The City - Rules
Jan 2, 2023 19:57:56 GMT -8
Post by The City [EclipseZwolf] on Jan 2, 2023 19:57:56 GMT -8
Setting
Your world, Humanity's world, has condensed to one continent sized city following the general collapse of civilization. The remainder of the world is desolate and now people make their living in the corporation dominated streets of The City. 26 Corporations, known as Wings of the World, divide The City into districts that each govern in their own manner. One such district has seen the collapse of its corporation and forces behind the scenes are looking to step in and forge a place for themselves as the district re-assembles itself. You are a Fixer, the most common profession in The City. An all around handyman who handles tasks as mundane as recovering pets to those as extreme as fighting monsters that prowl the streets. You now join a new Fixer Office, seeking to grasp onto a new Wing of the World as it sprouts from the wreckage.
The City is an extended RPG-Style Season intended to span over an extended period of time with weekly play sessions and periodic downtime where players can perform non-plot relevant tasks. This season is inspired by the world of the games 'Lobotomy Corporation' and 'Library of Ruina' though we will be operating in our own separate version of it where the events of those two games have not taken place.
The City follows the members of a new Fixer Office(a collection of Fixers) opening in District Four(D) where the current Wing has been broken. Your office is looking to take a major role, or cozy up to whatever faction seems most likely to take over and form the new Wing. If all goes well perhaps you can form some stable lives in a Nest, joining the echelons of higher society. Or perhaps you will be among the many bodies and lives broken in the fight for power.
Combat
Combat in the City follows a Turn-based system where all characters in combat operate in order from highest to lowest speed. All characters current stats, speed, and planned actions will be tracked in a shared spreadsheet. On your turn in combat you will be able to use any skills you possess by expending 'Light.' You can spend as much or as little as you want, though by default you only regenerate 1 Light per turn. All damage, ailments, and otherwise are queued and finalized once everyone in combat has acted. At end of turn your values are updated and we move to the next turn. The only exception is if your HP or SP would be reduced in 0, in which case you will be downed and lose your turn if you have not yet gone. Please check the extended rules if you want a more in depth explanation on combat flow and statistics.
HP (Health Points)
Represents your character's general durability. If your HP reaches 0 then you will be immediately knocked out.
SP (Stagger Points)
Represents your character's general resistance to stagger. If your SP reaches 0, you are immediately afflicted with the Stagger ailment, which effective stuns you for the current and following turn.
Attack
Represents your characters' general ability to deal damage. Your attack can be used in some skills to deal damage.
Defense
Represents your character's general ability to mitigate damage. Your Defense can be used in some skills to gain Block, or otherwise reduce incoming HP damage.
Speed
Represents your character's general ability to move quickly as well as Evade. Your Speed determines when you go in Combat and can be used in some skills to gain Dodge, or otherwise reducing incoming SP Damage.
Skill Load
Represents your character's general ability to retain knowledge of how to use special moves and equipped gear. Your Skill Load increases with your Fixer Rank and is the primary limiting factor in upgrading skills. More powerful and cheaper skills require a higher load, while expensive or weaker skills have a lower requirement.
Gear & Augments
Through the game you will be able to purchase gear in the form of Weapons, Armor, and Accessories. Gear operates passively, requires no skill load, and can influence the skill load of certain types of skills. Augments are wholesale body changes which can have a more significant impact with downsides. Gear and Augments can also grant you access to keywords to use on skills(You can't make a skill apply burning without something that generates fire, for example).
Game Flow
Down Time
Down time is essentially your character's free time between missions assigned by your Fixer office. This time is primarily spent to wander around, talk with NPCs and other players, as well as expend any accumulated levels to learn new skills and abilities, or purchase gear. Lastly, the time can be used to attempt a Fixer Rank Up Exam. The Down Time Map and available areas will be visible on the Forum. The Down Time Map will be constructed of threads and can be moved through freely via links, no movement posts required[Unless you really want to]. If a link on the Down Time map leads to a Password Protected page, then there is some requirement to entry, perhaps paperwork or knowledge, before the lock is removed. Some of these can be resolved in Downtime, others require Mission work.
Mission Time
Your Fixer office will be hired for a variety of missions, jobs that require the strength of an office to resolve. The head of the office will maintain a list of current jobs that need to be completed and players will be called upon to handle them. Most missions will allow any number of players to participate. Once a mission is selected and begins, Down Time activities are paused. Missions occur almost entirely within Discord, though they may affect the Down Time map once completed.
Missions will typically involve a series of challenges and decisions the Players must resolve to complete the mission. The most common of which will be combat encounters. Upon completing a mission, all players level will increase by 1 and potential other rewards provided.
Missions can be undertaken at any time the game is running, however major missions that advance the plot will occur at a specific time on a regular weekly basis.
Sessions
Players can expect one major session each Saturday at 3 PM EST that goes for several hours. This session is reserved for major Missions so that significant events can have the largest amount of player participation.
Bonus sessions will occur through the rest of the week depending on Mastermind Availability. These are not consistent or guaranteed, but are most likely to run sometime between 7PM and 11 PM EST Mon-Fri. If some event enables extra sessions outside the window the mastermind will announce it.
Game Progression
One Season of the City will consist of a series of primary Missions, these will be marked on the job board, with one unlocking the next. Once an entire series of these Main Missions have been completed, the Season will come to an end. At these points The City will go on hiatus for other hosts to run games as desired before another 'Season' of The City is scheduled. The final mission in a season will clearly be marked as a 'Season Finale.'
Leveling Up and Getting Stronger
All characters have a set of stats, a Level, and a Rank. Here is an example character:
Elliot :: Level 0, Rank 9 Fixer
HP: 10
SP: 10
Attack: 1
Speed: 1
Defense: 1
Skill Load: 0/20
Skill List:
- Jab: 1 Light: Deal X HP damage to a single enemy. Where X is your attack.
Gear & Augments List:
- None
Ahn Tier: 1
Level 0 is the minimum Level and Rank 9 is the lowest Rank. The above character has the bare minimum in all values for a Fixer. Each time a character increases their level, they gain +2 HP/+1 SP/+1 LevelUp Action. Actions can be spent in Downtime to alter your Skill List(Learn Skill, Upgrade Skill, Downgrade Skill, Etc) and buy gear & augments based on your Ahn Tier. See the Extended Rules page for specific possible actions.
Fixer Ranks go from Rank 9 down to Rank 1. In order to increase your Rank, you must pass a Rank Up Exam. These are custom combat encounters designed by an Association to verify your abilities as a Fixer. While most are intended to be solo'ed, they can be taken as a team, though the difficulty will be increased accordingly. Each time you Rank up, your Max Skill Load increases by 5.
Money: Ahns
The currency of the City is known a Ahns. You will start the game at Tier 1 and only be able to purchase gear of that level. There are six tiers of Ahn income and will give you access to gear of the same level. Reaching certain milestones will increase your tier and you can take steps to temporarily raise it for singular purchases.
Ahn Tier Milestones
Become a Rank 5 Fixer :: Permanent Tier Up
Become a Rank 1 Fixer :: Permanent Tier Up
Become a Colored Fixer :: Permanent Tier Up
Become an Associate/Affiliate Fixer :: Permanent Tier Up(Become beholden to Association specific Missions)
Complete a 'High Value' Mission :: Temporary Tier Up(The next item you buy can be one tier higher than your permanent tier and then this is lost. This can stack.)
Fixer Associations, Syndicates, and Wings
In addition to the local Fixer office you work with, you can attempt an examination to join forces with one of the Twelve Fixer Associations. Each association specializes in specific style of work and operate with enough fixers to operate throughout the city. If you pass the examination you can join an association which grants you an increase to your Ahn tier as well as Association specific Gear. You will be unable to refuse missions sent on behalf of your association and can only be part of one association. The Twelve Associations are listed in further detail in the extended rules. You can technically also attempt to associate with some Syndicates or even wings, but these will not necessarily have open tryouts like the associations.
Your world, Humanity's world, has condensed to one continent sized city following the general collapse of civilization. The remainder of the world is desolate and now people make their living in the corporation dominated streets of The City. 26 Corporations, known as Wings of the World, divide The City into districts that each govern in their own manner. One such district has seen the collapse of its corporation and forces behind the scenes are looking to step in and forge a place for themselves as the district re-assembles itself. You are a Fixer, the most common profession in The City. An all around handyman who handles tasks as mundane as recovering pets to those as extreme as fighting monsters that prowl the streets. You now join a new Fixer Office, seeking to grasp onto a new Wing of the World as it sprouts from the wreckage.
The City is an extended RPG-Style Season intended to span over an extended period of time with weekly play sessions and periodic downtime where players can perform non-plot relevant tasks. This season is inspired by the world of the games 'Lobotomy Corporation' and 'Library of Ruina' though we will be operating in our own separate version of it where the events of those two games have not taken place.
The City follows the members of a new Fixer Office(a collection of Fixers) opening in District Four(D) where the current Wing has been broken. Your office is looking to take a major role, or cozy up to whatever faction seems most likely to take over and form the new Wing. If all goes well perhaps you can form some stable lives in a Nest, joining the echelons of higher society. Or perhaps you will be among the many bodies and lives broken in the fight for power.
Combat
Combat in the City follows a Turn-based system where all characters in combat operate in order from highest to lowest speed. All characters current stats, speed, and planned actions will be tracked in a shared spreadsheet. On your turn in combat you will be able to use any skills you possess by expending 'Light.' You can spend as much or as little as you want, though by default you only regenerate 1 Light per turn. All damage, ailments, and otherwise are queued and finalized once everyone in combat has acted. At end of turn your values are updated and we move to the next turn. The only exception is if your HP or SP would be reduced in 0, in which case you will be downed and lose your turn if you have not yet gone. Please check the extended rules if you want a more in depth explanation on combat flow and statistics.
HP (Health Points)
Represents your character's general durability. If your HP reaches 0 then you will be immediately knocked out.
SP (Stagger Points)
Represents your character's general resistance to stagger. If your SP reaches 0, you are immediately afflicted with the Stagger ailment, which effective stuns you for the current and following turn.
Attack
Represents your characters' general ability to deal damage. Your attack can be used in some skills to deal damage.
Defense
Represents your character's general ability to mitigate damage. Your Defense can be used in some skills to gain Block, or otherwise reduce incoming HP damage.
Speed
Represents your character's general ability to move quickly as well as Evade. Your Speed determines when you go in Combat and can be used in some skills to gain Dodge, or otherwise reducing incoming SP Damage.
Skill Load
Represents your character's general ability to retain knowledge of how to use special moves and equipped gear. Your Skill Load increases with your Fixer Rank and is the primary limiting factor in upgrading skills. More powerful and cheaper skills require a higher load, while expensive or weaker skills have a lower requirement.
Gear & Augments
Through the game you will be able to purchase gear in the form of Weapons, Armor, and Accessories. Gear operates passively, requires no skill load, and can influence the skill load of certain types of skills. Augments are wholesale body changes which can have a more significant impact with downsides. Gear and Augments can also grant you access to keywords to use on skills(You can't make a skill apply burning without something that generates fire, for example).
Game Flow
Down Time
Down time is essentially your character's free time between missions assigned by your Fixer office. This time is primarily spent to wander around, talk with NPCs and other players, as well as expend any accumulated levels to learn new skills and abilities, or purchase gear. Lastly, the time can be used to attempt a Fixer Rank Up Exam. The Down Time Map and available areas will be visible on the Forum. The Down Time Map will be constructed of threads and can be moved through freely via links, no movement posts required[Unless you really want to]. If a link on the Down Time map leads to a Password Protected page, then there is some requirement to entry, perhaps paperwork or knowledge, before the lock is removed. Some of these can be resolved in Downtime, others require Mission work.
Mission Time
Your Fixer office will be hired for a variety of missions, jobs that require the strength of an office to resolve. The head of the office will maintain a list of current jobs that need to be completed and players will be called upon to handle them. Most missions will allow any number of players to participate. Once a mission is selected and begins, Down Time activities are paused. Missions occur almost entirely within Discord, though they may affect the Down Time map once completed.
Missions will typically involve a series of challenges and decisions the Players must resolve to complete the mission. The most common of which will be combat encounters. Upon completing a mission, all players level will increase by 1 and potential other rewards provided.
Missions can be undertaken at any time the game is running, however major missions that advance the plot will occur at a specific time on a regular weekly basis.
Sessions
Players can expect one major session each Saturday at 3 PM EST that goes for several hours. This session is reserved for major Missions so that significant events can have the largest amount of player participation.
Bonus sessions will occur through the rest of the week depending on Mastermind Availability. These are not consistent or guaranteed, but are most likely to run sometime between 7PM and 11 PM EST Mon-Fri. If some event enables extra sessions outside the window the mastermind will announce it.
Game Progression
One Season of the City will consist of a series of primary Missions, these will be marked on the job board, with one unlocking the next. Once an entire series of these Main Missions have been completed, the Season will come to an end. At these points The City will go on hiatus for other hosts to run games as desired before another 'Season' of The City is scheduled. The final mission in a season will clearly be marked as a 'Season Finale.'
Leveling Up and Getting Stronger
All characters have a set of stats, a Level, and a Rank. Here is an example character:
Elliot :: Level 0, Rank 9 Fixer
HP: 10
SP: 10
Attack: 1
Speed: 1
Defense: 1
Skill Load: 0/20
Skill List:
- Jab: 1 Light: Deal X HP damage to a single enemy. Where X is your attack.
Gear & Augments List:
- None
Ahn Tier: 1
Level 0 is the minimum Level and Rank 9 is the lowest Rank. The above character has the bare minimum in all values for a Fixer. Each time a character increases their level, they gain +2 HP/+1 SP/+1 LevelUp Action. Actions can be spent in Downtime to alter your Skill List(Learn Skill, Upgrade Skill, Downgrade Skill, Etc) and buy gear & augments based on your Ahn Tier. See the Extended Rules page for specific possible actions.
Fixer Ranks go from Rank 9 down to Rank 1. In order to increase your Rank, you must pass a Rank Up Exam. These are custom combat encounters designed by an Association to verify your abilities as a Fixer. While most are intended to be solo'ed, they can be taken as a team, though the difficulty will be increased accordingly. Each time you Rank up, your Max Skill Load increases by 5.
Money: Ahns
The currency of the City is known a Ahns. You will start the game at Tier 1 and only be able to purchase gear of that level. There are six tiers of Ahn income and will give you access to gear of the same level. Reaching certain milestones will increase your tier and you can take steps to temporarily raise it for singular purchases.
Ahn Tier Milestones
Become a Rank 5 Fixer :: Permanent Tier Up
Become a Rank 1 Fixer :: Permanent Tier Up
Become a Colored Fixer :: Permanent Tier Up
Become an Associate/Affiliate Fixer :: Permanent Tier Up(Become beholden to Association specific Missions)
Complete a 'High Value' Mission :: Temporary Tier Up(The next item you buy can be one tier higher than your permanent tier and then this is lost. This can stack.)
Fixer Associations, Syndicates, and Wings
In addition to the local Fixer office you work with, you can attempt an examination to join forces with one of the Twelve Fixer Associations. Each association specializes in specific style of work and operate with enough fixers to operate throughout the city. If you pass the examination you can join an association which grants you an increase to your Ahn tier as well as Association specific Gear. You will be unable to refuse missions sent on behalf of your association and can only be part of one association. The Twelve Associations are listed in further detail in the extended rules. You can technically also attempt to associate with some Syndicates or even wings, but these will not necessarily have open tryouts like the associations.