Mechanics

Character Sheet Templates and Patch Notes / Changelog




STEP BY STEP GUIDE TO CHARACTER CREATION
1) Skim the Lore and World Info page in the sidebar, at least the first couple tabs to get a general idea of things.
2) Skim the Setting Info page in the sidebar, as a reminder for if you need it.
3) Skim the Mechanics page, this one, glance through all the tabs at least, and best to look over the Traits/Features tab especially since some things there are probably going to be relevant.
4) Either make a page using the new character button at the top of the sidebar, or take the code block of the character sheet template and paste it in either a local document. Ask for help as needed.
5) Make a character as normal, with the 110 starting xp. If converting a character, still do this before moving on.
6) Make sure that all xp spending is represented in the "initial expenditures" part of the character sheet near the bottom. Triple-check your math! At this point, have a GM look over the sheet just in case. After this, if making a new character, skip to step 11.
7) If converting a character, find the total of xp they've earned. Multiply this total by 1.5 and note it down as xp the character has available to spend.
8) Add 1xp for each skill tutor the character has completed. Add 2xp for each power tutor the character has completed.
9) If the total from steps 7 and 8 are greater than or equal to 15, add 15xp. If less than 15, double it.
10) Feel free to spend the xp from steps 7-9 as if advancing the character normally. Any amount of it can be saved, unlike the initial 110, and is subject to normal caps rather than starting caps. Ensure that all xp expenses are recorded on the sheet under advancement.
11) Double check your math again! Then if everything checks out, two GMs (preferably have one be Kio or Anti because mechanics stuff) will check through everything one more time and add your character to the characters list! If your character sheet isn't on the site already, paste it into a new page (preferably made with the new character button) or into the page of the character it's being converted from with a note in the "short description of changes" box to indicate that it's the point of system swap for that character.
12) IF MAKING A NEW CHARACTER, note that the staff gives all new students $200 to help them get situated and to say "go have some fun."

Character Creation: The Short Version
You get 110xp to build a character with.
Attributes start at 1 each, and cost 6xp per point of increase, up to 4, and 12xp for 5-6.
Skills cost 1xp per point up to 3, 2xp up to 6, then 3xp after that.
Gifts cost 2xp per point up to 3, 3 xp up to 6, then 4xp after that.
Powers cost 3xp per point up to 3, 5xp up to 6, then 7xp after that.
The *starting* caps are 4 for attributes, 5 for skills and abilities.
Can't spend more than 60 starting xp on attributes. Can't spend less than 15 on skills.
Abilities are split into 'gifts' and 'powers' - basically, gifts are about half as good as powers. This was necessary since so many people want powers/abilities that are basically half a power or so already, and have to change them around to make the character approve-able.
Also available are 'traits' or 'features,' which cover both weaknesses and benefits that aren't quite up to the level of a power, or simply don't scale. Also some intrinsic artifact-like effects.
Finally, you can increase Health or Psyche by up to 2 combined, at 2xp per point. (May change, feels underpriced at the moment.)
Recall that active characters may be swapped out every 2 weeks, and players may have up to 5 active characters at any given time.

XP Gain, The Short Version

  • 5 scenes in a month gives 10xp each to up to 3 characters or 8xp each to up to 5 characters at the end of the month.
  • Additional 4xp per month from development scenes, 750 word journals, club activities, and newspaper articles - former three are worth 2xp each, latter is worth 1xp each.
  • 400-1000 word Creative writing 1/month for 2xp that may be given to a single character or be split between two characters. May replace this option with one additional 750 word journal for a single character.
  • 15xp worth of training scenes per year; skill is worth 1xp each, ability is worth 2xp each, and the xp gained must go toward increasing that skill or ability.
  • Runs usually give 3-7xp, average 4 for runs of 4-6 hours, 5 for runs of 7-10 hours.
  • Events and plots tend to give 1-4xp.
  • GMing a run can give xp equal to what the players get, if the run is well done.
  • GMing events and plots can give 1xp for those that only involve 1-2 characters, possibly 2-3 if more widespread.

Actions

During hard RP, each character gets a standard action and a minor action each round (about 5 seconds) to use as they wish. A standard action may be converted to a minor action if so wished. Unless otherwise specified, actions refer to standard actions.

Rolling

Rolls are a pool of d6s, in which each point in whatever you're rolling for is a die - 5s and 6s count toward success, 1-4 are ignored. You may trade in dice before rolling, in batches of 4, for an automatic point of success for each traded batch. Passively in RP, without even rolling or using a skill actively (often just representing skills for flavor purposes), you can also count every 5 as a point of success.

  • Why d6s with 2 'hit' options instead of d3s with 1 'hit' option? It's a lot easier to find dice bots who will use the d6, and it's not inconceivable that something might make use of the other numbers… particularly bad luck and 1s, where 1/6 is very different from 1/3.
  • Multiple Actions - If so desired, one may take multiple actions during a single action, at the cost of splitting the dice pool used to take those actions between its targets - if the actions would take different skills or abilities, use the lower of the two as a base, getting one extra die if the higher of the two is at least 3 above the lower. If using more than two skills or abilities, somehow, still use the lowest of all of them, still getting one extra die if the highest of the lot is at least 3 above the lowest, but no more than one extra die overall.
  • Synergy - If multiple skills or abilities are used together for a single action, one may use the most relevant of the lot, and gets one extra die if the others are either higher, at 9, or no more than 2 points lower. An effort must be made to show how the secondary skill or ability is helping the primary!

Extended Tests are for when actions might take more than a single round, and progress can be cumulative toward a given goal. Extended tests have a threshold, target, and time; the threshold is the minimum roll for hits to count. A threshold of 1 means that all hits count, and sometimes threshold is an opposed roll. Target is the total hits needed to complete the goal, and time is how long each roll takes. So an extended test of threshold 3, target 3, time 1 minute would mean that each roll takes 1 minute, only hits equal to or greater than 3 count, and you need a total of 3 counted hits to finish the task.

EXAMPLE:
Ye Olde Kat wants to sneak into a room to… 'acquire' something to remember Jon by. Or possibly to stab him in his sleep. She rolls her Finesse (4) plus Stealth (3), meaning 7d6. 3 of the dice land on 5 or 6, so that means 3 levels of success - anyone trying to roll their own Acuity+Perception would need at least that to notice her.

Ye Olde Kat has returned, taking a page from Lilith's book with art scissors. Who's she stabbing? We don't know, but she's rolling Finesse (4) plus an attack skill (0) for it! She wants to be sure to at least maybe-hit, so she trades her 4d6 for a free success… sadly her foe has the reflexes to dodge outright, using their 9d6 to buy two hits and rolling the remaining 1d.

Kat wises up after that, and rolls the next time - miraculously, 3 of her 4 dice come up in her favor! Her foe is less lucky, only getting 1 success somehow on his 9 dice. That's 2 points in favor of Kat, meaning she gets to use the scissors' base damage, and add an extra 2 to it!

Regarding XP and Advancement

Short Version

  • 5 scenes in a month gives 10xp each to up to 3 characters or 8xp each to up to 5 characters at the end of the month.
  • Additional 4xp per month from development scenes, 750 word journals, club activities, and newspaper articles - former three are worth 2xp each, latter is worth 1xp each.
  • 400-1000 word Creative writing 1/month for 2xp that may be given to a single character or be split between two characters. May replace this option with one additional 750 word journal for a single character.
  • 15xp worth of training scenes per year; skill is worth 1xp each, ability is worth 2xp each, and the xp gained must go toward increasing that skill or ability.
  • Runs usually give 3-7xp, average 4 for runs of 4-6 hours, 5 for runs of 7-10 hours.
  • Events and plots tend to give 1-4xp.
  • GMing a run can give xp up to what the players get, if the players feel it's deserved.
  • GMing events and plots can give 1xp for those that only involve 1-2 characters, possibly 2-3 if more widespread.

Long Form
The first 15 xp any character gains is doubled, to give new characters a boost and to help with early progression - some players might not want certain abilities to be discovered until in game!

At the end of each month, all players who have at least 5 scenes total that they played a character in during that month gets 8 xp each for up to 5 of their characters, xor 10xp each for up to 3.

Up to twice a month, each character may partake in an approved development scene, scened club activity, or write journal entries adding up to 750 words for 2 xp. Alternatively they may write up to 4 approved newspaper articles, for 1 xp each (on top of the monetary pay). Up to 4 xp per month total may be gained this way.

Each month, each player may write a sample of creative writing, preferably in the 400-1000 word range, for 1 xp each for any two of their characters, or 2xp for one character. 750 words of one character's journals may be used instead for this, if it's not used for journal xp normally.

Each character may have tutoring/training sessions with other characters, to be taught about a skill that the other character can assist with by some means, or to help them learn about their abilities and how to control them, or to consider new ways to use them. At the conclusion of the scene, once reviewed and approved for purpose, the learner gets either 1xp that must be put toward the skill that was worked on, or 2xp that must be put toward the ability in question. Characters may earn up to 15xp per year this way.

Characters may take part in gm-run events for 2-3 xp, extended character-based plots of ~3-5 scenes for 1-4 xp, and runs/missions for ~3-7 xp. Players who run a well-done run, event or plot can earn some xp for them as well, to be given to one of their characters (more if more people are involved and for runs, and less if it's for specific characters and not open to general call, with the exception of continuous run chains or the like. Never more than the involved characters get, usually a little less. Typically only 1 for plots/events serving only 1-2 characters).

Occasionally, players may issue writing challenges with set parameters and topic for additional xp, usually about 1-3.

Diminishing Returns: While xp costs and the value of 1xp remains constant, the amount that characters can gain is not. Every 250 earned xp, all subsequent xp gains are reduced to 1/x, where x is 1+ the multiple of 250. So from 250-500, 1/2 gain. From 500-750, 1/3 gain. From 750-1000, 1/4 gain, and so on. Keep track of decimal xp; it matters.

Soft and Hard Caps

Note that the below may be bypassed by the Transcendent traits (and those traits only).
Attributes are hard-capped at 9 for natural increase, and 12 for temporary modifiers.
Skills are hard-capped at 12 for natural increase, 15 for permanent modifiers, and 18 for temporary modifiers.
Abilities are hard-capped at 12 for natural increase, 14 for permanent modifiers, and 17 for temporary modifiers.
Weapon attacks are capped at 10 damage. Abilities are soft-capped at 10 damage (additional damage added beyond that is halved, rounded down). Note that cap does not apply to damage added from net hits.
Armor Penetration is capped at -5.

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