CYOE d20 rules.

View previous topic View next topic Go down

CYOE d20 rules.

Post by Gunblader on Sat Nov 28, 2015 8:36 pm

CYOF-d20

Intro:
11 years ago, on the fan fiction section of a website called Lancersreactor, a topic was posted called DSQrn/Outcast's RPG-Control your own faction(http://www.lancersreactor.org/index.php?page=Thread&threadID=37497). It was an unholy mess. A very chaotic game based around the lore and universe of the game Freelancer. The bare bones of later CYOF/E games can be found in this game, namely writing strategies for battles. Other mechanics such as building units per turn and custom technology could be found later in the game, if only in theory. A few weeks after the first CYOF game ended, a player by the name of ww2Jacob would write a ruleset for the second installment of CYOF. Formal turn structure, resources and income, and a ludicrous  amount of math would make this game awesome and the biggest topic/thread in Lancersreactor history. It was also the first one I played. And I after I did, I was hooked. It and the following games saw the rise of some of the best players and role players such as: ww2jacob, Codename, Wilde, Richardson, Lord Emperor/Abdiel, Roc, Bret Bretonian, Omega_Chief, The_Creator, SpikeTail/Shard to name a few.


I would take part in most of the following games and even go on to collaborate with Omega-Chief of CYOF to make a new incarnation called Control your Own Empire, which was a success in and of itself. It focused on have your own Empire/Government rather than just a part of one. CYOE would go on to have many games after it, although my involvement stopped in the middle of CYOE 3 due to personal life problems. All of my CYOE/CYOF data would be lost for a few years until I found my old laptop and managed to rip all the data off of its hard drive, including a set of rules I had begun to work on five years ago. Since that time I had began to take part in Dungeon and Dragons again, I love the d20 system. And that is where it clicked. Mix the old game I loved with a d20 system. And now here we are. So now without further ado, I give you the culmination of eleven years of strategic and role playing experience. I hope you enjoy it as much as I have this past decade.



-----------Gunblader
CYOF Original, 2nd Rulemaster
CYOE Co-Founder



Links to old CYOF/CYOE games( CYOF 4, 7, and 8 are lost to the bowels of the internet):
CYOF-1   http://www.lancersreactor.org/index.php?page=Thread&threadID=37497
CYOF-2 http://www.lancersreactor.org/index.php?page=Thread&threadID=38790&pageNo=1
CYOF-3 http://www.lancersreactor.org/index.php?page=Thread&threadID=39789
CYOF-5 http://www.lancersreactor.org/index.php?page=Thread&threadID=41349&pageNo=1
CYOF-6 http://www.lancersreactor.org/index.php?page=Thread&threadID=43389
CYOF-9 http://cyofgame.proboards.com/thread/16/cyof-new-beginning-game-thread
CYOE 1: http://cyofgame.proboards.com/thread/42/cyoe-new-dawn
CYOE 2: http://z7.invisionfree.com/CYOEgame/index.php?showtopic=9&st=0
CYOE 3: http://z7.invisionfree.com/CYOEgame/index.php?showtopic=38&st=0
CYOE 4: http://iridiaprime.net/forum/viewtopic.php?f=119&t=1036


Last edited by Gunblader on Fri Jan 08, 2016 10:31 pm; edited 2 times in total

Gunblader
Admin

Posts : 75
Join date : 2015-11-07
Age : 28
Location : Greenville, SC

View user profile http://cyof.forumotion.com

Back to top Go down

Re: CYOE d20 rules.

Post by Gunblader on Mon Nov 30, 2015 3:00 pm

Welcome to Control Your Own Faction- d20. Faction refers to one of the different classes you can play as. Whether it be a band of hard working miners, cut throat pirates, or even your own burgeoning Empire, the play style is up to you! In the game you will meet NPC's to interact with, planets and systems that yield technological wonders, and many other hurdles to trip you up in your quest to survive and thrive.

What is d20? For a detailed answer, I'll direct you to here: https://en.wikipedia.org/wiki/D20_System

In short, d20 represents a series of dice that you will roll(option found in the post reply screen) to decide on outcomes of actions you choose. You will times have modifiers that can help you or hurt you on any given result. This keeps the game fair and exciting as everything is up to the dice. Roll well and you can get extreme bonuses.....roll bad you could lose a planet.....May the odds be forever in your favor.....

Picking/Making your Faction:

There are two ways to get started in CYOF- d20. You can either pick an already made NPC faction(will be listed later) or you can make your own!
First pick your faction type. Every faction type is different and offers different play styles and bonuses.

Government/Empire:
Whether it be a cultural utopia, militant hegemony, or a beurocractic republic, Empire type factions focus on one thing: Power. Power to protect the peace, power to conquer the galaxy, or power to build a better tomorrow. Whatever an Empire uses its power for, they are normally forces to be reckoned with.

Bonuses:
Empires love symbols and most use capital ships as their symbols. Empires get an industry boost towards Capital ship production, equal to total cost being reduced by 25%. Also their capital ships get a small boost in combat, equal to +2 CMO per fleet that has capital ships in it.



Pirate:
Yar! Yo-ho ho and bottle of Rum! Pirates like to steal, pillage and cause as much chaos as possible. Some more organized groups have certain codes of honor or even some semblance of ethics. Hit hard, hit fast, and get the bloody hell out. That’s a pirate’s life for me.

Bonuses:
Pillaging is a pirate’s life.  Up to three times a turn, a pirate faction can make a d6 roll to steal resources or ships being produced from a base or shipyard in a system that it has ships in. Also in an Asteroid field or Nebula, they can build bases that are hidden, requiring a d20 roll to find it.

Corporation:
Money-money-money-money. MONEY! That is all that corporations care about, making as much money as possible.  They can be galaxy spanning or just choose to work for an Empire or similar group. Corporations are often in the middle of galactic politics and more times than not, ruled by corruption. Often times, they will hire pirates or other unsavory groups to do their dirty work for them if buying someone out is not successful.
Bonuses: Making money is important to Corporations. So Corporations can build trade stations, which cost a little more than normal stations, but generate more $$$ at the cost of not generating resources. Corporations can also build Jump lanes, connecting systems to each other and only requiring 1 movement to go in-between them.

Miners:
Hard working and dirty, miners go into hazardous places to extract resources that make up the civilized galaxy.  Gas miners, Asteroid miners, or a little of both, they harvest resources and sell them at their own price. Getting in good with a mining group can not only be a sound strategic move, but also a economic boon as they often give discounts to those that help them.

Bonuses:  A mining faction’s strength is in its job, which they excel at. A mining group must select one resource. Once that resource is selected it cannot be changed. A mining faction can build mining stations in systems and get double of its selected resource from the system per mining station. (if a system gives 5 metal per base normally, a miner will get 10 per base if that is its selected resource. Mining stations only grant bonus to the faction that builds it.)
Miners also get small boost in combat when fighting in a system where their miners are present, equal to +3 CMO.

Spacer/Science

Living in the fringes of space, figuring out the mysteries of space, and being up your neck in deep research is life of Spacers. Armed with big brains and even bigger sensor arrays, spacer factions are often small, but more advanced than most of the galaxy. Whenever something is discovered that others cannot decipher or scan, people look to spacers for answers. Some spacers end of having the mad scientist complex, pushing the boundaries of science and technology by checking ethics at the door. Some trade science for resources and money.

Bonuses:
Spacers are think-tank’s and naturally get a boost to research, equal to double what a planet normally puts out.(add upgrades in after.) Spacers can also build research stations that do one thing: produce research(Does not produce double research). Spacers also start out with seven free techs instead of the normal five.

Bounty Hunter/Police
Bounty Hunters, Mercenaries, soldiers of fortune, paragons of ethical ambiguity, all terms used to describe this faction type.  Normally hired by governments to take out pirate groups when their own forces are spread too thin, some BH groups have stepped up to be their own Quasi-government entity, policing and defending entire swaths of space in the name of law and order. Whether they are hired or do it of their own power, these guys are born for combat.

Bonus:
Bounty Hunters are known for taking out criminals. When fighting pirate’s, they get a small boost to combat, equal to +3 CMO, and get 10% worth of credits of pirate ships they've taken out.



Now that you have picked a type of faction, you can now flesh out the specifics of your faction.  You start with 15000 points to spend on making your faction unique. You can buy ships, bases, traits or technology. It is up to you. Any leftover points are converted into credits.

Traits:
Scavenger
Whether metal is scarce to come by or maybe your people believe is re-using everything, you have the ability to clear debris fields and make some coin off of it. When clearing a debris field, you receive half the total metal and 10% of the credits of the total combined ships destroyed in field. Debris fields not caused by recent battle will have an amount set by GM. Roll a d20 for a chance to discover tech not known by you, if its present.

2000 points

Mass Produced
Your people believe in quantity over quality. You can designate ship classes as mass produced. They will cost half as much to build, but take a -3 on all stats. Once designated, this cannot be changed. You can take this along with Titanic. Stacks with Swarm.

3000 points

Titanic
Your people believe in quality over quantity. You can designate ship classes as Titanic. They will cost double, but take a +3 on all stats. Once designated, they cannot be changed. You can take this along with Mass Produced.

4000 points

Swarm:
Fighting against your pilots and fighters has been described as fighting a swarm of locusts, so many that it darkens the heavens. Your fighters take a -2 on all defensive stats, a +1 to all offensive stats, and cost half as much to make.

3000 points

Warlord Aspect:
MOAR GUNS!!!!!!! You have figured out how to cram as many guns on your ships. All ships have an additional two weapon slots. Because of your love of guns, re-arming your ships costs half as it normally would.

10000 points

Explorers:
Your people are accomplished explorers, always looking to go where no one has gone before. You get a +3 on all exploration rolls.

2000 points

Tactically Sound:
Your people are cautious and calculating. Because of this, your ships have -1 movement but get a +3 on all CMO and CMD rolls.

4000 points

Incompatible-
Whether it be due to organic technology, inefficient designs, or because everything is written in a lost language, your technology cannot be reverse engineered or traded. Likewise, you cannot reverse engineer technology or trade it. But your research costs are halved to your intimate knowledge of your own tech.

5000 points

Garden of Kadesh-
Your people hold no fear of Nebulas and find themselves quite at home in them. Movement times are normal, you no longer have to roll to avoid being disabled, and you get a + 2 to CMO and CMD rolls while fighting in a Nebula.

3000 points

Never Tell me the Odds-
Your people are very adept at traversing Asteroid fields. Your capital ships no longer have to spend movement points or make d20 rolls to traverse through asteroid fields and also get a +2 to CMO and CMD rolls while fighting in Asteroid fields.

3000 points

Tech Vulture-
Your people are no good at research. They just can't get the hang of working things out from scratch. If they have something to copy, however... all research times are doubled. However, if you are reverse-engineering a tech your research cost is halved.

3000 points

Battle stations! -
Your people believe in defending this house. No one is left out of the fight and everyone has a part to play. Because of that all bases now have weapons slots. Stacks with Warlord aspect.


5000 points

Empathetic:

You are just really good with dealing with people. They like to talk to you and are more prone to trust and befriend you. NPC factions are friendlier towards you.

1000 points

Boarding party:
In battle, you believe in taking the fight to the enemy. You can send out boarding parties to try and capture ships. You gain the ability to designate five ships. Roll a d10 for each ship, 1-3, you do not capture the ship. 4-7, those ships are disabled for one turn and may be captured next turn(if not captured the next turn, they are free to go.) 8-10, ships are captured in battle and can be used in battle.

5000 points

Lightly Armored-
You believe in mobility, speed, and staying light on your feet. You've traded armor for more engine power. You take a -2 to all defense stats, but you a +2 movement bonus.

2000 points

Organic tech-
Maybe you grow your own ships, or rely on some sort of bio-technology, you don’t need as much metal as everybody else. Reduce the total metal cost of your ships by 25%, but add that number to your gas cost.
2000 points

Crystalline Tech-
Your armor doubled layered, corridors are considerably thicker, or maybe your ships run on metal? Either way, you don’t need a lot of that gas stuff. MOAR METAL!!!!! Reduce your total Gas cost of your ships by 25%, but add that number to your metal cost.
2000 points

Religious Fervor-
It’s Gods will! Your people believe that a higher power guides their actions. Everything they do is for their god(s). Your ships fight harder, giving a +2 to all offensive stats, but they take a -2 on all defensive stats.  Due to all ships having altars or religious shrines, all ships cost 10% more credits.

2000 points

Psychic studies-
Namaste! Your factions believe in education and research. All techs have a 20% reduced research cost. But because your faction focuses on research, it suffers in combat, as most pilots are studying and not getting combat experience. You take a -3 to CMO and CMD.

4000 points


Last edited by Gunblader on Sun Jan 10, 2016 6:12 pm; edited 5 times in total

Gunblader
Admin

Posts : 75
Join date : 2015-11-07
Age : 28
Location : Greenville, SC

View user profile http://cyof.forumotion.com

Back to top Go down

Re: CYOE d20 rules.

Post by Gunblader on Wed Dec 02, 2015 8:24 pm

Game basics:
Every turn, you get an income of credits and resources. These are essential to building things in your faction. The resources are as follows:
Credits, Metal, Gas, and Research.
Every normal base generates all four, but the amount is dependent on different factors. Metal and gas are amounts determined by the system the bases are in.  Money and research are determined by base size(also by faction specific bases).
You use money and resources to buy bases, ships, and tech.


Research and Technology:
Technology covers a lot of things and it takes resources to unlock. Every technology has different costs. All will cost some sort of research, but some will require credits, metal, or gas. Once the tech is "bought", it must be researched. All techs have a research time.(Factions bonuses effect times)
Reverse-Engineering:
Sometime you will find yourself in possession of tech that you do not currently have researched via capture ship, discovering an abandoned factory,  etc, etc. When this happens, you can try to Reverse-Engineer it. Roll a d20. A natural result of 20 will result in the tech being unlocked immediately. A natural result of 1, will result in the tech blowing up in your face. Results 2-19 will yield different progress towards research costs. Ships that are being reverse engineered will be consumed in the process.
Trading tech-
Tech can be traded or sold (provided the incompatible trait wasn't taken). Once traded or bought, the tech can be used on the next turn.

Weapon slot and Ship Costs:
Every class of ship has a number of weapon slots that they can mount tech on. Some tech cost more slots than others. Every ship has 1 shield slot and 1 Armor slot by default. You can mount additional shield and armor tech in place of weapons. Different weapons can be mounted or it can be all the same weapon.
Weapon and ship costs with be determined as such: Weapon mount cost+Weapon Type cost= complete weapon cost.
Ship cost: Hull size cost+ complete weapon(s) cost
Movement:
Every player faction in the game begins with the Retro Engine tech, giving all ships two movement. (Unless traits are taken to change that.) As engine techs are researched that number will go up. All systems are connected two ways. Hyperspace routes and Jumphole/Jumpgates. Hyperspace routes will be represented by a series of dots, each dot representing 1 movement. Jumpholes and Jumpgates are represented by a straight line, and only cost one movement. There are certain environment factors that will alter your travels:

Minefields:
Minefields can be placed once Minefield tech is researched. If a player has a minefield in its path, they can attempt to cross it. Make a d10 roll. 9-10 will result in a safe passage. 1-4 will result in total failure with all ships lost. 5-8, make a d100 roll. Result is percentage of ships lost, rounded down.

Asteroid fields:
Capital ships can spend an additional movement to pass through safely. Otherwise roll a d100. Result is percentage of ships lost, rounded down. Fighters pass through with no problem. Pirates can build hidden bases.

Nebula:
Cost two movement to pass through. Ships left in system at the end of turn must roll a d20.  14 or lower will disabled all ships for one turn and will be vulnerable to capture. The next turn you must roll a 15 or higher to get out. Pirates can build hidden bases.

Stats:
Every faction has stats for their ships. These stats will be different for every ship, as you might put different tech on one ship than another. Weapons, weapon mounts, shields, and different hull materials will give you different stats. The stats are as follows:
Capital Attack- How adept your ships are at hitting capital ships
Fighter Attack-How adept your ships are at hitting fighters
Shield Attack-How much damage your weapons afflict to shields
Shield defense- How strong your shields are
Hull Attack- How much damage your weapons afflict to Hulls
Hull Defense- How strong your hull is.
Combat Maneuver Offense-How effective your ships are at executing tactics/orders
Combat Maneuver Defense-How effective your ships are a defending against tactics/orders.

Getting stats:
Every piece of tech in the game gives you some sort of bonus or penalty. You simply add these together to get your ships stats:
Interceptor- +2 FA
1 Fighter Gauss Cannon +3 CA/+3 HA
1 Very Light Duranium Armor +3 HD
1 Small Class 2 Shield +4 SD
                    I I
Interceptor
2 FA/3 CA/0 SA/3HA/3 HD/4 SD
Add in trait bonus and penalties after this is added up.



Battles:
Battles are rather quite simple. You write out a strategy of what you want your ships to do. The more detailed it is, the better. If you just say they fight, the GM could assume they just charge in head on. Once you have a strategy written you will make 10 CMO and 10 CMD rolls(d20). Your CMO/CMD stats and any modifiers will be added to those rolls. Every part of your strategy will have a roll attached to it, likewise for your opponent. Then your CMO roll will be compared to their CMD. If your CMO is higher than their CMD then that part of your strategy is successful, the difference of the rolls will determine the amount of success or failure. If you roll a 2 and they get a 19, then they utterly shut down that part of your strategy. Natural results of 1 or 20 will have corresponding effects.


Last edited by Gunblader on Wed Jan 13, 2016 2:36 pm; edited 1 time in total

Gunblader
Admin

Posts : 75
Join date : 2015-11-07
Age : 28
Location : Greenville, SC

View user profile http://cyof.forumotion.com

Back to top Go down

Re: CYOE d20 rules.

Post by Gunblader on Fri Jan 08, 2016 10:30 pm

Cost list:
Technology:
You may purchase techs as long as you have the preceding tech before it. Costs can be found on the tech list thread.

Rearming/Redesign:
When new technology is obtained, you may choose to redesign your ships. For every ship class that is changed, it will cost 200 credits. For every piece new piece of tech added, it will cost an additional 100 credits. Taking off tech will not cost additional credits.

Exploration attempt:
You can send out a ship to explore a system. Each attempt will cost 100 credits, plus 5 ships. You can only send out 2 attempts per turn. Pick a system to explore. Roll a d20. A natural 1 results a very negative outcome, a natural 20 will result in a very positive outcome. GM will give specific details.

Planets-
There are three types of planets. Small, medium, and large. Each gives a different amount of credits and research per turn. Also planets have upgrade slots, which can be used to specialize your planet.
Small Planet- Generates 25 credits/25 research per turn. Has two upgrade slots.
Medium Planet- Generates 50 Credits/50 research per turn. Has four upgrade slots.
Large Planet- Generates 100 credits/100 research per turn. Has six upgrade slots.
Planetary Upgrades:
Wealth Focus- Generates an additional 50 credits a turn. Costs 100 credits.
Mining Focus- Generates an additional system income a turn. Costs 100 metal.
Research Focus- Generates an additional 50 research a turn. Costs 100 gas.


Stations:
There are many types of bases. Regular space stations, shipyards, and faction specific bases Only 20 bases can be built in a system.
Small Station- 100 credits, 25 metal, 25 gas. Generates 25 credits and research per turn.
Medium Station-200 credits, 35 metal, 35 gas. Generates 50 credits and research per turn.
Large Station- 300 credits, 50 metal, 50 gas. Generates 75 credits and research per turn.
Trade Station(Unique to Corps)- 300 credits, 25 metal, 25 gas. Generates 100 credits per turn. Generates an additional 25 credits for every base owned by a different faction in the same system. Unique to Corporations.
Mining station(Unique to miners)- 200 credits, 10 metal, 10 gas. Applies the Mining faction’s mining bonus. Unique to miners.
Research Station(Unique to spacers)- 300 credits, 30 metal, 30 gas. Generates 200 research per turn.

Shipyard and Hull sizes:
There are two types of shipyards, Fighter and Capital. As you unlock bigger ships, you will need to upgrade shipyards accordingly.  The amount of smaller ships being produced will go up as shipyards are upgraded (only one ship type may be produced per shipyard per turn. These are the maximum number of ships built per class per shipyard per turn)

Fighter shipyard Level 1- 100 credits, 10 metal, 10 gas. Add 100 credits, 10 metal, 10 gas x shipyard level to determine cost.

Capital Shipyard Level 1- 200 credits, 20 metal, 20 gas
Add 100 credits, 10 metal, 10 gas x shipyard level to determine cost. When upgrading, pay the difference of whatever level you are upgrading to. If going from level 1 to level 6. You would pay 500 credits, 50 metal, 50 gas since the total cost would be 600, 60, 60.

Capital Shipyard Lvl 1: 2 Gunboats
Capital Shipyard Lvl 2: 4 Gunboats, 2 Frigates
Capital Shipyard Lvl 3: 6 Gunboats, 4 Frigates, 2 Destroyers
Capital Shipyard Lvl 4: 8 Gunboats, 6 Frigates, 4 Destroyers, 2 Light Cruisers
Capital Shipyard Lvl 5: 10 Gunboats, 8 Frigates, 6 Destroyers, 4 Light Cruisers, 2 Cruisers
Capital Shipyard Lvl 6: 12 Gunboats, 10 Frigates, 8 Destroyers, 6 Light Cruisers, 4 Cruisers, 2 Battle Cruisers
Capital Shipyard Lvl 7: 14 Gunboats, 12 Frigates, 10 Destroyers, 8 Light Cruisers, 6 Cruisers, 4 Battle Cruisers, 2 Battleships
Capital Shipyard Lvl 8: 16 Gunboats, 14 Frigates, 12 Destroyers, 10 Light Cruisers, 8 Cruisers, 6 Battle Cruisers, 4 Battleships, 1 Dreadnoughts
Capital Shipyard Lvl 9: 18 Gunboats, 16 Frigates, 14 Destroyers, 12 Light Cruisers, 10 Cruisers, 8 Battle Cruisers, 6 Battleships, 2 Dreadnoughts, 1 Super Dreadnought
Capital Shipyard Lvl 10: 20 Gunboats, 18 Frigates, 16 Destroyers, 14 Light Cruisers, 12 Cruisers, 10 Battle Cruisers, 8 Battleships, 3 Dreadnoughts, 2 Super Dreadnought, 1 Titan
Capital Shipyard Lvl 11: 22 Gunboats, 20 Frigates, 18 Destroyers, 16 Light Cruisers, 14 Cruisers, 12 Battle Cruisers, 10 Battleships, 4 Dreadnoughts, 3 Super Dreadnought, 2 Titan, 1 Behemoth
Capital Shipyard Lvl 12: 24 Gunboats, 22 Frigates, 20 Destroyers, 18 Light Cruisers, 16 Cruisers, 14 Battle Cruisers, 12 Battleships, 5 Dreadnoughts, 4 Super Dreadnought, 3 Titan, 2 Behemoth, 1 Leviathan

Fighter Shipyard Lvl 1: 10 Interceptor Wings
Fighter Shipyard Lvl 2: 20 Interceptor Wings, 10 Bomber Wings
Fighter Shipyard Lvl 3: 30 Interceptor Wings, 20 Bomber Wings, 10 Heavy Fighter Wings
Fighter Shipyard Lvl 4: 40 Interceptor Wings, 30 Bomber Wings, 20 Heavy Fighter Wings, 10 Heavy Bomber Wings
Fighter Shipyard Lvl 5: 50 Interceptor Wings, 40 Bomber Wings, 30 Heavy Fighter Wings, 20 Heavy Bomber Wings, 10 Very Heavy Bomber Wings
Fighter Shipyard Lvl 6: 60 Interceptor Wings, 50 Bomber Wings, 40 Heavy Fighter Wings, 30 Heavy Bomber Wings, 20 Very Heavy Bomber Wings, 10 Supreme Heavy Fighter Wings

Weapon Mounts(all ships get 1 Armor and 1 Shield slot by default. You can also use weapon slots for additional Armor/Shield slots):
Interceptor-2
Heavy Fighter-4
Superior Heavy Fighter-6
Bomber-3
Heavy Bomber-4
Very Heavy Bomber-5

Gunboat-4
Frigate- 4
Destroyer-5
Light Cruiser-6
Cruiser-6
Battle Cruiser-7
Battleship-8
Dreadnought-8
Super Dreadnought-10
Titan-10
Behemoth-12
Leviathan-14

Only if Battle Stations! has been taken:
Small Station-4
Medium Station-6
Large Station-8


In closing:
Learn some basic strategies to use against your opponents: Learn about some time-honored general strategies that can help you in CYOF. Always watch your back, never assume that anything is totally safe. Allies can deceive you, so don’t get caught in betrayal. A lot of weak ships can overcome a few strong ships. The more days you post turns, the stronger you are. Bases will pay for themselves in the long run. At times, Empires may seem invincible, but they can be taken down with a combined force. The more trusted alliances you have, the better. If someone cuts off an alliance with you, watch out. If a player betrays another player, don’t trust the betrayer. Often times, system location can be crucial. Treat NPC’s well and they will do the same. Unique units and class strengths can be very deadly in the correct situations. If you stand out too much, then others are more likely to attack you. If you are very powerful, then others are more likely to attack you.

Have fun, and may the odds be forever in your favor.

Gunblader
Admin

Posts : 75
Join date : 2015-11-07
Age : 28
Location : Greenville, SC

View user profile http://cyof.forumotion.com

Back to top Go down

Re: CYOE d20 rules.

Post by Sponsored content


Sponsored content


Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum