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Core System
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TOPIC: Core System

Core System 9 years, 5 months ago #252

  • stark
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Version 4.1 (Change Log)

Index
Biotechnology
Resources
Breaking & Entering
Neural Network Hacking
Backgrounds
Factions
Locations
Races
Skill List

What is roleplaying? Have you ever read a book or a choose your own adventure? Have you ever seen a show and narrated everything the character was doing wrong? Have you ever wanted to not just hear a story but decide its outcome. Well these are all aspects of roleplaying, where you assume the role of a character who's actions, thoughts and choices are all decided by you.

This system uses random elements to decide the outcome of your actions while your skills, traits, attributes all help weight in on those outcomes. There are several kinds of ways to approach roleplay, one is through the use of this system which uses dice and character statistics to determine the results. Another is the meter system which through the use of a weapon allows you to shoot and damage a player. This of course is limited to your connection to the game, your skill at shooting, mastery of the combat meter used and your computer power all of which is relative to the participants in the scene. Next we have freestyle where players choose for themselves the outcome of their actions through a means of dialog and give and take where no one player has the ability to overpower or steamroll someone else s chances. Lastly we have hybrid roleplay which can be a mix of any of the styles used so long as everyone participating in the scene are in agreement of what style of roleplay to use.

This system covers only the dice and character statistics so to begin know firstly that the best way to roll dice is through the use of the built in dice rolling function of the K9. the command which is "/11 rolldice" without the quotes will roll a random number between 1-100. All rolls in the rp is done on a % where your character tries to roll under the appropriate target number.

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Making Tests

In order to pass a test you need to roll under the target number on a roll of 1-100. The skill usually being the target number with a difficulty modifier applied. The range of difficulty also effects how much the target is modified as demonstrated in the table below.

Difficulty Modifiers:

Complex -10
Difficulty -20
Challenging -30

For instance Mojo wants to hack through a door however the door is heavily secure with a modifier of Difficulty giving the target number (his hacking skill) a negative twenty. His base hacking skill is 60% however with the modifier of the door it drops it to 40% (60-20=40) So he must roll under a 40% in order to successfully hack the door. Mojo rolls a 51 on his dice and is over 40% thus he fails to hack the door.

When To make Tests & Apply Modifiers

The short answer is whenever you want to. Ideally you do not have to roll every time you do something minor or when the scene demands progression. You may want to make a test whenever their is a chance a player may succeed or fail at a task. Knowing when to make a test or not is a talent. Additionally you may want to apply modifiers yourself to rolls to heighten or lower the difficulty. Static locations and difficulties may be present and you simply need to ask a GM for the modifiers otherwise feel free to apply the modifiers as a situation demands. When playing with a group ensure that the players all agree on a set difficulty if you are applying it to a scene or simply ask an inspired or GM to make a modifier as needed.


Working Together

If you are making a test but also have help of other players, designate who is the leader for the roll, preferably whoever has the highest skill chance of succeeding. For every additional player helping perform the task add an additional +10 to the modifier up to 30.

For instance Mojo was upset he couldn't hack that door so came back with two friends to help him do it. He knows the door is difficulty and knowing he has to apply the -20 to his 60% hacking skill effectively dropping it to 40% however because of his two buddies helping that gives him +10 each to the modifier. So an additional +20 is added back thus negating the difficulty modifier. He rolls the dice and rolls 48 which is well below his 60% hacking skill. He is able to hack the door and finally enter the building.

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Critical Rolls

Sometimes we not only succeed at a task but do so which such finesse its worthy of bragging about. Or we fail so horribly we curse the gods. These supreme feats of success or fails come down to critical rolls. Normally critical rolls happen when a dice is rolled is a double digit roll such as a 44 or a 77. If the critical roll is over the target number it is a crit fail if it is under the target number it is a success. Critical rolls always trump regular rolls even if the regular roll is a higher number and critical rolls during initiative always go first.

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Contested Rolls

Sometimes you need to make tests against other players. Usually this involves fighting but can include sneaking, investigation or any other test that directly involves another player, entity or character. To make a contested roll both players roll an appropriate attribute or skill with modifiers to the roll on a 1-100. If only a single player or character succeeds they have won the roll. If both players succeed the victory goes to whoever rolled the highest. If both characters failed or happen to roll the same number then they are deadlocked, neither side winning or losing which will remain until a character breaks the tie with another action.

For instance Mojo enters the office building and sees a security guard reading a magazine, he wants to give the guard the slip and rolls against his sneaking skill of 40% he rolls a 36% and succeeds his roll. The guard rolls his perception of 35% and rolls a 12% also succeeding his roll. Because Mojo rolled higher on his dice he manages to sneak past the guard without him noticing.

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Combat

In the world of Insilico it is only a matter of time till you run up against a tough situation which will demand you make every effort to survive. Short of meter combat you may need to outfit your character to survive these dangerous encounters and harsh conditions. Combat ensues whenever two characters face off and begin assaulting one another. Each turn in combat represents five seconds of real life so while determining success and failures, damage and actions may take its time the actual execution of those actions happen rather quickly. I have broken down the combat turn into phases so you may better understand the flow of combat.

1. Initiative. Each character involved with combat rolls 1-100 they add their agility+perception to the roll and whoever scores the highest goes first, followed by the second and so on until everyone has had a turn performing an action. Critical rolls are reversed on initiative so a 95 or higher is considered a critical success. Critical successes always move first before anyone else even if the other rollers score a higher number. If two players roll the same number they are tied and go at the same instance.

2. Make a contested roll. Both attackers and defenders make their contested rolls to determine the outcome.

3. Determine Outcome. If the attacker succeeds to hit the defender and the defender fails their roll then the attack hits. If the defender succeeds and the attacker fails then the attack misses the defender. If the attacker and defender succeed whoever rolled highest wins the roll just like any contested roll. If a critical success is rolled on attack then armor is bypassed or negated when damaged is assessed. If the defender rolls a critical then the weapon malfunctions are misfires. If both critical are rolled they cancel each other out.

4. Apply Armor. Players wearing armor that defends them against the kind of attack is determined. The armor and attack is specific to the type of damage received such as kinetic, energy, mind etc. Critical attacks and armor piercing weapons go right through the armor otherwise the armor soaks a percentage of the attack and reduces its overall durability.

5. Determine Damage. Every weapon or attack does a base damage which armor reduces. If the damage is reduced to nothing then the armor successfully protects the individual from any harm. However if the damage exceeds the armor then that damage successfully injures the player and reduces their overall health. When health reaches 0 the character is defeated and is either unconscious or dead (up to the player to decide).

6. Determine next turn. If no one is defeated and all damage is determined then the next turn begins following the same steps until a player breaks off from the combat (successfully escapes) or is defeated.

Example:

Mojo set off a silent alarm and it doesn't take long for the guard to show up well armed. They roll their initiative. Mojo Rolls a 5 a crit fail with 60 initiative making his 65 followed by 127 for the guard. So initiative order goes: guard first with Mojo last.

Guard rolls his ranged weapon skill trying to take a shot at mojo and rolls 42 against his target number of 50 and rolls a success

Mojo in turn rolls his dodge which is a 30 and rolls a 22. The guard roll was higher so the guard hits mojo.

The guards pistol does 12 damage against Mojo's armored vest with 4 kinetic resistance. Which soaks 4 damage and subtracts 8 from his health. (12-4=. Mojo has 80 health so it drops to 72 (80-8=72). Mojo's armor takes the hit from the guards pistol now its his turn to fight back.

Mojo decides to use his own pistol and fires back at the guard. He rolls a 56 against his 60 ranged weapons skill. While the guard rolls an 8 against his 40 dodge. Mojo rolled higher and scored a hit on the guard. Mojo's pistol does 12 damage while the guard is wearing no armor and takes the full 12 damage from his 60 health. Dropping it to 48. (60-12=48).

The guard is lightly damaged by his shot and the round ends starting a new round with a new set of actions.

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Recovery
Wounds and damage received during combat need time to recover. Advancement in medical technology has allowed for progressive and speedy recovery however even with the aid of modern medical breakthroughs players will still need to roleplay out their recovery time. Any damage inflicted past their health limit is consider a wound and wounds accumulated represent deep physical trauma, broken bones, punctured lungs, vascular damage etc. Which in turn require operations. A player who has the medical skill and proper reputation may use a medical facility to help remove the wounds from a critical player. Wounds recover at the same rate as the players health but only if the doctor successfully operates on the patient via medical or specialty skill check. If they operation fails the patient remains in critical condition until a medical check has been passed. Medical teams may want to work together against the proper difficulty modifier. If players are having a hard time deciding on a difficulty modifier they can use the actual wound number itself as a modifier up to -30. Once a skill test has passed the wounds recover normally followed by the health according to the characters recovery rate until they are fully healed. A critical success may remove all the wounds instantly while a critical fail may cause the patient to flatline on the table. Work it out with the wounded character together to create more dynamic and dramatic medical roleplay.
recovery: 1d10 points an hour - day (up to 5 times) baseline recovery.

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The character sheet below is to be cut and pasted to a notecard, player profile or whatever means you have of keeping track of your sheet. Followed by the rules of how to create the character. Remember you keep track of your character.

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║║▌█ Name ▌█║║

Rank: (Corporate Rank)
Faction (corporation or FL for freelance)
Division: (Corporate Branch)
DOB: (current year 2484)
Race: (see racial stats)
Gender: (Male or Female)
Serial: (1st 2 corp letters+gender+1st letter for race+last 2 DOB digits+4 random digits) Example AGFF64-3239
------ Attributes ------------------------ *
Intelligence:
Perception:
Endurance:
Agility:
Strength:
Charisma:
120 points to spend no stat to exceed 30 or fall below 5
Attribute: Stat +0 difficult / +20 medium / +30 normal
------ Skills ------------------------------- **
Knowledge...............00% (int+per)
Medical....................00% (int+agi)
Science....................00% (int+end)
Social.......................00% (cha+str)
Subterfuge...............00% (cha+agi)
Security....................00% (str+end)
Tech.........................00% (end+str)
Vehicular..................00% (per+agi)
Intuition.....................00% (per+cha)
Skills capped at 60%
Spend 200 skill points in specialized skills (60 cap)


------ Secondary -------------------------
Initiative: (per+agi)
Movement: (see racial)
Luck:(intuition -10%)
Willpower: (per+char-10%)
Credits:1500c
Prestige: (accrued in game)
Pool: (accrued in game)
Salvage: (accrued in game)
Recovery: 1d10 points an hour - day (up to 5 times)
Health: endurance+strength (damage that exceeds x30 is deadly)
Mental: endurance+intelligence (damage that exceeds x20 is deadly)
Damage types energy / kinetic / mental
------ Backgrounds -------------
(may choose 2 positive and 2 negative)
----- Equipment -----------------
(purchased in game)
Example weapon (Machine Gun) Damage 2d10+5 ammo 50c
Example armor (Bullet proof vest) Armor +10
Example implant (Cyber brain) Bio dynamics CPU, +1 program slot, barrier +10


------ Reputation -----------------


------ Achievements-----------------
(leave blank until awarded through rp)
------ Dossier --------------------
(characters back story)

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Instructions: The two main areas of interest are the Attributes and skills. Every player starts out with six attributes which players prioritize from strongest to weakest. To simplify this process they can choose two attributes they are excellent at, two they are ok at and two they are not so good at. Make sure you list the attributes as low, med or high.
Skills are calculated by taking the two attributes associated with the skill and combining them to create the actual skill percentage. For example Pilot is is calculated by taking the priority of both endurance and perception. If you have a low in endurance and a high in perception then the skill score will look like this (10+40=50). so your pilots skill begins at 50% and in order to pass a pilot skill roll you need to roll 50% or below on your dice.
Attributes you have 120 points to spend between them all ensuring that no beginning attribute goes over 30 or drops under 5. This ensures you have control over where your characters strength and weaknesses are.

Skills may determine where your strengths are however your certifications determine what you are qualified to do. These are obtained IC and may be military training, pilots license, medical degree or cybernetic specialization. These help keep track of what you are certified in along the way. Feel free to add one or two certifications to begin however keep them within reason. This is more of a guideline then a rule.

Reputation is how well you are known and regarded based on each faction. Your actions dictate the factions general outlook towards your character and is adjusted by the actual faction itself in small increments of 5 to 10%. You don't have to list every faction under the sun only ones you directly are involved with IC. All reputations start at a baseline of 0% and can grow to 100% (A hero reputation) to -100% (completely hated). Reputation doesn't change over trivial common roleplay, only roleplay that has a lasting effect on the faction in question. Once again the faction gain or loss is dependent on the faction itself. communicate oocly to determine if your roleplay qualifies for a reputation change with the group itself.
Augmentations are the cybernetic or biotech in your character. It is common for players to have stronger limbs and weapon tracking eyes. While this serves a purpose for roleplay it does not change any of your starting statistics. Augmented eyes might help you see at night in a roleplay scene however it will not change your perception rating from low to high for example. Augmentations that do change your statistics can only be purchased in world from a certified seller. That is a player who has GM approval to sell specific augmentations that have an effect on players statistics. We have a large list of cybernetics that augment player stats in our web site but for simplicity we will opt to leave this out of the city rules.
History is your players story. Where they come from, what they hope to achieve from life. Where they got their education if they have one or any relevant military career. Your characters story is yours to flesh out and share and while character sheets may be public it is for OOC referral only. You still need to discover players stories IC through the proper roleplay means. This should go without saying however just in case there is a misunderstanding make sure to recognize a players right to control what is known about them.
The other parts are self explanatory except the civilian ID which you should leave blank until we get the formula up for you to calculate it.
What about the other statistics most commonly used? They will come into play only when and if they are ever used. Players make up their own finances all the time to pay for drinks, rentals, weapons, vehicles, cybernetics etc. There is no need to keep track of any of these things until they actually come into play.

For instance there is no need to keep track of every nickle and dime spent so long as they are not purchasing anything that actually effects the character statistics itself. The moment a player opts to purchase cybernetic limbs to change their strength on the sheet for example then credits will come into play. Players start out with a base credit amount which I will not list here. Players are not allowed to simply make up any number they want and buy all the statistic changing modifications they feel fit. If you want to do that you will have to obtain credits from sources who actually have enough to dish out. No you cannot get credits from other players who also make up their own amount in the bank. The moment stat modifications come into play so does the credit system.


Lastly players spend their bonus points at the end, advancing the areas of their character that they want. They get 50 starter points (sp) to spend in the following area. Once they are all spent they are finished with the character sheet. If the player begins with sp left over that is lost upon completion of the character sheet.
spends starter points (sp) 50
5 sp = 1 point in health
5 sp = 1 point in mental
10 sp = 1 willpower
5 sp= 1 attribute point
10 sp = 1 specialized skill
1 sp = 1 skill point up to 60
5 sp = 100c
1 sp = 1% reputation
20 sp = additional background

The character sheet and rule set are self contained and players are not allowed to simply make up numbers, change their statistics, add credits or tweak their character sheet in any way shape or form that falls outside of the actual system itself. To do so would break the system, make it unfair and well make it obsolete. The reason this system exists is to help give players guidelines for their character as well as develop them over time. This system does not invalidate any other rp and can be used with players who opt not to use it as well. Players are responsible themselves for keeping track of their character sheets so long as they don't opt to use the expanded rule set, those that do might be in over their heads because this system goes deep. But for the sake of simplicity we release to you the civilian roleplay system to be used or discarded at the players leisure and much like the meter it is there to enhance roleplay not replace it.
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Now that your character sheet is created how do you actually use the system in rp. Well for starters the roleplayers need to agree on what system they are going to use. If you are rolling against your stats let everyone know. Then you roll your appropriate skill or attribute for an IC success or failure. For example if you want to spot that person following you roll your Perception. On a roll 1-100% and roll under your skill or attribute percentage to succeed. If you roll too high you fail. To roll using the K9 meter the command is /11 rolldice.

Critical successes and failures add some spice to the roleplay. A critical success if anything 5% or lower on the dice, a critical fail is anything 95% or higher on the score. Sometimes we win and sometimes we lose and sometimes it is so epic in scope that we either curse or bless our luck. You decide how a critical score effects your rp.

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Prestige
What is it? Well in short it is your characters collective experience and used to purchase upgrades to their backgrounds, statistics and skills. You accumulate prestige from roleplaying or completing tasks for roleplay. Events also offer a boon of prestige and achievements for players as well.
Prestige while awarded for different ways and reasons gets spent the same way. The exchange prices for upgrading your character at anytime and some ranks offered within your corporation or faction may require a price in prestige before advancement. This ensures that character growth is directly tied to their involvement with the roleplay community. See advancement below for more information.
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Prestige Pool
The prestige pool is separate from your personal prestige which you can use personally. A pool you use to parcel out to other players. Players get rewarded for coming up with roleplay events, unique scenarios or roleplay involving the community. In most instances players may choose to either be rewarded personal prestige or to their prestige pool. Once you have prestige in your pool you can spend that on any other player as you see fit (for rp reasons of course).
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So who awards prestige? Well Game Masters and inspired may award prestige based on the roleplay actions of others. Inspired however are limited to their own personal pool to parcel out prestige however and remain the conduit for player progression. Players are responsible to keep track of all their own prestige.
If you have completed a set objective or quest via mission board, job board or notecard you may apply the designated amount to your character sheet. Keeping in mind to inform a GM or inspired when you do so for courtesy.

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Advancement
After you have been playing for some time you may wonder exactly what you do with all that prestige you accumulated. The simple answer is you spend it to advance your character, the exchange rate for how much you pay for how much you advance changes based on the area you are trying to advance.
800 Prestige = 1 Perk
400 Prestige = 1 skill point (61-90)
200 Prestige = 1 skill point (up to 60)
100 Prestige = 1 Health point
100 Prestige = 1 Mental point
200 Prestige = 1 skill point (61-90)
100 Prestige = 1 skill point (up to 60)
100 Prestige = 10% Reputation
500 Prestige = 1,000 Credits
10 Prestige = 1 Salvage
20 Prestige = 1 Willpower point
2000 Prestige = 1 Nano Pack
Advancement represents time and experience learning in a designated area. As such please provide the appropriate time and roleplay to represent this learning of a new skill or advancement of an attribute. No test is required to advance a skill only a proper representation of time and focus from the character. Several days to a week is ample if you want to properly represent a progressive development for your character.
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Awarding Prestige
Sometimes you may receive or opt to receive prestige to your pool. The prestige pool is not for personal use but used to allocate to other players. This is mostly reserved for inspired or other faction leaders who want to parcel our prestige for objectives they set or as rewards for roleplay. The reality is anyone can give out prestige from their pool for any roleplay reason they deem worthy. Players shouldn't exchange prestige from their pool for credits, nano packs or any other reasons other than proper roleplay.
So what do you reward roleplay for and in what increments. Every player should be awarded 10 prestige for participating in an actual event or campaign however provided are some highlights you might want to explore for proper ways awarding prestige. Feel free to award 10 prestige points for any of the following reasons each.
• The character participated in the scene
• The character properly portrayed a background trait
• The character achieved (most of) their objectives in that scene
• The character failed to meet their objectives, but learned a valuable lesson.
• The character supplied supplemental materials (such as written reports or medical exams)
• The character contributed to achieving success in a significant way (proper skill use in a scene)
• The adventure was extra challenging.
• The player created a blog of the roleplay.
• The player provided props or NPC's for the session.
• The character achieved a personal goal.
• The player engaged in good roleplaying.
• The player significantly contributed to the session’s drama, humor, or fun with roleplaying.
You may notice that the average ranges from around 50-80 prestige point per session. Events on the other hand offer large quantities of prestige and players may want to clear their calenders since they offer a boon to players. Some specific missions and objectives offer set prestige to anyone involved and players should be on the look out for these unique roleplay opportunities.

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Nano Packs
These nanite infused packages also known as N.packs are used to change players molecular components either for genetic modifications or cybernetic ones. The packs contain countless nano machines that are programmed with a specific task to create interfaces with modifications to the characters body. These Npacks serve as a means to allow modifications of higher quality and are required for specific modifications. Whether the augmentation is cybernetic or biotech N.packs are required and listed in the cost for such components. They are required whenever a modification to a character is purchased or switched out and can be obtained through RP. Trading with other characters or events/missions. These are highly sought after and have a physical tradeable form in world.

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Remember that you must decide what system you are using with the players involved. If you want to roll against statistics let everyone know. The alternative is to roll against each other in which case you can throw the entire character sheet and rule system out the window in favor of who rolls higher. Both parties roll and whoever gets the higher roll wins the toss up. You might want to opt to use this for simplicity sake or because not everyone has character sheets made. Just remember when you do that this system is invalidated.

Whether you are using this system, the higher roller rule or just decide what you want to succeed or fail at. Let people know oocly. Roleplaying is all about communication and one system doesn't trump another. Just because you are rolling against your stats doesn't mean that everyone has to. Perhaps you like the random chance along with a percentage of passing a dice roll based on your character or perhaps you just want to decide if you succeed or fail without the bother of rolling at all. You decide what is best for your character. Remember in the end that RP is a shared experience and if constant rule checks, dice rolls or disagreements from using a system feel free to toss it. We are here to have a smooth and enjoyable playing experience together.


If you have any additional questions or concerns about this roleplay system that has been in development for years please feel free to ask in the IN Silico Roleplayers Group. One last note please do not paste your character sheets here as a reply. Good luck and happy roleplaying. This method was created to roll against your own statistics not each others.
Last Edit: 9 years, 5 months ago by stark.
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