This is largely the same as the Tutorial. It'll come along with each action log so you can reference it if need-be. It may be updated over time to reflect refinements to the system.
These are mostly key terms so you can understand the Action Log. The Action Log is recorded every post and details what the GM perceives the actions in your post to be, summarized succinctly. Keep in mind that teamwork is
encouraged. Non-risky options increase your survivability, but also increase the odds that you will fail side objectives and/or increase the odds someone else will be hit instead of you.
In essence: Working together = good. Strategies = good. Rambo = Live free,
die very badly.
Rounds: # specifies which posting round the RP is in. This will generally have no use to you unless you have timed abilities. (As a rule of thumb, 15 seconds is the length of the average combat round. Standard laser rifles and the like can fire once and recharge in that time frame. Non-combat rounds have no time rules.)
Ranged Attack Modifiers
- Unless otherwise specified or described, ranged attacks with no modifiers are considered snap shots: No bonuses, no negatives.
- Aimed: Bonuses to chance to hit and critical hit chance, negatives to dodge and perception chances. Check your corners...
- Reaction Fire: Your character is protecting someone and hasn't fired that turn, resulting in a free shot during the GM round that can intercept enemies before they can harm friends. Especially low rolls or evasive enemies make this harder to hit.
- Firing on the Move: Lowers the chance to hit, slightly increases odds of evasion.
- Firing Blindly: You're firing from cover without looking. High negatives to hit, high bonuses to not being hit. As a note: Cover in general increases your odds of survival.
Melee Attack Modifiers
- Unless otherwise specified or described, melee attacks with no modifiers are considered standard strikes: No bonuses, no negatives, character will interrupt their own attack with a defensive measure if they believe their attack would get them killed. Note if: No guarantees they won't miss something!
- Defensive: Character is fighting defensively, increases odds of resisting or evading blows, decreases odds of hitting targets effectively.
- Aggressive: Character is fighting offensively, increases odds of hitting targets effectively and critical hit chance, decreases odds of dodging or blocking attacks.
- Berserk: Character has decided to abandon all defensive measures to mercilessly destroy a thing. Bonus resistance to pain, massively lowered defense stats, massively increased offense stats.
- Bodyguard: Character is physically protecting someone else. Behaves akin to Reaction Fire, except with a shield (if available) and melee weapon to prevent harm to their friends.
- Charge: Character is rapidly advancing towards a target, sacrificing some defense for increased evasion and the chance to knock a target down if they connect.
NPC Modifiers
- Behaviours: These specify why an NPC is doing the thing it's doing.
- Independent: NPC is behaving of their own initiative, which dependent on personality, may or may not be helpful for you.
- Under Orders: NPC is doing as told. Note that if an NPC doesn't like you or believes your orders are senseless suicide, they'll likely disobey you and return to Independent status.
- Panicking: NPC is panicking and isn't useful to you. They might listen to people who tell them which direction to flee in, or where to duck and hide. You'll likely need to console them to bring them back to their wits. This can apply to enemies as well, which allows you to force them to surrender.
Objectives are listed next to squads/groups, listing what task your squad/group has either been assigned or has taken on themselves. (Primary) objectives have significant influence in a story, but don't necessarily spell a 'game over' screen for failure. (Secondary) objectives are generally bonuses you should achieve if you can, which can help your cause or character on a personal or national level. (Tertiary) objectives are entirely optional and rarely have any negative effect if failed.
NAT means someone effectively failed to post that round, generally.
Reasoning is sometimes used to illuminate why an NPC acted the way they did.