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RULES.

Posted by FateFor group 0
Fate
GM, 259 posts
night Sun' Oct' 17, 2010
4:00pm Sun' Oct' 17, 2010
Mon 24 Jul 2023
at 16:41
  • msg #5

RULES

RECOVERY
A PC or NPC naturally recovers one point of Health each day, as long as they are able to consume one ration of food during that day.
A PC that has no food cannot heal.
Fate
GM, 275 posts
8:00am Mon' Oct' 18, 2010
4:00pm Sun' Oct' 17, 2010
Wed 26 Jul 2023
at 06:41
  • msg #6

RULES

FORGET THE CHAIN OF COMMAND
Military roleplaying requires military rank.
ie. The section sergeant gets her orders from the platoon commander, the lieutenant and then relays what is to be done to those under her.

But in our game I want the “chain of command” to be an RP tool, and have the players decide their own fate.
There is to be no leader sat at the roleplaying table (even the GM is a kind of despot!), all of the players have an equal say in what happens.

So, the players should decide themselves what they are going to do. Any player-character rank having no bearing on decision-making amongst the players.
Then, once things are decided, among the players, it is of course great if any "officer/leader" character barks those orders, and those under him/her grumble about having to follow idiotic orders...
Fate
GM, 315 posts
8:00am Mon' Oct' 18, 2010
4:15pm Sun' Oct' 17, 2010
Tue 1 Aug 2023
at 12:27
  • msg #7

RULES

RANGED WEAPONS

This message was last edited by the GM at 12:28, Tue 01 Aug 2023.
Fate
GM, 379 posts
8:00am Mon' Oct' 18, 2010
4:15pm Sun' Oct' 17, 2010
Tue 8 Aug 2023
at 05:50
  • msg #8

RULES

MELEE WEAPONS
Machete 1 ; +2 ; 1/2

This message was last edited by the GM at 15:45, Tue 07 Nov 2023.
Fate
GM, 380 posts
8:00am Mon' Oct' 18, 2010
4:15pm Sun' Oct' 17, 2010
Tue 8 Aug 2023
at 05:52
  • msg #9

RULES

FIGHTING A SWARM
Once the Threat Level reaches 3, when the walkers are aware of you and move in for their meal, the situation is dealt with in rounds, as in brawls.
Basically, they attack while you fight to get to safety.

Each round, up to three chosen PCs and NPCs in the fight roll for skills and add up their number of successes.
Which skills can be used depends on the current Threat Level and is indicated by the Swarm Attack table on the next page.
Additional PCs and NPCs present can assist with help dice, but no more than three may roll.

SMALL GROUPS
If just two characters face a swarm of walkers, they still make three skill rolls, with one of them rolling twice. The second of those roll gets a –2 modifier.
If a single PC fights a swarm, they roll all three rolls themselves, with a –2 modifier to the sec- ond roll and –4 to the third roll.

LEADERSHIP
A PC who is not making one of the three skill rolls during a round may bark orders and roll for Leadership. If the others do as they are told, the PC may hand out one extra die per success on the Leadership skill roll.
No more than three dice can be given to the same person.
Only one person per round can roll for Leadership in this way.
Fate
GM, 381 posts
8:00am Mon' Oct' 18, 2010
4:15pm Sun' Oct' 17, 2010
Tue 8 Aug 2023
at 05:53
  • msg #10

RULES

SWARM ATTACK TABLE

This message was last edited by the GM at 05:53, Tue 08 Aug 2023.
Fate
GM, 466 posts
10:00am Mon' Oct' 18, '10
5:10pm Sun' Oct' 17, 2010
Sat 19 Aug 2023
at 06:32
  • msg #11

RULES

VEHICLES

Fate
GM, 480 posts
10:00am Mon' Oct' 18, '10
5:15pm Sun' Oct' 17, 2010
Sat 19 Aug 2023
at 15:35
  • msg #12

RULES

MEDICAL GEAR

This message was last edited by the GM at 15:36, Sat 19 Aug 2023.
Fate
GM, 481 posts
10:00am Mon' Oct' 18, '10
5:15pm Sun' Oct' 17, 2010
Sat 19 Aug 2023
at 15:35
  • msg #13

RULES

ARMOR

This message was last edited by the GM at 15:36, Sat 19 Aug 2023.
Fate
GM, 590 posts
10:10am Mon' Oct' 18, '10
5:40pm Sun' Oct' 17, 2010
Tue 29 Aug 2023
at 16:23
  • msg #14

RULES

COMBAT

Brawls

When several people are involved in a fight and the situation is complicated and intense, you use the rules for brawls. The rules for range, movement, and defenseless targets in duels apply in brawls as well.

Brawl Phases
In a brawl, actions are divided into six categories, resolved in phases numbering from 1 to 6. During each round, the GM calls out each phase, and then all NPCs and PCs that want to perform their action in that phase declare it. NPCs declare first, then PCs.

This message was last edited by the GM at 16:24, Tue 29 Aug 2023.
Fate
GM, 601 posts
10:10am Mon' Oct' 18, '10
5:40pm Sun' Oct' 17, 2010
Wed 30 Aug 2023
at 07:05
  • msg #15

RULES

COMBAT

Range

Distance between combatants is managed using an abstract scale.
• Short range is less than 25 meters, close enough for you to run up to your enemy and attack in close combat or fire a revolver at them.
• Long range means that you need to use Ranged Combat to attack your opponent. You could be anywhere between 25 and 100 meters from your enemy.
• Anything beyond 100 meters is considered Extreme range. Only some special weapons can be used at this distance.

Fate
GM, 634 posts
6:00pm Wed' Oct' 20, '10
5:40pm Sun' Oct' 17, 2010
Sat 2 Sep 2023
at 10:59
  • msg #16

RULES

The HAVEN

• Capacity
How many people can live in the haven without starving.
The Capacity table shows the maximum number of people that can stay at the haven without starving to death.


• Defense
How well the haven is protected by walls, alarm systems, even stationary weapons.
If your haven is attacked, everyone inside who fights the intruders gets a bonus to their skill roll equal to the haven’s Defense value.

Fate
GM, 661 posts
6:00pm Wed' Oct' 20, '10
5:40pm Sun' Oct' 17, 2010
Mon 4 Sep 2023
at 06:18
  • msg #17

RULES

CRITICAL INJURIES

Fate
GM, 686 posts
6:00pm Wed' Oct' 20, '10
5:40pm Sun' Oct' 17, 2010
Wed 6 Sep 2023
at 20:36
  • msg #18

RULES

RANGED COMBAT PHASE

This message was last edited by the GM at 07:28, Fri 08 Sept 2023.
Fate
GM, 700 posts
6:00pm Wed' Oct' 20, '10
5:40pm Sun' Oct' 17, 2010
Fri 8 Sep 2023
at 07:28
  • msg #19

RULES

HOUSE RULE: DELAYING or READYING an ACTION

Other than OVERWATCH (above) there are no rules covering a character threatening to shoot if they do not surrender, or waiting to see if someone attacks or not before firing at them etc.

So I will try the following rule to cover this.
[we can see how it works, and tweak it, or scrap it, or whatever, accordingly]
Using Overwatch as the basis, and still going with the game's philosophy of 'everything happening at the same time' (at least in each Phase).

• to READY or DELAY an action, you must declare said action in the corresponding Phase
ie. if you threaten to shoot Randy unless XYZ, then you declare so in Phase 2 (Ranged Combat)
ie. if you state you will only heal Karima if 'this or that', then you declare so in Phase 5 (First Aid)

• you must give a clear and precise trigger that decides if you take that action or not
ie. you declare in Phase 2 (Ranged Combat) that you threaten to shoot Randy if he smashes the hammer on Nguyen's head
ie. you declare in Phase 5 (First Aid) you will only heal Karima if Anna turns the siren off

• this your action for the round (an action you will carry out only if the trigger is 'activated'), so you cannot change actions.
And if the trigger never kicks in, you’ll end up essentially doing nothing that round

• if the trigger is activated, you carry out your action
ie. if Randy smashes the hammer on Nguyen's head--then you shoot Randy!
ie. if Anna does not turn the siren off--tough luck for Karima, you ain't healing her ; but if Anna does cut the siren--you heal poor Karima

• when do you act, if your trigger is set off? (when do you roll the dice?)
Two cases:

1/ your trigger occurs in the same Phase
ie. you threaten to shoot Randy (Phase 2) if he attacks Nguyen.
Randy decides to shoot Nguyen (Phase 2).
Then you can act--
ie. you shoot stupid Randy
--and you roll the dice when the action is resolved at the end of the Phase, as normal
Thus you cannot prevent something from happening, only react to it, having delayed your action
[my logic is that this fits with the game's general theme of things happening in parallel in the same Phase]

2/ your trigger occurs in a following Phase
ie. you threaten to shoot Randy (Phase 2) if he attacks Nguyen.
Randy decides to knife Nguyen (Phase 3 as it is Close Combat).
Then you can act--
ie. you shoot silly Randy
--and you roll the dice BEFORE that action is resolved, before the end of the Phase
Thus you can prevent something from happening, having readied your action
ie. you shoot at silly Randy, hit the poor dude, and take him down (Randy is Broken) meaning Randy is out of the picture BEFORE he can actually knife Nguyen
[my logic is that you prepared before, in a previous Phase, so can get the drop on the target]
This message was last edited by the GM at 12:06, Fri 08 Sept 2023.
Fate
GM, 701 posts
6:00pm Wed' Oct' 20, '10
5:40pm Sun' Oct' 17, 2010
Fri 8 Sep 2023
at 07:33
  • msg #20

RULES

EXTRA SUCCESSES

RAW (Rules as Written):
Rolling more successes on a skill roll than required means that you are extra successful.
You impress the people around you, or you get a little more than you wanted.

The examples given are:
By rolling more successes than required, you may increase the damage by one for each extra success, for Ranged & Close Combat
In some situations, you may transfer any extra successes to other PCs or NPCs in the same situation, for Endure, Mobility, Stealth...
Extra successes can, at the GM’s discretion, give a +1 bonus per success (maximum +3) on one skill roll where you or someone else uses the information you got, for Scouting, or Extra successes most often mean that there is more to find than you asked for, for Survival.

HOUSE RULE:
Since I do not like Extra Successes going to waste (it's so cool when you roll them!), I will find ways for you to at least have a chance at benefitting from them.
In general this will be giving you bonus dice to use somehow in the future, linked to that action.
Or other small bonuses along the lines of those in the RAW above.
This message was lightly edited by the GM at 08:17, Fri 29 Dec 2023.
Fate
GM, 782 posts
9:00am Thu' Oct' 21, 2010
6:15pm Sun' Oct' 17, 2010
Mon 11 Sep 2023
at 17:23
  • msg #21

RULES

HANDLE YOUR FEAR
When you play, bad things will happen, and your PC risks being pushed beyond their limits.
At the end of each session, the GM will go through the list of Breaking Points.
If any of these things happened to you during the session, you need to roll to handle your fear.

ROLL
When you try to handle your fear, you roll as many dice as either your Wits or your Empathy (adding no Skill).
Add +2 for each Anchor who is still alive and on your side.
You do not add Stress Dice.
Rolls to handle your fear cannot be pushed.
If you get at least one 6 the roll is successful, and you have managed to handle your fear.
If you fail the roll, you are overwhelmed by fear...
Fate
GM, 858 posts
9:20am Thu' Oct' 21, 2010
9:15am Mon' Oct' 18, 2010
Mon 18 Sep 2023
at 18:13
  • msg #22

RULES

DICE ROLLS
Though I am quite sure there is no such rule in The Walking Dead book, I am pretty sure this rule from the ALIEN roleplaying game applies here.
For sure I will use it.

DON'T ROLL TOO OFTEN
A dice roll is a dramatic moment.
Pushing rolls increases stress and can trigger panic Mess Ups for your character.
Rolling dice too often can cause the stress mechanic to spiral out of control too quickly.
With that in mind, never roll dice unless it is absolutely necessary.
Save the dice for dramatic situations or tough challenges.
In any other situation, the GM should simply allow you to perform whatever action you wish.


My idea being that if you can do something, have the time to do it, if failing does not have real consequences, then there is no need to roll.
ie. you are on a parking lot, and want to siphon gas to fill your car up, and there are no Walkers inbound etc., no need to roll.
You would roll if you are trying to go fast, in order to escape people that are after you ; or if the place is filled with enemies who might see you etc.

This message was lightly edited by the GM at 08:16, Fri 29 Dec 2023.
Fate
GM, 1550 posts
Sunday Oct' 24, 2010
Sat 25 Nov 2023
at 05:56
  • msg #23

RULES

PUSHING THE ROLL
When you fail a test, or if you want more successes, you can choose to give it one more try.
This is called pushing the roll.
You have found another way to achieve what you want, or you simply muster your last reserves of strength and resolve.
If you cannot explain what your PC does that lets them try again, you are not allowed to push the roll.
You can only push a specific roll once.
If you rolled a 1 on a stress die (rolling a walker) you cannot push the roll (if you have not done so already).
When you push a roll, you first take one stress point and add a stress die to the re-roll, then you reroll all the dice that are not successes.
You can push rolls that have already succeeded, since there are situations where multiple successes are needed.
This message was lightly edited by the GM at 08:16, Fri 29 Dec 2023.
Fate
GM, 1694 posts
Monday Oct' 25, 2010
50F/10C Cloudy Light rain
Sun 10 Dec 2023
at 13:46
  • msg #24

RULES

CHARACTER DEATH
When your PC dies, you should start over with a new PC.
You could either take over one of the NPC survivors in the group or create a new PC from scratch.
If you create a new PC, they get introduced in the campaign during the next session.
If you choose to take over an NPC Survivor, you get some bonuses when you convert them to a PC.
You begin by distributing skill points as you normally do when creating a new PC.
Then you get to add one skill point in each skill the NPC was trained in, and two skill points in each skill they were expert in.
As a result of this, you may exceed the starting limitations for skill points for new PCs.
NPC survivors may have several Issues, but you still only have one when taking them as a PC. It may be one of their Issues - even a secret Issue - but you could also come up with something new that better describes that character's current situation. If you want to, you can wait one or two sessions to define Anchors and relationships.
This message was lightly edited by the GM at 08:15, Fri 29 Dec 2023.
Fate
GM, 1695 posts
Monday Oct' 25, 2010
50F/10C Cloudy Light rain
Sun 10 Dec 2023
at 13:53
  • msg #25

RULES

COMBAT: BRAWLS

ONE ACTION PER ROUND
Brawls are divided into rounds, and in each round everyone gets one action.
Actions normally require a skill roll.
Besides this single action, you may also do quick and simple things such as shouting a few words, picking up a gun from the counter next to you, drawing your knife from its sheath, or pressing a button.

ACT IN ONE OF SIX INITIATIVE PHASES
In a brawl, actions are divided into phases, numbering from 1 to 6.
Each phase being one of six categories of actions.
During each round, the GM calls out each phase, and then all NPCs and PCs that want to perform their action in that phase declare their action.
NPCs declare first, then PCs.

Fate 2
GM, 1 post
The New Fate!
Not so different really.
Wed 31 Jan 2024
at 17:39
  • msg #26

RULES

New Combat rules

One action per round:
I will not be doing brawl phases.

Every round a player must pick 1 of 4 actions. The NPCs will still declare their actions first. Then PCs will choose actions, roll, and post those actions.

1-All out defense/move
2-ranged
3-melee
4-Other

1-The biggest change will be all out defense/move. We will not be using combat maps, but 'theater of the mind.' That means you can creatively use the environment to justify a better defense for your character. If there is any form of cover to be found against ranged attacks, you may roll your mobility against all ranged attackers, subtracting your success vs their successes & +1 automatic success(So the least amount you can get is 1.) Because movement is now assumed for all people in a battlefield, getting MORE successes on your mobility roll allow you to change the range to one attacker of your choice-ether closer or farther away. Doing all out defense will apply against all incoming attacks, and will give you +1 automatic success(as normal cover rules) against future ranged attacks, assuming you do not get into melee combat. Note: There may be situation where all out defense cannot be used! Like ambushes...

2-Ranged attacks. Ranged attacks will still get 'initiative' over melee attacks, but most melee attackers will be trying to close with ranged opponents via all out defense/move. Ranged attacks can also be 'countered' by shooting at attackers and beating their successes as normal.  Unlike all out defense, you can only 'counter' one ranged attacker with your attacks unless you have the 'Suppressive fire' talent, which then you roll is compared with up to 3 attackers. You may do less damage if you win, but you also may counter 3 shots instead of 1. Many shooters on one person is no longer multiple rolls. The person with the highest pool is used, and gets +1 die for each person shooting at the same target-max of 3(PC or NPC)

3-Once you are in melee with someone, they have to use their close combat skill to fight with you-even if they are using a ranged weapon. However, weapons that are meant for ranged combat do not get any weapon bonus to the close combat roll(Rifles can be used as melee weapons, but have different stats). Most people can draw a melee weapon as a free action during such events, but not in the cases of ambush, nor if they shot this round(In that case they don't get a roll). All out defense can be used in melee combat-in cases of several people on one person. Close combat successes are compared as normal. Much like in ranged combat, only the highest die poll is used against the defender, getting +1 for each person in melee against one target up to a max of 3(PC or NPC). This bonus is impossible to get if there is multiple foes in one melee combat and both sides are relatively equal.

Shooting into melee combat is a increase in difficulty if you only want to hit one person. The shooter must subtract the person with the highest successes in close combat when shooting. If you don't care who you hit, you can subtract half the lowest amount of close combat successes, but then you will hit a target randomly determined by fate. There will be a talent called 'Sharpshooter' that gives you +2 dice only when shooting into melee combat.

4-Other action will happen at the same time as the above actions. Some actions-like first aid, can be combined with 'all out defense'. Its assumed you are dragging the wounded person to safety while you are working on him. Actions like scout and stealth are 'other' actions, but can only be done in certain situations. Fate will decide if the other action you are doing can be combined with an all out defense/move.

Ambush
In the cases of Stealth vs Scout, such skills can only be used when one side is unaware of the other. Scouting is rolled vs the person with the highest scout die pool, +1 for each other PC or NPC in the group(Max of 3). Stealth works the same way, as the highest stealth score will be used with +1 for each other person(Max of 3). Once combat has begun, stealth cannot be used again until a major event causes the awareness of both sides to be impacted(I.E. the lights go out), Or you are two or more range categories from your foe, and have places to hide. I.E.-Close vs Extreme. Once you move 3 range categories away, combat is over. From there, tracking or scouting is required to find your target again.

When ambushed, a target cannot use all out defense! They can attack, but only after the ambusher does their action. After the 'surprise round' combat returns to normal.

Note that people remaining in stealth during a combat can be detected via a scout roll(as a other action). This stealth ends if they attack in any noticeable/loud way.

Critical injuries
When reaching 3 health(Broken), critical injuries are not rolled right away. A PC victim can roll endure(Or just strength) to 'hold off' a critical injury roll. They are still broken however. This roll will be at a cumulative -1 for each round they hold off the critical injury. If first aid can be provided BEFORE this happens, the person in question gets to roll twice on the critical injury table and take the better result. The 'Nine lives' talent will apply to both rolls!

Walker attacks
No rule changes. Beware...
This message was last edited by the GM at 19:16, Wed 31 Jan.
Fate 2
GM, 86 posts
The New Fate!
Not so different really.
Thu 15 Feb 2024
at 16:11
  • msg #27

RULES

SOCIAL COMBAT!

"Let's get ready to COOOOOOOONVERSE!"

Normally on NPCs, social skills are a standard roll. However, you can also try to figure out a PCs or NPCs hidden motivations by an IC post and using social skills. This can be 'defended' against by the target's social skill in order to not reveal certain information. There are modifiers depending on the situation. These modifiers could be 'I have you at gun point' or 'I got you that super nice gift for your birthday!'. Modifiers will be added by Fate as needed.
Fate 2
GM, 167 posts
The New Fate!
Not so different really.
Wed 6 Mar 2024
at 16:32
  • msg #28

RULES






























Fate 2
GM, 170 posts
The New Fate!
Not so different really.
Wed 6 Mar 2024
at 20:14
  • msg #29

RULES

Everybody thank Matt for getting us the images of the rules back!
This message was last edited by the GM at 20:14, Wed 06 Mar.
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