Rule Sections
Core Concept
Virtual Veil is a tabletop roleplaying game which uses the One-Roll Engine (ORE) as a baseline.
It is recommended that each player, including the Compiler, bring a set of ten ten-sided dice, which will be referred to as a d10, or digits. In ORE systems, the success of any action requires a number of dice to be rolled, and at least one match pair of the same number rolled. The easiest success is called a Dub, which just means you have a matching pair. Similarly other successes may be described as trips, quads, and quints respectively. There are instances of difficulty which may require more than a pair, such as a triple but those cases will be discussed later. The meaning will be explained later, but when making a roll, all active dice in play will be referred to as the register. Use the Core Mechanics panel for full resolution examples.
Remember, you aren’t telling a story explicitly when a group sits around a table to play the game. The story grows from the collections of decisions and outcomes rolled by dice. As a general rule, if an activity would be considered somewhat trivial such as buying cereal at a grocery store, showering, going to sleep or driving a few hours to work, you do not need to roll, you may complete them automatically. Only force a roll when the outcome is uncertain or contested.
ORE Probability Table
The table below shows the percentage chance of obtaining matching sets for a given number of dice rolled (useful when estimating expected outcomes):
| # Dice | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 2d | 90.00% | 10.00% | - | - | - | - |
| 3d | 72.00% | 27.00% | 1.00% | - | - | - |
| 4d | 50.40% | 45.90% | 3.60% | 0.10% | - | - |
| 5d | 30.24% | 61.20% | 8.10% | 0.45% | 0.01% | - |
| 6d | 15.12% | 69.12% | 14.49% | 1.22% | 0.05% | <0.01% |
| 7d | 6.05% | 68.80% | 22.43% | 2.55% | 0.17% | 0.01% |
| 8d | 1.81% | 61.92% | 31.25% | 4.59% | 0.41% | 0.02% |
| 9d | 0.36% | 51.30% | 40.03% | 7.42% | 0.83% | 0.06% |
| 10d | 0.04% | 39.54% | 47.72% | 11.06% | 1.49% | 0.14% |
Hierarchy of Mechanics
Storage
The term for stats that are roughly set in stone for the present moment. These include stats, skills, and your Computers specifications, software and operating systems. Storage is the term for the character sheet which will not be affected directly by random rolls. It’s called storage because it’s roughly locked away and you shouldn’t need to edit any information in it unless you are purchasing items or changing major details about your character.
Cache
Cache represents temporary or dynamic information that can change frequently during gameplay. This includes things like current health, temporary buffs or debuffs, and other situational modifiers. The most important of these modifiers the data cache, a set of dice that are pre-rolled as soon as you boot your cosmOS. The data cache can be used as a die to be added to any normal roll and then expanded during play. Additionally, damage is considered to be stored in the cache which will be covered more in the Combat section. Cache effects are not permanent but do take more time to get rid of than register effects.
Register
The register is the pool of dice that are actively rolled to resolve actions. The most random and violate of stats, the register is in reference to all current dice rolled for a specific purpose, which only will last for the current round. There are several things that can happen to the register while it is still in play. Remember, you keep your dice in the data cache as long as your comp is still running, you discard all dice in your register unless told otherwise. Moving dice from the register to the cache is called loading.
Adding Or Subtracting
Sometimes for the purposes of comparing rolls or using modifiers, the individual number on the die matters, not just that they are pairs. You can convert each roll made into a numerical value by using the number of matching pairs as the tens digit and the actual face number as the ones digit. For example, three sevens would be represented as 37. Adding or subtracting rolls can potentially turn a failure into a success, since an individual die could theoretically be turned into a pair or vice-versa.
Types of Moves
Basic Actions
Any Action that requires at minimum a dub to be rolled is considered a Basic Action.
Free Actions
An action that can be declared on your turn without having to worry about dice. Examples include talking, adjusting clothing, or messing with smaller gadgets.
Minor Actions
Any action which can be completed with less than a dub, usually a singular die. Sometimes, in the heat of the moment, it may be difficult to complete tasks that would otherwise be trivial. These are referred to as Minor Actions. Minor Actions can be performed in tandem with any other normal actions on a turn, provided there is at least one die that can be used for it. For example, getting back up from the ground is a Minor Action. These do not count as Combos or Strings.
Special Actions
Special Actions involve particular abilities that do not fit the standard pairing system. For instance there could be an ability that requires "777" or "789" as a single set to function properly.
Cache Cost
Certain actions may also have a cache cost. This means one or all of the set used must be from the pool of cache die.
Combos and Strings
Normally each action coincides with one roll from the register. There are certain triggers which allow multiple actions to be taken in quick succession within the same round. Since the actions are occurring in the same round, the register will remain on the board.
Combo: Any Action that will always be allowed to be completed as a secondary after an initial action takes place on that turn.
String: A second independent action done within that turn which is not dependent on the first.
Action Ranges
Each action has a range associated with it, which defines how far away the target of the action can be. The main measure of the game is 'squares', defined as a 5ftx5ft plane within the play space. When counting distance, you may only travel in horizontal and vertical directions. In general, the measurement of range is abstracted into multiple levels:- Self:This is ability that can only target the one using the ability or Action.
- Close: Involve all melee or Point Blank abilities, which can only target entities within neighboring squares of the target.
- Short: Abilities that can target entities within 3 squares of the user.
- Long: Abilities that can target entities farther than 3 squares away and up to 6 squares away.
Both Short and Long Range abilities often come with specializations that will allow modifications of these actions outside of their natural range, usually at a penalty.
Body Stats
Agility: How fast are you? If you want a character that’s quick on their toes and has great reaction time, you’d want high Agility. Agility controls physical speed and also the speed by which your hands and body can interface with the digital world. Agility can also be used to avoid taking damage.
Physique: How obviously in shape are you? The tone of your muscles and your ability to carry heavy objects. Most attacks that rely on brute strength or athletic skill are rolled with your Physique stat.
Precision: How good are you at using your hands, or coordination in general. Characters with excellent Precision may be great at driving, pickpocketing, performing, or painting. Some weapons rely on Precision, such as guns.
Vitality: How is your health in general? Unlike the other three stats which control exertion, Vitality is your ability to remain resilient. It governs resistance to poisons, disease, and helps reduce the risk of dangers.
Mind Stats
Cyber: How computer literate are you? High Cyber allows you to find information quickly, excel in digital competitions, or write effective code. In the Digital World, Cyber often plays the role Physique plays in the Walking World.
Engineering: How handy are you? Engineering is your ability to fix, repair, troubleshoot, and sabotage technology.
Ingenuity: How sharp is your mind? Ingenuity represents creativity and the ability to deduce and improvise solutions. Many spells and technological abilities rely on Ingenuity.
Wit: How well studied are you? Build a character with high Wit if you want strong contextual knowledge, street smarts, or academic understanding. Wit also controls combat initiative.
Spirit Stats
Charisma: How persuasive are you? High Charisma helps in convincing others, building influence, or running social campaigns.
Confidence: How good are you at convincing yourself? Confidence helps you overcome disadvantages and push through difficult situations.
Performance: How good are you at affecting others' perceptions? Performance covers acting, singing, deception, and similar social displays.
Stealth: How often are you unnoticed? High Stealth allows you to move unseen and avoid detection in both real and digital spaces.
COMP Stats
Along with the stats that define the Player Character, each character sheet will also have the stats of the COMP.
Distribution: A major decision at the begining of the game is which COMP Distribution the player will choose for their character. Each distribution has its own unique set of stats that define its capabilities and playstyle, and may be locked out of certain abilities or features.
Processing Power: This defines the maximum amount of Chips that can be used. New weapons, powers or abilities require Chips to properly integrate with a COMP.
Thread Count: The maximum number of simultaneous processes the COMP can handle. In game terms, this means that this is the maximum number of skills you can utilize at once. By default and for more characters, the Thread Count is set to 1.
Caching
Whenever you intially turn on your COMP to use its powers, you can roll a number of dice equal to your cache size. These can be used as a part of the totals of any of the Actions you use for the remainder of your COMP session. Additionally certain Basic and Minor Actions require cache dice to be activated.
If the number of cache dice ever exceeds the max size from your COMP you must immediately discard one.
Battery Life
Battery Life represents the amount of time the COMP can be used before it needs to plugged in. Due to the taxing nature of entering cosmOS, charging time is always 1 to 1 with recovering battery life, and can be safely left plugged in while active, giving the user unlimited use time within the area around the vicinity of the COMP, roughly one building's range. In the event that a COMP stops operating while being actively used, the COMP user will be logged out of their COMP and cannot use any of its features until it can be charged.
Defensive Stats
Defense
The most straight-forward of the Defenses, Defense protects against physical violence like punches, sword-swings or gun-fire. All player characters are assumed to have 1 Defense at the start, which can be altered later.
Integrity
Integrity is a defense for all digital attacks, which could involve a short, a lag spike or an injection of bad code. By default Integrity is 0.
Resolve
Resolve is the defense for any Psychic or Spiritual attacks, like an non-corporeal magics or some taunts. By default, it's default value is 0.
Movement
The game can be played through a 'frame of mind' context, but it is strongly recommended to use a square grid to keep track of players and other entities. Each turn a player has can be used moving around a physical or digital space. Each square of the grid represents a 5ft by 5ft square.
By default, a player can move up to their Agility score, in any direction they choose, horizontal or vertical.
Each turn, movement can by increased an additional space, by using a Minor Action.
If you are actively using the Agility stat for your actions this turn, you also gain additional movement equal to half your Agility score, rounded down.
Combat
Sometimes you need to fight. When combat begins the Compiler must clearly announce the start of combat. Immediately after the announcement, each character rolls a Prediction roll (similar to Initiative in other systems) to determine reaction order.
Starting Combat
At the start of each combat, the order which everyone needs to take their turn and declares their actions needs to be determined. There are two scores that control this flow of battle, Initiative and Out-Think.
- Prediction Phase: At the begining of each combat, each entity rolls their Wit, and the result is their Outthink Value. Certain abilities and moves have the Prediction Quality, which will allow them circumvent opposing entities, if the Out-Think Value is higher. Examples could include a Sneak Attack, Dodge or Parry.
- Initiative Phase: After defining the Outthink Values, each entity rolls their Initiative to determine the timing of the actions occuring, going forward as well. In the physical world and in areas affected by the Veil, the intiative roll uses the Agility score. Within cosmOS, use the Precision score.
Phases of Combat
Combat follows the general pattern, sequential Rounds, defined as a space of time roughly equal to 10 seconds.
- Call Phase: All active entities act in order from lowest Outthink Value to highest to declare their intended Called Stat. The Called Action's only requirement, is that you must select a stat to use for your ability. The ability is rolled and added to the register until the start of that entity's turn. Once all active entities have Called, and rolled for the start of the turn, the Resolution Phase begins.
- Resolution Phase: Each entity takes their turn in order of Initiative, making as many actions as they are capable with the dice in their register, until they end their turn. Many abilities may affect the register over the course of the turn, which may change available abilities at the time of their use. Additionally, reactions may be used outside of the turn order. You may use a Reaction at any point in the initiative where your Outthink Value is higher than the current Initiative.
- End Phase: Once all entities have taken their turn, the round ends. Any effects that last until the end of the round expire, and a new round begins starting again at the Call Phase. The affects of taking damage are also finalized at this phase
Injuries
Damage
There are multiple ways to target and subdue enemies.
Typically, most attacks, especially the physical variety target the opposing entities Vitality. Additionally Spirit attacks which deal with the mental clarity or willpower reduce the opponent's Confidence. Finally, Cyber cannot fully eliminate the living from a situation but reducing the Cyber score would completely remove their ability to control technology or their COMP.
- If Confidence Reaches 0: The entity is considered Incapacitated from a mental break until healed.
- If Cyber Reaches 0: The entity is fully logged out of cosmOS and the COMP. If they are a natively digital entity, they are completely wiped from reality. Living entities lose access to any and all supernatural abilities until healed.
- If Vitality Reaches 0: The entity becomes Incapacitated. If they are a fully living creature then this is delayed until the end of the Round, and they can still make Actions with a -1 Power penalty until that point. If the damage received after hitting zero equals the maximum Vitality of that entity, they are instead killed, and cannot be healed outside of black magic.
- If the number of Injuries exceeds 3: The entity has become Incapacitated as a part of an internal glitch. If a Demon suffers from this, they will forcibly split into multiple smaller Sprites in their host Node, often resembling elements of themselves and the context of the glitch. A living entity cannot recover from being incapacitated until the COMP is broken. The Veil spreads forcibly.
Faults & Errors
Faults represent the toll of lasting damage from combat.
Each time you take damage to Confidence, Cyber or Vitality you must add a Fault Die to your cache. Fault Die have a special property in that they cannot be used for actions, and any pairs of matching Fault die result in a Injury, at which point the dice are removed. Consult the Injury Severity list for the results going forward until the Injury can be healed.
Fault Dice are all removed once combat ends the entity goes to a stable location.
Other Entity Damage Methods: In many instances, especially for weaker enemies, its recommended to skip the Fault Roll system for taking damage, and instead directly subtracting out the Vitality of the entity. Some of the generic Sprites built in the world to explicitly be mobs, may only have a unique stat called Health that is universally targetted with all attacks.
- Minor Injury (dub): 1 Error Die rolled for each action
- Moderate Injury (trip): 2 Error Dice rolled for each action
- Severe Injury (quad): 3 Error Dice rolled for each action
- Critical Injury: Incapacitation
Healing
There are ways to come back from even the brink of death, provided you stay in the land of the living.
Vitality and Confidence losses can return on their own provided that that they didn't come with an injury, at a rate of recovering one per day. If there is an Injury associated with these losses, then a professional is required to tend to the entity for that period for the healing period to count. The nature of the professional could be anything from a Doctor, Psychologist, Priest, Witch-Doctor, or attuned Sprite, as long as the context makes sense.
Cyber damage not only represents the raw technical prowess of the COMP, but also the worth of the equipment of the user. Healing these wounds require a Engineering check meeting or exceeding the Cyber score that we are attempting to raise back to. This is a Engineering check that can be performed by anyone, but must be done in the Physical World, without any influence of The Veil or cosmOS, and takes takes 1 hour per Point in the Cyber Stat. If the Repair check fails, then you must wait 1 day before trying again.