions. If the player has an eight to one points advantage over the enemy roll on the General Table of success or failure the enemy gets a 70% bonus to actions.

If the enemy or player point value is so great that they have a 9-1 advantage over their opponent the battle is considered to be completely untenable with no chance of victory. No roll but epic successes will matter for the disadvantaged player in a 9-1 scenario. If the player or enemy has a 10-1 point advantage there is no chance of victory for the disadvantaged and either they will vow to sell their lives dearly or surrender (or retreat if the option is available).

THE BATTLE
Now you have determined the disposition of forces and the bonus or penalty available from the start of the battle or engagement. Thus the battle can be held. Now the actions available are generally limited to a broad ordering of the five component parts of an army. Below is a list of the bonuses that may be achieved and what forbids certain actions. Vanguard: Strike Enemy Vanguard. = Normal Action. Delay Enemy Core Force. = 10% penalty to rolls. The Vanguard is not equipped to stop the core force. Only hold it temporarily. Core Force: Attack Enemy Core. = Normal Action. Cannot be done if a Vanguard is in place. Attack Enemy Vanguard. = 10% bonus to rolls. The Core can easily roll over a Vanguard. Entrench. = -25% Casualties. Blitzkrieg. = +25% Casualties. 25% Bonus to rolls. Left and Right Flank: Attack Enemy Flank. = Normal Action (Attacks Enemy Flank on your side.) Is not available if the enemy has no Flank on this side. Attack Enemy Core. = +20% Enemy Casualties. 20% Bonus to rolls. Cannot be done if the enemy has a Flank on this side. Rearguard: A Rearguard can only choose an action twice. After which the Rearguard is committed. Reinforce Core. = 10% Bonus to the Core’s Rolls. Reinforce Flank. = 10% Bonus to the chosen Flank.

When the dice rolls are done the following casualties are inflicted according to the table below. The Casualties are generally randomized. The 10% is based on the original value of the force and doesn’t scale down. Roll Epic Success Critical Success Success Neutral Fail Critical Fail Epic Fail Result 25% Enemy Casualties, 0% Friendly Casualties 20% Enemy Casualties, 5% Friendly Casualties 15% Enemy Casualties, 8% Friendly Casualties 10% Enemy Casualties, 10% Friendly Casualties 8% Enemy Casualties, 15% Friendly Casualties 5% Enemy Casualties, 20% Friendly Casualties 0% Enemy Casualties, 25% Friendly Casualties

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