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   SIM RULES   

TERMS TO KNOW

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Roleplay is the telling of a story through playing a character. Roleplay happens in different forms from the text based we do here to live action and even table top. What is important to understand is that you are playing a role and a character and your actions need to be true to that character. When you are playing this character you are what we call IC or in character.

 

In character describes the state of acting through the eyes, ears, and body of your fictional character. Basically, all physical actions and conversations would be based as if you are really the character, through the emoting and writing guidelines detailed below.

 

While out of character describes responses and interactions with others as your real-self, in out-of-story context. Basically, being OOC means you are not role-playing and are restricted to communicating in IMs and group chats. If you need to break character temporarily, you may do so by surrounding your text in brackets, for example: (( I need to use the restroom, I’ll brb ))

 

We do ask you try to keep IC and OOC separate, especially in your posts. I know, and i am guilty of it, we like to pick on our players as the character when they do something stupid. But not everyone takes this approach. If you need to make an ooc clarification or comment, do so in IMs or quickly in local with ooc brackets.

 

Majority of the time, people’s IM are considered OOC, but remember we do use them for phone calls and text messages so be sure to indicate when your IM to someone becomes IC. On that same note, there are some group chats are are always in character and happen at real time. But we will discuss that a bit more later.

 

Emoting is how we post, it is using the /me command and mixing speech and actions. this is how you play your character, this is the text people will see and react to, it is very important you differentiate what is speech and what is actions so people don’t get confused.Yes this happens, and other players shouldn’t have to guess what another is saying so please, for all of our sanity use “ “ around what your character is actually saying outloud. Thoughts or internal monologue can be offset with /speech/ or even [speech].

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Powergaming is forcing actions and result on other players while godmodding is refusing to take actions despite them hitting and acting like you are unable to be hurt. While the SR universe gives us some leeway in human strength and agility, no one is infallible. We have dice to help combat these two issues, and if you are worried about it then please use them. While we are DO NOT require you to use dice they can help make fights more fair.

 

Metagaming is using OOC information IC, and while we have touched on it a few times already let’s talk about it some more. Reason being, is this is one of the major complaints when it comes to roleplay. While, no you are not required to show how you got information, it should be obtained as ICly as possible. This goes back to posting your commlink and matrix actions in local chat when you are in a scene.

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basics

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Below are the general, every day rules for the sim. Going on runs with a story teller will have a more intricate set of rules to be followed.

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No child, anime-like or furry avatars are allowed on the sim.

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Please be respectful to others and use common sense. Racism, hate speech, politics and blatant disrespect will not be tolerated and will result in a warning and/or ban from the sim.

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Character creation and HUD (dice and credit card) are required to play on the sim. Character creation helps determine dice rolls when in combat. 

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Players are responsible for saving information submitted at creation, staff will not retrieve the information for the player at a later date. 

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Players are expected to try and work out issues on their own, if they are unable to they can reach out to a staff member, the list can be found on the FAQ tab.

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ALTS

Because of the way our HUD work, alts will not be allowed on the same avatar, if you would like to play and alt you will need to register with a separate avatar.

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HUD USAGE AND EARNING KARMA

 

Once you have picked up your HUD from the OOC area it will automatically attach to you whenever you are on the sim. To use it, just click on it and a dropdown menu will appear. In this menu you can set up your titler, which comes with it, roll dice and set up your website password. 

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You are not required to set up an account, but it is advised. While the HUD does track experience, we will not be using it. Karma will be awarded differently.

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You can earn karma by being active on the sim. Players can earn a maximum of 12 karma per month by turning in roleplay notecards - which are a minimum of 1 hour of RP and worth 1 point per turn it - or going on runs with a storyteller. The roleplay must have taken place during the week the player is turning the card in for.

 

  • Players are allowed a maximum of 3 cards per week.

  • Cards must be labeled with Player's avatar name, character name, and the date.

  • Time stamps must be on the log in the card. Please edit out any extra information.

  • Each player in the scene must turn in a separate card to earn the karma for the roleplay. 

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Storytellers are also able to award karma for players going on runs, players cannot double dip and include that roleplay as part of their notecards for the week. Storytellers will report players on the run once it is completed for the award.

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Some sim events will award karma as well for participation, this karma is not included in the monthly maximum but the RP also cannot be turned in for karma with regular notecards. If you participate in the event and a storyteller is not present please contact one with the roleplay for the reward.

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When you you are ready to spend your karma, please submit a request through the player portal. Remember new or upgraded skills and/or spells require a log of the roleplay showing you bought the materials (if necessary) and learned the skill or spell in character. Spell materials and new gear need to be submitted separately from new skills and magic. 

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GENERAL COMBAT

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Combat is defined as any time you attack someone with intent to hurt them. Dice rolls are REQUIRED for any situation in which you are fighting or inflicting damage or pain.

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To keep track of damage and hit points, you should have your body score in your titler, and subtract from it as needed. The HUD comes with a titler that you can use to do this or you can use another titler if you would like. It should be listed in your titler like this: Hit Points [XX/XX].

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Unless otherwise agreed upon, when your hit points reach 0 you are incapacitated and either need to be healed/revived or taken to a doctor (Shadow Doc or Doc Wagon). Hit points regenerate over time but remember some injuries may last longer than hit point regeneration. Just because you have all your points back does not mean you are completely healed.

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Players will regain 5 hit points every 24 hours after a battle.

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The follow injuries will provide a negative modifier to die rolls for a period of time.

  • Severe injuries (broken bones, severe blood loss, gunshot wound to vital area, etc.) provide a -5 to dice rolls

  • Major injuries (Gunshot wound to non vital area, concussion, stab wound, etc.) provide a -3 to all dice rolls.

  • Moderate injuries (strained muscle, hangover, twisted ankle, major bruising, etc.) provide a -2 to all dice rolls.

  • Mild injuries (minor bumps and bruises) provide no modifier to dice rolls.

 

INJURY HEALING TIMES

 

Injuries will heal at a certain rate, you can make them heal faster by going to the hospital or seeing a shadow doctor. A Shaman healing you does not make you injuries heal faster. These injury healing times are a guideline for a minimum time, you can chose to them to take longer to heal you would just have a long time with the dice modifier listed above.

 

  • Severe injuries (broken bones, severe blood loss, gunshot wound to vital area, etc.) 9-12 real life days

  • Major injuries (Gunshot wound to non vital area, concussion, stab wound, etc.) 6-9 real life days

  • Moderate injuries (strained muscle, hangover, twisted ankle, major bruising, etc.) 4-6 real life days

  • Mild injuries (minor bumps and bruises) 1-3 real life days.

 

Each player is allowed a maximum of 2 moves per post, this allows for a offensive and defensive move should both be needed. Drawing of a weapon takes up one move, but you cannot draw and fire in the same post. See magic rules for spell casting.

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Fights or combat must be initiated via roleplay, once an attack happens each player must roll:

  • Attacker must roll for the attack.

  • Defender must roll for defense.

  • If AOE attack, all players affected must roll.

 

Your dice roll will affect your post, the higher number - whether offense or defense - wins. Each successful attack does 1 damage to your body score.

 

BASIC DICE MODIFIERS

 

For any action that is a skill, your modifier is the attribute rating + skill rating.

 

For example, to shoot a pistol at someone you would add a modifier of the Agility attribute and the pistols skill.

 

To counter an actions, you would add a modifier of your agility rating

 

The dice hud allows for you to add a modifier and a description, this is important so if there is an issue or discrepancy, we can see who rolled what and how. So when you go to roll in the first window you will add the numbers in the second you will type <Attribute> <Rank>, <Skill> <Rank>.

 

ARMOR AND DAMAGE

 

Certain clothing items, spells and cyberware can add armor points. The points give a player additional hit points add to the players body score. When being attacked armor points are deducted first before body points.

 

Cyberware and body armor have their armor listing on their respective pages. Players are responsible for knowing their armor rating and for deducting damage when in combat. Items must be worn for points to be active. Please use the titler or a profile pick to state armor rating and what a player is wearing.

 

Armor and strip armor spells add or take away 1 point of armor per successful cast. They can only add or strip up to 5 points per combat and can only be cast every 3 rounds. These spells only affect armor points and not body hit points.

 

Unarmed attacks will do 1 point of damage per hit, unless player is an adept. See damage under damage from spells for adepts.

 

Damage from weapons follows the following chart:

Blades:

  • Small blades (knives, daggers) do 1 point of damage per hit

  • Medium blades (katanas, swords) do 2 points of damage per hit

 

Blunt/make shift objects do 1 point of damage per hit

 

Tasers/stun weapons do 2 points of stun damage per hit. Renders other player unable to attack for 2 rounds. Must roll a recover check per round: die plus rection rating, roll must be over initial attack roll to recover before 2 rounds. Player will still take 2 points of damage regardless of recovery.

 

Fire arms

  • Light/hold-out pistols do 1 point of damage per hit

  • Heavy pistols do 2 points of damage per hit

  • Machine pistols do 3 points of damage per hit

  • Assault rifles and shotguns doe 4 points of damage per hit

 

Exotic weapons do 2 points of damage per hit

 

Damage from spells:

  • Area of effect spells do 2 points of damage to all players who do not successfully roll against

  • Line of sight spells do 1 point of damage per hit.

  • Adept powers do 2 point of damage per hit per level. (Level 2 power will do 4 points)

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DECKING RULES

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In the future information is power, and those who can control that information in the wireless age of 2079 can tap into a great deal of power. Welcome to the world of the console cowgirl, the code slingers, the elite masters of computer espionage, the Decker.

 

Decker’s are always watching the streams of invisible data the wireless future creates, from the data stream of a commlink to the targeting display in a street samurai’s eyes, its all out for a decker to see and manipulate. With their cyberdecks and hacking skills they alter the codes that made the world work. But they have to be careful as the ever-watchful eye the Grid Overwatch Division is always out trying to keep an eye on things.

For the most part a decker is just looking to adjust the flow of date to bend it to his will, a simple check of their hacking skills against the device they are trying to attack.

 

Devices in the future have some level of protection, built in firewalls and security to resist attacks, but Decker’s train to learn how to get around such features. There are three levels of protection that decker’s have to deal with, Basic, Commercial, and High Tech each had a rating the decker must defeat in order to control them.

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So any hacker looking to gain control of a device they need to attack it with their amazing skill, they fire up their cyberdeck and then sling the code at the device to slip in and gain control.  It is a simple text between the hacker and the device. A simple d20 roll verses the device rating. So a basic device has a rating of 5, a Commercial rating is 8 and a High Tech rating is 12. If the hacker wins then they have slipped into the device and can alter its function, spy on what it is doing, or shut the device down. A shut down device will have to be repowered and that cant take up to 3 turns for a reboot.

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MAGIC RULES

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Much like combat rules, magic is used in situations to aid and maim. Depending on the casters level they will have 1 to 5 spells prepared at any time. A combat power or spell can only be used once every 3 rounds. Same goes for healing spells.

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Spells are cast much like firing a weapon, they must be prepared and then cast, not always in the same post as a player sometimes needs to react to another attack on them first. Each spell, unless stated otherwise, does 1 damage or 1 point of healing - for shaman's with the totem or spell. With the exception of adept powers, some powers are always active - i.e. killing hands - and can be used right away, while others needs to be activated. And like spells, the adept can only use the power once every 3 rounds.

 

CASTING SPELLS

 

Mages and shamans are responsible for knowing what kind of spell they are casting (combat, detection, etc.), what kind of damage it does (physical or mana) and if it is a direct or indirect spell.

 

When casting the spell, to help other players please indicate the type of spell. For example manabolt (M,P)

 

Dice modifiers for spells are listed below:

 

Combat spells

  • To cast spellcasting + magic

  • To oppose reaction + intuition

 

Detection:

  • To cast spellcast + magic

  • To oppose for living things with auras willpower + logic + counterspelling

 

Detection spell results

  • Roll a flat D20

  • 1-5  Only general knowledge, no details

  • 6-10  Major details only, no minor details

  • 11-15 Major and minor details, with some minor details obscured or missing

  • 16-20 Detailed information

 

Health spells

 

Health spells can heal physical injury, cure diseases (or inflict symptoms), detoxify poisons or drugs (or mimic their effects), and modify attributes. No techniques currently known to magic can erase Stun damage or cure psychological conditions. All health spells require the magician to physically touch the subject of the spell—this “laying on of hands” is traditional in magical healing lore the world over.

 

To cast spellcasting + magic

 

Healing spells do not replace body/hit point points and some injuries still take time to heal. Health spells only decrease the healing time. See the general combat rules for injury modifiers and healing times.

 

Illusion spells

 

  • Obvious illusions are used solely for entertainment and cannot fool subjects into believing they are real.

  • Realistic illusions seem completely real.

  • Single-sense illusions affect only one sense.

  • Multi-sense illusions affect all senses.

 

  • To cast spellcasting + magic

  • To resist mana illusions logic + willpower

  • To resist physical illusions intuition + logic

 

Manipulation spells

  • To cast spellcasting + magic

  • To resist damagings spells body + armor

  • To resist mental spells logic + willpower

  • To resist physical spells body + strength

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UNLOCKING NEW SPELL SLOTS

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As you earn karma, you will be able to apply it toward updated skills. Aside from a shaman's totem and adept powers, spells can be swapped out once per week. Players will need to see the magic lead and RP out the process in order to swap the spell.

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Shamans and Mages start with 5 spells, any additional spells will cost karma, nuyen and time to earn. They will have to be learned from the talismonger shop. Each new spell cost 5 points of karma, plus cost of items to create spell. Mages can summon elementals and guardians spirits, where Shamans can summon totems.

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Adepts are limited by how many powers they can have. You magic rating is equal to how much you can spend. Max number of powers is 4, to get more power an adept will have to initiate, which costs 13 points of karma for the 1st level, than each level goes up from there and adds 1 more power.

Basics
Combat
Magic
Decking
Upgrading
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