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BC.org Base 100 System

     This article is designed to provide a standard reference document for the Base 100 System that many that are a part of BC.org use. While it is intended to communicate the rules of this system, it also has some general useful tips on using rolled combat in PvE, PvP, and Strict RP settings.

     The 'Base 100' system is a roll system that has been in common use by many of the BC.org events, both in game and in the BC.org chat. It is a simple system that utilizes the /roll function of both locations to help determine random factors in RP events and help mediate hit/miss decisions in RP Combat and PvP situations. It was first implemented by the player Jovia shortly after launch of the game. Since then, it has been used as a 'Core Mechanic' to several events and conflicts on the server, with event runners often adding additional layers or systems that utilize this as their base (hence the name). It has grown since then with many modifications and alterations, and continues to grow still. Credit to Wymarc, Orell, Blingdenston and Seraphie for several of the advanced improvements shown here.

     An Important Note On Communication
     Whenever planning or putting together an event that utilizes the Base 100 system, you want to let people know that this is what they will be using. Furthermore you will want to be upfront and very clear about what Advanced Options you will be using, as the system is intentionally made to be modular and comfortable to a wide variety of playstyles. This will let your players know what to expect when participating and also help to experience the feel you intend for the event rather than confusing players when something comes across as different.
     For example, announcing that you are using the Gradual Hit Point and Boss options will keep your players from bothering you behind the scenes about a friendly dropping below 0 HP but not falling or becoming upset that a particular enemy defies the rules they themselves are bound to. Most times these misunderstandings are not malicious. However, you can avoid them entirely by communicating up front how you expect your event to work.

     The Core - The Hit Table
     The Basics
     The base of the system is simple, and is applied by using the /roll function to roll 1d100, and adding whatever bonuses or alterations (if any) to the result. The outcome is determined by the final number:
     1-10 - Critical Failure: The character making the roll generally takes some negative backfire from attempting the action such as the consumption of resources with no benefit or the loss of a Hit Point.
     11-40 - Failure: The attempted action is simply not accomplished.
     41-90 - Success: Whatever was tried lands as intended.
     91-100 - Exceptional Success: Something goes drastically in favor of the character making the roll, such as doing additional damage on an attack or gleaning more data than was asked for from a slicing attempt.
     This is the only 'requirement' of the system: using the roll table as a common ground for players in an event or moment where rolling is needed. While the rest of the segments of this article are considered part of the system - the intent of the system is to present a common and likable middle ground for players to use in their roleplay.
     Advanced Option: Rolls Above 100
     In many cases, simply knowing whether the roll is a success or exceptional success is enough. However in the RP where the degree of success allows for someone to go above and beyond for a true hero/villain or 'badass' moment, having a method to tell when those moments occur is handy. Using any of the additional aspects of the system will have times where the roll goes above the '100' mark despite the table's threshold ending there. Consider having additional effects of a roll that breaks this mark - perhaps an attack does triple the amount of damage it was originally supposed to or an attempted action affects twice as many targets as originally intended.
     Advanced Option: Will of the Force
     While the Base 100 system is designed to put as much of the control in the hands of the GM/Player instead of the 'dice' - there is still a roll involved, and therefore chance can play havoc on players in some circumstances. When using this option, players are able to invoke a bonus after consecutive failures in order to counteract being on the wrong side of chance. The bonuses available are as follows:
     3 Failures - After three failed rolls, a player may add a +20 bonus to any following failed roll.
     5 Failures - If a player fails 5 rolls in a row, a player may make a failed roll into an automatic exceptional success. This may be used on the fifth failed roll.
     Note: Once either of these options are used, the count of failed rolls begins anew at zero.

     Bonuses and Penalties
     The Basics
     Using just the table and a straight d100 roll is the simplest form of this system, however it does not always reflect a situation or the people participating in it. Altering the rolls with bonuses or penalties based on character skills and circumstance help make an event feel alive and immerse a player in the moment. Making an attack from a particularly advantageous position would normally mean an easier chance to land the attack, for example, and can be translated by adding a bonus before the roll. On the opposite end, trying something from a particularly hindering set of circumstances can harm your chances as well. It is advised for most game masters that even if they choose to ignore every other aspect of this system to consider situational modifiers.
     Situation Bonus and Penalties Scale:
     (+/-)5 - Slight Dis/Advantage: A character's ability is only minorly boosted or hindered. Ex: If they were surprised or are simply on higher ground.
     (+/-)10 - Moderate Dis/Advantage: The alteration is from a more noticeable source. Ex: Kicking with an injured leg or receiving help from an ally.
     (+/-)15 - Significant Dis/Advantage: A hazardous effect or a boon has a strong effect on the outcome. Ex: Being attacked from two sides or slicing with a computer tool.
     (+/-)20 - Overwhelming Dis/Advantage: Prominent circumstances make it to where it is unlikely that a move will fail or succeed. Ex: Firing a gun with a broken arm or trying to find a fire with thermal goggles.
     Advanced Option: PC Traits
     As stated before, the straight table does not do much to represent character skill or helpful specializations. To help represent a character's training or capability there are 'Trait's. Each character would have a selection of Traits, which are designed to give a bonus or unique rewards to a character under certain circumstances or performing certain actions. Each Trait is a small description of what the character is capable of and why they receive that bonus or penalty, as appropriate. Though this adds another layer to characters and the system, Traits are best used when you want to encourage creativity with your players skills. Traits are explained in greater detail in THIS ARTICLE.
     Note: If also using any of the other options, it is strongly recommended to read about and consider how Traits can interact with those options.
     Note: This option is incompatible with the Specializations option. They cannot be used together.
     Advanced Option: Fate Points
     Rolls and circumstance alone do not always make for particularly heroic or 'badass' moments in a game. Fate Points allow a character to hold onto a bonus as an 'ace in the hole' to pull out when they feel the desire to have a particularly impressive move - or at a dire moment when there is much riding on success. Fate Points are automatically awarded to a character anytime they roll a critical failure. Beyond this, a game master may award a Fate Point to a character for a particularly daring move or for impressive roleplay during a given encounter or as incentive for undertaking a challenge within an event - or at anytime the game master may otherwise deem it as a worthy reward. A character can, before a roll, choose to use any number of Fate Points they have on that roll, and each Fate Point they choose to use will give a +5 bonus to that roll. For example, if a character has saved up 7 Fate Points, they may choose to use 5 of them on a roll to give a +25 bonus to that roll and keep 2 Fate Points after.
     Note: If also using the PC Traits or Specializations options, taking the -15 penalty to a roll from a Trait or Specialization called on negatively will award 2 Fate Points as well.
     Advanced Option: Specializations
     In some situations, it is easier to represent a characters capabilities in broad strokes rather than specific ones. When using this option, a player chooses a set of one-word or phrase concepts - such as 'Stealth', 'Hand-to-Hand', 'Blasters', 'Explosives', 'Force Abilities', or 'Slicing'. These words or phrases serve as areas that the character is either skilled or deficient and thus receives a bonus or negative on all actions that the word or phrase can apply. The bonuses or penalties a Specialization provides is set by the player at creation - though they are required to be in increments of 5. Specializations are best used when broad, easy to reference bonuses or penalties are sought rather than creative skills - as unlike the PC Traits option, Specializations only award numeric bonuses.
     Note: If also using the Fate Points option, a negative Specialization can grant Fate Points. A Fate Point is granted for every -5 the penalty applies above -5. This means that a Specialization penalty of -10 will award 1 Fate Point every time it is invoked while a penalty of -15 will award 2 Fate Points.
     Note: This option is incompatible with the PC Traits option. They cannot be used together.

     Hit Points
     The Basics
     In a dedicated PvE event, where it is most often players versus NPCs of some sort, all characters are given a Hit Point amount (HP) the reflects their capability to participate in the event. In most cases this is 3 or 4 HP, and when a character reaches 0 they are rendered unable to contribute. This does not necessarily indicate death - it can be knocked out, dragged off, fallen down a pit trap, anything that may hinder the character until the end of the event depending on circumstance. Hit Points are lost most often when hit by an attack by an enemy or by rolling a critical failure.
     Advanced Option: Gradual Hit Points
     Not all situations make sense for a hard HP limit (where a character leaves at 0 HP). This variant allows the game master and player to push a characters limits and decide when it makes most sense to remove a character from the event based on circumstance rather than mechanics. To use this option, Player Characters start with 2 HP. When taking a hit that would send them below 0 HP, rather than instantly being removed, they receive a penalty to their actions moving forward. These penalties stack in increments of 5 - meaning that at -1 HP, a character would have -5 to their rolls; at -2 HP, -10 to their rolls; and so on. Removal from the event is based solely on the decision of the player and the game master.
     Advanced Option: Healing
     Some characters play as healers both in mechanics and in RP. When bringing this into Base 100 events, healing should be treated as its own action - using the standard roll table with no bonuses. Penalties might still apply in particularly harrowing situations. A success should restore 1 HP to the target of the heal, while an exceptional success restores 2 HP. A critical failure should not penalize the healer.
     Note: If also using the PC Traits option, healing should be restricted to characters who have the Healer Trait, as it is an extremely powerful advantage. The Heal Trait should grant no bonuses to healing, merely allow them the ability to heal.
     Note: If also using the Gradual Hit Points option, healing does not bring a character back above 0 HP. It will only heal negative hit points.
     Advanced Option: Squad Health
     Sometimes a character brings lackeys into a situation with them. Sometimes the players are dealing with heavily clustered groups of enemies rather than singular opponents. In these scenarios, a 'squad' is treated as a single entity - the entire squad gets only one initiative spot and takes only one action as a whole - and the HP of a squad always indicates the number of members in it. For example, a squad with 6 HP would have six members, and they would make a single roll for the entire squad to shoot at a character, and if it lost 2 HP (putting it at 4 HP) it would lose two members of that squad.
     Note: If also using the Healing option, a squad cannot be healed by a character.

     The Basics
     Initiative is a simple d100 roll that indicates who goes in what order in combat. While it may be altered by Traits and bonuses or penalties like any other roll, the only effect an initiative roll has is on the placement a character has in the round order. The person who rolls the highest initiative goes first in the round, following down until the lowest roll, at which point another round starts at the top roll once again. If two characters roll the same initiative, those characters are placed in the initiative order with that result, and then roll a second time to determine which of the two will go before the other. If another character would come into an encounter where initiative has already been rolled, then that character rolls their initiative and is placed into the current order with that result, waiting until that turn comes around to take their action.
     Advanced Option: Useful Common Ground Definitions
     While this is more of a reference than a true 'option', most times events will not have circumstances where this type of time tracking is required. Adding effects or timers into an encounter, however, can create a unique dynamic and level of challenge for players. It is also useful as a helpful way to communicate timing among players.
     Turn: A turn is a single character's place in the initiative order. If three characters take actions, then three turns have passed. If an effect or timer would last 8 turns, it lasts until the 8th character takes their action since the start of the effect or timer.
     Round: A round is the length of time for the entire initiative list (that is everyone participating in the encounter) to come full circle. For example, if the initiative order was Char1 -> Char2 -> Char3 -> Char4, and an effect that lasts one round starts on Char2's turn, that effect lasts until Char2 gets another action. These timers and effects end at the start of the turn, meaning that in the above example, Char2 would not get two turns with the effect.

     NPC Enemies
     The Basics
     This system is designed with NPC (Non-Player Character) enemies taking their own actions and making their own rolls against players. However, normal NPC enemies should nearly always be considered to have 2 HP and not apply to the Gradual Hit Point option. They use the straight Hit Table and do not have any Traits or significant bonuses that the players receive. Situational and Circumstance bonuses should still be considered, as this is part of what may make or break the difficulty for your players.
     Advanced Option: Bosses
     Significant enemies sometimes may have benefits similar to what Player Characters use, where a roll is used to determine the accuracy or effectiveness of unique abilities and to give a feeling of importance to that enemy. In other cases, particular enemies may break the mold of the system entirely, having unique mechanics that create a challenge or puzzle for the players to navigate. These types of enemies should be treated with care, as they will take as much attention in encounters as a Player Character - and Players should treat them as unique special cases rather than on the same level as they are.

     Player Versus Player
     The Basics
     Due to the fact that this system favors successful rolls, it can oftentimes feel disheartening to use the system purely as is for resolving roleplay PvP conflicts. For this, opposing rolls has often been used as a medium, allowing both sides a 'say' in how a give offensive action plays out. Since this implementation, two schools or methods of opposed rolls have seen frequent use. Of the two, each have seen consistent use for several reasons. The Defense/Counter method provides a more constant and intense feel of combat, and offers characters to be more creative in their actions - while the High Roll method is simpler and takes less time while allowing players the ability to be creative with their descriptions more than their actions.
     Once a player makes an offensive action, or some other act which may require the roll, they roll as per normal using the above table. Assuming a regular success, the defender then rolls using the above table as well to either deflect, resist, or otherwise avoid the move. An exceptional success on an initial attack in this scenario generally prevents a counter attack rather than doing additional 'damage', while a critical failure allows an automatic success on the counter. A character can only get one counter per round. Players who use this method also usually ignore the concept of HP - letting the story and Roleplayed moves dictate a good place for the fight to end.
     High Roll
     The simpler of the two methods, this disregards the success table altogether. Both aggressor and defender roll, and whomever receives the higher result is considered victorious in that move. If the defender is highest, the action is deflected, resisted, misses, or is otherwise avoided. Should the attacker receive the favorable result, their attempts hit home.