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Entertainment Discuss On-Line RPG second go round(rough draft) in the Discussions forums; So. The more I thought about it the harder it seemed to actually make a dice and paper RPG work on-line. Especially on a forum like this. So I ...

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On-Line RPG second go round(rough draft) - 09-14-05

So. The more I thought about it the harder it seemed to actually make a dice and paper RPG work on-line. Especially on a forum like this. So I am throwing all the known rules to the wind and will be thinking through one designed specifically with DF in mind. The setting will be of the Pulp and Horror age that ensconced the 1920's. I am very knowledgeable of that era and it makes an excellent setting without being as complicated as modern Day settings would be.

So we have setting--- 1920's era Earth per pulp novels and Lovecraftian ideals. A world with fearless adventurers risking all for the sake of adrenaline. A world where men are only men and yet a little bit more. That which makes men more we will consider Paranormal abilities which are either born with or learned. Where psychics, mesmerists, stage magicians, and daredevils coexist and have that special something which makes them just a little bit special.

Now onto the problems we face--- dice are too clunky and take far too long to actually encompass character actions. Leaving it to the imagination of the person playing the character leads to arguments and the habit of God-Moding.

So I will be developing an innovative rules system which utilizes sets of stats or Statistics that when matched with opposing statistics will leave one or the other overwhelmed. All stats will have a factor from 1-10. Like on a scale of 1-10 how would you rate her So lets say someones Charisma is 8=Exceptional and thier Skill of lets say for example Seduction is 5. They want to seduce a wealthy man into agreeing to go to bed with them. We would factor in the mans own charisma/ 6= Above Average and his Will/ 7= Extraordinary. Hers equals a factor of 13 and his a factor of 13 as well which is a grudging match. She is trying and he is fiegning disinterest though he is very ready to take her to bed. So the woman spends a point of Fate increasing her final Factor to 14 overwhelming the gentlemans will and he grabs her up in his arms and rushes her to bed.
Because he was overwhelmed through the use of fate he may later regret his decision and in the end her wiles may work against her. That would be a matter left to the Story-Master.

Now we have an idea of a Rule-Set to work with which would only involve each character having a set of stats and the SM having those stats as well to work off of. I will look at Prime Attributes next.

Any input which is helpful would be much appreciated and any interest would also be appreciated as well



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09-14-05

Strength-
Agility-
Health-
Awareness-
Mental-
Aura-
Charisma-

Each is somewhat self descriptive. I will explain them but lets look at Statistics which help create Factors.

1= Deplorable, cripple, mentally incompetent.
2= Childlike, infantile.
3= Deficient.
4= Below Average
5= Human Average
6= Above Average
7= Extraordinary
8= Exceptional
9= Glorious, ingenius, godlike competance.
10= Freakish, so above human norms as to be almost incomprehensible.

A 1-10 system.

Easy enough. Nice and simple.



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09-14-05

Everything will be based on a purchase through points system. So everyone will be able to create thier characters without the need of dice but based on what they have envisioned as what they want.

1-5= a cost of 1 point each. So purchasing a Primary Attribute to a score of 5 would cost 5 Attribute points or (AP's).
6-7= a cost of 2 AP's each.
8-9= a cost of 3 AP's each
10= a cost of 4 AP's.

So a score of 10 in a Primary Attribute would cost a total of 19 AP's. I am thinking that a characters Attribute Points would be a start of 70. That would be 10AP's per Prime Attribute. That would be the cost of creating an Exceptional Character with a score of 7 in all but one PA(Primary Attribute). The one last PA would have a score of 10. This would reflect on how the PC's(Player Characters) are above average humans. Of course you could also have two PA's at 10 but that would subtract another 10 AP's from other PA's and leave one a bit lower than average on a score or two.

Following will be Prime Attribute Descriptions and Scales.



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09-14-05

By the way I do not have a name for this system yet but be aware that it is time stamped and copyrighted Thanks All input that is used in the final draft will be properly noted.



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09-14-05

LOL so you won't be needing to borrow any of my D10's?


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09-14-05

Quote:
Originally Posted by Darktiggr
LOL so you won't be needing to borrow any of my D10's?
No. I would rather just have to calculate Factors rather than roll for every action. Would be quicker and more efficient.



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09-14-05

I am however working on a pen and paper version that is called Ten Plus Six. The name reflects the use of the D10 for Skill roles and the D6 for all damage.



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09-14-05

so how would shooting work? or stabbing, or brawling...


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09-14-05

Quote:
Originally Posted by Darktiggr
so how would shooting work? or stabbing, or brawling...
Shooting and all other combat abilities would work off of skill+Primary Ability=Factor against anothers skill+PA=factor with environment factors added in. Lets say awareness for ranged so a score of 7 and a skill-firearms-chosen weapon .38 revolver of 6 = a 13 VS. agility of 6 and skill of dodge 5 =11 the prime equation would be overwhelmingly in the shooters favor and as such he would hit. Unless the character being hit had decided to use Fate Points(When a character is asked about an action they WILL have to declare using Fate Points before a conclusion is brought about). So lets say that character di dnot use any the target woudl be overwhelmed by 2 points which would equal a Damage Threat of 2. I will get into Damage Threats later on a step at a time here



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09-14-05

Or another scenario--- a bit more in depth.

Claire is a marksmen being advanced upon by a large and quite menacing cultist who is wielding a large knife. It is both raining and dark and the alleyway they are in is cluttered with garbage and dumpsters. The SM(Story-Master) looks at both characters stats and decides that since Claires Agility is greater by 2 than the Cultists she gets to declare an action first.
Claire briefly looks at her skills and decides her course of action. Since so little room seperates her and the cultist(about 25 feet) she decides to use her quick draw skill to get her .38 revolver out of her purse and fire all in one round(an action round equals 1 second of time). Claire decides that to be safe she is going to spend 2 Fate Points on her firing action so as to better assure that she hits the cultist.
Dramatic Envelope-(This is where the SM explains the actions) Claire has a 7 in her quick draw skill which is exceptional so the SM declares that she does indeed whip her .38 out of her purse but drops her purse while doing it. The SM decides that due to the environment she recieves a -2Factor which is voided by her 2 spent Fate points leaving her with an Agility Score of 8 and a .38 Revolver Skill of 7 which equals a Factor of 15. The SM looks at the Attributes and skills of the Cultist. His Awareness is below average-4 and so the SM decides that the Cultist does not even realize she pulls a revolver--due to the rain and darkness-- and all he sees is a flash and hears a bang. As such her 15 Factor is only versus the Cultists Prime Attribute Score of Health which is 7. Leaving a Damage Threat of 8 which is Exceptional.
The Cultist staggers back as Claires .38 slug slams through his chest. His nerveless fingers lose thier grip on his knife and it clatters to the ground. The Cultist glares across the distance at Claire as he falls clutching at his heavily bleeding chest. Without quick medical assistance the Cultisst death is almost assured.



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09-14-05

Ok what the heck I got a few minutes left before beddy bye time. Lets look at Damage Threats. Damage Threats also work on a 1-10 Scale.

1- Feeble
2- Glancing
3- Light Wound
4- Bleeding Wound
5- Heavy Wound
6- Wound may cause impairment or unconsciousness
7-8- piercing wound, target is left knocked out or temp crippled
9-10- A death blow. May cause instant death.

A Characters Body is exactly twice what thier Health PA is. That only suggests the amount of overall damage a characters body may take. If ever a characters body takes more than thier total Body in Damage Threat over time or in one blow they die. Though a SM may ask if that character is willing to spend thier entire Fate Point Pool in order to avert death. Though that character would still need immediate medical assistance.



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09-18-05

Strength-
Measures your characters overall physical strength. It effects your carry wieght and your DTF.

1- 10 Lbs Deadlift. -5 Melee Damage Threat Factor(DTF).
2- 25 Lbs Deadlift. -4 Melee DTF.
3- 50 Lbs Deadlift. -3 Melee DTF.
4- 120 Lbs Deadlift. -1 Melee DTF.
5- 180 Lbs Deadlift. 0/0 Melee DTF.
6- 300 Lbs Deadlift. +1 Melee DTF.
7- 450 Lbs Deadlift. +3 Melee DTF.
8- 650 Lbs Deadlift. +4 Melee DTF.
9- 800 Lbs Deadlift. +5 Melee DTF.
10- 1,000+ Lbs Deadlift. +6 Melee DTF.

Deadlift is the maximum amount of wieght your character may lift easily. A character may move carrying 1/2 of thier maximum wieght easily. For every 25% increment of wieght increase to either the character must surpass a Factor decided upon by their SM with thier strength factor. Base 5 Factor per 25% increase is a guideline. With anything over 100% impossible.



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09-18-05

Agility-
Measures your characters swiftness of both movement and hand-eye coordination and manual dexterity. *Note- One Round equals exactly one second. Effects your movement and DTF.

1- 1 Yard Move per round Maximum.(MpR). -5 Ranged DTF.
2- 2 Yard MpR Max. -4 Ranged DTF.
3- 3 Yard MpR Max. -3 Ranged DTF.
4- 4 Yard MpR Max. -1 Ranged DTF.
5- 5 Yard MpR Max. 0 Ranged DTF.
6- 7 Yard MpR Max. +1 Ranged DTF.
7- 9 Yard MpR Max. +3 Ranged DTF.
8- 10 Yard MpR Max. +4 Ranged DTF.
9- 12 Yard MpR Max. +5 Ranged DTF.
10- 15 Yard MpR Max. +6 Ranged DTF.

Your Agility also adds an automatic +1 per every 2 points you have in Agility to your innate Dodge. Effectively increasing your Dodge Skill IF you have purchased the skill.



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09-18-05

Health-
Your characters Health Attribute directly effects your Body Rating. Your Health times 2 equals your Total Body Rating.
Regardless of Damage Threat factors if your Body Rating falls to -1 your character suffers immediate death.



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09-18-05

Awareness-
This measures your characters ability to detect and determine subtle differences and noises as well as notice danger or threats to themselves. It directly influences your Characters ability to move first in a given round of combat. This reflects the fact that though a character may be able to move faster they may not be able to react to situations faster than someone who has a greater awareness of the situation surrounding them. The character with the highest awareness; barring other Factors such as skills; is always granted the first action within a given round.



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09-18-05

Mental-
This is a measure of your characters intellect and brainpower. The higher your Mental Attribute the easier it will be for your character to understand knowledge and apply it to the real world. A score of 10 in the Attribute would denote an intellect equal of Einstiens.



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09-18-05

Aura-
Your Characters Aura Attribute Score is a direct reflection of the power of thier spirit. The World in 1920's Era Pulp Earth is inundated with Magik Energy. Every person has a little bit of it within themselves. Those with a higher Aura may be able to actually alter the fabric of reality through the manipulation of the etherous Magik. This Magik Energy also allows normal humans the ability to do outrageous stunts and show abnormal luck when avoiding death or damage. This Attribute is VERY important to ANY Player Character because it directly influences BOTH your Fate Factor Rating and your Magik Rating. Every special ability that makes a character above the human norm takes Magik Energy to fuel. Both your Fate and your Magik are equal to 2 times your Aura Attribute score.



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