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≫ WHAT'S UP WITH GATEWAY ROLEPLAY? ≪

  • We've been radio silent for a long time now. We posted an announcement in our Discord server back in April of 2025, but never updated the forums. So what's up with Gateway Roleplay?

    After 5 long years, we've decided to place the development of Ties That Bind on an indefinite hold.

    This doesn't mean it's cancelled. We fully intend to run Ties That Bind: What Lies Beneath and Ties That Bind: City of Angels eventually. But to do so, we need to take a step back. In the meantime, we'll be working on smaller, invite-only projects.

    Thank you to everyone who has stuck with us this long! MindGate and I (Pika) have been working on this server for over a decade now. It truly is a passion project for us.

Revamped Hybrid System

  • Thread starter MindGate
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MindGate

MindGate

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While our old hybrid system has served its purpose for the past four years, it has become severely outdated with the additions of automatic weapons and varying other glaring issues, such as players not knowing when they’ve suffered enough damage to have lost and bandaging wounds in the middle of combat leading to it being dragged out for an inordinate amount of time. This will directly address those issues, while also painting a clearer image of what you can, and cannot do while in combat.

How do actions work?
At base, a player survivor will begin combat with 6AP. These points will be universally used between firing your gun, bandaging/offering treatment to another survivor, interacting with doors and other objects, as well as movement. You are able to store an additional 2 points of AP at the end of your turn for a potential maximum of 8AP.

All weapon ranges are subject to admin discretion, if your event DM decides that you are at an unreasonable distance, you will miss.

Turn Actions
Attacks:

Melee (Fist) - 2 AP - (DMG - D4)
Cut (One-Handed) - 3 AP - (DMG - 2D8 + Effects)
Cut (Two-Handed) - 4 AP - (DMG - 2D10 + Effects)
Smash (One-Handed) - 4 AP - (DMG - 2D10)
Smash (Two-Handed) - 6 AP - (DMG - 2D20)

Shoot (Pistol - Semi) - 3 AP - (DMG - D10)
Shoot (Pistol - Burst/Full Auto) - 4 AP - (DMG - 3D10)

Shoot (SMG - Semi) - 2 AP - (2D20)
Shoot (SMG - Burst/Full Auto) - 3 AP - (DMG - 3D20)

Shoot (Rifle - Semi) - 3 AP - (DMG - 3D20)
Shoot (Rifle - Burst/Full Auto) - 4 AP - (DMG - 4D20)

Shoot (Crossbow) - 3 AP - (DMG - 3D20 + Bleeding Effect)
Shoot (Longbow) - 4 AP - (DMG - 4D20 + 5)

Shoot (Shotgun) - 4 AP - (DMG - 4D20+5)

Shoot (Sniper) - 6 AP - (DMG - 5D20)

Shoot (Heavy/Special) - 6 AP (DMG - 3D20 + Effects) (20 Tile Radius) | (Damage will change depending on the weapon.)

Use a Throwable (Grenades/Molotovs/ETC) - 4 AP - (DMG - 2D20 + D10 for Burn Damage) (10 Tile Radius)

Combat Abilities:
Aim (Out-of-cover) - 2 AP | You focus your next shot. | +2 to ensuing aim roll.
Aim (In-cover) - 2 AP | You focus your next shot from in cover. | +3 to ensuing aim roll.
Hunker Down (Out-of-cover | Ends your turn) - 2 AP | You hunker yourself down. | -1 to aim rolls against you.
Hunker Down (In-cover | Ends your turn) - 2 AP | You hunker yourself down in cover. | -2 to aim rolls against you.
Overwatch - 2 AP (Ends your turn) | You ready yourself to fire on the first thing that moves. | If someone makes a movement action within your range, you will take one shot at them with a -2 to hit.


Misc/Passive Actions:
Reload (Any Gun) - 2 AP
Use a stimulant/drug -2 HP (Gives you passive effects)
Use a Healing Item (Bandage) - 2 AP (Restores 10HP)
Put yourself out (While suffering from the BURNING status) - 6 AP
Escape (While binded by an enemy, or any trap) - 6 AP
Use a Non-Lethal Throwable (Rocks/Flares/Glow Sticks) - 2 AP
World Interaction (Doors/Moving Items/Other) - 1AP
Movement - 1AP per tile


How does combat work?
At the beginning of combat, all parties/groups in the group will be split into three categories. (Engaging Party, Engaged Party, and NPCs/Friendlies). The party who starts the engagement will always go before the engaged party, once their turn ends, the engaged party will go, and lastly, any NPCs (Zombies, Animals, Monsters, or Bandits) will go. This will repeat until one party is left standing and all other parties have either died, surrendered, went into a downed state, or have managed to successfully flee from the current on-going engagement.

Each person can do as much as their AP allows. Any attacks on another player or NPC will operate in this manner - D20 with above 10 being successful and below a failure. If you lose, you miss, if you win, you will hit and then roll another dice to determine the amount of damage to your opponent’s health pool. If you receive a critical roll with 20 meaning critical success and 1 meaning a critical failure, you will either receive bonus damage or suffer an embarrassing and potentially damaging failure.

There are a few potential statuses you may gain during combat. Each of them has a flat-rate of damage and may last several turns but can be stopped with a certain healing item.


Burning
This will be utilized for weapons such as; (Molotovs, Flamethrowers, and other fire-based weapons or attacks). On being successfully hit by a weapon that deals with this sort of damage - you will take FIVE damage for THREE turn cycles.
It can be cured by using the “PUT YOURSELF OUT” action.

Acidic
This will be utilized for attacks from certain monsters, attacks by certain grenades; (Acid Grenades), and exposure to certain elements on battle-maps. On being successfully hit by a weapon that deals with this sort of damage - you will take THREE damage for FIVE turn cycles. This cannot be cured.

Bleeding
This will be utilized for weapons such as; (Bladed Melee, Claws, Bites, Animal Attacks, or other sharp-base weapons or attacks). On being successfully hit by an attack that deals with this sort of damage - you will take THREE damage for SIX turn cycles.
It can be cured by using a bandage.

Infection
This will be utilized for enemies such as zombies or other monsters who can spread the virus. It will reflect for attacks involving; (Scratches, Bites, Devour, and execution attacks). On being successfully hit by an action that deals with a guarantee of this sort of damage (Bites/Devour), you will become infected with the zombie virus. On an attack such as scratch that deals with this sort of damage, you will be asked to roll a D20. If you receive a roll below 10, you fail and are infected.

Poison
This will be utilized for attacks from certain monsters and exposure to certain elements on battle-maps. On being successfully hit by an attack that deals with this sort of damage - you will begin taking damage which will raise each turn cycle by one while additionally sapping your AP by -2. This state will progressively worsen and can only be cured by utilizing SERUM, an item purchasable at certain traders, recovered during events or harvested from certain enemies.

Concussive
This will be utilized for weapons such as; (Grenades, Pipe Bombs, IEDs, Mines, Rocket Launchers, or other explosive-based attacks). On being successfully hit by a weapon that deals with this sort of damage - you will be asked to roll 2 D8s for additional damage.

Frost
This will be utilized for certain monsters and exposure to certain elements on battle-maps. On being successfully hit by an attack that deals with this sort of damage - you will take 5 points of damage flat every turn-cycle and receive an immediate penalty of -1 AP and -2 to any attack rolls. This can be cured in two different methods; either by removing yourself from the element causing the effect or by surviving five turn-cycles after being head with an attack.

Bound/Paralyzed
This will be utilized for certain monsters. On being successfully hit by an ability attack that deals with this sort of effect - you will become bound and unable to move from your current location. While bound, in some circumstances you will take 5 points of damage every turn-cycle, and in some, you will not. This will be circumstantial depending on the nature of how you were bound. You can use an action to escape being bound - if you are bound by something such as a net, or web, you will have to roll a D20 with above 10 being an escape. If you are being actively bound by a monster, you will need to roll a D20 against a D20 from them. If your roll is larger, you will escape.

Mind Controlled
This will be utilized for certain monsters. On being successfully hit by an ability attack that deals with this sort of effect - you will become mind-controlled. While under this effect, you will be susceptible to the enemies will and conduct what it may instruct you to do. How you achieve this goal is ultimately up to you, but you will be playing for the opposing side from there-on. Each turn-cycle, you will be prompted with the ability to roll to escape your mental state; this will be done by rolling a D20 against the enemies' D20 with the largest roll winning. If you fail this roll two consecutive times in a row, you will temporarily lose control of your character's actions (not dialogue) with the only way being able to break free being the death of the enemy mind-controlling you.



How does cover work?
In combat, you will have two basic options for cover. Half, and full. An example of both would be; (Half) Waist-high fence, and (Full) being a brick wall or large vehicle. While in cover, all attacks against you will take a hit in their chance to succeed. A shot against someone in half cover would be -2 while someone in full cover would be -3. Certain animals, beasts, and enemies are unable to enter cover while others can. You can additionally boost your defense by using either Variant of “Hunker Down” at the end of your turn.

Healthpool & Armor
At the beginning of combat, all human player characters will begin with a default of 100 HP. This can be boosted by utilizing pieces of “armor”. Each piece of armor will give you an additional 15 HP for a potential maximum of 175 HP. This can further be boosted by temporary means in the form of stimulants and drugs. Armor can also be utilized on your animal pets to bolster their HP. On dropping to zero, you will enter a "downed" state and effectively be removed from combat until either your entire party is put in the same state, or the enemy is defeated. You can be revived from your downed state by the use of medical items with negative effects.

Pets & Followers
You are able to bring at maximum (per person) one pet along with you in combat. All follower/pet variants of animals will pull directly from our Monster Glossary for HP, AP, and other abilities/attacks. As an owner, you will have to utilize the option to “let them loose” in combat. While an animal is let loose, an admin will control it as an additional NPC and have it actively hunt down members of the opposing force. These animals will not understand the concept of bullets and may be shot down. It is up to you to utilize them effectively and choose appropriate times to let your dog or another animal loose. At any time, you will be able to “call” it back - while at this point, so long as the animal is not in critical danger, it will make its way back to you and you will regain control but be unable to utilize it for combat purposes.
Last edited:
MindGate

MindGate

Co-Owner | Lore Goblin
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Lore Master
Owner
Admin
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Messages
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Updated with new statuses.