Hello Everyone,

This is my engine for Online Roleplaying, it is aimed towards Play by Post, and Instant Messanger Play. It is designed to by light, generic, quick to resolve, and aimed towards both task and conflict resolution.

How does it work, It uses a percentile skill and seperate talent system.

Skills are more or less anything from statish things (Strength ) to skillish things (Kung Fu) and are defined by the player and expressed as a percentile. At character generation a character has 3 skills, roll percentile dice (d100) and consult the table below to determine starting skills.

Percentile                      Starting Skill

00-10                                        10

11-30                                        15

31-50                                        25

51-70                                        35

71-90                                        45

90+                                           50

Stacking Skills result in checks against any two appropriate skills (or perhaps just 2 if your looking to cap it or something )any success = success at the task at hand.

Talenst are wierd abilities ( I can fly) to objects ( I have a largo sticker and a trunk full of illegal guns , to steal something ) and for the most part just work, althought are linked to a skill.

Resolution, unless a player is contesting the situation you roll percentile dice, when you are attempting to do a challenging action you attempt to roll under the percentile of your skill(s). If roll under the percentile of the skill(s) or are using a talent you succeed.

IF someone is contesting the situation you have to roll off, percentile dice+your percentile score from either skill or talent (using the linked skill to the talent), whoever rolls highest after adding the percentile skill wins.

If the loser has other relevant skills, they can try them, greatest number of wins/losses takes the match. If either side reaches 3 wins, they win.

Throw in some colour requirements (probably in the form of racial talents or tech talents for fantasy or sci fi respectively )and you have a pretty good basis.

Example Character :My name is Angsty and I’m a mutant hero from the future.

Telekinesis 45

Tough as Nails 35

Future Knowledge 45

Talents, Energy Blasts (tied to Telekinesis) and Future Tech (tied to Future Knowledge)

If angsty wants to pick up a heavy box with his Telekinesis score he must try to roll under his Telekinesis to do so.

If Angsty was wrastling someone, and tries to push them off with telekinesis, they roll off with percentiles and add their appropiate skills to it. if wrastling someone had Wrastling 25, both wrastler and angsty would roll percentile ( lets say 95 and 18 respectively) and then add their scores , 140 vs 43, angsty wins

IF angsty had tried to use his energy blasts, he still would have used his +45 from telekinesis because that’s what it is tied to.

Living and Stuff,
People get hurt and stuff, so how do we do that oh great Filbolg,  .

Simple everyone has Stay Concious at Rank 50. It cannot be improved, but if you have a skill that does something simular (like say tough as nails) you can REPLACE Stay Concious with it. This is the one exception to the as many skills as applicible ideal.

If angsty gets hit by a grenade, what happens, He can use Tough as Nails (45) or Stay Concious (50) to not be knocked out. A Knocked out character cannot do stuff, and is probably on their way to death. If a character is tended to quickly (within the hour) they recover and spend time doing so in the hospital as appropiate. Ie several months to several weeks to several days. Successful skill checks can move Months to weeks, Weeks to Days, Days to Hours , hours to 1 hour as appropiate. Skill checks in this fashion are rolled until a single failure is done.
Angsty being knocked out is taken to a hospital, where he promptly walks out again,a few hours later, looking worst for wear but functioning again.  (Tough as Nails check 1, 37 Pass Months to Weeks Tough as Nails Check 2  07 Weeks to Days Tough as Nails Check 3 17, Days to hours. ) Stay Concious cannot be used for these checks.

Advancement and stuff,

A Character Can advance a Skill by 10, aquire a new skill or talent every session/ important acheivement. The skill cap is arbitrary as appropiate to the source material but 85 to 90 seems resonible for most cases. (if someone having maxed a skill wants to further improve, aquiring a simular and related skill is the way to go)

Huzzah we are finished,

Leave a Reply