Sandhurst, a beautiful city on the beach. It's got sun, surf, smiles, and plenty of sand. Of course, there's smuggling of all sorts of varieties, from drugs, to guns, to humans. The police force is large and very professional, at least in the city center, but are overstretched and corrupt in the barrios. Gangs fight wars, banks get robbed, people die, stuff gets stolen, pumpkins are smashed; but it's hardly Detroit, thankfully. What better place could there be for you to go?
What is Chaos Point?It's a squad based tactical shooter with strong role-playing elements. More usefully, it's a chance to do some destruction for shits and giggles, or whatever motivation your character feels like having. It's a revival of a stillborn game (
http://www.bay12forums.com/smf/index.php?topic=33469.0) that had a lot of fun RP but never got going properly.
It's the wacky antics of a bunch of skilled killers as they're forced together in sitcom situations!
What kind of rules are there?Combat is governed by my own recently developed home brew system. It's turn based and puts a heavy emphasis on teamwork, cover, and suppressive fire. The full description of the combat system is found further down. There's lots of numbers, but I think that it should be easy enough for everyone (especially this guy) to use.
Role-playing is relatively open, but there are a few guidelines to follow. When a post is for role-playing, use the following formatting, please.
((Out of context things can go in parenthesis.))
Narration and descriptions should be italicized
“Spoken words are like this.”
If it's written on a sign, or the like, or some type of loud sound effect.
If you'd like your characters thoughts to be known, no specific type of formatting is required.
The bolded line isn't really a complete sentence. Underlines don't really have anything important, except to bring attention to important words, like places and the like. Not required.
Don't be a jerk when role-playing, please. The characters are going to tend towards Sues, just by their natures. Crazy people who are very good at what they do. Just keep it in check and remember that other people might have their own stories to plan too. Talk amongst the group, if you share what you want to happen, the characters can interact better.
It's important that we don't get into Kudzu RP. This is a game that I'd like to run with many players, and not everyone can be online all the time. That means that rapid-fire posting is frowned upon. If a person hasn't been online in 24 hours, and there are 10 new pages of twists and turns for them to try to catch up on, it gets old fast. If you get online at the same time as a few other people, feel free to roleplay an entire conversation, but please don't use the thread except for the end result. I recommend IRC channel #chaospoint on irc.newnet.net if you'd like to try it. Otherwise, it's perfectly fine to give a summation of what your character is going to do.
Strife argue vehemently against the idea of killing the city's wise-guys with a jury rigged propane bomb.
-After all the characters have weighed in on the issue,
“Very well. I guess that I'll accompany everyone to make sure that you don't hurt yourselves.”
So instead of a long discussion between two or three people which could take 40 posts, I've only had to make two in this example.
How about that combat then?Combat is my own proto-system: SUITABLE, the primary type of combat is going to be done at a distance and with guns.
There are seven basic actions available every combat turn.
Suppressive fire: Applies your weapon's suppression score as a penalty for opponents to hit. Suppressive fire affects any enemies behind the same piece of cover or in the same general area. However, because you're more concerned with keeping the enemy's head down, there is a 50% penalty to hit.
Normal fire: A normal attack roll, modified by whatever bonuses or penalties are in effect.
Aimed fire: Spends the turn aiming to provide a 20% bonus to the next attack.
Risky aimed fire: Spends the next turn aiming and out of cover. 50% bonus to next attack, but doesn't get the effect of cover. Surprise attacks against people count as Risky aimed fire.
Reload: Restores your weapons round count. A weapon with round count 0 can't be fired.
Maneuver: Attempt to move to a different position or run away.
Utilize Non-combat Skill: Instead of firing this turn, the character will huddle behind cover and use a skill, such as attempting to negotiate, provide first aid, or set up explosives. Gives a 25% penalty in addition to any cover.
Each weapon has it's own accuracy score. Strife is going to shoot it out with a random enemy. Both are armed with the special Example Pistol, are at close range, and have some light cover to hide behind. Strife is going to attempt to shoot at the Tango, while the Tango attempt to suppress Strife.
Everyone in the round of combat will roll for initiative, to determine the order that things get resolved. It's based on a D100, but because Strife has 2 ranks in pistol skill, he gets a +30 modifier to his init roll.
Tango D100: 53
Strife D100+30: 81
Strife will attack first here, however note that the effect of Suppressive fire is always activated at the beginning of the turn, Tango just won't have a chance to hit until after Strife's attack finishes.
Strife engages the Tango with his Example Pistol. The accuracy of the Example Pistol is 4, which translates to 80% base accuracy.
The effect of range is taken into account, using the base range of Example Pistol and the range that Strife is attempting to fire (the range table is further down). The range is close, which is the set range for the Example Pistol. No penalty/bonus is made for range.
Next, we apply the Tango's suppression and cover bonuses. Each of these are 20% penalties to Strife's attack.
Adding up penalties and bonus is always done with straight cumulative multiplication, so Strife's odds of hitting look like:
.8 (base) x .8 (Tango's cover) * .8 (Tango's suppression) =
.52 of hitting Tango this turn
I'd roll a D100, and Strife would hit Tango at a 48 or better (just so high numbers remain good throughout the system). All percentages are rounded in the PC's favor.
Strife: 27 miss.
Tango now gets his shot to fire back. Same weapon, same range, but he's attempting to suppress, not necessarily hit, so he gets a hefty penalty to accuracy, but Strife isn't actively suppressing him, either.
.8 (base) x .8 (Strife's cover) x .5 (Tango's suppression)
32% chance of hitting.
Tango requires a 68 or better to contact Strife.
Tango: 89. Meep.
Crap. Strife's actually getting hit by the suppressive fire. Tango makes a roll to determine target (target table is also further down)
Tango: 2 Legs
Next, we roll for wounds. There are three different wound tables, which one is used depends on the damage value for the weapon. The damage value on an Example Pistol is 4, which uses the Normal table, unmodified.
Tango: 4 disabled; minor
The Example pistol is going to impact Strife's leg, disabling it. Strife is going to have a lot of trouble moving on the leg until it gets treated. There's minor bleeding, which is going to give problems if it isn't treated.
Which leads us to combat medic work. There are the following stages of injury: Dead → Fatal Bleeding → Major Bleeding → Minor Bleeding → Controlled Bleeding → Healthy
Dead: Yeah, he ain't coming back, unless some outrageously long subplot is followed.
Fatal: this character is on the verge of bleeding out. If not treated, a fatally bleeding character will die at the end of the next turn, even with treatment, it's not much of a chance.
Combat medics are important, no?
The Medical tables summed up lower down, with another table to determine which table gets used. Honestly, I think that I could probably find a better way of putting it, but I know how it works, at least.
If a character has major or minor bleeding for two turns, the bleed will advance to the next level. Any sort of injury incurs a 20% penalty to accuracy, unless the character has the tough trait.
Straight up fire fights are pretty tough to win, you'll note. Getting a hole in you will very quickly decrease one's combat efficiency, and hitting anyone who is suppressing you from behind cover is tough. That's why this is a squad based shooter. Flank the opponent and come from the side!
The next turn roles around with the solitary Strife bleeding and with a hurt leg. Thankfully enough, he's going to get some more help this turn, as his squad-mate, Ralph, had gotten into position where Tango's cover doesn't cover and started risky aiming last turn (after all, Tango didn't know that he was there, so he wasn't taking any fire). Ralph is going to Risky Fire at Tango, Tango is going to try to aim and kill Strife, who is huddling behind cover and trying to patch himself up.
Ralph is the only one attacking this turn. He's got a 50% bonus from risky firing, is not being targeted, and is firing from an uncovered flank.
.8 (Base accuracy) x 1.5 (risky aim)
1.2
Ralph can't miss his shot. Now, if he had put some more skill points into handgun, he might be able to burn some of that excess accuracy to change his damage values, but he didn't. Sadly. However, by authorial fiat (and due to the fact that I'm not getting internet to get on Random.org right now), he's going to roll a six for his target and put a round right through Tango's head.
For head shots, the damage table still applies, however, anything other than minor bleeding is instantly deadly. Major bleeding is skipped for head wounds, so minor bleeding can immediately jump to the Fatal level. Head shots are dangerous, you know?
This concludes the SUITABLE combat explanation. I hope that it made sense.
Okay, how do I make a character?Lifted with minimal modifications from the original thread.
So, we have here the base layout for the skills, sixteen of each, as well as traits and weapon classes! this is most definitely not set in stone, and could change quite often, or not at all. At the moment, a weapon specialization costs 2 points each, and the skills cost 1. you get one free trait, or you can have a second for 2 points, but only up to 2. You can get the same trait twice. You can spend multiple points on a single skill as well, as many points as you like/have. And we're thinking around 7 point per character, possibly more, possibly less, but not much.
Spoiler: Weapon Classes (click to show/hide)
(As guns will be far more common, melee weapons are included under the Close Combat skill, which costs only 1 point unlike other weapon specializations every rank in a weapon class provides additional abilities/ bonus in that class)
- Pistol - most guns which require only one hand
- SMG - one or two handed guns which fire many small rounds
- Long-gun – Long rifles, includes various civilian and sniper rifles, as well as more unique BFG's like anti-material and anti-tank rifles.
- Assault Rifle - usually automatic or semi-automatic two-handed gun with average sized bullets
- Heavy Weapons - large gun which is either a heavy burden to carry, or cannot be carried, such as an MG emplacement or RPG
- Shotgun - often pump-action or semi-automatic, fires a single shell which splits and fires many fragments
- Thrown - any weapon which is thrown, such as a grenade
Spoiler: Traits (click to show/hide)
- Strong - increases how much you can carry, and affects many actions involving brute force
- Tough - reduces penalties from suffering injury, and affects many events which cause you pain
- Perceptive - increases your accuracy, and helps you spot things much easier
- Intelligence - required for the use of more complex devices, and helps you use all equipment
- Agility - increases movement speed, as well as everything related to motion
- Dexterity - improves all actions which deal with using your hands, such as lockpicking
Spoiler: Combat Skills (click to show/hide)
- Tactical View- helps you find better cover for you and your allies.
- Close Combat - helps you use your weapon up-close or in melee
- Hand-to-Hand - helps you to fight with your fists, both with fighting and wrestling
- Night Combat - makes you better at all forms of combat in the dark
- Stealth - allows you to sneak and stay out of sight
- Driving - makes you better at operating vehicles
- Aeronautics - your ability to fly aircraft
- Fixed-wing Aeronautics - your ability to fly vehicles with fixed wings, such as planes
- Rotary-wing Aeronautics - your ability to fly vehicles with rotating wings, such as helicopters
- Parachuting - your ability to parachute from the air
- Water Operations - increases your effectiveness underwater, and at using underwater equipment
- Demolitions - how well you utilize explosive devices
- Spotting - allows you to better locate enemy traps, personnel, and other objects
- Targeting - gives you a better chance of scoring critical hits on vehicles, and hitting in general
- Mobility - makes you better at moving quickly, as well as climbing vaulting, rolling, etc.
- Distraction - your ability to perform accurate and effective diversions
Spoiler: Non-Combat Skills (click to show/hide)
- First Aid - makes you better at stopping bleeding and treating light wounds
- Doctoring - makes you better at treating long-term and severe wounds
- Mechanics - your ability to repair equipment
- Electronics - your ability to create electrical pieces and small electrical equipment
- Manufacturing - your ability to create non-electrical pieces and small non-electrical tools
- Engineering - your ability to assemble large-scale objects, such as vehicles
- Programming - improves your ability to crack and hack, as well as automate many types of electrical devices
- Cracking - your ability to hack into security systems
- Hacking - your ability to hack into secured information and systems from a remote location
- Bio-Engineering - your skill at creating biological devices and weapons
- Scavenging - how well you can locate useful objects
- Explosives Manufacturing - your ability to create explosives
- Ammunition Manufacturing - your ability to create ammunition
- Persuasion - your ability to move others to your own ideas through peaceful means
- Interrogation - your ability to move others to your own ideas through violent means
- Gunsmithing - your ability to design, create, and modify weaponry
Besides skill layout, your character will need a name, some background (the amount is up to you), a starting weapon (marked by an asterisk on the weapon lists), and anything else you'd like to list.
Example Character Sheet:
Player: Strife26
Name: Strife
Background: A skilled soldier, Strife is attempting to get his bearings in a new city. He considers doing good to be his primary goal, but chaos tends to follow him.
Pistols (1)
Assault Rifles (1)
Persuasion (1)
Night Combat (1)
Tactical View (1)
Trait: Tough
Weapon: Old Style Military Handgun
Are you ever going to actually write the melee rules?Melee combat is vicious and bloody.
Melee combat may occur at range 1 or range 0, with differing effects depending on the range.
At its core, fighters in Melee combat make opposing D10 rolls, with modifiers depending on their weapon. There are five different actions that can be undertake during Melee combat. An attack goes to the damage section if the difference between the two rolls is at least the listed number.
1. Generic fighting (damages on +1)
2. Defensive fighting (damages on +3, +2 to opposing damage on value)
3. Change distance (damages on +2, changes distance (1 to 0 or 0 to 1) on -1)
4. Disarm opponent (not available at range 1, removes opponents weapon on a +2)
5. Disengage (only available at range 1, runs away from combat)
Any firearm may be fired at range 1, with a -3 to the melee roll for that turn. Weapons with the concealable tag (meaning that it's a relatively short weapon) only take a -1 to be fired at range 1, and may also be fired at range 0 with a -3 for the melee roll and a -1 to hit.
If a fighter gets an attack through, the target table is rolled to decide where the hit connects, followed by a d6 to determine the amount of damage (1 miss, 2-3 minor, 4-5 Major 6 critical), bleeding effects determined by GM discretion.
Knives:
+1 Damage
+1 Range 1
+3 Range 0
Knuckle enhancement weapons (includes very short clubs and rocks)
+1 Damage
+2-4 (depending on weapon) Range 0
Swords
+2 Damage
+3 Range 1
-1 Range 0
Bats/ Clubs
+1 Damage
+2 Range 1
-1 Range 0
Long swords/ axes / heavy clubs
+4 damage
+1 Range 1
-4 Range 0
Pistols
+1 Range 0
SMG's/Assault Rifles/Shotguns
+1 damage
+1 range 1
-1 range 0
Long guns
-1 range 1
-2 range 0
Heavy weapons
-3 to all ranges
Explosives
May be triggered in melee, for all kinds of fun.
Surprise Melee attacks gain a +4 for the first attack. Those with skill in Melee (close combat/ hand-to-hand) fighting may take a -2 to any attack to make it a called hit to a body part of their choice. Strong gives a permanent +1 bonus to attack rolls, agile and dexterous each have a 50% chance of giving a +1 every turn.