Urgent Evoke

A crash course in changing the world.




If ye be intrepid, let ye be ready for a journey into the heart of a true nerd.

My overall evokation proposal requires, I believe, fulfilling some of my gestures to content, action plans, and collaborations. This first update regards the partial fulfillment of content description. It should give the reader a more concrete idea of what the table-top game is all about. It may be curious to the reader who hasn't played a table top rpg before.



Game Name: Pilot (or possibly, Robots and Zombies)


Purpose: Practice self-acceptance (re weaknesses) and continence by playing a person inside a robot, where the robot exterior is semi-autonomous and doesn’t always do what you want.


Self-Mastery issues: each character has at least one of these issues (corrasponding to 1 letter)-


[justice]


a. Inflated sense of entitlement (Mine!)


b. Servility (Your idea is better. I agree. As usual.)


[courage]


c. Inaction (I could never do that.)


d. Something to prove (I will never back down!)


[wisdom]


e. Naiveté (I don’t need the details... Sounds good!)


f. Cynicism (How could anyone believe such nonsense?)


[temperance]


g. Excessiveness (If one is good, I want a thousand.)


h. Severity (If one is good, a tenth is right.)


General Mechanic: skill level classified into four die-type: none (d4 – ie 4 sided die), basic (d6), advanced (d8), expert (d12). On top of skill level, skill roles are modified by bonuses (eg, +1s) from: knacks, training, experience, equipment, and advantageous situation. Performing difficult tasks requires rolling a target number with your skill die type. If a task is very difficult, the target to roll may be 9, meaning that only experts (rolling the d12) have a chance at the task without bonuses.


Primary Skills and abilities: [its sci-fi, so names are to be long but in a regular vocabulary, and inorganic]


Payload: carrying capacity


Grav(ity) Control: governs over agility, balance, jumping and climbing


Locomotion: speed (metres per game round of movement)


Force: strength (minimum rolls are ½ die type. Eg when rolling to check against a targeted outcome such as breaking through wreckage to save a comrade, if you get to roll a d8 a result of less that 4 becomes 4)


Surveillance: Spot things and such (broken down into soft and hard detection. Soft=through software, hard = through regular sense data such as visual)


Mobilization: Quickness to change action type; responsiveness and reflexes


Interpretation: Ability to listen including the detection of underlying motivations of actions and words


Communication: ability to express oneself according to one’s intentions; make an intended impression


Technology: Ability to get technology to do what you want; repair; programming; engineering


Counter-Detection: stealth; broken down into hard (avoiding detection by the senses) and soft (avoiding detection by software, eg signal jamming)


Data-Mining: Finding information on things (broken down into immediate information andprolonged research)


Martial Conflict: protecting/attacking/combat first-aid, fortification, 'sizing up' 'situations'


[Martial situations - hits are avoided by rolls referencing an evasion score; damage may be negated or reduced by armour quality and sci-fi shielding, where armour reduces damage by an absolute amount (eg 5) and shields by a relative amount (eg 5%), and where shields reduce damage before armour; damage that is not evaded or negated is subtracted from ones Hit Point (HP) total and will require repair to regain. 0 hp makes one immediately vulnerable to lethal danger.]


Continence: used for rolling vs self-mastery issues.


Continence rolls – When self-mastery situations arise that deal with one’s self-mastery issue, a continence target must be rolled (ie, if the target is 5 you must roll a 5 or higher) to keep control of one’s actions. A failed continence roll means the semi-autonomous robotic exterior hijacks action, reversing the usual input-output relation (creating situations where comrades will say, “That must be the robot talking again!”)


Support - Care and cajoling by friends may circ**stantially provide a bonus or a re-roll of a failed check. However, when a reroll fails, subsequent re-rolls in the near future become more difficult.


Acclimatization – When a continence roll succeeds three times for the same sort of task in temporal proximity (relative to the micro or macro nature of the task), that specific task no longer requires a check (except very occasionally to reassert vigilance or when a character has recently been subject to a dramatic emotional shift).


Zombies – robots whose inside person has lost all control


Zombification – Whenever a ‘1’ is rolled for a continence check, one’s zombification risk bar is increased by a cell; whenever a continence check beats its target by double or more, the risk bar is decreased by a cell. When The risk bar is full, a character becomes a zombie


Redeeming Zombies – With attention, care, empowerment, and time, characters can make special redemption rolls once per month. Zombie continence skill starts at none (d4) regardless of what a character’s continence score is before zombification. The target for a redemption check is the maximum roll the current level of continence allows (eg if the current level is none [d4], the target is 4). A successful redemption check moves the zombie's continence to the next level, eg from none to basic. A roll of 12 (the max roll for expert continence) redeems; the person inside the robot regains control. Upon redemption, roll continence again and take away that many cells from the character’s zombification risk bar.


That's as far as I've gotten. I imagine my next step will to describe a setting. I believe it will be post apocalyptic, giving the robotic suits a reason - you need them to go outside. If it is post apocalytic there get to be bio-dome cities which are beacons of hope and that would be cool.







Views: 29

Comment by Samiran Roy on May 14, 2010 at 1:19am
Wow, I love this(Naiveté)
Comment by Jeremy Laird Hogg on May 14, 2010 at 1:27am
chol (chuckle out loud). thanks, and touche ;)
Comment by Ternura Rojas on May 14, 2010 at 9:17am
Your idea is just perfect! "Practice self-acceptance (re weaknesses) and continence by playing a person inside a robot, where the robot exterior is semi-autonomous and doesn’t always do what you want"
We humans are exactly this, most of the time we send misleading signals and there's where communication problems start. When preparing oneself for a job interview one practices this game (without knowing), then I get the job and I keep being the human inside the goofy robot and do nothing to fix that. Congrats Jeremy!
Comment by A.V.Koshy on May 14, 2010 at 10:46am
hey jeremy
great game
where r we gonna have philosophical discussions now
Comment by Jeremy Laird Hogg on May 14, 2010 at 8:11pm
@Temura - Thanks! We'll see what this game can do for people in way of practice.

@AV - Thanks man - as for the future, evoke will become a ghost town soon, but it will still be a town. I figure I will stay posted.
Comment by Ternura Rojas on May 14, 2010 at 8:18pm
@Jeremy what happened to the link to your overall evokation? it redirects me to the wrong page, please post it again, thanks!
And you know you are invited to the afterparty in http://evokeforever.groupsite.com/ there is where the action and the world changing continues after UE season I.
Ternura
Comment by Jeremy Laird Hogg on May 14, 2010 at 8:33pm
The link works for me, try er a again?

And as for the after-party, thank thank, I will participate wherever I can.
Comment by Chengyuan High School on May 19, 2010 at 3:26pm
It's cool. Everyone should truely try your game. Your idea really help people practice self-acceptance.
Comment by Jeremy Laird Hogg on May 19, 2010 at 9:01pm
Thank you students of Chengyuan!

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