It's been six months since we kicked off the new OtherSpace reboot. Time for an update on where I'm at with the new crafting system.
As of tonight, you can +consider everything listed under +craft/list weapons. By the weekend, it's my intention to have +craft/list armor, craft/list clothing, and +craft/list gadgets good to go. We'll also have NPC shopkeepers to sell basic tier schematics for credits and deedgivers to offer the same in exchange for crafted goods.
Improved and Fine/Advanced tier schematics will not be available from NPCs. Only players will be able to make these schematics. As a result, only players will be able to make the higher-end items.
Crafting minutes will come initially from the NPC deedgivers, but it has been suggested that we implement a sort of daily +earn command that gives some out to players and I'm cool with that plan.
How it'll work:
* Items are divvied up into three tiers: Basic, Improved, Fine/Advanced.
* More advanced items have a higher craftlevel prereq, so you'll need to make multiple low-tier items to skill up.
* Items have specific crafting skills that they skill up now. So, rather than a generic craftlevel letting you craft ANY category, you can improve your Gunsmithing craftlevel. This should allow more specialization. (Thanks, Loki!)
* Another tweak by Loki: Crafter tags. All items that are crafted will include an identifier for the character who made them.
Please understand a few things:
* This is just the foundation for the new crafting system. It's not everything we're going to have. More will come.
* We'll do everything we can to help match players from Chia and both OS games with the items and schematics they used to have.
* It's not all happening overnight. I expect to get a lot done this week, but my free time is liable to diminish sooner rather than later.
I'm looking forward to rolling the stuff out. Stay tuned!
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Showing posts with label OtherSpace Bells and Whistles. Show all posts
Showing posts with label OtherSpace Bells and Whistles. Show all posts
Tuesday, June 9, 2009
Thursday, April 23, 2009
OtherSpace: Worlds as characters
Recent discussion led to some interesting plans that are now afoot at OtherSpace in the coming months. Specifically, we're going to introduce worlds, created by players, as characters in their own right.
Players will create characters using the name of their world. They'll take the world through a special creation system - gee, maybe we'll call it Genesis or something cute like that. During creation, they'll choose what kind of planet they are and they'll get some initial points to spend on planetary attributes, which will control resources, inhabitability, etc.
The player behind the world must submit a "biography" for the planet. Once the planet is approved by the staff, the world object gets some quota to spend on building a few starter rooms. Additional rooms, colonization kits, etc., will have to be earned through RPP rewards - people who apply for planets are going to be expected to run their worlds like theaters, putting on shows and earning points as they go.
Worlds are also going to have access to special action cards, similar to those used by normal players. Worlds can play those cards on their own behalf (if it's some kind of boon) or against other worlds (if it's a calamity).
Anyone, even someone fresh to OtherSpace, will be able to apply for a basic uninhabited planet once this system comes online. However, it will cost 10,000 RPP to app for a civilized planet.
Stay tuned!
Players will create characters using the name of their world. They'll take the world through a special creation system - gee, maybe we'll call it Genesis or something cute like that. During creation, they'll choose what kind of planet they are and they'll get some initial points to spend on planetary attributes, which will control resources, inhabitability, etc.
The player behind the world must submit a "biography" for the planet. Once the planet is approved by the staff, the world object gets some quota to spend on building a few starter rooms. Additional rooms, colonization kits, etc., will have to be earned through RPP rewards - people who apply for planets are going to be expected to run their worlds like theaters, putting on shows and earning points as they go.
Worlds are also going to have access to special action cards, similar to those used by normal players. Worlds can play those cards on their own behalf (if it's some kind of boon) or against other worlds (if it's a calamity).
Anyone, even someone fresh to OtherSpace, will be able to apply for a basic uninhabited planet once this system comes online. However, it will cost 10,000 RPP to app for a civilized planet.
Stay tuned!
Sunday, March 8, 2009
Event Cards - Clarification
It has come to my attention that some players are under the impression that the new event cards are required for *anyone* to do *anything*. For example, you might need the Hostage card to take someone hostage or the Kidnap card to kidnap someone, etc. Effectively, this would neutralize player initiative in the game world. That is *not* the intent, purpose, or function of event cards.
Event cards are intended only as a means of individual players to issue a challenge to a specific admin referee, providing fodder for a storyline that is generated in cooperative fashion. Let's say Player X can't be around for big storyline events but still wants to have their character get into adventures on their time schedule - event cards could help with that.
Sorry for any confusion! If you have any questions, feel free to ask via +str, @mail, or on channels if I'm around and conscious.
Event cards are intended only as a means of individual players to issue a challenge to a specific admin referee, providing fodder for a storyline that is generated in cooperative fashion. Let's say Player X can't be around for big storyline events but still wants to have their character get into adventures on their time schedule - event cards could help with that.
Sorry for any confusion! If you have any questions, feel free to ask via +str, @mail, or on channels if I'm around and conscious.
Friday, March 6, 2009
Luck Card Trade-in Time!
Do you have Luck Cards? We're phasing them out! They're no longer useful. However, you CAN trade them in, 1=1, for our new Lucky Break cards. Just post an +str and it'll get handled.
+Listbadges update
Colchek strikes again! +listbadges now displays badges one page at a time, including details about what they mean.
Thursday, March 5, 2009
NOW AVAILABLE: Action Cards!
The JTS Player Rewards Service Center now has an Action Card shop with a vendor who offers the following:
Action Card Deck: (10 RPP) Container that holds as many as 10 action cards. You must pick no more than three to use in any particular scene.
Gun Fu: (25-100 RPP) +1 to +3 bonus (Tier 1 is highest) to pistol skills when using a gun in each hand.
Whoa: (250-1000 RPP) +1 to +3 bonus to ANY Reaction-based skill.
Yippy-ky-ay!: (250-1000 RPP) +1 to +3 bonus to ANY Dexterity-based skill.
Juke and Weave: (25-100 RPP) +1 to +3 bonus to piloting and driving.
Miracle Worker: (50-200 RPP) +1 to +3 bonus to ANY Engineering skill.
Healing Hands: (50-200 RPP) +1 to +3 bonus to ANY Medical skill.
The Blue Wire!: (25-100 RPP) +1 to +3 bonus to Demolitions.
Safecracker: (25-100 RPP) +1 to +3 bonus to Lockpicking.
Bookworm: (250-1000 RPP) +1 to +3 bonus to ANY Intelligence-based skill.
Don't Know Jack: (25-100 RPP) +1 to +3 bonus to Intimidation.
Lucky Break: (500-1000 RPP) Good, Great, or Superb - roll at -2 in a near-death situation. Must get at least Poor to survive. May be countered by Killing Blow. (Replaces Luck Cards.)
Killing Blow: (1500-3000 RPP) Good, Great, or Superb - roll at -2 and get higher than the near-dead player's Lucky Break to ensure they die. Additional cost of 1000 RPP toward the player's next character. Killing Blow can't be dealt without having 1000 RPP available for transfer.
We'll be adding more very soon.
Action Card Deck: (10 RPP) Container that holds as many as 10 action cards. You must pick no more than three to use in any particular scene.
Gun Fu: (25-100 RPP) +1 to +3 bonus (Tier 1 is highest) to pistol skills when using a gun in each hand.
Whoa: (250-1000 RPP) +1 to +3 bonus to ANY Reaction-based skill.
Yippy-ky-ay!: (250-1000 RPP) +1 to +3 bonus to ANY Dexterity-based skill.
Juke and Weave: (25-100 RPP) +1 to +3 bonus to piloting and driving.
Miracle Worker: (50-200 RPP) +1 to +3 bonus to ANY Engineering skill.
Healing Hands: (50-200 RPP) +1 to +3 bonus to ANY Medical skill.
The Blue Wire!: (25-100 RPP) +1 to +3 bonus to Demolitions.
Safecracker: (25-100 RPP) +1 to +3 bonus to Lockpicking.
Bookworm: (250-1000 RPP) +1 to +3 bonus to ANY Intelligence-based skill.
Don't Know Jack: (25-100 RPP) +1 to +3 bonus to Intimidation.
Lucky Break: (500-1000 RPP) Good, Great, or Superb - roll at -2 in a near-death situation. Must get at least Poor to survive. May be countered by Killing Blow. (Replaces Luck Cards.)
Killing Blow: (1500-3000 RPP) Good, Great, or Superb - roll at -2 and get higher than the near-dead player's Lucky Break to ensure they die. Additional cost of 1000 RPP toward the player's next character. Killing Blow can't be dealt without having 1000 RPP available for transfer.
We'll be adding more very soon.
New badges available!
New badges are available on OtherSpace:
JTS Blog Follower: Become a follower of this blog!
Plattitudes Blog Follower: Become a follower of my official blog, linked from this page.
MUDdy Hobo Follower: Become a follower of the MUDdy Hobo blog at http://muddyhobo.blogspot.com
JTS Blog Author: Become an author on this blog.
OS Newbie Helper: Get approved by the staff as an official newbie helper.
March Madness 2009 Fundraiser: Contribute any amount during our March Madness fundraiser.
Mildly Mad Contributor 2009: Give at least $25 during the fundraiser.
Loony Contributor 2009: Give at least $50 during the fundraiser.
Rabid Contributor 2009: Give at least $100 during the fundraiser.
JTS Blog Follower: Become a follower of this blog!
Plattitudes Blog Follower: Become a follower of my official blog, linked from this page.
MUDdy Hobo Follower: Become a follower of the MUDdy Hobo blog at http://muddyhobo.blogspot.com
JTS Blog Author: Become an author on this blog.
OS Newbie Helper: Get approved by the staff as an official newbie helper.
March Madness 2009 Fundraiser: Contribute any amount during our March Madness fundraiser.
Mildly Mad Contributor 2009: Give at least $25 during the fundraiser.
Loony Contributor 2009: Give at least $50 during the fundraiser.
Rabid Contributor 2009: Give at least $100 during the fundraiser.
Tuesday, March 3, 2009
New badge system online!
Colchek has finished work on the new badge system. If you want to see the 74 badges currently available, type +listbadges. I'll be importing badges from character Wiki pages over the next couple of days. You can type +sheet/badges to see your collection of badges and their JTS Faction Point value. You can type +sheet/badges [character] to see the badges earned by other players.
+Kudos to Col!
+Kudos to Col!
Monday, March 2, 2009
Whose MUSH is it anyway?
We've been chugging along on OtherSpace for more than a decade with lots of staff-driven storylines. Feedback in recent months has pointed to a desire for players to see fewer universe-shattering events and more smaller plots.
I, on the other hand, have always been a fan of PLAYERS taking the lead on making things happen. However, they don't always have a good starting point in mind and fall back on letting staffers drive the story.
But now we've got Event Cards. I think these are going to be awesome. Players buy them with RP Points and then "deal" the cards to their staffer of choice. The staffer then builds an adventure on-the-fly using the cards as a source of inspiration. It creates a creative compromise, with both sides playing roles in an improvisational interaction. First, the player throws a challenge at the staffer, using as many as three cards. Then, the staffer throws the challenge right back to the player in the form of an exciting adventure.
With this system, players hold the power to determine the *kinds* of activities we run on the game. They can pick and choose staffers to handle their events. And staffers should get a lot of amusement out of juggling multiple cards and turning them into memorable adventures.
They should keep the storytelling fresh and inventive, with more even ground between what players expect and what staffers deliver.
Event cards ought to serve to really set us apart!
I, on the other hand, have always been a fan of PLAYERS taking the lead on making things happen. However, they don't always have a good starting point in mind and fall back on letting staffers drive the story.
But now we've got Event Cards. I think these are going to be awesome. Players buy them with RP Points and then "deal" the cards to their staffer of choice. The staffer then builds an adventure on-the-fly using the cards as a source of inspiration. It creates a creative compromise, with both sides playing roles in an improvisational interaction. First, the player throws a challenge at the staffer, using as many as three cards. Then, the staffer throws the challenge right back to the player in the form of an exciting adventure.
With this system, players hold the power to determine the *kinds* of activities we run on the game. They can pick and choose staffers to handle their events. And staffers should get a lot of amusement out of juggling multiple cards and turning them into memorable adventures.
They should keep the storytelling fresh and inventive, with more even ground between what players expect and what staffers deliver.
Event cards ought to serve to really set us apart!
Wednesday, February 25, 2009
Event Cards!
Something new is cooking on the JTS stove, inspired by recent complaints that People Were Feeling Cooped Up.
Event Cards! A more ambitious older brother to the upcoming Action Card, these are cards that will require at least 50 JTS Faction Points to access and various RPP amounts to purchase. What do they do? Well, first, these cards provide instant fodder for quick missions. You buy a Salvage Run card, post an +str for yourself and your crew, and a staffer runs the event ASAP. If you have at least 75 JTS points, you can take it up a notch by throwing a 2-card combo at the staffer. And, finally, if you've got at least 100 JTS points, you can challenge the staffer to put on a 3-card combo.
I've got a list of potential event card themes that includes Monster of the Week, Disaster Movie, Mistaken Identity, Safari, Stranded, Exploration, Trade Run, and I'm Bored (basically, a chef's choice card where you let the staffer pick one event theme). Before I finalize the list and costs, I wanted the players to throw me some ideas for event archetypes. Post your own suggestion lists via +str. Thanks!
Event Cards! A more ambitious older brother to the upcoming Action Card, these are cards that will require at least 50 JTS Faction Points to access and various RPP amounts to purchase. What do they do? Well, first, these cards provide instant fodder for quick missions. You buy a Salvage Run card, post an +str for yourself and your crew, and a staffer runs the event ASAP. If you have at least 75 JTS points, you can take it up a notch by throwing a 2-card combo at the staffer. And, finally, if you've got at least 100 JTS points, you can challenge the staffer to put on a 3-card combo.
I've got a list of potential event card themes that includes Monster of the Week, Disaster Movie, Mistaken Identity, Safari, Stranded, Exploration, Trade Run, and I'm Bored (basically, a chef's choice card where you let the staffer pick one event theme). Before I finalize the list and costs, I wanted the players to throw me some ideas for event archetypes. Post your own suggestion lists via +str. Thanks!
Tuesday, February 17, 2009
Crafting - An Update
We've been holding off on doing anything with crafting (and, by extension, Action Cards) while we waited for Ifrit to get some free time to come up with an alternative to System 4.0. Due to his current schedule, that alternative's not coming anytime soon. So, sorry for the delay, but we will soon be moving to get a few new toys into the system for you to play with using System 4.0!
New Player Appreciation Gizmos
We want to ramp up our player appreciation on OtherSpace and Necromundus. So, here's what I've got coming down the pipe in the way of special staff commands that will reward you with JTS Faction Points or Roleplaying Points (RPP):
Moose Antlers!
When I check in and check out on the game, I'll run this command, which distributes 1 JTS Faction Point to everybody online at the time.
Moose Stampede!
When we receive a donation of at least $5 toward server and marketing costs, we'll wait until the period between 4 p.m. and midnight Eastern. Sometime during that period, we'll distribute 8 RPP per donation to all players that are online and in RP mode.
Extra! Extra!
Every time we post a news article, we'll distribute 3 RPP to all players that are online and in RP mode.
Bravo!
Every time a player hosts/coordinates an RP event, we'll distribute 10 RPP to all players who are online and in RP mode.
Newbie!
Every time a new character enters the grid, all players online and in RP mode get 6 RPP.
Next!
When a staffer completes an +str, we'll distribute 1 JTS Faction Point to all players online at the time.
Busy Librarian!
When we get word of a new log in the OtherVerse Wiki, all players online and in RP mode get 4 RPP.
Pack the Seats!
Occasionally, when we've got 40+ characters online, we'll reward all players online with 3 JTS Faction Points.
Review!
When we learn a review has been posted on the web, we'll reward all players online with 10 JTS Faction Points.
Fan Appreciation!
When we learn about a player-created website inspired by OtherSpace or Necromundus, we'll reward all online with 25 JTS Faction Points.
I hope to have all these commands implemented and working by the end of this week.
Moose Antlers!
When I check in and check out on the game, I'll run this command, which distributes 1 JTS Faction Point to everybody online at the time.
Moose Stampede!
When we receive a donation of at least $5 toward server and marketing costs, we'll wait until the period between 4 p.m. and midnight Eastern. Sometime during that period, we'll distribute 8 RPP per donation to all players that are online and in RP mode.
Extra! Extra!
Every time we post a news article, we'll distribute 3 RPP to all players that are online and in RP mode.
Bravo!
Every time a player hosts/coordinates an RP event, we'll distribute 10 RPP to all players who are online and in RP mode.
Newbie!
Every time a new character enters the grid, all players online and in RP mode get 6 RPP.
Next!
When a staffer completes an +str, we'll distribute 1 JTS Faction Point to all players online at the time.
Busy Librarian!
When we get word of a new log in the OtherVerse Wiki, all players online and in RP mode get 4 RPP.
Pack the Seats!
Occasionally, when we've got 40+ characters online, we'll reward all players online with 3 JTS Faction Points.
Review!
When we learn a review has been posted on the web, we'll reward all players online with 10 JTS Faction Points.
Fan Appreciation!
When we learn about a player-created website inspired by OtherSpace or Necromundus, we'll reward all online with 25 JTS Faction Points.
I hope to have all these commands implemented and working by the end of this week.
Sunday, February 8, 2009
Comorro Room Discount
Effective immediately, a 1-room home or shop on Comorro Station costs 100 RP Points (rather than 250). This discount will continue after we open more RP grid locations so that people have an incentive to keep Comorro as a central focus for the game.
Saturday, January 31, 2009
+Disguise!
Another fine product of Chalice's code cauldron: The +disguise command.
A player may request an admin to oversee a disguise roll, and if they are successful, the admin will set the level at which the roll succeeded on the player. A tag line will then appear in the IC information of the player's +finger, indicating that there may be something more about the character which an observer can detect. The observer will be instructed that they may request to roll observation, which must beat the original disguise roll's level to be successful.
A player may remove their disguise at any time by using the +disguise/remove command. However, once a disguise is removed, they must ask an admin to officiate a new roll in order to reinstate it.
A player may request an admin to oversee a disguise roll, and if they are successful, the admin will set the level at which the roll succeeded on the player. A tag line will then appear in the IC information of the player's +finger, indicating that there may be something more about the character which an observer can detect. The observer will be instructed that they may request to roll observation, which must beat the original disguise roll's level to be successful.
A player may remove their disguise at any time by using the +disguise/remove command. However, once a disguise is removed, they must ask an admin to officiate a new roll in order to reinstate it.
Thursday, January 29, 2009
+Kudos Updated!
Chalice has been a busy cup! She has updated our +kudos system - originally designed to allow praise points from players to staffers - so that it works as a way of recognizing the out-of-character contributions of both players and staffers.
It still works the same: You type +kudos. In the middle of each month, we'll cycle it. Staffers who get +kudos get a warm and happy feeling for the thanks they've been given. Players, on the other hand, get those +kudos points converted into JTS Faction Points (viewable via the +jtspoints command).
What can you use +kudos for with players? Well, from a staff standpoint, we'll use it to recognize people who do work on the Wiki, keep journals in the forums, promote the game, run events, post logs, contribute to the game's canon, etc. Players can use it for pretty much any reason they feel they can justify. +Kudos to the Kup!
It still works the same: You type +kudos
What can you use +kudos for with players? Well, from a staff standpoint, we'll use it to recognize people who do work on the Wiki, keep journals in the forums, promote the game, run events, post logs, contribute to the game's canon, etc. Players can use it for pretty much any reason they feel they can justify. +Kudos to the Kup!
Play OtherSpace via Browser!
Check out this new browser-based setup we've got through mudgamers.com - it lets you play OtherSpace without client software. Very handy if you've only got browser access!
Saturday, January 10, 2009
Skill System Primer
The following materials based on FUDGE, entitled the Otherspace Skills System, were originally created by Andy Laugel and made available by Andy Laugel, rewritten by the players/staff of Otherspace: Millennium/Otherspace: The Farthest Star in 2008 and Jenna Clark (Dice), coded by Sean Sabbage (Ifrit) and are not authorized or endorsed in any way by Steffan O'Sullivan or any publisher of other FUDGE materials. Neither Steffan O'Sullivan or any publisher of other FUDGE material is in any way responsible for the content of these materials. Original FUDGE materials (c) Copyright 1992-1995 Steffan O'Sullivan, All Rights Reserved.
The skill system on OtherSpace was created for one major purpose: to serve as impartial, fair arbitration for conflicts that naturally arise in the course of RP. That said, several guiding principles drove the creation of this system. It was written to be flexible and balanced without permitting characters to excel in every area, letting newbies be competitive with older characters while still allowing room for growth and rewarding long-time players for their investment in the game. In order to achieve a balance between these competing goals, this system was dreamed up- taking the best aspects of our two former games, Otherspace: Millennium and Otherspace: The Farthest Star- and incorporating them into something in-between.
The skill system on OtherSpace, like most MUSHes, is more similar to a tabletop-style experience than a Mud. Instead of having a lot of specific coded commands that automatically roll your skills, OtherSpace lets characters choose when to roll their skills and what to roll. There are still rules, but this results in a great deal of flexibility. A locked door can be picked, broken down, gone around- or the key can be stolen off a guard.
In that vein, instead of a score system like MUDs, OS uses a +sheet command that displays your character sheet. This sheet sums up everything that your character can do, providing a snapshot of his/her/its strengths, weaknesses and abilities. The following document will tell you what everything on a character's +sheet means, how to build one, and how to use the +sheet once it's created.
Now, on to an explanation of the system itself...
Characters in the Otherspace Skills System are largely defined by three coded types of traits; attributes, skills, and GFQs (gifts/faults/quirks). These three factors, acting in conjunction, describe most of the aspects of your character and what he/she/it can do.
Attributes and skills are described by eight main levels in decreasing order of excellence: Legendary (8), Superb (7), Great(6), Good(5), Fair(4), Mediocre(3), Poor(2), and Terrible(1). Due to the inherent variability in the dice, rolls above Legendary or below Terrible may be seen at times- these are represented as Legendary+1 or Terrible-1 (or Non-existent), and etc.
For skills, a Fair can be considered about the rank of a beginning professional in a field, and Good the mark of someone able to comfortably make a living. Great is someone with a marked talent and special training, Superb represents both innate talent and years of dedicated practice, and someone with a Legendary in a skill might be known across planets for their talent in that area. PCs are supposed to be exceptional, but please try and keep your skills in line with your characters' backstory and accomplishments.
For attributes, a Fair before scaling is considered average for a member of your race. One can consider the distribution of attributes around Fair to probably be something of a bell curve- the vast majority of people would be close to the average, with ever-dwindling numbers at the high and low poles. Once again, PCs are supposed to be exceptional- so don't feel too bad if your character has a few higher attributes than the norm.
GFQs do not have levels- they are binary, either being on your character or not.
Now, let's look at these three types of traits in greater detail...
Attributes represent your character's basic competency in eight different domains; largely mental domains (Intelligence, Willpower, Charisma, Perception and Psi) and largely physical domains (Brawn, Dexterity and Reaction). Attributes are tied to skills; the list below details the purposes and domains of each. The specific mechanism by which attributes tie to skills will be explained in Skills and How to Build a Sheet.
Intelligence: Basic raw thinking ability/speed of mental processing and learning. Intelligence helps with scientific skills, computer-based skills, and many engineering skills. It may be rolled on its own for rolls involving memory and thought not governed by an already-defined skill.
Willpower: Strength of mind over body. Willpower helps with skills such as psionic resistance and pain resistance. It may also be rolled for general tests of mental strength that are not governed by an already-defined skill.
Charisma: Innate ability to command respect/affection from others- in short, people skills. Charisma helps with social skills of any sort, from singing to lying. It may also be rolled for attempts to charm NPCs that are not governed by an already-defined skill.
Perception: Attention to detail, both in terms of physically sharp senses and mentally sharp insight. Perception helps with a wide variety of skills that depend on keen senses, such as firing guns, some medical skills, and others. Perception should very rarely be rolled by itself; the skill Observation covers many things plain Perception would be useful for.
Brawn: Sheer physical prowess; this attribute represents both strength and constitution. Brawn governs damage done in melee combat, amount of damage a character can take, and is tied to a few skills that require hardiness of body. Brawn may be rolled for feats of strength or endurance that are not governed by an already-defined skill.
Dexterity: Physical coordination and grace, both full-body and with one's hands. Dexterity helps with many combat skills, musical instruments and several other skills that require talented hands. Dexterity may occasionally be rolled for miscellaneous physical trials that are not governed by an already-defined skill; however, many of those will fall under the skill Athletics.
Reaction: Speed of one's reflexes and movement. Reaction helps with piloting, evading bullets and emergency medical care. Reaction is rolled by players to determine who acts first in combat.
Psi: Basic innate psionic potential. Many races will not get this attribute at a usable level. Psi governs all psionic skills, and at least a Fair is required to use psionic powers. Psi will very rarely be rolled by itself.
Skills represent the trained abilities, rather than natural potentials, of your character. Every skill is tied to an attribute to represent the effect of your natural potential on your ability. Your default level of a skill will be based off the relevant attribute; to determine the default level, the tied attribute is divided by 2 and rounded down.
Starting Attribute-----Default Skill Level
Terrible Non-Existent
Poor Terrible
Mediocre Terrible
Fair Poor
Good Poor
Great Mediocre
Superb Mediocre
Legendary Fair
Skills can be scaled by other things on your sheet, mainly GFQs. When a skill is scaled, a number will appear beside it on your character sheet; green for a positive scale, red for a negative one. What this means is an effective boost for that skill; a Good(+1) skill rolls like a Great skill, but only costs as much as a Good skill to improve to the next level, and is treated like a Good skill in terms of all skill limits.
Otherspace has over 150 skills, divided into multiple categories. These allow you to build nearly any sort of character you would desire; the +skills command in-game will allow you to see the full list. +skills may be divided up for easier reading by three methods; by the category of the skill, the attribute the skill is tied to, or the cost of the skill. +skills medical will show you all medical skills, +skills brawn will show you all skills tied to Brawn, and +skills tier three will show you all skills of middle cost. Costs are represented by tiers; tier 5 is the cheapest and tier 1 the most expensive. More in-depth information about costs and raising skills will be included in section 6.
Gifts, Faults and Quirks, or GFQs for short, are various positive, negative or simply unusual facets of a character that don't fit into traditional Fudge levels. Gifts have positive coded effects on characters, faults have negative coded effects, and quirks are not coded, but simply represent some fact about the character. GFQs can cover anything from psionic powers to personality aspects to physical disabilities. A full list can be found on the game by typing +sinfo list gifts, +sinfo list quirks, and +sinfo list faults- or simply +sinfo list gfqs.
This section concerns the nuts and bolts of the skills system- your actual +sheet as a character.
To create a new character, one can either use the web-based chargen (more details later) or go through the character generation, or chargen, exit from the location in which one starts. This is accomplished by typing 'cg'. Once in chargen, you'll have to answer a series of 20 questions that indicate you're a mature roleplayer who understands the inevitable pitfalls of playing in a world with in-character consequences for in-character actions.
After that, a character will have to choose their race. Information on races can be found elsewhere in this wiki, along with the coded implications of each racial choice. Races come with different default skills, scaled attributes and starting GFQs.
Once race, gender and other such beginning details are selected, it's time for the biography! The bio needs to be at least 250 words long, describing the character's origin, background and life story in a third-person format. Consider including details such as home planet, age, childhood/family, first romantic interest, and any formative events. Also in the bio, you'll need to think about two issues- the starting RPP you want and your GFQs.
RPP, or roleplaying points, serve as OS's 'xp'- the currency that buys you skills and gfqs. All new characters will start with at least 1000 RPP; people who wish to play older or more experienced characters should detail both the desired amount of RPP and their justification for it. Characters cannot have more than 4000 RPP's worth of skills on their sheet; it is unlikely that any starting character will get a full 4000, but the award will be based on what your character's life story justifies.
GFQs are received at chargen, and any requests for them should be included in the biography you submit. Future GFQs may be added to your +sheet through the course of play as logical consequences of your roleplay. However, the sum total of GFQs you request beyond your starting ones should equal no more than 180 RPP and no less than -180 RPP.
There are several basic kinds of GFQs worth noting. Improved/Impaired gifts/faults will scale your attributes; this works the same way as scaling a skill. A number appears by the attribute, and that attribute's effective level is altered by that number, both for rolls and for calculating default levels. Cost is still based off the unscaled level, however.
The Training GFQs are also likely to be of interest to most characters. Combat/Computer/Engineering/Medical/Pilot Training are five mutually exclusive GFQs that represent your character's main area of competency. Taking a skill that falls into one of these five groups without the proper GFQ will cost double for all ranks beyond Fair. This keeps characters from being a doctor/pilot/ninja, or possessing any other combination of skills that would in real life take far too much time in training to attain at high competency.
Most other GFQs that don't fall into the two above categories will scale skills, and should be considered based on issues of backstory and practicality alike. Asking for a ridiculous number of gifts and a ridiculous number of faults may cause your application to need revising- the GFQs you request should be clearly grounded in your character's backstory.
Once your bio is approved and you've been awarded your starting RPP/GFQs, it's time to go ahead and build the character. The first step to take should be raising your attributes, as the levels of your attributes will determine the cost of your skills. Raising skills first will greatly increase their cost and get you much less bang for the buck.
Attributes default to Mediocre, with most races having at least one attribute scaled. Every character receives 64 points to raise their attributes, with currently no additional points available after chargen. Remember, attributes are very important to your character, both in roleplay and in terms of code capacity, so please think carefully when you set them in creation! When you're out of attribute points, that's it- you won't get any more later, unlike RPP. Costs can be checked by typing +sinfo (any attribute) while in-game, but a basic rubric is as follows:
Terrible-Poor: 4
Poor-Med: 2
Med-Fair: 2
Fair-Good: 4
Good-Great: 6
Great-Superb: 8
Attributes cannot be raised higher than Superb before scaling; to lower them below your character's starting level requires a +str to the admins with justification of your reasons. Psi cannot be lowered beyond Mediocre, and must be at least Fair after scaling to allow a character to use the psionic gifts that they have.
Now that you have GFQs and attributes set up, you can finish off by buying the meat of your +sheet- the skills.
Skill Synergies/Default Ranks:
You'll have several skills above the level of Non-existent that won't show on your +sheet until you +raise them. This is because there are three different ways to obtain levels in a skill; default levels, synergy levels, or raised levels. Default levels are the levels derived from your attributes; synergy levels are derived based off skills you already have. You may notice some +sinfos have an "Affects:" or "Affected By:" field; skills that "Affect" other skills give you a default rank in the skills they affect that is two levels lower.
An example would be Engineering; Engineering affects Mechanic, so any character who purchases a Great level in Engineering will find that their Mechanic skill will roll at Fair. Looking at the +sinfo of a skill will always tell you your effective rank; the "Your Level" field displays the highest value among default ranks, synergy ranks, and ranks you have bought with XP.
Costs:
As mentioned before, skills fall into five tiers, with base costs of 5/10/15/20/25. The progression of these costs from Terrible to Legendary is as follows: 1x/2x/3x/4x/5x/10x/15x/20x. This means that Greats, Superbs and Legendaries are all much more expensive than lower-level skills, with a Legendary in a tier one (or base 25 cost) skill costing over 1000 RPP to reach from its default level! An example set of costs per level would be, for a base 15 cost skill: 15/30/45/60/75/150/225/300. Remember, these costs are doubled beyond Fair if you lack the appropriate Training quirk... so specializing heavily outside of your character's training will cost you.
A maximum of 4000 RPP can be put onto a character's sheet; this is the only restriction on skills, other than that a character may have only one effective Legendary skill once scaling is taken into account. Ranks that are given to you by a synergy or by default through the attribute tie do not cost anything to raise; if you have a Great attribute and you raise a skill tied to it from Non-existent to Fair, you will only pay for the raise from Mediocre-Fair, as your attribute automatically gives you the skill at Mediocre for no cost.
Several basic skills are recommended for everyone: Dodging allows one to avoid attacks, Observation allows one to notice hidden facets of their surroundings, and Mental Discipline allows one to resist psionic assaults. None of these are required, but they may help face some of the challenges of OS's world. Make sure you look fully through the skills before you finish your +sheet!
+sheet: Displays your character's skills, attributes, GFQs, and other values.
+sinfo (attribute), +sinfo (skill), or +sinfo (gfq): Displays information on an attribute, skill, or GFQ.
+skills | +skills (attribute), +skills (tier number), +skills (category): Displays all skills/skills broken down into groups.
+raise (skill or attribute) to (level): Raises a skill or attribute to the desired Fudge level.
+lower (skill) to (level): Lowers a skill to the desired Fudge level for a 1/2 RPP point refund.
Once your character is fully created, you're able to go out and join the roleplay world!
Eventually, a situation will likely arise where you'll need to roll the skills on your sheet. The command to do so is +taskroll skill or attribute at modifier. The modifier is a number that will be added to your roll; +1 makes a Fair roll like it's a Good, for example. You can also use +roll if you wish to simply roll for a level, such as +roll Great at 0- this will roll as if you're rolling a trait you had Great in. This command is very useful for @emitting NPCs.
The math behind +taskroll is fairly straightforward. Let's say that your character has that Great in Engineering used as an example under synergies in the last section. When you type +taskroll Engineering at 0, the system rolls 3dF- three Fudge dice- and adds the result to your skill to give you a final result in Fudge levels. Fudge dice are three-sided dice, the sides equalling +1, 0, -1. This means that any +taskroll can range from -3 to +3 below/above your skill level- for a Great skill, anywhere between Mediocre and Legendary+1- but that results closer to +0 are much more common.
Here is a table of the relative probabilities of certain rolls in the Otherspace Skill System:
+3=3.7%
+2=11.1%
+1=22.2%
+0=25.9%
+1=22.2%
+2=11.1%
+3=3.7%
There are two types of rolls; unopposed and opposed rolls. Unopposed rolls need only meet a certain threshold to succeed; opposed rolls are rolled against another PC or NPC and need to beat their result. Specific rules for rolling skills, often including modifier tables, tend to be found in the skill's +sinfo, but there are some general precepts that guide all rolls.
With unopposed rolls, the basic modifier is 0, and a result of Mediocre or above is counted as a success. Examples might be fixing a broken spaceship, hitting a stationary target with a weapon, or generally acting on/against something without its own will or volition. Harder tasks may have negative modifiers, and easier tasks may have positive modifiers, representing the relative ease of success.
With opposed rolls, the basic modifier is 0, and success is defined by beating the roll of your opponent. Examples might be hacking a system defended by a network admin, winning a footrace, or engaging in combat. Ties always go to the defender, so if both an attacker and a target in combat roll the same level, the victim is considered unharmed. This also applies to skills such as Stealth and Observation; however, in the case of Stealth, the one rolling Stealth is considered the defender. Opposed rolls should always be skill vs skill, except in very rare situations where no relevant skill exists for what the character is trying to do; in this case, characters can roll attribute versus attribute. Most skills have at least one counterskill defined in their +sinfo, however, and other logical counterskills can be used pending supporting RP.
The new Otherspace game should be considered a beta; anything in this skill system that doesn't work in play may be liable to change. However, this page will always contain the most up-to-date breakdown of what we're using on the game. If you have any questions or comments, log on to the game or visit our forums at http://www.jointhesaga.com/ovforums to speak to the staff- and we will listen!
The skill system on OtherSpace was created for one major purpose: to serve as impartial, fair arbitration for conflicts that naturally arise in the course of RP. That said, several guiding principles drove the creation of this system. It was written to be flexible and balanced without permitting characters to excel in every area, letting newbies be competitive with older characters while still allowing room for growth and rewarding long-time players for their investment in the game. In order to achieve a balance between these competing goals, this system was dreamed up- taking the best aspects of our two former games, Otherspace: Millennium and Otherspace: The Farthest Star- and incorporating them into something in-between.
The skill system on OtherSpace, like most MUSHes, is more similar to a tabletop-style experience than a Mud. Instead of having a lot of specific coded commands that automatically roll your skills, OtherSpace lets characters choose when to roll their skills and what to roll. There are still rules, but this results in a great deal of flexibility. A locked door can be picked, broken down, gone around- or the key can be stolen off a guard.
In that vein, instead of a score system like MUDs, OS uses a +sheet command that displays your character sheet. This sheet sums up everything that your character can do, providing a snapshot of his/her/its strengths, weaknesses and abilities. The following document will tell you what everything on a character's +sheet means, how to build one, and how to use the +sheet once it's created.
Now, on to an explanation of the system itself...
Characters in the Otherspace Skills System are largely defined by three coded types of traits; attributes, skills, and GFQs (gifts/faults/quirks). These three factors, acting in conjunction, describe most of the aspects of your character and what he/she/it can do.
Attributes and skills are described by eight main levels in decreasing order of excellence: Legendary (8), Superb (7), Great(6), Good(5), Fair(4), Mediocre(3), Poor(2), and Terrible(1). Due to the inherent variability in the dice, rolls above Legendary or below Terrible may be seen at times- these are represented as Legendary+1 or Terrible-1 (or Non-existent), and etc.
For skills, a Fair can be considered about the rank of a beginning professional in a field, and Good the mark of someone able to comfortably make a living. Great is someone with a marked talent and special training, Superb represents both innate talent and years of dedicated practice, and someone with a Legendary in a skill might be known across planets for their talent in that area. PCs are supposed to be exceptional, but please try and keep your skills in line with your characters' backstory and accomplishments.
For attributes, a Fair before scaling is considered average for a member of your race. One can consider the distribution of attributes around Fair to probably be something of a bell curve- the vast majority of people would be close to the average, with ever-dwindling numbers at the high and low poles. Once again, PCs are supposed to be exceptional- so don't feel too bad if your character has a few higher attributes than the norm.
GFQs do not have levels- they are binary, either being on your character or not.
Now, let's look at these three types of traits in greater detail...
Attributes represent your character's basic competency in eight different domains; largely mental domains (Intelligence, Willpower, Charisma, Perception and Psi) and largely physical domains (Brawn, Dexterity and Reaction). Attributes are tied to skills; the list below details the purposes and domains of each. The specific mechanism by which attributes tie to skills will be explained in Skills and How to Build a Sheet.
Intelligence: Basic raw thinking ability/speed of mental processing and learning. Intelligence helps with scientific skills, computer-based skills, and many engineering skills. It may be rolled on its own for rolls involving memory and thought not governed by an already-defined skill.
Willpower: Strength of mind over body. Willpower helps with skills such as psionic resistance and pain resistance. It may also be rolled for general tests of mental strength that are not governed by an already-defined skill.
Charisma: Innate ability to command respect/affection from others- in short, people skills. Charisma helps with social skills of any sort, from singing to lying. It may also be rolled for attempts to charm NPCs that are not governed by an already-defined skill.
Perception: Attention to detail, both in terms of physically sharp senses and mentally sharp insight. Perception helps with a wide variety of skills that depend on keen senses, such as firing guns, some medical skills, and others. Perception should very rarely be rolled by itself; the skill Observation covers many things plain Perception would be useful for.
Brawn: Sheer physical prowess; this attribute represents both strength and constitution. Brawn governs damage done in melee combat, amount of damage a character can take, and is tied to a few skills that require hardiness of body. Brawn may be rolled for feats of strength or endurance that are not governed by an already-defined skill.
Dexterity: Physical coordination and grace, both full-body and with one's hands. Dexterity helps with many combat skills, musical instruments and several other skills that require talented hands. Dexterity may occasionally be rolled for miscellaneous physical trials that are not governed by an already-defined skill; however, many of those will fall under the skill Athletics.
Reaction: Speed of one's reflexes and movement. Reaction helps with piloting, evading bullets and emergency medical care. Reaction is rolled by players to determine who acts first in combat.
Psi: Basic innate psionic potential. Many races will not get this attribute at a usable level. Psi governs all psionic skills, and at least a Fair is required to use psionic powers. Psi will very rarely be rolled by itself.
Skills represent the trained abilities, rather than natural potentials, of your character. Every skill is tied to an attribute to represent the effect of your natural potential on your ability. Your default level of a skill will be based off the relevant attribute; to determine the default level, the tied attribute is divided by 2 and rounded down.
Starting Attribute-----Default Skill Level
Terrible Non-Existent
Poor Terrible
Mediocre Terrible
Fair Poor
Good Poor
Great Mediocre
Superb Mediocre
Legendary Fair
Skills can be scaled by other things on your sheet, mainly GFQs. When a skill is scaled, a number will appear beside it on your character sheet; green for a positive scale, red for a negative one. What this means is an effective boost for that skill; a Good(+1) skill rolls like a Great skill, but only costs as much as a Good skill to improve to the next level, and is treated like a Good skill in terms of all skill limits.
Otherspace has over 150 skills, divided into multiple categories. These allow you to build nearly any sort of character you would desire; the +skills command in-game will allow you to see the full list. +skills may be divided up for easier reading by three methods; by the category of the skill, the attribute the skill is tied to, or the cost of the skill. +skills medical will show you all medical skills, +skills brawn will show you all skills tied to Brawn, and +skills tier three will show you all skills of middle cost. Costs are represented by tiers; tier 5 is the cheapest and tier 1 the most expensive. More in-depth information about costs and raising skills will be included in section 6.
Gifts, Faults and Quirks, or GFQs for short, are various positive, negative or simply unusual facets of a character that don't fit into traditional Fudge levels. Gifts have positive coded effects on characters, faults have negative coded effects, and quirks are not coded, but simply represent some fact about the character. GFQs can cover anything from psionic powers to personality aspects to physical disabilities. A full list can be found on the game by typing +sinfo list gifts, +sinfo list quirks, and +sinfo list faults- or simply +sinfo list gfqs.
This section concerns the nuts and bolts of the skills system- your actual +sheet as a character.
To create a new character, one can either use the web-based chargen (more details later) or go through the character generation, or chargen, exit from the location in which one starts. This is accomplished by typing 'cg'. Once in chargen, you'll have to answer a series of 20 questions that indicate you're a mature roleplayer who understands the inevitable pitfalls of playing in a world with in-character consequences for in-character actions.
After that, a character will have to choose their race. Information on races can be found elsewhere in this wiki, along with the coded implications of each racial choice. Races come with different default skills, scaled attributes and starting GFQs.
Once race, gender and other such beginning details are selected, it's time for the biography! The bio needs to be at least 250 words long, describing the character's origin, background and life story in a third-person format. Consider including details such as home planet, age, childhood/family, first romantic interest, and any formative events. Also in the bio, you'll need to think about two issues- the starting RPP you want and your GFQs.
RPP, or roleplaying points, serve as OS's 'xp'- the currency that buys you skills and gfqs. All new characters will start with at least 1000 RPP; people who wish to play older or more experienced characters should detail both the desired amount of RPP and their justification for it. Characters cannot have more than 4000 RPP's worth of skills on their sheet; it is unlikely that any starting character will get a full 4000, but the award will be based on what your character's life story justifies.
GFQs are received at chargen, and any requests for them should be included in the biography you submit. Future GFQs may be added to your +sheet through the course of play as logical consequences of your roleplay. However, the sum total of GFQs you request beyond your starting ones should equal no more than 180 RPP and no less than -180 RPP.
There are several basic kinds of GFQs worth noting. Improved/Impaired gifts/faults will scale your attributes; this works the same way as scaling a skill. A number appears by the attribute, and that attribute's effective level is altered by that number, both for rolls and for calculating default levels. Cost is still based off the unscaled level, however.
The Training GFQs are also likely to be of interest to most characters. Combat/Computer/Engineering/Medical/Pilot Training are five mutually exclusive GFQs that represent your character's main area of competency. Taking a skill that falls into one of these five groups without the proper GFQ will cost double for all ranks beyond Fair. This keeps characters from being a doctor/pilot/ninja, or possessing any other combination of skills that would in real life take far too much time in training to attain at high competency.
Most other GFQs that don't fall into the two above categories will scale skills, and should be considered based on issues of backstory and practicality alike. Asking for a ridiculous number of gifts and a ridiculous number of faults may cause your application to need revising- the GFQs you request should be clearly grounded in your character's backstory.
Once your bio is approved and you've been awarded your starting RPP/GFQs, it's time to go ahead and build the character. The first step to take should be raising your attributes, as the levels of your attributes will determine the cost of your skills. Raising skills first will greatly increase their cost and get you much less bang for the buck.
Attributes default to Mediocre, with most races having at least one attribute scaled. Every character receives 64 points to raise their attributes, with currently no additional points available after chargen. Remember, attributes are very important to your character, both in roleplay and in terms of code capacity, so please think carefully when you set them in creation! When you're out of attribute points, that's it- you won't get any more later, unlike RPP. Costs can be checked by typing +sinfo (any attribute) while in-game, but a basic rubric is as follows:
Terrible-Poor: 4
Poor-Med: 2
Med-Fair: 2
Fair-Good: 4
Good-Great: 6
Great-Superb: 8
Attributes cannot be raised higher than Superb before scaling; to lower them below your character's starting level requires a +str to the admins with justification of your reasons. Psi cannot be lowered beyond Mediocre, and must be at least Fair after scaling to allow a character to use the psionic gifts that they have.
Now that you have GFQs and attributes set up, you can finish off by buying the meat of your +sheet- the skills.
Skill Synergies/Default Ranks:
You'll have several skills above the level of Non-existent that won't show on your +sheet until you +raise them. This is because there are three different ways to obtain levels in a skill; default levels, synergy levels, or raised levels. Default levels are the levels derived from your attributes; synergy levels are derived based off skills you already have. You may notice some +sinfos have an "Affects:" or "Affected By:" field; skills that "Affect" other skills give you a default rank in the skills they affect that is two levels lower.
An example would be Engineering; Engineering affects Mechanic, so any character who purchases a Great level in Engineering will find that their Mechanic skill will roll at Fair. Looking at the +sinfo of a skill will always tell you your effective rank; the "Your Level" field displays the highest value among default ranks, synergy ranks, and ranks you have bought with XP.
Costs:
As mentioned before, skills fall into five tiers, with base costs of 5/10/15/20/25. The progression of these costs from Terrible to Legendary is as follows: 1x/2x/3x/4x/5x/10x/15x/20x. This means that Greats, Superbs and Legendaries are all much more expensive than lower-level skills, with a Legendary in a tier one (or base 25 cost) skill costing over 1000 RPP to reach from its default level! An example set of costs per level would be, for a base 15 cost skill: 15/30/45/60/75/150/225/300. Remember, these costs are doubled beyond Fair if you lack the appropriate Training quirk... so specializing heavily outside of your character's training will cost you.
A maximum of 4000 RPP can be put onto a character's sheet; this is the only restriction on skills, other than that a character may have only one effective Legendary skill once scaling is taken into account. Ranks that are given to you by a synergy or by default through the attribute tie do not cost anything to raise; if you have a Great attribute and you raise a skill tied to it from Non-existent to Fair, you will only pay for the raise from Mediocre-Fair, as your attribute automatically gives you the skill at Mediocre for no cost.
Several basic skills are recommended for everyone: Dodging allows one to avoid attacks, Observation allows one to notice hidden facets of their surroundings, and Mental Discipline allows one to resist psionic assaults. None of these are required, but they may help face some of the challenges of OS's world. Make sure you look fully through the skills before you finish your +sheet!
+sheet: Displays your character's skills, attributes, GFQs, and other values.
+sinfo (attribute), +sinfo (skill), or +sinfo (gfq): Displays information on an attribute, skill, or GFQ.
+skills | +skills (attribute), +skills (tier number), +skills (category): Displays all skills/skills broken down into groups.
+raise (skill or attribute) to (level): Raises a skill or attribute to the desired Fudge level.
+lower (skill) to (level): Lowers a skill to the desired Fudge level for a 1/2 RPP point refund.
Once your character is fully created, you're able to go out and join the roleplay world!
Eventually, a situation will likely arise where you'll need to roll the skills on your sheet. The command to do so is +taskroll skill or attribute at modifier. The modifier is a number that will be added to your roll; +1 makes a Fair roll like it's a Good, for example. You can also use +roll if you wish to simply roll for a level, such as +roll Great at 0- this will roll as if you're rolling a trait you had Great in. This command is very useful for @emitting NPCs.
The math behind +taskroll is fairly straightforward. Let's say that your character has that Great in Engineering used as an example under synergies in the last section. When you type +taskroll Engineering at 0, the system rolls 3dF- three Fudge dice- and adds the result to your skill to give you a final result in Fudge levels. Fudge dice are three-sided dice, the sides equalling +1, 0, -1. This means that any +taskroll can range from -3 to +3 below/above your skill level- for a Great skill, anywhere between Mediocre and Legendary+1- but that results closer to +0 are much more common.
Here is a table of the relative probabilities of certain rolls in the Otherspace Skill System:
+3=3.7%
+2=11.1%
+1=22.2%
+0=25.9%
+1=22.2%
+2=11.1%
+3=3.7%
There are two types of rolls; unopposed and opposed rolls. Unopposed rolls need only meet a certain threshold to succeed; opposed rolls are rolled against another PC or NPC and need to beat their result. Specific rules for rolling skills, often including modifier tables, tend to be found in the skill's +sinfo, but there are some general precepts that guide all rolls.
With unopposed rolls, the basic modifier is 0, and a result of Mediocre or above is counted as a success. Examples might be fixing a broken spaceship, hitting a stationary target with a weapon, or generally acting on/against something without its own will or volition. Harder tasks may have negative modifiers, and easier tasks may have positive modifiers, representing the relative ease of success.
With opposed rolls, the basic modifier is 0, and success is defined by beating the roll of your opponent. Examples might be hacking a system defended by a network admin, winning a footrace, or engaging in combat. Ties always go to the defender, so if both an attacker and a target in combat roll the same level, the victim is considered unharmed. This also applies to skills such as Stealth and Observation; however, in the case of Stealth, the one rolling Stealth is considered the defender. Opposed rolls should always be skill vs skill, except in very rare situations where no relevant skill exists for what the character is trying to do; in this case, characters can roll attribute versus attribute. Most skills have at least one counterskill defined in their +sinfo, however, and other logical counterskills can be used pending supporting RP.
The new Otherspace game should be considered a beta; anything in this skill system that doesn't work in play may be liable to change. However, this page will always contain the most up-to-date breakdown of what we're using on the game. If you have any questions or comments, log on to the game or visit our forums at http://www.jointhesaga.com/ovforums to speak to the staff- and we will listen!
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