Posts Tagged ‘Codex Imaginata’

Book of the Imagination » The Marionette Drop

Tuesday, July 19th, 2011
This was originally published here. Please visit the site if you like this post or wish to comment on it. Pulled from Book of the Imagination
The first thing I noticed was the dead girl on the table.

Blood had spread like a lopsided crimson chrysanthemum on her blouse, pooling under one side of her and dripping to the floor. A tang of disinfectant hung in the air, as though the grimy little apartment wanted to smell like a morgue to match the decor. Maybe it was coming from the half empty bottle of arkhi that stood beside her.

Normally something like that would grab your attention as a big neon sign that the deal had gone sour, but not with these jokers. I wondered briefly if she was a gen-job they had splattered for effect, but that would have been too highbrow, easier just to grab some streetwalker or maybe an unfaithful girlfriend. Domestic disturbance callout, code thirty two, some dark and wretched part of my mind giggled.

I'd been expecting some kind of lockup etiquette gesture, and they hadn't dissappointed.

The one in the middle there, with the white pleather jacket rolling over a perfectly spherical belly like a scoop of greasy ice cream, he was called Uto, and he had a face even his mother wouldn't vote for. The other two looked on with the flat shark eyes of muscle everywhere.

I'd come this far on a rattletrap converted c-hauler to the Khövsgöl border of the New Mongol Republic, the Switzerland of Mongolia, latest member of the North Asian Combine, to do a deal with the border gutters and get my hands on some vintage gentech documents from before the sea rose up and swallowed the dreams of utopia, agri-gen that would put a smile on the faces of whichever shareholders picked it up. Things were still toothy out this part of the world, with hill farmers and former hardliners turned smugglers holding out on the Combine Inspectorate, narco and live beef fetching equal prices for the enterprising sons of the steppe.

My sub was waiting back at Baicheng on the coast. My contact Tomasz hadn't made the meeting, which was two parts bad one part worse.

I gazed levelly over the sepia toned mass of her hair at Uto to let him know it didn't bother me. Maybe it should have. Maybe it did. The same instinct you grow like a callus that keeps you warm also keeps you cold. Until later, but you can stay one step ahead of later for a long time. Keep your cool, like Cap had told me in that way of his, nobody can take nothin' away from you son, that you don't let 'em.

A piebald sallow gold smile stretched under dark eyes and lank hair, which he pushed aside with a hand like a shovel.

"You come at time, this is good. So where your friend, we meet two of you here. Maybe I make a call to check this okay."

Deliberately and languidly I looked at my wristpad, causing one of the two apes to reach for something behind his back, they were younger guys, all swagger and bluster. Stupid. Uto waved his hand palm down, flicking a glance edgeways, and the buzzcut with the pinprick pupils relaxed a little.

While the wristpad looked like the kind of throwaway piece of junk that people bring to these dinner parties, I'd had it fixed to scan and decrypt all bands in the area. There was something on passive in one of the gang's pockets, but nothing active.

"Sure, he couldn't make it. So what, I've got everything that matters here in this bag."

Unlocking the briefcase I gently placed it on the table next to the dead girl. She didn't seem to mind. Taking in the solid purple stacks of neopac credits, Uto smiled again, with a glitter in his eyes this time. He pulled out the documents I wanted, and laid them on the table.

"One only," he said, "one-of-a-kind, very special. This is your lucky day ha. Haha!"

Maybe it was, but that didn't make me feel any better. Collecting the documents, I gave a tight little smile and turned away slightly, figuring I could double check the details with Tomasz. When his tone rang out of the pocket of the jumpy bodyguard, I felt a whole lot worse, and right then it all went to hell.

Stats:
The Dealer: BLUE: reflexes 8
  • Quickdraw: 16, Dodge: 17, Shoot: 16, Acrobatics 15
  • Armour: 8
  • Health: 9
  • Heavy pistol (16 to hit +2 quality = 18, 2 speed, 6 damage+4 explosive rounds)

Uto:  YELLOW: reflexes 7

  • Dodge: 15, Shoot: 16
  • Armour: 6
  • Health: 11
  • Heavy pistol (16 to hit, 2 speed, 6 damage)
  • Uto has a grenade in his phone, 10 damage/2 meters.

First thug: GREEN: reflexes 7

  • Quickdraw: 14, Dodge: 16, Shoot: 14
  • Armour: 4
  • Health: 14
  • Heavy pistol (14 to hit, 3 speed, 6 damage)

Second thug: PURPLE: reflexes 9

  • Dodge: 18, Shoot: 17
  • Armour: 5
  • Health: 8
  • Medium pistol (17 to hit, 1 speed, 5 damage)

Damage table:
Succeed by: Damage:
1-2           Quarter
3-4            Half
5-6            Base
7                +1
8               +2
9               +3
10             +4
11             +6
12             +7
13             +8
14             +9
15             +10 etc.

Round 1: First intiative
Dealer quickdraw roll 16+9=25
Uto reflexes roll 7+10=17
First thug quick draw roll 14+2=16
Second thug reflexes roll 9+2=11

So the initial order in the circles is as follows:

The Dealer goes first, drawing his weapon, which takes one action


Round 2:
Since Uto is on top of the stack, he gets to go first, he also draws his weapon, costing one speed.
The dealer can now move, so he fires at Uto
Shooting roll: 18+1=19
Uto dodge roll: 15+6=21 MISS
This costs 2 speed
Round 3:
Thug 1 overturns the table with the dead girl on it and ducks behind it, costing 2 speed
Uto fires back at the Dealer.
Shooting roll: 17+9=26
Dealer dodge roll: 17+2=19 HIT BY 7
Looking up the damage table that does damage for the gun 6+1=7
The dealer is uninjured but his armour is reduced by 1 point.
This costs 2 speed
Round 4:
Thug 2 fires and ducks behind the table. This costs 3 points in speed
Shooting roll 17+8=21
Dealer dodge roll 17 minus 2 since he has already dodged once, 15+2=17 HIT BY 4
5 damage/2=3 damage
The dealer is not hurt but his armour is reduced by 1 point
The Dealer now fires at the only one who has not taken cover, Uto
Shooting roll: 18+10=28
Uto dodge roll: 15+2=17 HIT BY 11
6 damage+4 explosive rounds+6 from the damage table =16, reducing Uto to 1 point of health after armour, which is also reduced by 1
This costs 2 speed
Round 5:
Thug 1 waits this round, Uto ducks behind the table
Round 6:
The dealer steps behind the door frame, firing at Uto costing speed 3
Shooting roll: 18 minus 3 for firing at a target he can't see = 15+6=21
Uto dodge roll: 15+4=19 HIT BY 2
6 damage+4 explosive rounds =10/4=3, which is absorbed by the table


Uto and thug 1 choose to wait for this round also

Round 7:
All three fire at once at the Dealer
Thug 2 fires
Shooting roll 17-3 (for cover)+8=22
Dealer dodge roll 17+3=20 HIT BY 2
5 damage/4=2 damage
The shot is absorbed by the doorframe
This costs 1 speed

Thug 1 fires
Shooting roll 14-3 (for cover)+4=15
Dealer dodge roll 17 minus 2 since he has already dodged once, 15+anything=AUTOMATIC DODGE
This costs 3 speed
Uto fires at the Dealer.
Shooting roll: 17-3 (for cover)+7=21
Dealer dodge roll: 17 minus 4 since he has already dodged twice, 13+10 = 24 MISS
This costs 2 speed
Round 8:
Thug 2 fires again

Shooting roll 17-3 (for cover)+5=19
Dealer dodge roll 17 minus 6 since he has already dodged twice, 11+4 =15 HIT BY 4
5 damage/2=3 damage
The shot is absorbed by the doorframe

This costs 1 speed
Round 9: 
The Dealer now fires again at Uto
Shooting roll: 18 minus 3 for firing at a target he can't see: 15 +8=23
Uto dodge roll: 15+1=16 HIT BY 7
6 damage+4 explosive rounds+1 from the damage table =11, which after the table (4 armour) and Uto's armour (4 armour) is three points, killing Uto. Uto's armour is also reduced by one point.
This costs 2 speed
 With their boss dead and an increasingly flimsy table the only thing between them and a lunatic firing high ex bullets, the bodyguards decide to call it a day, surrendering to the dealer.

Book of the Imagination » Battles in the sky and sea, between the stars and in the mind

Friday, July 8th, 2011
This was originally published here. Please visit the site if you like this post or wish to comment on it. Pulled from Book of the Imagination
Ship to ship combat in Codex Imaginata:

Combat between aircraft, submarines, seagoing ships, or spacecraft (or indeed anything that moves in a similar manner) is handled using an abstract system in Codex Imaginata. This means that you don't have a map or tokens to represent the different positions and altitudes of the various ships involved, it's all worked out in a representative way. The reason for this is that no matter how big your map might be, it is always possible for ships to fly off the edges; an infinite playing space can't be properly simulated by a finite space, to say nothing of the problems with vertical axis maneuvers.

The aerial system has been designed to be quick, easy and fun, while maintaining a strong sense of realism, so enjoy!


Ship statistics:

Ships have the following statistics:
  • Speed (spd): This is how fast the ship can go, and varies from -4 to +4, with +4 being the fastest. The actual units of speed are not particularly important, since all vessels in any given conflict move in the same units. +4 simply means the fastest a ship can go in that campaign, whatever that works out as in km/h or light years per day, and -4 is the slowest.
  • Maneuverability (man): How maneuverable a ship is, how quickly it can turn and change direction. Like speed, it is rated -4 to +4.
  • Hull (hull): The physical mass of the hull, how large a ship is. This can also be adjusted by making hulls out of exotic materials or having internal reinforcement to make them stronger, which costs more. Conversely, a shoddy old rustbucket tramp steamer might have fewer hull points than its size might suggest. Normally 1 to 8 hull would be a fighter or bomber, which could potentially be destroyed by a single hit, 9 to 15 hull might be a frigate, 16 to 25 hull a cruiser and so on.
  • Armour (ar): This is the armour plating and hardness of the hull, and takes away from damage done before it hits the hull. Armour that is penetrated reduces by 1 point each time damage is done, until it gets repaired.
  • Crew: (crw): This is three numbers that represents the quality, number, and weapons skill of the crew. Quality means how long they have been together, skill, and general morale, running from -4 to +4, number is simply the number of crew on the ship, and weapon skill is their skill at amnning the weapons.
  • Weapons (weap): This is a number from 1 to 15, divided into three types, short, medium and long range. Each of these has a power number which indicates the amount and quality of weapons, a damage number, used when they hit, and an ammo counter (optional). The ammo counter doesn't neccessarily represent the number of missiles or bullets on board, but rather the amount of time they can be fired for. Likewise damage isn't the damage per shot, just an overall figure to show the damage capability of each weapon.
  • Captain / Pilot: This is probably the most important figure on the ship. If there is only one crew as in a fighter plane, the piloting skill is used, otherwise the captaining skill is used. The captain's skill is the basis for maneuvers.



Sample ship, the Starcruiser Jagged Serration:

Speed: +1
Man: 0
Hull: 18
Armour: 6
Crew: Number: 92, Quality: +2, Weapons skill: 15 (this is the crew reflexes plus heavy weapons skill)
Weapons: power  damage  ammo
- short          5          4          20
- medium      2          6          30
- long           4           8          6
Captain: Skill 14 (intelligence 6 plus skill 8)

So for maneuvers the ship has
speed + maneuverability + crew quality + the captain's skill
1 + 0 + 2 + 14 = 17 + 1d10

Note, this ship would be considered very heavily armed.

Firing:
If the Jagged Serration had the pirate rigger Gutless Cutlass in its sights, at long range, it could only fire its long range weapons, so
crew weapon skill 15 + 4 (long range power) = 19 + 1d10 attack roll

If it was engaging a target at medium range, it could open fire with its medium and/or long range weapons,

crew weapon skill 15 + 4 (long range power) = 19 + 1d10 attack roll OR
crew weapon skill 15 + 4 (long range power) + 2 (medium range power) = 21 + 1d10

And if it was engaging a target at short range, it could open fire with its medium and/or long range weapons and/or short range weapons,

crew weapon skill 15 + 4 (long range power) = 19 + 1d10 attack roll OR

crew weapon skill 15 + 4 (long range power) + 2 (medium range power) = 21 + 1d10 OR
crew weapon skill 15 + 4 (long range power) + 2 (medium range power) + 5 (short range power) = 26 + 1d10

The last example there would be a phenomenally powerful combination of attacks, with short range kinetic cannon, medium range masers and torpedoes, combined with long range missiles, well able to take out targets larger than itself in a single barrage. Please note, damage stacks like weapon power, so base damage with that attack of 26 would be 4+ 6 + 8 (combined damage ratings), for a base 18.

When an attack is made, the weapons are rolled against the target's captain skill.


Damage is checked against the normal damage table, the higher you roll over your target, the more damage you do (in addition to base damage).

Maneuvers:

Maneuvers are how ships position themselves relative to one another, whether near or far, grappling and boarding, ramming or trying to escape. These are rolled on the captain's skill, and are usually contested, one ship against another.

Maneuvers use the normal combat ring, and each maneuver takes a certain amount of time. Weapons firing does not take any time on the combat ring, but can only be done once in each action unless being done defensively.

Example maneuvers:

Close and fire: This is where a ship closes on a target and fires weapons. If the captain attempting this maneuver rolls 1-3 over his enemy, he can get within long range. If he rolls 4-6 over his enemy, he can get within medium range, and 7 or more he can get to close range. Note a captain can choose to stay at long range even if he is able to get to short range, which is useful if that captain has long range weapons but his target has none, sniping them from a distance.


Once the captain has attacked, his target can immediately return fire with any weapons that can reach, at a -4, cumulatively for each concurrent attack before it moves again, so returning fire on a simultaneous attack by three ships is at a -4, -8 and -12 respectively. This is called defensive fire.

Each attempt to dodge an attack after the first incurs a -2 cumulatively on the captain's roll, so if three ships attack at the same time, the first dodge is at the captains skill, the second is at -2, and the third is at -4.

This maneuver has 2 speed.

Close and fire on a blind spot: This is exactly the same as close and fire, except it attempts to come at the target where it can't return fire, like the back of a fighter jet. The roll is at -5, but if successful the target can't use defensive fire. In cases where the target has 360 degree fields of fire (like a battleship), this maneuver can still be used to minimise the effect of the defending fire, giving a -6 rather than the usual -4 to hit for defensive fire.

This maneuver has 3 speed.

Withdraw from combat: This maneuver allows a vessel to escape from a fight. It is a straight captain vs captain roll, at a -5 if the escaping ship is slower, and a further -5 if it is less maneuverable, although terrain, clouds, asteroid fields, fog banks and so on can help.

This maneuver has 5 speed.

Long range maneuvers, evasion, and more:

The above examples are only a few of the possible maneuvers which will be covered in the rules upon release, also included will be ramming, boarding and grappling, evasion, interception, stealth and surprise attacks, stalking, jinking, swarm attacks, player actions, the effects of debris fields, air versus sea and land, electronic warfare and more, creating a simple system with endless tactical possibilities for the enterprising captain. Also covered will be ship design and modification.

Book of the Imagination » Magic and the Arcane in Codex Imaginata

Monday, July 4th, 2011
This was originally published here. Please visit the site if you like this post or wish to comment on it. Pulled from Book of the Imagination
Magic:

Wizards, priests, sorcerors, mentalists, and other practitioners of the arts mysterious are an essential part of the tabletop roleplaying mix. Below are the basics of using magic and supernatural poweres in the Codex Imaginata game system.


The Basic Attributes:

Magic is to a greate extent based upon willpower, which is the average of the wit and intelligence attributes. There are two other benefits which need to be selected upon character creation, or through expending experience points, which allow a character to cast spells or use powers.
  • Power: this is a benefit from level 1 to 5, with 5 being the most powerful. It indicates the aount of power you can put into any one spell or power.
  • Essence: this is a benefit from level 1 to 5, and it determines the amount of spells you can cast. Once you have essence, you then have an essence pool.
  • Essence pool: This is your will x essence
So say I want to cast a spell; I can put in up to my power level, and it will only cost me 1 essence. I can put in up to double my power level, but beyond the power level it drains one essence for every one point put in beyond. For example:

Nachar the Theurgiclerk of the Seven Tiered Librum has the following attributes:
- Intelligence: 8
- Wit: 6
- Willpower: 7 (average of intelligence plus wit)
- Power: 3
- Essence: 4
- Essence pool: 28 (willpower multiplied by essence)
Nachar also has the "Leafy balm of ice" spell, which he is using to help treat the injured after a fire in one of the Librum's wings. His skill in that spell (treated as a normal skill) is 6, and he needs a 20 or better for it to take effect, as given in the spell's description. With his willpower + skill, a total of 13, he needs to roll a 7 or better to succeed. The odds are not great, he'll probably lose some of the victims.

If he puts in 1, 2 or 3 essence, he can add that to 13, for a maximum of 16. Much better, and it only costs him 1 essence for each casting, since he has 3 power. If he puts in more than that, he can add a maximum of 6 to the roll (his power x 2), but it costs him more essence.
If he adds 4, it costs him 2 essence,
5 costs 3 essence, and
6 costs 4 essence.

However, by using the maximum power, he guarantees that the spell is cast successfully each time, since he now has a base of 13 + 6, or 19; even on a roll of a 1 the spell gets cast. Using his maximum power each time, he can only cast at most 7 spells until he recharges (4 essence each time).

Clearly the more power and higher essence a character has, the more power they can unleash. A master practitioner of one school is a foe to be feared indeed, with 5 power and 5 essence, able to cast Very Difficult spells with consummate ease. It would be considered quite unusual to come across higher essence and power scores, although there have been rumours of ancient liches and hermits with that kind of ability.

A minimum of 1 essence needs to be spent to cast a spell, once there is no more essence spells cannot be cast until rejuvenated. The methods of recharging essence vary from practitioner to practitioner - priests might pray to their gods, sorcerors might flay the hides off some minor demons, martial artists might meditate and find their focus, and so on.


Casting Spells and Resisting Magic


The process of casting a spell is as outlined above, just will+skill+1d10+modifiers like essence. Other factors included in spells are as follows:

  • Instant, rite and ritual magic: The three "speeds" at which powers can be used. Psionics might be more instant, while wizardry would make extensive use of rites and rituals, taking more time and needing materials.
  • Directed, undirected and arcane: This indicates the target of the spell, directed spells are aimed straight at someone but can be dodged, undirected are aimed towards a general area (like a cloud of gas spell), and arcane are spells that affect the mind and the mood.
  • Material components: Some spells need  material components to fucntion.
  • Speed: How long it takes to cast a spell in combat
  • Difficulty: The difficulty of completing the spell
  • Range: How far the spell can reach.
  • Duration: How long it lasts.
There are numerous ways to resist spells, such as physically dodging lightning bolts and fireballs, or directly resisting arcane attacks, in which case the resistance roll is will + d10 versus 10+(1 per 5 rolled by the caster).


Spells and the Sources of Magic

Beyond the core spellcasting rules, there are quite a few types of magic; the power and essence benefits taken by characters only apply to one type, so if they want to use more than one type, they need to take further benefits.

Some of the additional features of the magic system include supporting magic cast earlier, staves and wands, magical environments like ley lines and cursed temples, the ambient magic level in the game (which means that the storyteller can control how much or how powerful magic in their game is completely - if you want low magic only, just cut off everything higher in the spell lists), combined spells, group casting, sympathetic magic, and much more. An overview of just a few of the categories of magic which will be included is below:

  • Sorcery: The use of magic to control demons and unnatural spirits, dark pacts
  • Necromancy: The power of the dead, ghosts
  • Magecraft: Dreams, probably the most often used urban fantasy magic type
  • Wizardry: Some of the flashiest magical practitioners
  • Priests and religion: Any form of magic that calls upon higher powers and dieties
  • Psionics: The power of the mind
  • Jewel magic: Magic focused on jewels and crystals
  • Spell singing: Power through harmonics and resonances
  • Rune magic: The magic of the written word
  • Mirror magic: Magic focused around illusion and mirrors
  • Shade magic: A dark and murky form of magic tapping nether planes
  • Martial arts magic: Magic derived from long discipline and skill
  • Alchemy: Potions and chemicals
  • Primitive and Shamanism: Earlier but still powerful forms of magic
  • Witchcraft: Witches
  • Druidism: Earth and nature magic
  • Dragon sorcery: Any kind of magic that binds unnatural but non diabolic creatures
  • Technomancy: The fusion of magic and technology
  • Astrology: The power of the stars
  • Knot tying: Binding huge magical forces within knots in rope
  • Pyro, aero, geo, aquamancy: Magic of the elements
  • Prophecy: The power of seeing the future
  • Blood magic:  Magic derived from sacrifice and blood
  • Tattoomancy: Wards and spells sealed in tattoos

Creative Commons License
Please note that all artwork is (c) 2011 and may not be shared or used without express written consent. Attribution for Creative Commons Licensing must come in the form of a link to the Codex Imaginata website or a clear indication of the Codex Imaginata name if not in an electronic format.

Book of the Imagination » Floodlands

Tuesday, June 28th, 2011
This was originally published here. Please visit the site if you like this post or wish to comment on it. Pulled from Book of the Imagination
Floodlands

For most of the Earth's history, the poles have been free of ice...

The last time there was a major glaciation cycle, fish had not yet crawled gasping onto the land...

The year is 2143, and the oceans, the last great wilderness, have reclaimed their own.


Floodlands is an exciting Codex Imaginata postmodern setting in the twenty second century, and could be summed up as a merging of cyberpunk and pirate settings, with Ghost in the Shell, an undersea Star Wars, Fringe and The X-Files with noir Bladerunner, and Firefly. Please note this is not meant to be a post apocalyptic campaign, civilisation still exists and children still play in the streets.

The Rademacher Doctrine:

By the middle of the 21st century, the world was more peaceful and prosperous than it had ever been before. Having struggled out of the second Great Depression of the 2010s, developing nations like India, the Philippines, and Nigeria were quickly catching up to developed western countries in lifestyle and technology. Mass popular movements against corruption and dictatorships in these countries allowed for rapid education, infrastructure and manufacturing improvements to be put in place, helped by the debt forgiveness deal brokered by UN Secretary-General Michael Rademacher in 2031, along with binding restraints being put on banks and other financial institutions.

The Rademacher doctrine, as it was known, was a roadmap to control surging population growth in developing countries by improving their standard of living, as it had been observed in developed countries that population growth was flat or even in decline. Other benefits included removing radicalism through better education and opportunities, and creating new markets for their neighbours to grow economically. This step by step process was applied around the world, and the results were immediately apparent.

Of course to achieve this higher standard of living, more resources were needed; energy, mineral, and industrial. Deserts were covered with solar concentrators, coasts studded with offshore wind turbines, nuclear power plants were built in inaccessable areas. The use of fossil fuels was reduced as much as possible, and the widespread use of electric vehicles using new supercapacitors became commonplace.

Nobel Peace Prize winner Michael Rademacher making the infamous "we are one people" speech
Oceanic mining and harvesting enjoyed a boom in investment, although there were many difficulties to gathering resources from the hostile environment of the ocean. These years saw the rise of the first honeycomb modular offshore platforms, first created by General Horizon Composites, which proved to be hugely successful, allowing mining and research groups to establish semi permanent ocean bases.

They were most enthusiastically adopted by libertarian, far left communist, unorthodox religious, and other disparate social groups along with tax haven corporations however, and proclaimed free cities, although this was never legally confirmed and they remained under the jurisdiction of their original countries. Citizen shareholder groups formed the core of these new settlements, the first permanent ocean going centres.

After these were established, free floating submerged, anchored, and embedded continental shelf ocean bases were experimented with and built, clustered around active or extinct hydrothermal vents, polymetallic nodules, and sulphide deposits, some as corporate facilities, others as national efforts, and yet others as co-operative constructions by various free thinkers.

One of the steps of the Rademacher doctrine was to allow developing countries to use older and less regulated industries to bootstrap their economies, something which raised wide protests among environmental groups, as the temperature of the world began to climb, and C02 levels rose. These warnings fell on deaf ears however, while subsistence farmers and poor slum dwellers joined burgeoning middle classes around the world. It was assumed that there was plenty of time to scale back the polluting industries after these countries had gained a better living standard, and in fact that was predicted by almost every climate model of the time.

Still, the world muddled along, quickly gaining a greater quality of life and new markets for all of its inhabitants. Technology advanced rapidly in many areas, such as robotics, information technology, materials, space flight, the foundations were laid for the creation of a space launch tower - an 11km high maglev rail which promised to reduce launch costs to a sliver of their former amount, opening space for all of mankind, education advanced by leaps and bounds, orbital communication networks brought inexpensive or free massive network communication to anyone with a data terminal, the advances were too many to count.

But nowhere did technology accelerate so much as in the field of genetic research, which brought the promise of unlocking the keys to life itself.

BioGenetics

Be more than you can be, call today to reserve your place in the future!
In what was increasingly looking like a golden age, this brought the promise of eternal life and good health, as well as myriad other advancements. The iconic image of the genboom was the fire orchid, engineered by Lei-Wen Genamics to have jewelled light sparkling from their translucent petals, an image which caught the public imagination, and fired tremendous growth in the area.

Investment in the genetics market grew to huge levels, with special investment vehicles being created for the purpose of taking advantage of the near-daily new announced advances in the technology, throughout the 2060s, many of which came from suboceanic research facilities. Household investment grew immensely as people put aside pension plans specifically to buy these promised enhancements, offering longer and healthier lives undreamed of by earlier generations. This boom brought a burst of economic growth undreamed of, since it now involved most of the world's countries, with financial instruments spiralling upwards to ever increasing heights of profitability.

The biogen bubble of the 2060s, the quest for immortality and youth, also brought many other enhancements, such as retroviral cellular modifications to help oceangoers survive deep water and pressure, better foodstuffs to keep the 12 billion strong population of the planet well fed and nourished, hydroponic farms to maximise the use of space, sifters and molluscs altered to filter large amounts of seawater for microscopic amounts of precious materials, and much more.

Unfortunately, for all the real leaps made during this time, many of the promises turned out to need at least decades more research, or were too difficult to put into mass market production, if they were even achievable at all. By 2073, the writing on the wall had become clear, and the biogen bubble collapsed, an event blamed by many on the personal vendetta one financial advisor to the largest investment group held against the CEO, dragging many financial systems down with it. Hundreds of millions of people lost their life savings. While the continental nations went through a tremendous restructuring which was to last for the better part of twenty years, the oceanic settlements grew and prospered.

In the midst of the economic collapse and the downfall of many major companies and not a few governments, it is worth mentioning that while developing new mining survey methods to detect trace elements and voids in ocean floor sediment and rock layers, a surprising discovery was turned up, helped by a timely undersea earthquake: that all along the continental shelves of several countries, there were the well preserved ruins of civilisations from before the last ice age, some of them surprisingly advanced!

Deep Sea Discoveries

At the time the oceans had withdrawn to the edge of the continental shelves, leaving large areas exposed, and settlers had come and built what increasingly appeared to be major cultures in these areas during the last cold period. At least five waves of civilisation have been recorded in many areas, and while archaeologists are still piecing together all the parts of the vast puzzle, artifacts and documents from these cultures can fetch staggering prices on markets both legitimate and illicit.

As shocking as this discovery was, it wasn't enough to turn around the third great depression, but nonetheless corporate oceanic outposts became settlements, as more and more people went to sea to escape the crushing joblessness on the continents.



It was at this time that the first Intra Ocean Police Agency, the IOPA, were formed, to help regulate claim jumping, thefts from mines, narcotics operations, smuggling, debt reclamation, and coordinate rescue operations in the case of disasters. Their flagship, the subcruiser Icarus, became the most well known ship in the ocean.

Tipping Point

To this day scientists are unsure what caused the tipping point to be reached, perhaps it was deep sea mining, perhaps the depression had caused developing countries to hold on to dirty manufacturing methods far longer than they should have, but one thing is sure; at some point during 2093, known as the year without winter, ships started to mysteriously vanish, the oceans in places started to bubble, and in the increasingly muddy Russian permafrost, methane started to hiss to the surface.

A methane clathrate frozen to the ocean floor
As huge amounts of methane trapped on the ocean floor escaped, liberated by slightly higher temperatures, a chain reaction began, causing the temperature of the world to rise significantly and rapidly. Methane, while relatively short lived, is a far worse greenhouse gas than carbon dioxide. Within a few months of scientists becoming aware of what was happening, the icecaps began to melt at a catastrophic rate. The weather went completely off the chart, with gigantic storms and hurricanes sweeping across Europe and the US for months at a time; huge waves tore at coastlines like hungry dogs, as the ocean began to rise in earnest.

When the Amazon basin flooded in 2101, drowning the tropical rainforests there, the "lungs of the world" were choked off, making the chain of events irreversible.

By 2108, the temperature at the poles averaged a balmy eighteen degrees celsius.

It was a time of horror and heroism, as shown by the remarkable documentaries and poetry of the era. Over five billion people had to be rapidly moved, most urban centres abandoned, since they were clustered along coastlines around the world, almost all of the world's industrial and manufacturing capacity wiped out along with infrastructure and indeed entire countries. And yet for all it's suddenness, this was not an overnight flooding, the rises in sea level stretched over a period of fifteen years. Different governments responded in different ways, some sought to evacuate their citizens to higher ground, others tried to fight back and hold off the rising tide. Paris today sits mostly below sea level, surrounded by hundred meter high translucent plascrete bulwarks, in defiance of the power of the waves.



Most people were pushed back into refugee camps and temporary settlements which quickly became semi permanent, rural areas and higher ground became overwhelmed with people they were entirely incapable of supporting, the enormous press of humanity. Emergency aid flooded in from the few places which were relatively untouched as well as from the oceanic settlements, which had their own problems at the time. The migration of tropical diseases to the northern hemisphere made the problems a lot worse, and famine was widespread among heretofore affluent people.

A map of global coastlines by 2108
Resources which were already stretched tightly snapped completely, civil authorities even with the help of military engineers, were unable to provide even a fraction of the needed temporary shelter in the wild weather conditions; it is estimated that over four hundred million people globally died of exposure in the first year alone, with the same again of starvation.


A section of Northern Europe in 2018
There are many different accounts of the terror, lawlessness and death of the year without winter, civil insurrections, riots and minor wars, but for the purposes of this narrative, we will focus on the major global events.

The east coast and midwest of the Continental United States and Canada in 2108
The First Conventional Conflict: 2102-2114

Although the Chinese government had built vacant cities to house its population in the event of global flooding, an action which had mystified other world leaders for decades, they hadn't built enough of them or anticipated the level of sea rises, and so were caught in as bad a position as the rest of the world, with a billion people trying to move inland all at once. it was anarchy and mayhem. Europe and the US did no better, with major parts of northern Europe and the UK being wiped out completely, while the US lost most of its densely populated east coast.

European coastlines by 2108
With some of the most densely populated countries also being some of the most advanced, it was only a matter of time before larger scale conflicts arose. The five major arenas of warfare were the Russian-Chinese front, although China was experiencing war all along its borders, the European-North African Front, the Pacific-Australian theatre, the South American continental conflict which also saw large naval engagements in the Carribbean, and the Middle Eastern war.

None of these conflicts escalated into full blown nuclear exchanges, and almost all were caused by neighbouring countries being unable to even slightly accommodate the vast sea of humantiy that was pouring across their borders - in retaliation, those countries most affected used, or tried to use, their military force to establish beachheads and secure resources for their own people. It was the darkest hour for the high hopes and optimism which had previously characterised global relations.

These wars were the first time that plasma weapons were used in sea, a new technology that travelled through the water with the ease of a bullet through the air and caused devastating damage upon impact. Gigantic flying wing aircraft carriers soared majestically across the blackened skies, equipped with drone forces and fighter bombers to overwhelm ground based opposition.

Supercavitating torpodoes are propelled at extremely high speeds underwater in a blanket of compressed air, seen here being launched from a Russian Skorpomat siltwalker
The Africa Sanction: 2116

Two years after the end of the Conventional Conflict, and eight years after the last of the polar ice caps vanished, the North African and Saharan nations who had successfully turned back European military advances attempted to increase the prices of their rich desert solar energy supplies to a ruined Europe still losing tens of millions every year in its sprawling refugee camps to starvation and disease.

In retaliation, European leaders launched a second offensive on the African continent, this time using battlefield nuclear weapons, and secured large areas, which they promptly began transferring refugees to. In response those global powers who still had the capability sent supporting forces to African nations, although they did not escalate the use of nuclear weapons.

Meanwhile, the oceanic city states had been absorbing as many new citizens as they could, and used this opportunity to free themselves of the last remnants of continental power, legally declaring themselves independent polities in a loose alliance across several different areas. While they unquestionably did everything they could to help the suffering on the surface, ultimately there was not a lot anyone could have done. Nonetheless their power and wealth started to grow as rapidly as their populations, culminating in their expeditionary force to the African theatre which successfully curtailed European expansion there in a display of their full military capabilities.

National Appropriations Accord: 2118

With populations still falling rapidly and unstable conditions continuing, many of the larger governments with an eye on the largely untouched oceanic industries decided to take the step of re-exerting control while they could still field an appreciable force. This intention was declared and legalised in the National Appropriations Accord, which divided up the oceans fully between national governments and authorised the use of force to implement their authority.

The Genwars: 2120-2126


The Genwars, so named because they first saw the widespread use of genetically modified organisms as weapons, were fought on several fronts. A genetic arms race developed, which the oceanic polities were far better equipped to capitalise on. Information technology warfare reached new heights, with intelligence groups taking over and losing satellite networks sometimes daily, and running enormous encryption/decryption arrays to decipher intercepted messages. It was fought on the propaganda front, whereby continental leaders tried to demonise the oceanic states as much as possible in order to drum up public support. And of course, it was fought physically, with weapons and blood.

Each side had differing objectives. The continentals had to strike hard and fast in order to seize key oceanic assets before their own wavering military forces ran too short to do the job and effectively maintain home security. Having lost most of their heavy industrial production capability, and weakened by the last decade of war, they nonetheless still had significant maritime forces. While they should have had an overwhelming superiority in terms of troop numbers, they were only somewhat above parity.

The oceanic groups had no illusions about the situation their enemies were in. They knew however that to hand over control of their facilities to continental powers would mean the end of their way of life and probably their existence as urban centres, since the settlements would be stripped out and manned with purely production crews to maximise the benefit. They knew that striking civilian targets was futile, since the civilian population, weakened as it was, presented no threat. Although heavily outgunned in terms of available fleet power, they had several key technological advantages that might enable them to hold off the assault until the continentals finally ran out of steam.

They therefore decided on a strategy of destroying military supply lines and material, and using highly targeted strikes to destroy what military production capacity still remained in the hands of the continentals, along with precision assaults to remove key leaders, while spreading counterpropaganda along the information networks.

The Genwars are notable in that they saw some of the greatest technological advances in a single conflict in recorded history. Some of the developments fielded by one side or the other included biosubs, submarines which were biological in part or in whole, doppleganger genbots which could temporarily replace enemy leaders, the first use of Deadfall kinetic orbital missiles, mass produced independent droids to fight automatically, negative energy cryobombs which would freeze an area around a target into ice instantly, the widespread use of force grown cybernetically and genetically enhanced sea creatures as soldiers (including rumoured human hybrids), radiation eating fungi, aerosea fighters which could leap from beneath the sea to the air, widepsread use of supercavitating torpedoes and indeed entire submarines, heavier than air fighter-sub equipped zeppelins in a war capacity, urban hunter seeker missiles which drill through doors and soft walls until they find human targets, giant submersible sub carriers, and the enormous enhancement of maritime stealth capabilities both for ships and submarines and for fixed emplacements.

A gigantic cybersquid carves the cargo pods off a tramp hauler
The intial conflict was aimed at the floating city states, with massive airstrikes and marine attacks, supported by ship borne incursions. Aware that they would probably be the first targets, the floating states had support from the other nations, and the continentals suffered far higher casualties than they had expected. After failing to take two of their three first targets, they opted to use limited nuclear airburst strikes to "shake up" enemy installations. To their surprise, directed energy weapons knocked the ICBM MIRVs out of the air before they could be usefully deployed. This action effectively brought an end to the nuclear age.

It is beyond dispute that the decisive weapons of the war were genetically modified sea creatures, which combined stealth with numbers with cybernetic weaponry to give a killing advantage to the oceanic states. What followed was a long drawn out conflict on, above and beneath the sea, a war of attrition and scorched earth retreats, surprise attacks and warfare beneath the waves, which led ultimately to the defeat of the exhausted continental forces and a peace being signed, which confirmed the oceanic states' right to self determination and governance, as well as numerous other concessions.

The Antarctica Incident: 2132

Over the preceding thirty years, a generation had grown up knowing exactly how much damage a disregard for the environment could do, and spurred on by propaganda and radicalists, hardened by decades of warfare that had helped nobody, some of these formed new terrorist groups with the disbanding of military forces at the end of the genwars. One area where conflict still continued was over the previously sacrosanct and pristine Antarctic, now free of ice and apparently up for grabs. With several militaries seeking to seize the precious untouched landmass, the outrage of these eco groups came to a head.

These new eco terrorist groups, veterans of the genwars and their sympathisers, developed genetic bioweapons to seed the environment of the newly tropical Antarctic. They released extremely hostile stealth genomes and mutagens into this new biosphere, turning it into a toxic jungle, dripping with sulphuric fumes and highly contagious diseases borne by swarming insects, as well as rapidly developing larger creatures. A new tropical paradise with mazelike fjords and glacial features, Antarctica is now for the most part a no-mans land, except for a few islands, trading posts, or specially prepared teams.

The Antarctic free of ice, note the landmass increased in height without the weight of the ice on top of it
It has become therefore a sea and air pirate haven, with heavy cloud cover, home to the so-called free nations as well as anarchist and terrorist bases.

So successful was this daring attack that it has since become the standard for ecoterrorist groups, whose main philosophy is espoused to be "to allow nature the capacity to strike back at man on an equal footing", or the Equality Manifesto. Secretive and often relocated genetic laboratories create new creatures every once in a while, releasing them either into the Antarctic or into the low lying warm marshlands that now cover much of the world. Some even whisper that they work with military authorities to produce new weapons for a second genwar.

A global manhunt for the terrorists responsible wiped out most of these groups, but they have a resurgence every few years, with new members and new resources. The iconic figure of the eco movement is Derk Voermans, leader of the pseudoreligious paramilitary ecoterrorist "Group E" organisation, who came out of the Northern Sector 12 camp after his home country, the Netherlands, vanished forever beneath the waves. He remains at large and is the global most wanted, with bounties of two hundred million out for his arrest.

The World Today

With national governments quite dependent on the now heavily armed loose alliance of oceanic city states, much of their influence is confined to smaller economic zones off the coast, so the oceans are largely wild frontiers, especially with the proliferation of very effective stealth technology. Outside normal territories, the oceans are completely uncontrollable, the power you have reaches exactly as far as you can see or hear.

The world is coming back into balance, the refugee slums are being removed, as new cities spring up along the coasts. A feeling of optimism is returning to the battered nations of the world as they adjust themselves to the new realities.

It's a world of stunning contrasts, the rich and the poor, the enhanced and the norms, recovering from a crippling natural disaster and many man made ones, with mad prophets and opportunity for those will the will to seize it, as new ideas, new groups, and new nations emerge and are forged from the past.


Players in this game are usually submariners, either freelance or working for one organisation (legitimate or not) or another, and fill roles as diverse as tomb raiders, explorers, scouts, pirates, hunters, smugglers, armed merchants, mercenaries in various warzones, bounty hunters or eco terrorists.


Alternatively this can be played as a detective or crime game, an espionage game, or a post modern paranormal game, even a horror game. as the secrets and rumours uncovered and buried in the wars filter to the surface of the datanets. A cyberpunk game or military game are also perfect fits for this milieu.

More details on the technology, geography, specific adventures and plot hooks and more will be revealed on full release of the Floodlands campaign.

Creative Commons License
Please note that all artwork is (c) 2011 and may not be shared or used without express written consent. Attribution for Creative Commons Licensing must come in the form of a link to the Codex Imaginata website or a clear indication of the Codex Imaginata name if not in an electronic format.

Book of the Imagination » Combat – kicking ass and chewing gum when you’re all out of gum

Wednesday, June 22nd, 2011
This was originally published here. Please visit the site if you like this post or wish to comment on it. Pulled from Book of the Imagination

Combat is a central, or at least important, part of most roleplaying games, and it is here where Codex Imaginata has an in-depth focus. Combat works as follows:

Taking actions
To start a combat, everyone rolls initiative, to decide who acts first - this only happens once. Skills such as quick draw can modify that roll, which is a basic 1d10+reflexes. Once combat is initiated, characters, NPCs and monsters can act, with each action having a set action time. Smaller actions like using a dagger might only take 2 rounds, while larger actions like using a large axe might take 4 rounds. The round is the basic unit of time in combat, and lasts anywhere from a split second to a couple of seconds. This is tracked on the combat ring:

The combat ring contains two concentric circles of rings, the inner one is used to track where the combat is now, and the outer one is used to track where characters are in the combat.

As combat progresses, the storyteller moves the inner counter around the circle clockwise, one step at a time.

If a character wishes to take an action lasting 3 rounds, move their counter three steps around the ring.

They cannot act again until the inner counter moves to a corresponding inner circle.


If more than one character lands on a single circle, put the last ones to arrive on the bottom of the pile of counters in that ring, and allow actions starting from the top of the pile.

Its worth noting at this point that having a higher level in a skill reduces the time it takes to use that skill - someone with skill 9 in the pistol will be able to fire it far more rapidly than someone with skill 4.

Combat itself is mostly contested rolls, or one roll against another. There are usually no rolls for damage, damage is instead worked out as a factor of degree of success+weapon damage+modifiers. An actual play example:

Hurka Lionsbane, remover of the head of kings, swings his broadsword in a sizzling arc at Gaunt Quicklip, anaemic court rake, after an ill judged remark on the barbarian's coiff. Hurka has combat 8 plus skill in the broadsword of 8, for a total of 16, plus a roll of 8 on a d10, for a combined total of 24. This takes 2 actions, so he moves forward 2 in the rings.


Gaunt has got a combat of 6 plus a skill of 6, for a total of 12, and he rolls a 2, for a combined total of 14, so it's not looking good for Gaunt. Gaunt does not move forward in the rings, since defensive actions only apply a cumulative penalty of -2 to actions.

Hurka has rolled 10 over Gaunt. The broadsword has a damage of 6, plus Hurka's strength bonus of 3, for a total base damage of 9. Success damage is figured from a single table:

Succeed by: Damage:
1-2           Quarter
3-4            Half
5-6            Base
7                +1
8               +2
9               +3
10             +4
11             +6
12             +7
13             +8
14             +9
15             +10 etc.

So Hurka hands out damage of 9+4=13, ending Gaunt's career of ironic commentary. Armour would have reduced the damage.

Had Gaunt elected instead to dodge rather than use his rapier to block, his chances might have been better. With a reflexes of 8 and a dodge of 7 (total 15), he needs a roll of a 9 or 10 to avoid injury entirely. He rolls a 7, so Hurka succeeds by 2 (quarter damage), doing a total of 2 damage (a quarter of 9). A mere nick.

There are various other modifiers, such as aiming over time, attacking aggressively, surprise, being stunned, attacking from a height, shooting from a moving vehicle, and many other combat/martial arts skills, which will be revealed upon full publication, but basically it boils down two simple, fast rolls:

Attack roll versus defence roll, damage is weapon+success level.

**/unit pinned down, requesting air support/***

Ranged Weapons

These operate along the same lines as melee combat, except range is the main modifier. At close range, these weapons get bonuses to hit, at farther ranges, they get penalties to hit. The usual defensive roll versus ranged weapons is dodge, as it's unlikely to be possible to deflect them in most cases. Ranged weapons against fixed targets that can't dodge are rolled against a range difficulty.

Death Spirals

So, with an average health of 9, and a normal maximum of 15, what effects will damage have on a character's performance? Increasing penalties with increasing damage is known as a death spiral, and it is the most realistic manner of tracking damage.

However, if you track the death spiral for player characters, you also need to track it for everything they fight, which can get really unwieldy if the characters are facing a large mixed force. Not tracking them for opponents puts the characters at an unfair disadvantage, so in the core rules, there is no death spiral.

If your preference is for a death spiral however, it is straightforward to implement, as it is in the extended rules. Every 3 damage for a human adds +1 time to actions, so someone with 6 to 8 damage would take 2 rounds longer to act than normal for each action taken. For larger creatures it might be a penalty for every 4 or 5 damage, to prevent situations where even half health being removed effectively puts larger creatures out of the battle.

Hit locations:

Like death spirals, hit locations are generally not used in the core game, since you need a seperate hit location table each for centipedes, six armed droids, amoebas and dragons, as well as needing to track locational damage for all enemies. The overhead isn't conducive to a fast, smooth game, although it can be fun.

In the extended rules, aimed shots to the head are at -6 to hit. If they hit, however, they are treated as if they were +3, removing the -6 penalty. So a minimum hit to the head is treated as if it had succeeded by 9. The chances of hitting are reduced considerably, but the damage done if you do hit is a lot bigger. Attacks on the legs result in damage being split equally between movement and health.

Time to go!

Creative Commons License
Please note that all artwork is (c) 2011 and may not be shared or used without express written consent. Attribution for Creative Commons Licensing must come in the form of a link to the Codex Imaginata website or a clear indication of the Codex Imaginata name if not in an electronic format.

Book of the Imagination » Gear, equipment and money

Monday, June 20th, 2011
This was originally published here. Please visit the site if you like this post or wish to comment on it. Pulled from Book of the Imagination
So How Much Can You Carry?

Generally speaking, encumbrance or character weight systems are not really that much fun in RPGs. They add a lot of accounting overhead and not much else. As such, in the core system for Codex Imaginata, they aren't used, you carry what you carry and if the storyteller feels you are carrying too much, you are penalised. Penalties for weight are applied in a similar fashion to armour, making you slower in combat and when taking various actions.

As a good rule of thumb, three pictures of increasingly heavily loaded characters will be supplied, and the group can look at those and decide which one they most closely represent.

If die I must, let me die drinking in an Inn!
However, if you prefer to use encumbrance, the following system is recommended: items are divided into five weight categories:

  • very light: coins, notebooks, lockpicks
  • light: daggers, boots, bottles of vodka
  • medium: laptops, submachine guns, broadswords
  • heavy: double handed swords, a full backpack of camping gear
  • very heavy: office printers, jerrycans of fuel
This is then represented on the character sheet as boxes, once one space in a box is filled, the weight penalty applies. Heavier items have fewer items in each box.

For example:
Very heavy items box
 ______________

Heavy items box
_______________
_______________


Medium items box
______________
______________
______________

Medium items box
______________
______________
______________


If I have an item in any of these boxes, a 1 point penalty is applied to actions. More items are added as I pick them up, until the box is full. Then I start filling in the next box if I pick up another item in the same weight category, getting a further 1 point penalty to all actions in the process. A box of very light or light items can be filled with no penalty.

This system cuts down considerably on the accounting involved in encumbrance.

Of course there is a lot of leeway in what defines a light item, a down filled quilt might be light but is extremely awkward to carry, unpacked, so might be listed as a heavier item than its actual kilo weight bracket. For the most part however an item's heaviness can be figured out just by looking at its real life weight. These will be listed once the full game system is released.


Although equipment lists will include clothing and other sundries, generally speaking it's assumed that these are part of the normal equipment of a character, and as such are never listed on the sheet.

Sir Kenmyre knew that with the banners raised, the time had come once again to don his iron for the Holy Temples.

Armour

Armour is a special case in terms of equipment in that it adds a substantial benefit for the characters, moreso as it grows heavier. For game balance there need to be penalties associated with heavier armour, to prevent everyone swaggering around in triple plate strapped in with boiled leather all the time. This penalty usually scales up with the protective power of the armour, and is offset by the strength of the character.

"Most wise and cautionary sayings about gold are usually said by those who have no gold and too much caution" ~ the Thieves' Chronicles.

Wealth, counting your fortune

Whether or not a group wants to calculate wealth directly, as in add up coins or dollars and subtract them when buying things, or use an abstract mechanism to figure out wealth depends on the group's preferences and the type of game being played. For a post apocalyptic game or a standard middle ages fantasy campaign, resource management becomes important as it is strongly implied in the theme setting.

Conversely, for more modern era games specific wealth might be less important, as it not only comes in many varied forms like property and investment portfolios, but characters might well be part of a larger organisation so their individual wealth might not be of great value to gameplay..


Resource management is self explanatory, just pay the list price and subtract it from your total wealth. Character sheets can have an extra page to list assets and equipment of value they might not have on or near them. Abstract wealth however is a little less intuitive.


Abstract wealth

In the abstract system, wealth is an attribute factored from one to twenty, with twenty being the highest wealth. Items and services are factored from one to thirty and up, depending on how expensive they are.This translates very easily from the resource based system since item value numbers are based on actual cost, for example:

1 - 1 to 20 dollars
2 -21 to 50 dollars
3- 51 to 100 dollars
and so on.

Up to four points below your wealth rating, items can be acquired automatically, so someone at wealth 7 could purchase items of value 3 without any effect, although buying two items of value 3 might require an effect (ie two $80 items would be value 4 combined). The storyteller would have to make a reasonable judgement, if the character is buying small ticket items with unusual frequency, whether or not they count as cumulative items.

For buying items up to three points below the character's wealth level, it can be done automatically, but their wealth is reduced as follows:

3 points below: -1 wealth
2 points below: -2 wealth
1 point below: -3 wealth
0 points below: -4 wealth

For purchasing items of a higher value than the character has wealth, roll 1d10 and add it to the wealth score, versus the item value. If successful, the character's wealth is reduced by 4 plus the difference between the wealth and value. If the roll is not successful, the item cannot be bought.

Wealth can then be increased by the usual methods, looting tombs and selling corporate secrets. The storyteller assigns a wealth level to the treasure itself, and for every two shares that are taken out of it, reduce it by one value level. If this amount is less than what the character already has, it has no effect on their wealth. If it is equal to their wealth, they gain one wealth. If it is higher than their wealth, it replaces their old wealth.

It should be noted that this system is deliberately inflationary (gaining wealth is much harder than spending it) to give characters an incentive to go out and seek more wealth, as a better reflection of reality.

Darkness belongs to the dead, the ungodly and the demons that lurk in our mind.

Creative Commons License
Please note that all artwork is (c) 2011 and may not be shared or used without express written consent. Attribution for Creative Commons Licensing must come in the form of a link to the Codex Imaginata website or a clear indication of the Codex Imaginata name if not in an electronic format.

Book of the Imagination » Skills and Benefits in Codex Imaginata

Saturday, June 18th, 2011
This was originally published here. Please visit the site if you like this post or wish to comment on it. Pulled from Book of the Imagination
Skills: how they work

Skills are what characters use to interact with the game world, and as such could be called the fundamental building blocks of the game system.

These are usually divided by the statistic they are based on, such as strength or intelligence, and are assigned a difficulty level from 1 to 5, with 5 being the hardest, as well as a tech level, which serves as a guideline for storytellers as to what skills they want in their campaign. Certain skills will have a speed associated with them (such as combat skills for example), and certain others need to have that particular area of skill specified (such as languages - what language do you speak with this skill).

Skill difficulty doesn't affect how skills are used in actual gameplay, although it does affect how quickly they improve. Tech level likewise doesn't come into gamplay at all, it's just used to set up the background.

The MarrowLord glared across the threshold with baleful yellow avarice; it would not be much longer now.
Tech levels:
  1. Ancient - primitive to classical (bronze age)
  2. Medieval - the level at which many fantasy games are set
  3. Renaissance - pirates, flintlocks, tall ships and anything prior to the 19th century
  4. Early modern - steampunk, wild west games, even as far as the early 1920s
  5. Modern - skills from around world war 2 through the cold war era to today
  6. Post modern - cyberpunk games
  7. Future - early orbital period to pre-FTL cultures
  8. Far future - star wars and star trek level skillsets and beyond
Most skills from earlier tech levels should be available to characters, at the storyteller's discretion, so someone in the modern world can still learn how to use a broadsword if they really want to.

Sample skill: Climb
Tech level: Any
Difficulty: 2
Climbing has a 10 difficulty up an incline (a normal rooftop), 15 difficulty on a steep slope (church steeple), 20 on a flat face (a castle wall), and 25 on a backward facing incline, rolled once per 10m traversed. A rough face with handholds reduces difficulty by 5 to the roll, a smooth or well made one adds 5 difficulty, a slippery or wet one adds another 5 difficulty. Using a securely fixed rope removes 10 difficulty. Note that crumbly or unstable surfaces may cause a climber to fall even on a successful climbing roll.

If an action can be achieved automatically, for example on a roll of a 1, it doesn't need to be rolled, so there's no need to roll for hopping over a fence.

A character's proficiency with a skill is determined by the skill difficulty during chracter creation.

The game can tend towards somewhat lengthy skill lists, as it doesn't matter how many skills there are as long as they are easy to use, but skills can be aggregated into smaller groupings for your campaign if that's what suits you best. Generally I prefer not to do that, since it takes away from realism a bit too much, but do let us know how it goes if you do!

As the fourth border regiment were about to discover, not all curses were mere superstition

Training and improvement in your skills

Skill improvement is a straightforward matter - when rolling a skill, whether use blade, research, swim, or whichever, if a 10 is rolled (open ended or not), the player can roll again. If the second roll equals or betters skill level plus skill difficulty, the skill improves by one point! The more often a skill is used, the more likely it is that it will improve. An example of actual play:

Dudley Skullknocker swings his warhammer at the goblin chieftain, rolling a 10, success! Dudley has a skill of 6 in the warhammer which has a difficulty of 2, so Dudley needs to roll equal to or over 6+2, with a d10. Dudley rolls an 8, and so his skill improves by 1 in the warhammer, bringing him to skill 7.

In situations where the combined skill level + skill difficulty exceeds 10, the player needs a second 10 to improve that skill, as it's hard to improve difficult skills to a high level. Storytellers may decide to allow luck to modify this roll at their discretion.

If a storyteller feels that skill building breaks the flow of combat, players can just add a tick on their character sheet beside that particular skill and roll for improvements after the combat.

Completely new skills can be picked up on the fly using this method as well. Someone with no climbing skill who successfully negotiates a series of rooftops on the thieves' highway will probably learn a thing or two about climbing while doing it!

Training:
Training, education, and practise can also be used to improve skill levels. A single roll specifically to improve that skill can be made after a period of training as follows:
  • Per week, up to four weeks, of uninterrupted training: +1 per week
  • Quality of training facilities: -3 to plus 5 on the roll
  • Per 2 points the teacher has greater than the student in that skill: +1
There are a variety of other notes on this which will be revealed upon full release of the game system.
**/..uh we're gonna need a little backup here.../**

Skill trees and life paths, or character classes

Generally speaking, skill trees (where other skills are needed to acquire more advanced skills) are not used in this game system. A character is assumed to have the basic supporting disciplines in any skill they take, while specialising in that particular aspect of the skill, so an accountant is assumed to have basic mathematics and tax law, while specialising in accountancy. Conversely, his mathematical ability isn't going to be any help in breaking cryptography. This is represented in part by having higher difficulties for skills with more supporting skill types.

Life or career paths on the the other hand are fully supported by this game system, which are a form of character class. While entirely optional, they can be used to add flavour to a campaign world, and they would be entirely campaign specific.

What this means is that clusters of skills are associated with particular careers, which have numerous options to add careers during character creation. There would be a pool of common skills that anyone can take, and "outside" skills can be bought in if players want.

An example would be the lifepath city watch -> caravan guard -> merchant -> thief, giving four or five unique skills for each career.

Again, completely optional, but it can be used by a storyteller to help define character roles and backstory in their game world.

Be with me always - take any form - drive me mad! Only do not leave me in this abyss, where I cannot find you!


Creative Commons License
Please note that all artwork is (c) 2011 and may not be shared or used without express written consent. Attribution for Creative Commons Licensing must come in the form of a link to the Codex Imaginata website or a clear indication of the Codex Imaginata name if not in an electronic format.
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Book of the Imagination » The Game System

Friday, June 17th, 2011
This was originally published here. Please visit the site if you like this post or wish to comment on it. Pulled from Book of the Imagination
The Basics

So how does Codex Imaginata work? Lets get down to the nitty gritty of actually playing.

Characters have four basic statistics, which go from one to ten, with ten being better. These are:
  • Strength: The physical power of a character, which is different in some ways from physical size
  • Reflexes: The reaction speed and general dexterity of a character
  • Intelligence: Raw brainpower, how smart a character is
  • Wit: Charm, charisma, social ability
Derived from these four then are four more
  • Combat: The average of your strength and reflexes, a melee combat rating, used anywhere strength and dexterity must work in unison
  • Willpower: The average of your intelligence and wit, generally strength of will, used for psionics and magic as well as general checks where will might be a factor.
  • Health: The amount of damage your body can take before it succumbs, which is strength plus 4.
  • Body: A number added to damage in melee combat and used to reduce the effects of carrying lots of equipment, this is half strength.
There are four further statistics which can be used to affect the way the character interacts with the world.
  • Movement: How fast a character can physically move
  • Luck: A number from five to ten which is reset to full at the start of every game, this can be added in part or whole to any roll made.
  • Experience: Accumulated by achieving personal character, group, adventure, or campaign goals, this can be used to negate problems and acquire benefits outside of the normal run of things.
  • Fate: Starting out at three points, this can be used to cause a roll to succeed automatically, although it might have the reverse effect, the ultimate wildcard. This can only be restored with experience points.
Additionally there are benefits and problems, as well as armour and weight, which all affect various elements of the character mix.

You can't camouflage a ninety ton mecha in a residential urban zone, they said, impossible, they said.

Taking Action

The game uses two dice, the ten sided dice and the six sided dice, with the ten sided dice (d10) being more commonly employed. To take actions, you have skills, again rated from one to ten, assigned to the core or derived statistics. For an example of how an actual play would work:

Tony "twolegs" Scagliotti has been hired by a local corporate grey to expire a mark, for reasons best know to himself. Tony needs to scale the outside of an apartment complex to get into the mark's weekend getaway, so he will roll strength (8) plus climbing skill (6) plus 1d10. Tony made a gift to himself of gecko gloves last christmas, since nobody else was buying, which add +4 to climbing checks, meaning he has a base of 8+6+4, or base 18. 

The storyteller declares that the sheer walls of the apartment are quite difficult to climb, so he puts a difficulty of 25 on the roll for every 20m climbed. If Tony rolls a 1 to 6, he plummets to the ground. If he rolls a 7 to 10, his ascent continues. Tony can improve his chances by shimmying up a cable conduit, but that means he's within range of the security cameras. Choices, choices...

Generally speaking, a difficulty of a 30 for a task is seen as being the hardest possible, and a difficulty of a 10 is straightforward. It's stat+skill+modifiers+d10.

d10 rolls can be declared open ended before the roll is made, which means that on a ten you can roll again, adding the totals together. Any number of rolls can be declared open ended, but on a roll of a 1, the action is a complete failure and botch, which can cause any number of disastrous effects.

Opposed rolls are where instead of declaring a difficulty, the storyteller rolls against a player randomly. Much of combat is conducted in this manner.

It's always a good idea to read the fine print in the NDA clause of your contract.
More to come tomorrow, with an explanation of skills, benefits, and combat.

Creative Commons License
Please note that all artwork is (c) 2011 and may not be shared or used without express written consent. Attribution for Creative Commons Licensing must come in the form of a link to the Codex Imaginata website or a clear indication of the Codex Imaginata name if not in an electronic format.

Book of the Imagination » Introduction

Wednesday, June 15th, 2011
This was originally published here. Please visit the site if you like this post or wish to comment on it. Pulled from Book of the Imagination

An Introduction to Codex Imaginata

Hello and welcome to the Codex Imaginata blog! I'm setting up a new tabletop roleplaying game, completely free for use by anyone, called Codex Imaginata. This will be a universal gaming system, versatile and adaptable, getting as close to the sweet spot between realism and ease of play as possible. This system is for everyone who wants to explore the possibilities of their imagination, and share their adventures with others.

The artwork you will see peppered here and there about the blog was paid for entirely by myself, and I'll be releasing one or two new pieces of work every day for the next couple of weeks on this blog.

The Chun-Wendell "corkscrew" model raser (with fully licensed SM80L energy mesh), available at a bargain since the collapse of the Second Great Rectification


What Codex Imaginata is trying to achieve

There are a few complementary goals in setting up Codex Imaginata:
  • To introduce new people to tabletop roleplaying, and make them aware of the entertainment it represents.
  • To set up a simple to use universal game system that is easy to use and easy to run without sacrificing some realism, customisable enough to adjust to suit your tastes, and broad enough to fit seamlessly into any setting.
  • To present this system in a collaborative framework so that people can easily share their own houserules, their own adventures and campaign worlds, and their own creations and imagination with others.
  • To take advantage of the latest and greatest web technology and cloud computing to give a new experience in interactive web creation.
  •  
    You can't change the past, but you can ruin the present by worrying about the future, thought Marquis Adam Woodpigeon Whittle ruefully.

    Introducing New People to Tabletop Roleplaying

    Tabletop roleplaying is a tremendous experience, and one unlike any other. The problem is of course that many computer games such as World of Warcraft are billing themselves as roleplaying games, when there is no actual roleplaying involved in them. Many people play these games and think they are getting the next generation of roleplaying - they are not, they are getting computer gaming. The two experiences are as different as chalk and cheese, although many computer games are built on roleplaying game foundations, WoW is basically the Dungeons and Dragons rules set to code.

    Now the first instinct for many computer gamers is to see such a view as an attack on their hobby, when it most certainly is not. I enjoy computer gaming as much as anyone else, but I recognise that the enjoyment I get from computer games is of a different variety to the experience I get from tabletop games. The amateur theatre, the sense of community, the bad accents, the ability of players to introduce completely arbitrary actions on the spur of the moment, these are all things that differentiate between the two hobbies.

    One of the reasons for setting up Codex Imaginata is to spread an awareness of these differences and to introduce more people to the fun of tabletop roleplaying, which they might not even be aware they are missing out on. So a large part of the project will be explaining how this form of gaming works in a step by step manner, for those who are completely new to the hobby.

    Charlie had the book, but it would never haunt him so much as what he'd had to leave behind to get it.

    The Game System

    So why a Universal system? Aren't there other, more established systems out there that attempt to do the same thing? There certainly are, but I think there's a spot there for a good generic system that eases people into the idea, provides options for growth, but doesn't overwhelm them from the start with new concepts. A system that finds the right balance between realism and playability, and this is what I'd like to provide for the community.

    Over the next couple of weeks I'll be explaining more about specific rules and how the system works, but broadly how it is laid out is in three parts - core rules, which are simplified and easy to use (no death spiral for example, hit locations or encumbrance rules), extended rules which will be visible only if you want them to be, which will be a bit more comprehensive, and finally community rules, which as the third tier will be good quality houserules and other ideas from the community, right there in the rulebook, available at a click and updated daily.

    Parts of the system will also be segregated by campaign type, such as fantasy, horror, science fiction, cyberpunk, modern and so on.

    Also skills, equipment, benefits and so on are all segregated by tech level, ancient, medieval, renaissance, early modern, modern, post modern (cyberpunk), future and far future. Magic and psionics are also segregated to suit the tone of the campaign, from very subtle work all the way up to whizz-bang high magic fests, so you can fine tune the level you want.

    This isn't intended to be the one system to rule them all, just a great place to get together and have fun sharing recipes with others who enjoy the same ingredients.


    Power is never given, it's taken.

    Versatility, Adaptability, Customisation, Keeping it Current

    The game is intended to be delivered via the web, not in the form of a book or a pdf file, although a pdf might be a possibility in future. This allows unrivalled versatility in building a game to suit you.

    What that means is that you as a player or storyteller can log into the site and view the rules, campaign worlds, fiction and adventures, can choose the segments you want to use, add them to your account, and change them as you see fit. For example, lets say I'm setting up a modern day parapsychology-noir detective campaign, like the X-Files or Fringe. What I might get in the rules for weapons are
    - Light pistol
    - Medium pistol
    - Large pistol

    I save that to my account and change the text to
    - Derringer
    - Beretta 9mm
    - Desert Eagle

    Before printing it off or just leaving it saved for viewing in a tablet or laptop during the game. No need to demolish ink or toner cartridges in printing masses of unneccessary text and images from a pdf, no need to go leafing through hefty tomes of supplements, it's all right at your fingertips. You can even add parts to the tables you want, or remove bits that don't work within your campaign. Bookmark a section that will be useful, access it again with a touch. There will even be a whitepad application for map sketches and related doodles.

    Whenever you log in, or on a regular basis, the system will inform you of any errata, rules changes, or updates that have been made, so you stay current without having to reference multiple sources.

    With the singularity's progressive rebuttals en route, Tia's androgen boosters were earning their creds.
    Of course the advantages don't stop there, for a Storyteller trying to set up a campaign it will include many invaluable tools. Let's say I want to run an adventure in the radioactive glass desert to the south of the city. I want to be able to select from a menu monsters->desert->natural+unnatural+radiation->low or no magic.

    This will then present me with a list of monsters which fit that criteria, some of which I save into my private adventure folder. Then I can go over each one and make adjustments to the stats, description, or what have you, before printing it off or leaving it in there readily tabbed for my game. 

    There's no insistence that you stick to canon (which might change as better ideas come along, another advantage that print and PDFs miss), which is an acceptance of the reality of gameplay which happens anyway. People just starting out might be more comfortable just using the rules as given, while more experienced players might start hacking away with abandon from day one. This enables and encourages both.

    We cannot discover new oceans unless we have the courage to lose sight of the shore.

    A Collaborative Framework

    Once the game is set up and live, I'd like for people to come and enjoy what's on offer, and once they have gotten comfortable with it to share their own ideas and creations with everyone else. Someone might have an idea for a new monster, an adventure module, an expansion for a town on a map that hasn't got much in the way of detail, a house rule that makes sense, an entire campaign setting, or just advice on how to run a game, and it would be great if they could let the community enjoy their creativity as well.

    It looked like the Widow Mortimer had put her chips on red after all...
    The best of them might then be added to the official game, polished and illustrated, of course with permission. This will be strongly encouraged, for example I've a photoshop file of artistically designed map elements like mountains, hills, towns and cities so that people can use to make their own really nice professional looking maps with very little effort, which will be released shortly.

      And there she was!

      Other Facilities

      As well as the core roleplaying game Codex Imaginata will also be a platform to give authors starting off a place to tell people about their new work, for artists to showcase their skills, and generally form a hub (one of many true) for imagination and creativity to flourish. Give us your podcasts, your galleries, your amateur videos and your fiction, and we'll give them to the world!

      Another facility in the system would be a regular mailing list, which would mimic the RPG magazines of old, containing ingame articles, revisions, perhaps a chapter from a new or established writer, a few good blog articles, that sort of thing, delivered directly to your inbox.


      I see my path, but I don't know where it leads. Not knowing where I'm going is what inspires me to travel it!

      Creative Commons License
      Please note that all artwork is (c) 2011 and may not be shared or used without express written consent. Attribution for Creative Commons Licensing must come in the form of a link to the Codex Imaginata website or a clear indication of the Codex Imaginata name if not in an electronic format.