<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sniggy</id>
	<title>RPGnet - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sniggy"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/Sniggy"/>
	<updated>2026-05-15T08:47:51Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=24095</id>
		<title>Gangwars:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=24095"/>
		<updated>2006-05-17T17:03:20Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Gangwars|short description]] might give you some answers. &lt;br /&gt;
&lt;br /&gt;
Here is [[Gangwars_Story|the story so far]].&lt;br /&gt;
&lt;br /&gt;
So far, I just transferred what I wrote about this system. The system is point-based and uses body scores (primary attributes) and attributes (secondary attributes).&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
Only the physical attributes of a creature are modeled in this system. They are described as &amp;quot;body&amp;quot; attributes. Secondary attributes are composed of body parts and are simply called attributes. (So there are &amp;quot;body&amp;quot; scores and &amp;quot;attributes&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Why? Well, for starters, mental and social attributes can almost never be accurately portrayed by the players. I think that it&#039;s simply bettter to let them play and change their characters as they see fit. Furthermore, rolling dice for social interaction when one is supposed to roleplay it just doesn&#039;t cut it.&lt;br /&gt;
&lt;br /&gt;
There are, of course, ramifications of dropping mental and social values. See below for that.&lt;br /&gt;
&lt;br /&gt;
Note: how relevant is the modeling of physical state? Is it important to have this distinction or would a simpler system be enough? Consider a simple separation to: Strength, Agility, Health and Reflex. Additional Attributes might be Magic and Cyber (come only to play if appropriate advantage is chosen).&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
&lt;br /&gt;
This score model the muscles and bones (or other structural features) of a creature. It is used to calculate strength, constitution, hitpoints and other secondary attributes. &lt;br /&gt;
&lt;br /&gt;
=== Organs ===&lt;br /&gt;
&lt;br /&gt;
The inner workings of a creature: heart, lungs, liver, intestines etc. Used to calculate hitpoints, disease resistance, breathing etc.&lt;br /&gt;
&lt;br /&gt;
=== Cardio ===&lt;br /&gt;
&lt;br /&gt;
The cardio-vascular system of a creature. Used to calculate breathing, reflexes, resistance to shock etc. Also states the amount of time it will take a creature to bleed out. &lt;br /&gt;
&lt;br /&gt;
=== Neural ===&lt;br /&gt;
&lt;br /&gt;
The sympathetic and central nervous systems of a creature. Used to calculate initiative, Dexterity etc.&lt;br /&gt;
&lt;br /&gt;
=== Perception ===&lt;br /&gt;
&lt;br /&gt;
The periphery nervous system including the sensory organs of a creature. Used for sense-related checks and Initative.&lt;br /&gt;
&lt;br /&gt;
=== Comment so far ===&lt;br /&gt;
&lt;br /&gt;
This granulation of physical attributes is also possible for constructs / machines and magical creatures. Consider the example of a drone:&lt;br /&gt;
&lt;br /&gt;
* Structure = outer structure of the machine, moving parts&lt;br /&gt;
* Organs = internal structure of the machine, circuitry&lt;br /&gt;
* Cardio = energy / fluid flow of the machine, i.e. power cables etc.&lt;br /&gt;
* Neural = the cpu / controlling unit / connecting circuitry / radio signal etc&lt;br /&gt;
* Perception = cameras, microphones etc.&lt;br /&gt;
&lt;br /&gt;
Does this make sense? Well, it makes targeting of single systems of a creature possible. Also, it allows for further modifications on the body of the creature. In a cyberpunk setting, integrating cyberware is always a bit of a problem. However, trying to (more or less) accurately describing the body composition allows for simple cyberware integration:&lt;br /&gt;
&lt;br /&gt;
=== Cyberware ===&lt;br /&gt;
&lt;br /&gt;
To insert cyberware into a being, one simply puts it into the according system. This way, that system may be enhanced. In rpg terms: Your cyberware may only cost up to a number equal to the according system number. So, if you have Organs 7, you can only replace a total of 7 points of Organs with Cyberware. With avarage humans, an artifical heart, stomach and kidneys is all a body can tolerate.&lt;br /&gt;
&lt;br /&gt;
A creature that has exchanged half or more of all Body points with cyberware is called a cyborg. A creature that has exchanged all of its Body points with cyberware is considered &amp;quot;burned out&amp;quot; and can no longer conjure magic and will be treated as a machine for all rule issues.&lt;br /&gt;
&lt;br /&gt;
By inserting cyberware, attributes may rise. The body scores however will remain the same until they are trained. Consider this example:&lt;br /&gt;
&lt;br /&gt;
- B with structure 8 may insert 8 cyberware points&lt;br /&gt;
&lt;br /&gt;
- B&#039;s bones are strengthened with metal. he also gets artificial ligaments. This costs 5 structure points, so now B&#039;s structure score is 8(5)&lt;br /&gt;
&lt;br /&gt;
- This cyberware gives +4 to strength. B&#039;s strength score rises accordingly&lt;br /&gt;
&lt;br /&gt;
- B could insert additional 3 points of structural cyberware.&lt;br /&gt;
&lt;br /&gt;
One last addition: body scores may only be raised by training or medical intervention (like a laser op for eyesight correction). Once a characters body score is completely gone cyberware, i.e. structure 8(8), that score can no longer be raised normally but has to be raised via artifical means during the game (more surgery).&lt;br /&gt;
&lt;br /&gt;
Body scores / physical / main attributes may be targeted directly in an attack. Dropping to zero in one system disables that system and may result in fatality. A cardio 0 means a cardio-vascular breakdown (bleeding out - dead). Same is true for organs 0 (heart attack or lungs failure - dead). A neural 0 is either unconsiousness if its temporary or a brain flatline (brain dead). As long as neural is above 0, there is still a chance to revive the character.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
These are the secondary attributes (or simply: attributes) within this system. I&#039;ll have to clear up on the naming later on. Attributes (and ONLY those, not body scores) may be raised / lowered by characteristics (perks, (dis)advantages).&lt;br /&gt;
&lt;br /&gt;
=== Strength and Endurance ===&lt;br /&gt;
&lt;br /&gt;
Structure + Cardio = Strength and Endurance. You&#039;ll have to assign the numbers according to your own discretion. Are you strong, arduous or balanced? Lets make an example:&lt;br /&gt;
&lt;br /&gt;
* structure 9, cardio 8 = total of 17, assigning 10 to strength and 7 to endurance&lt;br /&gt;
* the perk &amp;quot;strong bastard&amp;quot; gives +2 to strength, so thats 12 strength and 7 endurance&lt;br /&gt;
* the perk &amp;quot;one hit wonder&amp;quot; allows you to raise your strength by +2 in one attempt, but you have to make an endurance roll -2 after that or you will collapse&lt;br /&gt;
&lt;br /&gt;
So thats how strength and endurance are used in this system. You can&#039;t raise (secondary) attributes by assigning points to them. You have to buy perks or raise your body scores.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
&lt;br /&gt;
(Structure + Neural) / 2 = Dexterity&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
Structure + Organs + Cardio = Health (Hitpoints)&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
Neural + Perception = Initiative&lt;br /&gt;
&lt;br /&gt;
=== Breath ===&lt;br /&gt;
Organs + Cardio = Breath&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
Nerves + Cardio = Resistance (to Shock)&lt;br /&gt;
&lt;br /&gt;
=== other attributes ===&lt;br /&gt;
Disease Resistance = Organs&lt;br /&gt;
etc.&lt;br /&gt;
Other attributes are not listed on the character sheet, but will be used according to situation.&lt;br /&gt;
&lt;br /&gt;
=== scale ===&lt;br /&gt;
&lt;br /&gt;
so far, scores and attributes are scaled 1-20. it&#039;s a nonlinear scale. the average / starting score will be 8. there won&#039;t be boni / mali associated with attributes. there will only be comparitive rolls. i&#039;m going to use the probability distributions for dice rolls to determine further details.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
I like the idea that magic might get back into a modern world. I also like cyberpunk settings, so I am simply combining these two. You&#039;re saying: wait- that&#039;s shadowrun now, right? Well, no, not really. You see, there won&#039;t really be different races but only humans that are changed by magic and called &amp;quot;orks&amp;quot; and &amp;quot;elves&amp;quot; etc. by others. But essentially, they will be humans with a few defects and a few advantages.&lt;br /&gt;
&lt;br /&gt;
Essentially, there will be no playable race but that of a human. All other &amp;quot;races&amp;quot; such as trolls, elves etc. Are humans with a preset of defects and adavantages. However, these also may be chosen separately without the accompanying change of appearance. You can for example pick the perk &amp;quot;nightsight&amp;quot; as an advantage - if you have the points. Example:&lt;br /&gt;
&lt;br /&gt;
Preset Ork (total of 9 points):&lt;br /&gt;
+ superiour structure (+2)&lt;br /&gt;
+ nightsight (see in lowlight conditions)&lt;br /&gt;
+ bloodlust (+2 close-combat)&lt;br /&gt;
- social outcast (GM&#039;s discretion)&lt;br /&gt;
- aggression (impatient, -1 on long / fiddly skills)&lt;br /&gt;
&lt;br /&gt;
Picking these advantages separately would cost more points those of the preset. Each preset has a &amp;quot;GM disadvantage&amp;quot; that is only effective in roleplaying situations (social outcast).&lt;br /&gt;
&lt;br /&gt;
== Classes == &lt;br /&gt;
&lt;br /&gt;
There are no classes in gangwars but there will be presets to make fast play possible. These presets will also help to define what kind of characters will be roaming the streets.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
The characters attributes may define his physical facilities but the features include physical and psychological particularities that may be of advantage or disadvantage to the person. Obviously, disadvantages will gain points for the character creation.&lt;br /&gt;
&lt;br /&gt;
Some features may only be chosen during character creation. Others cost more during regular play or will have to be integrated into the storyline.&lt;br /&gt;
&lt;br /&gt;
Most features will be related to a particular skill or attribute, i.e. &amp;quot;strong bastard&amp;quot;: gives +2 to strength. You&#039;re a person who&#039;ll ignore his pain treshold and grit his teeth to achieve a feat that involves using strength. Maybe you&#039;re a contestant in the world stronges man competition or just a woodworker who&#039;s been swinging the axe for years. In any case, you&#039;re pretty strong.&lt;br /&gt;
&lt;br /&gt;
As races will be presets of features, the list of features will be quite extensive. To put some kind of structure into this, I&#039;ve grouped the features into:&lt;br /&gt;
&lt;br /&gt;
* modifies attributes&lt;br /&gt;
* modifies skills&lt;br /&gt;
* gives extra ability&lt;br /&gt;
* gift / affinities&lt;br /&gt;
* unlocks skill / ability&lt;br /&gt;
&lt;br /&gt;
The last point is quite interesting: something like &amp;quot;spellcaster&amp;quot; is also considered a feature- one that enables the character to cast spells. Note that it only enables spellcasting, but does not do anything else. So, a person with that feature would have the facility to cast spells but might not be aware of that.&lt;br /&gt;
&lt;br /&gt;
There will be an extensive feature list.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
Everything you learn will be a skill. From Knowledge Skills (i.e. Archeology, History) to Combat Skills (Shooting a gun) you&#039;ll have to use skills to achieve success. &lt;br /&gt;
&lt;br /&gt;
How do we model the fact that some people are better at math or languages than others? We use features. Affinity features are actually combinations of advantages and disadventages. A person with an affinity to languages will get +2 on all language skills, but -2 on natural sciences. The gift &amp;quot;lingo&amp;quot; feature will reduce the number of points a character has to spend to gain languages. Other features may negate the negative effects of some affinities.&lt;br /&gt;
&lt;br /&gt;
What do we do if we don&#039;t have a skill? Nothing. If you don&#039;t know anything about the History of China, making an intelligence roll won&#039;t do any good. If you don&#039;t know how to fly a plane, you will crash. Easy as that. Some skills like &amp;quot;shooting a weapon&amp;quot; might be used without the necessary skill- but how much effect will your dexterity really have in that case?&lt;br /&gt;
&lt;br /&gt;
Success is determined by rolling a d20 and adding the skill (and eventually the appropriate attribute) number to that. Some skills require a certain attribute or score number to be used effectively. Skilled and unskilled attempts have different difficulties to be achieved. so, if a skilled gunman has a difficulty number of 20, a non-skilled person will have a number of 30 to hit. Also, the non-skilled person will only be able to add his according attribute / score to the roll (always stated next to skill- perception for shooting).&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
Good model would be small incremental improvement depending on actions in play. As that would be far too miniscule, maybe a simple separation in exp classes would suffice: combat, non-combat and magic experience. this would also enable mixture of exps to raise certain abilities.&lt;br /&gt;
&lt;br /&gt;
Some thoughts on exp, levels and advancement: I think players need both steady advancement and discrete steps. If everything changes very gradually, it feels as if it&#039;s not changing at all, even if it is. Adding descriptions might help, but actually including some special bonus for the levels would help more. The problem is: skillbased systems dont really allow for discrete jumps. Maybe it would be interesting to connect skill levels with some kind of level advancement? This way, a character could have &amp;quot;core skills&amp;quot; which define him and which would get discrete boni as they rise in level. However, that would mean spreading the skill levels a bit more.&lt;br /&gt;
&lt;br /&gt;
Another problem: Skill-based systems are much easier to min-max, and a high level of knowledge of the rules becomes incredibly important. So, maybe graphical trees of skill development might become an issue here? Maybe some concepts from trading card games or computer games might also be adapted for advancement. At any rate, the system should allow for great customisation of the character.&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=24094</id>
		<title>Gangwars:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=24094"/>
		<updated>2006-05-17T16:54:21Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Gangwars|short description]] might give you some answers. &lt;br /&gt;
&lt;br /&gt;
Here is [[Gangwars_Story|the story so far]].&lt;br /&gt;
&lt;br /&gt;
So far, I just transferred what I wrote about this system. The system is point-based and uses body scores (primary attributes) and attributes (secondary attributes).&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
Only the physical attributes of a creature are modeled in this system. They are described as &amp;quot;body&amp;quot; attributes. Secondary attributes are composed of body parts and are simply called attributes. (So there are &amp;quot;body&amp;quot; scores and &amp;quot;attributes&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Why? Well, for starters, mental and social attributes can almost never be accurately portrayed by the players. I think that it&#039;s simply bettter to let them play and change their characters as they see fit. Furthermore, rolling dice for social interaction when one is supposed to roleplay it just doesn&#039;t cut it.&lt;br /&gt;
&lt;br /&gt;
There are, of course, ramifications of dropping mental and social values. See below for that.&lt;br /&gt;
&lt;br /&gt;
Note: how relevant is the modeling of physical state? Is it important to have this distinction or would a simpler system be enough? Consider a simple separation to: Strength, Agility, Health and Reflex. Additional Attributes might be Magic and Cyber (come only to play if appropriate advantage is chosen).&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
&lt;br /&gt;
This score model the muscles and bones (or other structural features) of a creature. It is used to calculate strength, constitution, hitpoints and other secondary attributes. &lt;br /&gt;
&lt;br /&gt;
=== Organs ===&lt;br /&gt;
&lt;br /&gt;
The inner workings of a creature: heart, lungs, liver, intestines etc. Used to calculate hitpoints, disease resistance, breathing etc.&lt;br /&gt;
&lt;br /&gt;
=== Cardio ===&lt;br /&gt;
&lt;br /&gt;
The cardio-vascular system of a creature. Used to calculate breathing, reflexes, resistance to shock etc. Also states the amount of time it will take a creature to bleed out. &lt;br /&gt;
&lt;br /&gt;
=== Neural ===&lt;br /&gt;
&lt;br /&gt;
The sympathetic and central nervous systems of a creature. Used to calculate initiative, Dexterity etc.&lt;br /&gt;
&lt;br /&gt;
=== Perception ===&lt;br /&gt;
&lt;br /&gt;
The periphery nervous system including the sensory organs of a creature. Used for sense-related checks and Initative.&lt;br /&gt;
&lt;br /&gt;
=== Comment so far ===&lt;br /&gt;
&lt;br /&gt;
This granulation of physical attributes is also possible for constructs / machines and magical creatures. Consider the example of a drone:&lt;br /&gt;
&lt;br /&gt;
* Structure = outer structure of the machine, moving parts&lt;br /&gt;
* Organs = internal structure of the machine, circuitry&lt;br /&gt;
* Cardio = energy / fluid flow of the machine, i.e. power cables etc.&lt;br /&gt;
* Neural = the cpu / controlling unit / connecting circuitry / radio signal etc&lt;br /&gt;
* Perception = cameras, microphones etc.&lt;br /&gt;
&lt;br /&gt;
Does this make sense? Well, it makes targeting of single systems of a creature possible. Also, it allows for further modifications on the body of the creature. In a cyberpunk setting, integrating cyberware is always a bit of a problem. However, trying to (more or less) accurately describing the body composition allows for simple cyberware integration:&lt;br /&gt;
&lt;br /&gt;
=== Cyberware ===&lt;br /&gt;
&lt;br /&gt;
To insert cyberware into a being, one simply puts it into the according system. This way, that system may be enhanced. In rpg terms: Your cyberware may only cost up to a number equal to the according system number. So, if you have Organs 7, you can only replace a total of 7 points of Organs with Cyberware. With avarage humans, an artifical heart, stomach and kidneys is all a body can tolerate.&lt;br /&gt;
&lt;br /&gt;
A creature that has exchanged half or more of all Body points with cyberware is called a cyborg. A creature that has exchanged all of its Body points with cyberware is considered &amp;quot;burned out&amp;quot; and can no longer conjure magic and will be treated as a machine for all rule issues.&lt;br /&gt;
&lt;br /&gt;
By inserting cyberware, attributes may rise. The body scores however will remain the same until they are trained. Consider this example:&lt;br /&gt;
&lt;br /&gt;
- B with structure 8 may insert 8 cyberware points&lt;br /&gt;
&lt;br /&gt;
- B&#039;s bones are strengthened with metal. he also gets artificial ligaments. This costs 5 structure points, so now B&#039;s structure score is 8(5)&lt;br /&gt;
&lt;br /&gt;
- This cyberware gives +4 to strength. B&#039;s strength score rises accordingly&lt;br /&gt;
&lt;br /&gt;
- B could insert additional 3 points of structural cyberware.&lt;br /&gt;
&lt;br /&gt;
One last addition: body scores may only be raised by training or medical intervention (like a laser op for eyesight correction). Once a characters body score is completely gone cyberware, i.e. structure 8(8), that score can no longer be raised normally but has to be raised via artifical means during the game (more surgery).&lt;br /&gt;
&lt;br /&gt;
Body scores / physical / main attributes may be targeted directly in an attack. Dropping to zero in one system disables that system and may result in fatality. A cardio 0 means a cardio-vascular breakdown (bleeding out - dead). Same is true for organs 0 (heart attack or lungs failure - dead). A neural 0 is either unconsiousness if its temporary or a brain flatline (brain dead). As long as neural is above 0, there is still a chance to revive the character.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
These are the secondary attributes (or simply: attributes) within this system. I&#039;ll have to clear up on the naming later on. Attributes (and ONLY those, not body scores) may be raised / lowered by characteristics (perks, (dis)advantages).&lt;br /&gt;
&lt;br /&gt;
=== Strength and Endurance ===&lt;br /&gt;
&lt;br /&gt;
Structure + Cardio = Strength and Endurance. You&#039;ll have to assign the numbers according to your own discretion. Are you strong, arduous or balanced? Lets make an example:&lt;br /&gt;
&lt;br /&gt;
* structure 9, cardio 8 = total of 17, assigning 10 to strength and 7 to endurance&lt;br /&gt;
* the perk &amp;quot;strong bastard&amp;quot; gives +2 to strength, so thats 12 strength and 7 endurance&lt;br /&gt;
* the perk &amp;quot;one hit wonder&amp;quot; allows you to raise your strength by +2 in one attempt, but you have to make an endurance roll -2 after that or you will collapse&lt;br /&gt;
&lt;br /&gt;
So thats how strength and endurance are used in this system. You can&#039;t raise (secondary) attributes by assigning points to them. You have to buy perks or raise your body scores.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
&lt;br /&gt;
(Structure + Neural) / 2 = Dexterity&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
Structure + Organs + Cardio = Health (Hitpoints)&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
Neural + Perception = Initiative&lt;br /&gt;
&lt;br /&gt;
=== Breath ===&lt;br /&gt;
Organs + Cardio = Breath&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
Nerves + Cardio = Resistance (to Shock)&lt;br /&gt;
&lt;br /&gt;
=== other attributes ===&lt;br /&gt;
Disease Resistance = Organs&lt;br /&gt;
etc.&lt;br /&gt;
Other attributes are not listed on the character sheet, but will be used according to situation.&lt;br /&gt;
&lt;br /&gt;
=== scale ===&lt;br /&gt;
&lt;br /&gt;
so far, scores and attributes are scaled 1-20. it&#039;s a nonlinear scale. the average / starting score will be 8. there won&#039;t be boni / mali associated with attributes. there will only be comparitive rolls. i&#039;m going to use the probability distributions for dice rolls to determine further details.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
I like the idea that magic might get back into a modern world. I also like cyberpunk settings, so I am simply combining these two. You&#039;re saying: wait- that&#039;s shadowrun now, right? Well, no, not really. You see, there won&#039;t really be different races but only humans that are changed by magic and called &amp;quot;orks&amp;quot; and &amp;quot;elves&amp;quot; etc. by others. But essentially, they will be humans with a few defects and a few advantages.&lt;br /&gt;
&lt;br /&gt;
Essentially, there will be no playable race but that of a human. All other &amp;quot;races&amp;quot; such as trolls, elves etc. Are humans with a preset of defects and adavantages. However, these also may be chosen separately without the accompanying change of appearance. You can for example pick the perk &amp;quot;nightsight&amp;quot; as an advantage - if you have the points. Example:&lt;br /&gt;
&lt;br /&gt;
Preset Ork (total of 9 points):&lt;br /&gt;
+ superiour structure (+2)&lt;br /&gt;
+ nightsight (see in lowlight conditions)&lt;br /&gt;
+ bloodlust (+2 close-combat)&lt;br /&gt;
- social outcast (GM&#039;s discretion)&lt;br /&gt;
- aggression (impatient, -1 on long / fiddly skills)&lt;br /&gt;
&lt;br /&gt;
Picking these advantages separately would cost more points those of the preset. Each preset has a &amp;quot;GM disadvantage&amp;quot; that is only effective in roleplaying situations (social outcast).&lt;br /&gt;
&lt;br /&gt;
== Classes == &lt;br /&gt;
&lt;br /&gt;
There are no classes in gangwars but there will be presets to make fast play possible. These presets will also help to define what kind of characters will be roaming the streets.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
The characters attributes may define his physical facilities but the features include physical and psychological particularities that may be of advantage or disadvantage to the person. Obviously, disadvantages will gain points for the character creation.&lt;br /&gt;
&lt;br /&gt;
Some features may only be chosen during character creation. Others cost more during regular play or will have to be integrated into the storyline.&lt;br /&gt;
&lt;br /&gt;
Most features will be related to a particular skill or attribute, i.e. &amp;quot;strong bastard&amp;quot;: gives +2 to strength. You&#039;re a person who&#039;ll ignore his pain treshold and grit his teeth to achieve a feat that involves using strength. Maybe you&#039;re a contestant in the world stronges man competition or just a woodworker who&#039;s been swinging the axe for years. In any case, you&#039;re pretty strong.&lt;br /&gt;
&lt;br /&gt;
As races will be presets of features, the list of features will be quite extensive. To put some kind of structure into this, I&#039;ve grouped the features into:&lt;br /&gt;
&lt;br /&gt;
* modifies attributes&lt;br /&gt;
* modifies skills&lt;br /&gt;
* gives extra ability&lt;br /&gt;
* gift / affinities&lt;br /&gt;
* unlocks skill / ability&lt;br /&gt;
&lt;br /&gt;
The last point is quite interesting: something like &amp;quot;spellcaster&amp;quot; is also considered a feature- one that enables the character to cast spells. Note that it only enables spellcasting, but does not do anything else. So, a person with that feature would have the facility to cast spells but might not be aware of that.&lt;br /&gt;
&lt;br /&gt;
There will be an extensive feature list.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
Everything you learn will be a skill. From Knowledge Skills (i.e. Archeology, History) to Combat Skills (Shooting a gun) you&#039;ll have to use skills to achieve success. &lt;br /&gt;
&lt;br /&gt;
How do we model the fact that some people are better at math or languages than others? We use features. Affinity features are actually combinations of advantages and disadventages. A person with an affinity to languages will get +2 on all language skills, but -2 on natural sciences. The gift &amp;quot;lingo&amp;quot; feature will reduce the number of points a character has to spend to gain languages. Other features may negate the negative effects of some affinities.&lt;br /&gt;
&lt;br /&gt;
What do we do if we don&#039;t have a skill? Nothing. If you don&#039;t know anything about the History of China, making an intelligence roll won&#039;t do any good. If you don&#039;t know how to fly a plane, you will crash. Easy as that. Some skills like &amp;quot;shooting a weapon&amp;quot; might be used without the necessary skill- but how much effect will your dexterity really have in that case?&lt;br /&gt;
&lt;br /&gt;
Success is determined by rolling a d20 and adding the skill (and eventually the appropriate attribute) number to that. Some skills require a certain attribute or score number to be used effectively. Skilled and unskilled attempts have different difficulties to be achieved. so, if a skilled gunman has a difficulty number of 20, a non-skilled person will have a number of 30 to hit. Also, the non-skilled person will only be able to add his according attribute / score to the roll (always stated next to skill- perception for shooting).&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
Good model would be small incremental improvement depending on actions in play. As that would be far too miniscule, maybe a simple separation in exp classes would suffice: combat, non-combat and magic experience. this would also enable mixture of exps to raise certain abilities.&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=24093</id>
		<title>Gangwars:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=24093"/>
		<updated>2006-05-17T16:50:05Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: /* Physical Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Gangwars|short description]] might give you some answers. &lt;br /&gt;
&lt;br /&gt;
Here is [[Gangwars_Story|the story so far]].&lt;br /&gt;
&lt;br /&gt;
So far, I just transferred what I wrote about this system. The system is point-based and uses body scores (primary attributes) and attributes (secondary attributes).&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
Only the physical attributes of a creature are modeled in this system. They are described as &amp;quot;body&amp;quot; attributes. Secondary attributes are composed of body parts and are simply called attributes. (So there are &amp;quot;body&amp;quot; scores and &amp;quot;attributes&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Why? Well, for starters, mental and social attributes can almost never be accurately portrayed by the players. I think that it&#039;s simply bettter to let them play and change their characters as they see fit. Furthermore, rolling dice for social interaction when one is supposed to roleplay it just doesn&#039;t cut it.&lt;br /&gt;
&lt;br /&gt;
There are, of course, ramifications of dropping mental and social values. See below for that.&lt;br /&gt;
&lt;br /&gt;
Note: how relevant is the modeling of physical state? Is it important to have this distinction or would a simpler system be enough? Consider a simple separation to: Strength, Agility, Health and Reflex. Additional Attributes might be Magic and Cyber (come only to play if appropriate advantage is chosen).&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
&lt;br /&gt;
This score model the muscles and bones (or other structural features) of a creature. It is used to calculate strength, constitution, hitpoints and other secondary attributes. &lt;br /&gt;
&lt;br /&gt;
=== Organs ===&lt;br /&gt;
&lt;br /&gt;
The inner workings of a creature: heart, lungs, liver, intestines etc. Used to calculate hitpoints, disease resistance, breathing etc.&lt;br /&gt;
&lt;br /&gt;
=== Cardio ===&lt;br /&gt;
&lt;br /&gt;
The cardio-vascular system of a creature. Used to calculate breathing, reflexes, resistance to shock etc. Also states the amount of time it will take a creature to bleed out. &lt;br /&gt;
&lt;br /&gt;
=== Neural ===&lt;br /&gt;
&lt;br /&gt;
The sympathetic and central nervous systems of a creature. Used to calculate initiative, Dexterity etc.&lt;br /&gt;
&lt;br /&gt;
=== Perception ===&lt;br /&gt;
&lt;br /&gt;
The periphery nervous system including the sensory organs of a creature. Used for sense-related checks and Initative.&lt;br /&gt;
&lt;br /&gt;
=== Comment so far ===&lt;br /&gt;
&lt;br /&gt;
This granulation of physical attributes is also possible for constructs / machines and magical creatures. Consider the example of a drone:&lt;br /&gt;
&lt;br /&gt;
* Structure = outer structure of the machine, moving parts&lt;br /&gt;
* Organs = internal structure of the machine, circuitry&lt;br /&gt;
* Cardio = energy / fluid flow of the machine, i.e. power cables etc.&lt;br /&gt;
* Neural = the cpu / controlling unit / connecting circuitry / radio signal etc&lt;br /&gt;
* Perception = cameras, microphones etc.&lt;br /&gt;
&lt;br /&gt;
Does this make sense? Well, it makes targeting of single systems of a creature possible. Also, it allows for further modifications on the body of the creature. In a cyberpunk setting, integrating cyberware is always a bit of a problem. However, trying to (more or less) accurately describing the body composition allows for simple cyberware integration:&lt;br /&gt;
&lt;br /&gt;
=== Cyberware ===&lt;br /&gt;
&lt;br /&gt;
To insert cyberware into a being, one simply puts it into the according system. This way, that system may be enhanced. In rpg terms: Your cyberware may only cost up to a number equal to the according system number. So, if you have Organs 7, you can only replace a total of 7 points of Organs with Cyberware. With avarage humans, an artifical heart, stomach and kidneys is all a body can tolerate.&lt;br /&gt;
&lt;br /&gt;
A creature that has exchanged half or more of all Body points with cyberware is called a cyborg. A creature that has exchanged all of its Body points with cyberware is considered &amp;quot;burned out&amp;quot; and can no longer conjure magic and will be treated as a machine for all rule issues.&lt;br /&gt;
&lt;br /&gt;
By inserting cyberware, attributes may rise. The body scores however will remain the same until they are trained. Consider this example:&lt;br /&gt;
&lt;br /&gt;
- B with structure 8 may insert 8 cyberware points&lt;br /&gt;
&lt;br /&gt;
- B&#039;s bones are strengthened with metal. he also gets artificial ligaments. This costs 5 structure points, so now B&#039;s structure score is 8(5)&lt;br /&gt;
&lt;br /&gt;
- This cyberware gives +4 to strength. B&#039;s strength score rises accordingly&lt;br /&gt;
&lt;br /&gt;
- B could insert additional 3 points of structural cyberware.&lt;br /&gt;
&lt;br /&gt;
One last addition: body scores may only be raised by training or medical intervention (like a laser op for eyesight correction). Once a characters body score is completely gone cyberware, i.e. structure 8(8), that score can no longer be raised normally but has to be raised via artifical means during the game (more surgery).&lt;br /&gt;
&lt;br /&gt;
Body scores / physical / main attributes may be targeted directly in an attack. Dropping to zero in one system disables that system and may result in fatality. A cardio 0 means a cardio-vascular breakdown (bleeding out - dead). Same is true for organs 0 (heart attack or lungs failure - dead). A neural 0 is either unconsiousness if its temporary or a brain flatline (brain dead). As long as neural is above 0, there is still a chance to revive the character.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
These are the secondary attributes (or simply: attributes) within this system. I&#039;ll have to clear up on the naming later on. Attributes (and ONLY those, not body scores) may be raised / lowered by characteristics (perks, (dis)advantages).&lt;br /&gt;
&lt;br /&gt;
=== Strength and Endurance ===&lt;br /&gt;
&lt;br /&gt;
Structure + Cardio = Strength and Endurance. You&#039;ll have to assign the numbers according to your own discretion. Are you strong, arduous or balanced? Lets make an example:&lt;br /&gt;
&lt;br /&gt;
* structure 9, cardio 8 = total of 17, assigning 10 to strength and 7 to endurance&lt;br /&gt;
* the perk &amp;quot;strong bastard&amp;quot; gives +2 to strength, so thats 12 strength and 7 endurance&lt;br /&gt;
* the perk &amp;quot;one hit wonder&amp;quot; allows you to raise your strength by +2 in one attempt, but you have to make an endurance roll -2 after that or you will collapse&lt;br /&gt;
&lt;br /&gt;
So thats how strength and endurance are used in this system. You can&#039;t raise (secondary) attributes by assigning points to them. You have to buy perks or raise your body scores.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
&lt;br /&gt;
(Structure + Neural) / 2 = Dexterity&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
Structure + Organs + Cardio = Health (Hitpoints)&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
Neural + Perception = Initiative&lt;br /&gt;
&lt;br /&gt;
=== Breath ===&lt;br /&gt;
Organs + Cardio = Breath&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
Nerves + Cardio = Resistance (to Shock)&lt;br /&gt;
&lt;br /&gt;
=== other attributes ===&lt;br /&gt;
Disease Resistance = Organs&lt;br /&gt;
etc.&lt;br /&gt;
Other attributes are not listed on the character sheet, but will be used according to situation.&lt;br /&gt;
&lt;br /&gt;
=== scale ===&lt;br /&gt;
&lt;br /&gt;
so far, scores and attributes are scaled 1-20. it&#039;s a nonlinear scale. the average / starting score will be 8. there won&#039;t be boni / mali associated with attributes. there will only be comparitive rolls. i&#039;m going to use the probability distributions for dice rolls to determine further details.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
I like the idea that magic might get back into a modern world. I also like cyberpunk settings, so I am simply combining these two. You&#039;re saying: wait- that&#039;s shadowrun now, right? Well, no, not really. You see, there won&#039;t really be different races but only humans that are changed by magic and called &amp;quot;orks&amp;quot; and &amp;quot;elves&amp;quot; etc. by others. But essentially, they will be humans with a few defects and a few advantages.&lt;br /&gt;
&lt;br /&gt;
Essentially, there will be no playable race but that of a human. All other &amp;quot;races&amp;quot; such as trolls, elves etc. Are humans with a preset of defects and adavantages. However, these also may be chosen separately without the accompanying change of appearance. You can for example pick the perk &amp;quot;nightsight&amp;quot; as an advantage - if you have the points. Example:&lt;br /&gt;
&lt;br /&gt;
Preset Ork (total of 9 points):&lt;br /&gt;
+ superiour structure (+2)&lt;br /&gt;
+ nightsight (see in lowlight conditions)&lt;br /&gt;
+ bloodlust (+2 close-combat)&lt;br /&gt;
- social outcast (GM&#039;s discretion)&lt;br /&gt;
- aggression (impatient, -1 on long / fiddly skills)&lt;br /&gt;
&lt;br /&gt;
Picking these advantages separately would cost more points those of the preset. Each preset has a &amp;quot;GM disadvantage&amp;quot; that is only effective in roleplaying situations (social outcast).&lt;br /&gt;
&lt;br /&gt;
== Classes == &lt;br /&gt;
&lt;br /&gt;
There are no classes in gangwars but there will be presets to make fast play possible. These presets will also help to define what kind of characters will be roaming the streets.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
The characters attributes may define his physical facilities but the features include physical and psychological particularities that may be of advantage or disadvantage to the person. Obviously, disadvantages will gain points for the character creation.&lt;br /&gt;
&lt;br /&gt;
Some features may only be chosen during character creation. Others cost more during regular play or will have to be integrated into the storyline.&lt;br /&gt;
&lt;br /&gt;
Most features will be related to a particular skill or attribute, i.e. &amp;quot;strong bastard&amp;quot;: gives +2 to strength. You&#039;re a person who&#039;ll ignore his pain treshold and grit his teeth to achieve a feat that involves using strength. Maybe you&#039;re a contestant in the world stronges man competition or just a woodworker who&#039;s been swinging the axe for years. In any case, you&#039;re pretty strong.&lt;br /&gt;
&lt;br /&gt;
As races will be presets of features, the list of features will be quite extensive. To put some kind of structure into this, I&#039;ve grouped the features into:&lt;br /&gt;
&lt;br /&gt;
* modifies attributes&lt;br /&gt;
* modifies skills&lt;br /&gt;
* gives extra ability&lt;br /&gt;
* gift / affinities&lt;br /&gt;
* unlocks skill / ability&lt;br /&gt;
&lt;br /&gt;
The last point is quite interesting: something like &amp;quot;spellcaster&amp;quot; is also considered a feature- one that enables the character to cast spells. Note that it only enables spellcasting, but does not do anything else. So, a person with that feature would have the facility to cast spells but might not be aware of that.&lt;br /&gt;
&lt;br /&gt;
There will be an extensive feature list.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
Everything you learn will be a skill. From Knowledge Skills (i.e. Archeology, History) to Combat Skills (Shooting a gun) you&#039;ll have to use skills to achieve success. &lt;br /&gt;
&lt;br /&gt;
How do we model the fact that some people are better at math or languages than others? We use features. Affinity features are actually combinations of advantages and disadventages. A person with an affinity to languages will get +2 on all language skills, but -2 on natural sciences. The gift &amp;quot;lingo&amp;quot; feature will reduce the number of points a character has to spend to gain languages. Other features may negate the negative effects of some affinities.&lt;br /&gt;
&lt;br /&gt;
What do we do if we don&#039;t have a skill? Nothing. If you don&#039;t know anything about the History of China, making an intelligence roll won&#039;t do any good. If you don&#039;t know how to fly a plane, you will crash. Easy as that. Some skills like &amp;quot;shooting a weapon&amp;quot; might be used without the necessary skill- but how much effect will your dexterity really have in that case?&lt;br /&gt;
&lt;br /&gt;
Success is determined by rolling a d20 and adding the skill (and eventually the appropriate attribute) number to that. Some skills require a certain attribute or score number to be used effectively. Skilled and unskilled attempts have different difficulties to be achieved. so, if a skilled gunman has a difficulty number of 20, a non-skilled person will have a number of 30 to hit. Also, the non-skilled person will only be able to add his according attribute / score to the roll (always stated next to skill- perception for shooting).&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=23011</id>
		<title>Gangwars:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=23011"/>
		<updated>2006-04-30T11:34:20Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Gangwars|short description]] might give you some answers. &lt;br /&gt;
&lt;br /&gt;
Here is [[Gangwars_Story|the story so far]].&lt;br /&gt;
&lt;br /&gt;
So far, I just transferred what I wrote about this system. The system is point-based and uses body scores (primary attributes) and attributes (secondary attributes).&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
Only the physical attributes of a creature are modeled in this system. They are described as &amp;quot;body&amp;quot; attributes. Secondary attributes are composed of body parts and are simply called attributes. (So there are &amp;quot;body&amp;quot; scores and &amp;quot;attributes&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Why? Well, for starters, mental and social attributes can almost never be accurately portrayed by the players. I think that it&#039;s simply bettter to let them play and change their characters as they see fit. Furthermore, rolling dice for social interaction when one is supposed to roleplay it just doesn&#039;t cut it.&lt;br /&gt;
&lt;br /&gt;
There are, of course, ramifications of dropping mental and social values. See below for that.&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
&lt;br /&gt;
This score model the muscles and bones (or other structural features) of a creature. It is used to calculate strength, constitution, hitpoints and other secondary attributes. &lt;br /&gt;
&lt;br /&gt;
=== Organs ===&lt;br /&gt;
&lt;br /&gt;
The inner workings of a creature: heart, lungs, liver, intestines etc. Used to calculate hitpoints, disease resistance, breathing etc.&lt;br /&gt;
&lt;br /&gt;
=== Cardio ===&lt;br /&gt;
&lt;br /&gt;
The cardio-vascular system of a creature. Used to calculate breathing, reflexes, resistance to shock etc. Also states the amount of time it will take a creature to bleed out. &lt;br /&gt;
&lt;br /&gt;
=== Neural ===&lt;br /&gt;
&lt;br /&gt;
The sympathetic and central nervous systems of a creature. Used to calculate initiative, Dexterity etc.&lt;br /&gt;
&lt;br /&gt;
=== Perception ===&lt;br /&gt;
&lt;br /&gt;
The periphery nervous system including the sensory organs of a creature. Used for sense-related checks and Initative.&lt;br /&gt;
&lt;br /&gt;
=== Comment so far ===&lt;br /&gt;
&lt;br /&gt;
This granulation of physical attributes is also possible for constructs / machines and magical creatures. Consider the example of a drone:&lt;br /&gt;
&lt;br /&gt;
* Structure = outer structure of the machine, moving parts&lt;br /&gt;
* Organs = internal structure of the machine, circuitry&lt;br /&gt;
* Cardio = energy / fluid flow of the machine, i.e. power cables etc.&lt;br /&gt;
* Neural = the cpu / controlling unit / connecting circuitry / radio signal etc&lt;br /&gt;
* Perception = cameras, microphones etc.&lt;br /&gt;
&lt;br /&gt;
Does this make sense? Well, it makes targeting of single systems of a creature possible. Also, it allows for further modifications on the body of the creature. In a cyberpunk setting, integrating cyberware is always a bit of a problem. However, trying to (more or less) accurately describing the body composition allows for simple cyberware integration:&lt;br /&gt;
&lt;br /&gt;
=== Cyberware ===&lt;br /&gt;
&lt;br /&gt;
To insert cyberware into a being, one simply puts it into the according system. This way, that system may be enhanced. In rpg terms: Your cyberware may only cost up to a number equal to the according system number. So, if you have Organs 7, you can only replace a total of 7 points of Organs with Cyberware. With avarage humans, an artifical heart, stomach and kidneys is all a body can tolerate.&lt;br /&gt;
&lt;br /&gt;
A creature that has exchanged half or more of all Body points with cyberware is called a cyborg. A creature that has exchanged all of its Body points with cyberware is considered &amp;quot;burned out&amp;quot; and can no longer conjure magic and will be treated as a machine for all rule issues.&lt;br /&gt;
&lt;br /&gt;
By inserting cyberware, attributes may rise. The body scores however will remain the same until they are trained. Consider this example:&lt;br /&gt;
&lt;br /&gt;
- B with structure 8 may insert 8 cyberware points&lt;br /&gt;
&lt;br /&gt;
- B&#039;s bones are strengthened with metal. he also gets artificial ligaments. This costs 5 structure points, so now B&#039;s structure score is 8(5)&lt;br /&gt;
&lt;br /&gt;
- This cyberware gives +4 to strength. B&#039;s strength score rises accordingly&lt;br /&gt;
&lt;br /&gt;
- B could insert additional 3 points of structural cyberware.&lt;br /&gt;
&lt;br /&gt;
One last addition: body scores may only be raised by training or medical intervention (like a laser op for eyesight correction). Once a characters body score is completely gone cyberware, i.e. structure 8(8), that score can no longer be raised normally but has to be raised via artifical means during the game (more surgery).&lt;br /&gt;
&lt;br /&gt;
Body scores / physical / main attributes may be targeted directly in an attack. Dropping to zero in one system disables that system and may result in fatality. A cardio 0 means a cardio-vascular breakdown (bleeding out - dead). Same is true for organs 0 (heart attack or lungs failure - dead). A neural 0 is either unconsiousness if its temporary or a brain flatline (brain dead). As long as neural is above 0, there is still a chance to revive the character.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
These are the secondary attributes (or simply: attributes) within this system. I&#039;ll have to clear up on the naming later on. Attributes (and ONLY those, not body scores) may be raised / lowered by characteristics (perks, (dis)advantages).&lt;br /&gt;
&lt;br /&gt;
=== Strength and Endurance ===&lt;br /&gt;
&lt;br /&gt;
Structure + Cardio = Strength and Endurance. You&#039;ll have to assign the numbers according to your own discretion. Are you strong, arduous or balanced? Lets make an example:&lt;br /&gt;
&lt;br /&gt;
* structure 9, cardio 8 = total of 17, assigning 10 to strength and 7 to endurance&lt;br /&gt;
* the perk &amp;quot;strong bastard&amp;quot; gives +2 to strength, so thats 12 strength and 7 endurance&lt;br /&gt;
* the perk &amp;quot;one hit wonder&amp;quot; allows you to raise your strength by +2 in one attempt, but you have to make an endurance roll -2 after that or you will collapse&lt;br /&gt;
&lt;br /&gt;
So thats how strength and endurance are used in this system. You can&#039;t raise (secondary) attributes by assigning points to them. You have to buy perks or raise your body scores.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
&lt;br /&gt;
(Structure + Neural) / 2 = Dexterity&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
Structure + Organs + Cardio = Health (Hitpoints)&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
Neural + Perception = Initiative&lt;br /&gt;
&lt;br /&gt;
=== Breath ===&lt;br /&gt;
Organs + Cardio = Breath&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
Nerves + Cardio = Resistance (to Shock)&lt;br /&gt;
&lt;br /&gt;
=== other attributes ===&lt;br /&gt;
Disease Resistance = Organs&lt;br /&gt;
etc.&lt;br /&gt;
Other attributes are not listed on the character sheet, but will be used according to situation.&lt;br /&gt;
&lt;br /&gt;
=== scale ===&lt;br /&gt;
&lt;br /&gt;
so far, scores and attributes are scaled 1-20. it&#039;s a nonlinear scale. the average / starting score will be 8. there won&#039;t be boni / mali associated with attributes. there will only be comparitive rolls. i&#039;m going to use the probability distributions for dice rolls to determine further details.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
I like the idea that magic might get back into a modern world. I also like cyberpunk settings, so I am simply combining these two. You&#039;re saying: wait- that&#039;s shadowrun now, right? Well, no, not really. You see, there won&#039;t really be different races but only humans that are changed by magic and called &amp;quot;orks&amp;quot; and &amp;quot;elves&amp;quot; etc. by others. But essentially, they will be humans with a few defects and a few advantages.&lt;br /&gt;
&lt;br /&gt;
Essentially, there will be no playable race but that of a human. All other &amp;quot;races&amp;quot; such as trolls, elves etc. Are humans with a preset of defects and adavantages. However, these also may be chosen separately without the accompanying change of appearance. You can for example pick the perk &amp;quot;nightsight&amp;quot; as an advantage - if you have the points. Example:&lt;br /&gt;
&lt;br /&gt;
Preset Ork (total of 9 points):&lt;br /&gt;
+ superiour structure (+2)&lt;br /&gt;
+ nightsight (see in lowlight conditions)&lt;br /&gt;
+ bloodlust (+2 close-combat)&lt;br /&gt;
- social outcast (GM&#039;s discretion)&lt;br /&gt;
- aggression (impatient, -1 on long / fiddly skills)&lt;br /&gt;
&lt;br /&gt;
Picking these advantages separately would cost more points those of the preset. Each preset has a &amp;quot;GM disadvantage&amp;quot; that is only effective in roleplaying situations (social outcast).&lt;br /&gt;
&lt;br /&gt;
== Classes == &lt;br /&gt;
&lt;br /&gt;
There are no classes in gangwars but there will be presets to make fast play possible. These presets will also help to define what kind of characters will be roaming the streets.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
The characters attributes may define his physical facilities but the features include physical and psychological particularities that may be of advantage or disadvantage to the person. Obviously, disadvantages will gain points for the character creation.&lt;br /&gt;
&lt;br /&gt;
Some features may only be chosen during character creation. Others cost more during regular play or will have to be integrated into the storyline.&lt;br /&gt;
&lt;br /&gt;
Most features will be related to a particular skill or attribute, i.e. &amp;quot;strong bastard&amp;quot;: gives +2 to strength. You&#039;re a person who&#039;ll ignore his pain treshold and grit his teeth to achieve a feat that involves using strength. Maybe you&#039;re a contestant in the world stronges man competition or just a woodworker who&#039;s been swinging the axe for years. In any case, you&#039;re pretty strong.&lt;br /&gt;
&lt;br /&gt;
As races will be presets of features, the list of features will be quite extensive. To put some kind of structure into this, I&#039;ve grouped the features into:&lt;br /&gt;
&lt;br /&gt;
* modifies attributes&lt;br /&gt;
* modifies skills&lt;br /&gt;
* gives extra ability&lt;br /&gt;
* gift / affinities&lt;br /&gt;
* unlocks skill / ability&lt;br /&gt;
&lt;br /&gt;
The last point is quite interesting: something like &amp;quot;spellcaster&amp;quot; is also considered a feature- one that enables the character to cast spells. Note that it only enables spellcasting, but does not do anything else. So, a person with that feature would have the facility to cast spells but might not be aware of that.&lt;br /&gt;
&lt;br /&gt;
There will be an extensive feature list.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
Everything you learn will be a skill. From Knowledge Skills (i.e. Archeology, History) to Combat Skills (Shooting a gun) you&#039;ll have to use skills to achieve success. &lt;br /&gt;
&lt;br /&gt;
How do we model the fact that some people are better at math or languages than others? We use features. Affinity features are actually combinations of advantages and disadventages. A person with an affinity to languages will get +2 on all language skills, but -2 on natural sciences. The gift &amp;quot;lingo&amp;quot; feature will reduce the number of points a character has to spend to gain languages. Other features may negate the negative effects of some affinities.&lt;br /&gt;
&lt;br /&gt;
What do we do if we don&#039;t have a skill? Nothing. If you don&#039;t know anything about the History of China, making an intelligence roll won&#039;t do any good. If you don&#039;t know how to fly a plane, you will crash. Easy as that. Some skills like &amp;quot;shooting a weapon&amp;quot; might be used without the necessary skill- but how much effect will your dexterity really have in that case?&lt;br /&gt;
&lt;br /&gt;
Success is determined by rolling a d20 and adding the skill (and eventually the appropriate attribute) number to that. Some skills require a certain attribute or score number to be used effectively. Skilled and unskilled attempts have different difficulties to be achieved. so, if a skilled gunman has a difficulty number of 20, a non-skilled person will have a number of 30 to hit. Also, the non-skilled person will only be able to add his according attribute / score to the roll (always stated next to skill- perception for shooting).&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=23010</id>
		<title>Gangwars:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=23010"/>
		<updated>2006-04-30T11:07:21Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Gangwars|short description]] might give you some answers. &lt;br /&gt;
&lt;br /&gt;
Here is [[Gangwars_Story|the story so far]].&lt;br /&gt;
&lt;br /&gt;
So far, I just transferred what I wrote about this system. The system is point-based and uses body scores (primary attributes) and attributes (secondary attributes).&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
Only the physical attributes of a creature are modeled in this system. They are described as &amp;quot;body&amp;quot; attributes. Secondary attributes are composed of body parts and are simply called attributes. (So there are &amp;quot;body&amp;quot; scores and &amp;quot;attributes&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Why? Well, for starters, mental and social attributes can almost never be accurately portrayed by the players. I think that it&#039;s simply bettter to let them play and change their characters as they see fit. Furthermore, rolling dice for social interaction when one is supposed to roleplay it just doesn&#039;t cut it.&lt;br /&gt;
&lt;br /&gt;
There are, of course, ramifications of dropping mental and social values. See below for that.&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
&lt;br /&gt;
This score model the muscles and bones (or other structural features) of a creature. It is used to calculate strength, constitution, hitpoints and other secondary attributes. &lt;br /&gt;
&lt;br /&gt;
=== Organs ===&lt;br /&gt;
&lt;br /&gt;
The inner workings of a creature: heart, lungs, liver, intestines etc. Used to calculate hitpoints, disease resistance, breathing etc.&lt;br /&gt;
&lt;br /&gt;
=== Cardio ===&lt;br /&gt;
&lt;br /&gt;
The cardio-vascular system of a creature. Used to calculate breathing, reflexes, resistance to shock etc. Also states the amount of time it will take a creature to bleed out. &lt;br /&gt;
&lt;br /&gt;
=== Neural ===&lt;br /&gt;
&lt;br /&gt;
The sympathetic and central nervous systems of a creature. Used to calculate initiative, Dexterity etc.&lt;br /&gt;
&lt;br /&gt;
=== Perception ===&lt;br /&gt;
&lt;br /&gt;
The periphery nervous system including the sensory organs of a creature. Used for sense-related checks and Initative.&lt;br /&gt;
&lt;br /&gt;
=== Comment so far ===&lt;br /&gt;
&lt;br /&gt;
This granulation of physical attributes is also possible for constructs / machines and magical creatures. Consider the example of a drone:&lt;br /&gt;
&lt;br /&gt;
* Structure = outer structure of the machine, moving parts&lt;br /&gt;
* Organs = internal structure of the machine, circuitry&lt;br /&gt;
* Cardio = energy / fluid flow of the machine, i.e. power cables etc.&lt;br /&gt;
* Neural = the cpu / controlling unit / connecting circuitry / radio signal etc&lt;br /&gt;
* Perception = cameras, microphones etc.&lt;br /&gt;
&lt;br /&gt;
Does this make sense? Well, it makes targeting of single systems of a creature possible. Also, it allows for further modifications on the body of the creature. In a cyberpunk setting, integrating cyberware is always a bit of a problem. However, trying to (more or less) accurately describing the body composition allows for simple cyberware integration:&lt;br /&gt;
&lt;br /&gt;
=== Cyberware ===&lt;br /&gt;
&lt;br /&gt;
To insert cyberware into a being, one simply puts it into the according system. This way, that system may be enhanced. In rpg terms: Your cyberware may only cost up to a number equal to the according system number. So, if you have Organs 7, you can only replace a total of 7 points of Organs with Cyberware. With avarage humans, an artifical heart, stomach and kidneys is all a body can tolerate.&lt;br /&gt;
&lt;br /&gt;
A creature that has exchanged half or more of all Body points with cyberware is called a cyborg. A creature that has exchanged all of its Body points with cyberware is considered &amp;quot;burned out&amp;quot; and can no longer conjure magic and will be treated as a machine for all rule issues.&lt;br /&gt;
&lt;br /&gt;
By inserting cyberware, attributes may rise. The body scores however will remain the same until they are trained. Consider this example:&lt;br /&gt;
&lt;br /&gt;
- B with structure 8 may insert 8 cyberware points&lt;br /&gt;
&lt;br /&gt;
- B&#039;s bones are strengthened with metal. he also gets artificial ligaments. This costs 5 structure points, so now B&#039;s structure score is 8(5)&lt;br /&gt;
&lt;br /&gt;
- This cyberware gives +4 to strength. B&#039;s strength score rises accordingly&lt;br /&gt;
&lt;br /&gt;
- B could insert additional 3 points of structural cyberware.&lt;br /&gt;
&lt;br /&gt;
One last addition: body scores may only be raised by training or medical intervention (like a laser op for eyesight correction). Once a characters body score is completely gone cyberware, i.e. structure 8(8), that score can no longer be raised normally but has to be raised via artifical means during the game (more surgery).&lt;br /&gt;
&lt;br /&gt;
Body scores / physical / main attributes may be targeted directly in an attack. Dropping to zero in one system disables that system and may result in fatality. A cardio 0 means a cardio-vascular breakdown (bleeding out - dead). Same is true for organs 0 (heart attack or lungs failure - dead). A neural 0 is either unconsiousness if its temporary or a brain flatline (brain dead). As long as neural is above 0, there is still a chance to revive the character.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
These are the secondary attributes (or simply: attributes) within this system. I&#039;ll have to clear up on the naming later on. Attributes (and ONLY those, not body scores) may be raised / lowered by characteristics (perks, (dis)advantages).&lt;br /&gt;
&lt;br /&gt;
=== Strength and Endurance ===&lt;br /&gt;
&lt;br /&gt;
Structure + Cardio = Strength and Endurance. You&#039;ll have to assign the numbers according to your own discretion. Are you strong, arduous or balanced? Lets make an example:&lt;br /&gt;
&lt;br /&gt;
* structure 9, cardio 8 = total of 17, assigning 10 to strength and 7 to endurance&lt;br /&gt;
* the perk &amp;quot;strong bastard&amp;quot; gives +2 to strength, so thats 12 strength and 7 endurance&lt;br /&gt;
* the perk &amp;quot;one hit wonder&amp;quot; allows you to raise your strength by +2 in one attempt, but you have to make an endurance roll -2 after that or you will collapse&lt;br /&gt;
&lt;br /&gt;
So thats how strength and endurance are used in this system. You can&#039;t raise (secondary) attributes by assigning points to them. You have to buy perks or raise your body scores.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
&lt;br /&gt;
(Structure + Neural) / 2 = Dexterity&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
Structure + Organs + Cardio = Health (Hitpoints)&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
Neural + Perception = Initiative&lt;br /&gt;
&lt;br /&gt;
=== Breath ===&lt;br /&gt;
Organs + Cardio = Breath&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
Nerves + Cardio = Resistance (to Shock)&lt;br /&gt;
&lt;br /&gt;
=== other attributes ===&lt;br /&gt;
Disease Resistance = Organs&lt;br /&gt;
etc.&lt;br /&gt;
Other attributes are not listed on the character sheet, but will be used according to situation.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
I like the idea that magic might get back into a modern world. I also like cyberpunk settings, so I am simply combining these two. You&#039;re saying: wait- that&#039;s shadowrun now, right? Well, no, not really. You see, there won&#039;t really be different races but only humans that are changed by magic and called &amp;quot;orks&amp;quot; and &amp;quot;elves&amp;quot; etc. by others. But essentially, they will be humans with a few defects and a few advantages.&lt;br /&gt;
&lt;br /&gt;
Essentially, there will be no playable race but that of a human. All other &amp;quot;races&amp;quot; such as trolls, elves etc. Are humans with a preset of defects and adavantages. However, these also may be chosen separately without the accompanying change of appearance. You can for example pick the perk &amp;quot;nightsight&amp;quot; as an advantage - if you have the points. Example:&lt;br /&gt;
&lt;br /&gt;
Preset Ork (total of 9 points):&lt;br /&gt;
+ superiour structure (+2)&lt;br /&gt;
+ nightsight (see in lowlight conditions)&lt;br /&gt;
+ bloodlust (+2 close-combat)&lt;br /&gt;
- social outcast (GM&#039;s discretion)&lt;br /&gt;
- aggression (impatient, -1 on long / fiddly skills)&lt;br /&gt;
&lt;br /&gt;
Picking these advantages separately would cost more points those of the preset. Each preset has a &amp;quot;GM disadvantage&amp;quot; that is only effective in roleplaying situations (social outcast).&lt;br /&gt;
&lt;br /&gt;
== Classes == &lt;br /&gt;
&lt;br /&gt;
There are no classes in gangwars but there will be presets to make fast play possible. These presets will also help to define what kind of characters will be roaming the streets.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
The characters attributes may define his physical facilities but the features include physical and psychological particularities that may be of advantage or disadvantage to the person. Obviously, disadvantages will gain points for the character creation.&lt;br /&gt;
&lt;br /&gt;
Some features may only be chosen during character creation. Others cost more during regular play or will have to be integrated into the storyline.&lt;br /&gt;
&lt;br /&gt;
Most features will be related to a particular skill or attribute, i.e. &amp;quot;strong bastard&amp;quot;: gives +2 to strength. You&#039;re a person who&#039;ll ignore his pain treshold and grit his teeth to achieve a feat that involves using strength. Maybe you&#039;re a contestant in the world stronges man competition or just a woodworker who&#039;s been swinging the axe for years. In any case, you&#039;re pretty strong.&lt;br /&gt;
&lt;br /&gt;
As races will be presets of features, the list of features will be quite extensive. To put some kind of structure into this, I&#039;ve grouped the features into:&lt;br /&gt;
&lt;br /&gt;
* modifies attributes&lt;br /&gt;
* modifies skills&lt;br /&gt;
* gives extra ability&lt;br /&gt;
* unlocks skill / ability&lt;br /&gt;
&lt;br /&gt;
The last point is quite interesting: something like &amp;quot;spellcaster&amp;quot; is also considered a feature- one that enables the character to cast spells. Note that it only enables spellcasting, but does not do anything else. So, a person with that feature would have the facility to cast spells but might not be aware of that.&lt;br /&gt;
&lt;br /&gt;
There will be an extensive feature list.&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=23009</id>
		<title>Gangwars:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=23009"/>
		<updated>2006-04-30T11:02:38Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: /* Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Gangwars|short description]] might give you some answers. &lt;br /&gt;
&lt;br /&gt;
Here is [[Gangwars_Story|the story so far]].&lt;br /&gt;
&lt;br /&gt;
So far, I just transferred what I wrote about this system. The system is point-based and uses body scores (primary attributes) and attributes (secondary attributes).&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
Only the physical attributes of a creature are modeled in this system. They are described as &amp;quot;body&amp;quot; attributes. Secondary attributes are composed of body parts and are simply called attributes. (So there are &amp;quot;body&amp;quot; scores and &amp;quot;attributes&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Why? Well, for starters, mental and social attributes can almost never be accurately portrayed by the players. I think that it&#039;s simply bettter to let them play and change their characters as they see fit. Furthermore, rolling dice for social interaction when one is supposed to roleplay it just doesn&#039;t cut it.&lt;br /&gt;
&lt;br /&gt;
There are, of course, ramifications of dropping mental and social values. See below for that.&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
&lt;br /&gt;
This score model the muscles and bones (or other structural features) of a creature. It is used to calculate strength, constitution, hitpoints and other secondary attributes. &lt;br /&gt;
&lt;br /&gt;
=== Organs ===&lt;br /&gt;
&lt;br /&gt;
The inner workings of a creature: heart, lungs, liver, intestines etc. Used to calculate hitpoints, disease resistance, breathing etc.&lt;br /&gt;
&lt;br /&gt;
=== Cardio ===&lt;br /&gt;
&lt;br /&gt;
The cardio-vascular system of a creature. Used to calculate breathing, reflexes, resistance to shock etc. Also states the amount of time it will take a creature to bleed out. &lt;br /&gt;
&lt;br /&gt;
=== Neural ===&lt;br /&gt;
&lt;br /&gt;
The sympathetic and central nervous systems of a creature. Used to calculate initiative, Dexterity etc.&lt;br /&gt;
&lt;br /&gt;
=== Perception ===&lt;br /&gt;
&lt;br /&gt;
The periphery nervous system including the sensory organs of a creature. Used for sense-related checks and Initative.&lt;br /&gt;
&lt;br /&gt;
=== Comment so far ===&lt;br /&gt;
&lt;br /&gt;
This granulation of physical attributes is also possible for constructs / machines and magical creatures. Consider the example of a drone:&lt;br /&gt;
&lt;br /&gt;
* Structure = outer structure of the machine, moving parts&lt;br /&gt;
* Organs = internal structure of the machine, circuitry&lt;br /&gt;
* Cardio = energy / fluid flow of the machine, i.e. power cables etc.&lt;br /&gt;
* Neural = the cpu / controlling unit / connecting circuitry / radio signal etc&lt;br /&gt;
* Perception = cameras, microphones etc.&lt;br /&gt;
&lt;br /&gt;
Does this make sense? Well, it makes targeting of single systems of a creature possible. Also, it allows for further modifications on the body of the creature. In a cyberpunk setting, integrating cyberware is always a bit of a problem. However, trying to (more or less) accurately describing the body composition allows for simple cyberware integration:&lt;br /&gt;
&lt;br /&gt;
=== Cyberware ===&lt;br /&gt;
&lt;br /&gt;
To insert cyberware into a being, one simply puts it into the according system. This way, that system may be enhanced. In rpg terms: Your cyberware may only cost up to a number equal to the according system number. So, if you have Organs 7, you can only replace a total of 7 points of Organs with Cyberware. With avarage humans, an artifical heart, stomach and kidneys is all a body can tolerate.&lt;br /&gt;
&lt;br /&gt;
A creature that has exchanged half or more of all Body points with cyberware is called a cyborg. A creature that has exchanged all of its Body points with cyberware is considered &amp;quot;burned out&amp;quot; and can no longer conjure magic and will be treated as a machine for all rule issues.&lt;br /&gt;
&lt;br /&gt;
By inserting cyberware, attributes may rise. The body scores however will remain the same until they are trained. Consider this example:&lt;br /&gt;
&lt;br /&gt;
- B with structure 8 may insert 8 cyberware points&lt;br /&gt;
&lt;br /&gt;
- B&#039;s bones are strengthened with metal. he also gets artificial ligaments. This costs 5 structure points, so now B&#039;s structure score is 8(5)&lt;br /&gt;
&lt;br /&gt;
- This cyberware gives +4 to strength. B&#039;s strength score rises accordingly&lt;br /&gt;
&lt;br /&gt;
- B could insert additional 3 points of structural cyberware.&lt;br /&gt;
&lt;br /&gt;
One last addition: body scores may only be raised by training or medical intervention (like a laser op for eyesight correction). Once a characters body score is completely gone cyberware, i.e. structure 8(8), that score can no longer be raised normally but has to be raised via artifical means during the game (more surgery).&lt;br /&gt;
&lt;br /&gt;
Body scores / physical / main attributes may be targeted directly in an attack. Dropping to zero in one system disables that system and may result in fatality. A cardio 0 means a cardio-vascular breakdown (bleeding out - dead). Same is true for organs 0 (heart attack or lungs failure - dead). A neural 0 is either unconsiousness if its temporary or a brain flatline (brain dead). As long as neural is above 0, there is still a chance to revive the character.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
These are the secondary attributes (or simply: attributes) within this system. I&#039;ll have to clear up on the naming later on. Attributes (and ONLY those, not body scores) may be raised / lowered by characteristics (perks, (dis)advantages).&lt;br /&gt;
&lt;br /&gt;
=== Strength and Endurance ===&lt;br /&gt;
&lt;br /&gt;
Structure + Cardio = Strength and Endurance. You&#039;ll have to assign the numbers according to your own discretion. Are you strong, arduous or balanced? Lets make an example:&lt;br /&gt;
&lt;br /&gt;
* structure 9, cardio 8 = total of 17, assigning 10 to strength and 7 to endurance&lt;br /&gt;
* the perk &amp;quot;strong bastard&amp;quot; gives +2 to strength, so thats 12 strength and 7 endurance&lt;br /&gt;
* the perk &amp;quot;one hit wonder&amp;quot; allows you to raise your strength by +2 in one attempt, but you have to make an endurance roll -2 after that or you will collapse&lt;br /&gt;
&lt;br /&gt;
So thats how strength and endurance are used in this system. You can&#039;t raise (secondary) attributes by assigning points to them. You have to buy perks or raise your body scores.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
&lt;br /&gt;
(Structure + Neural) / 2 = Dexterity&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
Structure + Organs + Cardio = Health (Hitpoints)&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
Neural + Perception = Initiative&lt;br /&gt;
&lt;br /&gt;
=== Breath ===&lt;br /&gt;
Organs + Cardio = Breath&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
Nerves + Cardio = Resistance (to Shock)&lt;br /&gt;
&lt;br /&gt;
=== other attributes ===&lt;br /&gt;
Disease Resistance = Organs&lt;br /&gt;
etc.&lt;br /&gt;
Other attributes are not listed on the character sheet, but will be used according to situation.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
I like the idea that magic might get back into a modern world. I also like cyberpunk settings, so I am simply combining these two. You&#039;re saying: wait- that&#039;s shadowrun now, right? Well, no, not really. You see, there won&#039;t really be different races but only humans that are changed by magic and called &amp;quot;orks&amp;quot; and &amp;quot;elves&amp;quot; etc. by others. But essentially, they will be humans with a few defects and a few advantages.&lt;br /&gt;
&lt;br /&gt;
Essentially, there will be no playable race but that of a human. All other &amp;quot;races&amp;quot; such as trolls, elves etc. Are humans with a preset of defects and adavantages. However, these also may be chosen separately without the accompanying change of appearance. You can for example pick the perk &amp;quot;nightsight&amp;quot; as an advantage - if you have the points. Example:&lt;br /&gt;
&lt;br /&gt;
Preset Ork (total of 9 points):&lt;br /&gt;
+ superiour structure (+2)&lt;br /&gt;
+ nightsight (see in lowlight conditions)&lt;br /&gt;
+ bloodlust (+2 close-combat)&lt;br /&gt;
- social outcast (GM&#039;s discretion)&lt;br /&gt;
- aggression (impatient, -1 on long / fiddly skills)&lt;br /&gt;
&lt;br /&gt;
Picking these advantages separately would cost more points those of the preset. Each preset has a &amp;quot;GM disadvantage&amp;quot; that is only effective in roleplaying situations (social outcast).&lt;br /&gt;
&lt;br /&gt;
== Classes == &lt;br /&gt;
&lt;br /&gt;
There are no classes in gangwars but there will be presets to make fast play possible. These presets will also help to define what kind of characters will be roaming the streets.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
The characters attributes may define his physical facilities but the features include physical and psychological particularities that may be of advantage or disadvantage to the person. Obviously, disadvantages will gain points for the character creation.&lt;br /&gt;
&lt;br /&gt;
Some features may only be chosen during character creation. Others cost more during regular play or will have to be integrated into the storyline.&lt;br /&gt;
&lt;br /&gt;
Most features will be related to a particular skill or attribute, i.e. &amp;quot;strong bastard&amp;quot;: gives +2 to strength. You&#039;re a person who&#039;ll ignore his pain treshold and grit his teeth to achieve a feat that involves using strength. Maybe you&#039;re a contestant in the world stronges man competition or just a woodworker who&#039;s been swinging the axe for years. In any case, you&#039;re pretty strong.&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=23008</id>
		<title>Gangwars:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=23008"/>
		<updated>2006-04-30T10:53:33Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Gangwars|short description]] might give you some answers. &lt;br /&gt;
&lt;br /&gt;
Here is [[Gangwars_Story|the story so far]].&lt;br /&gt;
&lt;br /&gt;
So far, I just transferred what I wrote about this system. The system is point-based and uses body scores (primary attributes) and attributes (secondary attributes).&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
Only the physical attributes of a creature are modeled in this system. They are described as &amp;quot;body&amp;quot; attributes. Secondary attributes are composed of body parts and are simply called attributes. (So there are &amp;quot;body&amp;quot; scores and &amp;quot;attributes&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Why? Well, for starters, mental and social attributes can almost never be accurately portrayed by the players. I think that it&#039;s simply bettter to let them play and change their characters as they see fit. Furthermore, rolling dice for social interaction when one is supposed to roleplay it just doesn&#039;t cut it.&lt;br /&gt;
&lt;br /&gt;
There are, of course, ramifications of dropping mental and social values. See below for that.&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
&lt;br /&gt;
This score model the muscles and bones (or other structural features) of a creature. It is used to calculate strength, constitution, hitpoints and other secondary attributes. &lt;br /&gt;
&lt;br /&gt;
=== Organs ===&lt;br /&gt;
&lt;br /&gt;
The inner workings of a creature: heart, lungs, liver, intestines etc. Used to calculate hitpoints, disease resistance, breathing etc.&lt;br /&gt;
&lt;br /&gt;
=== Cardio ===&lt;br /&gt;
&lt;br /&gt;
The cardio-vascular system of a creature. Used to calculate breathing, reflexes, resistance to shock etc. Also states the amount of time it will take a creature to bleed out. &lt;br /&gt;
&lt;br /&gt;
=== Neural ===&lt;br /&gt;
&lt;br /&gt;
The sympathetic and central nervous systems of a creature. Used to calculate initiative, Dexterity etc.&lt;br /&gt;
&lt;br /&gt;
=== Perception ===&lt;br /&gt;
&lt;br /&gt;
The periphery nervous system including the sensory organs of a creature. Used for sense-related checks and Initative.&lt;br /&gt;
&lt;br /&gt;
=== Comment so far ===&lt;br /&gt;
&lt;br /&gt;
This granulation of physical attributes is also possible for constructs / machines and magical creatures. Consider the example of a drone:&lt;br /&gt;
&lt;br /&gt;
* Structure = outer structure of the machine, moving parts&lt;br /&gt;
* Organs = internal structure of the machine, circuitry&lt;br /&gt;
* Cardio = energy / fluid flow of the machine, i.e. power cables etc.&lt;br /&gt;
* Neural = the cpu / controlling unit / connecting circuitry / radio signal etc&lt;br /&gt;
* Perception = cameras, microphones etc.&lt;br /&gt;
&lt;br /&gt;
Does this make sense? Well, it makes targeting of single systems of a creature possible. Also, it allows for further modifications on the body of the creature. In a cyberpunk setting, integrating cyberware is always a bit of a problem. However, trying to (more or less) accurately describing the body composition allows for simple cyberware integration:&lt;br /&gt;
&lt;br /&gt;
=== Cyberware ===&lt;br /&gt;
&lt;br /&gt;
To insert cyberware into a being, one simply puts it into the according system. This way, that system may be enhanced. In rpg terms: Your cyberware may only cost up to a number equal to the according system number. So, if you have Organs 7, you can only replace a total of 7 points of Organs with Cyberware. With avarage humans, an artifical heart, stomach and kidneys is all a body can tolerate.&lt;br /&gt;
&lt;br /&gt;
A creature that has exchanged half or more of all Body points with cyberware is called a cyborg. A creature that has exchanged all of its Body points with cyberware is considered &amp;quot;burned out&amp;quot; and can no longer conjure magic and will be treated as a machine for all rule issues.&lt;br /&gt;
&lt;br /&gt;
By inserting cyberware, attributes may rise. The body scores however will remain the same until they are trained. Consider this example:&lt;br /&gt;
&lt;br /&gt;
- B with structure 8 may insert 8 cyberware points&lt;br /&gt;
&lt;br /&gt;
- B&#039;s bones are strengthened with metal. he also gets artificial ligaments. This costs 5 structure points, so now B&#039;s structure score is 8(5)&lt;br /&gt;
&lt;br /&gt;
- This cyberware gives +4 to strength. B&#039;s strength score rises accordingly&lt;br /&gt;
&lt;br /&gt;
- B could insert additional 3 points of structural cyberware.&lt;br /&gt;
&lt;br /&gt;
One last addition: body scores may only be raised by training or medical intervention (like a laser op for eyesight correction). Once a characters body score is completely gone cyberware, i.e. structure 8(8), that score can no longer be raised normally but has to be raised via artifical means during the game (more surgery).&lt;br /&gt;
&lt;br /&gt;
Body scores / physical / main attributes may be targeted directly in an attack. Dropping to zero in one system disables that system and may result in fatality. A cardio 0 means a cardio-vascular breakdown (bleeding out - dead). Same is true for organs 0 (heart attack or lungs failure - dead). A neural 0 is either unconsiousness if its temporary or a brain flatline (brain dead). As long as neural is above 0, there is still a chance to revive the character.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
These are the secondary attributes (or simply: attributes) within this system. I&#039;ll have to clear up on the naming later on. Attributes (and ONLY those, not body scores) may be raised / lowered by characteristics (perks, (dis)advantages).&lt;br /&gt;
&lt;br /&gt;
=== Strength and Endurance ===&lt;br /&gt;
&lt;br /&gt;
Structure + Cardio = Strength and Endurance. You&#039;ll have to assign the numbers according to your own discretion. Are you strong, arduous or balanced? Lets make an example:&lt;br /&gt;
&lt;br /&gt;
* structure 9, cardio 8 = total of 17, assigning 10 to strength and 7 to endurance&lt;br /&gt;
* the perk &amp;quot;strong bastard&amp;quot; gives +2 to strength, so thats 12 strength and 7 endurance&lt;br /&gt;
* the perk &amp;quot;one hit wonder&amp;quot; allows you to raise your strength by +2 in one attempt, but you have to make an endurance roll -2 after that or you will collapse&lt;br /&gt;
&lt;br /&gt;
So thats how strength and endurance are used in this system. You can&#039;t raise (secondary) attributes by assigning points to them. You have to buy perks or raise your body scores.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
&lt;br /&gt;
(Structure + Neural) / 2 = Dexterity&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
Structure + Organs + Cardio = Health (Hitpoints)&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
Neural + Perception = Initiative&lt;br /&gt;
&lt;br /&gt;
=== Breath ===&lt;br /&gt;
Organs + Cardio = Breath&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
Nerves + Cardio = Resistance (to Shock)&lt;br /&gt;
&lt;br /&gt;
=== other attributes ===&lt;br /&gt;
Disease Resistance = Organs&lt;br /&gt;
etc.&lt;br /&gt;
Other attributes are not listed on the character sheet, but will be used according to situation.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
I like the idea that magic might get back into a modern world. I also like cyberpunk settings, so I am simply combining these two. You&#039;re saying: wait- that&#039;s shadowrun now, right? Well, no, not really. You see, there won&#039;t really be different races but only humans that are changed by magic and called &amp;quot;orks&amp;quot; and &amp;quot;elves&amp;quot; etc. by others. But essentially, they will be humans with a few defects and a few advantages.&lt;br /&gt;
&lt;br /&gt;
Essentially, there will be no playable race but that of a human. All other &amp;quot;races&amp;quot; such as trolls, elves etc. Are humans with a preset of defects and adavantages. However, these also may be chosen separately without the accompanying change of appearance. You can for example pick the perk &amp;quot;nightsight&amp;quot; as an advantage - if you have the points. Example:&lt;br /&gt;
&lt;br /&gt;
Preset Ork (total of 9 points):&lt;br /&gt;
+ superiour structure (+2)&lt;br /&gt;
+ nightsight (see in lowlight conditions)&lt;br /&gt;
+ bloodlust (+2 close-combat)&lt;br /&gt;
- social outcast (GM&#039;s discretion)&lt;br /&gt;
- aggression (impatient, -1 on long / fiddly skills)&lt;br /&gt;
&lt;br /&gt;
Picking these advantages separately would cost more points those of the preset. Each preset has a &amp;quot;GM disadvantage&amp;quot; that is only effective in roleplaying situations (social outcast).&lt;br /&gt;
&lt;br /&gt;
== Classes == &lt;br /&gt;
&lt;br /&gt;
There are no classes in gangwars but there will be presets to make fast play possible. These presets will also help to define what kind of characters will be roaming the streets.&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars_Story&amp;diff=23006</id>
		<title>Gangwars Story</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars_Story&amp;diff=23006"/>
		<updated>2006-04-30T10:50:02Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is going to be an RPG based roughly on the events / world of shadowrun, with gang members and simple people being in focus.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Year 2082. Berlin.&lt;br /&gt;
&lt;br /&gt;
The world has gone through a lot of changes in the last 60 years. A long oil crisis and the following world-wide wars have left the global economy crippled until developments in biotechnology could solve the energy problems partially. The development of biocells to fuel our hungry industries has stabilized the political situation after a long period of tension.&lt;br /&gt;
&lt;br /&gt;
Connecting the human neural system to digital systems and redesigning our computers to fit this new kind of interface was the next big thing. Now, disabled people could control machines with their minds and a new kind of prosthetics was finally possible. The next step was the introduction of integrated prosthetics, also called cyberware. Machines could finally be integrated into our system and use our own body energy and be controlled by our own neurological system. This huge medical revolution soon also transcended into other areas such as sports and the military.&lt;br /&gt;
&lt;br /&gt;
Then... something unexpected happened.&lt;br /&gt;
&lt;br /&gt;
Reports of inexplainable incidents increased - freak accidents, strange occurances, weird phenomena that put scientist into confusion. As a global pattern slowly started to emerge, individuals claiming to be long-dead prophets and saints appeared. The whole world was in an uproar as a young student by the name of Jesus walked across the Tiber river to the Vatican, demanding the Pope to step down from his earthly throne and to dispand the church. As the young man started healing the sick and performing further wonders, he was put into custody by Italian officials for disturbing the public peace. As a result, demonstrations and riots occured all over the world. A whole new Christianity emerged. &lt;br /&gt;
&lt;br /&gt;
But that was not the only supernatural occurence. A group of native americans demanded their old territories back and threatened with terroristic acts in case of refusal. The US government captured many of those &amp;quot;terrorists&amp;quot; but had no time for interrogation. The ghost dance created a massive volcano near Arizone, causing massive quakes that destroyed parts of San Francisco and L.A. At the same time, development workers and anthropologists around the world reported the appearance of self-proclaimed religious leaders, shamans and witchdoctors who seemed to hold great influence over their followers. The power of these people became appearant as tribal groups in Africa and South America regained control over their ancient territories. Military forces trying to hinder these secessions failed and frequently returned with reports of terrible creatures and strange occurences. Some did not return at all...&lt;br /&gt;
&lt;br /&gt;
It took the world some twenty years to realize that these events could not be explained scientifically. US researchers were the first to announce that &amp;quot;magic&amp;quot; had returned back to the world. A research group in Heidelberg, Germany, focused on these paranormal cases and confirmed the initial findings. At the same time, small backwards nations reemerged with newfound power, cults and sects were founded everywhere and a social chaos arose as the message slowly sunk into the heads of the modern man.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;awakened world&amp;quot;, as the media coined it, was now a home of old mythical creatures like unicorns and dragons. The return of magic had released microorganisms that changed existing animals to transform them into strange beings with unexplainable powers. A deadly virus swept over the human population, killing many and leaving many others disfigured. The few survivors were named &amp;quot;orcs&amp;quot; and &amp;quot;elves&amp;quot; by the media, putting them into social isolation. Freakshows became common again, displaying  Trolls, Gnomes and other disfigured Humans as well as strange animals. Slowly, the flora and faune of the world changed as scientists tried to keep up with these developments. The scientific world effectively came to a halt, dizzy with all the global transformation that was occuring.&lt;br /&gt;
&lt;br /&gt;
Most of the changes were accompanied by terror and fighting. Havoc caused by the proclamation of the Apocalypse by religious figures and the fear of biotransformation induced by scientists left many people confused and alone in the world. In the neglected urban areas, this led to the building of modern tribes. These &amp;quot;gangs&amp;quot; were simply gatherings of people that tried to take care of each other. Since the government failed to support its citizens, they grouped to help themselves. Sometimes bickering and fighting over scraps, putting the world into something like a pre-civilisation society.&lt;br /&gt;
&lt;br /&gt;
YOU are living in this society. You are part of a world that&#039;s trying to assume &amp;quot;business as usual&amp;quot;. But everything is far far away from usual. You - the people - have recognized this and took steps to  take care of yourself and those around you. You are part of a modern tribe.&lt;br /&gt;
&lt;br /&gt;
Within a world struggling with new technologies and old legends, you are left amidst strange cults, corporate terror, helpless governments and raving media. Kids with cheasy books holding seances suddenly succeed in conjuring old evil devouring whole blocks of your neighborhood. Corporations drive your rents up by building high-fashion plazas next to your place and try to mug you out of your home. The Government releases stupid and ineffective regulations, trying to control magic and new technologies. You are right in the middle of all this. Sadly, you do not belong to the middle class or the priviledged few. Hell, you&#039;ve barely been able to pay rent and get some food - maybe even enough to pay for your education. Whatever you&#039;ve been trying to do in this world... whatever you&#039;ve been trying to achive... you&#039;ve failed.&lt;br /&gt;
&lt;br /&gt;
So have others- you are not alone! Your hood gets together. You folks have each other. You&#039;re one big family... They call you scum, they call you gangs... well, allright then. Lets be the chewing gum on the bottom sole of society...&lt;br /&gt;
&lt;br /&gt;
Compared to organized crimes&#039;s pyramidal structure, gangs are loosely hierarchial and often fight each other. Drive-by shootings by gangers often result in casualties among the local populations, but such episodes are often difficult to investigate because of widespread dislike of the authorities. When there is a war on between gangs, the streets arent safe and even the peaceful tribes will take up arms to protect their hood.&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
&lt;br /&gt;
You and the other players are all gang members. You can define what kind of gang you will be- a group of suburban kids beating the crap out of others? Or a neighborhood lashed by fate and formed into a new family? However you may define yourself and whatever situation you may be in - you are part of a modern tribe. &lt;br /&gt;
&lt;br /&gt;
At the start, you will be at the bottom of the tribe: a new or young member that is trying to gain in rank and esteem. Over time, you might get to the top of the tribe, even ruling it yourself, or start new tribes. You might even become a cult leader, a tribal warlord or rise (back) to the ranks of citizens living in a nice home with your family.&lt;br /&gt;
&lt;br /&gt;
The gangwars assume that the PCs are part of a gang (or even a very small gang themselves) that has to fight &amp;quot;the rest of the world&amp;quot; to ensure its survival. With drugs, weapons, magic and cyberware circulating in the streets freely, this makes for an interesting starting point. Will you try to gain some insight into magic to assume power as fast as possible - at the same time putting you and others to very high risk? Or will you try to rob and pressure others for money? Maybe you&#039;ll even chop people to sell their parts off or sit in someones backroom for a cyber-implant? The multitude of approaches from a basic starting point can turn this setting into anything from Buffy to Special Unit 2 to Johnny Mnemonic to Ghost in the Shell.&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars_Story&amp;diff=23002</id>
		<title>Gangwars Story</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars_Story&amp;diff=23002"/>
		<updated>2006-04-30T10:20:28Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is going to be an RPG based roughly on the events / world of shadowrun, with gang members and simple people being in focus.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Year 2082. Berlin.&lt;br /&gt;
&lt;br /&gt;
The world has gone through a lot of changes in the last 60 years. A long oil crisis and the following world-wide wars have left the global economy crippled until developments in biotechnology could solve the energy problems partially. The development of biocells to fuel our hungry industries has stabilized the political situation after a long period of tension.&lt;br /&gt;
&lt;br /&gt;
Connecting the human neural system to digital systems and redesigning our computers to fit this new kind of interface was the next big thing. Now, disabled people could control machines with their minds and a new kind of prosthetics was finally possible. The next step was the introduction of integrated prosthetics, also called cyberware. Machines could finally be integrated into our system and use our own body energy and be controlled by our own neurological system. This huge medical revolution soon also transcended into other areas such as sports and the military.&lt;br /&gt;
&lt;br /&gt;
Then... something unexpected happened.&lt;br /&gt;
&lt;br /&gt;
Reports of inexplainable incidents increased - freak accidents, strange occurances, weird phenomena that put scientist into confusion. As a global pattern slowly started to emerge, individuals claiming to be long-dead prophets and saints appeared. The whole world was in an uproar as a young student by the name of Jesus walked across the Tiber river to the Vatican, demanding the Pope to step down from his earthly throne and to dispand the church. As the young man started healing the sick and performing further wonders, he was put into custody by Italian officials for disturbing the public peace. As a result, demonstrations and riots occured all over the world. A whole new Christianity emerged. &lt;br /&gt;
&lt;br /&gt;
But that was not the only supernatural occurence. A group of native americans demanded their old territories back and threatened with terroristic acts in case of refusal. The US government captured many of those &amp;quot;terrorists&amp;quot; but had no time for interrogation. The ghost dance created a massive volcano near Arizone, causing massive quakes that destroyed parts of San Francisco and L.A. At the same time, development workers and anthropologists around the world reported the appearance of self-proclaimed religious leaders, shamans and witchdoctors who seemed to hold great influence over their followers. The power of these people became appearant as tribal groups in Africa and South America regained control over their ancient territories. Military forces trying to hinder these secessions failed and frequently returned with reports of terrible creatures and strange occurences. Some did not return at all...&lt;br /&gt;
&lt;br /&gt;
It took the world some twenty years to realize that these events could not be explained scientifically. US researchers were the first to announce that &amp;quot;magic&amp;quot; had returned back to the world. A research group in Heidelberg, Germany, focused on these paranormal cases and confirmed the initial findings. At the same time, small backwards nations reemerged with newfound power, cults and sects were founded everywhere and a social chaos arose as the message slowly sunk into the heads of the modern man.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;awakened world&amp;quot;, as the media coined it, was now a home of old mythical creatures like unicorns and dragons. The return of magic had released microorganisms that changed existing animals to transform them into strange beings with unexplainable powers. A deadly virus swept over the human population, killing many and leaving many others disfigured. The few survivors were named &amp;quot;orcs&amp;quot; and &amp;quot;elves&amp;quot; by the media, putting them into social isolation. Freakshows became common again, displaying  Trolls, Gnomes and other disfigured Humans as well as strange animals. Slowly, the flora and faune of the world changed as scientists tried to keep up with these developments. The scientific world effectively came to a halt, dizzy with all the global transformation that was occuring.&lt;br /&gt;
&lt;br /&gt;
Most of the changes were accompanied by terror and fighting. Havoc caused by the proclamation of the Apocalypse by religious figures and the fear of biotransformation induced by scientists left many people confused and alone in the world. In the neglected urban areas, this led to the building of modern tribes. These &amp;quot;gangs&amp;quot; were simply gatherings of people that tried to take care of each other. Since the government failed to support its citizens, they grouped to help themselves. Sometimes bickering and fighting over scraps, putting the world into something like a pre-civilisation society.&lt;br /&gt;
&lt;br /&gt;
YOU are living in this society. You are part of a world that&#039;s trying to assume &amp;quot;business as usual&amp;quot;. But everything is far far away from usual. You - the people - have recognized this and took steps to  take care of yourself and those around you. You are part of a modern tribe.&lt;br /&gt;
&lt;br /&gt;
Within a world struggling with new technologies and old legends, you are left amidst strange cults, corporate terror, helpless governments and raving media. Kids with cheasy books holding seances suddenly succeed in conjuring old evil devouring whole blocks of your neighborhood. Corporations drive your rents up by building high-fashion plazas next to your place and try to mug you out of your home. The Government releases stupid and ineffective regulations, trying to control magic and new technologies. You are right in the middle of all this. Sadly, you do not belong to the middle class or the priviledged few. Hell, you&#039;ve barely been able to pay rent and get some food - maybe even enough to pay for your education. Whatever you&#039;ve been trying to do in this world... whatever you&#039;ve been trying to achive... you&#039;ve failed.&lt;br /&gt;
&lt;br /&gt;
So have others- you are not alone! Your hood gets together. You folks have each other. You&#039;re one big family... They call you scum, they call you gangs... well, allright then. Lets be the chewing gum on the bottom sole of society...&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
&lt;br /&gt;
You and the other players are all gang members. You can define what kind of gang you will be- a group of suburban kids beating the crap out of others? Or a neighborhood lashed by fate and formed into a new family? However you may define yourself and whatever situation you may be in - you are part of a modern tribe. &lt;br /&gt;
&lt;br /&gt;
At the start, you will be at the bottom of the tribe: a new or young member that is trying to gain in rank and esteem. Over time, you might get to the top of the tribe, even ruling it yourself, or start new tribes. You might even become a cult leader, a tribal warlord or rise (back) to the ranks of citizens living in a nice home with your family.&lt;br /&gt;
&lt;br /&gt;
The gangwars assume that the PCs are part of a gang (or even a very small gang themselves) that has to fight &amp;quot;the rest of the world&amp;quot; to ensure its survival. With drugs, weapons, magic and cyberware circulating in the streets freely, this makes for an interesting starting point. Will you try to gain some insight into magic to assume power as fast as possible - at the same time putting you and others to very high risk? Or will you try to rob and pressure others for money? Maybe you&#039;ll even chop people to sell their parts off or sit in someones backroom for a cyber-implant? The multitude of approaches from a basic starting point can turn this setting into anything from Buffy to Special Unit 2 to Johnny Mnemonic to Ghost in the Shell.&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars_Story&amp;diff=23001</id>
		<title>Gangwars Story</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars_Story&amp;diff=23001"/>
		<updated>2006-04-30T10:09:03Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is going to be an RPG based roughly on the events / world of shadowrun, with gang members and simple people being in focus.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Year 2082. Berlin.&lt;br /&gt;
&lt;br /&gt;
The world has gone through a lot of changes in the last 60 years. A long oil crisis and the following world-wide wars have left the global economy crippled until developments in biotechnology could solve the energy problems partially. The development of biocells to fuel our hungry industries has stabilized the political situation after a long period of tension.&lt;br /&gt;
&lt;br /&gt;
Connecting the human neural system to digital systems and redesigning our computers to fit this new kind of interface was the next big thing. Now, disabled people could control machines with their minds and a new kind of prosthetics was finally possible. The next step was the introduction of integrated prosthetics, also called cyberware. Machines could finally be integrated into our system and use our own body energy and be controlled by our own neurological system. This huge medical revolution soon also transcended into other areas such as sports and the military.&lt;br /&gt;
&lt;br /&gt;
Then... something unexpected happened.&lt;br /&gt;
&lt;br /&gt;
Reports of inexplainable incidents increased - freak accidents, strange occurances, weird phenomena that put scientist into confusion. As a global pattern slowly started to emerge, individuals claiming to be long-dead prophets and saints appeared. The whole world was in an uproar as a young student by the name of Jesus walked across the Tiber river to the Vatican, demanding the Pope to step down from his earthly throne and to dispand the church. As the young man started healing the sick and performing further wonders, he was put into custody by Italian officials for disturbing the public peace. As a result, demonstrations and riots occured all over the world. A whole new Christianity emerged. &lt;br /&gt;
&lt;br /&gt;
But that was not the only supernatural occurence. A group of native americans demanded their old territories back and threatened with terroristic acts in case of refusal. The US government captured many of those &amp;quot;terrorists&amp;quot; but had no time for interrogation. The ghost dance created a massive volcano near Arizone, causing massive quakes that destroyed parts of San Francisco and L.A. At the same time, development workers and anthropologists around the world reported the appearance of self-proclaimed religious leaders, shamans and witchdoctors who seemed to hold great influence over their followers. The power of these people became appearant as tribal groups in Africa and South America regained control over their ancient territories. Military forces trying to hinder these secessions failed and frequently returned with reports of terrible creatures and strange occurences. Some did not return at all...&lt;br /&gt;
&lt;br /&gt;
It took the world some twenty years to realize that these events could not be explained scientifically. US researchers were the first to announce that &amp;quot;magic&amp;quot; had returned back to the world. A research group in Heidelberg, Germany, focused on these paranormal cases and confirmed the initial findings. At the same time, small backwards nations reemerged with newfound power, cults and sects were founded everywhere and a social chaos arose as the message slowly sunk into the heads of the modern man.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;awakened world&amp;quot;, as the media coined it, was now a home of old mythical creatures like unicorns and dragons. The return of magic had released microorganisms that changed existing animals to transform them into strange beings with unexplainable powers. A deadly virus swept over the human population, killing many and leaving many others disfigured. The few survivors were named &amp;quot;orcs&amp;quot; and &amp;quot;elves&amp;quot; by the media, putting them into social isolation. Freakshows became common again, displaying  Trolls, Gnomes and other disfigured Humans as well as strange animals. Slowly, the flora and faune of the world changed as scientists tried to keep up with these developments. The scientific world effectively came to a halt, dizzy with all the global transformation that was occuring.&lt;br /&gt;
&lt;br /&gt;
Most of the changes were accompanied by terror and fighting. Havoc caused by the proclamation of the Apocalypse by religious figures and the fear of biotransformation induced by scientists left many people confused and alone in the world. In the neglected urban areas, this led to the building of modern tribes. These &amp;quot;gangs&amp;quot; were simply gatherings of people that tried to take care of each other. Since the government failed to support its citizens, they grouped to help themselves. Sometimes bickering and fighting over scraps, putting the world into something like a pre-civilisation society.&lt;br /&gt;
&lt;br /&gt;
YOU are living in this society. You are part of a world that&#039;s trying to assume &amp;quot;business as usual&amp;quot;. But everything is far far away from usual. You - the people - have recognized this and took steps to  take care of yourself and those around you. You are part of a modern tribe.&lt;br /&gt;
&lt;br /&gt;
Within a world struggling with new technologies and old legends, you are left amidst strange cults, corporate terror, helpless governments and raving media. Kids with cheasy books holding seances suddenly succeed in conjuring old evil devouring whole blocks of your neighborhood. Corporations drive your rents up by building high-fashion plazas next to your place and try to mug you out of your home. The Government releases stupid and ineffective regulations, trying to control magic and new technologies. You are right in the middle of all this. Sadly, you do not belong to the middle class or the priviledged few. Hell, you&#039;ve barely been able to pay rent and get some food - maybe even enough to pay for your education. Whatever you&#039;ve been trying to do in this world... whatever you&#039;ve been trying to achive... you&#039;ve failed.&lt;br /&gt;
&lt;br /&gt;
So have others- you are not alone! Your hood gets together. You folks have each other. You&#039;re one big family... They call you scum, they call you gangs... well, allright then. Lets be the chewing gum on the bottom sole of society...&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars_Story&amp;diff=23000</id>
		<title>Gangwars Story</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars_Story&amp;diff=23000"/>
		<updated>2006-04-30T09:57:34Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is going to be an RPG based roughly on the events / world of shadowrun, with gang members and simple people being in focus.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Year 2082. Berlin.&lt;br /&gt;
&lt;br /&gt;
The world has gone through a lot of changes in the last 60 years. A long oil crisis and the following world-wide wars have left the global economy crippled until developments in biotechnology could solve the energy problems partially. The development of biocells to fuel our hungry industries has stabilized the political situation after a long period of tension.&lt;br /&gt;
&lt;br /&gt;
Connecting the human neural system to digital systems and redesigning our computers to fit this new kind of interface was the next big thing. Now, disabled people could control machines with their minds and a new kind of prosthetics was finally possible. The next step was the introduction of integrated prosthetics, also called cyberware. Machines could finally be integrated into our system and use our own body energy and be controlled by our own neurological system. This huge medical revolution soon also transcended into other areas such as sports and the military.&lt;br /&gt;
&lt;br /&gt;
Then... something unexpected happened.&lt;br /&gt;
&lt;br /&gt;
Reports of inexplainable incidents increased - freak accidents, strange occurances, weird phenomena that put scientist into confusion. As a global pattern slowly started to emerge, individuals claiming to be long-dead prophets and saints appeared. The whole world was in an uproar as a young student by the name of Jesus walked across the Tiber river to the Vatican, demanding the Pope to step down from his earthly throne and to dispand the church. As the young man started healing the sick and performing further wonders, he was put into custody by Italian officials for disturbing the public peace. As a result, demonstrations and riots occured all over the world. A whole new Christianity emerged. &lt;br /&gt;
&lt;br /&gt;
But that was not the only supernatural occurence. A group of native americans demanded their old territories back and threatened with terroristic acts in case of refusal. The US government captured many of those &amp;quot;terrorists&amp;quot; but had no time for interrogation. The ghost dance created a massive volcano near Arizone, causing massive quakes that destroyed parts of San Francisco and L.A. At the same time, development workers and anthropologists around the world reported the appearance of self-proclaimed religious leaders, shamans and witchdoctors who seemed to hold great influence over their followers. The power of these people became appearant as tribal groups in Africa and South America regained control over their ancient territories. Military forces trying to hinder these secessions failed and frequently returned with reports of terrible creatures and strange occurences. Some did not return at all...&lt;br /&gt;
&lt;br /&gt;
It took the world some twenty years to realize that these events could not be explained scientifically. US researchers were the first to announce that &amp;quot;magic&amp;quot; had returned back to the world. A research group in Heidelberg, Germany, focused on these paranormal cases and confirmed the initial findings. At the same time, small backwards nations reemerged with newfound power, cults and sects were founded everywhere and a social chaos arose as the message slowly sunk into the heads of the modern man.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;awakened world&amp;quot;, as the media coined it, was now a home of old mythical creatures like unicorns and dragons. The return of magic had released microorganisms that changed existing animals to transform them into strange beings with unexplainable powers. A deadly virus swept over the human population, killing many and leaving many others disfigured. The few survivors were named &amp;quot;orcs&amp;quot; and &amp;quot;elves&amp;quot; by the media, putting them into social isolation. Freakshows became common again, displaying  Trolls, Gnomes and other disfigured Humans as well as strange animals. Slowly, the flora and faune of the world changed as scientists tried to keep up with these developments. The scientific world effectively came to a halt, dizzy with all the global transformation that was occuring.&lt;br /&gt;
&lt;br /&gt;
Most of the changes were accompanied by terror and fighting. Havoc caused by the proclamation of the Apocalypse by religious figures and the fear of biotransformation induced by scientists left many people confused and alone in the world. In the neglected urban areas, this led to the building of modern tribes. These &amp;quot;gangs&amp;quot; were simply gatherings of people that tried to take care of each other. Since the government failed to support its citizens, they grouped to help themselves. Sometimes bickering and fighting over scraps, putting the world into something like a pre-civilisation society.&lt;br /&gt;
&lt;br /&gt;
YOU are living in this society. You are part of a world that&#039;s trying to assume &amp;quot;business as usual&amp;quot;. But everything is far far away from usual. You - the people - have recognized this and took steps to  take care of yourself and those around you. You are part of a modern tribe.&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars_Story&amp;diff=22999</id>
		<title>Gangwars Story</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars_Story&amp;diff=22999"/>
		<updated>2006-04-30T09:23:46Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is going to be an RPG based roughly on the events / world of shadowrun, with gang members and simple people being in focus.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Year 2082. Berlin.&lt;br /&gt;
&lt;br /&gt;
The world has gone through a lot of changes in the last 60 years. A long oil crisis and the following world-wide wars have left the global economy crippled until developments in biotechnology could solve the energy problems partially. The development of biocells to fuel our hungry industries has stabilized the political situation after a long period of tension.&lt;br /&gt;
&lt;br /&gt;
Connecting the human neural system to digital systems and redesigning our computers to fit this new kind of interface was the next big thing. Now, disabled people could control machines with their minds and a new kind of prosthetics was finally possible. The next step was the introduction of integrated prosthetics, also called cyberware. Machines could finally be integrated into our system and use our own body energy and be controlled by our own neurological system. This huge medical revolution soon also transcended into other areas such as sports and the military.&lt;br /&gt;
&lt;br /&gt;
Then... something unexpected happened.&lt;br /&gt;
&lt;br /&gt;
Reports of inexplainable incidents increased - freak accidents, strange occurances, weird phenomena that put scientist into confusion. As a global pattern slowly started to emerge, individuals claiming to be long-dead prophets and saints appeared. The whole world was in an uproar as a young student by the name of Jesus walked across the Tiber river to the Vatican, demanding the Pope to step down from his earthly throne and to dispand the church. As the young man started healing the sick and performing further wonders, he was put into custody by Italian officials for disturbing the public peace. As a result, demonstrations and riots occured all over the world. A whole new Christianity emerged. &lt;br /&gt;
&lt;br /&gt;
But that was not the only supernatural occurence. A group of native americans demanded their old territories back and threatened with terroristic acts in case of refusal. The US government captured many of those &amp;quot;terrorists&amp;quot; but had no time for interrogation. The ghost dance created a massive volcano near Arizone, causing massive quakes that destroyed parts of San Francisco and L.A. The actions of this group...&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=22998</id>
		<title>Gangwars:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=22998"/>
		<updated>2006-04-30T09:02:17Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Gangwars|short description]] might give you some answers. &lt;br /&gt;
&lt;br /&gt;
Here is [[Gangwars_Story|the story so far]].&lt;br /&gt;
&lt;br /&gt;
So far, I just transferred what I wrote about this system. The system is point-based and uses body scores (primary attributes) and attributes (secondary attributes).&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
Only the physical attributes of a creature are modeled in this system. They are described as &amp;quot;body&amp;quot; attributes. Secondary attributes are composed of body parts and are simply called attributes. (So there are &amp;quot;body&amp;quot; scores and &amp;quot;attributes&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Why? Well, for starters, mental and social attributes can almost never be accurately portrayed by the players. I think that it&#039;s simply bettter to let them play and change their characters as they see fit. Furthermore, rolling dice for social interaction when one is supposed to roleplay it just doesn&#039;t cut it.&lt;br /&gt;
&lt;br /&gt;
There are, of course, ramifications of dropping mental and social values. See below for that.&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
&lt;br /&gt;
This score model the muscles and bones (or other structural features) of a creature. It is used to calculate strength, constitution, hitpoints and other secondary attributes. &lt;br /&gt;
&lt;br /&gt;
=== Organs ===&lt;br /&gt;
&lt;br /&gt;
The inner workings of a creature: heart, lungs, liver, intestines etc. Used to calculate hitpoints, disease resistance, breathing etc.&lt;br /&gt;
&lt;br /&gt;
=== Cardio ===&lt;br /&gt;
&lt;br /&gt;
The cardio-vascular system of a creature. Used to calculate breathing, reflexes, resistance to shock etc. Also states the amount of time it will take a creature to bleed out. &lt;br /&gt;
&lt;br /&gt;
=== Neural ===&lt;br /&gt;
&lt;br /&gt;
The sympathetic and central nervous systems of a creature. Used to calculate initiative, Dexterity etc.&lt;br /&gt;
&lt;br /&gt;
=== Perception ===&lt;br /&gt;
&lt;br /&gt;
The periphery nervous system including the sensory organs of a creature. Used for sense-related checks and Initative.&lt;br /&gt;
&lt;br /&gt;
=== Comment so far ===&lt;br /&gt;
&lt;br /&gt;
This granulation of physical attributes is also possible for constructs / machines and magical creatures. Consider the example of a drone:&lt;br /&gt;
&lt;br /&gt;
* Structure = outer structure of the machine, moving parts&lt;br /&gt;
* Organs = internal structure of the machine, circuitry&lt;br /&gt;
* Cardio = energy / fluid flow of the machine, i.e. power cables etc.&lt;br /&gt;
* Neural = the cpu / controlling unit / connecting circuitry / radio signal etc&lt;br /&gt;
* Perception = cameras, microphones etc.&lt;br /&gt;
&lt;br /&gt;
Does this make sense? Well, it makes targeting of single systems of a creature possible. Also, it allows for further modifications on the body of the creature. In a cyberpunk setting, integrating cyberware is always a bit of a problem. However, trying to (more or less) accurately describing the body composition allows for simple cyberware integration:&lt;br /&gt;
&lt;br /&gt;
=== Cyberware ===&lt;br /&gt;
&lt;br /&gt;
To insert cyberware into a being, one simply puts it into the according system. This way, that system may be enhanced. In rpg terms: Your cyberware may only cost up to a number equal to the according system number. So, if you have Organs 7, you can only replace a total of 7 points of Organs with Cyberware. With avarage humans, an artifical heart, stomach and kidneys is all a body can tolerate.&lt;br /&gt;
&lt;br /&gt;
A creature that has exchanged half or more of all Body points with cyberware is called a cyborg. A creature that has exchanged all of its Body points with cyberware is considered &amp;quot;burned out&amp;quot; and can no longer conjure magic and will be treated as a machine for all rule issues.&lt;br /&gt;
&lt;br /&gt;
By inserting cyberware, attributes may rise. The body scores however will remain the same until they are trained. Consider this example:&lt;br /&gt;
&lt;br /&gt;
- B with structure 8 may insert 8 cyberware points&lt;br /&gt;
&lt;br /&gt;
- B&#039;s bones are strengthened with metal. he also gets artificial ligaments. This costs 5 structure points, so now B&#039;s structure score is 8(5)&lt;br /&gt;
&lt;br /&gt;
- This cyberware gives +4 to strength. B&#039;s strength score rises accordingly&lt;br /&gt;
&lt;br /&gt;
- B could insert additional 3 points of structural cyberware.&lt;br /&gt;
&lt;br /&gt;
One last addition: body scores may only be raised by training or medical intervention (like a laser op for eyesight correction). Once a characters body score is completely gone cyberware, i.e. structure 8(8), that score can no longer be raised normally but has to be raised via artifical means during the game (more surgery).&lt;br /&gt;
&lt;br /&gt;
Body scores / physical / main attributes may be targeted directly in an attack. Dropping to zero in one system disables that system and may result in fatality. A cardio 0 means a cardio-vascular breakdown (bleeding out - dead). Same is true for organs 0 (heart attack or lungs failure - dead). A neural 0 is either unconsiousness if its temporary or a brain flatline (brain dead). As long as neural is above 0, there is still a chance to revive the character.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
These are the secondary attributes (or simply: attributes) within this system. I&#039;ll have to clear up on the naming later on. Attributes (and ONLY those, not body scores) may be raised / lowered by characteristics (perks, (dis)advantages).&lt;br /&gt;
&lt;br /&gt;
=== Strength and Endurance ===&lt;br /&gt;
&lt;br /&gt;
Structure + Cardio = Strength and Endurance. You&#039;ll have to assign the numbers according to your own discretion. Are you strong, arduous or balanced? Lets make an example:&lt;br /&gt;
&lt;br /&gt;
* structure 9, cardio 8 = total of 17, assigning 10 to strength and 7 to endurance&lt;br /&gt;
* the perk &amp;quot;strong bastard&amp;quot; gives +2 to strength, so thats 12 strength and 7 endurance&lt;br /&gt;
* the perk &amp;quot;one hit wonder&amp;quot; allows you to raise your strength by +2 in one attempt, but you have to make an endurance roll -2 after that or you will collapse&lt;br /&gt;
&lt;br /&gt;
So thats how strength and endurance are used in this system. You can&#039;t raise (secondary) attributes by assigning points to them. You have to buy perks or raise your body scores.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
&lt;br /&gt;
(Structure + Neural) / 2 = Dexterity&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
Structure + Organs + Cardio = Health (Hitpoints)&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
Neural + Perception = Initiative&lt;br /&gt;
&lt;br /&gt;
=== Breath ===&lt;br /&gt;
Organs + Cardio = Breath&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
Nerves + Cardio = Resistance (to Shock)&lt;br /&gt;
&lt;br /&gt;
=== other attributes ===&lt;br /&gt;
Disease Resistance = Organs&lt;br /&gt;
etc.&lt;br /&gt;
Other attributes are not listed on the character sheet, but will be used according to situation.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
I like the idea that magic might get back into a modern world. I also like cyberpunk settings, so I am simply combining these two. You&#039;re saying: wait- that&#039;s shadowrun now, right? Well, no, not really. You see, there won&#039;t really be different races but only humans that are changed by magic and called &amp;quot;orks&amp;quot; and &amp;quot;elves&amp;quot; etc. by others. But essentially, they will be humans with a few defects and a few advantages.&lt;br /&gt;
&lt;br /&gt;
Essentially, there will be no playable race but that of a human. All other &amp;quot;races&amp;quot; such as trolls, elves etc. Are humans with a preset of defects and adavantages. However, these also may be chosen separately without the accompanying change of appearance. You can for example pick the perk &amp;quot;nightsight&amp;quot; as an advantage - if you have the points. Example:&lt;br /&gt;
&lt;br /&gt;
Preset Ork (total of 9 points):&lt;br /&gt;
+ superiour structure (+2)&lt;br /&gt;
+ nightsight (see in lowlight conditions)&lt;br /&gt;
+ bloodlust (+2 close-combat)&lt;br /&gt;
- social outcast (GM&#039;s discretion)&lt;br /&gt;
- aggression (impatient, -1 on long / fiddly skills)&lt;br /&gt;
&lt;br /&gt;
Picking these advantages separately would cost more points those of the preset. Each preset has a &amp;quot;GM disadvantage&amp;quot; that is only effective in roleplaying situations (social outcast).&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars_Story&amp;diff=22997</id>
		<title>Gangwars Story</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars_Story&amp;diff=22997"/>
		<updated>2006-04-30T08:53:50Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is going to be an RPG based roughly on the events / world of shadowrun, with gang members and simple people being in focus.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars&amp;diff=22996</id>
		<title>Gangwars</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars&amp;diff=22996"/>
		<updated>2006-04-30T08:51:00Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;GangWars&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Summary&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why create a system for a setting that has so many similarities to cyberpunk and shadowrun? There are enough settings and rulesystems out there, right?&lt;br /&gt;
&lt;br /&gt;
Well, I don&#039;t like mental and social attributes because they aren&#039;t necessary in an rpg system. Some folks tend to argue that &amp;quot;they can&#039;t be played out well&amp;quot; but that&#039;s no issue - you don&#039;t play out the strength of your character, do you? Also, why use other attributes but the physical one - everything else should be roleplayed anyway. I&#039;m seperating skills and attributes completely!&lt;br /&gt;
&lt;br /&gt;
The rule system will be d20 based, stressing skills and eliminating the need for social and mental attributes. The magic system will also be skill-based. There will be traits / perks effecting skills and attributes. Traits will also be used to gain access to certain skills (such as magic).&lt;br /&gt;
&lt;br /&gt;
There will be no &amp;quot;mana&amp;quot; or something similar. There will be cyberware, but no cyberwarfare (no hacking into a matrix) as that portion of the game has been extremely boring in my experience. Hacking will be just a skillset like any other.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, there will be skill sets. So &amp;quot;magic&amp;quot; is a skillset including spells and rituals. There will be various approaches to magic- that portion of the game, as well as the cyberware system, will be quite extensive once I get the rules balanced out.&lt;br /&gt;
&lt;br /&gt;
Background of the Setting so far is well developed. I&#039;m currently fighting with the rule system. It&#039;s fighting back, this sunuvab- anyway. More to follow...&lt;br /&gt;
&lt;br /&gt;
Now off you go to the [[Gangwars:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=22995</id>
		<title>Gangwars:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=22995"/>
		<updated>2006-04-30T08:47:23Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Gangwars|short description]] might give you some answers. &lt;br /&gt;
&lt;br /&gt;
Here is [[Gangwars_Story|the story so far]].&lt;br /&gt;
&lt;br /&gt;
So far, I just transferred what I wrote about this system. The system is point-based and uses body scores (primary attributes) and attributes (secondary attributes).&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
Only the physical attributes of a creature are modeled in this system. They are described as &amp;quot;body&amp;quot; attributes. Secondary attributes are composed of body parts and are simply called attributes. (So there are &amp;quot;body&amp;quot; scores and &amp;quot;attributes&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Why? Well, for starters, mental and social attributes can almost never be accurately portrayed by the players. I think that it&#039;s simply bettter to let them play and change their characters as they see fit. Furthermore, rolling dice for social interaction when one is supposed to roleplay it just doesn&#039;t cut it.&lt;br /&gt;
&lt;br /&gt;
There are, of course, ramifications of dropping mental and social values. See below for that.&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
&lt;br /&gt;
This score model the muscles and bones (or other structural features) of a creature. It is used to calculate strength, constitution, hitpoints and other secondary attributes. &lt;br /&gt;
&lt;br /&gt;
=== Organs ===&lt;br /&gt;
&lt;br /&gt;
The inner workings of a creature: heart, lungs, liver, intestines etc. Used to calculate hitpoints, disease resistance, breathing etc.&lt;br /&gt;
&lt;br /&gt;
=== Cardio ===&lt;br /&gt;
&lt;br /&gt;
The cardio-vascular system of a creature. Used to calculate breathing, reflexes, resistance to shock etc. Also states the amount of time it will take a creature to bleed out. &lt;br /&gt;
&lt;br /&gt;
=== Neural ===&lt;br /&gt;
&lt;br /&gt;
The sympathetic and central nervous systems of a creature. Used to calculate initiative, Dexterity etc.&lt;br /&gt;
&lt;br /&gt;
=== Perception ===&lt;br /&gt;
&lt;br /&gt;
The periphery nervous system including the sensory organs of a creature. Used for sense-related checks and Initative.&lt;br /&gt;
&lt;br /&gt;
=== Comment so far ===&lt;br /&gt;
&lt;br /&gt;
This granulation of physical attributes is also possible for constructs / machines and magical creatures. Consider the example of a drone:&lt;br /&gt;
&lt;br /&gt;
* Structure = outer structure of the machine, moving parts&lt;br /&gt;
* Organs = internal structure of the machine, circuitry&lt;br /&gt;
* Cardio = energy / fluid flow of the machine, i.e. power cables etc.&lt;br /&gt;
* Neural = the cpu / controlling unit / connecting circuitry / radio signal etc&lt;br /&gt;
* Perception = cameras, microphones etc.&lt;br /&gt;
&lt;br /&gt;
Does this make sense? Well, it makes targeting of single systems of a creature possible. Also, it allows for further modifications on the body of the creature. In a cyberpunk setting, integrating cyberware is always a bit of a problem. However, trying to (more or less) accurately describing the body composition allows for simple cyberware integration:&lt;br /&gt;
&lt;br /&gt;
=== Cyberware ===&lt;br /&gt;
&lt;br /&gt;
To insert cyberware into a being, one simply puts it into the according system. This way, that system may be enhanced. In rpg terms: Your cyberware may only cost up to a number equal to the according system number. So, if you have Organs 7, you can only replace a total of 7 points of Organs with Cyberware. With avarage humans, an artifical heart, stomach and kidneys is all a body can tolerate.&lt;br /&gt;
&lt;br /&gt;
A creature that has exchanged half or more of all Body points with cyberware is called a cyborg. A creature that has exchanged all of its Body points with cyberware is considered &amp;quot;burned out&amp;quot; and can no longer conjure magic and will be treated as a machine for all rule issues.&lt;br /&gt;
&lt;br /&gt;
By inserting cyberware, attributes may rise. The body scores however will remain the same until they are trained. Consider this example:&lt;br /&gt;
&lt;br /&gt;
- B with structure 8 may insert 8 cyberware points&lt;br /&gt;
&lt;br /&gt;
- B&#039;s bones are strengthened with metal. he also gets artificial ligaments. This costs 5 structure points, so now B&#039;s structure score is 8(5)&lt;br /&gt;
&lt;br /&gt;
- This cyberware gives +4 to strength. B&#039;s strength score rises accordingly&lt;br /&gt;
&lt;br /&gt;
- B could insert additional 3 points of structural cyberware.&lt;br /&gt;
&lt;br /&gt;
One last addition: body scores may only be raised by training or medical intervention (like a laser op for eyesight correction). Once a characters body score is completely gone cyberware, i.e. structure 8(8), that score can no longer be raised normally but has to be raised via artifical means during the game (more surgery).&lt;br /&gt;
&lt;br /&gt;
Body scores / physical / main attributes may be targeted directly in an attack. Dropping to zero in one system disables that system and may result in fatality. A cardio 0 means a cardio-vascular breakdown (bleeding out - dead). Same is true for organs 0 (heart attack or lungs failure - dead). A neural 0 is either unconsiousness if its temporary or a brain flatline (brain dead). As long as neural is above 0, there is still a chance to revive the character.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
These are the secondary attributes (or simply: attributes) within this system. I&#039;ll have to clear up on the naming later on. Attributes (and ONLY those, not body scores) may be raised / lowered by characteristics (perks, (dis)advantages).&lt;br /&gt;
&lt;br /&gt;
=== Strength and Endurance ===&lt;br /&gt;
&lt;br /&gt;
Structure + Cardio = Strength and Endurance. You&#039;ll have to assign the numbers according to your own discretion. Are you strong, arduous or balanced? Lets make an example:&lt;br /&gt;
&lt;br /&gt;
* structure 9, cardio 8 = total of 17, assigning 10 to strength and 7 to endurance&lt;br /&gt;
* the perk &amp;quot;strong bastard&amp;quot; gives +2 to strength, so thats 12 strength and 7 endurance&lt;br /&gt;
* the perk &amp;quot;one hit wonder&amp;quot; allows you to raise your strength by +2 in one attempt, but you have to make an endurance roll -2 after that or you will collapse&lt;br /&gt;
&lt;br /&gt;
So thats how strength and endurance are used in this system. You can&#039;t raise (secondary) attributes by assigning points to them. You have to buy perks or raise your body scores.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
&lt;br /&gt;
(Structure + Neural) / 2 = Dexterity&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
Structure + Organs + Cardio = Health (Hitpoints)&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
Neural + Perception = Initiative&lt;br /&gt;
&lt;br /&gt;
=== Breath ===&lt;br /&gt;
Organs + Cardio = Breath&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
Nerves + Cardio = Resistance (to Shock)&lt;br /&gt;
&lt;br /&gt;
=== other attributes ===&lt;br /&gt;
Disease Resistance = Organs&lt;br /&gt;
etc.&lt;br /&gt;
Other attributes are not listed on the character sheet, but will be used according to situation.&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=22994</id>
		<title>Gangwars:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=22994"/>
		<updated>2006-04-30T08:35:30Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Gangwars|short description]] might give you some answers. &lt;br /&gt;
&lt;br /&gt;
So far, I just transferred what I wrote about this system. The system is point-based and uses body scores (primary attributes) and attributes (secondary attributes).&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
&lt;br /&gt;
Only the physical attributes of a creature are modeled in this system. They are described as &amp;quot;body&amp;quot; attributes. Secondary attributes are composed of body parts and are simply called attributes. (So there are &amp;quot;body&amp;quot; scores and &amp;quot;attributes&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Why? Well, for starters, mental and social attributes can almost never be accurately portrayed by the players. I think that it&#039;s simply bettter to let them play and change their characters as they see fit. Furthermore, rolling dice for social interaction when one is supposed to roleplay it just doesn&#039;t cut it.&lt;br /&gt;
&lt;br /&gt;
There are, of course, ramifications of dropping mental and social values. See below for that.&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
&lt;br /&gt;
This score model the muscles and bones (or other structural features) of a creature. It is used to calculate strength, constitution, hitpoints and other secondary attributes. &lt;br /&gt;
&lt;br /&gt;
=== Organs ===&lt;br /&gt;
&lt;br /&gt;
The inner workings of a creature: heart, lungs, liver, intestines etc. Used to calculate hitpoints, disease resistance, breathing etc.&lt;br /&gt;
&lt;br /&gt;
=== Cardio ===&lt;br /&gt;
&lt;br /&gt;
The cardio-vascular system of a creature. Used to calculate breathing, reflexes, resistance to shock etc. Also states the amount of time it will take a creature to bleed out. &lt;br /&gt;
&lt;br /&gt;
=== Neural ===&lt;br /&gt;
&lt;br /&gt;
The sympathetic and central nervous systems of a creature. Used to calculate initiative, Dexterity etc.&lt;br /&gt;
&lt;br /&gt;
=== Perception ===&lt;br /&gt;
&lt;br /&gt;
The periphery nervous system including the sensory organs of a creature. Used for sense-related checks and Initative.&lt;br /&gt;
&lt;br /&gt;
=== Comment so far ===&lt;br /&gt;
&lt;br /&gt;
This granulation of physical attributes is also possible for constructs / machines and magical creatures. Consider the example of a drone:&lt;br /&gt;
&lt;br /&gt;
* Structure = outer structure of the machine, moving parts&lt;br /&gt;
* Organs = internal structure of the machine, circuitry&lt;br /&gt;
* Cardio = energy / fluid flow of the machine, i.e. power cables etc.&lt;br /&gt;
* Neural = the cpu / controlling unit / connecting circuitry / radio signal etc&lt;br /&gt;
* Perception = cameras, microphones etc.&lt;br /&gt;
&lt;br /&gt;
Does this make sense? Well, it makes targeting of single systems of a creature possible. Also, it allows for further modifications on the body of the creature. In a cyberpunk setting, integrating cyberware is always a bit of a problem. However, trying to (more or less) accurately describing the body composition allows for simple cyberware integration:&lt;br /&gt;
&lt;br /&gt;
=== Cyberware ===&lt;br /&gt;
&lt;br /&gt;
To insert cyberware into a being, one simply puts it into the according system. This way, that system may be enhanced. In rpg terms: Your cyberware may only cost up to a number equal to the according system number. So, if you have Organs 7, you can only replace a total of 7 points of Organs with Cyberware. With avarage humans, an artifical heart, stomach and kidneys is all a body can tolerate.&lt;br /&gt;
&lt;br /&gt;
A creature that has exchanged half or more of all Body points with cyberware is called a cyborg. A creature that has exchanged all of its Body points with cyberware is considered &amp;quot;burned out&amp;quot; and can no longer conjure magic and will be treated as a machine for all rule issues.&lt;br /&gt;
&lt;br /&gt;
By inserting cyberware, attributes may rise. The body scores however will remain the same until they are trained. Consider this example:&lt;br /&gt;
&lt;br /&gt;
- B with structure 8 may insert 8 cyberware points&lt;br /&gt;
&lt;br /&gt;
- B&#039;s bones are strengthened with metal. he also gets artificial ligaments. This costs 5 structure points, so now B&#039;s structure score is 8(5)&lt;br /&gt;
&lt;br /&gt;
- This cyberware gives +4 to strength. B&#039;s strength score rises accordingly&lt;br /&gt;
&lt;br /&gt;
- B could insert additional 3 points of structural cyberware.&lt;br /&gt;
&lt;br /&gt;
One last addition: body scores may only be raised by training or medical intervention (like a laser op for eyesight correction). Once a characters body score is completely gone cyberware, i.e. structure 8(8), that score can no longer be raised normally but has to be raised via artifical means during the game (more surgery).&lt;br /&gt;
&lt;br /&gt;
Body scores / physical / main attributes may be targeted directly in an attack. Dropping to zero in one system disables that system and may result in fatality. A cardio 0 means a cardio-vascular breakdown (bleeding out - dead). Same is true for organs 0 (heart attack or lungs failure - dead). A neural 0 is either unconsiousness if its temporary or a brain flatline (brain dead). As long as neural is above 0, there is still a chance to revive the character.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
These are the secondary attributes (or simply: attributes) within this system. I&#039;ll have to clear up on the naming later on. Attributes (and ONLY those, not body scores) may be raised / lowered by characteristics (perks, (dis)advantages).&lt;br /&gt;
&lt;br /&gt;
=== Strength and Endurance ===&lt;br /&gt;
&lt;br /&gt;
Structure + Cardio = Strength and Endurance. You&#039;ll have to assign the numbers according to your own discretion. Are you strong, arduous or balanced? Lets make an example:&lt;br /&gt;
&lt;br /&gt;
* structure 9, cardio 8 = total of 17, assigning 10 to strength and 7 to endurance&lt;br /&gt;
* the perk &amp;quot;strong bastard&amp;quot; gives +2 to strength, so thats 12 strength and 7 endurance&lt;br /&gt;
* the perk &amp;quot;one hit wonder&amp;quot; allows you to raise your strength by +2 in one attempt, but you have to make an endurance roll -2 after that or you will collapse&lt;br /&gt;
&lt;br /&gt;
So thats how strength and endurance are used in this system. You can&#039;t raise (secondary) attributes by assigning points to them. You have to buy perks or raise your body scores.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
&lt;br /&gt;
(Structure + Neural) / 2 = Dexterity&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
Structure + Organs + Cardio = Health (Hitpoints)&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
Neural + Perception = Initiative&lt;br /&gt;
&lt;br /&gt;
=== Breath ===&lt;br /&gt;
Organs + Cardio = Breath&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
Nerves + Cardio = Resistance (to Shock)&lt;br /&gt;
&lt;br /&gt;
=== other attributes ===&lt;br /&gt;
Disease Resistance = Organs&lt;br /&gt;
etc.&lt;br /&gt;
Other attributes are not listed on the character sheet, but will be used according to situation.&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=22686</id>
		<title>Gangwars:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars:Main_Page&amp;diff=22686"/>
		<updated>2006-04-25T00:17:48Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yadda Yadda. go [[Gangwars|back]]. nothing to see yet.&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=22685</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=22685"/>
		<updated>2006-04-25T00:16:56Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: /* Gangwars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===Fabuland===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Fabuland:_Main Page|Fabuland]]&lt;br /&gt;
&lt;br /&gt;
A furry rpg aimed at children with a system based on the ideas presented in the Rough Quests RPGnet column.&lt;br /&gt;
&lt;br /&gt;
===Gangwars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Gangwars:Main_Page|Gangwars]]&lt;br /&gt;
&lt;br /&gt;
A classless d20 based system emphasizing skills and traits, with similarities to the shadowrun setting.&lt;br /&gt;
&lt;br /&gt;
===Irradiated Fur===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[IrradiatedFur:Main Page|Irradiated Fur]]&lt;br /&gt;
&lt;br /&gt;
A simplistic anthropomorphic apocalyptic one-shot game system.&lt;br /&gt;
&lt;br /&gt;
===Land of Xel===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Land_of_Xel|Land of Xel]]&lt;br /&gt;
&lt;br /&gt;
Under construction RPG system. The Land of Xel is a fantasy RPG with a mix of technology, magic, and metal. The land is divided into four different factions each with its own internal strife and outward aggression.&lt;br /&gt;
&lt;br /&gt;
===McMercenaries===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[McMercenaries:Orientation]]&lt;br /&gt;
&lt;br /&gt;
A game and setting of corporate warfare in the all-too-near future, under development &#039;&#039;now&#039;&#039; on the Roleplaying Open bboard!&lt;br /&gt;
Input is encouraged!&lt;br /&gt;
&lt;br /&gt;
===OpenD20===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Opend20:_Main_Page|OpenD20]] &lt;br /&gt;
&lt;br /&gt;
A classless skills based [[d20 System|d20]] derivative.  Designed for elegant simplicity.  The intention is to create a more universal [[RPG]] system by getting input from the online community (are you reading this? Then that means YOU!)&lt;br /&gt;
&lt;br /&gt;
===Red Sun===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[Red_Sun_:_Main_page|Red Sun]]&lt;br /&gt;
&lt;br /&gt;
An alternative system to D&amp;amp;D for playing in the &#039;&#039;Dark Sun&#039;&#039; campaign setting.&lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===Shattered Prism===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ShatteredPrism:Main_Page|Shattered Prism]]&lt;br /&gt;
&lt;br /&gt;
In-Development RPG series. Shattered Prism is intended to be a series of related RPGs using a unified rules system, set within a predominately Sci-Fi galaxy.&lt;br /&gt;
&lt;br /&gt;
===Symphony of Stars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[SymphonyofStars]]&lt;br /&gt;
&lt;br /&gt;
An Experiment in Cooperative Game Design via Actual Play.&lt;br /&gt;
&lt;br /&gt;
===24 Hour RPGs===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[List of 24 Hour RPGs by rating]]&lt;br /&gt;
&lt;br /&gt;
A listing of all the quickie RPGs created as part of the [http://www.24hourrpg.com/ 24 Hour RPG] event/contest.&lt;br /&gt;
&lt;br /&gt;
===Avatar Stultus===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Avatar_Stultus:Main_Page|Avatar Stultus]]&lt;br /&gt;
&lt;br /&gt;
The Universe of Avatar Stultus is home to the Fantasy RPG [[Avatar_Stultus:Kar_Fero|Kar Fero]], and the SCI-Fi setting of [[Avatar_Stultus:Apox_Void|Apox Void]]. All of which are open and in Wiki format.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Across the Spiral Arms===&lt;br /&gt;
Spiral arms is a space opera setting, designed to emulate many of the common Anime tropes. As such it&#039;s got a lot of drama, a lot of scope, and very little science included.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[SpiralArms:_Main_Page|Across the Spiral Arms]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===AMBER===&lt;br /&gt;
Page: [[Amber RPG:_Main Page]] &amp;lt;br&amp;gt; A page open for game groups to provide details and resource on individual campaigns based on the RPG for the Amber Setting.&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Basilicus===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Basilicus]]&lt;br /&gt;
&lt;br /&gt;
A massive open content wiki project featuring worldbuilding in several genres, free fiction, and other invaluable resources.&lt;br /&gt;
&lt;br /&gt;
===Chaos Diceless===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Chaos_Diceless|Chaos Diceless]]&lt;br /&gt;
&lt;br /&gt;
Chaos, Rebma, The New Pattern and all these places you have never visited or re-invented a thousand times. They&#039;re here.&lt;br /&gt;
&lt;br /&gt;
A repository of Courts and places for ADRPG.&lt;br /&gt;
&lt;br /&gt;
===Conan RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [http://wiki.rpg.net/index.php/Conan_RPG_Campaigns:Main_Page Conan RPG Campaigns: Main Page]&lt;br /&gt;
&lt;br /&gt;
A page open for game groups to provide details and resource on individual campaigns based on the sword and sorcery setting of Conan and the Hyborian world.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Encyclopedia Galactica===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Encyclopedia_Galactica:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A hard sci-fi collection of solar systems, planets, lifeforms and sentient societies, suitable as a GM resource or as a subtrate for any sci-fi or fantasy campaign.&lt;br /&gt;
&lt;br /&gt;
===Eternal Empire===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[EternalEmpire:Main_Page|Eternal Empire]]&lt;br /&gt;
&lt;br /&gt;
Eternal Empire is a synthesis of Dark Fantasy and Science Fiction with a lenghty background that emphasizes the roles of religion, social structures, language, and race on both individuals and societies.&lt;br /&gt;
&lt;br /&gt;
===EverQuest rpg===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[EverQuest rpg:Main Page|EQrpg Main]]&lt;br /&gt;
&lt;br /&gt;
The EverQuest Role-Playing Game system is built on the d20 Open GL rules, and based in the world of Norrath, of the online rpg EverQuest.&lt;br /&gt;
&lt;br /&gt;
===Fantasy City Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Fantasy_City_Project:Main_Page|Fantasy City Project]]&lt;br /&gt;
&lt;br /&gt;
Shared development of a generic fantasy city, its locaions, NPCs, organizations and adventure seeds.&lt;br /&gt;
&lt;br /&gt;
===Magipunk===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Magipunk:Main_Page|Magipunk]]&lt;br /&gt;
&lt;br /&gt;
A weird fantasy game of urban dystopia and rapidly changing social conflict -- cyberpunk crossed with swords and sorcery.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page|Marvel Realtime]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===MIDNIGHT RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[MIDNIGHT RPG Campaigns: Main Page]]&lt;br /&gt;
&lt;br /&gt;
MIDNIGHT RPG Campaigns, is a wiki open for game groups to provide details and resource on individual campaigns based on the D20 Dungeons &amp;amp; Dragons MIDNIGHT Setting published by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page|Post Future]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
===Stardust &amp;amp; Aether Winds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stardust&amp;amp;AetherWinds:Main_Page|Stardust &amp;amp; Aether Winds]]&lt;br /&gt;
&lt;br /&gt;
A simple little fantasy setting designed as a spin on the Swashbuckling Sailing Ships in Spaaaace!&lt;br /&gt;
&lt;br /&gt;
===Triptych: The Elemental Realms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[TRIPTYCH|Triptych]]&lt;br /&gt;
&lt;br /&gt;
A new mythology for modern magic games. Original elemental creatures wanted. &amp;lt;br&amp;gt;&lt;br /&gt;
Encompasses three parallel worlds: The Great Gale, The White Waste, and the Blasted Lands.&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===General Resources and Links===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Great_Quotes_List|Great Quotes of RPGNet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How to Run Game X===&lt;br /&gt;
A continuation of the thread of the same name from RPOpen--game-specific advice on how to GM.  Additional contributions are welcome!  [[How_to_Run:Main_Page|The main page is here]], and [[:Category:How_to_Run|the category page is here.]]&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
===Game Meta-Info and Logs===&lt;br /&gt;
&lt;br /&gt;
This is where GMs can put information relating to their &#039;&#039;specific&#039;&#039; games, such as character sheets, logs, plot threads, et cetera.&lt;br /&gt;
&lt;br /&gt;
[[Game Info Page]].&lt;br /&gt;
&lt;br /&gt;
==MMORPG Guilds==&lt;br /&gt;
&lt;br /&gt;
[[Blacksky Company]] (WoW)&lt;br /&gt;
&lt;br /&gt;
== RPGnet Meta-resources ==&lt;br /&gt;
&lt;br /&gt;
===Overly Honest RPG Book Covers===&lt;br /&gt;
[[Overly Honest RPG Book Covers]]:  An archive of the hilarious images generated by the RPGnet thread of the same name.   &amp;lt;br&amp;gt; View the thread created by &amp;quot;Neko Ewen&amp;quot;  [http://forum.rpg.net/showthread.php?t=193489 HERE].&lt;br /&gt;
&lt;br /&gt;
===RPGnet Thread Archive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Forum_Archive:Main_Page|Forums Archive]]&lt;br /&gt;
&lt;br /&gt;
A user created archive of classic threads, in the spirit of the old &amp;quot;Best Of Forums&amp;quot; page.  Organized by forum, and alphabetics.&lt;br /&gt;
&lt;br /&gt;
=== RPGnet Gatherings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Gatherings|RPGnet_Gatherings]]&lt;br /&gt;
&lt;br /&gt;
For information regarding any official meetups, gatherings and get togethers of RPGnet members.&lt;br /&gt;
&lt;br /&gt;
=== Tangency Timeline ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Tangency_Timeline|Tangency Timeline]]&lt;br /&gt;
&lt;br /&gt;
A timeline of important dates in the history of Tangency.&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
===Alia, Campaign Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Alia:Main_Page|Alia]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; D&amp;amp;D 3.5&lt;br /&gt;
&lt;br /&gt;
Alia is a land. A land of high fantasy where dragons scheme from their scattered fiefdoms, giants rule the great mountain ranges, and human empires struggle for dominance over the civilized worlds. It is a land where dwarves dream of recapturing the days of glory, elves fight to protect their forest homelands, and gnomes and halflings struggle under the oppression of empires. Amongst all the turmoil of the mortals, the gods of Alia are nowhere to be found, prayers are unanswered, the righteous fall to the tyrants and the world seems destined to end in ruin.&lt;br /&gt;
&lt;br /&gt;
The heroes of Alia have much to accomplish. Everywhere there are wrongs to be righted, oppressive yokes to be broken and dreams to be recaptured.&lt;br /&gt;
&lt;br /&gt;
===Anime for HERO===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[Anime_for_HERO:Main_Page|Anime for HERO]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System&#039;&#039;&#039; [[HERO System]] 5th Edition&lt;br /&gt;
&lt;br /&gt;
A collection of anime and anime-inspired characters, mecha, vehicles, spells, powers and setting information for the HERO System.&lt;br /&gt;
&lt;br /&gt;
===BESM d20 Atlantis===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[BESM_d20_Atlantis_OGC|BESM d20 Atlantis OGC]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[BESM d20]]&lt;br /&gt;
&lt;br /&gt;
Atlantis is a Magnum Opus Project currently being developed by me, Elton Robb.  This page, a wikimedia page, is developed for users and readers to add OGC content to the setting. Everything developed there is to be creative commons licensed: meaning that anyone can use the OGC in most any project.&lt;br /&gt;
&lt;br /&gt;
===Blue Giant BESM===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Blue_Giant|Blue Giant]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[BESM]]&lt;br /&gt;
&lt;br /&gt;
Blue Giant is a hard Science Fiction campaign setting for BESM set on the far side of the Milky Way at the dawn of the Fourth Millennium. Player Characters are Space Rangers who have to bring law and justice to the disputed territories between two vast interstellar nations.&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[Blue Planet]]&lt;br /&gt;
&lt;br /&gt;
A general resouce project for the Blue Planet RPG&lt;br /&gt;
&lt;br /&gt;
===Devotions for Vampire: The Requiem===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[Vampire_The_Requiem]]&lt;br /&gt;
&lt;br /&gt;
A collection of Devotions for use with Vampire: The Requiem.&lt;br /&gt;
&lt;br /&gt;
===The Dungeoneers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[The_Dungeoneers_%28A_D%26D_Minisetting%29]]&lt;br /&gt;
&lt;br /&gt;
The dungeoneers is a minisetting for D&amp;amp;D 3.0. It may be more appropriate however to call it a game model as it can be dropped in almost any fantasy setting. It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.&lt;br /&gt;
&lt;br /&gt;
===Dungeonpalooza===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Dungeonpalooza:Main_Page|Dungeonpalooza]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; D&amp;amp;D 3.5 or other traditional fantasy setting&lt;br /&gt;
&lt;br /&gt;
A wide-open world setting designed for neo-old school dungeon crawls.  Includes a world map, descriptions of important locations, Prestige Classes, and a pantheon with contributions from a bunch of RPG.net collaborators.  Dungeonpalooza is ideal for adventure-oriented parties that like quirky locations and don&#039;t take themselves too seriously.&lt;br /&gt;
&lt;br /&gt;
===Essence-Blasting Hits of the Seventies===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Essence-Blasting Hits of the Seventies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
A thematic conversion for &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, set in the modern day and involving the Exalted as rock musicians of various stripes instead of fantasy heroes. With Essence-infused heroin, a guitar that you carved out of Elvis Presley&#039;s coffin and a Malfean fragment as your agent, it&#039;s time to take to the streets. What do you do when you get there?&lt;br /&gt;
&lt;br /&gt;
===Exalted 101===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Exalted101:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
This is an attempt to create a resource for [[storyteller]]s and players new to &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, covering everything they need to know to get a game going, as well as tackling any niggling questions that tend to come up often about the game. It&#039;s based on a big thread from RPG open.&lt;br /&gt;
&lt;br /&gt;
===Gamma HERO===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[Gamma_HERO:Main_Page|Gamma HERO]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System&#039;&#039;&#039; [[HERO System]] 5th Edition&lt;br /&gt;
&lt;br /&gt;
Resources for running the original Gamma World background using the HERO System.&lt;br /&gt;
&lt;br /&gt;
===GURPS Annotation Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[GURPS:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[GURPS]]&lt;br /&gt;
&lt;br /&gt;
A cross-referenced collection of advice, information, house rules, etc. for GURPS 4th Edition.&lt;br /&gt;
&lt;br /&gt;
===The Horizon: Virtual Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HorizonVirtual:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[D20_System]]&lt;br /&gt;
&lt;br /&gt;
A re-working of the D20 System Reference Document to be more compatible with the &#039;&#039;Horizon: Virtual&#039;&#039; mini-RPG by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Legend of the Five Rings===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[L5R:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; L5R d10 or d20.&lt;br /&gt;
&lt;br /&gt;
An open project for compilation of fan-created material for the Legend of the Five Rings RPG in any of its published versions.&lt;br /&gt;
&lt;br /&gt;
===M&amp;amp;M Serial===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[M&amp;amp;M_Serial:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Mutants and Masterminds&lt;br /&gt;
&lt;br /&gt;
Serial adventures using the MUTANTS AND MASTERMINDS RPG.&lt;br /&gt;
&lt;br /&gt;
===More Than Human===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MTH:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Storytelling System]]&lt;br /&gt;
&lt;br /&gt;
Rules for playing superheroes and supervillains using White Wolf&#039;s Storytelling (nWoD) system.&lt;br /&gt;
&lt;br /&gt;
===Mutants &amp;amp; Masterminds RPG Wiki Resource===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [http://wiki.rpg.net/index.php/Mutants&amp;amp;Masterminds_RPG_Wiki_Resource:Main_Page Mutants &amp;amp; Masterminds RPG Wiki Resource]&lt;br /&gt;
&lt;br /&gt;
Mutants &amp;amp; Masterminds RPG Wiki Resource,  is a wiki open for game groups to provide resources for Characters created with the M&amp;amp;M rules and campaigns ran in Mutants &amp;amp; Masterminds - &amp;quot;the world&#039;s greatest RPG&amp;quot; OGL D20 rules and settings.  This wiki is intended as an example of characters, campaigns and resources for Super Heroic RPGs.&lt;br /&gt;
&lt;br /&gt;
===Necromunda in Space===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[NiS]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Necromunda&lt;br /&gt;
&lt;br /&gt;
This is a conversion of Games Workshop&#039;s Necromunda that takes the player out of the hive and onto the Eastern Fringe.  Choose your crew, create your ship, and shove-off to carve a living off the Fringe.&lt;br /&gt;
&lt;br /&gt;
===Paranoia Modulet 10Pak===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Paranoia_10pak]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Paranoia XP or other Paranoia edition&lt;br /&gt;
&lt;br /&gt;
This is a collection of 10 short modulets for the &amp;lt;i&amp;gt;Paranoia&amp;lt;/i&amp;gt; game.  They are arranged in the &amp;quot;Mission/Complications/Resolution/Staging notes&amp;quot; format from second edition.  Each is about 500 to 1000 words.&lt;br /&gt;
&lt;br /&gt;
===Sorcerer: A Menu===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Sorcerer:_A_Menu]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; &#039;&#039;[[Sorcerer]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A collection of RPGnet&#039;s favourite dishes from the &#039;&#039;Sorcerer&#039;&#039; Kitchen. Includes &#039;&#039;Chef&#039;s Specials&#039;&#039; (out-of-nowhere ideas), &#039;&#039;Dishes Inspired By...&#039;&#039; (ideas/settings based on other media) and &#039;&#039;Your Favourites Done Flambé Sorcerér&#039;&#039; (conversions of other RPGs). You can also sample the &#039;&#039;Wine and Dessert Menus&#039;&#039; for treats and flavours that will complement any meal. Finally, our chefs offer some Cooking Tips to help you get the most out of your own &#039;&#039;Sorcerer&#039;&#039; courses.&lt;br /&gt;
&lt;br /&gt;
===Spica Sector Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Spica_Sector_Project:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Traveller]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[CT]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[MT]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[TNE]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[T4]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[GT]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[T20]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[T5]]&lt;br /&gt;
&lt;br /&gt;
A Major project to re-develop the Spica Sector of space for the Traveller RPG system.&lt;br /&gt;
&lt;br /&gt;
===Star Wars for Mutants &amp;amp; Masterminds===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[M&amp;amp;M_Star_Wars:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Mutants_and_Masterminds]]&lt;br /&gt;
&lt;br /&gt;
What will hopefully become a clearing house for converting Star Wars into Mutants &amp;amp; Masterminds.&lt;br /&gt;
&lt;br /&gt;
===Umbral Domains===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Umbral_Domains]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Storyteller]] (mostly)&lt;br /&gt;
&lt;br /&gt;
A collection of additional powers as well as alternate rules and setting elements for use with the old World of Darkness games. I intend to focus largely on &amp;lt;i&amp;gt;Changeling: the Dreaming&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Mage: the Ascension&amp;lt;/i&amp;gt; and their related suppliments, however other oWoD material is likely to be included.&lt;br /&gt;
&lt;br /&gt;
===Warhammer Fantasy Role-Play 1st Edition===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[http://wiki.rpg.net/index.php/Warhammer_Fantasy_Roleplay WFRP:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Warhammer Fantasy Role-Play 1st Edition]]&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_411_Realms_of_Sorcery.html Realms of Sorcery]&lt;br /&gt;
Alternative version of the supplement&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_272_Let_s_go_shopping.html Lets Go Shopping] Shop, service, and business gazetteer&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_280_Are_You_Mentally_Divergent.html Are You Mentally Divergent?] Expanded Insanity Rules&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_437_Purring.html Purring] A Revolting Exhibition Among Imperial Citizens&lt;br /&gt;
of an Imported Albion Article of Brutal &amp;quot;Sport.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tomorrow’s forecast for the Old World is…&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_330_Weather.html Weather] &lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_335_Drinking_Rules!!!.html Drinking Rules!!!] Expanded rules for Alcohol Consumption&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_336_What_Were_They,_Psychos.html What Were They, Psychos?] Alternative Rules For Vampires&lt;br /&gt;
&lt;br /&gt;
===Werewolf: The Forsaken Articles===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[WtFArticles:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Werewolf:The Forsaken]]&lt;br /&gt;
The idea of this page is serve as an index to various articles, stories and ideas created to enhance White Wolf&#039;s &amp;lt;i&amp;gt;Werewolf: the Forsaken&amp;lt;/i&amp;gt; setting. &lt;br /&gt;
&lt;br /&gt;
===The Western Shores===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[WS:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Hero System]] Fifth Edition&lt;br /&gt;
&lt;br /&gt;
A high fantasy campaign setting for Fantasy Hero using the 5ER version of the Hero System.&lt;br /&gt;
&lt;br /&gt;
===WWE Know Your Role! Wrestlers===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [http://wiki.rpg.net/index.php/WWE_Know_Your_Role WWE Know Your Role Main Page]&lt;br /&gt;
&lt;br /&gt;
Wrestler stats and other resources for the WWE Know Your Role! RPG.&lt;br /&gt;
&lt;br /&gt;
===Young Kingdoms Adventures===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[YKAdventures:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Stormbringer Fifth Edition or Elric!&lt;br /&gt;
&lt;br /&gt;
This is a collection of story seeds for the &amp;lt;i&amp;gt;[[Stormbringer]]&amp;lt;/i&amp;gt; roleplaying game, sorted by geographical locations. It includes notable people, places, items, and creatures for cities and countries all across the Young Kingdoms.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=22684</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=22684"/>
		<updated>2006-04-25T00:16:04Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: /* Game Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===Fabuland===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Fabuland:_Main Page|Fabuland]]&lt;br /&gt;
&lt;br /&gt;
A furry rpg aimed at children with a system based on the ideas presented in the Rough Quests RPGnet column.&lt;br /&gt;
&lt;br /&gt;
===Gangwars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Gangwars:_Main Page|Gangwars]]&lt;br /&gt;
&lt;br /&gt;
A classless d20 based system emphasizing skills and traits, with similarities to the shadowrun setting.&lt;br /&gt;
&lt;br /&gt;
===Irradiated Fur===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[IrradiatedFur:Main Page|Irradiated Fur]]&lt;br /&gt;
&lt;br /&gt;
A simplistic anthropomorphic apocalyptic one-shot game system.&lt;br /&gt;
&lt;br /&gt;
===Land of Xel===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Land_of_Xel|Land of Xel]]&lt;br /&gt;
&lt;br /&gt;
Under construction RPG system. The Land of Xel is a fantasy RPG with a mix of technology, magic, and metal. The land is divided into four different factions each with its own internal strife and outward aggression.&lt;br /&gt;
&lt;br /&gt;
===McMercenaries===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[McMercenaries:Orientation]]&lt;br /&gt;
&lt;br /&gt;
A game and setting of corporate warfare in the all-too-near future, under development &#039;&#039;now&#039;&#039; on the Roleplaying Open bboard!&lt;br /&gt;
Input is encouraged!&lt;br /&gt;
&lt;br /&gt;
===OpenD20===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Opend20:_Main_Page|OpenD20]] &lt;br /&gt;
&lt;br /&gt;
A classless skills based [[d20 System|d20]] derivative.  Designed for elegant simplicity.  The intention is to create a more universal [[RPG]] system by getting input from the online community (are you reading this? Then that means YOU!)&lt;br /&gt;
&lt;br /&gt;
===Red Sun===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[Red_Sun_:_Main_page|Red Sun]]&lt;br /&gt;
&lt;br /&gt;
An alternative system to D&amp;amp;D for playing in the &#039;&#039;Dark Sun&#039;&#039; campaign setting.&lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===Shattered Prism===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ShatteredPrism:Main_Page|Shattered Prism]]&lt;br /&gt;
&lt;br /&gt;
In-Development RPG series. Shattered Prism is intended to be a series of related RPGs using a unified rules system, set within a predominately Sci-Fi galaxy.&lt;br /&gt;
&lt;br /&gt;
===Symphony of Stars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[SymphonyofStars]]&lt;br /&gt;
&lt;br /&gt;
An Experiment in Cooperative Game Design via Actual Play.&lt;br /&gt;
&lt;br /&gt;
===24 Hour RPGs===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[List of 24 Hour RPGs by rating]]&lt;br /&gt;
&lt;br /&gt;
A listing of all the quickie RPGs created as part of the [http://www.24hourrpg.com/ 24 Hour RPG] event/contest.&lt;br /&gt;
&lt;br /&gt;
===Avatar Stultus===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Avatar_Stultus:Main_Page|Avatar Stultus]]&lt;br /&gt;
&lt;br /&gt;
The Universe of Avatar Stultus is home to the Fantasy RPG [[Avatar_Stultus:Kar_Fero|Kar Fero]], and the SCI-Fi setting of [[Avatar_Stultus:Apox_Void|Apox Void]]. All of which are open and in Wiki format.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Across the Spiral Arms===&lt;br /&gt;
Spiral arms is a space opera setting, designed to emulate many of the common Anime tropes. As such it&#039;s got a lot of drama, a lot of scope, and very little science included.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[SpiralArms:_Main_Page|Across the Spiral Arms]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===AMBER===&lt;br /&gt;
Page: [[Amber RPG:_Main Page]] &amp;lt;br&amp;gt; A page open for game groups to provide details and resource on individual campaigns based on the RPG for the Amber Setting.&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Basilicus===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Basilicus]]&lt;br /&gt;
&lt;br /&gt;
A massive open content wiki project featuring worldbuilding in several genres, free fiction, and other invaluable resources.&lt;br /&gt;
&lt;br /&gt;
===Chaos Diceless===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Chaos_Diceless|Chaos Diceless]]&lt;br /&gt;
&lt;br /&gt;
Chaos, Rebma, The New Pattern and all these places you have never visited or re-invented a thousand times. They&#039;re here.&lt;br /&gt;
&lt;br /&gt;
A repository of Courts and places for ADRPG.&lt;br /&gt;
&lt;br /&gt;
===Conan RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [http://wiki.rpg.net/index.php/Conan_RPG_Campaigns:Main_Page Conan RPG Campaigns: Main Page]&lt;br /&gt;
&lt;br /&gt;
A page open for game groups to provide details and resource on individual campaigns based on the sword and sorcery setting of Conan and the Hyborian world.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Encyclopedia Galactica===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Encyclopedia_Galactica:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A hard sci-fi collection of solar systems, planets, lifeforms and sentient societies, suitable as a GM resource or as a subtrate for any sci-fi or fantasy campaign.&lt;br /&gt;
&lt;br /&gt;
===Eternal Empire===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[EternalEmpire:Main_Page|Eternal Empire]]&lt;br /&gt;
&lt;br /&gt;
Eternal Empire is a synthesis of Dark Fantasy and Science Fiction with a lenghty background that emphasizes the roles of religion, social structures, language, and race on both individuals and societies.&lt;br /&gt;
&lt;br /&gt;
===EverQuest rpg===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[EverQuest rpg:Main Page|EQrpg Main]]&lt;br /&gt;
&lt;br /&gt;
The EverQuest Role-Playing Game system is built on the d20 Open GL rules, and based in the world of Norrath, of the online rpg EverQuest.&lt;br /&gt;
&lt;br /&gt;
===Fantasy City Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Fantasy_City_Project:Main_Page|Fantasy City Project]]&lt;br /&gt;
&lt;br /&gt;
Shared development of a generic fantasy city, its locaions, NPCs, organizations and adventure seeds.&lt;br /&gt;
&lt;br /&gt;
===Magipunk===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Magipunk:Main_Page|Magipunk]]&lt;br /&gt;
&lt;br /&gt;
A weird fantasy game of urban dystopia and rapidly changing social conflict -- cyberpunk crossed with swords and sorcery.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page|Marvel Realtime]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===MIDNIGHT RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[MIDNIGHT RPG Campaigns: Main Page]]&lt;br /&gt;
&lt;br /&gt;
MIDNIGHT RPG Campaigns, is a wiki open for game groups to provide details and resource on individual campaigns based on the D20 Dungeons &amp;amp; Dragons MIDNIGHT Setting published by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page|Post Future]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
===Stardust &amp;amp; Aether Winds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stardust&amp;amp;AetherWinds:Main_Page|Stardust &amp;amp; Aether Winds]]&lt;br /&gt;
&lt;br /&gt;
A simple little fantasy setting designed as a spin on the Swashbuckling Sailing Ships in Spaaaace!&lt;br /&gt;
&lt;br /&gt;
===Triptych: The Elemental Realms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[TRIPTYCH|Triptych]]&lt;br /&gt;
&lt;br /&gt;
A new mythology for modern magic games. Original elemental creatures wanted. &amp;lt;br&amp;gt;&lt;br /&gt;
Encompasses three parallel worlds: The Great Gale, The White Waste, and the Blasted Lands.&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===General Resources and Links===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Great_Quotes_List|Great Quotes of RPGNet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How to Run Game X===&lt;br /&gt;
A continuation of the thread of the same name from RPOpen--game-specific advice on how to GM.  Additional contributions are welcome!  [[How_to_Run:Main_Page|The main page is here]], and [[:Category:How_to_Run|the category page is here.]]&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
===Game Meta-Info and Logs===&lt;br /&gt;
&lt;br /&gt;
This is where GMs can put information relating to their &#039;&#039;specific&#039;&#039; games, such as character sheets, logs, plot threads, et cetera.&lt;br /&gt;
&lt;br /&gt;
[[Game Info Page]].&lt;br /&gt;
&lt;br /&gt;
==MMORPG Guilds==&lt;br /&gt;
&lt;br /&gt;
[[Blacksky Company]] (WoW)&lt;br /&gt;
&lt;br /&gt;
== RPGnet Meta-resources ==&lt;br /&gt;
&lt;br /&gt;
===Overly Honest RPG Book Covers===&lt;br /&gt;
[[Overly Honest RPG Book Covers]]:  An archive of the hilarious images generated by the RPGnet thread of the same name.   &amp;lt;br&amp;gt; View the thread created by &amp;quot;Neko Ewen&amp;quot;  [http://forum.rpg.net/showthread.php?t=193489 HERE].&lt;br /&gt;
&lt;br /&gt;
===RPGnet Thread Archive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Forum_Archive:Main_Page|Forums Archive]]&lt;br /&gt;
&lt;br /&gt;
A user created archive of classic threads, in the spirit of the old &amp;quot;Best Of Forums&amp;quot; page.  Organized by forum, and alphabetics.&lt;br /&gt;
&lt;br /&gt;
=== RPGnet Gatherings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Gatherings|RPGnet_Gatherings]]&lt;br /&gt;
&lt;br /&gt;
For information regarding any official meetups, gatherings and get togethers of RPGnet members.&lt;br /&gt;
&lt;br /&gt;
=== Tangency Timeline ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Tangency_Timeline|Tangency Timeline]]&lt;br /&gt;
&lt;br /&gt;
A timeline of important dates in the history of Tangency.&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
===Alia, Campaign Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Alia:Main_Page|Alia]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; D&amp;amp;D 3.5&lt;br /&gt;
&lt;br /&gt;
Alia is a land. A land of high fantasy where dragons scheme from their scattered fiefdoms, giants rule the great mountain ranges, and human empires struggle for dominance over the civilized worlds. It is a land where dwarves dream of recapturing the days of glory, elves fight to protect their forest homelands, and gnomes and halflings struggle under the oppression of empires. Amongst all the turmoil of the mortals, the gods of Alia are nowhere to be found, prayers are unanswered, the righteous fall to the tyrants and the world seems destined to end in ruin.&lt;br /&gt;
&lt;br /&gt;
The heroes of Alia have much to accomplish. Everywhere there are wrongs to be righted, oppressive yokes to be broken and dreams to be recaptured.&lt;br /&gt;
&lt;br /&gt;
===Anime for HERO===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[Anime_for_HERO:Main_Page|Anime for HERO]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System&#039;&#039;&#039; [[HERO System]] 5th Edition&lt;br /&gt;
&lt;br /&gt;
A collection of anime and anime-inspired characters, mecha, vehicles, spells, powers and setting information for the HERO System.&lt;br /&gt;
&lt;br /&gt;
===BESM d20 Atlantis===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[BESM_d20_Atlantis_OGC|BESM d20 Atlantis OGC]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[BESM d20]]&lt;br /&gt;
&lt;br /&gt;
Atlantis is a Magnum Opus Project currently being developed by me, Elton Robb.  This page, a wikimedia page, is developed for users and readers to add OGC content to the setting. Everything developed there is to be creative commons licensed: meaning that anyone can use the OGC in most any project.&lt;br /&gt;
&lt;br /&gt;
===Blue Giant BESM===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Blue_Giant|Blue Giant]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[BESM]]&lt;br /&gt;
&lt;br /&gt;
Blue Giant is a hard Science Fiction campaign setting for BESM set on the far side of the Milky Way at the dawn of the Fourth Millennium. Player Characters are Space Rangers who have to bring law and justice to the disputed territories between two vast interstellar nations.&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[Blue Planet]]&lt;br /&gt;
&lt;br /&gt;
A general resouce project for the Blue Planet RPG&lt;br /&gt;
&lt;br /&gt;
===Devotions for Vampire: The Requiem===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[Vampire_The_Requiem]]&lt;br /&gt;
&lt;br /&gt;
A collection of Devotions for use with Vampire: The Requiem.&lt;br /&gt;
&lt;br /&gt;
===The Dungeoneers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[The_Dungeoneers_%28A_D%26D_Minisetting%29]]&lt;br /&gt;
&lt;br /&gt;
The dungeoneers is a minisetting for D&amp;amp;D 3.0. It may be more appropriate however to call it a game model as it can be dropped in almost any fantasy setting. It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.&lt;br /&gt;
&lt;br /&gt;
===Dungeonpalooza===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Dungeonpalooza:Main_Page|Dungeonpalooza]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; D&amp;amp;D 3.5 or other traditional fantasy setting&lt;br /&gt;
&lt;br /&gt;
A wide-open world setting designed for neo-old school dungeon crawls.  Includes a world map, descriptions of important locations, Prestige Classes, and a pantheon with contributions from a bunch of RPG.net collaborators.  Dungeonpalooza is ideal for adventure-oriented parties that like quirky locations and don&#039;t take themselves too seriously.&lt;br /&gt;
&lt;br /&gt;
===Essence-Blasting Hits of the Seventies===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Essence-Blasting Hits of the Seventies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
A thematic conversion for &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, set in the modern day and involving the Exalted as rock musicians of various stripes instead of fantasy heroes. With Essence-infused heroin, a guitar that you carved out of Elvis Presley&#039;s coffin and a Malfean fragment as your agent, it&#039;s time to take to the streets. What do you do when you get there?&lt;br /&gt;
&lt;br /&gt;
===Exalted 101===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Exalted101:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
This is an attempt to create a resource for [[storyteller]]s and players new to &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, covering everything they need to know to get a game going, as well as tackling any niggling questions that tend to come up often about the game. It&#039;s based on a big thread from RPG open.&lt;br /&gt;
&lt;br /&gt;
===Gamma HERO===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[Gamma_HERO:Main_Page|Gamma HERO]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System&#039;&#039;&#039; [[HERO System]] 5th Edition&lt;br /&gt;
&lt;br /&gt;
Resources for running the original Gamma World background using the HERO System.&lt;br /&gt;
&lt;br /&gt;
===GURPS Annotation Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[GURPS:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[GURPS]]&lt;br /&gt;
&lt;br /&gt;
A cross-referenced collection of advice, information, house rules, etc. for GURPS 4th Edition.&lt;br /&gt;
&lt;br /&gt;
===The Horizon: Virtual Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HorizonVirtual:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[D20_System]]&lt;br /&gt;
&lt;br /&gt;
A re-working of the D20 System Reference Document to be more compatible with the &#039;&#039;Horizon: Virtual&#039;&#039; mini-RPG by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Legend of the Five Rings===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[L5R:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; L5R d10 or d20.&lt;br /&gt;
&lt;br /&gt;
An open project for compilation of fan-created material for the Legend of the Five Rings RPG in any of its published versions.&lt;br /&gt;
&lt;br /&gt;
===M&amp;amp;M Serial===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[M&amp;amp;M_Serial:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Mutants and Masterminds&lt;br /&gt;
&lt;br /&gt;
Serial adventures using the MUTANTS AND MASTERMINDS RPG.&lt;br /&gt;
&lt;br /&gt;
===More Than Human===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MTH:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Storytelling System]]&lt;br /&gt;
&lt;br /&gt;
Rules for playing superheroes and supervillains using White Wolf&#039;s Storytelling (nWoD) system.&lt;br /&gt;
&lt;br /&gt;
===Mutants &amp;amp; Masterminds RPG Wiki Resource===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [http://wiki.rpg.net/index.php/Mutants&amp;amp;Masterminds_RPG_Wiki_Resource:Main_Page Mutants &amp;amp; Masterminds RPG Wiki Resource]&lt;br /&gt;
&lt;br /&gt;
Mutants &amp;amp; Masterminds RPG Wiki Resource,  is a wiki open for game groups to provide resources for Characters created with the M&amp;amp;M rules and campaigns ran in Mutants &amp;amp; Masterminds - &amp;quot;the world&#039;s greatest RPG&amp;quot; OGL D20 rules and settings.  This wiki is intended as an example of characters, campaigns and resources for Super Heroic RPGs.&lt;br /&gt;
&lt;br /&gt;
===Necromunda in Space===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[NiS]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Necromunda&lt;br /&gt;
&lt;br /&gt;
This is a conversion of Games Workshop&#039;s Necromunda that takes the player out of the hive and onto the Eastern Fringe.  Choose your crew, create your ship, and shove-off to carve a living off the Fringe.&lt;br /&gt;
&lt;br /&gt;
===Paranoia Modulet 10Pak===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Paranoia_10pak]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Paranoia XP or other Paranoia edition&lt;br /&gt;
&lt;br /&gt;
This is a collection of 10 short modulets for the &amp;lt;i&amp;gt;Paranoia&amp;lt;/i&amp;gt; game.  They are arranged in the &amp;quot;Mission/Complications/Resolution/Staging notes&amp;quot; format from second edition.  Each is about 500 to 1000 words.&lt;br /&gt;
&lt;br /&gt;
===Sorcerer: A Menu===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Sorcerer:_A_Menu]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; &#039;&#039;[[Sorcerer]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A collection of RPGnet&#039;s favourite dishes from the &#039;&#039;Sorcerer&#039;&#039; Kitchen. Includes &#039;&#039;Chef&#039;s Specials&#039;&#039; (out-of-nowhere ideas), &#039;&#039;Dishes Inspired By...&#039;&#039; (ideas/settings based on other media) and &#039;&#039;Your Favourites Done Flambé Sorcerér&#039;&#039; (conversions of other RPGs). You can also sample the &#039;&#039;Wine and Dessert Menus&#039;&#039; for treats and flavours that will complement any meal. Finally, our chefs offer some Cooking Tips to help you get the most out of your own &#039;&#039;Sorcerer&#039;&#039; courses.&lt;br /&gt;
&lt;br /&gt;
===Spica Sector Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Spica_Sector_Project:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Traveller]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[CT]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[MT]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[TNE]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[T4]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[GT]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[T20]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[T5]]&lt;br /&gt;
&lt;br /&gt;
A Major project to re-develop the Spica Sector of space for the Traveller RPG system.&lt;br /&gt;
&lt;br /&gt;
===Star Wars for Mutants &amp;amp; Masterminds===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[M&amp;amp;M_Star_Wars:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Mutants_and_Masterminds]]&lt;br /&gt;
&lt;br /&gt;
What will hopefully become a clearing house for converting Star Wars into Mutants &amp;amp; Masterminds.&lt;br /&gt;
&lt;br /&gt;
===Umbral Domains===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Umbral_Domains]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Storyteller]] (mostly)&lt;br /&gt;
&lt;br /&gt;
A collection of additional powers as well as alternate rules and setting elements for use with the old World of Darkness games. I intend to focus largely on &amp;lt;i&amp;gt;Changeling: the Dreaming&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Mage: the Ascension&amp;lt;/i&amp;gt; and their related suppliments, however other oWoD material is likely to be included.&lt;br /&gt;
&lt;br /&gt;
===Warhammer Fantasy Role-Play 1st Edition===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[http://wiki.rpg.net/index.php/Warhammer_Fantasy_Roleplay WFRP:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Warhammer Fantasy Role-Play 1st Edition]]&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_411_Realms_of_Sorcery.html Realms of Sorcery]&lt;br /&gt;
Alternative version of the supplement&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_272_Let_s_go_shopping.html Lets Go Shopping] Shop, service, and business gazetteer&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_280_Are_You_Mentally_Divergent.html Are You Mentally Divergent?] Expanded Insanity Rules&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_437_Purring.html Purring] A Revolting Exhibition Among Imperial Citizens&lt;br /&gt;
of an Imported Albion Article of Brutal &amp;quot;Sport.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tomorrow’s forecast for the Old World is…&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_330_Weather.html Weather] &lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_335_Drinking_Rules!!!.html Drinking Rules!!!] Expanded rules for Alcohol Consumption&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_336_What_Were_They,_Psychos.html What Were They, Psychos?] Alternative Rules For Vampires&lt;br /&gt;
&lt;br /&gt;
===Werewolf: The Forsaken Articles===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[WtFArticles:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Werewolf:The Forsaken]]&lt;br /&gt;
The idea of this page is serve as an index to various articles, stories and ideas created to enhance White Wolf&#039;s &amp;lt;i&amp;gt;Werewolf: the Forsaken&amp;lt;/i&amp;gt; setting. &lt;br /&gt;
&lt;br /&gt;
===The Western Shores===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[WS:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Hero System]] Fifth Edition&lt;br /&gt;
&lt;br /&gt;
A high fantasy campaign setting for Fantasy Hero using the 5ER version of the Hero System.&lt;br /&gt;
&lt;br /&gt;
===WWE Know Your Role! Wrestlers===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [http://wiki.rpg.net/index.php/WWE_Know_Your_Role WWE Know Your Role Main Page]&lt;br /&gt;
&lt;br /&gt;
Wrestler stats and other resources for the WWE Know Your Role! RPG.&lt;br /&gt;
&lt;br /&gt;
===Young Kingdoms Adventures===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[YKAdventures:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Stormbringer Fifth Edition or Elric!&lt;br /&gt;
&lt;br /&gt;
This is a collection of story seeds for the &amp;lt;i&amp;gt;[[Stormbringer]]&amp;lt;/i&amp;gt; roleplaying game, sorted by geographical locations. It includes notable people, places, items, and creatures for cities and countries all across the Young Kingdoms.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars&amp;diff=22683</id>
		<title>Gangwars</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars&amp;diff=22683"/>
		<updated>2006-04-25T00:13:23Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;GangWars&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Summary&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is going to be an RPG based roughly on the events / world of shadowrun, with gang members and simple people being in focus.&lt;br /&gt;
&lt;br /&gt;
The rule system will be d20 based, stressing skills and eliminating the need for social and mental attributes. The magic system will also be skill-based. There will be traits / perks effecting skills and attributes. Traits will also be used to gain access to certain skills (such as magic).&lt;br /&gt;
&lt;br /&gt;
There will be no &amp;quot;mana&amp;quot; or something similar. There will be cyberware, but no cyberwarfare (no hacking into a matrix) as that portion of the game has been extremely boring in my experience. Hacking will be just a skillset like any other.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, there will be skill sets. So &amp;quot;magic&amp;quot; is a skillset including spells and rituals. There will be various approaches to magic- that portion of the game, as well as the cyberware system, will be quite extensive once I get the rules balanced out.&lt;br /&gt;
&lt;br /&gt;
Background of the Setting so far is well developed. I&#039;m currently fighting with the rule system. It&#039;s fighting back, this sunuvab- anyway. More to follow...&lt;br /&gt;
&lt;br /&gt;
Now off you go to the [[Gangwars:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars&amp;diff=22682</id>
		<title>Gangwars</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars&amp;diff=22682"/>
		<updated>2006-04-25T00:12:26Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;GangWars&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Summary&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is going to be an RPG based roughly on the events / world of shadowrun, with gang members and simple people being in focus.&lt;br /&gt;
&lt;br /&gt;
The rule system will be d20 based, stressing skills and eliminating the need for social and mental attributes. The magic system will also be skill-based. There will be traits / perks effecting skills and attributes. Traits will also be used to gain access to certain skills (such as magic).&lt;br /&gt;
&lt;br /&gt;
There will be no &amp;quot;mana&amp;quot; or something similar. There will be cyberware, but no cyberwarfare (no hacking into a matrix) as that portion of the game has been extremely boring in my experience. Hacking will be just a skillset like any other.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, there will be skill sets. So &amp;quot;magic&amp;quot; is a skillset including spells and rituals. There will be various approaches to magic- that portion of the game, as well as the cyberware system, will be quite extensive once I get the rules balanced out.&lt;br /&gt;
&lt;br /&gt;
Background of the Setting so far is well developed. I&#039;m currently fighting with the rule system. It&#039;s fighting back, this sunuvab- anyway. More to follow...&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gangwars&amp;diff=22681</id>
		<title>Gangwars</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gangwars&amp;diff=22681"/>
		<updated>2006-04-25T00:10:22Z</updated>

		<summary type="html">&lt;p&gt;Sniggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;GangWars&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is going to be an RPG based roughly on the events / world of shadowrun, with gang members and simple people being in focus.&lt;br /&gt;
&lt;br /&gt;
The rule system will be d20 based, stressing skills and eliminating the need for social and mental attributes. The magic system will also be skill-based. There will be traits / perks effecting skills and attributes. Traits will also be used to gain access to certain skills (such as magic).&lt;br /&gt;
&lt;br /&gt;
There will be no &amp;quot;mana&amp;quot; or something similar. There will be cyberware, but no cyberwarfare (no hacking into a matrix) as that portion of the game has been extremely boring in my experience. Hacking will be just a skillset like any other.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, there will be skill sets. So &amp;quot;magic&amp;quot; is a skillset including spells and rituals. There will be various approaches to magic- that portion of the game, as well as the cyberware system, will be quite extensive once I get the rules balanced out.&lt;br /&gt;
&lt;br /&gt;
Background of the Setting so far is well developed. I&#039;m currently fighting with the rule system. It&#039;s fighting back, this sunuvab- anyway. More to follow...&lt;/div&gt;</summary>
		<author><name>Sniggy</name></author>
	</entry>
</feed>