DerUbermensch
Nietzsche reader
Rules:
Before we start, I'll post RP specific rules so we can all enjoy the RP.
1.) No power gaming or "god modding" because we want a modicum of logic.
2.) Game play and story will be integrated, so let's not try to break either one.
3.) No auto-hitting or called hits so we can be fair. This describes a fighting action whereby a character is attacking another character and ASSUMES to have hit them without the other characters response being considered. Do wait for the GM to confirm hits.
4.) Dedication is key. Don’t leave us hanging. Besides, I’m the type who stubbornly refuses to leave people behind.
5.) Have fun during the RP!
How the combat system shall work: Like in XCOM, it is turn based. Game play mechanics will be lifted from XCOM such as cover, damage, etc. Dice rolls are behind the scene and we will use a bit of reality and common sense. An example is that if you are aiming at a ghoul in low cover, the low cover reduces your chance to hit by fifteen percent. High cover is double that of low cover, and the accuracy depends on range and weapon. Skills will be added to make game play unique.
Any specific questions? Give me a holler.
FAQ:
Yes we will. After all, no self-respecting XCOM derivative would neglect that.
Only if we unlock them
Soldiers will do most of the action. So if you are an active/aggressive RPer, focus on soldiering up. Science and engineering are the people behind the scenes. Research can be done without science or engineering characters. It’s that the two act as a catalyst for the behind the scenes jobs. Tabs will be done to host the projects the team undertakes.
If you like high-adrenaline and high-speed, post quickly and often. But I personally recommend checking around once every one or two weeks. I always have an idea or two. For paragraphs, I recommend three paragraphs, give or take one. No less than two and no more than four. Also, walls of texts are eyesores. Please don’t do it.
To put it briefly, always do your research and/or homework on the matter. Though the GM can help, the GM is less than likely to hold your hand across.
It’s up to you, but it isn’t forced and it should not be forced at all. However, if anything disrupts the experience for most players, the GM will have to step in.
The RP will have some realism, though consider that most of the elements of the story violate (at worst) or bend (at best) the laws of physics just by existing.
Any sufficiently advanced technology is indistinguishable from magic. Clarke’s Third Law.
Yes, but one at a time only. Details will be revealed in the story and gameplay.
Before we start, I'll post RP specific rules so we can all enjoy the RP.
1.) No power gaming or "god modding" because we want a modicum of logic.
2.) Game play and story will be integrated, so let's not try to break either one.
3.) No auto-hitting or called hits so we can be fair. This describes a fighting action whereby a character is attacking another character and ASSUMES to have hit them without the other characters response being considered. Do wait for the GM to confirm hits.
4.) Dedication is key. Don’t leave us hanging. Besides, I’m the type who stubbornly refuses to leave people behind.
5.) Have fun during the RP!
How the combat system shall work: Like in XCOM, it is turn based. Game play mechanics will be lifted from XCOM such as cover, damage, etc. Dice rolls are behind the scene and we will use a bit of reality and common sense. An example is that if you are aiming at a ghoul in low cover, the low cover reduces your chance to hit by fifteen percent. High cover is double that of low cover, and the accuracy depends on range and weapon. Skills will be added to make game play unique.
Any specific questions? Give me a holler.
FAQ:
- Will we reverse engineer paranormal tech?
Yes we will. After all, no self-respecting XCOM derivative would neglect that.
- Will we get powers?
Only if we unlock them
- What’s the recommended character set up?
Soldiers will do most of the action. So if you are an active/aggressive RPer, focus on soldiering up. Science and engineering are the people behind the scenes. Research can be done without science or engineering characters. It’s that the two act as a catalyst for the behind the scenes jobs. Tabs will be done to host the projects the team undertakes.
- What level of posting and speed do you expect?
If you like high-adrenaline and high-speed, post quickly and often. But I personally recommend checking around once every one or two weeks. I always have an idea or two. For paragraphs, I recommend three paragraphs, give or take one. No less than two and no more than four. Also, walls of texts are eyesores. Please don’t do it.
- What if some potential players don’t know how XCOM works?
To put it briefly, always do your research and/or homework on the matter. Though the GM can help, the GM is less than likely to hold your hand across.
- Will the RP be character driven?
It’s up to you, but it isn’t forced and it should not be forced at all. However, if anything disrupts the experience for most players, the GM will have to step in.
- How realistic will the RP be?
The RP will have some realism, though consider that most of the elements of the story violate (at worst) or bend (at best) the laws of physics just by existing.
- How will the magic work?
Any sufficiently advanced technology is indistinguishable from magic. Clarke’s Third Law.
- Will there be augmentation? If so, how much at a time?
Yes, but one at a time only. Details will be revealed in the story and gameplay.
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