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E Mail Rules Variations
Okay, then. In an ideal world, people wouldn't get in fights and try to tear the place up in general. But, we ain't there, so in the v13 e mail game, battles will occur. Now, in order to facilitate such an occurrence via the e mail medium, I've attempted to streamline the order of action somewhat. The first thing you'll need to know is how we'll be determining just who does what - and when!
Note: since I choose not to actually roll your dice for you, the v13 game will be functioning via the honor system. When you need to make a d10 or d100 roll in the course of action, just roll it up and send your result to the list. Of course, karma is always an option on any die roll (save for initiative), but I'll get to that later. At any rate, onto the specifics!
Initiative
When somebody does something that'll cause a fight, or alternately, a fight comes to you, I will declare that it is time to make an initiative roll. Everybody at home that will be affected by the fight (or plans to get involved) will then need to roll a d10. Now, unless you've rolled a 1, you must then add any initiative modifiers you have (due to intuition rank or talent), and send your result to the list.
As far as the Intuition modifier goes, you simply add one to the initiative roll for each rank of Intuition your character possesses over Typical (6) rank. For instance, if you have an Unearthly (100) rank Intuition, add 7 to the roll. This changes once a character hits Class 1k Intuition, but since you'll never run into a character that in tune with the cosmos (well, a player, at any rate), it's not an issue.
Extra Attacks and Dodges
Now, if a character wishes, he can attempt to make more than one standard attack per turn. Making two attacks per turn requires a Fighting (off) FEAT against Remarkable (30) intensity, and three attacks per turn requires a Fighting (off) FEAT against Amazing (50) intensity. If this FEAT fails, there is no repercussion unless the result is white; this means you only get one attack this turn - at -2 CS.
Similarly, a character may need to dodge lots of times within a turn. Normally, these dodges are made at a cumulative -2 CS per maneuver, but a player can make an extra dodge roll at the beginning of a turn of combat, which may grant him additional defensive rolls without penalty. This is a Fighting (def) FEAT roll, with intensities for the additional dodges being the same as for extra attacks.
Declaring Actions
When you send in your initiative roll, it's a good idea to detail what you want your character to do. "I shoot him" or "I take the unconscious villain's stuff", for instance, should come in with your initiative die roll. You can always change your actions later, mind you, though as is usually the case, you must pass a yellow Agility FEAT roll in order to do so once you've declared what you want to do.
Of course, if you lose the initiative against an opponent, you may wish to defend against his attack, as opposed to following through with your action - your action will simply follow your defensive maneuver (if you're not unconscious). Every character receives one dodge maneuver per round without penalty, unless their Fighting (def) rank allows for multiple dodges.
Resolving Actions
Okay, now you know what you want to do, and when you'll be able to try it. If you've won the initiative, I will go ahead and roll up a dodge for your opponents, which will tell you how difficult your attack (or other action) will be. In other words, don't make a to hit roll when you roll initiative, because you won't know how hard it'll be to connect with your foe yet.
On the other hand, if you've lost the initative this turn, I'll post to the list what your opponent is going to pull, and you can then roll a defensive maneuver or resistance roll to counter it (or, at least, attempt to counter it). Simple, no? Now, once the initiave winner's actions - and his opponent's counter moves - have been done, we'll simply reverse the procedure to resolve the initiative loser's actions. Easy, eh?
Wrapping Up
Okay, once the primary action has taken place, it is time to complete this turn of combat. This is when extra attacks and such will be resolved, continuing in the order of initiative determined at the beginning of the turn. For example, a character that has two attacks will make his last attack after everybody else has made their first actions that turn. And so on.
Furthermore, once everybody has completed all of their actions, offensive or defensive, any special details concerning the consequences of combat actions will be dealt with. For instance, structural integrity checks, sudden dangers caused by the use of powers, and any power results that occur every turn will be handled at this time. That's pretty much it.
Spending Karma
Now, I've decided to handle the expenditure of Karma a bit differently, in order to save us unnecessary back-and-forth e mail action during a fight. Now, normally, you need to declare that you're spending Karma points on a roll just before you make it, and you'll always spend at least ten karma points per roll - if only to prevent a body from declaring Karma on each die roll.
That simply isn't practical in this e mail game, so, if you roll crappy on a vital action, just add the Karma you wish to spend on the die roll in and send your result to me. However, and this is really, really important: make sure you state just how much Karma you've spent on that die roll. I will be trying to keep track of how much Karma I give out (and how much you've got), so control your math...
Streamlining
Now, one thing that has sort of evolved during game play is a kind of streamlining of rolls and such. If you're not spending karma on a roll, it is perfectly okay to speed up the action by resolving all of one's rolls within one post; in other words, you declare your actions, roll your initiative and any applicable dodges and attacks, add a few more dice rolls in for good measure, and make one post.
This isn't necessary, mind you, but it seems that folks on the list prefer to resolve action this way, so far. And that's perfectly okay, for this results in an overall speed-up in the resolution of conflict, unless I pull a particularly sneaky move, at which point folks may want to re-evaluate their actions; and of course, this is fine. That just means I got'cha, and that's always fun. Mu hu ha ha ha.
Return to the Variant Earth 13 E Mail Game main page!
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