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- Overview of 'infusion' -

          The system outlined here was the product of several players of various backgrounds discussing the issue of creating a comprehensive role-playing environment that incorporates character statistics, abilities, and health while keying towards success based far more heavily on taking correct action and individual character decisions and strengths than on rolling the dice. Some prefer a hard-lined system where the dice dictate the results of character actions, however there are an equal number of players who prefer the literary artistry of simply writing their character as they progress within the environment that he or she is inserted into. Nothing clouds the waters of old-school text-based role-play like incessant rolling of the dice and said dice dictating catastrophic failure for tasks that one’s hard-built character should accomplish with ease.

       

        On the other hand, from time to time players arise who refuse to accept that their characters are fallible and attempt to bully or overshadow other players.  In order to try and devise a system where neither should be overly problematic, we have spawned this. While it may seem somewhat complicated, especially when it comes to magic usage, it should allow for more play, less interrupted by dice rolls. The system while having ranked skills and character statistics is meant to be play based, rather than numbers based. It is the intent that the majority of the RP conducted in this setting is simple, free-form type play; however campaigns and events are fun and put characters in unique circumstances that promote character development and progression (or mental scarring and quirky flaws as the player desires).

 

        Our overall goal is quite simple: Create a setting and system where everyone can come have fun. We have infused Sci-Fi with high fantasy, Freeform with stats, and old ideas with new.  no one can predict where it may lead or how long it will last.  As things progress, there will of course be flaws discovered and we will do all we can to address and rectify them.   Nothing is impossible to overcome.

 

As long as we have fun along the way       

       

       

 

 

 

        To begin with, all characters will have what we call Base Stats. These are the framework of the system and need to be tracked by the player. Different races have different inherent strengths and weaknesses, and so races have a maximum value, And / or a minimum value attached to two or more of these stats. Any player who chooses to freeform fully and not keep a sheet for thier character(s) will be considered to posess just the base racial template stats.  The Base Stats or ‘Vitals’ are as follows:

+ VITality -       overall health.sCALE :  %   *cap at 200, unconscious at 0%, can be restored. At 40% VIT character loses one     useable stat point across the board with every 10% reduction down to 1, this effect is fatigue - vit

 

+ STRength -     endurance, physical power, resiliency.

Scale : 1 - 8   *Racial caps and mins, STR effects VIT directly. 3 is 100% VIT every point above 3 adds 10% while every point below 3 subtracts 5% from character's maximum VIT - str

 

+ FINesse -             agility, dexterity, balance, reflexes, stealth

scale : 1 - 8   *racial caps and mins - fin

 

+ PERception -  sight, smell, touch, hearing, taste.

scale : 1 - 8   *racial caps and mins - per

 

+ INTuition -    comprehension, foresight, gut-instinct, problem solving.

scale : 1 - 8 racial caps and mins - int

 

+ LucK button - chancing to accomplish a task beyond character ability. 

scale : 0 - 6 presses / day  *Resets every 24 hrs. non-cumulative - lk

 

 

 

 

 

 

 

- system notes -

 

 

   +   there is not an overall intelligence statistic, we are not here to dictate to you how genius or idiotic your character is. There are no ‘Hit Points’ in and of themselves, rather, health and damage is tracked by the Vitality stat which also affects all other stats and character ability to respond/take action.       

   +   There are no set ‘Classes’ or ‘Professions’ in our system. As in mirroring real life, there are no limitations to the spread of different skills and interests that an individual character might pursue.

     

   +    a basic list will be generated to give a drawing pool of beginning skills, this is by no means the be-all, end-all list of what a character can learn. skills are customizeable and i will not be creating a comprehensive list of every concievable ability one might have. 

 

   +    This game is does use dice, but as minimally as possible.

 

   +    Characters used in environmentally moderated play must have a bio and sheet on record with the management.

 

   +    Any characters sheeted or not are welcome and encouraged to free-play anytime.

 

 

 

 

- base character statistics -

- character skills -

Base Stats

        As in mirroring real life, there are very few limitations to the spread of different skills and interests that an individual character might pursue. Inevitably, some characters will lean heavily towards combat skills, others in feats of agility and stealth. Still others may concentrate on non-physical undertakings such as languages or computer skills.  There will be those who specialize in just a few skills and concentrate on becoming the pinnacle of what they do. There will be those who collect a myriad of skills but only become moderately good at them. Adding and advancing skills is detailed in the Mechanics section.

       

        Skills Key off of certain Base Stats which boost or inhibit the character’s ability to accomplish tasks. Again, in order to mirror real life, the success or failure of character actions using skills and stats will not be based off a random factor such as rolling the dice. Random number generation has little to do with day to day life, the tenet fuelling this system is that a character is either able to do a thing because it is within their ability and skillset, or they cannot because it is not.

 

        There is a concession for tasks that allows an attempt to be made by one or more characters that do not have the combined skills and Base stat rankings to pull something off. This is the Luck Button, or LK. Each time you ‘Press your Luck’ you lose one of your LK stat points, As this is a gamble, this does require a roll of the dice. The dice rolled are determined by the applicable base stat or skill. 

Skills
Anchor 3

- General play -

        To begin playing in our game, simply get in channel, and get in charachter.  By and large, this is a freeform system.  Of course there are rules and parameters, but mostly those apply to the player rather than the charachter.  You should, before joining in, familiarize yourself with conduct rules and at least passingly with the current setting.  Aside from that you don't need approval to free-play and you do not have to register a character or sheet to jump in.

 

       The two main styles are the colonists, who have no previous knowledge of magic except as myth and fantasy, and the natives who have no previous exposure to the technology that the colonists use in day to day life.  There is a third category: With the infusion of magic into a technologically rich setting, outworlders and otherworldly beings are of course possible.  No race or style of character will be summarily disallowed except for one- Dragons.

 

       Be certain that you are familliar with the conduct rules before entering play. 

       

        

General play

- Moderated play -

mod play

        For the most part, even in moderated play, freeform style is the default. However; in order to make these sessions more challenging and interesting, tasks that need to be accomplished will be ranked. Tasks in moderated play will be set by the Environ Operator - EO ( AKA Storyteller, Game Manager, Dungeon Master, ETC ) as a number. There will be pre-requisites to accomplish these tasks, but they do not include basic character action.

 

        All decisions made by the EO in Mod-Play are to be treated within the context as 'Fact' and not to be disputed publicly in either IC or OOC channels.

 

        In neither free-play or Mod-Play will a player be told in what way to play their character's personality or that they are not acting right. Take any action you desire, but keep in mind that in Mod-Play especially, Making foolish choices tends to cut a character’s life-span significantly short. If on campaign or event, you will be allowed to take your character fully away from the rest of the party and do as you wish. This however puts that character at great risk of harmful or lethal consequences. If a character goes too far 'off mission' then they will be removed from the event due to them doing something else entirely and no longer being relevant to play.

 

        Relatedly, a character that is constantly combative or argumentative in play will face the consequences of that choice. Playing a character that is an asshole is allowed... but then so is lethal Player vs. Player combat at ANY time an OE is present within reason (Moderated PVP is at OE discretion). The staff will not dictate character actions, so a belligerent character -even a powerful one- is free to be that way. The staff will also not stop another character, or group of characters from setting upon an enemy character and potentially destroying him or her.

 

        OOC or out of character issues will be dealt with harshly. Conduct Rules apply to the Player, while Mechanics Rules apply to the Character. From time to time, and as issues arise that need addressed, these rules will change so keep current on them or risk being removed from the Infusion setting.

 

       

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