Lorsh
Varlot
Let me know what you think of this concept! Feel free to make suggestions, ask questions, and, of course, use this information to create roleplays of your own. Any of this can be edited to suit your own needs. So, basically, Interactive Faction Roleplaying is a method of strategy-type RP I started developing awhile ago, although I only came up with that specific name a few hours ago. It's similar to the usual Nation Building concept, but (usually) comes with more mechanics, a GM, and involves the management smaller groups, where each member tends to have a name and specific job.
Examples of roleplays using this style.
Nation Building - STATE ZERO | Wolves of Atlano
Nation Building - OVERCAST: The Convicts
Interactive Faction Roleplays
Examples of roleplays using this style.
Nation Building - STATE ZERO | Wolves of Atlano
Nation Building - OVERCAST: The Convicts
Interactive Faction Roleplays
- Main Guidelines
- Helpful sites
- A few mechanics
- Faction Info Tab example
- Map examples
- Combat mechanics examples
Guidelines on how it generally works:
-Works best in post-apocalyptic and survival-based settings, but can be tailored to other types of genres as well. I've done medieval-based roleplays like this before too.
-The focus is not on countries. Rather, players control smaller-scale groups such as gangs, settlements, paramilitary groups, etc. Generally, groups of 20 to maybe 300 people.
-Common themes include ethical dilemmas, squad tactics, supply management, scavenging, and community building.
-There is a GM (or DM) that controls the environment, NPCs, and other external elements. They determine the results of each player's leadership decisions, such as crop yields and the amount of supplies obtained from foraging operations. Usually, there will be mechanics and systems in place that the GM can use to help them determine different outcomes, including some mechanics which I will provide examples of. Ultimately though, the GM can simply be a dictator choose what happens based on what makes the most sense, if need be. A good GM will not favor one faction over another.
-Each player has their faction's leader as their character. The GM gives personality to the faction's common members, and can give advice to the player in the form of the faction leader's lieutenants.
-Each faction has a separate thread, where the GM and faction leader interact on a one-to-one basis. A lot of RP is derived from the GM presenting the player with internal problems in their group, as well as offering different sets of choices and dilemmas. The GM can also introduce NPC-based antagonists for the players to deal with as well.
-DESPITE each faction's posts taking place on separate threads, these factions co-exist in the same overall roleplay. They can meet each other, fight each other, and communicate. The separate threads act as a barrier to easy metagaming. Sometimes, cross-thread interaction involves the GM filtering info from one thread to another, but direct communications (assuming they are established IC first) can be set up in the form of RPN Group Conversations. Peaking on another faction's thread is not allowed unless given permission to do so.
-Posts can involve the player's leader character interacting with NPCs and issuing orders in a more direct fashion (IC mode), or simply providing summaries of what they want to be completed (command mode).
For rolling to decide what happens: RANDOM.ORG - True Random Number Service
For supply stuff and other math crap: Online calculator
For naming all those NPCs: Behind the Name: Meaning of Names, Baby Name Meanings and Fantasy name generators. Names for all your fantasy characters.
Note that these mechanics can be edited by individual thread-creators to suit their roleplays.
TIME
Similarly to Rimworld, time has been more condensed so that you can actually get things done. Mechanics-wise (but not literally ICly), years are 60 days long, with the seasons each being 15 days.
This way, raspberries grow in 3 days instead of 35 days, because a GM is probably not going to keep track of your goddamn raspberries for that long.
Remember, in this roleplay, a lot may happen in a single day. Some eventful days are multiple pages long. I'm just going to go out on a limb and say that 365 fully-roleplayed days probably won't happen, and if they did, most of them would just be watching the grass grow, because your settlers do not want to be going out and fighting zombies (or whatever horrors may be in your universe) every day.
PRIMARY RESOURCES
Rations: Feeds people. 1 standard survivor (or, 2 small children) consumes 1 ration per day.
Fuel: Keeps vehicles and generators running. Can be used to light fires.
Components: Used in the creation, maintenance and repair of mechanical devices.
Metal/Scrap: Used for repairing items and constructing buildings. Scavenged from old ruins, or stripped from mechanical devices.
Wood: Harvested from trees. Used for construction.
Medicine: Used to treat sick and wounded people.
Narcotics: Stimulating drugs used as a precursor to medicine. Can also be taken on their own in order to boost certain attributes, although they are addictive.
Cloth: Used as bandages, as well as a material used in mending clothes and certain structures. Can be scavenged, or grown from cotton plants. They can be used to create armored padding.
Alcohol: Consumed as a beverage by people for morale, and can also used as a sanitizer and crafting material.
Seed: Required to make plant new gardens and greenhouses.
Fertilizer: Used by gardens and greenhouses, making vegetables grow faster and yield more rations.
Ammunition: Used by firearms, if applicable to your roleplay. Can come in different varieties.
An example of how a tab for a faction's members and NPCs can looks like, as well as their supply situation.
RESOURCES
Post-apoc money ($) x 10000
Rations x500
Fuel x50
Components x30
Scrap x90
Wood x200
Medicine x35
Alcohol x100
TOOLS
6x toolboxes
1x generators
1x radio setup
1x radio pack
10x shovels
VEHICLES
3x motorcycles
5x sedans
4x pickup trucks
3x SUVs
-----
GENDER NAME| POSITION | WEAPONS & AMMO/ARMOR/MISC. ITEMS
Leadership
♂ Tommy | Leader (PLAYER CHARACTER) | Hunting rifle [5/5, 5/5, 5/5] | Bulletproof vest
♂ Bobby | Advisor | Pistol [12/12, 12/12]
♀ Sarah | Quartermaster | Shotgun [6/6, 6/6] & Revolver [6/6]
♂ Andy | Engineer | Wrench
♀ Debby | Doctor | Revolver [6/6, 6/6, 6/6]
sub-group examples
Work Crew 1
♀ Sally | Taskmaster | Hammer & toolbox
♂ Aaron | Worker | Axe
♀ Dizzy | Worker | Shovel
♂ Randy | Worker | Wrench
♂ Billy | Worker | Axe
Militia Squad 1
♂ Jerry | Militia Sergeant | Assault rifle [30/30, 30/30, 25/30] | Bulletproof vest
♂ Danny | Militia | Hunting rifle [5/5, 5/5, 5/5]
♂ Louis | Militia | Hunting rifle [5/5, 5/5, 5/5]
♀ Betty | Militia | Hunting rifle [5/5, 5/5, 5/5]
♂ Marty | Militia | Revolver [6/6]
etc.
It helps to have a map in your RP where you can keep track of different faction locations, as well as points of interest. It does not need to be overly complex, you can whip up something with MS paint pretty easily. Having paint.net also helps as well. I make all my maps using a combination of those two programs.
Map made by cl0ud for his own faction-based RP.
It may also prove useful to have a map of your players' bases. Using copy-pastable symbols like these can make everything a lot easier. Again, this can be accomplished using just MS paint, although using paint.net can speed up the process and make recolors/copypasting faster and easier.
Currently, there are two combat systems that have been developed by IFRP creators.
When someone shoots, roll a d20 to see if it hits. If they're an experienced shooter, or have some kind of other advantage, then you can make it so that the "potential hit" rolls are unlocked. If the shooter is at a disadvantage, like being wounded, out of range, or if their target is hiding behind cover, then make the "potential hits" just miss.
For single-shot weapons like bolt-actions, lever-actions, pump-actions, etc., only roll once per turn to see if they hit. If they have a semi-automatic weapon, roll twice. If they have a full-auto weapon, roll three times to see if they hit (however, I have it so that full-auto is less accurate, and wastes ammo. Only 3 rolls are given, but 5 bullets are used up.)
ROLL 1: Miss
ROLL 2: Miss
ROLL 3: Miss
ROLL 4: Miss
ROLL 5: Miss
ROLL 6: Miss
ROLL 7: Miss
ROLL 8: Miss
ROLL 9: Miss
ROLL 10: Miss
ROLL 11: Miss
ROLL 12: Miss
ROLL 13: Miss
ROLL 14: Miss
ROLL 15: Potential hit
ROLL 16: Potential hit
ROLL 17: Hit
ROLL 18: Hit
ROLL 19: Hit
ROLL 20: Hit
Caliber Power
Stopping power is the chance that, if someone gets shot by that type of bullet, will die instantly. So if someone gets shot with .308 round, use random.org and do a d100 roll. If you roll under 35, they die. The little enclosed boxes with numbers, ex: [-2] are wounding damage bonuses.
.22: 15% stopping power [-3]
9mm: 20% stopping power [-2]
.45: 23% stopping power [-1]
.357 magnum: 25% stopping power [0]
5.56mm: 27% stopping power [0]
7.62mm: 30% stopping power [+1]
.308: 35% stopping power [+2]
Shotgun shells/slugs: 35% stopping power [+2]
Arrow: 25% [0]
Wounds
My NPCs have 15 hitpoints.
15 [Full health]
9-14 [Injured; no change]
6-8 [Sluggish/less effective]
1-5 [Downed/disabled. If the GM deems the NPC badass enough, then they can still use a pistol while downed]
0 [Dead]
Minor Wound: 4 dmg [3 to down, 4 to kill]
Medium Wound: 6 dmg [2 to down, 3 to kill]
Severe Wound: 8 dmg [1.2 to down, 2 to kill]
Debilitating Wound: 10 dmg [1 to down, 2 to kill]
Fatal Wound: 15 dmg [1 to kill]
Each 3 HP lost requires 1 medicine to restore.
9-14: 0 days to heal
6-8 : 3 days to heal
1-5: 8 days to heal
ROLL 1: Minor wound [4 dmg, takes 3 to down, 4 to kill]
ROLL 2: Minor wound
ROLL 3: Minor wound
ROLL 4: Minor wound
ROLL 5: Minor wound
ROLL 6: Minor wound
ROLL 7: Medium wound [6 damage, takes 2 to down, 3 to kill]
ROLL 8: Medium wound
ROLL 9: Medium wound
ROLL 10: Medium wound
ROLL 11: Medium wound
ROLL 12: Medium wound
ROLL 13: Severe wound [8 damage, takes 1.2 to down, 2 to kill]
ROLL 14: Severe wound
ROLL 15: Severe wound
ROLL 16: Severe wound
ROLL 17: Debilitating wound [10 damage, takes 1 to down]
ROLL 18: Debilitating wound
ROLL 19: Debilitating wound
ROLL 20: Mortal wound [9 damage, target will die after fight]
Combat in this project will be dice-based.
A Level 0 NPC will have 30 HP. Every time an NPC levels, up, their HP will be increased by 10 points. So, a Level 5 NPC will have 80 HP. Leaders or key NPCs will have a fixed 100 HP. HP is lost through a character being damaged by ballistics, natural elements, physical contact, or illness.
To determine what kind of injury a character sustains, a d25 “Injury Roll” will be rolled and it will follow the according rules;
- 1 – Miss
- 2 – Miss
- 3 – Miss
- 4 – Miss
- 5 – Miss
- 6 – Miss
- 7 – Possible Hit (Minor)
- 8 – Miss
- 9 – Miss
- 10 – Possible Hit (Minor)
- 11 – Possible Hit (Minor)
- 12 – Miss
- 13 – Miss
- 14 – Miss
- 15 – Miss
- 16 – Miss
- 17 – Miss
- 18 – Miss
- 19 – Minor Injury
- 20 – Minor Injury
- 21 – Minor Injury
- 22 – Medium Injury
- 23 – Medium Injury
- 24 – Serious Injury
- 25 – Lethal Injury
The corresponding number will be how much HP is lost, except for a d25. A d25 will have a 4x modifier to ensure lethality. A x2 modifier will also be placed on d24 rolls if the target is or above Level 3.
The vagueness of the injury allows the game master to create a narrative that fits the combat and proves interesting to the story. There are modifiers to combat that protect the player such as armor, experience, type of weapon, type of ammunition, and cover.
COMBAT MODIFIERS
There are several combat modifiers for this project. They include a range starting at temperatures to the experience of a target and/or character.
Chapter I: Accuracy
Accuracy is defined by the dictionary as “the quality or state of being correct or precise”. When it comes to discharging a firearm or letting loose an arrow from a bow or a crossbow, accuracy becomes very important to the user. Accuracy also helps determine what kind of roll a character will be given.
Sub-Chapter A: Experience
There are five experience levels total in this project; Level 0-4. Each of these levels have certain buffs and de-buffs that come alongside them.
Level 0: A Level 0 character will receive a -2 modifier to their injury roll because they are less likely to hit their target.
ex:
[Lv. 0 Character] rolls d25 against [Target].
[Target] receives a d23 injury (Medium).
Level 1: A Level 1 character will receive a -1 modifier to their injury roll because while they have more training than a Level 0 character, they are still not as likely to hit their target.
ex:
[Lv. 1 Character] rolls d25 against [Target].
[Target] receives a d24 injury (Serious).
Level 2: A Level 2 character will not receive a modifier at all. Level 2 characters have been through the ringer and have been placed in combat situations. They remain relatively under control during engagements and are prepared to utilize techniques taught to them.
Level 3: A Level 3 character will receive a +1 modifier. Level 3 characters are hardened veterans of the battlefield and along the way have picked up some breathing techniques that assists in honing their aim when they prepare to take the lives of their next target.
ex:
[Lv. 3 Character] rolls d24 against [Target].
[Target] receives a d25 injury (Lethal).
Level 4: A Level 4 character will receive a +2 modifier. Level 4 characters are at the top of their class when it comes to combat. They’ve faced life-or-death situations more than once and they’ve done all but mastered the battlefield. Because of this, they receive a large boost to their combat capabilities.
ex:
[Lv. 4 Character] rolls a d23 against [Target].
[Target] receives a d25 injury (Lethal).
There are other modifiers that will be discussed later in this chapter that may enhance or completely nullify the modifiers discussed in this section and it may also work vice versa.
Sub-Chapter B: Cover & Hand-to-Hand Combat
Part 1: Cover
Cover in this project is defined in Tiers. A Cover Tier (CT) describes the quality of something providing cover. A CT is applied to an object depending on how much of the body is covered by said object. There are three CTs to this section.
Tier 1 Cover: A Tier 1 Cover is an object that somewhat hides the body of a person and is made of easily-penetrable material. A Tier 1 Cover will provide a -1 modifier against an Injury Roll but may be negligible due to ammunition type.
Tier 2 Cover: A Tier 2 Cover is an object that hides a majority of the body and is marginally tougher to penetrate than a Tier 1 Cover. Such things for a Tier 2 Cover could be made of wood, concrete, or metals. A Tier 2 Cover will provide a -2 modifier against an Injury Roll but may be negligible due to ammunition type.
Tier 3 Cover: A Tier 3 Cover is an object that conceals the entirety of the body and is very hard to penetrate. Examples of a Tier 3 Cover would be a concrete wall, or multiple inches of steel. A Tier 3 Cover will provide a -3 modifier against an Injury Roll but may be negligible due to ammunition type.
Part 2: Hand-to-Hand Combat
Hand-to-Hand Combat is the confrontation between two or more entities at very close range (within grappling distance). Hand-to-Hand combat does not include ranged weapons such as firearms or bows, but does include melee weapons including knives, bludgeons, etcetera. Hand-to-Hand combat also includes to unarmed combat, or fist fighting.
Hand-to-Hand Combat follows the same Injury Roll rules as standard combat except Hand-to-Hand Combat has dodging and other factors that come into play.
Subpart A: Dodging
Dodging, or a dodge, is to avoid something by a sudden movement. With each level, a character will gain a Chance to Dodge bonus when engaged in Hand-to-Hand Combat. The chance of a dodge will be determined by a d100 roll. Although, Superiority will affect the capability of a dodge.
Superiority is an advantage over other level characters. Two characters who are the same level will not receive any Superiority modifiers, but higher levels facing off against lower levels will. Modifiers decrease Dodge % by 4(s).
A Lv. 0 Character has a 10% Dodge and 0 Superiority.
A Lv. 1 Character has a 12% Dodge and 1 Superiority.
A Lv. 2 Character has a 15% Dodge and 2 Superiority.
A Lv. 3 Character has a 16% Dodge and 3 Superiority.
A Lv. 4 Character has a 17% Dodge and 4 Superiority.
Part 3: Range
Range is a very important factor when it comes to how many of your shots end up landing or not. If you’re too far from target, your bullets will lose speed and not have nearly as much stopping power.
There are three categories of range when it comes to a weapon;
Close Range or “Too Close for Comfort”. When you’re in close range, which means your target could be as little as a few feet away from you, you’re very likely to hit your shot. This provides a +1 modifier to a character’s Injury Roll.
Operational Range or “Just Right”. Operational Range is the goldilocks between being too far and being too close. Operational Range is probably where you should always engage from. Because it’s just right, Operational Range doesn’t affect an Injury Roll at all.
Out-of-Range or “SOL Range”. Operating at this range and expecting to find your bullet hitting its target is like placing your hand in a campfire to see if it’s hot. Occasionally, you’ll hit your target, increasingly possible if you’re using a high-magnification scope, but you more than often won’t. This provides a -2 modifier to a character’s Injury Roll.
Part 4: Nighttime and Dark Areas
What’s better than fighting under the cover of night? Not. Unless you’re equipped with night vision goggles or thermal vision technology. Only then do you have the tactical advantage. Because of this, all characters have a natural -1 modifier included on their Injury Roll. This also applies to areas that are deemed too dark. Places like this may include sewers, abandoned buildings without functioning electricity, and caves. Although, being in a dark area is better combatted than trying to let off a pot shot at midnight from a hill. A tactical or regular flashlight will remove the modifier for Dark Areas.
Part 5: Injured Shooters
During combat, it’s common for people to be injured. That’s the point of combat. Once a character has passed a certain threshold, their ability to aim will steadily increase, with a mounting negative modifier for each threshold they surpass.
-1: 50% of the character’s health is lost.
-2: 60% of the character’s health is lost.
-3: 80% of the character’s health is lost.
-4: 90% of the character’s health is lost.
There is no way to combat the modifiers from put on an Injured Shooter.
COMBAT EXPERIENCE
Combat experience is the amount of experience (exp) awarded to a character during an engagement. The amount of experience awarded to a character is directly correlated with the type of injury that character inflicts on another character.
For example;
[Friendly Character] rolls a d19 on [Unfriendly Character]
[Friendly Character] has gained 3 exp.
Experience (exp) is awarded to a character based on the roll that a character roll. The chart follows as so;
Minor Injury: +3 exp
Medium Injury: +4 exp
Serious Injury: +6 exp
Lethal Injury +10 exp
There are modifiers to experience awards, as well.
Moving Target [+1 exp]
Target in Vehicle [+3 exp]
Target in Cover [+1 exp]
Close Quarter Combat (CQB) [+1 exp]
Target 1 Level above Character [+1 exp]
Target 2 Levels above Character [+2 exp]
Target 3 Levels above Character [+3 exp]
Target 4 Levels above Character [+4 exp]
Target 5 Levels above Character [+5 exp]
A character cannot level up during an encounter. After an encounter is over, signified by an “Outcomes Sheet”, then the total amount of experience that a character receives will be totaled up and a character will level up, if appropriate, which will be noted in the Outcomes Sheet.
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