Difference between revisions of "Gangwars:Main Page"

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Yadda Yadda. go [[Gangwars|back]]. nothing to see yet.
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A [[Gangwars|short description]] might give you some answers.
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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).
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== Physical Attributes ==
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Only the physical attributes of a creature are modeled in this system. They are described as "body" attributes. Secondary attributes are composed of body parts and are simply called attributes. (So there are "body" scores and "attributes").
 +
 
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Why? Well, for starters, mental and social attributes can almost never be accurately portrayed by the players. I think that it'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't cut it.
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There are, of course, ramifications of dropping mental and social values. See below for that.
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=== Structure ===
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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.
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=== Organs ===
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The inner workings of a creature: heart, lungs, liver, intestines etc. Used to calculate hitpoints, disease resistance, breathing etc.
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=== Cardio ===
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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.
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=== Neural ===
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The sympathetic and central nervous systems of a creature. Used to calculate initiative, Dexterity etc.
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=== Perception ===
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The periphery nervous system including the sensory organs of a creature. Used for sense-related checks and Initative.
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=== Comment so far ===
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This granulation of physical attributes is also possible for constructs / machines and magical creatures. Consider the example of a drone:
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 +
* Structure = outer structure of the machine, moving parts
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* Organs = internal structure of the machine, circuitry
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* Cardio = energy / fluid flow of the machine, i.e. power cables etc.
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* Neural = the cpu / controlling unit / connecting circuitry / radio signal etc
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* Perception = cameras, microphones etc.
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 +
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:
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=== Cyberware ===
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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.
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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 "burned out" and can no longer conjure magic and will be treated as a machine for all rule issues.
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 +
By inserting cyberware, attributes may rise. The body scores however will remain the same until they are trained. Consider this example:
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 +
- B with structure 8 may insert 8 cyberware points
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 +
- B's bones are strengthened with metal. he also gets artificial ligaments. This costs 5 structure points, so now B's structure score is 8(5)
 +
 
 +
- This cyberware gives +4 to strength. B's strength score rises accordingly
 +
 
 +
- B could insert additional 3 points of structural cyberware.
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 +
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).
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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.
 +
 
 +
== Attributes ==
 +
 
 +
These are the secondary attributes (or simply: attributes) within this system. I'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).
 +
 
 +
=== Strength and Endurance ===
 +
 
 +
Structure + Cardio = Strength and Endurance. You'll have to assign the numbers according to your own discretion. Are you strong, arduous or balanced? Lets make an example:
 +
 
 +
* structure 9, cardio 8 = total of 17, assigning 10 to strength and 7 to endurance
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* the perk "strong bastard" gives +2 to strength, so thats 12 strength and 7 endurance
 +
* the perk "one hit wonder" 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
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 +
So thats how strength and endurance are used in this system. You can't raise (secondary) attributes by assigning points to them. You have to buy perks or raise your body scores.
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 +
=== Dexterity ===
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 +
(Structure + Neural) / 2 = Dexterity
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=== Health ===
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Structure + Organs + Cardio = Health (Hitpoints)
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 +
=== Initiative ===
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Neural + Perception = Initiative
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 +
=== Breath ===
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Organs + Cardio = Breath
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=== Resistance ===
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Nerves + Cardio = Resistance (to Shock)
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=== other attributes ===
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Disease Resistance = Organs
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etc.
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Other attributes are not listed on the character sheet, but will be used according to situation.

Revision as of 01:35, 30 April 2006

A short description might give you some answers.

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).

Physical Attributes

Only the physical attributes of a creature are modeled in this system. They are described as "body" attributes. Secondary attributes are composed of body parts and are simply called attributes. (So there are "body" scores and "attributes").

Why? Well, for starters, mental and social attributes can almost never be accurately portrayed by the players. I think that it'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't cut it.

There are, of course, ramifications of dropping mental and social values. See below for that.

Structure

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.

Organs

The inner workings of a creature: heart, lungs, liver, intestines etc. Used to calculate hitpoints, disease resistance, breathing etc.

Cardio

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.

Neural

The sympathetic and central nervous systems of a creature. Used to calculate initiative, Dexterity etc.

Perception

The periphery nervous system including the sensory organs of a creature. Used for sense-related checks and Initative.

Comment so far

This granulation of physical attributes is also possible for constructs / machines and magical creatures. Consider the example of a drone:

  • Structure = outer structure of the machine, moving parts
  • Organs = internal structure of the machine, circuitry
  • Cardio = energy / fluid flow of the machine, i.e. power cables etc.
  • Neural = the cpu / controlling unit / connecting circuitry / radio signal etc
  • Perception = cameras, microphones etc.

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:

Cyberware

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.

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 "burned out" and can no longer conjure magic and will be treated as a machine for all rule issues.

By inserting cyberware, attributes may rise. The body scores however will remain the same until they are trained. Consider this example:

- B with structure 8 may insert 8 cyberware points

- B's bones are strengthened with metal. he also gets artificial ligaments. This costs 5 structure points, so now B's structure score is 8(5)

- This cyberware gives +4 to strength. B's strength score rises accordingly

- B could insert additional 3 points of structural cyberware.

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).

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.

Attributes

These are the secondary attributes (or simply: attributes) within this system. I'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).

Strength and Endurance

Structure + Cardio = Strength and Endurance. You'll have to assign the numbers according to your own discretion. Are you strong, arduous or balanced? Lets make an example:

  • structure 9, cardio 8 = total of 17, assigning 10 to strength and 7 to endurance
  • the perk "strong bastard" gives +2 to strength, so thats 12 strength and 7 endurance
  • the perk "one hit wonder" 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

So thats how strength and endurance are used in this system. You can't raise (secondary) attributes by assigning points to them. You have to buy perks or raise your body scores.

Dexterity

(Structure + Neural) / 2 = Dexterity

Health

Structure + Organs + Cardio = Health (Hitpoints)

Initiative

Neural + Perception = Initiative

Breath

Organs + Cardio = Breath

Resistance

Nerves + Cardio = Resistance (to Shock)

other attributes

Disease Resistance = Organs etc. Other attributes are not listed on the character sheet, but will be used according to situation.