[hider=Hello~! Here is an elevator pitch to save you some time, read me first!] Singularity is a TTRPG system focused on simple rules that Player's can modify to enhance freedom in role playing and game strategy. The universe is about a world of inevitable change, how that challenges characters and the journey of who they become as a result. Interested in helping create a game, build a world or just enjoy a casual RPG? Feel free to read the OOC draft below and let me know in a reply! Aiming for 16 players max, with a hard limit at 20. The game will open for character posting on the 26th of January, 10am UTC. The game will then start on the 2nd of February, 10am UTC, with each turn lasting 12 days.[/hider] [hider=Index]Lore - Primer - Character Creation - Species - Game Objective - Character Creation - Home - Character Creation - Occupation and Assets Dice Mechanics - Character Creation - Stats and Skills - Dice Rolls - Measuring Success - Wounds - Leveling up Game Mechanics - Cycles and Roll types - Heat - End Game - Character Creation - Abilities - NPC Rules Summaries and Templates - Game Rules - Summary - Dice Rolling Guide - Character Sheet Template - Posting Guide and Header Template - Narrative Header Template - Cheat Sheet - Key Dates[/hider] [i]The following is the OOC draft for the universe and how the game will run. If you find any errors or have any questions please feel free to message me![/i] [centre][h1][b]Singularity: Fate of Throne[/b][/h1] [youtube]https://www.youtube.com/watch?v=1_PU9tWbgY0[/youtube][/centre] [h1]Primer[/h1] Welcome to the world of Throne, a surface of ceaselessly shifting sands bombarded by the radiation of Solfire that can end life as easily as it can create it. Below is the undersea, an ocean weaving through the core of the planet filled with abyssal creatures. The only true refuge to be found is within hollowed out mountains turned into sprawling cities, known as the Citadels. Dune walkers allow travel and trade between these Citadels, while the more affluent can enjoy gliders taking advantage of Throne's cyclonic dust storms. The world is changing though. People say there is a barrier spreading that halts both the sands and the winds, a barrier that traps dune walkers attempting to pass through it and brings gliders passing over crashing down. The sands still ebb and break against the Citadel you reside in, but for how long? What will you do when the barrier comes for your home as well? How will life change when you can't even recognise the world outside the walls anymore? What will your story be, and who will you become? [h3]Style Guide[/h3] The theme is a sci-fi late medieval period, that of swords and muskets. For example, your character is allowed an intricate plasma gun firing bolts of energy, so long as it requires regular reloads that are cumbersome to perform. Good references would be the outer rim from Star Wars or Dune. (If you have any questions on design or direction, please feel free to pm me~). [h3]Game location[/h3] The Game takes place in a Citadel, that owned by the Royal house of Equistis. It is an approximately 900 meters tall hollowed out mountain with a population of about 31,000 people, broken down into 19,000 Unionists, 7,800 Mutants, 3,600 Legionnaires, 490 Machines, 100 Royals and 5 Spectres (species discussed in next section). One could spend days exploring even the smallest designated levels, and there's always something new to find that's just been built or lost under layers of construction. Hydraulic tubes filled with water allow trains and elevators to efficiently carry cargo and passengers vertically, though there are many staircases and passageways for those brave enough to find there own way. The socioeconomic status of the Citadel provides a comfortable existence for most and plenty of opportunity for the ambitious. Culture tends to flow freely throughout the Citadel creating a mosaic of experiences for those willing to explore. Peacekeepers for the most part are fair and draw few complaints from the population at large. Life is good, for now. [hr][h1]Character Creation - Species[/h1] We begin by choosing one of the 6 major species of Throne or creating a minor species. [h3]Royals[/h3][b](Visual design guide: Bugs, Microbes, Alien)[/b] [b]Summary:[/b] Rulers of Throne through cybernetically enhanced dynasty’s holding power through politics, economics and espionage. Embracing simple cybernetic enhancements long ago, Royals have since perfected the art of body augmentation which has become a symbol of social standing. Those of the highest status live for thousands of years, rebuilt in steel bodies with scant remnants of themselves to suggest they were once organic creatures. Successful Royal families establish a local court and travel Throne to attend conferences, lead their subjects or inspire the masses under their rule. An established Royal is always on the move. The administration of Royals is represented by the feudal Houses they form and named after their family and generational surname. These houses operate almost exclusively on their own set of laws and ethics. House Royal’s cannot justify standing armies, but they still maintain highly coherent security forces of personal guards, peacekeepers and dune walker captains armed with exceptional technologies. The culture of Royal’s is driven by scientific progress with few Houses holding onto any form of tradition. This makes Royal culture highly fluid and regularly fluctuates with new discoveries and experiences. Family, however, is considered sacred and bloodlines are absolute. Houses are either inherited by their children or enter vassalage to greater Houses. The effects of Solfire are somewhat reduced on Royals due to the availability of cybernetic replacements. It can still however cause considerable harm or far worse, mutation that destroys a Royals pheromone, usually leading to disownment. Due to this Royals tamper with Solfire carefully. Any experimentation on the energy is done in secret as not to give rise to rumours of potential corruption of the house. As prosperous as they might be, Royals have always struggled with reproduction as a species. Inter-House politics and selective breeding further reduce the population of Royals leaving a relatively small population compared to the other major species. However excess resources combined with their natural cognitive excellence ensures that their technology is second to none. Combined with open trade and exceptional espionage efforts, they lead the scientific front on Throne. It is also through open trade that knowledge from Royals tends to be rather forthcoming, with relations between Houses visible on trade floors. Their science filters through open markets where everything has a price. A Royal understands that in the marketplace there are only needs or wants and are masters in playing their customers accordingly. [h3]Unionists[/h3][b](Visual design guide: Humans, Furry's, Bipedal)[/b] [b]Summary:[/b] Short lived individuals who become masters of a trade to ensure the legacy of their Union persists and thrives through the ages. With lifespans up to a century, Unionist’s are regarded by their family name and profession rather than as individuals. Settlers by nature, they claim and build upon land to further their community’s legacy. For a Unionist, to abandon home is to die, so ground is cautiously claimed and fiercely defended when developed. Government administration is paramilitary by nature where individuals choose how they contribute, however an individual’s skill and importance defines their status in Unionist society. Military affairs are dealt as they arise, pulling levies from those of lower status. Each Union wears advancements in their trade as symbols of success. Through this, subcultures rapidly arise and flow through Unionist communities. Union families are formed around the mastery of the Union’s trade rather than blood lines alone. This allows others to join master’s and inherit their skills for future generations to embrace. Solfire brings terrible afflictions and slow death to Unionists. It is spoken of as a curse, phrases of wishing for someone to burn being some of the most offensive statements a Unionist can say to another. Solfire is therefore regarded as a terrible evil that is not to be misused, using it only when absolutely required. The Unionist population is the largest of all the species of Throne. If there is developed land, you are almost guaranteed to find a Unionist. Knowledge however is difficult to share throughout such a vast diversity of cultures. Only the most prestigious individuals tend to have the resources to pursue and learn from the forefront of Unionist science. As a result, the technology within Unions is considered outdated compared to other species, relying on general trade for progress to reach other Unions. Regulated markets however allow Unions to maintain a baseline of technology while also providing a level of resilience to economic shocks. [h3]Legions[/h3][b](Visual design guide: Squids, Jellyfish, Crustaceans)[/b] [b]Summary:[/b] Imposing creatures forged by the brutality of the oceans below, rising to the surface as warriors, searching for conquest or refuge. Legionnaires are born from the oceans beneath Throne. They live upwards of a thousand years and are difficult to kill by conventional means. Their aquatic nature provides an affinity for navigating the dunes and currents of Throne aboard dune walkers, marching forever forward toward their next contract or conquest. Legions are authoritarian in terms of governance. Everyone has a role and is expected to perform without question. Those who embrace their role are respected, regardless of position. The armies of the Legions are professional soldiers where everyone is trained to defend themselves. Legion’s usually only accept other Legionnaires, but anyone who proves themselves may enter service to a Legion. The Legions enjoy a traditional way of life where rites and rituals are revered. However, there are occasional outsiders or outcasts impacting a Legions way of life. All within a Legion’s hierarchy are considered family, whether related or enlisted. With such imposing physical stature, Legionaries maintain some resistance to Solfire exposure though still find it harmful. Solfire is therefore strictly prohibited throughout Legion’s as it threatens their health and legacy. This restricts the Legion’s to simple lifestyles where luxuries are few. Though a Legion brood might spawn a hundred polyps, the brutal reality of the ocean below sees no more than ten, if any at all, reach adulthood. Those who survive are considered worthy of bearing the Legion’s ancient weapons developed over countless generations. Legion’s guard their technology fiercely and regard it as sacred. This reverence has led to an advanced yet diverse technological advantage over most species of Throne. Finding themselves drawn to adventure and conquest they are, however, highly open to trade. Obsolete technologies may be bartered for supplies and provide an insight into a Legion’s abilities. [h3]Mutants[/h3][b](Visual design guide: Eldritch, Elemental, Irregular)[/b] [b]Summary:[/b] An individual who has been mutated into something unrecognisable by Solfire and now seeks to reclaim their lives as their own. Mutants live perpetually. Death does not come easily to Mutants, their bodies able to withstand immense punishment before failing. The only true threat to a Mutant is losing control due to further mutation. Although Mutants are usually highly mobile on the harsh planet surface, they create strong bonds with other Mutants. This allows them to find refuge in trusted homes or if necessary, come together to protect themselves. In terms of overall social structure Mutants follow a paramilitary system. Those of higher renown and greater knowledge of Solfire command more authority and respect from others. Acclaimed Mutants may even create paths, ways of life for other Mutants to follow. The more who follow a path, the more revered it becomes. Mutants follow other Mutants path’s, teachings recorded to guide others. Through these paths, Mutants can learn to control their afflictions and pursue further mutation to reforge themselves in their own image. Through the shared afflictions of Solfire Mutants consider each other brethren, sharing their knowledge openly. Exposed to Solfire and surviving its terrible energies, Mutants find further exposure negligible to their health unless subjected to incredibly high concentrations. Usage of Solfire is restricted in Mutant society as the risk of corruption is a respected danger. With the everlasting presence of Solfire bombarding the surface of Throne, Mutants make up the second largest population on the planet. Still far behind the vast majority of Unionist’s but far more common than Royal’s. With a focus centered on the self and improvement through the practice of paths, Mutants have little need for technology. Mutants encourage the teachings of paths far and wide but understand that some knowledge must be kept secret. Only those at the head of the most prominent paths know the extent of Solfire’s power and the terrors it can birth. With such focus on knowledge and self-improvement, Mutants have no markets. They provide services based on good will and genuine compassion whilst searching for the materials they need to build humble homes. [h3]Spectres[/h3][b](Visual design guide: Crystalline, Biblical, Avian)[/b] [b]Summary:[/b] Creatures fallen from the void who have lived countless lives and carry fragments of Throne’s history. Spectre’s can rise from death while immersed in Solfire, fragments reforming unless their spirit is extinguished. This costs them parts of their mind in correlation to how damaged they were before reforming. Due to this trait they spend their lives wandering, favouring the sands of the surface for its abundance of Solfire. Spectres exploring an area tend to form covens between one another. Conglomerate by nature, covens share laws regarding the corruptive nature of Solfire but are otherwise independent. Each coven houses a single combatant Spectre who can channel Solfire to summon golems, alter the weather or fire beams of energy. Ideally there is only one Spectre in a fight as their energies become disrupted when used near each other. Spectres follow a traditional lifestyle, learning the history of Throne and mastering their ability to manipulate Solfire. Family structure is that of the current coven group, but some Spectre’s who find seed stones or regenerated Spectre’s take them on as adoptive dependents. The Spectre’s flaw is their dependence on Solfire. If trapped in pitch black darkness for long enough they will eventually starve of Solfire and be unable to be resurrected. Even with their affinity for Solfire, its use is regulated by laws shared by all covens as not to repeat atrocities of old. Unable to reproduce and only falling from the stars above, the Spectre’s population is minuscule compared to other species on Throne. Spectre's are often considered highly intelligent due to the lives they’ve lived, especially in the field of energy manipulation. Only their tradition as historians prevents their technological dominance. Spectres hold knowledge and wisdom as their highest values. However, even they know that some knowledge can be detrimental to Throne and cannot be shared. They are happy to trade knowledge they possess to acquire the material goods they need. [h3]Machines[/h3][b](Visual design guide: Mechanical, Makeshift, Abstract)[/b] [b]Summary:[/b] Machines given true life through Solfire, they live as the pinnacle of science and art given the freedom to find their own meaning. Machines can live for as long as they are able to maintain their bodies. However, if their spirit is damaged, they will quickly degrade and pass on from the world. With immunity to Solfire they usually travel Throne’s surface, becoming adventurers by nature. Machines have no formal social structure and follow a liberal way of life. Self-agency is sacred to Machines, and they are willing to die for it. With no formal organisation Machines do not possess a military. However, they are able to rally battle-hardened Machine mercenaries if a cause is deemed dire enough. Machines embrace a consumerist culture as they chase their visions of perfection, modifying their bodies to fit both purpose and self-image. There are few things that machines consider taboo, creating a fluid culture. Machines tend to form familial bonds between those they live, work, or fight alongside. Being mostly immune to Solfire Machines are the only species on Throne that openly use Solfire with little, if any regulation. All Machine’s need is energy as sustenance, and Solfire offers near limitless amounts of which to sustain themselves on. Robots are always being manufactured for dangerous work, such as hard labour or repetitive tasks. Some robots find sentience and evolve to become self-aware Machines. Other Machines keep watch for those that require rescue or assistance to assimilate into society as a respected self-aware being. Despite their technological background their disorganisation prevents any scientific focus from the Machine’s. With such a dedication to freedom and having the natural advantage of being able to share data as simply and reliably as thought, Machines enjoy an open knowledge policy. All Machines can learn from another Machine’s consented thoughts, and most Machines support this policy to their best ability. The Machines don’t have much need for markets as they rather create what they desire themselves. [h3]Minor Species[/h3][b](Visual design guide: Whatever you would like)[/b] Though a hostile planet, the strange and mutagenic properties of Solfire gives rise to many creatures on the surface, while the oceans below are a soup of biological potential. What you are may not be recognised by others, or perhaps only mentioned in folk tales of questionable authenticity. Regardless, you know what you are, and that’s all that matters as your story is told. [hr][h1]Game Objective[/h1] The Citadel has 10 Levels. The aim of the game is to gain and hold a Foothold on the 10th Level for a Cycle or survive 13 Cycles (1 Cycle = 1 turn over 12 days). A Foothold is your presence on a Level of the Citadel. [h1]Character Creation - Home[/h1] Now you have a species, it is time to choose your home Level in the Citadel. Starting lower will give you more stat points making you stronger, but starting higher will leave you closer to your goal and provide greater opportunities to offer other Players. You automatically gain Footholds on all Levels below your home. As a guide, Players interested in social gameplay should start higher, and Players interested in dice mechanics should start lower. [h3]Diplomatic quarter - Level 8 (1 stat point)[/h3] A hive of inter-Citadel activity. These floors are where decisions and discussions that ripple across the world are held. It consists of state-rooms to host delegates from all origins as well the high court responsible for the Citadel’s laws. [h3]Solastro Academy - Level 7 (2 stat points)[/h3] Research academies and naval institutes flank a massive, bunkered observatory that channels Solfire for contained experiments. The finest minds study here to lead in their fields or become commissioned officers of the Citadels dune walkers. [h3]Peacekeeper Headquarters - Level 6 (3 stat points)[/h3] Glider port and base for Citadel security, it serves mainly as a checkpoint for those trying to enter the higher levels and garage for mechanised walkers able to operate within the Citadel. In times of crisis, it acts as an aid center for its inhabitants. [h3]Center of Culture - Level 5 (4 stat points)[/h3] The most densely populated area of the Citadel, its housing hubs flow with the colours people have brought with them. The Grand theater is a symbol of unity that the population enjoys for its rare safe view of the sky. [h3]Merchant Markets - Level 4 (5 stat points)[/h3] Nests of pop-up stalls rotate with the seasons, constantly reshaping the floorplan amongst permanent businesses that have become a part of the Citadel itself. The external radial antenna allows news to flow to and from passing dune walkers. [h3]Hydroponics and Power - Level 3 (6 stat points)[/h3] At its external radius a massive stack of crops ensures the air and water within the Citadel remains clean and populace fed. Within are few selective livestock areas and at the core is the Citadel’s heart, a massive geothermal boiler using the underground oceans for power. [h3]Industrial Grids - Level 2 (7 stat points)[/h3] Webs of steel house both workshops and warehouses processing primary goods to be used by the Citadel. It's lowest areas also serve as a dry dock for commissioning new dune walkers and repairing those damaged by the realities beyond the Citadel. [h3]Port Plunge - Level 1 (8 stat points)[/h3] Massive dune walkers march through the cave entries into the bottom of the Citadel to trade, resupply or refit. Below further are water purification plants and ocean ports giving access to the undersea, with creatures occasionally rising from below. [h1]Character Creation - Occupation and Assets[/h1] Now that your character has a home it is time to give them a brief history of who they are. A general guide to this is to start with how they arrived or established themself on their home Level, then explore what they do for a living and finally detail any potential resources or authority they command as a result of their occupation. This gives the GM and other Player’s a summary of your character and how to interact with them. [h1]Character Creation - Stats and Skills[/h1] Characters will be made up of 4 stats: [table=bordered][row][cell][b]Stat[/b][/cell][cell][b]Description[/b][/cell][/row][row][cell][b][u]S[/u][/b]trength[/cell][cell]Physical Ability (How much force one can muster at once)[/cell][/row][row][cell][b][u]E[/u][/b]ndurance[/cell][cell]Physical Capacity (How much one can exert and push through)[/cell][/row][row][cell][b][u]L[/u][/b]ogic[/cell][cell]Mental Capacity (How much one can process and reason with)[/cell][/row][row][cell][b][u]F[/u][/b]aculty[/cell][cell]Mental Ability (How fast one can react and think critically)[/cell][/row][/table] These make up your [b]S.E.L.F.[/b] stats and are used to determine dice for rolls as follows: [table=bordered][row][cell][b]Stat level[/b][/cell][cell][b]Dice used[/b][/cell][/row][row][cell]0[/cell][cell]Roll a D4[/cell][/row][row][cell]1[/cell][cell]Roll a D6[/cell][/row][row][cell]2[/cell][cell]Roll a D8[/cell][/row][row][cell]3[/cell][cell]Roll a D12[/cell][/row][row][cell]4[/cell][cell]Roll a D20[/cell][/row][row][cell]5[/cell][cell]Roll a D20 & D4[/cell][/row][row][cell]6[/cell][cell]Roll a D20 & D6[/cell][/row][row][cell].....[/cell][cell].....[/cell][/row][row][cell]10[/cell][cell]Roll 2D20's & a D4[/cell][/row][row][cell]11[/cell][cell]Roll 2D20's & a D6[/cell][/row][/table] Skills use two S.E.L.F. stats to determine a result. Skills can be used at any time so long as the player can logically justify its use in a situation. The 6 skills are as follows: [table=bordered][row][cell][b]Skill[/b][/cell][cell][b]S.E.L.F. to roll[/b][/cell][cell][b]Description[/b][/cell][/row][row][cell]Force[/cell][cell][b]S[/b]&[b]E[/b][/cell][cell]Physical. Use raw physical power. (E.g. Breaking down a locked door.)[/cell][/row][row][cell]Finesse[/cell][cell][b]L[/b]&[b]F[/b][/cell][cell]Physical. Use a technique. (E.g. Picking the lock on a locked door.)[/cell][/row][row][cell]Persuade[/cell][cell][b]S[/b]&[b]L[/b][/cell][cell]Social. Use charm and guile. (E.g. Convince others to open a locked door.)[/cell][/row][row][cell]Perceive[/cell][cell][b]E[/b]&[b]F[/b][/cell][cell]Social. Use opportunity and awareness. (E.g. Steal key to a locked door.)[/cell][/row][row][cell]Comprehend[/cell][cell][b]S[/b]&[b]F[/b][/cell][cell]Intellectual. Use deduction. (E.g. Repair switch on a locked door.)[/cell][/row][row][cell]Create[/cell][cell][b]E[/b]&[b]L[/b][/cell][cell]Intellectual. Use imagination and tools. (E.g. Pry hinges off a locked door.)[/cell][/row][/table] Below is an example of using a skill: [table=bordered][row][cell][i]A PC with [b]S[/b]trength:2 and [b]E[/b]ndurance:3 uses the Force([b]S[/b]&[b]E[/b]) Skill. [b]S[/b]:2 = D8 [b]E[/b]:3 = D12 The PC uses a D8 and D12 to use Force([b]S[/b]&[b]E[/b]). [/i][/cell][/row][/table] [h3]Describing the use of a Skill[/h3] A Player may write out a Skill however they please. For instance a Player who’s character is a judge using the skill Force may describe it as signing a warrant on another character. So while the Player will still roll the Skill, NPC’s might be written to be performing the actual Action or assumed to perform it off screen. [h1]Dice Rolls – Measuring success[/h1] A Player determines success by using one or two dice according to the Skill they use. The die are then added together and divided by 5 (rounding down) to determine a result. If a 1 is rolled, subtract 5 from the sum of the die. If the highest number of a dice is rolled you may roll it again and add the new roll to the previous sum. A result greater than 1 is a critical success, and extra successes can enhance the effect of the current action. If the dice sum is less than 0 it is a critical failure, inflicting a Wound to the Player. [table=bordered][row][cell][i]A Player uses the Skill Finesse([b]L[/b]&[b]F[/b]) and has [b]L[/b]:1 and [b]F[/b]:2, so they use a D6 and D8. The D6 lands on 3, and the D8 lands on 4. 3 + 4 = 7 7 / 5 = 1.4 (Ignore decimals). A result of 1 Success has been scored. [/i][/cell][/row][/table] [table=bordered][row][cell][i]A Player uses Persuade([b]S[/b]&[b]L[/b]) and has [b]S[/b]:3 and [b]L[/b]:1, so they use a D12 and D6. The D12 lands on 12 and D6 on 3. 12 + 3 = 15 D12 landed on its highest number so it is rolled again, landing on 5 15 + 5 = 20 20 / 5 = 4 A result of 4 Successes has been scored. [/i][/cell][/row][/table] [table=bordered][row][cell][i]A Player uses Create([b]E[/b]&[b]L[/b]) and has [b]E[/b]:0 and [b]L[/b]:1, so they use a D4 and D6. The D4 lands on 3 and D6 on 1. 3 + 1 - 5 = -1 Because the sum is negative, a critical Failure has been scored. [/i][/cell][/row][/table] [h1]Wounds[/h1] A D6 is rolled for each Wound and prevents the use of that Skill until the Player heals. If an already wounded Skill is rolled, move down the list until a Skill can be Wounded, if you can no longer move down the table, start at the top. A Player Character is removed from play at 5 Wounds. [table=bordered][row][cell][b]D6 result[/b][/cell][cell][b]Skill Wounded[/b][/cell][/row][row][cell]1[/cell][cell]Force([b]S[/b]&[b]E[/b])[/cell][/row][row][cell]2[/cell][cell]Finesse([b]L[/b]&[b]F[/b])[/cell][/row][row][cell]3[/cell][cell]Persuade([b]S[/b]&[b]L[/b])[/cell][/row][row][cell]4[/cell][cell]Perceive([b]E[/b]&[b]F[/b])[/cell][/row][row][cell]5[/cell][cell]Comprehend([b]S[/b]&[b]F[/b])[/cell][/row][row][cell]6[/cell][cell]Create([b]E[/b]&[b]L[/b])[/cell][/row][/table] In the case of a [b]Strike[/b] (See Result based actions), if a Player scores more than 1 Success against their opponent, they may modify the wound roll up or down by the excess amount. For example: [table=bordered][row][cell][b]Degree of Successes[/b][/cell][cell][b]Effect[/b][/cell][/row][row][cell]Successes = 1[/cell][cell]Winner rolls a D6 to decide losers Wound[/cell][/row][row][cell]Successes = 2[/cell][cell]Winner rolls a D6 ± 1 to decide losers Wound[/cell][/row][row][cell]Successes = 3[/cell][cell]Winner rolls a D6 ± 2 to decide losers Wound[/cell][/row][row][cell]Successes = 4[/cell][cell]Winner decides the Wound the loser receives[/cell][/row][row][cell]Successes = 5[/cell][cell]Winner decides the Wound the loser receives and rolls a D6 for a second Wound[/cell][/row][/table] [h3]Describing a Wound[/h3] A Wound does not need to be physical. In the example of a Player whose character is a judge receiving a Wound on the Skill Create, they might write it as their character being sanctioned and losing access to the resources required to perform that skill. [h1]Leveling up[/h1] A Player can increase a S.E.L.F. stat by 1 by spending XP equal to the current level of that S.E.L.F. stat. [table=bordered][row][cell][i]Example: A Player has [b]S[/b]:3 (a D12). They spend 3 XP to upgrade to [b]S[/b]:4 (a D20).[/i][/cell][/row][/table] [hr][h1]Cycles and Roll Types[/h1] A turn consists of multiple Actions performed over 1 Cycle. A Cycle is 12 days, with 2 days in between Cycles to allow the GM to prepare next Cycle. At the start of each Cycle, the Players S.E.L.F. stats will be rolled. The numbers rolled for each stat will be recorded under their appropriate stat. When performing an Action, a Player will declare a Skill, then choose 1 or 2 of the S.E.L.F. stats associated with that Skill to determine Success. Once you have used a S.E.L.F. stat dice for an Action, you cannot use that S.E.L.F. stat dice again for that Cycle. When assigning dice to a Skill, you may declare a Blind Roll. When declaring a Blind Roll, choose the S.E.L.F. stat dice you wish re-roll. The new dice result must be used. The S.E.L.F. stat you Blind Roll consumes that S.E.L.F. stat dice for the Cycle. You can perform as many Actions as long as you have S.E.L.F. stat dice to use. [table=bordered][row][cell][i]Example: A Player gets their dice for the Cycle with dice landing on [b]S[/b]: 11, [b]E[/b]: 5, [b]L[/b]: 2, [b]F[/b]: 5. They use the skill Force([b]S[/b]&[b]E[/b]) for an Action and commit both the [b]S[/b] and [b]E[/b] dice for a total of 16 providing a result of 3 Successes, passing the Action. They perform a second Action using Finesse([b]L[/b]&[b]F[/b]), committing only the [b]L[/b] dice and instead of using the 2 rolled for [b]L[/b] at the start of the Cycle they declare a Blind Roll. The new result scores a 7 which grants 1 Success, passing the Action. They perform a third Action using Perceive([b]E[/b]&[b]F[/b]), committing only the [b]F[/b] dice and declare a Blind Roll. The new roll scores a 3 granting no Success, failing the Action. [/i][/cell][/row][/table] [h3]Result based Actions[/h3] [b]Acquire[/b]: To win by gaining a Foothold on all 10 Citadel Levels, Players may use a Skill to gain Acquisition points. Acquisition points are used to buy a Foothold on the next Level above them, costing its Level in price. Acquisition points are reset to 0 at the start of a new Cycle. [table=bordered][row][cell][i]Example: Player 1’s highest Foothold is level 2. They decide to Acquire with Force using both their [b]S[/b] and [b]E[/b] dice, scoring 3 successes. They then Acquire again with Finesse using their [b]L[/b] and [b]F[/b] dice for 5 successes. This gives them a total of 8 Acquisition points. The Player then spends 3 Acquisition points to get a Foothold on level 3, then 4 points to get a Foothold on level 4. The remaining 1 Acquisition point is lost at the start of a new Cycle. [/i][/cell][/row][/table] A Player may choose to give up their highest Foothold UNLESS it is their Home. Players cannot trade Footholds with other Players or have Footholds taken from them. [b]Job[/b]: Players complete Jobs to earn XP. To do this they declare 1 Job per Cycle by first choosing a Level in the Citadel they have a Foothold on. The chosen Level's number is the required Successes to complete the Job and XP earned on completion. The Job will then be open for completion at the start of the next Cycle. The Player who declared the Job can write its description before the start of the next Cycle or let the GM do so. Successes from multiple Actions towards the Job can be added together to complete it. However, a Job can only be completed once and all progress is lost at the end of the Cycle. Only 1 Job can be active on a Citadel Level at a time. Other Players can attempt to complete another Player’s Job if they have a Foothold on the Level of the Citadel that the Job is on. In the case of multiple Player’s completing the same Job, only the Player with the most Successes committed to it will be awarded full XP. Every other Player that has at least enough Successes to complete the Job will receive half XP (rounding down). In the case of a tie, the Job creator wins by default. [table=bordered][row][cell][i]Example: Player 1 declares a Job on Level 3. The Job is created next Cycle, and they use the Skill Comprehend to attempt completing it. They get 4 Successes. This completes the Job and awards them 3 XP. Player 2 declares a Job on Level 5. The Job is created next Cycle, and they use the Skill Force to complete it. They get 3 Successes. They then use the Skill Finesse and get 2 Successes. This provides a sum of 5 Successes completing the Job and awarding 5 XP. Player 3 declares a Job on Level 4. The Job is created next Cycle, and they use the Skill Create to attempt completing it. They get 3 Successes. They commit no further Actions to the Job before the Cycle ends. All progress is lost and the Job is removed.[/i][/cell][/row][/table] [b]Strike:[/b] If a Player has a Foothold on the same Level as another Player’s home or has Successes in a Job that another Player also has Successes in, they may use a Skill to try Wound that character in a Strike. The Defender may use pre-rolled results and consume their existing Cycle dice pool, or alternatively, re-roll any of their S.E.L.F. stats, used or not, without consuming their Cycle’s dice pool. The winner with the most Successes subtracts the losers Successes from their own, then rolls the wound/s the loser receives. [table=bordered][row][cell][i]Example: An Attacker Strikes a Defender. The Attacker uses their [b]S[/b] and [b]E[/b] dice for the Force Skill, scoring 2 Successes. The Defender chooses to use their [b]S[/b] dice from their Cycle pool that has 1 success and declares a Blind Roll on their [b]L[/b] dice which scores 2 successes for a total of 3. The Defender has won with 1 success and rolls a Wound against the Attacker. The Attacker has consumed their [b]S[/b] and [b]E[/b] dice this Cycle in the Strike. The Defender consumes their [b]S[/b] dice having taken it from their Cycle’s dice pool, but not their [b]L[/b] dice as it was a Blind Roll, and they may still use their existing [b]L[/b] result from the start of the Cycle for any other Actions.[/i][/cell][/row][/table] [h3]Passive Actions[/h3] [b]Protect:[/b] A Player may consume one dice from their Cycle pool to declare another Player under their Protection during the next Cycle. The Protected Player cannot be the target of a Strike until the Player responsible for the Protection is dead or declare they are no longer Protecting their target. There are no location restrictions to Protect. [table=bordered][row][cell][i]Example: Player 1 consumes their [b]S[/b] dice for the Cycle to declare they are Protecting Player 2. During next Cycle Player 3 cannot Strike Player 2, so they Strike Player 1 and Wound them. Player 1 then decides to be no longer defend Player 2 and declares the Protection over.[/i][/cell][/row][/table] [b]Heal[/b]: A Player may consume one dice from their Cycle pool to remove 1 Wound from themself or another Player. [b]Hunker[/b]: A Player may consume one dice from their Cycle pool to be ineligible to be targeted or interacted with by other Player’s during the next Cycle. [table=bordered][row][cell][i]Example: Player 1 consumes their [b]E[/b] dice to Hunker. Player 2 Strikes them this Cycle and manages to inflict a Wound. A new Vycle starts, Player 2 cannot Strike Player 1 again as Hunker is now in effect. Player 3 offers to complete a Job with Player 1, but Player 1 cannot do so as they are still under the Hunker effect.[/i][/cell][/row][/table] [h3]Cooperative Actions[/h3] Two Players may perform a Result-based Action together by agreeing on a Skill to use and then contributing one dice each. Both Players will be provided the full reward of the Action they performed. In the case of Acquire, both players gain Acquisition points equal to the Successes from their dice sum. In the case of Job, both Players gain Job progress equal to the Successes from their dice sum so long as at least one of the two Players has a Foothold on the Job’s Level. In the case of losing a Strike, both Player’s suffer the same level of Wound, with the Wound type rolled separately for both Players. [table=bordered][row][cell][i]Example: Player 1 and Player 2 work cooperatively to Strike Player 3. Player 1 and 2 agree to use the Force Skill, Player 1 contributing the [b]S[/b] dice with a roll of 6 and Player 2 contributing the [b]E[/b] dice with a roll of 4, this gives the Attacking party a sum of 10 and provides 2 Successes. Player 3 as the Defender rolls and scores 4 Successes. The Attackers lose by 2 Successes, so the Defender rolls a D6 landing on 2 for the Wound on Player 1. The Defender decides to modify this result by ±1 to 3 to Wound Player 1’s Persuade skill. Player 3 then repeats this Wound roll with Player 2, rolling a 4 and deciding not to modify it to Wound their Perceive skill. If the Defender rolled 0 Successes, the Attackers would inflict 1 Wound and would be able to modify it’s result by ± 1.[/i][/cell][/row][/table] [h3]Story Actions[/h3] Story Actions are posts that are purely narrative and contain no gameplay progression or rewards. Players are welcome to write as many Story Actions as they please during a Cycle and may roll any Skill freely without the risk of wounds from Critical Failures. [h1]Heat[/h1] Players may opt to Blind Roll a 5th Heat dice that can be used in place of any of the S.E.L.F. stats. This can only be done once per Cycle, with the choice of the Heat die’s size generating Heat as follows: [table=bordered][row][cell][b]Dice size[/b][/cell][cell][b]Heat gained[/b][/cell][/row][row][cell]D4[/cell][cell]1 Heat gained[/cell][/row][row][cell]D6[/cell][cell]2 Heat gained[/cell][/row][row][cell]D8[/cell][cell]3 Heat gained[/cell][/row][row][cell]D12[/cell][cell]4 Heat gained[/cell][/row][row][cell]D20[/cell][cell]5 Heat gained[/cell][/row][/table] In terms of roleplaying, the Heat dice represents Players doing something illegal or immoral with its size reflecting the severity of the Action. A general guide in terms for severity of heat dice size can be seen in the table below: [table=bordered][row][cell][b]Heat dice rolled[/b][/cell][cell][b]Equivalent event[/b][/cell][/row][row][cell]D4(1 Heat)[/cell][cell]Bribes and/or Brawling[/cell][/row][row][cell]D6(2 Heat)[/cell][cell]Blackmail and/or Kidnapping[/cell][/row][row][cell]D8(3 Heat)[/cell][cell]Conspiracy and/or Murder[/cell][/row][row][cell]D12(4 Heat)[/cell][cell]Sedition and/or Firefights[/cell][/row][row][cell]D20(5 Heat)[/cell][cell]Treason and/or Open warfare[/cell][/row][/table] At the start of every Cycle, each Player will suffer a Strike from NPCs according to their Heat level. If a Player’s heat level is at 5, the NPC Strike adds a D4 to it’s D20 roll. At 10 Heat, the NPC Strike again adds another D4 to its 2 D20’s. Players at 0 Heat will still face a D4 Strike at the start of every Cycle. Player’s may decide to allocate their Cycle dice pool to defend against Heat strikes to reduce or nullify the NPC Strike during the Cycle. Any remaining Successes from the Heat Strike not countered by the Player at the end of a Cycle will incur Wounds at the start of the next Cycle. Heat is reduced by the number of Cycles the Player has not used a Heat dice. The first Cycle a Heat dice is not used 1 Heat is lost, the second Cycle a Heat dice is not used 2 Heat is lost, the third Cycle a Heat dice is not used 3 Heat is lost. [hr][h1]End Game[/h1] If a Player gains a Foothold on the Vault (Level 10) they gain 5 Heat and then suffer 3 Heat Strikes at the start of the next Cycle. The Player may choose to forfeit their Foothold on Level 10 to only suffer the first Heat Strike. If there are any surviving Player’s with Footholds on Level 10 at the end of a Cycle, the game will enter its finale where Player’s on Level 10 agree on or fight over an ending for the Citadel while other Players may write endings for their own characters. If Player's wish to continue the game despite this, the game will continue until Cycle 13 under modified rules. [h1]Character Creation - Abilities[/h1] Now the rules have been discussed in full, we have the final addition to character creation. Abilities are rule modifiers that Player’s create, giving their character an edge in the game. The only three limitations for Abilities are: - An Ability cannot directly alter, give or remove Successes. - An Ability cannot give extra dice to the S.E.L.F. Cycle dice pool. - An Ability must be approved by the GM at their discretion. Otherwise, Player’s may create 1 Ability for their character as their imagination dictates. Players may also declare a change of their characters Ability by spending 1 dice from their Cycle dice pool and detailing the new Ability’s rules in a post. This new Ability will come into effect at the start of the next Cycle. [table=bordered][row][cell][i]Examples of Abilities are as follows: Bodyguard: Every Success an Attacker scores while attempting to Strike a Player protected by this character grants this Player Character 1 XP. Firebrand: The character may roll Heat dice as many extra times in a Cycle as they have Heat. (3 Heat means the Heat dice can be rolled 4 times in a Cycle). Adjudicator: During Cooperative Actions, this Player reduces the Heat of the other Player by the number of Successes from their contributed dice. Data Broker: This character gains 1 XP for every Job they participate in regardless of successfully completing it. Coordinator: When creating a Job, they choose a core S.E.L.F. stat that used Skills must contain to complete it. (Strength Job: Can only use Force, Persuade or Comprehend to complete the Job).[/i][/cell][/row][/table] [h1]NPC Rules[/h1] Player’s may create as many NPC’s as they wish. While NPC’s can be written as performing Actions on their Character’s behalf, NPC’s have no S.E.L.F. stats or Ability and cannot roll dice. Any result from an interaction with a Player’s NPC is applied to the Player’s character. Players cannot write about NPC’s they do not own beyond mentioning them unless that NPC is agreed to be shared or passed to other Players. Ultimately NPCs should only be used as avenues for story telling and cannot be used for gameplay purposes. [h1]Game Rules - Summary[/h1] [b]Cycle Start[/b] - The GM will roll the Players S.E.L.F. stats to give their Dice results for the Cycle. o Players may roll their own S.E.L.F. stats at the start of the Cycle provided they link proof using the RolePlayer Guild’s dice tool. - Player Jobs declared previous Cycle will be created and available for completion. - NPC Heat Strikes are rolled against all Players. [b]Mid Cycle [/b] - Players may declare a Passive Action and consume 1 Cycle dice to perform it. - Players may declare a Results Based Action, then the Skill used, consume 1 or 2 Cycle dice associated with the Skill and optionally declare Blind Rolls with those Cycle dice. - Players may consume dice to reduce or nullify NPC Heat Strikes. - After a Player declares the Skill used in an Action, they may declare a Blind Roll for 1 or both dice associated with the Skill. The new result must be taken. - Players may declare 1 Job on a Level they possess a Foothold on which will be created at the start of next Cycle. [b]Cycle End[/b] - NPC Heat strikes with remaining Successes are applied as wounds. - Player Heat is calculated according to the use or restraint of Heat dice usage. - Any Jobs not completed are removed with no XP awarded. [b]End of Game[/b] The game will end when: - Any Player has a Foothold on Level 10 from the start till the end of a Cycle. - Cycle 13 ends. [h1]Dice Rolling Guide[/h1] Players can roll dice with linked proof of the result using the RolePlayer Guild’s website. To do so navigate to the home page, then look to the three buttons on the top right of the page. Click the New Campaign button, name it, then click submit. You should then see your dice campaign in My Campaigns. Enter the dice you wish to roll in the input next to Roll:, then click the Roll button. This should generate a roll result for you to use in game. You can now click Copy link next to the roll ID number and paste that link next to your reported roll result in your post as proof that you scored the roll you reported. [hr][h1]Character Sheet Template[/h1] Once you have created your character, send it to the GM for approval. If approved, you can post it in the character section of the game page to start playing after the start date. (You may copy and paste the template in between the lines below, then edit the blue text in () brackets as required and finally remove () brackets): [hr][noparse][centre] [img][/noparse][code](link to your character picture, supports .jpg, .jpeg, .gif, .png, delete from [img] to [/img] if you do not want a character picture)[/code][noparse][/img] [h1][/noparse][code](Character Name)[/code][noparse][/h1] [h1] [b]S:[/b][/noparse][code](Strength)[/code][noparse] | [b]E:[/b][/noparse][code](Endurance)[/code][noparse] | [b]L:[/b][/noparse][code](Logic)[/code][noparse] | [b]F:[/b][/noparse][code](Focus)[/code][noparse] [/h1] [b][/noparse][code](Species)[/code][noparse] | [/noparse][code](Age)[/code][noparse] | [/noparse][code](Sex)[/code][noparse] | [/noparse][code](Height)[/code][noparse] | [/noparse][code](Weight)[/code][noparse][/b] [/centre] [b]Home Level:[/b] [/noparse][code](Level number[/code] - [code](Level title)[/code] [code](Specific location or description of Home? Delete if not required.)[/code] [noparse][b]Occupation:[/b] [/noparse][code](Job title)[/code] [code](Faction/workplace details or assets owned? Delete if not required.)[/code] [noparse][b]Ability:[/b] [/noparse][code](Ability title)[/code] [noparse][b]Ability effect:[/b] [/noparse][code](Ability rules)[/code] [code](Details on how ability was acquired or how it works? Delete if not required.)[/code] [hr] [h1]Posting Guide and Header Template[/h1] It is recommended that you fill out and post the required template below this section by itself first to ensure your Action is recorded sooner rather than later. You can edit your post afterward to add as much narrative content as you wish to detail the Action. As for narrative content that describes Actions, 250 – 2000 words is a good range to aim for. Players are welcome to not to write anything other than the required template to perform Actions, but you may find engagement lacking as this doesn’t provide other Players anything to build off. Players are also welcome to write as much as they want but be wary of Cycle deadlines as they will not be extended. If you post an Action using a S.E.L.F. dice that has already been used in the current Cycle outside of a Strike defence or Story Action, the post will be considered invalid. If you want to learn how to colour text, embed YouTube videos for music or otherwise make your posts far more fancy, [url=https://www.roleplayerguild.com/topics/153116-the-art-beauty-of-bbcoding-complete/ooc]check out this wonderful guide here[/url]. A post must contain the following at the top and be formatted as follows (You may copy and paste this example, then edit the blue text in () brackets as required and finally remove () brackets): [h3]Post Header Template[/h3] [hr][noparse] [sub][table][row] [cell] [b]Action:[/b][/noparse][code] (Acquire | Job | Strike | Strike Defence | Protect | Heal | Hunker | Story | Change Ability | Create Job | Gain Foothold | Forfeit Foothold)[/code][noparse] [/cell] [cell] [b]Skill Used:[/b][/noparse][code] (Force S&E | Finesse L&F | Persuade S&L | Perceive E&F | Comprehend S&F | Create E&L)[/code][noparse] [/cell] [cell] [b]Target:[/b][@[/noparse][code](PlayerUsername)[/code][noparse]][/noparse][code] OR Citadel Level) [/code][noparse] [/cell] [/row][/table][/sub] [hider=Action Results][sub] [b]Dice1 stat:[/b] [/noparse][code] (S | E | L | F | Heat)[/code] [noparse][b]Dice 1 roll:[/b] [/noparse][code] (number) [/code][noparse], [url= link to dice roll here)]Proof[/url] [b]Dice 2 stat:[/b] [/noparse][code] (S | E | L | F | Heat) [/code] [noparse][b]Dice 2 roll:[/b] [/noparse][code](number)[/code][noparse], [url= link to dice roll here]Proof[/url], [@[/noparse][code] (PlayerUsername) [/code][noparse]][/noparse][code] if they contributed a dice for a Cooperative Action) [/code] [noparse][b]Dice sum:[/b][/noparse][code] (Dice roll 1 + Dice roll 2) [/code] [noparse][b]Result:[/b][/noparse][code] (Dice sum / 5, round down) [/code] [noparse][/sub][/hider] [/noparse] [code]Narrative text goes here if desired.[/code] [hr] [h1]Narrative Header Template[/h1] Players are welcome to format their narrative sections however they wish, but if they would like a fancy header without having to write out the formatting themselves they may copy and edit the template in between the lines below (Remember that you must have the required post header above this!): [hr][noparse][sub] [b]Authors:[/b][@[/noparse][code](PlayerUsername)[/code][noparse]][/noparse][code] of all Players who contributed to writing on the post except the Player posting)[/code] [noparse][b]Mentions:[/b][@[/noparse][code](PlayerUsername)[/code][noparse]][/noparse][code] of all Players who have characters in the post that did not contribute its writing)[/code] [noparse][b]Characters:[/b] [/noparse][code](Names of all characters involved or discussed in the post)[/code] [noparse][/sub][centre][[/noparse][code](Remove text and brackets here!)[/code][noparse]hr] [img][/noparse][code](link to your character picture, 150x150pixel size recommended, supports .jpg, .jpeg, .gif, .png, copy paste [img] to [/img] if you want to add multiple character pictures)[/code][noparse][/img] [h1][/noparse][code](Main Character names involved)[/code][noparse][/h1] [youtube][/noparse][code](link of youtube video/music, remove entire line if not desired)[/code][noparse][/youtube] [/centre] [h3][/noparse][code](Level name - Specific location on the Level)[/code][noparse][/h3] [[/noparse][code](Remove text and brackets here!)[/code][noparse]hr] Narrative goes here. [/noparse] [hr][h1]Cheat Sheet[/h1] [b]Character stats[/b] [table=bordered][row][cell][b]Stat[/b][/cell][cell][b]Description[/b][/cell][/row][row][cell][b][u]S[/u][/b]trength[/cell][cell]Physical Ability (How much force one can muster at once)[/cell][/row][row][cell][b][u]E[/u][/b]ndurance[/cell][cell]Physical Capacity (How much one can exert and push through)[/cell][/row][row][cell][b][u]L[/u][/b]ogic[/cell][cell]Mental Capacity (How much one can process and reason with)[/cell][/row][row][cell][b][u]F[/u][/b]aculty[/cell][cell]Mental Ability (How fast one can react and think critically)[/cell][/row][/table] [b]Skills[/b] [table=bordered][row][cell][b]Skill[/b][/cell][cell][b]S.E.L.F. to roll[/b][/cell][cell][b]Description[/b][/cell][/row][row][cell]Force[/cell][cell][b]S[/b]&[b]E[/b][/cell][cell]Physical. Use raw physical power. (E.g. Breaking down a locked door.)[/cell][/row][row][cell]Finesse[/cell][cell][b]L[/b]&[b]F[/b][/cell][cell]Physical. Use a technique. (E.g. Picking the lock on a locked door.)[/cell][/row][row][cell]Persuade[/cell][cell][b]S[/b]&[b]L[/b][/cell][cell]Social. Use charm and guile. (E.g. Convince others to open a locked door.)[/cell][/row][row][cell]Perceive[/cell][cell][b]E[/b]&[b]F[/b][/cell][cell]Social. Use opportunity and awareness. (E.g. Steal key to a locked door.)[/cell][/row][row][cell]Comprehend[/cell][cell][b]S[/b]&[b]F[/b][/cell][cell]Intellectual. Use deduction. (E.g. Repair switch on a locked door.)[/cell][/row][row][cell]Create[/cell][cell][b]E[/b]&[b]L[/b][/cell][cell]Intellectual. Use imagination and tools. (E.g. Pry hinges off a locked door.)[/cell][/row][/table] [b]Dice per S.E.L.F stat level[/b] [table=bordered][row][cell][b]Stat level[/b][/cell][cell][b]Dice used[/b][/cell][/row][row][cell]0[/cell][cell]Roll a D4[/cell][/row][row][cell]1[/cell][cell]Roll a D6[/cell][/row][row][cell]2[/cell][cell]Roll a D8[/cell][/row][row][cell]3[/cell][cell]Roll a D12[/cell][/row][row][cell]4[/cell][cell]Roll a D20[/cell][/row][row][cell]5[/cell][cell]Roll a D20 & D4[/cell][/row][/table] [b]Wound Table[/b] [table=bordered][row][cell][b]D6 result[/b][/cell][cell][b]Skill Wounded[/b][/cell][/row][row][cell]1[/cell][cell]Force([b]S[/b]&[b]E[/b])[/cell][/row][row][cell]2[/cell][cell]Finesse([b]L[/b]&[b]F[/b])[/cell][/row][row][cell]3[/cell][cell]Persuade([b]S[/b]&[b]L[/b])[/cell][/row][row][cell]4[/cell][cell]Perceive([b]E[/b]&[b]F[/b])[/cell][/row][row][cell]5[/cell][cell]Comprehend([b]S[/b]&[b]F[/b])[/cell][/row][row][cell]6[/cell][cell]Create([b]E[/b]&[b]L[/b])[/cell][/row][/table] [b]Strike Results[/b] [table=bordered][row][cell][b]Degree of Successes[/b][/cell][cell][b]Effect[/b][/cell][/row][row][cell]Successes = 1[/cell][cell]Winner rolls a D6 to decide losers Wound[/cell][/row][row][cell]Successes = 2[/cell][cell]Winner rolls a D6 ± 1 to decide losers Wound[/cell][/row][row][cell]Successes = 3[/cell][cell]Winner rolls a D6 ± 2 to decide losers Wound[/cell][/row][row][cell]Successes = 4[/cell][cell]Winner decides the Wound the loser receives[/cell][/row][row][cell]Successes = 5[/cell][cell]Winner decides the Wound the loser receives and rolls a D6 for a second Wound[/cell][/row][/table] [b]Actions[/b] [table=bordered][row][cell][b]Action[/b][/cell][cell][b]Description[/b][/cell][/row][row][cell]Acquire[/cell][cell]Roll Skill, gain Footholds[/cell][/row][row][cell]Job[/cell][cell]Roll Skill, earn XP[/cell][/row][row][cell]Strike[/cell][cell]Roll Skill, Wound a Player[/cell][/row][row][cell]Protect[/cell][cell]Consume 1 dice, receive Strikes targeting another Player[/cell][/row][row][cell]Heal[/cell][cell]Consume 1 dice, remove 1 Wound from self or other Player[/cell][/row][row][cell]Hunker[/cell][cell]Consume 1 dice, Cannot be interacted with next Cycle[/cell][/row][/table] [b]Heat dice[/b] [table=bordered][row][cell][b]Dice size[/b][/cell][cell][b]Heat gained[/b][/cell][/row][row][cell]D4[/cell][cell]1 Heat gained[/cell][/row][row][cell]D6[/cell][cell]2 Heat gained[/cell][/row][row][cell]D8[/cell][cell]3 Heat gained[/cell][/row][row][cell]D12[/cell][cell]4 Heat gained[/cell][/row][row][cell]D20[/cell][cell]5 Heat gained[/cell][/row][/table] [hr][h3] Key Dates[/h3] 10am UTC, 26 Jan: Game open (Players can post Characters, Stories and Create Jobs) 10am UTC, 2 Feb: Cycle 1 Start (Game Start) 10am UTC, 14 Feb: Cycle 1 End 10am UTC, 16 Feb: Cycle 2 Start 10am UTC, 28 Feb: Cycle 2 End 10am UTC, 2 Mar: Cycle 3 Start 10am UTC, 14 Mar: Cycle 3 End 10am UTC, 16 Mar: Cycle 4 Start 10am UTC, 28 Mar: Cycle 4 End 10am UTC, 30 Mar: Cycle 5 Start 10am UTC, 11 Apr: Cycle 5 End 10am UTC, 13 Apr: Cycle 6 Start 10am UTC, 25 Apr: Cycle 6 End 10am UTC, 27 Apr: Cycle 7 Start 10am UTC, 9 May: Cycle 7 End 10am UTC, 11 May: Cycle 8 Start 10am UTC, 23 May: Cycle 8 End 10am UTC, 25 May: Cycle 9 Start 10am UTC, 6 Jun: Cycle 9 End 10am UTC, 8 Jun: Cycle 10 Start 10am UTC, 20 Jun: Cycle 10 End 10am UTC, 22 Jun: Cycle 11 Start 10am UTC, 4 Jul: Cycle 11 End 10am UTC, 6 Jul: Cycle 12 Start 10am UTC, 18 Jul: Cycle 12 End 10am UTC, 20 Jul: Cycle 13 Start 10am UTC, 1 Aug: Cycle 13 End (Game End) 10am UTC, 3 Aug: Wrap up week start 10am UTC, 10 Aug: Wrap up week finish