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Author Topic: P.A.T.R.O.L.- Pointless Aggression Towards Resistance-Occupied Locales[Forum RP]  (Read 5213 times)

Draxis

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PATROL is a RPG system in development, in which the players take the role of soldiers during the Vietnam War; it's basically complete and the developer was looking for some blind playtests, and I figured that's something I could do and people here would be interested in (it most closely reminds me of a somewhat heavier version of Einsteinean Roulette.)

Thematically, it's not a particularly cheerful game - perhaps unsurprisingly - as the fact that there is a mechanical representation of "the creeping feeling that the mission is bullshit and there is no victory to be had" illustrates fairly well.  The squad will probably get up to some of the traditional wacky Vietnam hijinks; that said, I'll do my best to avoid grimderp and you should as well.

It's very likely that PCs will die - it's suggested in the rulebook that PnP players have multiple characters lined up - so there's good space for a waitlist; I'm looking for a half squad for now, five players, but if more people are interested you can sign up as replacements, or to expand the squad if it seems like I can handle it.

Since this is a test game, please ask any questions and make any comments you have; the final game will come in a rulebook designed for PnP play, so the forum adaptation may be slightly awkward (especially the stringing along of mechanics) but any input would still be helpful.

Sorry for the lack of detail in some places, but I can't post the rulebook and it's pretty big anyway; I'll write up mechanics and information as they become relevant, and keep a reference in the second post.  You can always ask for clarification.  More information will show up in the reserved posts when I find time to format it.



Welcome to the US Army, and congratulations on your assignment to _242nd Infantry Bd.___.
Please fill out personnel form K (attatched) according to instructions as well as standard TRE, and
file with local administration immediately for transfer.

Failure to answer truthfully and to the best of your abilities is a criminal offense.

Name, age, place and enlistment (volunteer, consript, National Guard) of origin to be
filled out as on enlistment form, or alongside note of update form if necessary.

MOS (Military Occupational Specialty) to be filled out as selected on TCF.  All specialist training
and equipment issued per MOS must be noted as normal in appropriate sections below.

Spoiler: About MOS (click to show/hide)

Spoiler: Rifleman (click to show/hide)
Spoiler: Radio Operator (click to show/hide)
Spoiler: Pigman (click to show/hide)
Spoiler: Grenadier (click to show/hide)
Spoiler: Point (click to show/hide)
Spoiler: Marksman (click to show/hide)
Spoiler: Firebug (click to show/hide)
Spoiler: Gunner (click to show/hide)
Spoiler: Intel (click to show/hide)
Spoiler: Medic (click to show/hide)
Spoiler: Engineer (click to show/hide)

Alignment should be recorded as determined previously.  If you are uncertain of alignment profile,
consult the BMS for the standard 9-point metaphysical evaluation (Personnel form P)

Spoiler: Alignment (click to show/hide)

Attributes should be recorded as determined in the TCE (consult the Personnel Office if you are
uncertain).  Soldiers with any scores below '5' or a total score above '24' should contact the
Personnel Office for evaluation.

Spoiler: Attributes (click to show/hide)

Note all training certifications passed, both in Basic and Specialist training as well as based on
in-service experience.

Spoiler: Skills (click to show/hide)

Note all notable General-Issue and specialist equipment assigned to you, even if it has not been
issued, as well as any notable personal equipment or other notable equipment acquired in duty.
Equipment inventory should be updated whenever possible in off-duty time.

Spoiler (click to show/hide)

Any nonstandard skills or equipment, or other updates to form K, should be completed as frequently
as possible.

Spoiler: Starting XP (click to show/hide)


Incomplete characters or questions are welcome.
« Last Edit: August 25, 2015, 10:47:29 pm by Draxis »
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Draxis

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Spoiler: List of Skills (click to show/hide)

Spoiler: Items: Tools (click to show/hide)
Spoiler: Items: Radio (click to show/hide)
Spoiler: Items: Medical (click to show/hide)
Spoiler: Items: Electronics (click to show/hide)
Spoiler: Items: Carrying (click to show/hide)
Spoiler: Items: Wearables (click to show/hide)
Spoiler: Supplies/Consumables (click to show/hide)
Spoiler: Liquid Carriers (click to show/hide)
Spoiler: Items: Guns (click to show/hide)
Spoiler: Items: Other firearms (click to show/hide)
Spoiler: Items:Weapon Modifiers (click to show/hide)
Spoiler: Items: Traps (click to show/hide)
Spoiler: Items: Grenades (click to show/hide)
« Last Edit: August 25, 2015, 04:07:04 pm by Draxis »
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Draxis

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Late March, 1966
« Last Edit: August 22, 2015, 10:32:52 pm by Draxis »
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Draxis

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Reserved for character sheets and other information

Players:
  • My Name Is Immaterial
  • DigitalDemon
  • ATHATH
  • The Moonlit Shadow
  • Rolepgeek

  • Yoink
  • Playergamer
« Last Edit: August 25, 2015, 09:06:01 am by Draxis »
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My Name is Immaterial

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This looks interesting. I'll try to make a sheet soon.

ATHATH

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Name: Johnny
Class: Rifleman (Perk)/Intel (Skills and Equipment)
Role: Psychiatrist/Diplomat
Age: 25
Rank: Private
Outfit: 242nd Infantry Brigade
Origin: Volunteer

Alignment: Idealistic
VP:
Long-Term Fatigue:
XP: 0

Fortitude: 6/6
Vigilance: 17/17
Proficiency: 6/6

Weight: 29/29

Skills:Assault Rifle (Medium)
Battle Rifle (Medium)
Assault Rifle (Close)
Battle Rifle (Close)
Guard Grenade (Frag)
Prepare Position
Basic Medical
Diplomacy

Equipment:
x1 Civilian Clothes - WT 2
x1 Footwear - WT 2, prevents move-speed penalty
x1 Steel Helmet - WT 2, prevents penalty to defense against explosives
x1 Field Jacket - WT 2, protects from Exhaustion effects of cold weather
x1 Flak Vest - WT 4, 1/6 chance of negating an injury from weapons fire
x1 Poncho - WT 1, reduces Doubt effects of bad weather by 1
x1 Webbing Belt - double Fortitude's contribution for Carrying Capacity
x1 Military Pack - +12 Carrying Capacity
x1 Entrenching Tool - WT 2, +3 to Prepare Position, Reinforce Position, Set Trap, +2 to Melee
x1 Flashlight - At night, when activated: removes darkness-based stealth on targets within 10m, removes own stealth entirely, can send signals 1000m)
x1 First Aid Kit - Consume to use a Treat Injury action
x1 Gas Mask
x1 Knife - WT 1, +5 to Melee, +2 Injury dealt in melee combat
x1 Dog Tags
x1 Phrasebook
x1 Canteen (Filled with clean water)
x1 Tactical Vest (Filled with assault rifle ammo?)
×1 Assault Rifle
x4 Rations
x3 Chlorine Pills

Status: (I swear I will explain this later)
FETHAID01____2____3_____4______5______6___X__7_X_X__8XXXXX_
« Last Edit: August 25, 2015, 11:23:30 am by ATHATH »
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

Draxis

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Name: Johnny
Class: Rifleman (Perk)/Intel (Skills and Equipment)
Role: Psychiatrist/Diplomat
Age: 25
Rank: Private
Outfit: 242nd Infantry Brigade
Origin: Volunteer

Alignment: Idealistic
VP:
Long-Term Fatigue:
XP: 2

Fortitude: 5/6
Vigilance: 18 (14+4 from xp)/19
Proficiency: 5/6

Weight: Current/16

Skills:Assault Rifle (Medium)
Battle Rifle (Medium)
Guard Grenade (Frag)
Prepare Position
Basic Medical
Diplomacy

Equipment:
x1 Fatigues (US Army) - WT 2
x1 Footwear - WT 2, prevents move-speed penalty
x1 Steel Helmet - WT 2, prevents penalty to defense against explosives
x1 Field Jacket - WT 2, protects from Exhaustion effects of cold weather
x1 Flak Vest - WT 4, 1/6 chance of negating an injury from weapons fire
x1 Poncho - WT 1, reduces Doubt effects of bad weather by 1
x1 Webbing Belt - double Fortitude's contribution for Carrying Capacity
x1 Military Pack - +12 Carrying Capacity
x1 Entrenching Tool - WT 2, +3 to Prepare Position, Reinforce Position, Set Trap, +2 to Melee
x1 Flashlight - At night, when activated: removes darkness-based stealth on targets within 10m, removes own stealth entirely, can send signals 1000m)
x1 First Aid Kit - Consume to use a Treat Injury action
x1 Gas Mask
x1 Knife - WT 1, +5 to Melee, +2 Injury dealt in melee combat
x1 Dog Tags
x1 Phrasebook
x1 Camera

Status: (I swear I will explain this later)
FETHAID01____2____3_____4______5______6___X__7_X_X__8XXXXX_
You have to pick one full MOS, and your base and effective attributes are going to be the same until they get somehow modified.  So, those would read 6/6, 18/18, 6/6.

However, those attribute upgrades actually take 15 XP to do, not 10.  3+3+3+4 for Vigilance, +1+1 for the other two.  So you can't actually do that many and certainly not have XP left over.

Your carrying capacity is also affected by those items; it's 34, not 16.  Fortitude*2 [Webbing Belt] + 12 (Pack).

Other than that, looks good.
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Yoink

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I'd like to play this, but I can't guarantee I'll have enough free time to be all that active for the near future.
Can I please have a spot on the waitlist? :)
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Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.

Draxis

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I'd like to play this, but I can't guarantee I'll have enough free time to be all that active for the near future.
Can I please have a spot on the waitlist? :)
Sure.

Spoiler: Sheet (click to show/hide)
VPs basically cancel out Fatigue at the end of the mission; excess becomes XP, deficit becomes Long-term Fatigue.  I'll explain more about them at the start of the mission.

Thanks for pointing out that about class; added it to the sheet.

You also spent only 3 of your 12 starting XP, on Defuse - makes sense if you want to wait to look at items or something, but you should mark down the 9 remaining for reference.  I'll copy character sheets into a reserved post once the game starts, but until then it would get weird with people making edits so I won't.
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Rolepgeek

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I'd like to try playing this. I think I'll try being an engineer, marksman, or grenadier. Not sure which yet.
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Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

My Name is Immaterial

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Debating whether to be an engineer or a medic. Probably medic.

ATHATH

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Name: Johnny
Class: Rifleman (Perk)/Intel (Skills and Equipment)
Role: Psychiatrist/Diplomat
Age: 25
Rank: Private
Outfit: 242nd Infantry Brigade
Origin: Volunteer

Alignment: Idealistic
VP:
Long-Term Fatigue:
XP: 2

Fortitude: 5/6
Vigilance: 18 (14+4 from xp)/19
Proficiency: 5/6

Weight: Current/16

Skills:Assault Rifle (Medium)
Battle Rifle (Medium)
Guard Grenade (Frag)
Prepare Position
Basic Medical
Diplomacy

Equipment:
x1 Fatigues (US Army) - WT 2
x1 Footwear - WT 2, prevents move-speed penalty
x1 Steel Helmet - WT 2, prevents penalty to defense against explosives
x1 Field Jacket - WT 2, protects from Exhaustion effects of cold weather
x1 Flak Vest - WT 4, 1/6 chance of negating an injury from weapons fire
x1 Poncho - WT 1, reduces Doubt effects of bad weather by 1
x1 Webbing Belt - double Fortitude's contribution for Carrying Capacity
x1 Military Pack - +12 Carrying Capacity
x1 Entrenching Tool - WT 2, +3 to Prepare Position, Reinforce Position, Set Trap, +2 to Melee
x1 Flashlight - At night, when activated: removes darkness-based stealth on targets within 10m, removes own stealth entirely, can send signals 1000m)
x1 First Aid Kit - Consume to use a Treat Injury action
x1 Gas Mask
x1 Knife - WT 1, +5 to Melee, +2 Injury dealt in melee combat
x1 Dog Tags
x1 Phrasebook
x1 Camera

Status: (I swear I will explain this later)
FETHAID01____2____3_____4______5______6___X__7_X_X__8XXXXX_
You have to pick one full MOS, and your base and effective attributes are going to be the same until they get somehow modified.  So, those would read 6/6, 18/18, 6/6.

However, those attribute upgrades actually take 15 XP to do, not 10.  3+3+3+4 for Vigilance, +1+1 for the other two.  So you can't actually do that many and certainly not have XP left over.

Your carrying capacity is also affected by those items; it's 34, not 16.  Fortitude*2 [Webbing Belt] + 12 (Pack).

Other than that, looks good.
The rifleman gets a discount on upgrading his stats.

How much (in xp) does the Intel starting equipment cost? May we trade in items and skills for xp at the beginning of the game?
« Last Edit: August 23, 2015, 03:57:32 pm by ATHATH »
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

My Name is Immaterial

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Spoiler: Personnel Form K (click to show/hide)
« Last Edit: August 24, 2015, 06:42:44 am by My Name is Immaterial »
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Draxis

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The rifleman gets a discount on upgrading his stats.

How much (in xp) does the Intel starting equipment cost? May we trade in items and skills for xp at the beginning of the game?
Ah - I had missed that; thanks.  And no you cannot.  You probably want to check over your sheet again, now that the items are up - at least some free consumables will be good to take.

Gonna redo my sheet, due to the item list not being up when I posted it. Fixed version will be here:
Spoiler: Sheet P.2 (click to show/hide)
Had to make some hard decisions of what to take.
Good, hard decisions about what to take was one of the design goals.  Do note that the Camouflage skill applies only to concealing positions and vehicles; for hiding yourself, you want Stealth, which is free for that MOS.  You may still want it, but be aware.

Spoiler: Personnel Form K (click to show/hide)
Looks good; I'd carry at least a little food, though.
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