In this game, 8 players are part of a Guild, basically an outer space version of a city-state. Some Guilds are focused around mining and have their base on asteroids, others may make their base on full-blown garden worlds, etc. The players' Guild in question in this game is currently about to enter orbit over a verdant gaia-like world over twice the size of Earth, and with an even more diverse -- and dangerous -- array of flora and fauna to deal with, as well as untold mysteries to be explored that may lead to great riches, or the downfall of your expedition...
The object of this game is simple: EXPLOIT THE HELL OUT OF THIS NATURES' PARADISE. Your Guild, being the first to discover this world and already badly in need of resources and a more permanent base, has come with the intention of burning, drilling, and blasting whatever they need to to get their way -- and they have the technology to do it. Tech-level at the start is relatively rudimentary, with your usual array of modern/futuristic infantry, vehicles, aircraft, and structures to deploy; few of which are actually prepared to deal with this kind of environment, however, so you had best get cracking with resource gathering and R&D that would make XCOM look like chumps.
Playstyle is simple: you may pick a character, any character within reason that may be part of the Guild. Imagine a paramilitary organization with access to infantry (of varying quality in equipment), tanks, helicopters, etc., but also more futuristic designs such as hovercraft and mechs of various sizes and loadouts. Aside from this, though, there will also be engineering and research crews, not to mention the resource harvesters and constructors that make all this possible. You may select whichever type of character you want and the general job they may have, and also give them a gender. I will decide the base level of tech you have access to based on the typical D6 roll; higher is, of course, better. Low and you get stuck with ballistics while your squadmates get lasers. You could be anything from an infantry officer to a scouting mech pilot to a harvester driver to an engineering mastermind who develops new tools, weapons, and equipment for other players and friendly forces in the field.
Before play begins, all players must take a vote on what name their Guild should take. Selecting an insignia/emblem/coat of arms is also highly encouraged, as is suggesting a brief backstory of the nature of the Guild and their general line of work. I'd like to see as much player involvement with world-building as possible, though I will throw a few bones here and there to try and keep things interesting.
Simply post an action and I will roll for it, based on a scale of 1-6 in terms of success.
[1]: Critical failure. Your efforts only worsened your situation. Attempting to shoot at a target only to have the shot ricochet and strike an ally falls under this category.
[2]: Failure. You failed to achieve whatever action you attempted, though you may not have made things worse.
[3]: Meager success. You may have progressed a little or saw something new, but usually nothing close to what you were hoping.
[4]: Success. You achieved your goal more or less in line with average expectations.
[5]: Epic success. You went above and beyond achieving your goal, and usually got very lucky, as well.
[6]: Overshot. You achieved your goal, but your efforts were so much that collateral damage or the creation of additional problems is likely. Think "You leap to attack the creature on the cliff ... sending you both flying off the edge!"
If at any time something threatens a player (i.e. being attacked), that player may make a roll to avoid the threat. Damage incurred or inflicted is also calculated by dice. Certain abilities, technologies, and effects can influence the roll positively or negatively.
For each action, any number of rolls may be made, as determined by the GM.
Primary causes for multiple rolls include, but are not limited to:
* Actions explicitly composed of multiple actions
* Actions that imply other actions that are not declared free
For every dodge roll, any number of additional rolls may be made, as determined by the circumstances, and any skills or special effects applied to the player.
Each successive dodge roll during a turn, unless it is a dodge against the same object or character, will get a -1 bonus.
If you are Stunned, Dazed, or otherwise receive a temporary penalty to overall or individual rolls, this penalty lasts until your next action is resolved, and not through the whole turn.
If you receive a long-term effect that has the potential to alter itself, you get an Effect Resistance roll immediately after your action is resolved to determine the spread and consequences of the effect.
If you are Unconscious, whatever penalty you receive will not reduce your roll score below 2, unless stated otherwise.
If you receive a mortal wound but are not killed outright, you need to pass a roll to dodge Death at the end of every turn. Only bad rolls here will provide penalties to survival rolls.
You can spend your turn to help another player achieve his goal. If your roll is higher, it is taken as the success roll for the action.
You can also spend your turn to botch another player's action. If your roll is higher, its opposite is taken as the success roll for the action.
In both cases, individual player rolls determine what happens to the players in the course of the action.
Permadeath is in effect. No ghost characters will be created when a player is killed; however, resurrection is not out of the question, if you have the proper tools and technology to do the job, and the remains aren't too badly mangled. Insane psionic powers or crazy physics are possible, too, though not at the game's outset; XCOM wouldn't have been much fun if you unlocked supersoldiers and higher alien tech right at the start, now would it?
Playerlist:Tiruin (Amelia Tenrin, female, transport pilot)
Kevak (Eri Verik, male, global harvesting coordinator)
Pobiega (Galina Popova, female, 2nd Lt. / Mech. Inf)
Suppaidaman! (Athur Marsh, male, general)
werty892 (Malachi Kelly, male, research/engineering chief)
TopHat (Liam McClyers, male, explorer)
Hawk132 (Joshua Thompson, male, veteran mech pilot/platoon leader)
wer6 (F.A.L.L.E.N, neuter, AI/systems coordinator)
Co-author/GM list:Kevak
If anyone has any advice to offer me or questions to ask, please do so. I'll be editing this and making things easier to understand as and when I have time. Have fun!