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Physical Capacities
Physical abilities are divided in Channels, each the reflect of a fundamental
physical law, and generally a particular class of interaction:
_ Gravitational |
_ Quantum |
_ Electric |
_ Magnetic |
_ Optical |
_ Mechanical |
_ Chemical |
A Channel is divided in four components, purporting to an aspect of a Player's
use of his abilities in this Channel:
_ Fundamental | : | his suceptibility to interaction | (fnd) |
_ Action | : | his ability to act | (act) |
_ Control | : | the precision of his actions | (ctl) |
_ Perception | : | his ability to detect external actions | (per) |
Action rolls
An action can be made through a particular Channel only if the Action capacity in this
Channel is over 20.
Success conditions:
_ car + mod - 3D6 - OPP |
_ 'crit' if < -20 or > +20 |
_ 'part' if < -17 or > +17 |
- One aspect must be choosen as first draw -
Action:
_ crit success allows a +(succ/4) modifier for Control
=> act + a.md - 3D6 - ACT
Control:
_ crit success allows a +(succ/2) modifier for Action
_ part success allows a +(succ/4) modifier for Action
_ failure gives a +(2*succ) modifier for Action
=> ctl + c.md - 3D6 - CTL
-> Success:
_ is obtained when Action and Control have succeeded
Hits:
Self:
Critical control failure leads to damage:
=> act - 3D6 - fnd + (succ/2)
Other:
_ fnd > 40 : action success value is taken as damage
_ fnd > 20 : half action success value is taken as damage
_ fnd < 20 : no damage
Repetition penalty: -1/roll up to 10
Reaction rolls
The same success rules apply while substituting Perception for Control.
When hit, the damage is:
=> ACT - 3D6 + (succ/2) - fnd
A reflex roll must be made in some situations, prior to reaction rolls.
_ success: use the above rules with modifier +(succ/4)
_ failure: replace your Perception by Fundamental/2
_ failure/crit: replace your Perception by Fundamental/3
Contest rolls
When two entities dispute a physical contest, the success formula becomes
=> ( act1 + a.md1 - 3D6 ) - ( act2 + a.md2 - 3D6 )
=> ( (ctl1+per1)/2 + c.md1 + p.md1 - 3D6 ) - ( (ctl2+per2)/2 + c.md2 + p.md2 - 3D6 )
Obviously, the particular/critical failure of one entity implies the
particular/critical success of the other.
Fundamental channels
Primary channel
Unconciousness
Any hit at the origin of more than fnd1/4 damage will lead into shock.
No action and only passive reaction with a Perception/2 and Action/2
(or /4 for critical hits) allowed.
Death
More than 3/4 fnd damage leads to death.
Secondary channel
Dazzling
Any hit at the origin of more than fnd2/2 damage will dazzle the
player. Control and Perception diminished by a quarter.
Death
Total damage leads to death
Life support
Energy of a compatible type must be available to the player
at least once every 50*ctl rounds, in amount suitably equivalent
to fnd1 / fnd2
Failing that, 1 weariness / round will be applicable for the first
200*ctl rounds, and 2 damage / round after.
Damage and healing
Healing:
_ if env>0, hits are lowered by env * fnd2 / fnd every 2 rounds
_ except for the 2nd channel: env+1 every round
Damage effect:
_ quarter value discounted from Fundamental
_ whole value discounted from Action
_ half value discounted from Control and Perception
_ when effective Fundamental is 0, 1/12 of value discounted from any other Fundamental
Weariness
By round:
_ for any action at ACT > fnd,
_ for any action at ACT > fnd/2,
Effect: on primary channel
_ 1/10 discounted from fundamental
_ 4/10 discounted from action
_ 2/10 discounted from control and perception
Effect: on other channels
_ 2/10 discounted from control and perception
Recuperation
_ when no action at ACT > fnd/3 is done, weariness is lowered by
Environment
Conditions determined at the player's creation on a by-species basis.
Env factor can be between -10 and 10.
Effect: on primary channel
_ < -5 : -1 / 2 rounds on Fundamental
_ > 7 : +1/4 on Action
Effect: on secondary channel
_ < -8 : -1 / round on Fundamental
Intellectual abilities
In any intellectual ability, the actual action level is given by:
base + env*dep - strain*stress - rel*D6
Success or failure is the result of the comparison between the difficulty
level and the actual action level. Critical / particular are as above.
Consequences are up to the GM.
Stress is hit2/2 + weariness/4 + morale/4, or 0 if this is less than 0.
Weariness
Any action with a difficulty level over fnd produces (succ/4) weariness.
Any action with a difficulty level over fnd/2 produces (succ/8) weariness.
Recuperation is not otherwise affected by intellectual exertion.
Moral trends
Moral confrontation outcome is decided by the moral value in a given condition
affected by the local modifiers and a 2D6-6 random stain.
Additionally, the morale level can be used as a modifier in these actions,
ore affected by their results.
Skills
Skills are particular abilities, that in given situations can enhance a player's
capabilities. A skill can not provide enhancement over twice the player's base
capacity. When appliable, a skill modifies capacities with its own components.
Experience
Experience points are gained when succeding in doing particularly difficult
actions. They are specific of a particular capacity: physical Channels,
intellectual components, or behavioural abilities.
XP acquired in one capacity can serve, at the end of the adventure, to raise
components of this capacity, or an afferent Skill. Are excluded from this:
_ Fundamentals of physical Channels
_ Mark, Logic and Intuition intellectual components
_ components below 20
Each raise costs 1 XP to test, the tests is 3D6 against (cap-20)/5
The player can choose to use 1 XP to lower this difficulty by 2.
If it succeeds, the skill component is modified by 1 point, and this costs:
_ 1 XP for physical Action | (raised) |
_ 2 XP for physical Control and Perception | (raised) |
_ 3 XP for intellectual Fundamentals | (raised) |
_ 1 XP for intellectual Reliability and Strain | (lowered) |
_ 2 XP for intellectual Dependability | (lowered) |
_ 2 XP for any moral component | (raised) |
As for Basic components, the rules are the same, but the costs are to be
multiplied by 5.
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