Author Topic: Introduction, best to start at the begining.  (Read 1555 times)

Offline hegemon

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Introduction, best to start at the begining.
« on: April 22, 2008, 03:59:32 PM »
Hello,

Dark Macross is intended to be a dark and gritty take on the Macross universe. Remember how you used to watch your Saturday morning spiderman or superman, the good guys always won and the bad guys were never truly so bad? Well what did you feel like when you discovered the Dark Horse comics, where the bad guys truly were bad and the good guys didn't always win, hell they didn't allways survive. This is what Dark Macross is, the stories were you might not win the game, sometimes there won't be any game to win, just to make sure your character lives, more on this later.

The Dark Macross game will be using the Framewerk rule system created by the guys at wildfire, you can find this system in the book CthulhuTech. Why use this system rather than Palladium or Mekton, simple, there are mechanics in it that the other two either don't have or are to complicated.

Want to buy a copy of CthulhuTech?: Then head over to www.mongoosepublishing.com, look for wildfire in the Flaming Cobra section or head on over to www.drivethrustuff.com. Please do not go to torrent trackers or IRC clients and Download this book, we want to keep the guys in business right?



Guide Lines

Death and Dieing
Unfortunately due to the nature of the game I can't guarantee that the character that you spent hours on meticulously creating is going to live, there may be times where it's dumb bad luck, or times when you slipped up badly, or sometimes its what the dice decide. Remember even Superman died.

Posting Deadline
For starters I'm going to set a deadline for every Monday, and the GM update will either be Monday or Tuesday depending.

Dice Rolling
Players will roll there own dice, We have two choices for this. The first is to use this site http://invisiblecastle.com/roller/, and input your character name and the campaign name as dark macross, and when your results come up if you can click the link to character text, this would have the benefit of being auditable. The second choice is http://www.voidstate.com/rpg/cthulhutech/roller.php, this one would make calculating dice results easier, as long as you input the correct input.

Dice are resolved in a slight poker fashion, first you get your base skill which is the related attribute to the skill being used, then take the amount of dice that your skill mastery says, a student would have one dice and a adept would have 3 dice, these dice are then rolled, in said of adding them all up, you have a choice to decide whether you'll take the single highest dice, a pair/triple, or a straight. and then add these to your base score. the story guide would of previously told you the difficulty of the roll to work out the number you are aiming to beat. Basically remember this, any 2 or more dice that match or form a straight.
For example I roll 3 dice, 4, 4 and a 6. I can see that i can take the 4 and the 4, as they are a pair, to get a result of 8 which is better than the 6.

I will Say beware of any rolls of one that equals half or more of your dice, this is classed as a critical failure and these are bad things, and the results will be twice as worse, Conversely if you beat the difficulty score by 10 or more this is a critical Success, these will result in the results being at least twice as good as you intended
« Last Edit: April 23, 2008, 08:12:40 AM by hegemon »

Offline hegemon

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Re: Introduction, best to start at the begining.
« Reply #1 on: April 22, 2008, 05:42:43 PM »
For those that don't have the CthulhuTech book, and I Know you'll be getting it to play.

Character Attributes:
Firstly Attributes are handle abit differently, first you'll see the attributes from palladium and then the ones we'll be using.

Intelligence Quotient (I.Q.): How smart you are.
Mental Endurance (M.E.): How not crazy you are.
Mental Affinity (M.A.): How persuasive you are.
Physical Strength (P.S.): How Strong you are.
Physical Prowess (P.P.): How not clumsy you are.
Physical Endurance (P.E.): How much pain you can take.
Physical Beauty (P.B.): How good looking you are.
Speed (spd): How fast you can run away.
---------------------------------------
IQ remains as is.

ME and MA have been replaced with Tenacity.

PS remains as is.

PB has been replaced with Presence

PP, PE and Spd have been replaced with Agility

A new attribute has been incorporated, Perception.
Perception is a measure of awareness and sense acuity.

So the new Attributes are as follows:
IQ, Tenacity, Strength, Presence, Agility and Perception

--- You have 35 points in which to distribute between these attributes, on a scale of 1 to ten.

---------------------------------------------------------------------------------------

Hit points are worked out by taking the average of the characters Strength and Tenacity attributes x5.

Spiritia: is worked by taking the average of the characters IQ and Tenacity +5.

Action: are worked out by taking the average between the characters Agility and Perception.
1-6   1 Action
7-8   2 Actions
9-10   3 Actions


Spiritia is different in Dark Macross from the MRG norm, there are no Spiritia powers, its a reflection of your soul. If you have a high spiritia you might be able to cope with things easier than a person with a lower spiritia, however say your the only guy with a high spiritia among a group of low spiritia people, wouldn't this effect your mood as well.

----------------------------------------------------

Skills are handled differently as well, Skills are given a 1-3 rating, Student, Novice, and Adept, these rating can go higher but not for starting characters, they need to be practiced and learnt. You have 15 points with which to choose your skills, the different rating have different skill costs, student = 1, Novice = 2, Adept = 3. the better your rating in a skill the more likely you are to accomplish your tasks at hand.

lets say you want a character who wants to use all sorts of different firearms, in palladium this would involve taking lots of different skills, In Frame skills skills are generalised, are firearm skills come under Marksmenship, similarly HtH skills come under Fighting or Armed Fighting while all computer skills come under Computer, get it?

However you can still specialise your skills if you want, to do this you must have a rating of at least Student, so you must have a basic proficiency in the skill, then you can choose a particular sub-skill in that skill area to specialise in, they would then be classed as focused, this involves gaining one extra die when using your focused skill, the next stage is Specialised which grants an extra 2 dice, Focused costs one skill point and Specialised costs 2 skill points, for example: take the Marksmenship skill, I want me Character to specialise in Rifles so I would take the Marksmenship skill and then spend an additional point on Marksmenship: Rifles(F).

Offline hegemon

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Re: Introduction, best to start at the begining.
« Reply #2 on: April 22, 2008, 06:03:24 PM »
Occupations.

The listed below skills are just guides, examples and lists of what a character in the said profession might have.

All Characters Receive the follwing skills for free: Education: Adept, Languages(English) Expert(a Level 4 Skill), Culture:Adept, Literacy: Novice, Lore: UN Military Forces and Etiquette: Adept


Marine's
Armed Fighting
Dodge, - Dive for cover
Fighting
Hobby
Marksmen, - Assault rifle, Sniper
Support Weapon(Max Level of Novice), - Machine Gun, Mortar
Thrown Weapon
Medicine(Max level of Student)
Observation
Stealth
Survival
Communications(Max Level of Novice)

Marine Combat Engineer
Armed Fighting
Dodge, - Dive for cover
Fighting
Hobby
Marksmen, -  Assault rifle, Sniper
Support Weapon - Machine Gun, Mortar
Thrown Weapon
Medicine(Max level of Student.)
Observation
Stealth
Survival
Demolitions
Technician
Communications

Marine Combat Medic
Armed Fighting
Dodge, - Dive for cover
Fighting
Hobby
Marksmen, - Assault rifle, Pistol
Medicine, - First Aid, Trauma Treatment
Observation
Stealth
Survival
Communications(Max Level of Novice)

Naval Engineer
Mechanics
Electronics
Computers
Observation
Marksmen
Communications
Marksmen(Max Level of Novice)

Naval Pilot
Marksmen(Max Level of Novice)
Observation
Pilot - Combat Pilot, Shuttle Pilot Navigation
Dodge
Communications
Computers
« Last Edit: October 26, 2008, 03:17:38 PM by hegemon »

Offline hegemon

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Re: Introduction, best to start at the begining.
« Reply #3 on: May 20, 2008, 05:51:35 AM »
forgot to add one last thing, if you ever have any questions or anything either PM me or reach me on IM on the biltongary <at> hotmail dot com, the first time shout me saying "OI you I got a question" or something I don't mind.