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18:41, 18th May 2024 (GMT+0)

RULES.

Posted by FateFor group 0
Fate
GM, 35 posts
40,000 years ago
Mon 29 May 2023
at 04:57
  • msg #1

RULES

RP-ING THE CHAIN OF COMMAND
I am fine with people playing "superiors" (an officer, a chieftain, a leader...).
But the orders they give the other PCs will be RP ones.
I mean that I do not want a leader at the roleplaying table (not a leader-player).
All of the players have an equal say in what happens, just like any other roleplaying game.
For example, the players decide where to go next--and then the leader-PC can "order" the other PCs to go there (as an RP order).

In the end all that matters to me is that the players decide themselves what they are going to do.
So the chieftain/boss/officer aspect is just as a simple title, not a player command privilege.
Fate
GM, 68 posts
40,000 years ago
Fri 2 Jun 2023
at 09:57
  • msg #2

RULES

POSTING FORMAT
I will update this if necessary. And we can go for more harmonious rules if you wish. But I am happy with the few rules below, myself, and I know people like slightly different things for how they present their dialog etc.

In general I am pretty open as to how you format your posts, so long as we all understand what is description, dialog, OOC -- and, if needed: private thoughts, telepathy, whatever...

What I will do is:

Simple text for describing action & events & what people see, smell... etc.
And then most probably use a : at the end when I am saying that so and so is talking:
"Followed by what they say in bold and in Goldenrod"

You can do the same, using bold or not, choose a color for your character (and each have different ones), or go w. a same color... or no color but in bold, or italics
I'd say the only think I really want are " " (as in "Hello"), to mark it as dialog.

For inner thoughts, I probably would go as so if I am thinking about how I'd do it.

Personally I often put sounds in bold--he slams the door closed.

For OOC:
Let us try to keep as much ooc out of the IC thread. To have a story flowing.
But when it is needed, for dice rolls, or other indications, then use orange.
And not use orange for anything else:
OOC: everybody's Stress just went up by 1.
Fate
GM, 85 posts
32,000 years ago
Spring morning (Day 1)
Mon 5 Jun 2023
at 19:55
  • msg #3

RULES

PANIC

Results up to 9 do not cancel your action.
Those of 10 and more do.

PANIC ACTIONS: If you roll a 10 or higher on your Panic Roll, you will be forced to perform a specific action. If the Panic Roll was the result of a skill check for an action, the action is cancelled and immediately replaced by the forced panic action, even if you rolled a Success.
This message was last edited by the GM at 19:56, Mon 05 June 2023.
Fate
GM, 95 posts
32,000 years ago
Spring morning (Day 1)
Sun 11 Jun 2023
at 12:21
  • msg #4

RULES

HELPING (with dice rolls)

Other PCs or NPCs can help you succeed at a skill roll.
This must be declared right away, before* you roll your dice.
* : in PbP we can be more flexible with that, if someone rolls before others post they want to help, the GM might accept post-fact help.
It must also make sense in the story—the individual helping you must have the capacity** to support your action. The GM has the final say.
** : in this game, the GM might, for example, say that having the capacity might mean having a point in a certain Skill or something of the sort (ie. in some cases helping a person heal another might require Skill, if it is about operating on someone), but, in general you can help if you can be of some assistance (ie. for the operation that was just mentioned, maybe just heating water for the healer helps)
For each person helping you, you get a +1 modification.
No more than three people can help you with a single roll, meaning your maximum modification from assistance is +3.

In combat, helping counts as the same type of action as the one you are supporting (fast or slow).
This message was lightly edited by the GM at 12:22, Sun 11 June 2023.
Fate
GM, 117 posts
32,000 years ago
Spring morning (Day 1)
Tue 20 Jun 2023
at 10:30
  • msg #5

RULES

STEALTH
When MOBILITY is used for stealth, make an opposed roll against your opponent's OBSERVATION.

GROUP STEALTH
When you and other characters in a group sneak side by side, don’t make individual MOBILITY rolls to stay undetected. Instead, only the PC with the lowest skill level rolls, and the result applies to the whole group.
This message was last edited by the GM at 10:32, Tue 20 June 2023.
Fate
GM, 162 posts
32,000 years ago
Spring morning (Day 1)
Thu 29 Jun 2023
at 04:37
  • msg #6

RULES

STOPPING PANIC
Some effects on the Panic Roll table are immediate or last one Round.
Others (like TREMBLE) remain in effect until one of the following happens:
• Another character comes to your aid and makes a COMMAND roll. This
counts as a slow action in combat. It can thus stop your Panic effect before it impacts your future actions.
• You are Broken. Hey, when you go down--you are beyond Panic!
• One Turn passes (a Turn being once you are out of Rounds, about 5 to 15 minutes).
Fate
GM, 169 posts
32,000 years ago
Spring morning (Day 1)
Sat 1 Jul 2023
at 18:52
  • msg #7

RULES

RELIEVING STRESS

• For every full Turn (5–10 minutes) spent resting in a safe area that is secured from enemies (as far as you know), your STRESS LEVEL is reduced by one point. You cannot make any skill rolls when resting, and if your rest is interrupted, it doesn’t count. A Panic Roll can also decrease stress, as can certain drugs.

• Once per Act in Cinematic play, and once per game session in Campaign play, you can interact with your signature item in some way to reduce your STRESS LEVEL one step. This typically requires a slow action.

Some conditions, such as Starving or Freezing, can block your ability to relieve stress.
This message was last edited by the GM at 11:34, Tue 22 Aug 2023.
Fate
GM, 282 posts
32,000 years ago
Spring night (Day 1)
Tue 22 Aug 2023
at 11:35
  • msg #8

RULES

PERSONAL AGENDAS

Fate
GM, 350 posts
32,000 years ago
Spring night (Day 1)
Wed 6 Sep 2023
at 07:35
  • msg #9

RULES

SLOW & FAST ACTIONS
When it is your time to act in the Round, you can perform one slow action and one fast action, or two fast actions.
A slow action usually consists of rolling for a skill.
A fast action is quicker and doesn’t always require rolling dice.

SLOW ACTIONS


This message was last edited by the GM at 17:41, Wed 10 Jan.
Fate
GM, 351 posts
32,000 years ago
Spring night (Day 1)
Wed 6 Sep 2023
at 07:35
  • msg #10

RULES

FAST ACTIONS

Fate
GM, 359 posts
32,000 years ago
Spring night (Day 1)
Thu 7 Sep 2023
at 11:51
  • msg #11

RULES

AIMING in Ranged Combat

Fate
GM, 360 posts
32,000 years ago
Spring night (Day 1)
Thu 7 Sep 2023
at 11:55
  • msg #12

RULES

SMALL ARMS

• BONUS indicates any modification you get to your CLOSE COMBAT or RANGED COMBAT roll when using the weapon.
• DAMAGE is the base Damage rating, i.e. how many points of damage your target suffers if your attack is successful.
If you roll extra 6s, you can deal additional damage.
- The word “Blast” followed by a number means that the weapon inflicts no direct damage, but instead triggers an explosion with the Blast Power indicated.
• RANGE is the maximum range category at which the weapon can be effectively used.
• WEIGHT indicates how many typical items the weapon counts as in the inventory list. If no weight is indicated, the weapon is too heavy to be carried.
• COST is the weapon’s typical price in United American (UA) dollars. The actual price varies depending on the supply and demand at the location.
SPECIAL is any special effects that this weapon has.
- “Armor Piercing” means that any Armor Rating counts as half against this weapon, rounding fractions up.
- “Armor Doubled” means that any Armor Rating is doubled against the weapon.
This message was last edited by the GM at 11:56, Thu 07 Sept 2023.
Fate
GM, 394 posts
Acheron (LV-426)
End of June, 2179
Fri 15 Sep 2023
at 05:59
  • msg #13

RULES

RANGED FIRE MODIFICATIONS

This message was last edited by the GM at 06:00, Fri 15 Sept 2023.
Fate
GM, 417 posts
Acheron (LV-426)
End of June, 2179
Wed 20 Sep 2023
at 09:29
  • msg #14

RULES

GROUP STEALTH

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