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Welcome to Virtually Possible. Welcome to Virtually Possible, the RPG Connection's newest Simulation-RPG. In the heart of a computer network lies a virtual city, the Virtuaxis. Here, anything can occur and the only limit to what can be created is what you can store. Currency comes in the form of bytes, and the bad guys are computer viruses. You will be initiated into one of the factions here, and attempt to rise in the ranks. Your duties are to protect the 'Axis, assist your faction, and to gain wealth and power in a world where everything is Virtually Possible.
Now that you've been introduced to the basic premise behind the game, here are the advanced edition rules:
Virtually Possible
The Virtual Reality Role-Playing Game
(c) 2000, RPG Connection
***Advanced Rules***
Welcome to Virtually Possible, the game where anything is creatable as long as you can store it. In the virtual world, the currency is not a form of coinage or paper, but disk space stored in the persona of your character. Through a device positioned on your "Avatar", you will be able to program a new object to be used by your "Avatar" for whatever purposes. Be warned though...not all inhabitants of this virtual world may be friendly. This is the second edition of these rules, containing the basic rules as well as clarifications on many issues.
**The Character Creation Process**
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Creating an "Avatar": In order to create an "Avatar" you will need to be at one of the RPG Connection's gaming sessions. As Virtually Possible is a very free-form RPG, you may eventually change your "Avatar" into any form you desire. However, the programming for these shapeshifts must be stored just like objects must. Your "Avatar" starts in a human shape. You must first swear allegiance to a faction. Each character starts with 200 bytes of online space (200b). This space may be used for uploading objects and programs into Virtually Possible. For purposes of converting bytes, here is a currency chart:
1 byte = 1b
1 kilobyte = 1,000b
1 megabyte = 1,000k = 1,000,000b
1 gigabyte = 1,000m = 1,000,000k = 1,000,000,000b
And so on like that. Characters also begin with equipment depending upon the faction joined. Please review the Monthly Micron for information on equipment. Each "Avatar" begins with 80 Energy Points as a measure of their life force. When this life force is depleted, the character is logged off for the time being. He must pay 2k of space in order to be revived, or he can choose to be reverted back to his first
form. When a character is revived, he is placed back in his faction HQ.
Filling out the Character Sheet: The following is a walkthrough of how to fill out your character sheet for the first time.
Character Name: Choose a name for your character. Pretty simple.
Faction: Choose a faction from the list below, or if the character is created before actual gaming starts, you may create your own.
Power Level: All characters start at power level 1. Power levels give you benifits and you can gain them by winning battles. Like experience.
System: Copy the starter computer system from below, choosing only which brand of CPU you want. If you belong to Intel, you must take the Intel CPU. Visa-versa for AMD.
Online Space: You start with 200b. This is how much virtual "money" you have. Used to store things in the virtual world. Not the same as Hard Drive or RAM (memory).
Weapon: In these spaces list any weapons you have. If more spaces are needed, duplicate the weapon boxes.
Range: The maximum range of the weapon listed in the previous box. Determines how far a weapon can be fired/thrown/propelled/etc..
Damage: List here the dice format for determining the amout of damage a weapon does. When a weapon hits, click on the roll button to determine its damage.
Software & Avatars: In this text box list the programs and the avatars that you own. Programs can only be used once, and then are deleted. Avatars are stored until they are used. Avatars are deleted if their energy is reduced to zero.
Avatar Statistics: In the Design Name box, list the name of the avatar you are currently using. Beginning characters start with the design name Normal. In the energy points box, list the amount of energy the avatar has. If reduced to zero, the Avatar is destroyed and must be revived. Beginners start with 80 energy points. Collision Damage only applies to avatars capable of extremely high speeds.
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Joining Factions: Before a character can be placed into Virtually Possible, the character must choose a faction. Factions are based off real-life corporations, and the benifits given to any who join depend on what that company specializes in. New factions can be created as long as the character wishing to create it is powerful enough. The following is a list of current factions:
Faction Name Starting Equipment Benifits Given
Intel Wind Star, 400Mhz CPU Frequent CPU upgrades
Microsoft Light Lance, 5 Scans Frequent software updates
Seagate Heavy Blade, 7.2g HD Frequent hard drive upgrades
Compaq Gale Star Reduced price upgrades
AMD Light Lance, 366Mhz CPU Advanced technology available
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Starting Equipment: Each character starts with a starter system, which may be upgraded depending on the faction joined. As better technology becomes available, the starter system may change. The following is the current starter system:
Vitua VP1 400
CPU: 333Mhz
Motherboard: Pentium II or AMD K6-2 (your choice)
Upgrade Slots: 4
Hard Drive: 6g
SDRAM: 32m
Modem: 56kbps
Graphics Card: 8m Voodoo1
Chipset: Voodoo
Software: 1 Bind, 1 Delete, 1 Scan
What the values mean:
CPU - the overall speed of your "Avatar". The higher the speed, the more complicated your special attacks. To calculate the complexity modifier for battle, divide this number by 100. Also used to determine initiative for battle.
Motherboard - determines the limit to your CPU and upgrade slots. Each upgrade slot can store a new upgrade (cable modem, second graphics card, second hard drive, etc.)
Hard Drive - determines how much data may be stored on the system to be uploaded at a later time. Note that this does not mean how much data your "Avatar" can use, but how much can be prepared in advance.
RAM - determines how many objects or programs you can use at any one time. 8m of this value is unusable because the game itself takes up some RAM. Xm of objects and programs may be used at the same time, where X is the number of m of RAM you have minus 8m.
Modem - determines how quickly construction of anything other than "Avatars" take. This includes programs and objects. In one day, Xk of the new object or program may be constructed, where X is the number of k your modem connects at. If Ethernet is listed in this space, then the computer is applicable for ethernet bonuses (see Advanced Rules).
Graphics Card - Determines how fast "Avatars" are constructed. In one day, Xm of the new "Avatar" can be constructed, where X is the number of m your graphics card has. The chipset determines which "Avatars" can be constructed with that card.
Software - the programs that come with the system. These may be instantly uploaded. Until they are, they are stored on the hard drive of the system.
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Software and Upgrades: As your character progresses, you may want to upgrade its system. This is done through either the purchase of upgrades through a local exchange, or the requisition of them from a faction. Depending on the store, these upgrades may go for different prices. Ask for a list of up to date prices. Software usually is at a set price. On top of this, many factions will provide programs if they
deem them necessary for a mission. New software may become available at later times, but for now, here is a list of software and its effects:
Scan (30b) - Gives full statistics on any object or program, and partial statistics on "Avatars"
Bind (40b) - Allows enhancement programs and objects to be permenantly bound the an "Avatar" without changing its power level or taking up RAM.
Delete (15b) - Success on 4-6 on 1d6. May be used after a Scan of an "Avatar". Deletes any one program or object carried by that "Avatar". May not be used on Bound objects or programs.
Capture (50b) - Success on 5-6 on 1d6. May be used after a Scan of an "Avatar". Captures any one program or object carried by that "Avatar". May not be used on Bound objects or programs.
Turbo (55b) - For two turns, character may execute twice as many attacks as normal, with a reduction in die rolls by one during this time.
Analyze (90b) - May be used after a Scan of an "Avatar". Analyzing suggests best probable method of victory over target.
Sanctuary (50b) - Instantly transports a character back to its Faction's HQ.
Acquire (50b) - Same as Capture, but sends item to HQ for use by faction.
Restore (25b) - Gives back 15 Energy Points to character this is used upon.
**The World of Virtually Possible**
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The Viruaxis: The center of Virtually Possible is a central hub known as the Virtuaxis. It is from this point that all activity spreads. The 'Axis is divided into five sectors. They are:
The High Council: In the very center of the Virtuaxis, this building houses the high council, the collective leaders of all alligned factions, at the absolute top of its 300-foot tall structure. From this meeting room, the leaders are able to watch over all of the 'Axis.
The Storage Facilities: It is in this massive warehouse that every thing not owned by a faction is stored. From here, anyone wishing to can extract anything they have stored.
The Virtua Cops: These elite soldiers are on constant alert to protect the 'Axis from any viruses or evil "Avatars" that enter. Provided with the best equipment bytes can buy, no bug is safe from them.
The Commerce Sector: This sector houses the many shops that the 'Axis relies on to run. If you wish to pick up the hottest new equipment available, or trade in some of your old stuff, this is the sector to head to.
The Faction Corridors: This ten-level complex contains the Gates that lead to the headquarters of each faction that exists. There are also Gates leading to outside of the 'Axis. These lead to other inhabited sectors, as well as those controlled by viruses.
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Viruses and "Avatars": The bad guys of Virtually Possible are abundant. They come in the form of either viruses, corrupted "Avatar" programs, or "Avatars" themselves, bent on controlling the 'Axis. Many times, factions are paid by the council to deal with these bugs, and your character may be called upon to help. It is in this way that you can gain bytes to use for new things. Viruses can come in any variety of shapes and sizes, and can range from weaklings to powerful beings. Consult your faction for available missions for your power level.
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A Typical Faction: A faction's HQ usually contains an exchange office, employment agency, council chamber, and storage facilities. This may also be complemented by defenses, in case they should be attacked. In the exchange office, requisition points gained from mission contracts may be spent, and any earned upgrades may be recieved. In an employment agency, mission contracts may be viewed and accepted. Requisition points may be assigned depending on the mission. The council chamber is where the high officers of a faction meet and discuss issues within the faction. The storage facilities are where everything owned by the faction and its members is stored. Factions normally have leaders, recruitment officers, generals, and all other form of government official. These are usually powerful characters and their posts are well-earned.
**Missions, Wars, and Battling**
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Accepting Missions: In order to earn space, you will have to undertake various missions for your faction. These can range from spying on other factions, to destroying invading viruses, to testing out a new object or program. Upon successful completion of a mission, your pay will be earned. A good faction leader will provide many well-payed missions to its members as a source of income. Characters may view and accept mission contracts at the employment agency.
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Wars Between Factions: Many times leaders may find it necessary for one reason or another to declare war upon another faction. Through a series of missions called a campaign, a faction may attempt to overrun another. This is done by eventually eliminating every member of a faction atleast once, or by gaining control of their council hall and maintaining that control until Coorporation Bind software can be produced. Once a faction has been overrun, the aggressor gains all members, all space, objects, and programs held by the faction itself, and the gate owned by the previous faction may be removed.
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Battles Against Viruses and "Avatars": The battle ensues in the following sequence of steps.
AT THE BEGINNING OF THE BATTLE:
Initiative - The participant with the fastest processor goes first. If speeds are equal, actions occur simultaneously.
DURING EACH TURN:
1. Choose attack - Based on the weapons and software a participant has upon him, that participant may choose which action to take this turn. IF ATTACK, GO TO STEP 2. IF OTHER, GO TO STEP 4.
2. Determine Complexity - If the action chosen is an attack, then the processor speed, divided by 100 is called the complexity modifier. The damage done is multiplied by this.
3. Calculate Damage - Roll the proper dice for the weapon being used, and multiply it by the complexity modifier. This value is subtracted from the defender's Energy Points (EP). GO TO STEP 5
4. Perform Action - Carry out the action according to the object or program's game text.
5. Next participant in line starts from step 1.
**Advanced Rules**
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Modem Types: There are three major available modem types available. The standard 56k modem, cable line modems, and DSL (Digital Subscriber Line) modems. The access to standard modems is free, but the latter two require advanced modems and a pay-per-month fee. The fee for cable line service is 20k/month. DSL service is 35k/month. The computer must have an ethernet card (see below) to use either
advanced connection.
Ethernet Cards: If ethernet is listed in the modem space, the computer recieves ethernet benifits. This enables the computer to use broadband connections (DSL and cable, above), and also allows it to share programs with another player within the same faction that also has ethernet benifits.
Video Chipsets: Every video card comes with a built in chipset type. For game purposes, each chipset will have its own Refresh Modifier. The RM is used to determine whether or not an attack will hit the target it is being directed at. To find out whether or not an attack will work, roll the Refresh Modifier and then the attack's damage dice. If the RM is higher, the attack misses. If the damage is higher, it
does that amount of damage. The following are the currently available chipset types for graphics cards:
S3 Savage 2000: 2d8+1
RIVA TNT 2: 2d6+1
RIVA TNT ULTRA: 2d6
S3 Savage 4 PRO: 2d8
S3 Savage 3 XTreme: 1d8
RAGE 128 GL: 1d10
RAGE 128 PRO: 1d12
GeForce 256: 2d10+2
Voodoo 3: 2d10
Voodoo 2: 2d6+2
Note: If the chipset is not listed here, the player does not get a RM. If this is the case, then all attacks directed towards this player automatically hit. It is recommended that players with these chipsets upgrade their video card.
Ammo Usage: For every shot fired from a projectile weapon, an ammo fee of 5b must be payed. For every artillery shot, 50b must be payed. Hand-to-hand combat weapons and throwing weapons do not require ammo, and therefore require no fee to be payed.
Celeron Processors: Celeron processors give the same modifier as normal PIII processors do, but in a battle where the initiative is being determined, 100Mhz is subtracted from the Celeron processor's speed.
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