Difference between revisions of "Mechanics"
(→Social) |
|||
Line 190: | Line 190: | ||
Phyl is forced to react to the threat only have a Conviction of 5, but reasons that Durran can't do much to him on his own, and goes for his weapon. Durran exerts some Charisma, something like 5 or more, to convince him this is not the way to react immediately. | Phyl is forced to react to the threat only have a Conviction of 5, but reasons that Durran can't do much to him on his own, and goes for his weapon. Durran exerts some Charisma, something like 5 or more, to convince him this is not the way to react immediately. | ||
− | Freyu, meanwhile, has caught the tension rising in their area, and comes over, as this is not a featureless white void and she wants to minimize damages. She walks over and attempts to diffuse the situation by just exerting her presence, costing her 5 Charisma to roll and take control. She rolls an 11, plus she has a trait where can use her Active Chakra as a bonus instead of her Will, giving a total of 16. She crushes their Convictions of 5 and 6, forcing them to | + | Freyu, meanwhile, has caught the tension rising in their area, and comes over, as this is not a featureless white void and she wants to minimize damages. She walks over and attempts to diffuse the situation by just exerting her presence, costing her 5 Charisma to roll and take control. She rolls an 11, plus she has a trait where can use her Active Chakra as a bonus instead of her Will, giving a total of 16. She crushes their Convictions of 5 and 6, forcing them to concede to her. Convictions will probably not be added (unless maybe they're on the same side), but in any case there's a good chance Freyu gets a bonus for being in her restaurant anyway. |
− | Durran spends another 5 Charisma to try to win Freyu over, convincing her that Phyl started the interruption. He rolls a 7, adding his Charm he gains a 10, forcing Freyu to react as his words are valid. | + | Phyl is willing to stop for Freyu, he drops out of the struggle. Durran chooses to persist and spends another 5 Charisma to try to win Freyu over, convincing her that Phyl started the interruption. He rolls a 7, adding his Charm he gains a 10, forcing Freyu to react as his words are valid. |
− | Freyu accepts them as such, but ''she doesn't care.'' | + | Freyu accepts them as such, but ''she doesn't care.'' Durran instead tries a less subtle approach. He punches through the window, using Charisma to have the act be clear as a threat. He rolls a 7, and the aggressive act counts as a Will bonus, coming out to 9. Still, it beats her 6, forcing her to react. |
Freyu reacts. The action was aggressive enough to allow her to disengage from the battle of wills, and simply toss him out of the window he broke. Phyl thanks Freyu and jumps out onto Durran, weapons drawn, the time for talk over. | Freyu reacts. The action was aggressive enough to allow her to disengage from the battle of wills, and simply toss him out of the window he broke. Phyl thanks Freyu and jumps out onto Durran, weapons drawn, the time for talk over. | ||
Something made clear by this is that, even with good rolls, without in-story support, a character can react however they want. Ideally, a character will rarely hold all the cards in social situations, instead being a give-and-take. But social rolls aren't a form of mind control, there has to be external motivation to follow the person's words if they are counter to their standard behavior. | Something made clear by this is that, even with good rolls, without in-story support, a character can react however they want. Ideally, a character will rarely hold all the cards in social situations, instead being a give-and-take. But social rolls aren't a form of mind control, there has to be external motivation to follow the person's words if they are counter to their standard behavior. | ||
+ | |||
+ | Some notes: | ||
+ | *I haven't quite figured out WHEN to spend Charisma (and how much). I'm thinking something like whenever you're trying to persuade someone whom last bested you in a roll, or to nip any undesired response in the bud given reasonable outside circumstances. A person with high Conviction could push someone who agrees with their goals really easily obviously and not have to spend Charisma rolls, but even with high Conviction, it'd be an effort (as in Charisma spent) not to have their greatest enemy want to kill them on the spot. |
Revision as of 08:37, 22 November 2010
In most cases, the stats are obvious in their domain:
Chakra is for how hard someone can physically hit (active), and how much abuse one can take (passive).
Mana is how much magic one can use (active) and how much they have stored up (reserve).
Intelligence is for how quickly someone can notice something (awareness), and how easily/likely they are to contextualize it (knowledge).
Agilitiy is how fast a character can move (speed), and how freely they can do so (flexibility).
Conviction is how subtly someone can control a social situation (charm), or how powerfully they can dominate it (will).
Overall, they all seem unique and distinct from one another. Of course, there will be some overlap into other areas, but the combination of stats should be obvious then.
From there, the inevitable substats!
Health: This is calculated from the total of Chakra, maybe times ten? We'll see.
- Chakra: Usable chakra, maximum from the offensive chakra (times a small number) and recovered by the defensive. This is used for special attacks and abilities. It can also be used to speed recovery (outside of combat only?). If drained, a character cannot attack until it reaches a point related to active chakra.
Total Mana: This is calculated from Mana, but much more heavily on the reserve. Recovers from the total. If drained, the character takes the full force of any incoming magic (until a point related to Reserve?).
- Usable Mana: Usable chakra, maximum and siphoned from reserve by active. This is used for spells and offensive tasks of magic.
Ectoplasm: This is calculated from the total of Conviction, maybe times five? Recovery by Will? We'll see. Used both for (actively) trying to manipulate situations socially (or resisting such) as well as psychic abilities. If drained, the character suffers a mental fatigue and penalties in social manners and cannot be used again until it recovers to a point related to their Charm.
Combat
In combat, there are going to be maximum of three obvious base choices: Chakra for physical attacks, Mana for magical attacks, and Conviction for psychic attacks.
Physical attacks rely active Chakra and Agility for damage and accuracy, passive Chakra to resist, and Awareness and Speed (and possibly Flexibility) to dodge. Physical attacks cost a small amount of energy, but it's so minute it's recovered almost instantaneously so that's not represented in the normal rules. Special rules will be covered later.
Magical attacks rely on Active Mana for attacks (and Awareness?), Total Mana to resist, and Awareness and Speed (and possibly Flexibility) to dodge.
Psychic attacks rely on Ectoplasm (and Awareness?) to attack, Conviction to resist mental and Chakra (or their own psychic stat) to resist physical, and Awareness and Speed (and possibly Flexibility) to dodge physical. Mental attacks might hit by default (and do nothing in some cases), but also leave the attacker entirely prone. We'll see!
Movement relies on Speed, and in heavy combat, rough terrain, or tight spaces, Flexibility as well/solely.
Stats like Knowledge and Conviction aren't used as direct actions, but the former often influences course of actions and the latter can be used to end combat all together. Both are explored more in the social side of things. More in-depth stuff to come, of course.
Other Options:
- Grapples - Can be done with any attack stat: one's own arms and legs, certain kinds of magic, or using psychic powers. Relies on the attack stat for that attacker, Flexibility or higher attack stat to escape, and Agility and Awareness to avoid. Physical grapples are the hardest to escape as the attacker gets to use their full Chakra stat, but magic and psychic attacks are capable of doing it from long-range and/or multi-tasking. Multi-limb grapples (or multiple casts) add a number of successful
- Disarms - Relies on a combination of the attack stat, Agility, and Weapon Proficiency to succeed or avoid. Physical gets the advantage of using the full Chakra stat, but magic and psychic attack are capable of doing it from long-range and/or multi-tasking.
- Push/Pull - Tends to be used only in special attacks. Relies on attack stat, and the difference of Size class. Physical attacks get the full use of Chakra, but can also suffer some negative consequences.
- Knocking Prone - Currently only the result of a critical success during a push/pull, or as a chance in some special attacks.
- Charge - Physical special attack (Blast is an equivalent magical/psychic one). Attack relies on attack stat and Agility to succeed and resist, and Awareness and Agility to avoid. If successful and the target is the same Size or larger than the attacker, the target is pushed a number of squares relating to the the attacker's Speed.
Sample Rolls
Ace
- Chakra 4/3
- Mana 1/2
- Intelligence 3/4
- Agility 3/2
- Conviction 2/4
Substats
- Health: 70 ((4+3)*10)
- Chi: 20 (4*5), refill at 3 per turn.
- Total Mana: 25 (1*5+2*10), refill at 1 (2/2) per turn.
- Usable: 5 (1*5), refill at 2 per turn.
- Charisma: 30 ((2+4)*5), refill at 4 per turn.
Fenrir
- Chakra 5/4
- Mana 2/3
- Intelligence 2/2
- Agility 4/3
- Conviction 1/3
Substats
- Health 90 ((5+4)*10)
- Chi: 25 (5*5), refill at 4 per turn.
- Total Mana: 40 (2*5+3*10), refill at 2 (3/2 rounded up) per turn.
- Usable: 10 (2*5), refill at 3 per turn.
- Charisma: 20 ((1+3)*5), refill at 3 per turn.
At the encounter start, both recognize there will be battle in the infinite White Void. Initiative is rolled for each. Ace rolls a 7, Fenrir a 7 too (taken from random.org). Their Speed is added to their Initiative, so Ace ends up with a 10 and Fenrir an 11. HOWEVER, Ace has the Battle Ready trait, allowing him to add his Awareness to Initiative, giving him a 15.
Ace gets first strike, moving back 3 squares, boosting back another three squares (his Speed) at the cost of 9 chakra, then charging up his cannon.
Fenrir uses his Relentless Pursuit trait to mark Ace, sacrificing any dodge rolls for +2 Defense from the target's attacks as well as moving two (half of Speed) spaces closer at the end of the target's turn (this might cost Chi to activate/each turn?). Fenrir moves four squares closer, then will move another two closer on the completion on Ace's turn.
Ace exerts all his remaining Chi to power his cannon, which does the remaining Chi divided by 2 rounded down DICE of damage. Normally Fenrir would have a Flexibility roll to see if he could avoid it, but he sacrificed that for his trait. As such, Fenrir is automatically struck for damage. Ace's Offense is 4 and Fenrir Defense 4 plus the two from Relentless Pursuit, meaning each dice does -2 damage (for a minimum of 0). The rolls are: 10, 11, 9, 7, and 12, or 8, 9, 7, 5, and 12 (crit successes override Defense?), coming to a total of 41 damage in one attack. Ace has to cool down until his Chi refills to where it was before the attack (we'll see?), but Fenrir is knocked back five (the number of dice) squares, and has to roll higher than a 5 (the number of dice) to avoid falling prone. He rolls a 12, avoiding falling prone and recovering one square from the blast (as it was more than double the number of dice). In addition, Fenrir moves his two squares, putting him four squares from Ace.
Fenrir does not stop his pursuit, moving four squares towards Ace again. Now that he's in attack range, he slashes wildly at Ace. He rolls a 2, which his Speed is added to for a 6. Ace's Agility is a 5, so Ace takes the hit. Fenrir then rolls for damage, and rolls a 1 (random really hates Fenrir). Fenrir would normally get a +2 to attack (his Offense is 5 and Ace's Defense is 3, and maybe even more due to Ace having no Chi), but a crit failure may override Offense.
So right now, the substats that have suffered any changed are as follow:
Ace
- Health: 69
- Chi: 0
Fenrir
- Health: 49
- Chi: 25
Ace's turn again, but he can't attack until he recovers to 11 Chi. He recovers 3 each turn, and jettisons his cannons. Ace has a special ability (trait?) that for every two pieces of equipment he jettisons, he recovers one more Chi each turn, and his boost ability cost one less Chi, so next turn he'll recover 4 Chi and boost with cost 2 Chi per square. But right now, he can barely stand up, so he just moves back three squares. Infinite white void, after all.
Fenrir decides to try a running tackle for five (maybe higher) Chi. He rolls an 11, which overtakes Ace's Agility and counts as a hit. In addition, Ace is grappled and must roll higher than Fenrir's total Chakra to resist falling prone. Ace rolls a 10 (poor Fenrir), which is higher than Fenrir's 9 Chakra so the tackle only does we'll say 2 dice of damage? Well, the rolls both came up 1's, so again Fenrir winds up barely scratching Ace.
Ace regains 4 Chi this turn, but is still grappled from Fenrir's attack. Ace must again roll against Fenrir's total Chakra to escape the grapple. Ace rolls a 2, and can add his Offense to it to try to force his way out, but that only brings it up to a six, not beating Fenrir's 9. As a result, Ace remains grappled for the turn, unable to act or move.
Fenrir regains 4 Chi this turn himself, and decides to throw Ace for another 5 Chi. Ace is Mid Size (three) and Fenrir's Strenth is 5, so he can throw his three spaces. In addition, Ace must roll higher than a 6 (the number of spaces thrown times two) to avoid being knocked prone. Ace rolls a three, modified with his Awareness for a 7, barely avoiding being prone (although that would barely matter one on one anyway). Ace still takes 2 dice of damage, 4 and 6, coming out to a 6 and 8 due to Fenrir's superior attack.
Ace recovers 4 Chi this turn, bringing him back up to 11 and letting him attack again. Being three squares away, Ace decides to again boost three squares away again to try to keep Fenrir away. This cost only six Chi this time. Fenrir is still pursuing, though, so he gains two squares anyway.
Now:
Ace
- Health: 53
- Chi: 5
Fenrir
- Health: 49
- Chi: 19
Fenrir once again regains 4 Chi and moves four squares to Ace, and once again slashes wildly. Rolls a 8, Speed makes it 12, easily beating out Ace's 5 Agility. Roll for damage, 11+2, finally laying some good damage into Ace.
Ace in response expends 5 Chi (still gaining four the turn) to use his energy sword on Fenrir. He rolls a 8, Speed makes it 11, beating Fenrir's 7. Rolling two dice for damage, 8 and 4, 6 and 2 due to the Pursuit.
Now: Ace
- Health: 40
- Chi: 4
Fenrir
- Health: 41
- Chi: 23
Fenrir attacks wildly again, rolling a 9, Speed makes it a 13, beating Ace's Agility 5 (plus Fenrir using the same attack grants Ace his Awareness bonus of 4, but still loses out). Damage is 5, so 7 more health gone.
Ace is aware he's not going to be able to get out of range of Fenrir, so he jettisons his shoulder equipment that's long-range only, granting him another Chi per turn and only 1 Chi to boost. He decides to just punch Fenrir in the face, yeah, right in the face. He rolls a 2, Speed makes it five, not beating Fenrir's speed. However, it hits due to the pursuit anyway. Roll for damage is a 1, just barely doing anything.
Fenrir AGAIN attack wildly again, rolling a 7 and Speed making it a 11. Ace is able to draw from both Agility AND Knowledge entirely, meaning Fenrir now has to beat 14 to hit with that attack. Fenrir does not, so he hits mostly air.
Ace regains 5 Chi in this turn now, but decides to save up for a different move so he tries a punch again. Ace rolls a 8 plus 3, eleven versus his Speed (7) plus Awareness (2), so Ace still pulls through regardless of the pursuit. Unfortunately, once again a 1, just scratching.
Fenrir tries to tackle again, rolling a 2, falling short of grasping Ace again.
Ace regains 5 Chi, and decides to empty his flamethrower into Fenrir for 15 Chi. 12, 9, 10 turn to 12, 7, and 8, and Fenrir needs to come out higher than 15 to avoid 3 turns of fire damage. He rolls a 4 plus 4 defense for an 8, so he's on fire.
Ace
- Health: 33
- Chi: 3
Fenrir
- Health: 12
- Chi: 20
Fenrir considers the battle lost and abandons the pursuit, retreating from the infinite white void.
Things to note:
- One on one physical combat in a vacuum is very boring and tedious! As such, it won't be common? It's just to spitball.
- Some of Ace's attacks maybe should draw from mana instead (but not all of them).
- Numbers seem really wonky at times. But it's spitball, we'll iron it out.
Social
Social encounters tend to be shorter but more directed and involving more opponents. It's rare you'll be able to convince someone to follow your view easily, and even then one more is rarely enough.
Freyu
- Chakra 5/4
- Mana 1/2
- Intelligence 2/2
- Agility 4/2
- Conviction 2/4
Substats
- Health: 90 ((5+4)*10)
- Chi: 25 (5*5), refill at 4 per turn.
- Total Mana: 25 (1*5+2*10), refill at 1 (2/2) per turn.
- Usable: 5 (1*5), refill at 2 per turn.
- Charisma: 30 ((2+4)*5), refill at 4 per turn.
Durran
- Chakra 3/2
- Mana 2/3
- Intelligence 2/4
- Agility 3/2
- Conviction 4/2
Substats
- Health 50 ((3+2)*10)
- Chi: 15 (3*5), refill at 2 per turn.
- Total Mana: 40 (2*5+3*10), refill at 2 (3/2 rounded up) per turn.
- Usable: 10 (2*5), refill at 3 per turn.
- Charisma: 30 ((4+2)*5), refill at 2 per turn.
Phyl
- Chakra 3/3
- Mana 2/3
- Intelligence 3/3
- Agility 3/3
- Conviction 2/3
Substats
- Health 60 ((3+3)*10)
- Chi: 15 (3*5), refill at 3 per turn.
- Total Mana: 40 (2*5+3*10), refill at 2 (3/2 rounded up) per turn.
- Usable: 10 (2*5), refill at 3 per turn.
- Charisma: 30 ((3+3)*5), refill at 3 per turn.
Phyl is an adventurer who has acquired a rare artifact. Durran is a corrupt HAZE employee who wants it. Freyu is merely attending her diner, where the two meet.
Durran sits down with Phyl and says the artifact is important, a lot of people are after it and it may be safer in a vault, especially for Phyl. He rolls a 10, plus his Charm for another 4. If Phyl had seen an example of Durran's networking before, the effect could have even higher bonuses.
Phyl is forced to react to the threat only have a Conviction of 5, but reasons that Durran can't do much to him on his own, and goes for his weapon. Durran exerts some Charisma, something like 5 or more, to convince him this is not the way to react immediately.
Freyu, meanwhile, has caught the tension rising in their area, and comes over, as this is not a featureless white void and she wants to minimize damages. She walks over and attempts to diffuse the situation by just exerting her presence, costing her 5 Charisma to roll and take control. She rolls an 11, plus she has a trait where can use her Active Chakra as a bonus instead of her Will, giving a total of 16. She crushes their Convictions of 5 and 6, forcing them to concede to her. Convictions will probably not be added (unless maybe they're on the same side), but in any case there's a good chance Freyu gets a bonus for being in her restaurant anyway.
Phyl is willing to stop for Freyu, he drops out of the struggle. Durran chooses to persist and spends another 5 Charisma to try to win Freyu over, convincing her that Phyl started the interruption. He rolls a 7, adding his Charm he gains a 10, forcing Freyu to react as his words are valid.
Freyu accepts them as such, but she doesn't care. Durran instead tries a less subtle approach. He punches through the window, using Charisma to have the act be clear as a threat. He rolls a 7, and the aggressive act counts as a Will bonus, coming out to 9. Still, it beats her 6, forcing her to react.
Freyu reacts. The action was aggressive enough to allow her to disengage from the battle of wills, and simply toss him out of the window he broke. Phyl thanks Freyu and jumps out onto Durran, weapons drawn, the time for talk over.
Something made clear by this is that, even with good rolls, without in-story support, a character can react however they want. Ideally, a character will rarely hold all the cards in social situations, instead being a give-and-take. But social rolls aren't a form of mind control, there has to be external motivation to follow the person's words if they are counter to their standard behavior.
Some notes:
- I haven't quite figured out WHEN to spend Charisma (and how much). I'm thinking something like whenever you're trying to persuade someone whom last bested you in a roll, or to nip any undesired response in the bud given reasonable outside circumstances. A person with high Conviction could push someone who agrees with their goals really easily obviously and not have to spend Charisma rolls, but even with high Conviction, it'd be an effort (as in Charisma spent) not to have their greatest enemy want to kill them on the spot.