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Physical capacities
Action rolls Reaction rolls Contest rolls Fundamental channels
Damage / healing Weariness Environment
Intellectual abilities
Weariness
Moral trends
Modifiers
Skills Experience
Far Worlds Rules
  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,
        (act+a.md) / 5
      _ for any action at ACT > fnd/2,
        (act+a.md) / 10

    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
        (env+1) * fnd2 / fnd1

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.