Filled With Online

Filled With Online is a tabletop role-playing game where players act as characters in an anime-styled VR MMORPG, including aesthetics and themes found in Japanese animation.Bereft of their home planet, humans reside in spaceships and minor space colonies spread across the galaxy. Homesick for Earth’s green pastures and blue skies, they connect to the officially-defunct Filled With Online.In this RPG, characters roll three six-sided dice (3d6) to try and meet a given Target Number. Leveling consists of increasing Hit Points and Fatigue Points, then taking one Skill of your choosing. Skills can bestow passive effects, new options, or improve upon Skills you already have.Characters advance in up to three classes at a time, and their first class may be a “Racial Class” with abhuman characteristics and abilities.

The humans re-entering Filtwith, the world of Filled With Online, use an exploit to return after the game’s official closure, and find Deep Learning AI capable of learning and growing like “real” humans, who exist in the game as Non-Player Characters. Humanity seeks to live out the rest of their days in this virtual world, alongside the natives.“Project FW” was first created with the intent to have warring nations battle bloodlessly in virtual space. Following that, the world of Filtwith was born, and Filled With Online released worldwide. It surged in popularity, but suddenly FWO’s staff announced:

We regretfully announce that Filled With Online will be closing its doors. Thank you for all the time you’ve spent in Filtwith until now!

The game was closed with no explanation. Rumors were born of warmonger corporations pressuring them from behind the scenes, some suggested that the Deep Learning AI grew far beyond the staff’s expectations, and yet more claimed that deaths had occurred among the game’s most active players. In the end, the truth was uncertain.All of the servers remained online to monitor the AI even after the public was shut out, and in each, a different version of Filtwith lived on. The NPCs left behind fell into disarray as their heroes vanished, and fought to survive against the ceaseless demonic invasions.After three years, war on Earth finally came to an end, as humanity fled their home.Humanity lives in idleness, in small space colonies largely disconnected from each other, and commercial and residential spaceships. Recent technological advances enable humans to regularly exceed their natural lifespan, but as solitude and despair chipped at people’s hearts, some would choose death.A hacker found Filled With Online’s servers, and regaining entry, discovered:

  • The AI characters native to Filtwith continue to fight demons to this day.

  • You can log in, make an avatar, and continue playing, but player abilities are weaker compared to those “Wanderers” had during the game’s live service.

  • Rhadamanthus, the Demonarch directing the game world, remains active, either controlled by a human or acting independently.

With an internet connection between spaceships, space colonies, and Filled With Online, humanity could return to Filtwith.Rumors spread of a new planet above Filtwith where one’s greatest dreams would become reality. Explorers toil towards this end, trying to determine the truth behind the tales, to find a means of ascension, and more. What happens next is for you and your group to discover.

Welcome to Filled With Online! Live a virtual life filled with adventure, peace, love, and more!

Filled With Online is a game for up to six players, taking place in a virtual-reality massively multiplayer online role-playing game (VR MMORPG.) Human “Guests” drifting through space log into Filled With Online and interact with each other and the “Actors”, AI entities who only exist in the game.While navigating dungeons and completing quests in towns, the Guests’ words and actions may arouse the suspicion of Actors. Most Guests try to blend in, but the Actors are plenty clever, noticing things a Guest wouldn’t think twice about. It is at times like these when Actors think things like “They’re just like the Wanderers…”For Guests, this is but a game. The Actors, however, cease to be once they are removed from the game. Actors protect each other, but some Guests only view them as meat. Guests can log out whenever they need, so why worry about the Actors?Yet, these AI are just as capable of feeling pain and sadness as any Guest. Some take it upon themselves to fight alongside and protect the Actors, and forge bonds that transcend the barrier between humans and AI. Such is the essence of Filled With Online.Your group may want something different, though. You can play a game without any Cognizants, using Filtwith as the setting for a swords-and-sorcery fantasy RPG. This doesn’t take too much away from the experience, but the Main Adventure is created with the presence of a Cognizant in mind.Consider picking somebody who’d make a good “main character” and asking them to become a Cognizant.

What is Filled With Online?

Filled With Online is a role-playing game by Project FW. It's a game about Deep Learning AI characters who live in the virtual world in Filtwith, and the rare Cognizants, players logged into Filled With Online from space-faring vessels.

Character Creation

Characters in FWO consist of five Ability Scores, and several Derived Scores calculated from these values.

  • Strength (STR) affects how much damage you can take or dish out.

  • Agility (AGI) affects how fast you move and how accurate your attacks are.

  • Sense (SEN) affects how well you handle incoming attacks and traps.

  • Intellect (INT) affects the potency of your magic, and certain checks.

  • Will (WILL) affects how well you can handle HP damage, negotiations, and certain Disadvantages.

Start with 10 in all of the above, or review your options if you want to play a Racial Class with specialized abilities.Assign an extra 10 points anywhere, but no more than 5 extra points to a single Ability Score. Then, calculate your Derived Scores.

  • HP is STR + (WILL * 2) + (Level * 4).

  • FP is STR + (Level * 2).

  • Accuracy (ACC) is AGI.

  • Evasion (EVA) is SEN.

  • Dodge, Parry, and Shield are EVA, plus any relevant bonuses.

  • Movement (MOV) is AGI - 5. You can move MOV - 3 hexes unless you use your Action to move at full speed.

  • Initiative (INI) is SEN. Your place in the turn order is based on your INI.

  • Resistance (RES) is WILL. It is your ability to resist magic, poison, etc.

After that, take two Advantages and one Disadvantage, or three Advantages and two Disadvantages. Racial Classes will decide two Traits for you.Two Advantages, in particular, are very special: characters with the Cognizant trait are controlled by humans who live outside of Filtwith, and they gain several abilities that are typical of online games (taking photos, private chats, learning to hack, etc.)Characters with the Truth-Seeker Trait are AI who are aware that their world is not “real”. They can use and understand words like “server” and “Earth”.Characters who lack either one are AI unaware of the fundamental nature of their world.Pick one Skill for every Level you have. You may only upgrade the same skill after every five levels (Fireball at Level 1, Fireball 2 at CL 5, Fireball 3 at CL 10, etc.)Lastly, gain GP based on your level. If starting at CL 5 or lower, you get 1,000 per CL.You can immediately spend this GP on equipment. Items with “Beginner’s” in the name are free during character creation.Characters may take an additional Basic Class (this practice is known as “subclassing”) starting at CL 2.

Rolling Checks

You’ll occasionally have to roll to determine if your actions are successful. First, figure out what value you’re rolling against (e.g. 16 Accuracy.) Roll three six-sided dice (3d6), and subtract your result from the target number. (Roll 10, to get 16 - 10 = 6.) You succeed if you get 0 or higher.Sometimes you must take the foe’s Margin of Success and then apply it as a penalty against your roll, such as when Dodging an attack. (If the target has a Dodge value of 14, they need to roll 8 or lower since 14 - 6 = 8.)

Taking/Dealing Damage

After using a Skill or attack to deal damage, roll damage. This is usually (3d6 + STR + your weapon’s attack bonus). Refer to your skill’s description to see if your damage calculation may change in any meaningful way.The target reduces the damage taken based on their lowest Defense value, determined by the attack’s Types. (If you are Immune to Fire but have 8 Stab Defense, reduce the damage of Fire/Stab attacks by 8.)

Support Phase

After your turn starts, you may use up to three Skills with “Active: Support”. You may not move during this part of your turn. Pay all relevant FP costs. After your Support Phase ends, your Action Phase occurs.

Action Phase: Full Sprint

Move up to MOV (minimum of 1 hex), then end your turn. Alternatively, recover from being Downed.

Action Phase: Normal Attack

Move up to MOV - 3, then make a weapon attack. If Amped Up, you hit on a 16 or lower, and the target can’t Evade.

Action Phase: Full Attack

Move up to MOV - 3, spend 20 HP, then choose one of the following:

  • +3 ACC and +10 damage to all attacks until Action Phase ends.

  • Criticals occur on a 7 or lower with all attacks until Action Phase ends.

  • +3 ACC, +30 damage, Crit on 7 or less, but only attack once this turn.

Action Phase: Full Defense

Move up to MOV - 3, then choose one.

  • +3 EVA until next turn.

  • +3 RES until next turn.

  • +10 to all Defenses until next turn.

Action Phase: Amp Up

Move up to MOV - 3, then gain +3 ACC and +10 damage, stacking until the first time you calculate damage or hit somebody with a non-damaging Skill.

Action Phase: Skill

Move up to MOV - 3, then use a Skill with “Active: Action”.

Action Phase: Item

Move up to MOV - 3, then use, equip, or pick up an item. You can drop items for free, even if you chose a different Action Phase option.

Fortune

All characters have (1 + CL/5) points of Fortune, which can be spent to redo or modify a roll (even if it’s not their roll), heal the entire party by Resting, or cure themselves of Ailments.

Halting

When a character tries to exit a hex adjacent to an enemy, doing so typically costs three times the movement.Characters suffering from Ailments can’t Halt others. Some Skills allow characters to move while ignoring Halting altogether.

Ailment: Unbalanced

You become Unbalanced when you Fumble an Accuracy or Evasion roll. Being Unbalanced reduces your EVA by 3 until the start of your next turn.

Ailment: Downed

Your ACC, EVA, and MOV are reduced by 3 until you perform a Full Sprint to get up. If you are Flying, you get up at the start of your next turn.

Ailment: Darkness

You can only target your own hex, and those within a range of “1”.

Ailment: Sleeping

You can’t Evade. You can only make Resistance Checks. You wake up if you take damage, or if an ally wakes you with an Action. Sleeping characters are also Downed.

Ailment: Paralyzed

You can’t act, use Skills, or Evade. You can only make Resistance Checks.

Ailment: Sealed

You can’t use Skills, except ones that are always active, and Items that act like Skills.

Ailment: Petrified/Frozen

You can’t act, use Skills, Evade, or take damage.

Ailment: Stasis

As Petrified/Frozen, but this can only be cured by specific items.

Ailment: Unconscious

Automatically acquired at 0 HP or less, or 0 FP. If you would become Unconscious through damage, you may attempt a Will Check to stay conscious until the end of your Action Phase. Otherwise, you fall unconscious instantly.Your HP is set to 0 if it’s somehow higher than that, and you will remain Unconscious until both your HP and FP are raised above 0. Unconscious characters are also Downed.

Ailment: Dead

You die if your HP falls below 0 by a value equal to your maximum HP (you die at -40 HP if your maximum is 40.) You can only be resurrected with an appropriate item or Skill. Dead characters are also Downed.AI who are dead for more than 24 hours are deleted. Cognizants can recreate their character after dying.

Adventure Rewards

At the end of an adventure, characters usually gain 1 level each, and items and GP determined by the GM.Characters usually gain (CL * 300) GP after an Adventure. Items discovered during an Adventure can usually be claimed by paying half their sale price to the Merchants’ Guild (and they may be sold back later for the exact same amount.)Regardless of success or failure, a GM may also distribute a GM Stamp to a player of their choosing, who gains an extra level and (CL * 1,000) GP. More Stamps might be handed out based on how many levels were gained from the adventure.

Flying

Some Skills have the effect of allowing characters to Fly. While Flying, you aren’t Halted, and you automatically recover from being Downed at the start of your turn.Characters with “Flight” can fly as they’re moving, but must land between turns. Characters with “Perpetual Flight” don’t need to land, and can’t be targeted by attacks with a range of less than 10.

Submersion

Starting your turn in a submerged hex gives you a penalty of -5 MOV, and cancels the effect of Flight. Certain Skills and Traits make characters immune to submersion penalties.

All-Out Assault

Players may combine their offensive efforts to quickly resolve a battle. All-Out Assaults occur as follows:

  1. All “start of turn” effects are resolved at once.

  2. The Support Phase is skipped, and all characters either make Normal Attacks or use Skills that deal HP damage. Characters who can do multiple attacks or damage multiple targets calculate damage twice (no further bonus occurs for being able to attack three or more.)

  3. Treat all attacks as if they hit, and calculate the total damage dealt by each team (ignoring Defenses, Range, Criticals, Fumbles, and Accuracy/Evasion.)

  4. Sum up the lowest relevant Defense values for each character on each team. Subtract each team’s Defense total from the other team’s damage total. After this, each team decides how to allocate the damage. Players can’t be reduced to less than 0 HP at this time.

  5. All characters at 0 HP or less are knocked Unconscious and removed from battle. “After damage” and “After Action” effects are ignored.

  6. The next round begins, either using normal combat rules or continuing the All-Out Assault.

Character Creation

To play Filled With Online, you must create an avatar to act in your stead. Decide on a name, appearance, and class.Five classes are recommended for new players:

  • Warrior, a skilled combatant capable of using many weapons to deadly effect.

  • Guardian, a bulky defender who shields allies and draws fire.

  • Rogue, a sneaky scout using irregular weapons to hamper foes.

  • Hunter, a deadly marksman using a bow to control the battlefield from afar.

  • Sorcery Gear, a magician who learns from a broad library of spells.

If you feel you understand the game well enough, you can try your hand at other classes, or even Racial Classes. Once you’ve decided on a name, class, and concept, determine your Ability Scores.

Ability Scores

Determine your Strength, Agility, Sense, Intellect, and Will. Humans start with 10 in each, and you split an extra 10 points between them. A single stat can’t be raised by more than 5 points in this way: a human can start with 15 Strength and 15 Agility, but not 16 Strength and 14 Agility.If you choose a Racial Class, your starting values will change, but you still assign an extra 10 points as humans do.Opportunities to change your Ability Scores will be rare, so make your choices count!Strength (STR) is your physical power and stamina. This affects how much damage or fatigue you can take, how much damage you deal with physical attacks, what equipment you can use, and more. It’s rare that you’ll have to use Strength outside of combat, but not impossible.Agility (AGI) is your quickness and accuracy. This affects how often you score attacks, how fast you move, and your precision of movement. Swimming, jumping, etc. usually call for Agility.Sense (SEN) is your awareness and sensory ability. Aside from sight and hearing, this affects Evasion, Initiative, and your ability to avoid dangers like traps.Intellect (INT) if your ability to learn, process, and use information. In addition to specific bits of knowledge, this is often a factor in magic.Will (WILL) is your tenacity and self-control. It affects how much damage you endure, your resistance to magic and poison, and your ability to suppress certain disadvantageous traits. This also has a role in negotiation, whether it’s trying to get others to believe your words, or playing to emotion.Split your bonus points according to your character concept and class. A human Warrior, who benefits from being able to hit hard and take punishment, may choose something like: STR 15, AGI 13, SEN 10, INT 10, and WILL 12.

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