Workshop and Reference.   Posted by Command.Group: 0
Command
 GM, 7 posts
Fri 11 Jan 2013
at 05:34
Workshop and Reference
Here's some quick reference materials for SilCore:

Character Creation

Attributes range from -3 to +3, with 0 being average. Here's an example of how much of a difference each +1 gives.

Agility (AGI)
+3 Olympic gymnast
+2 Agile
+1 Well-coordinated
0 Average Person
-1 Awkward
-2 Clumsy
-3 Suffers from a crippling disease
Your attributes are Agility, Appearance, Build, Creativity, Fitness, Influence, Knowledge, Perception, Psyche, Willpower.
Most are self explanatory. Build is a measure of size not Strength, which is a secondary attribute.

Here's your secondary attributes based on the main 10.

Strength = (Build + Fitness) / 2, round towards zero
Health = (Fitness + Psyche + Willpower) / 3, round off
Stamina = (5 x (Build + Health)) + 25, minimum 1
Unarmed Damage = 3 + Strength + Build + Hand-to-Hand Skill level, minimum 1
Armed Damage = 3 + Strength + Build + Melee Skill level, minimum 1
Flesh Wound Threshold = Stamina / 2, round up
Deep Wound Threshold = Stamina
Instant Death Threshold = Stamina x 2
System Shock = 5 + Health, minimum 1

Your Wound Thresholds are your health in this game. If damage is equal to or greater than a threshold, you take a type of wound. Flesh wounds give you a -1 die on your rolls, while Deep Wounds give a -2. Instant death is self explanatory. If you take enough minuses to equal your system shock, you go into shock and are essentially incapacitated.

And finally, with your 40 CP allowed in this campaign, here are you costs per point.

Attribute Costs
ATTRIBUTE RATING CHARACTER POINT COST
+3 16
+2 9
+1 4
0 1
-1 0
-2 +1*
-3 +4*
* These values are added to available CPs instead of
being subtracted.

Skills

There are two parts to a skill; your skill level and skill complexity. Skill level is how many dice you roll to perform a skill, as it is your ability in the particular skill. Complexity is your breadth of knowledge. You might have a 5 in the ability to use computers, but your complexity of 1 means you're only familiar with basic functions like surfing the web and using word proccessors. Meanwhile a person with only a 2 in the skill but with a complexity of 5 is familiar with nearly all apects of computing (such as hacking, cracking, programming, and theory), but they don't have much practical experience.

Every skill will have a complexity of 1, at least. This is shown on the sheet as Skill Level/Skill Complexity, or 3/2.  To perform a skill check, you roll a number of dice equal to the skill level, find your highest roll, then add your associated attribute to it. So if you roll 3 dice, get a 2, 2, and 4, and you have a +2 for the attribute, you would end up with a roll of 6 for that test.

Specializations within a skill allow you to add another +1 to the roll. You can have as many as you want in a skill but only 1 will add to a test at any time.

Skill Level Costs
1 1
2 4
3 9
4 16
5 25
6 36
7 49
8 64
9 81
10 100
Specialization (each) 5

Skill Complexity Costs
1 Free
2 4
3 9
4 16
5 25

Skill List
• Animal Handling
• Archery
• Athletics
• Business
• Combat Sense
• Craft (Specific)
• Defense
• Demolition/Traps
• Disguise
• Etiquette (Specific)
• Forgery (Specific)
• Gambling
• Gunnery (Specific)
• Hand-to-hand
• Heavy Weapons
• Information Warfare
• Interrogation
• Investigation
• Language (Specific)
• Leadership
• Medicine
• Melee
• Natural Sciences
• Navigation (Specific)
• Negotiation
• Notice
• Personal Flight Device
• Performance Art
• Pilot (Specific)
• Riding
• Seduction
• Sleight-of-Hand
• Small Arms
• Social Sciences (Specific)
• Stealth
• Streetwise
• Survival
• Teaching
• Technical Sciences
• Tinker
• Throwing
• Trivia/Lore (Specific)
• Visual Art (Specific)
• Zero-G

This message was last edited by the GM at 05:50, Fri 11 Jan 2013.

Command
 GM, 8 posts
Fri 11 Jan 2013
at 05:52
Re: Workshop and Reference
Perks and Flaws Quick Reference:

Perk List
Accelerated Healing 4
Acute Senses (Specific)
Hearing 1
Sight 1
Smell/Taste 2 each
Ambidextrous 1
Animal Companion 1-8 (depending on usefulness)
Animal Kinship 1 for modern setting, 5 for fantasy
Authority 3
Common Sense 4
Connections 1
Allies between 3 and 7 per ally, depending on quality
Contacts between 1 and 5 per contact, ‘’ “ “
Double Jointed 3
Fake Identity 3 per fake indentity
Famous between 1 (local actor) and7 (world famous)
Favor
Financial Debts Debts of Honor Point Cost
20,000 credits key favor 1
50,000 credits multiple favors 2
75,000 credits major boon 3
150,000 credits multiple boons 4
500,000 credits life boon 5
Immunity 1
Influence 2-6 depending on scope & power
Intuition 4
Light Sleeper 5
Longevity 3
Lucky 10
Machine-Touch 5
Perfect Pitch 5
Photographic Memory 2 per rating, up to +3
Property 1 to 9, depending on property
Quick Learner 2
Radiation Resistance 2
Military Rank
Rank Military Civilian
Enlisted/Member 2 0-2
Junior Nco/Veteran Member 4 2-4
Senior Nco/Assistant-Director 8 6-8
Senior Officer/Director 12 10-12
Sense of Direction 2 for 2D, 5 for 3D
Sense of Time 2
Strong Immune System 3
Subordinates 1 per subordinate’s 5 CPs or SPs
Thick-Skinned 5
Wealthy 3 points per rating (1 pt. if non-renewable)

Flaws List
Addiction Addiction or Dependence Value/3 as appropriate
Age -4 (young), -2 (old)
Amnesiac -4
Animal Antipathy -2
Bad Luck -5
Beliefs -1 to -3, depending on nature of belief
Bloodlust -4
Code of Honor -1 to -4, depending on depth of code
Criminal Background -1 to -2, depending on severity
Curse -2 to -6, depending on gravity
Debt (Same as perk, but - instead of +)
Dedicated -1 to -3, depending on demands & duties
Dependent
CP/SP*total Cost CP/SP*total Cost
20/30 -1 10/30 -2
10/20 -3 5/10 -4
*Character Points/Skill Points
Destitute -2
Flashbacks -2
Goal -3
Heavy Sleeper -2
Infamous -1 to -4, depending on severity
Insomniac -1
Lame -6 if permanent, -2 if removable
Liar -1, -5 if mythomaniac
Mechanical Inaptitude -5
Motion Sickness -1 per Rating
Nemesis -1 per nemesis’ 10 CPs or SPs
Obligation -1 to -3, depending on severity and frequency
One-Armed -2, -5 if permanent
Paranoid -3
Phobia -2 for Mild Phobia, -4 for Severe Phobia
Poor Senses (Specific)
Hearing -1
Sight -1
Smell/Taste -1
Blind/Deaf -2 each to -8 each if permanent
Quirk -1 per Quirk (max. -2)
Radiation Vulnerability -2
Secret -2 to -3, depending on gravity
Sick -1 to -7, depending on gravity
Slow Healing -4
Slow Learner -2
Social Stigma -1 to -3, depending on severity
Split Personality -7
Thin-skinned -4
Wanted -1 to -5 depending, on power of the hunter
Weak Immune System -3
Command
 GM, 9 posts
Fri 11 Jan 2013
at 05:54
Re: Workshop and Reference
Combat Rules Quick Reference

Cover Rules

If one of you notices the other, but the other doesn't notice back, the first person to take the shot gets an "Unwary attacker" attack.

The TN to hit will be 1 + Defense modifiers (since they can't roll an opposed Defense).  Which are:

-Partial Light Cover +1
-Fully hidden behind Light Cover +2
-Partial Heavy Cover +3

Then there's:

-Fully hidden behind Heavy Cover... in which you can't be hit unless they destroy the cover.

And just for completion sake, range modifiers:

-Point-Blank Range +1 to Attack
-Short range +0
-Medium range -1
-Long range -2
-Extreme range -3

Gear Actions
-The Pilot(CRE) roll is only for attempting to maneuver into a Side or Rear flank with someone who's already aware of you.  If you are approaching from the Rear and they are unaware or don't have time to react, then it shouldn't be necessary.

-While piloting a Gear (or any vehicle), you get two actions.

-An action is anything that requires attention:  Use a system, use a set of linked systems, Embarking/Disembarking, Performing a physical attack, etc.

-Movement is not an action, you do it for free.  You can also switch movement MODES (Ground to Walk, for instance) once per round.  This does not cost an action, and you use the Defense modifier for the mode you were in at the beginning of the round.

-Passive uses of systems does not cost an action, but all uses of ECM do.  Using Sensors to actively detect Gears costs an action.  This is used when they are visually hidden.  The ECM uses all cost an action that you declare at the beginning of the round, they are:  Jam Communication, Degrade Sensors, Spoof Attack.  Spoof Attack essentially gives you an extra roll against any incoming Missile or Guided attack, in addition to your Defense roll.

Most importantly, ECM actions only last for the round.  So a Gear dedicated to an ECM task must use one of their two actions every round for ECM.

-The rest is the same as Character combat, using Pilot in place of Defense and Gunnery in place of Small or Heavy arms.  For melee attacks, you use Pilot.

-There are a few special attacks:

Anti-missile fire:  Essentially using a RoF weapon to shoot down a missile attack against you.
AoE attacks:  Most AoE attacks are 0 hexes, meaning anywhere from 10-50 meters (depending on what scale the GM is using).
Burst Fire:  Same as character
Missile RoF:  Similar to Burst, only missile cost doubles for each RoF (+1 is 2, +2 is 4, +3 is 8, etc)
Walking Fire:  Same as character
Saturation Fire:  Same as character
Called Shots:  Reduce Gunnery dice pool by 1 and choose which system to target (assuming you have LoS).  Small targets require base MoS 3.
Evasive Maneuvers:  Costs all actions... you get +3 to Pilot defense rolls.
Indirect-Fire:  Needs a spotter (i.e. a Cheetah).  If there's no spotter, attack randomly deviates 1-6 hexes, unless two 1s are rolled in a row.

Movement

Since we will be using abstract movement for combat (not using a hex map), we'll have to define the movements of our Gears to figure out penalties and bonuses to Defense based on movement.

Normally, the penalty or bonus to your Defense roll in a Gear is based on how many hexes you moved.  Additionally, turning 2 or more hexes costs a movement point (up to 360 degrees).  So changes are as follows:


* Gears with a top walk speed of 7-9 will use the below table.
* Gears with a top walk speed of <7 will have a -1 modifier to the below table.
* Gears with a top walk speed of >9 will have a +1 modifier to the below table.

Obviously, this doesn't modify the stationary modifier.

Therefore:

Ground Mode

Standard:

Stationary -3
Slow -1
Fast +1
Top Speed +2

Rough Terrain:

Slow -2
Fast -1
Top Speed +1

Walking Mode

Standard:

Slow -2
Fast 0
Top speed +1

Rough Terrain:

Slow -2
Fast -1
Top speed 0


Opposed piloting rolls for attempted flankings and rear attacks must be posted in the same post where the maneuver is attempted. This will be a Pilot (Mecha) [CRE] roll. I'll be adjudicating this, as it's impossible to perform a rear attack on an enemy when attacking them head-on from 5km away.  If you want to make side or rear shots, make an opposed piloting (CRE) test, modified by your current defense bonus rather than handling (to represent speed rather then the finer control and balance), with an MoS of 1 for side/flank and 3 for Rear.

Optionally, we can go with a more abstract system where the player declares he wants to move to try and get rear or flank, the GM will compare movements and then decide if successful.

This message was last edited by the GM at 06:46, Fri 11 Jan 2013.

Command
 GM, 10 posts
Fri 11 Jan 2013
at 06:01
Re: Workshop and Reference
Regarding Complexity


For the most part, complexity will be 1 unless noted by the skill.  And complexity isn't used for opposed rolls of differing skills (it will not be used too much in combat, where rolls are almost always opposed with attack vs. defense).

The one exception to that is if you're using the same skill.  This comes into play specifically with the Dueling skill, Melee, and Hand-to-hand.  Since all three are often opposed using the same skill, the person with the higher complexity gets a bonus to their roll equal to the difference.


The above is pretty clear... but where it gets hazy and subjective is with regards to tech levels and maneuvers.  Luckily, a lot of maneuvers have established rules and are given Complexity levels.

Here's a quote from the FAQ about complexity (in the Silcore Errata) on one point of contention:

Due to the way the initial example in the rulebook is
worded, many people think that a higher tech level is
inherently “more complex” This is not true, for the
same reason Items should not have Complexity.
Tasks, regardless of the setting or situation have an
inherent Complexity rating. Situation and tools
modify the Die roll and the threshold.


I thought of this when Masao said, "I'm going complexity 2 for Gunnery for now as I don't imagine we'll be using energy weapons right away."  Items do not have a "minimum" complexity.  You don't need a higher complexity to fire an Energy gun rather than a slugthrower.  Same thing with Gears... A Black Mamba or a Dark Mamba (the Talon version) don't have a higher complexity than a Hunter.

The only thing that determines complexity is how complex the task is, and that's where we'll have to rely on GM Shiro's call.  Here's a good chart to give a general idea of what complexity level to use (also from the errata):

Task Complexity       Type

1          Mundane, everyday tasks. Default level for most tests

2          Professional Level tasks that entail interrelated aspects or
           more precision than everyday tasks.

3          Tasks that require a great deal of multitasking or precision
           to accomplish

4          Tasks that only Experts and world-renowned practitioners can
           accomplish on a regular basis.

5          Incredibly delicate or involved tasks that experts rarely have
           the capability of.


So it's not about the tech level, but what you're doing.  Building a Gear from scratch might be a 4 or 5, but assembling a Gear from established parts is only going to be a 2 or 3 (could even be 1 if it's a mass produced model).

Command
 GM, 11 posts
Fri 11 Jan 2013
at 06:13
Re: Workshop and Reference
Combat Rounds and Actions

-All players roll initiative and post actions and rolls in any order.
-GM rolls enemy initiative
-GM arranges player actions by initiative and applies effects
-All enemies act at the same time (though more important NPCs will have their own initiatives)
-Combat round results are summarized in one GM post

This method is fastest for PbP RPing, though it requires flexibility in the player's posts in the form of contingencies.  For example, "If X moves out of cover, shoot X.  Otherwise use ECM to jam communications."  However, there's no need to get crazy about them.  If there are multiple enemies and the target you chose died before your turn, I will apply the attack to the next best target.