Title: InnaEquestria: Horsefucker's handbook ALPHA (30/10/2013) Author: MrFix Pastebin link: http://pastebin.com/UsD3Q1j8 First Edit: Tuesday 29th of October 2013 02:44:33 AM CDT Last Edit: Tuesday 29th of October 2013 02:44:33 AM CDT http://1d4chan.org/wiki/Simple_D6  the system. http://jsbin.com/amemah/13  the dicebot for it.   Weclome to Razorback Company, Soldier.   Freeform base RP with an odd Operation here and there ran with Simple D6 edition 1.   Hosting a Campaign:   A player at any time may offer to host a campaign. It is up to the player or the 'DM' to write the campaign, and direct  the participating squad through the DM's story.   Once a DM has stated that he is willing to host a campaign he will state basic information such as difficulty, the number of squads needed, and a brief description of the situation. Writing is freeform so work hard on your scenarios and take the time to refine and work on the details if you must. This shouldnt suggest that all campaigns need to be epic-tier writing.   Once a DM has announced a Campaign, it is up to the squad leaders of each squad to offer to take the job. The DM will then choose which squad will be selected to embark on that campaign.   DM's characters are not allowed to participate in their campaigns for obvious reasons. That said, all campaigns do not have to be run at the same time. It is wise to implement set times that everyone can agree on to start the campaign so no one gets left behind or left out.   Element Commanders may accompany their respective elements on a campaign. Major Jack may accompany either Element.   Campaign starts with GM making an announcement post with details, possible limitations(like limitations on gear), number of squads he needs and similiar things. Campaign is played in turns which are started and ended by GM. Players are limited with one In Character(that includes actions and similiar things) per turn. After players have posted their actions, DM makes a response with reactions and descriptions of what happened after player influenced something. If the action that player attempts to perform has possibility of failing, he has to roll a 1d6(with bonuses, if any) to determine the result of his attempt. Examples: Hitting the target in combat Disarming a bomb Healing wounds Negotiating     House Rules:   1 Movement and 1 Action/Use of skill per turn   Character creation: 10 HP   Armor System: Vests = 1 Armor, Bulk Suits = 2 Armor. Armor = Damage Reduction, but also impeeds any kind of acrobatics, athleticism, or stealth by an equal ammount. Instead of buying DP, player may negate the penalty of suits by 1.   Damage bonuses of weapons: Pistols and SMGs(9x17,9x19,.45ACP,5.7mm,4.6mm, etc) - +1 Damage Combat Rifles and Shotguns(5.45x39, 5.56, 7.62x39, 9x39, 12 Gauge, etc) - +2 damage, Recoil applies penalty of -1 on next shooting roll. Battle rifles, DMRs, Sniper rifles(7.62x51, 7.62x54, .338, .50 BMG etc) - +3 damage, Recoil applies penalty of -2 on next shooting roll, cannot fire and move in the same turn. Can skip a turn to steady your aim and take a shot next turn with bonus of +5. On roll of 5 and greater adds penalty of -1 to the enemy troops near the target for 2 turns. LMGs and HMGs(7.62x51,7.62x54) - +3 damage , Recoil applies penalty of -2 on next shooting roll, can fire after moving with penalty of -4 on shooting roll. On roll of 5 and greater adds penalty of -1 to the target as long as the target is not switched. Melee(Knives, swords, shovels, whatever) - +1 damage , two attacks per turn, If moved in the direction of the enemy before attacking, +1 for charging.   Other items: Medical: Green Pouch/Single slot med-gear - Untrained: Make Task Resolution Roll(1d6)-4,  Trained: Task Resolution Roll-2. Result is amount of HP restored. 2 uses. Medibag/multiple single slot med-gear - Untrained: Task Resolution Roll-2, Trained: Task Resolution roll, 5 uses, forces to skip next turn. Result is amount of HP restored. Technical: Multitool/single tool - +1 to success without training, +2 with training. Toolbox/Multiple tools - +2 to success, +4 to success with training, forces to skip turn.