Post by LordManiMani on Apr 25, 2008 7:32:27 GMT -6
[whisper=LordManiMani]This is a test[/whisper][whisper=admin,LordManiMani]Erniewan, I'm going to assume that you can see this... I was thinking of using the whisper tags to explain team-specific rules or team-specific item references... if you don't think this will work, pm me I guess...[/whisper]I figure that by starting up these explanation topics, it will motivate me more towards actually getting this really going. This is just a rough outline of course, but tonight I plan on filling in most if not all of the needed information, so don't worry about it not making sense
Atlantis Information
[whisper=LordManiMani]Self-Reference notes, for now:
--2 alert characters perform their actions simultaneously
--a pistol can fire 5 times in an action with full skill
--a machine gun can fire 20 times with 0 skill or 10 times with full skill (if military applicable)
--a Wraith's feeding grants boosted endurance for the next 5 rounds
--players can see into rooms 1 movement away, unless a door or some other obstruction applies
--cautious characters take any cover possible after performing their action if they acted first or simultaneously with a foe. Otherwise they take cover after the opponent's action and will only act if able to from hiding
--a hand scanner indicates life-signs up to 3 rooms away, and on up to 1 adjacent level
--C4 can be detonated up to 2 rooms away
--grenades can be thrown within rooms, into adjacent rooms, and down hallways
--in most cases, a human with > 50% HP when hit by a stunner will fall and be unable to move, but can still perform most actions
--when stunned at < 50% HP, humans cannot move or act
[/whisper]
Atlantis Information
The Central Zone
Control Tower:
Jumper Floor
A: Jumper Bay
--Unmarked rooms are just to be considered antechambers or hallways.
Command Floor
A: Gateroom
B: Control Center
C: Weir's Office
D: Conference Room 1
E: Holo-Viewing Chamber
F: Conference Room 2
--Rooms C, B, and D are on the upper level, and overlook room A.
--Dotted lines denote stairs, with the arrowhead indicating upward elevation.
--Solid arrow lines denote unbroken paths, and do not represent actual distance.
--The bold dotted arrow line connects to the Jumper Floor.
--Stars indicate transport chambers, which double as elevators based on color.Security Tower:Holding ZoneControl Center
Pier IResidential/Recreation Tower:Floor IFloor IIFloor IIIFloor IVFloor VGrounding Station 1
[whisper=LordManiMani]Self-Reference notes, for now:
--2 alert characters perform their actions simultaneously
--a pistol can fire 5 times in an action with full skill
--a machine gun can fire 20 times with 0 skill or 10 times with full skill (if military applicable)
--a Wraith's feeding grants boosted endurance for the next 5 rounds
--players can see into rooms 1 movement away, unless a door or some other obstruction applies
--cautious characters take any cover possible after performing their action if they acted first or simultaneously with a foe. Otherwise they take cover after the opponent's action and will only act if able to from hiding
--a hand scanner indicates life-signs up to 3 rooms away, and on up to 1 adjacent level
--C4 can be detonated up to 2 rooms away
--grenades can be thrown within rooms, into adjacent rooms, and down hallways
--in most cases, a human with > 50% HP when hit by a stunner will fall and be unable to move, but can still perform most actions
--when stunned at < 50% HP, humans cannot move or act
[/whisper]