From Transformers: Lost and Found
Our goal throughout is to be transparent and accountable in all matters relating to attributes and skills. If you are confused about any matter of our system or its use, please don't hesitate to speak up.
In use, we aim for as seamless an experience as possible. It should be easy to use. Combat, stats, and abilities are designed to supplement RP and add an element of chance when characters would like it. It is not a required part of the game, and roleplay always comes first.
FS3 is a generic roleplaying game skills system, specifically designed and optimized for online text-based RPGs (MUSHes).
What makes FS3 different from other skill systems?
- Differentiating between action skills and background skills, to highlight skills that are relevant to gameplay.
- Dice rolls that are optimized for MUSH play.
- A roleplay-friendly combat system.
Copyright and License
The FS3 system is copyright 2007 by Linda Naughton (aka Faraday). All rights reserved. You may reproduce and distribute part or all of these rules and create derivative works (games using FS3) providing a) You don't make any money from it, and b) You include this FS3 copyright and license notice in the distribution.
Abilities reflect things that your character is able to do. Running, shooting guns, flying spaceships, talking your way out of a tense situation – these are all things that could be covered by Abilities. There are two kinds of Abilities: Attributes and Skills.
Attributes reflect a character’s natural talents. Attributes influence related skills, giving an advantage (or disadvantage) compared to someone with equivalent training. They also come into play when no particular skill applies to a given situation.
Barring disability or genetic mutation, Attributes never change; they are set in stone when you are born. For example, you may overcome an academic challenge through hard work and study, but you will not change your underlying academic aptitude. The attributes are:
- Body: Physical fitness - Strength and Endurance
- Mind: Mental fitness - Intelligence and Creativity
- Presence: Personality - Charisma and Will
- Reaction: Reflexes - Dexterity and Agility
The attributes are deliberately broad for simplicity, and do not allow the sort of fine-tuning that you might find in other systems. Take a rating that corresponds to what you're best at, and leave the rest to RP.
Attributes are rated on a 1-4 scale. All characters will have a rating in every attribute.
Skills reflect a character’s knowledge and training. Skills are fluid, changing over time. You choose an initial set of skills during character creation, and may improve them or learn new skills during the course of the game.
Skills are further broken down into two categories:
- Action Skill are those relevant to the game’s central action.
- Background Skills flesh out your hobbies and interests.
- Academics: History, linguistics, poetry, research, etc.
- Command: Leading people, making plans
- Deception: Lying, sleight of hand, spying.
- Engineering: Creating, repairing or breaking engineered systems, electronic or mechanical.
- Firearms: Shooting pistols, rifles and personal guns.
- Fortitude: Fortitude is your ability take a hit and keep moving.
- Hacking: Breaking comm blackouts, unraveling secret codes, etc.
- Inspire: Finding your own inner strength and sharing it with others.
- Medicine: Doctor skills.
- Melee Weapons: Fighting with hand-to-hand weapons.
- Recon: Remote listening, lipreading, system scanning, and good ol' fashioned pay attentionness.
- Sciences: Any research science: astronomy, chemistry, botany, math, physics, etc.
- Stealth: Being sneaky.
- Transportation: Driving, flying, swimming: how good are you?
- Unarmed: Unarmed hand-to-hand fighting including grappling.
Action Skills are rated on a 0-12 scale. Characters only have ratings in skills they have taken the time to learn and practice. All other skills are considered to be at rating 0.
|0||Untrained||You have no training.|
|1||Novice||You are a casual hobbyist or beginning student.|
|2||Novice||You are a very interested hobbyist or a mid-level student.|
|3||Novice||You are a serious hobbyist or a senior student.|
|4||Proficient||You are a rookie - competent enough to be considered a professional, but lacking experience and finesse.|
|5||Proficient||You are no longer the 'rook' and have learned some of the tricks of the trade.|
|6||Proficient||You are a thoroughly competent professional with a several years of experience.|
|7-9||Veteran||You are a highly skilled, senior professional with many years of experience. The subtle differences in these levels speak breadth or depth of knowledge, and greater finesse or efficiency.|
|10||Master||You are elite – highly trained with lots of experience.|
|11||Master||You are a true master in your field. You probably have some degree of renown.|
|12||Master||You are one of the best in the world (alive today, not necessarily ‘best of all time’).|
There is no fixed list for Background Skills; you can have anything from Underwater Basket Weaving to Soap Opera Trivia. Here are some ideas, though:
- A science - astronomy, chemistry, mathematics, physics, etc.
- A humanity - history, literature, psychology, philosophy, poetry, etc.
- A profession or trade - bartender, detailer, etc.
- A game - chess, poker, etc.
- An art - sculpting, painting, sketching, photography, etc.
- A form of expression - acting, singing, dancing, playing an instrument, writing
- A craft or hobby - meditation, escapology, etc.
- An unusual interest - detective novels, game show hosts, etc.
Background Skills are rated on the same 0-12 scale as Action Skills.
Each week you earn Experience Points (XP) that can be used to learn new skills or improve new ones.
Attributes cannot be changed using XP. They reflect aptitudes your character was born with and will only change due to drastic plot developments (disability, genetic manipulation, etc.) at the discretion of the Storyteller.
The following chart shows the cost for improving or learning a skill, based on the current level. You may only stockpile up to 16XP at once. This prevents someone from spending a ton of XP to become an expert overnight.
|Current Level||XP To Next Level (Action Skill)|
Note: Background Skills are 1/2 the listed cost.
Luck Points are a way of giving player characters an edge against fate. Every character begins the game with 1 Luck Point and you earn more through roleplay via the +cookie system. (similar to +noms on other games)
You may spend a single Luck Point to affect Ability Rolls:
- Before your own roll, spend a point to receive a +5 modifier.
- Before someone else’s roll (friend or enemy), spend a point to apply a +5 or -5 modifier to their roll.
- After your own roll, spend a point to get a re-roll and choose the better of the two rolls.
- Spend a point to cancel a luck point used against you (for example: if someone gave you a modifier you can spend a luck point to avoid it).
Only one Luck Point can apply to a given roll, so you can’t give yourself a bonus and someone else a penalty in the same Opposed Roll. Also, you can’t have multiple people all spending luck to help someone.
You can spend Luck Points on Ability Rolls made during combat, but luck can also have certain special effects in combat situations. You can spend a Luck Point to:
- Modify attack, defense or initiative Ability Rolls. Note: You may only modify one roll per combat turn.
- Recover from a Knockout.
- Move an injury from one hit location to another. Note: This must be done immediately after the injury, and does not affect the damage done; it is purely for cosmetic/roleplay reasons.
You can also spend luck points to affect the outcome of plot points. For example: you might spend a point to have the prosecutor lose key evidence in a trial, or to get a lucky break finding a missing witness. This is entirely at the Storyteller’s discretion, and the number of points required will vary based on how much you’re pushing your luck.