World:First Contact/Creating A Character/Gameplay Guidelines

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First Contact is a homebrew created game based off the X-com franchise. I've tried to put together something that will translate well into a forum based role playing game, but nothing is concrete. While we're playing the game and if we run into something that needs to be changed, I'll look into it and fix whatever needs to be fixed. The game will mainly be about the role playing aspect of surviving and adapting in an alien invasion, where the dice rolls will be used for the combat portions of the games. This part of the wiki will have explanations for some of the game mechanics and will contain updates to any changes to the system.

Shot Difficulty
Combat, mainly shooting, will be based off distance and the difficulty to get that shot off. Every 10 yards the players are away from each other, 2 points will be added to the difficulty of the shot. An example of this would be: Bob is 40 yards away from Ted. Bob fires one shot. Bob's Shooting rating is 12 This would equate to Bob rolling a 1D12-8. The player rolls 1 twelve sided dice because his shooting rating is a 12. The minus 8 represents the difficulty of the shot according to the distance away. If the final roll is less then 1, then the shot misses. If greater, then the amount of the roll is the damage that Ted would of taken. If the players roll equals the greatest amount he could have achieved, in this case a 4, then the shot would be considered a critical, and the damage would be doubled.

If Ted would have been partially concealed, meaning if he was hiding behind cover and part of his body was sticking out then an extra five points would be added to the shot difficulty. Which, used in the example above, the shot would automatically miss because the distance was to much and the ability of Bob was not good enough to pull off the shot. Players can not shoot at someone if they do not have a valid line of sight, but they can try to blow up walls or shoot through some walls if they feel an enemy is in that area.

Action Points (AP)
During combat, players must use their action points to move and use their items. Every piece of equipment will have a base action point stat, such as a basic pistol may take 3 AP to fire. Players can fire multiple times as long as they have enough actions point to fire. Each yard a player moves will cost 1 AP, crouching will cost 2 AP, and rolling/diving will cost 5 AP. Players may also use extra AP to add on to their shooting rating. IE: Bob shoots his pistol once. He has 15 AP and shooting the pistol cost him 3 AP, leaving him 12. Bob elects to use the rest of his AP to add on to his Shot rating, which was 12, and is now 24. Using the extra AP gives Bob a very powerful shot, Bob could of also elected to shot four more times instead of using the AP, or he could of moved closer to his opponent. After the end of the round, which means all players have performed an action, Action points will be reset.

As the game progress, armor will become available to players, or players will come up with ways to obtain armor. Armor will have a certain quality rating, such as 20. As the player receives damage, this number will drop and once the number hits zero the armor will be useless and damage will now be taken from the health score of the player.

At the beginning of the game players will start out at level one. By battling aliens or training, players will gain experience points which will soon advance them in level. Each level the player will be reward with one action point, and two points to add to attributes. Every five levels the players will be award a point to add to skills.

As the game starts, players will not really know they have special 'mind' powers. They might suspect they do, as they find themselves guessing what other people are thinking or other random esp encounters. The characters will not really know what psionics are or how powerful they are until the group recovers a mind probe from the aliens and then successfully researches it. Once a player has access and knowledge of a mind probe, then this will be the only means they have mind attacking other people.

To determine the strength of a psionic attack, the player will add the attributes: psionic + intelligence + quality of mind probe. The defender will do the same, and if the defender does not have a mind probe then the quality would not be added. If the attackers roll ends up being higher then the defenders, then the attack would most likely be successful. The spread between the two rolls will determine the length and power of the mind attack. Using the mind probe will cost AP points and can only be done once per turn.

Healing and Wounds
To heal a player in the game, the healer must take his [ bravery total ]+(int + craftsmanship + quality of supplies + any other skill add-ons) = which would equal the final roll. (i.e. 1d88+8). Players will then use the total of this roll against the amount of damage a player has succumbed. Let's say Bob has taken 54 damage. (He would be left with 46/100 health). The healer would have to roll his 1d88+8 against a 1d54. If the healer rolls higher then the lower damage total, then the damage roll would be subtracted from the healing roll which would equal the amount healed. So, the healer rolls a 50 and the damage rolls a 10. Then the healer heals Bob for 40 points.

If the damage roll is higher then the healers, then the healer fails to heal the victim and if the difference is drastic enough the healer may even damage the victim more. The healer will have another chance to 'figure' out how to heal the victim by rolling his bravery + intelligence. If this roll is greater the a half of his bravery, then the healer will get another chance to heal. The healer can continue to do this until he fails his second chance roll. Which means he is not capable of healing the victim.

If a wounded player is beyond the level of one player to heal, then two players can work together to heal the wounded player. The players will add their bravery and skills together to try an attempt to roll higher then the damage. But if the player has tried to heal a victim and has failed already, then this players total can not be combined to help heal because he does not have the skills to help the person.

Now, to explain the level of wounds.

100-70: The player is injured but can continue on with little issues. These injuries may be bruises, sprained ankles, sore arms and legs, minor cuts.
70-50: The player is hurt and needs to be looked at by a doctor. The player can continue on but takes a -1 to all rolls.
50-20: The player is extremely hurt and has issues with moving on. The player takes a -10 to all rolls and needs medical attention ASAP.
20-0: The player is dying and if medical treatment is not received quickly the player will die. Each turn the player will lose 5 health if not stabilized by medical personnel.