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NEWS UPDATE! Rules Revisions to SINGULARITY RPG GAME!!

NEWS update in regards to the SINGULARITY RPG GAME - I've been working the last few days to bring in major revisions to the game rules. I will be posting a link on the roll20 campaign page with a link - as well as on the blog page. <a href="http://singularityrpg.blogspot.com/" rel="nofollow">http://singularityrpg.blogspot.com/</a> for the updated rules. Changes on new revision include but not limited to -- ** The game system took a major overhaul. Most notably a change from D10 to D6. ** Major update to Target Numbers and game play optimization. Annoying Difficulty calculations have pretty much gone bye-bye. ** Combat Initiative Order, and Attacks per Round have seen major changes as well. ** Skills have pretty much remained untouched. New rules adaptation prioritizes Skilled Actions over Attribute power gaming. ** Minor / Moderate edits to gear levels, and weapon damage ratings. ** Major update to Lifestyle and Starting Cor money levels. ** Tweaks to character creation and Faction stats. ** Starship and vehicle creation optomization. ** Major Augmentation updates and revisions. Hopefully around the end of October I can open up gaming nights once again. ( busy with several RL things for the next few weeks) Please feel free to make new characters with the new system, old characters are still welcome and I hope to continue with old plot and adventure lines when we restart. Old characters will require some revisions, but I will work with anyone wanting to revise their old characters. Hope to be gaming with you all again soon! I will post an update and link as soon as I finish the revisions. New October revisions to SINGULARITY are about 90% finished. -CHUCK!
Will be interesting to see what you have come up with.
I miss them so...
Can't wait man, gonna be good
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SINGULARITY SPACE OPERA (SSO) ANIME RPG CORE RULES - UPDATE 10-1-2014 UPDATE Version. .doc google shared link. Warning its 200 pages! <a href="https://docs.google.com/document/d/17GY6u_mojxVTyqpa7WXE0zRfYl48_mxjaQj-90SjOUE/edit?usp=sharing" rel="nofollow">https://docs.google.com/document/d/17GY6u_mojxVTyqpa7WXE0zRfYl48_mxjaQj-90SjOUE/edit?usp=sharing</a> Here is the Updated Rules Version of the Game everyone! Please take a look, I would love more feedback and comments. Changes on new revision include but not limited to -- ** The game system took a major overhaul. Most notably a change from D10 to D6. ** Major update to Target Numbers and game play optimization. Annoying Difficulty calculations have pretty much gone bye-bye. ** Combat Initiative Order, and Attacks per Round have seen major changes as well. ** Skills have pretty much remained untouched. New rules adaptation prioritizes Skilled Actions over Attribute power gaming. ** Minor / Moderate edits to gear levels, and weapon damage ratings. ** Major update to Lifestyle and Starting Cor money levels. ** Tweaks to character creation and Faction stats. ** Starship and vehicle creation optomization. ** Major Augmentation updates and revisions. And of course for concept images, Verse maps, and other references visit the blog page. <a href="http://singularityrpg.blogspot.com/" rel="nofollow">http://singularityrpg.blogspot.com/</a> for the updated rules.
I feel like I need to ask now. If it's changed to a D6 is it still going to be the same wild die rules?
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Jim- Yes WILD die rules are still in the game. D6 vs D10 basically means you have about a 15% chance to fail, and a 15% to crit success. Versus 10% from D10. D6 change is mostly to accommodate and adjust for "Unskilled Tests" where players default to attributes. 6+ on D6 i felt is more appropriate (15%) than 9,10 or 8+ on D10, ( approx 20% -30%)success rate. The elimination of difficulty numbers also makes D6 more appropriate and actually better for players. since 5+ roll D6= 34% success, while 8+ on D10 = only 30%
Been doing some SSO playtesting, and realized Initiative needs fixing - INITIATIVE will be changing more to these rules - INITIATIVE (Agility + Perception+ any faction/augmentation bonus) = Initiative Dice pool. To calculate Initiative for combat , roll characters Initiative Dice pool , target number 5+ Successes = your Initiative score = a characters position for the combat round. WILD DIE rules apply - but slightly differently to Initiative. Roll of 1 - Initiative Failure or Botch as usual. Character may not attack or complete actions this round. Luck is not on your side today. Example- Character fumbles, slips, falls, blinks, is distracted etc. Something occurs GM discretion that interferes with combat actions this round. If a Roll of 1 occurs - and Character has multiple Attacks. The Character goes last in the combat round. Losing 1 Attack. Any remaining Attacks can be performed but at -4 penalty to dice pools. Roll of 6 - Initiative Critical Success. Character immediately gains +1 combat attack and gets to act first in the combat round. Regardless of Initiative score total. Example- Character makes a quick draw, a twitch reaction, a instinctive attack etc. If Initiative is a tie between multiple characters. Characters with a higher Agility Rating will go first. If Agility Ratings are the same. Then Characters actions occur at the same instance.
<a href="https://docs.google.com/document/d/17GY6u_mojxVTyq" rel="nofollow">https://docs.google.com/document/d/17GY6u_mojxVTyq</a>... Rules update 10-4-2014