System Rules

System Rules

Phantasm and Mental Effects

What is meant by Phantasm and Mental Effects

In short Illusions and other non damaging mental type effects meant to wear down a target.

These can have some overlap with crowd control so its key to be clear on what the end intent with the action is. If its meant to be a more quick and temporary thing as a means to incapacitate then the Crowd Control Effects rules may be used.

However the following is more about effects which are meant to be more long term in a scene, such as wearing down an opponent to make them flee the scene or surrender without using damage type effects. In essence an alternative to dealing damage to achieve similar goals.

It will use the Life score:

  • It acts as phsyical HP (how much actual damage before unconscious/death)
  • It also acts as a mental pool meter as well - serving as a numerical gauge on how effective non damaging actions effect the target overtime, beyond temporary effects as they have been.

This will work similar to taking actual damage - though the difference is it only affects the target mentally/socially.

The pool can only go to 0
Once at 0 the target will then be considered completely under the influence of whatever action was set in motion (ie in case of being frightened the target will no longer be able to act in anyway completely consumed by fear, and may even flee the scene removing them from the situation)
A/SHs may set a higher target of which the NPC is completely under the effect, however for cases of PVP and tournaments, it should be the same as if taking actual damage.

The pool can be recovered

  • The target can make a Spir and Cha roll with a diff of 25+ cumulative pp generated (just like the physical hardcore rules).
      In the cases of NPCs A/SHS can have the flexibility of designated a point of no return, which is once the NPC hits a threshold.
  • Others may try and help the target resist in morale boosting actions, similar to how healing actions recover HP.
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Crowd Control Effects

What is Crowd Control Effects

When we say Crowd Control effects or CC we are talking about temporary effects that aim to remove a target for a short duration from acting.
In other words incapacitation effects such as knocking someone out, quick distraction, polymorphs, stuns, etc.

Base Diff will be determined by the exact means of trying to control the target - just like the usual combat rules

    Examples:
  • When trying to stun someone unconscious though physical means, then diffs would be the target's End and Str
  • When trying to distract someone with like a lie or mental effect then the diffs would be the target's Int and Cha
  • And so on

PP/7 will determine how many rounds the effect will last.

Target will have a chance to try and break the effect early:

  • The diff will be 25 + PP generated of the CC effect
  • Stats used to break free will depend on the nature of the CC (just like the usual combat rules)
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Buffing and Debuffing Rules

Buffing is an action where a character rolls to increase the effectiveness of an action. In essence giving themselves or others a positive boost or modifier to a declared action.

Debuffing is an action where a character rolls to decrease the effectiveness of an action. In essence giving another a negative penalty or modifier to a declared action.

An action can have one debuff and one buff affecting it.
If you are having trouble determining what kind of action to aim for then you should base what action to affect upon skill aspects. Otherwise it is fine to go with a general idea of an action, unless you desire to be a bit more specific to better fit the moment or your character theme.
Some aspects will overlap into other general types of actions, this part of the nature of our skill system. Should this happen and there are more then one buffs or debuffs that would affect it then the highest buff or debuff will be used.
Examples: Combat Actions, Social Actions, Movement Actions, Stealth Actions, Resistance Actions, etc.

Buffs/debuffs provide a modifier of (generated PP/7) that will be added/subtracted from the PP of the affected target's action to modify.
Example: Yuri rolls to debuff an opponent's combat action.
They produce 21 PP in their roll.
21/7 = 3, so their target now has a -3 to any PP generate by a combat action.
Yuri's target goes to attack them producing 10 PP, since they are debuffed their final pp will be: 10-3 = 7.
So the target only hits Yuri for 7 points instead of 10.

A buff/debuff lasts only 3 rounds.
Once the buff/debuff has expired you can cast again to buff/debuff the same action, however the new roll will determine the strength of the modifier instead of the previous roll.


Ruling a Buff or Debuff

Buffs

    Base Difficulty: 25
    On multiple targets: +5 difficulty for each additional target
    Duration: 3 Rounds
    What it does: Positive modifier of generated pp/7 to the pp of the declared action of the buffer.
Example: Johan goes to give themself and the other two characters with him a buff to their combat actions.
Since there are two additional targets the difficulty for this action would be: 25+5+5 = 35.
If they succeed then Johan and the other two characters will get a pp/7 buff to their combat actions pp for the next three rounds.

Debuffs

    Base Difficulty: Target's applicable stats/mights to the action being modified
    For multiple targets: Must do a roll for each target. Subject to Multi Action Penalty if trying to debuff multiple targets in a single round.
    Duration: 3 Rounds
    What it does: Negative modifier of generated pp/7 to the pp of the declared action of the debuffer's target.
Example: Rei goes to weaken their opponent, reducing their fighting ability with a well place punch to the arm.
The opponent has an Dex of 25 and Str of 35, and a skill of 25.
So Rei's Difficulties would be 50 for the Dex roll, and 60 for the strength roll.
If Rei succeeds then their opponent gets a negative modifier that is pp/7 of what Rei generates.
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Weapons, Armor and Shielding Rules

Most items in our system apply a direct bonus, but otherwise don't impact the nature of the ruling (they simply increase or decrease mights before the normal ruling process takes place). However, weapons and armor both apply a new facet to the system that's good to be aware of, given how commonly combat features in our rulings.

--- Weapons ---

Bonus Damage
Weapons come in four types: Unarmed, Light, Medium and Heavy. Unarmed grants no bonus to damage, but each of the others grants a fixed bonus for its type:

  • Light: 15% bonus damage
  • Medium: 45% bonus damage
  • Heavy: 75% bonus damage

The bonus damage is treated as a percentage addition to the PP generated by the attack, so someone wielding a light weapon effectively deals 115% damage compared to what they would deal if they were unarmed.

Example: If a swordfighter would normally deal 12 damage on a hit, but is using a Medium weapon, they gain an additional 45% damage. 45% of 12 is about 5 damage, so the swordfighter actually deals 17 damage on their hit.

Since weapons only enhance PP, weapons grant no help on the hit itself, just on how much damage is dealt if the wielder does connect the blow.

This bonus is applied to each hit, so a Light weapon wielder who attacks twice gains the 15% damage bonus to each attack individually.

Multi-Action Penalty Modifications
Those performing any number of Combat actions (melee or Ranged attacks, blocking, parrying or dodging) may be helped or hindered by the type of weapon they wield.

The multi-action penalty for Light weapon wielders is 10 points less than it is for Medium weapon users. It is 10 points more for Heavy weapon wielders. That 10-point shift is flat - additional actions are still spaced out 20 points from there. To clarify, see the table below:

Combat Actions Light/Unarmed Penalty Medium Penalty Heavy Penalty
2 -10 -20 -30
3 -30 -40 -50
4 -50 -60 -70
5 -70 -80 -90

Remember, weapon weights and their associated multiple action penalties (MAP) only affect actions taken with those weapons. A mage holding a dagger, casting a spell, using the standard MAP (-20) for casting two spells. Holding a dagger doesn't make spellcasting easier just because it's a light weapon. If the same mage casts a spell to enchant their dagger and then tries to stab someone with it in the same round, the spell takes a -20, the stabbing only takes a -10.

--- Firearm Bonus Damage ---
Firearms fall into the standard Light/Medium/Heavy groups, but to represent their lethality, also do bonus damage if (and only if) they hit. Light firearms do +5 PP of damage on a hit, Medium do +10 and Heavy do +15. This bonus damage is per hit, not per round, so a character who hits more than once gets the weapon's bonus damage on each successful hit.

--- Explosives ---
Crafted explosives and bottled area damage spells (like a wand of fireball) function just like Environmental Damage effects, affecting all in range with no multiple-action penalty for multiple targets. The base damage of the effect is determined by the item when it's crafted. With very rare exceptions, these items are spent on use and are charge-based.

No skill is required to throw a grenade, set a timer on a bomb or use a magic item with a stored spell. Skills in gunnery or launch weapons can be used to counter the efforts of targets trying to dodge, ruled as a Tech roll with the attacker's DEX and INT competing with the defender's DEX and END. If the attacker successfully hits, the target's END roll is used to resist the damage as normal for the explosive. If the defender produces any net PP to dodge, they are added directly to their damage resistance roll, further reducing the damage taken from the explosive.

A target hit by multiple explosives in the same round rolls to endure the damage only once, adding the total Environmental Damage of all explosives together as their base damage to resist. The defender can attempt to dodge as many of the explosives as they like, but each explosive would require a separate dodge action, and standard Multiple Action rules apply. The multiple action penalty does NOT apply to the END roll to resist the damage, regardless of the number of actions taken. A target who chooses to try and dodge multiple explosives uses the END roll of the first dodge attempt as their damage resistance roll.

Crafted explosives or bottled spells that do something other than deal damage follow the normal rules for enchantment, and should have a difficulty for the target to resist as well as a stored PP value for the targets to try and counter the effect.

--- Armor ---
Armor, by contrast, does not work as a percentage, but a direct reduction in damage, and does not affect the multi-action penalty in any way.

Armor has two values: Absorption and Offense Penalty.

Absorption directly reduces the damage a wearer takes by its value in a given round from each attacker. It does not subtract from each attack, just the total damage dealt that round. If you are struck by three people, the armor's Absorption value is subtracted 3 times - once from each of them for this round.

Example: Samuel is wearing armor with an Absorption value of 3 is attacked by two bandits. The first bandit attacks twice for 12 damage and 9 damage, respectively. The second bandit hits for 2. Samuel takes 18 damage from the first bandit (12 + 9 - 3) and zero damage from the second (2 - 3).

Offense Penalty is a reduction to the damage the wielder deals per round, and is typically one half the absorption value, rounded down.

Like incoming damage absorption, offense penalty is applied to each target, so someone in heavy armor who attacks two people has their outgoing damage penalized twice - once for each. If they attack the same person multiple times, the reduction is only applied once.

Example: Samuel attacks the two bandits who just attacked him. He strikes the first for 11 damage, and hits the second bandit twice, once for 5 damage and once for 3. His armor's Offense Penalty is 1, so he only deals 10 damage to the first bandit (11 - 1) and 7 to the second (5 + 3 - 1).

Armor and Environmental Damage
The damage reduction from armor and shields does NOT protect or absorb environmental damage from sources like natural fire, extreme cold, noxious gas, etc.

--- Physical Shields ---
Physical shields, typically worn an the arm (kite shields, tower shields, etc.) also carry an Absorption and an Offense Penalty value like regular armor. These features only come into play when the character is actively choosing to Block in a given round.

If the wielder of a shield chooses not to block, the shield's Stats are irrelevant that round. If they choose to block and also take other actions (like attacking), the shields stats apply to all actions as appropriate.

--- Magical Shielding (Vaxia) ---
Magical shielding works very similarly to armor. When a mage casts a spell to create a magical shield on someone, it grants a PP/7 bonus to that character's Absorption, with no associated Offense Penalty. This shield typically lasts a scene (one combat, one area, etc.), but the duration is up to the A/SH. Shields are buffs, so unless directly drained or dispelled, they should almost always last at least 3 rounds.

--- Physical vs. Energy Armor (Sirian) ---
Armor and shields in Sirian come in two types: Physical or Energy. Attacks come in similar varieties. Any weapon that doesn't specific what type of damage it deals deals Physical damage by default. Energy weapons are generally rarer, more expensive and less damaging, and Energy armor is similarly rarer and more expensive.

There is no numeric change to how armor works whether it's Physical or Energy, only whether it applies to a given attack or not.

--- Stacking Rules ---
Armor of the same type does not stack - the largest value of the type wins, and all lesser values are ignored. The types are:

  • Physical armor
  • Energy armor (Sirian only)
  • Physical shields (only when blocking)
  • Magical shielding

So any character with multiple forms of any of the above types uses only the largest value and ignores all others of the same type.

Example: Emily is wearing chainmail with an Absorption value of 5, using a shield with an Absorption value of 3. When Kanna casts a magical shield of ice to protect Emily further, she produces 29 PP, granting Emily another 4 points of Absorption. When Emily blocks, her total Absorption value is 12 (5 + 3 + 4) - when not blocking, her Absorption value is still 9 (5 + 4) per round.

If a second mage then casts a second magical shield on Emily and generates 15 PP, nothing changes, since the new shield only grants 2 points of magical shielding, and Emily already has 4 points of magical shielding from Kanna.

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Creating Flexible Challenges

One of the major challenges for any SH (or gamemaster in any system, really) is creating challenges that flex to the players.

That doesn't always mean fudging numbers so that PCs are successful while still feeling like they had to make an effort to win. It means Handling PC Diversity in skills and play styles, negotiating PC Power Balance between PCs that may have vastly different histories, but first and foremost, recognizing that challenges you create are not fixed points in space.

When you design a session, you are typically building three things: interesting NPCs, a hook, and a set of challenges. The first two will typically stay the same no matter who shows up, but the challenges are the piece that needs to be adaptive.

If you plan a session around combat, and none of the PCs who show up are particularly adept at combat, you have two options: stick with your original plan and have a session full of aggravated players, or adapt the challenges to fit the group that shows up and the choices that group makes.

So how do you create challenges that can flex?

"All Roads Lead to Rome"
First, try to ensure that there are always at least three ways to solve any given challenge. If the session is about rescuing someone kidnapped and being held in a bandit hideout, possible solutions could be:

  • Charge the hideout, guns blazing, beat the bandits into submission, rescue the hostage
  • Sneak into the hideout unnoticed, untie the hostage and sneak them back out
  • Approach the hideout waving the white flag, negotiate with the bandits for conditions to release the hostage
  • Teleport into the room where the hostage is being kept, and teleport back out

If you assume the PCs will take the first option, you may not even have thought up Stats for your bandits to resist the sort of approach that comes with negotiation, or what their conditions might be. If you haven't considered the teleportation option and ways to prevent it, your session could be over in seconds with only one player feeling like they've contributed anything.

So how do you account for these varied methods?

Might Duplication
Either always make your bad guy NPCs fully fleshed-out characters with all stats and skills, or be ready to duplicate combat mights to AWA mights if the PCs take the stealth route, or to bluff-detection stats if they choose to be chatty. If they had combat mights around 85 for clubbing someone in the head, giving them 85 mights for noticing being snuck up on should create an equitable challenge for a different approach.

Add, Don't Block
The most tempting thing when looking at the teleportation or conversational options above is to block them completely. Having the bandits be unwilling to negotiate or have somehow warded the room where the hostage is in are common solutions, but they may end up negating characters who don't have one of the narrow options you're now forcing the session into.

Instead, have a 'B roll' of optional session pieces that you only incorporate if the initial challenge is circumvented too quickly or simply to be satisfying to the players.

If the PCs save the hostage in record time without spilling blood, have the hostage have been secretly working with the bandits. Shortly after the PCs return the 'hostage' to their noble parents and leave with their reward, there's a scream from inside the manorhouse. Now they have to chase down the secretly-deceitful noble's child, or the bandit who was wrapped in an illusion to LOOK like the still-hostage noble's child.

Hidden Reinforcements
The simplest form of 'B roll' session pieces is for combat. The PCs don't always know how many enemies they'll fight until they show up, but you can have a number of 'reinforcements' in your back pocket for when the PCs roll particularly well and bring down the Big Bad in a single round. Always have at least 1 wave ready for each round of combat you want in a session. For a 4-5 hour session, 3 waves should cover you.

Now the important thing: do not mention or reveal the additional waves until/unless they're necessary. The PCs may roll terribly, and Wave 1 may take them all night all by itself. In that case, don't have Waves 2 & 3 even make an appearance. But, if Wave 1 goes down instantly, Wave 2 is ready to go to keep the session interesting and satisfying.

More advice on staying modular with your challenges is in the other articles in this section.

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Reputation System

The Reputation Scale
Reputation with any given group for any given player starts at zero. Positive and negative rep both cap out at 25 in either direction (+25 for positive rep, -25 for negative rep). Any additional rep beyond that point in the same direction simply extends the life of the existing score and counteracts reputation decay (see below).

Gaining/Losing Rep
A/SHs can award positive or negative rep with a given group based only on Sessions or submitted Scenes. Rep rewards exist as their own 'track' of rewards and do not necessarily subtract from XP or items/silver awarded for the same session or scene.

Rep reward guidelines are similar to XP reward guidelines; one per hour of a live session, one per two posts in a scene. They act as a cap rather than a minimum - not every session will include rep rewards. Positive and negative rewards count separately in this case: a 5-hour session can include up to 5 positive rep with a group and 5 negative rep with the different group at the same time, like when characters help one group against a rival organization.

Reputation in Practice
When dealing with a given group, an A/SH should apply the character's reputation score as a direct modifier on social rolls (attempts to charm or win over, bluff, rally, etc.). A positive rep gives the character a bonus with that group, whereas a negative reputation penalizes them.

The one possible exception to the rule is intimidation, where a negative rep may act as a bonus rather than a penalty (using the status as a potent enemy of the group to strike fear into the heart of lower-ranking members), but that's to the discretion of the ruling A/SH.

The rep score ONLY applies to social interactions. It does not grant a bonus to things like combat rolls or knowledge checks regarding the group, just interactions with them

Reputation Decay
All rep, good or bad, tends toward zero at a flat rate of 1 point per month for all groups. Good rep fades over time, as does bad rep, as folks forget past offenses or favors done.

Examples of Reputation Changes

  • Positive Rep would likely be awarded for:
    • Helping the group recover a lost item of value
    • Attacking a group's enemies on their behalf
    • Delivering useful information or other gifts to the group
    • Doing favors for the group at their request
  • Negative Rep would likely be awarded for:
    • Attacking or killing members of the group
    • Stealing from the group
    • Promising to do a favor and then not following through
    • Publicly supporting or aiding the group's known enemies
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Crafting Rules

General Crafting Rules
Crafting uses DEX and INT (a "Tech" roll) with an applicable skill with at least one "craft" aspect (or "persist" for enchanting).

A critical failure (Failsby of 25 or more) during the crafting process loses all PP earned up to that point. Additional rolls afterwards still award PP as normal, but all PP leading up to the critical failure is lost. This is purely to prevent someone from "rolling forever" to create a godlike item with no possibility of failure - critical failures are extremely rare on two-trait rulings, unless you are far overreaching your character's abilities in crafting.

If you end up over-achieving on PP, it's possible to create an item of a higher worth than you initially intended. Scene rulers will often point this out, but if you notice it yourself, feel free to ask to update the intended item's qualities (and thus the difficulties and PP needed).

Typically, materials that go into an item cost nothing unless they grant their own bonuses to either the crafting process or the item that gets created. For simple base materials, no silver is required.

Be sure to also check the Crafting Bonuses page to be sure you've included all the appropriate bonuses for the crafting process before ruling.

Stat and Skill-boosting Items
Items with number bonuses follow the same rules as our Calculating Item Worth page in the wiki: the "build point" value of the item is adjusted based on the type of bonus.

  • Bonuses to Stats are 1 build point apiece
  • Bonuses to skills are 0.75 build points each

That means you will have to determine the end result desired before you begin. There is some wiggle room if you fall a little shy or overperform, but you need to first pick a target to aim at. That target will determine ALL difficulties and required PP for the item.

Once you know the build point value of the item to be crafted, use the chart below to determine base difficulty and base PP required for the entire process.

NOTE: Crafting is done whole hog rather than in stages, so a 6-build-point item uses diff 50 for the entire process, and 50 PP is required for all six points - it doesn't use diff 40 and 25 PP for the first 5 points and then jump to 50 and 50.

Build Points Difficulty PP Required
1-5 40 25 per point
6-10 50 50 per point
11-15 60 75 per point
16-20 70 100 per point
+1-5 +10 +25 per point

Non-numeric items (for sale or RP use - "vanity" items)
Non-numeric items that don't grant a bonus or make use of PP ("vanity" items) use the following scale instead:

  • Difficulty: 25
  • PP Required: 1 PP per silver value of the item

Crafting Modifiers
There are a few things that can impact the crafting process, such as special materials or effort made to RP the process. For full details, see the wiki pages below:

  • Crafting Bonuses and Lowering Difficulty
  • Material and Magical Modification Guide

Items with Absorption Values (Armor, Shields, etc.)

  • Physical armor (active at all times)
    • Crafting Difficulty: 20 + (5 x Absorption Value)
    • PP Required: 50 x Absorption Value
  • Physical shields (active only when Blocking)
    • Crafting Difficulty: 20 + (5 x Absorption Value)
    • PP Required: 25 x Absorption Value

Example: Armor with an Absorption Value of 7 requires 350 PP at a difficulty of 55. A shield with the same values requires only 175 PP at the same difficulty.

Items with Stored Effects (Enchanted items, Potions Poisons, etc.)
Difficulty for locking a stored effect into an item is determined by the difficulty for the effect to be bound. A 25-difficulty fireball is 25 difficulty to conjure the fire and 25 to bind it to an item. A 70 difficulty metamagic effect would be up against a 70 difficulty to bind to an item.

If the effect is something that expects resistance (a targeted effect against an enemy), the difficulty is what the eventual target will be up against to try to resist it. It can be arbitrarily chosen when the item is created.

PP for items with stored effects is determined using the rules below:

PP for the Effect that's being bound:

  • Non-numeric effects (on/off situations): 1 PP
  • PP effects (healing, shielding): 1 PP per PP of desired effect
  • Temporary stat boosts: 7 PP per point of desired effect

PP Required for the crafter to bind the Effect:

  • One-time use item: 1 PP per PP of desired effect (minimum 25)
  • X-time use item: X PP per PP of the desired effect (minimum 25)
  • Daily use: 50 PP per PP of the desired effect
  • At will use/permanent effect: 150 PP per PP of the desired effect

Outline of the Effect-Binding Process:

  1. Item requester determines size (PP), strength (Difficulty) and frequency of use for the desired effect
  2. Someone (crafter, requester, or a third party) creates the effect to be bound using the PP requirements outlined in the first list above
  3. The crafter binds the effect to an item using the PP requirements outlined in the second list

Effect-Binding Examples
A ring that lets the user trigger a 10 PP teleportation effect daily.

  • Difficulty: 25
  • PP needed to enchant: 500 (10 PP for the effect x 50 for Daily use)

An amulet that chimes whenever Undead are nearby.

  • Difficulty: 25
  • PP needed to enchant: 150 (1 PP for the effect x 150 for At Will use)

A one-time-use 50 PP magical shield token.

  • Difficulty: 25
  • PP needed to enchant: 50 (50 for the effect x 1 for one-time use)

Bolster/Hinder Effects
Effects that enhance or hinder a skill or stat work just like they do at the time of casting, with the net effect to the target being 1/7th the PP generated by the maker of the effect. That means the maker of the effect needs 7 times the PP as the effect itself, so omeone looking to craft a poison that causes -10 to DEX would need 70 PP to generate the effect. The crafter then needs another 70 PP at the same difficulty to bind it into a potion or item.

Bottled Environmental Effects Environmental Damage effects, such as explosives, traps, or damaging spells intended to hit multiple targets, follow the enchanting rules with two exceptions: the difficulty to craft an Environmental Damage effect is always 25 (even though the difficulty to resist them is 1), and the base damage of the stored effect is 1/7th the PP generated to produce it (just like wither bolster/hinder effects).

To make a bomb with a base damage of 20, a bombmaker must generate 140 PP (20 x 7) at a difficulty 25 to create the effect itself, and another 140 PP to bind it into the bomb for use later.

Companions and Vehicles
Craftable companions (like drones or golems) and vehicles operate based on the total build points involved. Standard companions use 150 build points for their total stats and skills.

The difficulty to craft a companion or vehicle is 1/3rd the total build points, so the difficulty for standard companions is 50 (150/3). Difficulties always round up to the next 5-point increment, so a 151-point companion or vehicle rounds up to difficulty 55 immediately. A 175-point companion or vehicle is diff 60, and so on.

PP required to build a companion or vehicle is equal to the total build points, so the standard companion requires 150 PP to create.

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Flavored XP and the Top Tens

"Flavor" XP refers to the various types of XP rewards from sessions that include suggestions about the actions a character took or contributions they made in said session.

The types of flavor XP (and examples of their use) are:

  • Physical (feats of strength, mundane combat, endurance contests)
  • Magical (casting spells)
  • Support (aiding others, healing, protecting, assisting)
  • Artist (performing)
  • Rogue (thieving, sneaking, deceiving, robbing)
  • Intelligent (making clever decisions, using rare knowledge, searching for knowledge)
  • Charismatic (winning others over, intimidating, rallying or calming a crowd)
  • Good (sacrificing for others, being unusually kind)
  • Evil (being unusually selfish, being needlessly violent or cruel)

Each of these types can replace the generic XP awarded during a session. Flavor XP still gives the character XP they can spend as normal, but it also stays on the character sheet as an overall record of the types of actions that character has taken in sessions.

There are two other types that are not session rewards or based on the actions of the character:

  • Transfer (transferred from an inactive character)
  • Site-Award (given for efforts by the player or donations made to keep the site running)

The former list is tied to a page called the Top Tens, which shows the top ten characters in terms of number of a given flavor of XP awarded in their life. The order of characters on the top tens is random - they're all the top ten for their flavor, but the top is not necessarily the first and the bottom is not necessarily the tenth.

To see which flavors of XP, if any, you received after taking part in a session, check the Session Report once it's posted, the A/SH will outline which flavors were given to whom for the session.

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Vehicles and Vehicle Combat

It's largely an issue in Sirian, but still occasionally happens in Vaxia: having to handle combat when vehicles are involved. It's important to note that "vehicle" here means anything that propels one or more characters around the battlefield, so a horse can be a vehicle as easily as a tank or a thruster backpack.

Understanding Vehicle Stats
Vehicles have four stats:

  • LIF is the HP of the vehicle. At zero, it’s disabled. At negative its LIF, it's beyond repair.
  • END is its armor and helps defend against outside attacks. It replaces the END might for passengers and pilot alike for any damage coming from outside the vehicle.
  • STR is the power of its weapons or its ramming speed for attacking. This replaces the pilot's stat, just like the fixed STR of a handheld gun would.
  • DEX is the maneuverability of the vehicle. This is the maximum might that a pilot driving/flying it can use. If the pilot's might (DEX + skill) is less than the vehicle's DEX, use the pilot's might. Else, use the vehicle's DEX. It serves as a cap.

You can see a list of standard vehicle numbers on the Sirian Vehicle Numbers or Vaxian Ships and Vehicles pages.

Vehicle Combat
When it comes to taking or dealing damage from the outside, these Stats will overlap the pilot or passengers most of the time. If the vehicle is rammed by another vehicle, it's the vehicle's END stat and pilot's DEX might (assuming it's not higher than the ship's DEX stat) that determines damage or dodge results. The passengers inside don't get to roll to dodge unless they're leaping out of the vehicle.

The pilot still uses their piloting skill and their own DEX might, capped by the vehicle's DEX - its maximum maneuverability. In combat, a pilot attacking uses the STR of the vehicle rather than her own for determining the STR might of any attacks (whether it's ramming or firing fixed-position weaponry, like the guns on a fighter jet). The piloting skill serves as a combat skill while flying, so it's:

  • Pilot DEX + Pilot Skill
  • Vehicle STR + Pilot Skill
  • Vehicle END + Pilot Skill

There is no need to roll to fly the ship and also roll to attack - it's just one roll, and it uses DEX and STR instead of DEX and INT for non-combat piloting. All the maneuvers and skillful flying are just part of the attack or dodge.

Except in special circumstances, the only combat actions available to vehicles are Attack and Dodge. A vehicle that specifically has shield capabilities can attempt to Block, and targeting an enemy's guns should be ruled like a Parry.

Open Vehicles
Vehicles which don't contain the pilot/rider/driver, like motorcycles, thruster packs or horses, don't lend their END stat to the pilot or passengers for defensive purposes. In those cases, use the END of the pilot/passenger instead, unless the attacker is specifically targeting the vehicle (in which case, use its stats).

A passenger or pilot may attempt to dodge if they flee the vehicle (jumping off a bike or out of a shuttle, for instance), in which case they use all their own stats for the dodge attempt. Similarly, vehicles like shuttles or APCs that come with gun ports can allow passengers to use their own stats (plus whatever weapon they're firing) for combat in addition to the pilot's actions.

Non-combat piloting
Outside of combat, pilots use far more care and far less instinct for flying, represented by the fact that it becomes a Tech roll (DEX & INT) instead of a combat roll (DEX/STR/END). The same piloting skill is used, with the same vehicle cap on the DEX might.

"Non-combat" piloting just means the pilot isn't taking a combat action (attack, dodge, etc). A pipe fighter landing in the middle of a shoot-out uses DEX & INT to land, even though they're technically in combat.

Vehicle Death
When a vehicle reaches 0 LIF, it should become immobile or inoperable. Onboard systems like communications or life support may remain intact, but the ship can no longer fight, dodge, maneuver, etc. At best, it may be able to limp along at a very slow pace.

Vehicles can be repaired just like people can be healed. Someone with an appropriate vehicle repair skill repairs one point of LIF per PP on their repair roll. The moment a ship crosses back into positive LIF, it becomes operational again.

A vehicle that reaches negative it's LIF total is completely destroyed. Ships may explode or else lose all systems (comms, life support, etc), which may have dire consequences for those inside. A ship which reaches this point can no longer be repaired, though some key parts may be salvaged to help in the building of a new vehicle later.



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Sirian Vehicle Numbers

NOTE: This is not an exhaustive list of Sirian vehicles, just a list of primary examples for standard models to help SHs calculating vehicle Stats on the fly, or to model custom craft off of.

Understanding Vehicle Stats

  • LIF is the HP of the vehicle. At zero, it’s disabled. At negative its LIF, it's beyond repair.
  • END is its armor and helps defend against outside attacks. It replaces the END might for passengers and pilot alike for any damage coming from outside the vehicle.
  • STR is the power of its weapons or its ramming speed for attacking. This replaces the pilot's stat, just like the fixed STR of a handheld gun would.
  • DEX is the maneuverability of the vehicle. This is the maximum might that a pilot driving/flying it can use. If the pilot's might (DEX + skill) is less than the vehicle's DEX, use the pilot's might. Else, use the vehicle's DEX. It serves as a cap.

Shuttle (750 build points, cost: 1500s)
A passenger vehicle capable of vertical takeoff and landing. Current shuttles are rigged for both atmospheric and low-orbit travel.

  • LIF 500
  • END 150
  • STR 50
  • DEX 50

Pipe Fighter (1050 build points, cost: 2100s)
Pipe fighters are one-man, combat-ready flying machines capable of both atmospheric and space travel.

  • LIF 300
  • END 75
  • STR 50 (Ramming)
  • DEX 125
  • Pulse Cannon (2x)
    • LIF 50
    • END 50
    • STR 150
    • DEX 0 (Uses fighter DEX for targeting)

Motorcycle (250 build points, cost: 500s)
A motorized two-wheeled vehicle with no cabin for passenger protection

  • LIF 70
  • END 50*
  • STR 50
  • DEX 80

APC (450 build points, cost: 900s)
An armored personnel carrier for transporting troops by land over any type of terrain

  • LIF 200
  • END 120
  • STR 60
  • DEX 70

Thruster pack (165 build points, cost: 330s)
A personal thruster backpack for advanced maneuverability in space by firing multidirectional vents of compressed gas

  • LIF 50
  • END 25*
  • STR 25
  • DEX 65

* Any open craft that doesn't surround its pilot, like motorcycles and thruster packs, does not grant its END stat to the driver/pilot. The stats are for when the vehicle is targeted directly or otherwise sustains and has to resist damage.

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