The Omniverse of a God named Rod

The Omniverse of a God named Rod
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Tuesday, November 30, 2010

Simplified Role Play

The Infinity GameThere are two kinds of cards to put in Play.
Things are people, vehicles, places... troops, starships, fleets, cities, nations, planets, empires.
Actions are what can be done in a 3-second turn, or in a canpaign, ie, year.
There are two kinds of Actions...
Active attacks, skill checks based on what the Thing in Play can do
Defensive saves, as an action or passive.
There are other cards to play The Game...
Events are Missions, Encounters, and timed Events.
Goals are held and once met are shown to end the Game.
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Take 25 chits and place 10 on the board. This your Home Base.
Build three mobile Units with 3, 2, and 1 chit.
Place one chit on every space adjacent to your Home, as explored, at the cost of 1 chit each.
Continue, spreading out adjacent spaces to claim them. You may establish a Colony on any of them by adding to its value (up to 5 total each).
End Set up
Log your Things and Actions
Every Turn
Move Units at no cost within explored space, as follows:
E1 up to six spaces to an unclaimed space to explore it at the cost of 1 chit;
D2 up to five spaces to patrol and defend explored space at no cost;
C3 up to four spaces in explored space to establish, resupply an Outpost or Colony at the cost of 1 chit;
Build a Unit at Home at the cost of 1 chit (2 Turns for a D2; 3 for C3) for every 10 chits currently in your Treasury
Market changes by flipping the chits remainng in your Treasury, showing Gains minus Losses.
Collect "taxes" from member worlds and Colonies with a positive market; pay those others.
Episodes
Missions are drawn and applied to a random explored space for the nearest suitable Unit to perform;
Encounters are random and occur as a surprise on any one Unit from an external source;
Tasks are dull routine and are applied on any Unit as internal skill checks.

Combat occurs when a border is breached by another Player's mobile Unit
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Space Based Empires
Home world and Base 10 Economic Production points [EP]
Multi-mission Cruiser CR3 2 phasers p/s, 1 torpedoe tube fwd; move 1-4
Military Destroyer DD2 2 phasers p/s, 1 torpedoe tube fwd; move 1-5
Explorer Scout ES1 2 phasers p/s, 1 torpedoe tube fwd; move 1-6

Move the Scout ship one space and explore it for the following:
Main sequence star
Planetary system with minerals
Class M world with resources
Civilization and technology
- cost: 1 EP
End Turn 1

Every Turn
Move Scout to an unexplored space and repeat the procedure OR
Return to Home Base for rest, re-stock, repairs or refit [RRnR]
Move Destroyer to Patrol any explored space
Move Cruiser to any explored star-planetary system to claim it
- it costs 1 EP to establish an Outpost

Each of the fillowing ships may do the following at the cost of 1 EP;
Scouts plant a bouy or sensor station (surface);
Destroyers establish a weapons platform or defense outpost (surface);
Cruisers begin construction of a starbase (planetary or deep space);
Transports (convoy) add infrastructure to any established colony or outpost;
Traders (merchant fleets) and Corporations (planet bound HQs) provide economic stability;
A ship may not pass through an unexplored space without stopping to explore it first;
Any ship may move up to its maximum, no more than 6 parsecs from an established Outpos or Base.
- there is no cost for movement within explored space.

Economics
Everything costs resources in the form of manpower, materiel, and production.
Each Player begins with a Treasury of 25 EPs to be used every "year" or about ten Turns.
- a shipyard for every 10 EP in the Treasury at the start of the Turn;
- starship construction of about 50,000 tons of superstructure, a weapons or mission specialty suite, power and systems distribution, capable of carrying 100+ crew;
FR1 takes a year to build; CA4 takes four years from being laid to comissioned.

Missions, encounters, and tasks
Missions are drawn and applied to any explored parsec-space;
Encounters are random and occur as a surprise on any one ship;
Tasks are dull routine and are applied on any ship.

Combat
Players may attempt to hinder opposing Players thru direct combat at a frontier (edge). The winner takes the loser's piece played. You just present one of your beloved Pieces and declare combat. If you win, you gain agreed upon Points based on the opponent's strength compared to your own AND you take that Piece for your own.
The space and its counterpart is declared a border, neutral zone, nexus, or wormhole between Players' empires. Entry into this space by either side is an act of war. Expansion around it is still allowed.

An opposing Player may covet your Empire, or just part of it's growing territory.
Espionage allows Players to destabilize part of an opponent's empire. A failed attempt loses that asset and points are awarded to its captor.
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Interlude
People- 5-30 feet
Troops- 5-30 mph
Armies and navies- 1,000 miles in half a week (30 mph)
Fleets- 20-100 ly a year
star fleet battle force cards / star fleet battles ssd sheets / The STSTCSOLD&A

Simplified Role-Playing Game

Topics…

- 1.  Role-Playing Game views
- 2.  FaceBook as actual rooms
Paint to Word page format
Hand-to-Hand v3
- Attacks
- Defenses
Text to Word
- To be made into a comic book form...
Virtual Rodney
The Federation-Klingon-Romulan Zone
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To be made into a comic book form...
1.  Role-Playing Game views
1.1 Halls and Rooms
1.2 Open Terrain
1.3 Starship Simulator
1.  Role-Playing Game views

1.1 Halls and Rooms
panel 1 of 9 page 1- Your Character
panel 2 of 9 page 1- Hallway or corridor
panel 3 of 9 page 1- Door
panel.row 2 of of 3 page 1- Full view of the Room
  [L] [Foreward] [R]
panel 7 of 9 page 1- Object Goal
panel 8 of 9 page 1- Guard by, ie., monster
panel 9 of 9 page 1- Battle plan
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Example Set up:
Your Characteer
Human male soldier, wt 225 lbs, strength 300 lbs, health 900 lbs
Hallway
15 ft wide, 15 ft cieling, ends at 100 ft; doors, left and right at 10 and 70 feet
Door
Right side, closest; not locked;
Open door, short-range weapon drawn- 4 atk, 2 def, 1 rum/retreat option
Full view of the Room
60 ft square, 20 feet to cieling, no columns; onoccupied
  [L door to adjoining room] [Foreward] [R wall]
Object Goal
Wall safe closest to left wall
Cluttered floor has probable explosives or detectors
Battle plan
Avoid the door along the left wall
Evasive moves closest to right wall, then across the floor nearest the back

Hand-to-Hand v3
Each person has the following basic actions available…
Attacks
Punch- opposing side
Chop- 2x damage
Backhand- other side 2x damage
Uppercut- special 3x damage
Elbow
Shoulder
Body blow
Grapple
Kick
Snap kick
Knee
Roundhouse kick
Head butt
Scratch or claw
Bite
Defenses
3 Basic Defenses- Block, Dodge, or Parry-
Block- 1 action Strength to Strength
Side-step- 2 action Agility to Agility
Duck- 3 action Agility to Agility
Jump- special action Agility to Agility
Parry- 4 action Agility to Strength; allows for one extra Attack Action
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1.2 Open Terrain
panel 1 of 9 page 1- Your Character
panel 2 of 9 page 1- Road or pathway
panel 3 of 9 page 1- Turn-off
panel.row 2 of of 3 page 1- Full view of Terrain
  [L] [Foreward] [R]
panel 7 of 9 page 1- Object Goal
panel 8 of 9 page 1- Guard by, ie., monster
panel 9 of 9 page 1- Battle plan

1.3 Starship Simulator
panel 1 of 9 page 1- Your Starship
panel 2 of 9 page 1- Space or Tactical map
panel 3 of 9 page 1- can be part of panel 2
panel.row 2 of of 3 page 1- Full viewscreem
  [L] [Foreward] [R]
panel 7 of 9 page 1- Object Goal
panel 8 of 9 page 1- Enemy ship, ie., decloaks
panel 9 of 9 page 1- Battlestations!
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see my Complete Rules
'Home Brew' Free RPG System Rules
'3Es' - Encounters, Episodes, and Events
One-to-One Combat
Strategic Combat
The Board
Simple Rules On-Line
Hans-to-Hand...Lunch Money
Melee...FRAG
Room-by-Room searches...Munchkin   more
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END

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