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Mobile Suit Gundam: Blood stained War.

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A Gundam role-playing guild using the d20 system, for semi-lit and above RPers. 

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giglamesh
Captain

Beloved Lunatic

PostPosted: Mon May 11, 2009 7:27 pm


This section will be how to do the basics of MSG: Blood stain wars d20 system. It will be a little difficult for some people to understand at first, that why in here we will do all we can to clear up questions for you, because this thread it here to help you understand to give you a better grasp on the system. Many question will be asked, and we will do everything we can to try and answer those questions in this thread, if they are not answered here please proceed to the "Questions and Assistance thread" in the main forum and feel free to ask, and a the crew or member will answer your question ASAP.

First: Pilot: Getting started, To do that the first thing you must do is create your pilot and the profile for them, then set up that stats with the available points for distribution.(see Pilot profile thread.) With that done your well on you way to chopping off mobile suit head with you beam saber.

Second: MS: Second is to pick your starting mobile suit for your rank, many are available (see the Mobile suits list). After picking your mobile suit and setting up its basic stats, pick your starting three weapons, and where there located on the mobile suit (usually a the third weapon is given a free mount for the original 3 weapon distribution of the unit), with you suit and weapons set up your ready for combat.

Third: Combat: Combat, this first thing with combat, is not *fires at enemy units* because you don't know where they are to shoot at them (usually), no the first thing about combat is placement. To determine placement (if your not placed in a specific area, such as leaving you carrier.) if your not placed in a certain square, roll 2d20's the first being how many squares to the right, the second being how many squares down.

Once you know where you start, no not time for blowing up enemies yet...were getting there, it time to begin to move. Some people are a bit more careful and will decide to scan instead of move, but there are those that want to kill they will do so as they see the enemy units. Sometime enemy units could even start within the same square as you, it comes down to placement. But if your first action of choice is movement, then you can move your base mobility mod + your thruster bonus if you activate your thruster= the amount of squares your unit can move. If while moving saw you see a enemy unit in passing, and you feel like taking a pot shot with your assault rifle.. why not its a war. To determine if you hit or not look at your mobile suits Base attack, and Attack range (because the assault rifle would be under range: (solid) category as it listed in the equipment thread.) your attack range is determined by your base attack (which is your mobile suits level) + pilot int mod, then you use the Gaia online post action of roll dice. Pick the 20 sided dice and roll 1 of them for your one attack.

Say you mobile suit level is 3 and your pilots int mod is 3, that means the Attack range = 6 (+3 from base attack(A.K.A mobile suit level) +3 pilots Intelligence mod.) And you roll a 12/20 you add your attack range 6+roll of 12=18 say the mobile suit you attacked only had a EB (Evasion bonous) of 12, because your total attack was 18 > 12 that means you hit, and you can no do your damage. Say your damage is 100-200 with your Assault rifle, what you do now is the Gaia Online action of "Random number" then add 100 to the first box and 200 to the second. When you post it will pick a random number in between the two ranges, say it lands on 175, that mean you did 175 damage to the enemy unit HORRAH!

But now...the enemy know where you are, and he is attacking back, oh s**t what do you do...evasive actions!!! The enemies moves in and tried to attack you with its beam saber, Its mobile suit is level 1, pilot's int is 3, and since its attack melee is also add's Power mod to the calculation. say its power mod is +2, that means its attack melee is +1(mobile suit level) +3 pilots int, +2 power mod=6 and your base mobility is 2 s**t, but wait you used your boosters to move didnt you that would add the minimum of +6 to mobility so that mean your EB (Evasion bonus) is 8. How is it 10 you ask? its 10 because i say so...no its ten because you add Your Pilots level + Your mobile suits level + your mobility mod, but then since you had you used your bosters on durring your turn there still on meaning you get the bonous from them, but you only have the base boosters. But each one add +1 while use a certain amount of energy you get +6 because you have two main thrusters, your shoulder thrusters, and your leg thrusters, each one is necessary equipment for your mobile suit. Each on drain En for being used, but ill get to that later.

The enemy units beam saber slash missed, that was scary, but now its time for some payback, your second weapon you picked was a Beam saber, you take your out and since your in close range you decide to swing at him. We already know your Base attack is +3 and your pilots Int mod is +3 and your power mod is....dam +2= 8 and its D20 again, your roll another 20 sided die for this attack...but this time you only roll a 3, so this time your attack melee is 8 + 3= 11 < the enemy units EB was 12....crap you missed. Now the enemy knows you have Close combat capabilities so it moves back a square and decided to take this to range combat, and he begin to fire from his beam gun. We know his base attack is +1 and that his pilot's int mod is +3, hah thats only 4! Ok your mobile suits level is 3 right, and our pilot is only level 1, but that already 4 plus we add our base mobility bonus which is 2 which equals 6 hellz yeah, we didnt use our thrusters so we didn't get that bonus, pfft as if we needed it. But wait then enemy has to do there roll and the roll a 10, meaning there attack range was 14 > 6 crap were taking fire. The enemies damage was 50-150 and they end up rolling 100 damage, but we have 300AP so we are not destroyed...little battered and bruised but were ok....pay back time.

The enemy want to take it to range combat fine, lets acknowledge them, and pull out the third weapon we started with, Our small bazooka. Take aim using the Attack range again...you remember what it was right? Correct 6 (from base attack, and from pilots int) and we roll another d20 this time we get a 19 woo almost perfect, and thats 19 + 6=25 > 12 you hit, your bazooka's damage was 150-300 and you roll it and you get 280 damage plus the 175 you did before= 455, the enemy unit only had 400 AP so as they get hit the fall backward exploding violently in to fire and debris, you did it you shot down a enemy unit. "DO DO DO DOO DO DO DO DODOOOO!"

"What the hell was that? O_o" that my friend was the (final fantasy 7 music for when you finished a fight) sound of you leveling up, and that what the next part will be leveling, and modification.  
PostPosted: Tue May 12, 2009 11:00 am


Leveling and Modification


In this chapter we will cover how what you do when you level up, and how to modify your mobile suit. You can also see the easier format of things you do when your pilot and/or mobile suit level up in the "Leveling and Experience" thread. You can also see more detailed version of how you use modification points in the "Modification Points" thread.

Pilot level up: Say our pilot leveled up from that mobile suit we managed to shoot down, we were level 1 but that mobile suit was just enough experience to level our good pilot buddy up to level 2. So what do we do? A number of things must be done every time the pilot levels. The first is simple you get +3 stat points and you must add them to any of the 6 stats (STR, DEX, CON, WIS, INT, and CHA) in any way you want your pilot to grow. Now with those stat points allocated you must recalculate hp. To do that you take your con (constitution) mod x your pilots current level. What is a mod you say? A mod is what you get from the pilot by dividing the total of the points that have in to that skill by dividing it over /2 and rounding down. (Example: say your constitution total is 9 /2 that is 4.5 rounded down is 4 and that your con mod.)You take your constitution mod x your level and what it equals is your pilots hp.

Next is to recalculate your pilots Evasion bonus using the calculation, Dexterity mod + Wisdom mod x level. The evasion bonus is to determine how agile your pilot is at avoid incoming damage, such as gun fire, grenade, or some other type of damage that the pilot would want to endure. Every pilot level, and only when the pilot levels, you receive +3 Mod points (modification points) which are used for a number of different customization purposes (For the uses of Mod points see the Modification points thread.). Then the next step, yeah there are a bunch of steps but once you get used to it its a breeze, is to recalculate your skill pts. To do that you must take your intelligence mod x your level. The next step is increase your pilots base attack, which is real simple, it your pilots level no additions no multiplications just your pilots level.

Finally the last thing only happens on certain levels additional attacks. Every fifth level beyond the first you gain a additional attack's. Every pilot starts with three attacks, and every fifth level they gain another. Meaning at level 6 the pilot would increase from the previous 3 attacks to 4 attacks, at level eleven they increase from 4 attack they received at level 6 to 5 attacks.

Additional attack gained at level: 6/11/16/21/26/31/36/etc
Number attacks at above mentioned level: 4/5/6/7/8/9/10/etc



Mobile Suit level up: Say your MS (mobile suit) leveled up, now its time to take the steps to update your mobile suit, much as you did your pilot. Many people think, its a machine how can it level up? Simple all mobile suits OS (Operating Systems) are equipped with a learning computer, meaning threw combat it can better adapt to the pilots combat style. The first thing to do is simple, use the MS's +3 stat points and place them in to any of its 5 stats (Power, mobility, generator, armor, energy). Then the next step to follow is your MS's AP (Armor Points) these are important as the state how much your mobile suit can take before its deemed inoperable/destroyed. To determine the calculation of AP simply take the MS's armor mod + = then multiply that by 100. The next step is to find out and determine your MS's En (Energy), to do this use the calculation Generator mod + Energy mod x 50. The next step is the Output, which is the amount of En restore every turn by the MS's generator's power output. To determine this calculation simply take you Generator mod + Energy mod x 5, the out put is restored at the beginning of every turn.

The next step is a important one, you dont want to take needless damage, which is the Evasion bonus. The EB or evasion bonus determines, like your pilot, how well the mobile suit is at avoiding incoming damage. To get this you must use the calculation of your Pilots level + your MS's level + your mobility bonus. But this means you must already know your mobile suits Mobility bonus, which isnt just your mobility mod. Your mobility bonous is your mobility mod + your thruster bonus but only your thruster bonus, If your thrusters are on. Then the last thing much like your pilot, add +1 to your MS's base attack which is simply your mobile suits level.

Modification Points: Are the +3 points you use every time your pilot, and only your pilot, levels up. Modification points or Mod Points can be used for a number of different uses. Such as Obtaining new weapons for your mobile suit beyond the initial 3 weapons received. Many Mobile suits start with basic armaments, but most pilot prefer certain types of weapons and stay from the factory weapons. Regardless if weather or not you stick to the mobile suits weapons, or chose your own with your rank is up to the pilot's preference. Either way beyond the initial three weapon's per mobile suit received, It costs +1 mod point to add those weapons to the Mobile suits arsenal.

Say you started with a zaku II and your initial equipment was a Light machine gun, a vibrating melee weapon, and a light shield. But you decided you want something with a little more "Ommph!"....yeah i said Ommph big whoop wanna fight about it?! So you decide you want a light bazooka, but because that is beyond the initial 3 weapons for the mobile suit you have to pay +1 mod points to equip it on to you mobile suit. There are a total of 20 slots on every mobile suit, 10 of these have to be there....2 of those 10 are the hands and nearly every weapon has to be held in hand for use.

Mod point's can also be used to upgrade weapons/thrusters/equipment to the max level of three, (they start at 0) but some equipment cannot be upgraded. See the Modification points thread for in detail and full use of Mod points.  

giglamesh
Captain

Beloved Lunatic


giglamesh
Captain

Beloved Lunatic

PostPosted: Wed May 20, 2009 3:16 pm


Advanced Combat


In this section we will discuss different advanced parts of combat, such as Targeting, movement, thrusters, sensors, etc. This is merely a extension of the Combat section.

Target Acquisition: Target acquisition is simple, acquiring something to shoot at. You cannot simple be like he i know there is a enemy here *shoots at them* you must find them on the field first. There are a number of way to do this such as.

MS
-Camera: Using the range of the mobile suits, camera range on its sensor to literally see a target within range of the sensor's camera range.
-Scanning: The mobile suit can activate a scan of the field, To do this the pilot must activate the scanners using radar or different types of detection to scan out enemy units. To do this the pilot must use a there turn to scan, during a scan EB is reduced /2 and thruster cannot be activated. The effect is literally scanning out the entire area to find all units within, from that point the sensor's radar (or other type of detection it it varies within MS) to track the enemy unit. If the unit has some type of special equipment to block radar or other types of detection then scan can find where they are at time of detection, but cannot track them.
-Attack: If a enemy unit attacks you, and is within you MS's sensor: camera range then you can detect them. However if the enemy is hiding, or under cover, than you must pass a Spot check of there hide/cover check to detect.
Pilots
-Spot Check: Perform a spot check to physically see targets. To see the range of a spot check see Pilot skill's thread.
-Attack: If a enemy unit attack's you and are within range, and not hiding or under cover than you detect them.

These are the current types of Target acquisition, and a target cannot be engaged until one of these conditions are met.

Aim: In Mobile Suit Gundam: Blood Stained War, you can target specific parts on target. This varies between classes as different classes have different types of targets.
MS
MS: x1 Evasion bonus mod, Has max ap, If Destroyed (Ap reaches 0) the Mobile suit is destroyed.
Head: x2 Evasion bonus mod, Head have Max Ap /10, If destroyed all Sensor features unavailable.
Right/Left Arm: x1.8 Evasion bonus mod, Arms have max AP /4, if destroyed all equipment required to be used on the arms cannot be used
Legs: x1.5 Evasion bonus mod, Legs have max AP /2, If destroyed all equipment used on the legs cannot be used, if the field is under gravity then MS must keep thruster active to be able to move and can only move the Thruster bonus.
Weapons: x2.5 Evasion bonus mod, Weapons have a max AP /10, if hit weapon is destroyed, must pay Credits to rebuild weapon or select a new weapon.


Pilots and fighters only have target of there weapons/equipment, and the main target being them selves. The "x--" means multiply the unit's EB by that amount to see how hard it is to shoot the part. If the units part reaches 0 then that part is destroyed, and follow the instructions to see what happens when said part is destroyed. Most pilot if the suffer to much damage will do the smart thing and retreat, because those that run away live to fight another day. Only fools will risk the chance of death, because mission result are never worth ones life.

Retreat: If the Mobile suit becomes to damaged, the battle seems to risky, or the mission is a failure (there are many reasons for it) you can simply retreat. To retreat must be the only action performed no movement, no attacks only retreating. when you retreat your simply removed from the battle field and you cannot sustain any more damage (nor give any more damage.) your simply leave the battle field. However some times your "Unit" (Ms, pilot, fighter, MA) cannot escape and conditions must be met. Example: "Reach the extraction point at 10,4." your unit must move to square 10,4 to be able to be extracted. situations like this are fairly common and enemy units will peruse the attackers.

Temporary Leave: Temporary leave can only be done if your, or a allied, cruiser is in the battle field. A temporary leave is simply retreat for a certain amount of time to refuel, reload, and fix minor damage. To Temporary Leave the unit must use there entire turn nothing else to return to there cruiser. After 5 turns pass the unit can be redeployed on the battle field with 30% AP fixed, full energy, and full ammo.

Using the field: There are many ways to take advantage of the field by using hazards, or Obstructions for your units advantage. One of these ways is by using Obstructions to take "Cover" When taking cover your unit it just up against the far side of the corner and shooting around the corner of what ever the object is. Doing this add +10 to your EB and +10 to your hide check if your attack then hide.

((ill finish later))  
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