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MessagePosté le: Sam 3 Oct - 12:36 (2009) Répondre en citant Back to top


There will come a time in your game when the interests of your group or your character don’t mesh with the way things are going. If you want to change what happens in the game, you have two options. You can either activate one of your Themes, as described on page 60, or use your character’s Capabilities and Professions.

To use your character’s abilities, you’ll be making a roll as described earlier. You can use Reserve at any time (so long as you’re conscious), or can decide to use Twists instead at any time.

Simple Rolls

Sometimes a single roll will be enough — the GM will set a minimum number for your roll, and if you roll equal to or higher than that number, things go your way. This is useful for situations that pit your character against a static environment in a single instant — jumping a chasm is a good example. For mental situations, remembering a minor detail would fall into this category, presuming you don’t have perfect memory.

Here’s who can usually achieve a particular minimum roll, assuming they spend a little Reserve:
10 Even the untrained and unenhanced can do this most days.
20 Those with a small amount of either training or luck.
40 People with a little of both, or highly enhanced folks having a bad day. This is about the best that unenhanced characters can usually expect.
60 A moderately trained character with excellent luck, or an exceptional one with a modicum of work.
80 The well-trained, with luck or effort.
100 The highly enhanced with the best luck they can get.
125 That, plus a modicum of effort.
150 Major efforts from some of the best folks in the universe.
200 Only the very best, on their best days or with significant assistance.

Other times you can settle things easily with a contested roll: all sides roll off, and whoever rolls the highest wins. This works for very quick events where the contestants aren’t really interacting with each other, they’re just trying to do their best and hoping that it’s better than everyone else’s. A race is the perfect example. Ties can be settled by a re-roll.

Extended Conflict

When you’re interacting with other sentient beings, especially in an prolonged event with significant variability, a single opposed roll gives no feeling of the back-and-forth interaction that the people involved see. There’s no sense of flow or drama to a single roll. Instead, we use a slightly more complicated process when you’re involved in such events, all based off the standard roll-and-reserve system.

The chart on page 104 will be particularly useful for this section, as it summarizes what can be rolled for various purposes. Other Professions can often be substituted by spending a point of Reserve or taking -1 to the roll on both dice.

When you want to initiate some sort of conflict, just pick up the dice and roll. The first person to declare that there’s going to be conflict is the first person to roll. Whoever swings first, swings first. Someone else might duck the punch and come back fast, but they didn’t initiate the conflict. If it’s important to know what order people go in after the first guy, use Offense scores (see below) to figure it out — the highest combined score goes first.

Conflicts are divided into timeslices. Each timeslice takes about as long as the Timescale listed for your kind of conflict (see page 104). In each timeslice you get to make one offensive action against a single target. You can describe whatever actions you like in each timeslice. You should try to keep it reasonable, of course, but there is no benefit or penalty for taking multiple actions. For instance, in physical combat you might describe an all-out assault, an acrobatic maneuver, a cunning feint, or a purely defensive attempt to wear the other guy out. No matter what you do, the only “real” effect from a successful roll is that your opponent loses reserve.

Each timeslice, when you act, follow this sequence:
1. Roll the Offense rating listed in the chart on page 104. Your target rolls the Defense rating listed.
2. Both sides spend Reserve as normal, with the outcome determined after both sides are done spending.
3a. If the defender’s roll is higher, nothing happens.
3b. If the attacker’s roll is higher, the defender loses two points of Reserve. They can choose to lose this from either of their defensive scores.

You can only ever lose Reserve when you are the defender. You might spend Reserve when you’re the attacker, but no matter how badly you fail as an attacker, you’ll never lose Reserve for it.

The following conditions cost the defender more Reserve:
+1 The attacker’s roll is twice or more the defender’s. Add another +1 for each multiple (3x, 4x, and so on.)
+1 The attacker’s Force score is three points or more above the defender’s Force score (see boldface items on the table).
+x The attacker’s weapon specifies that “x extra Reserve is lost.”

These conditions allow the defender to lose less Reserve:
-1 The defender’s Force score is three points or more above the attacker’s Force score (see table).
-1 You are in a subtle contest (see sidebar).

The Force score is shown in bold on the conflict chart. It changes from one kind of conflict to another, depending on which Capability counts as “raw force” for that sort of conflict, letting you overpower others’ countermeasures or natural defenses.

A target that is out of Reserve is said to be “at your mercy.” If you win a roll against a target with no Reserve, you can take whatever sort of victory is appropriate for the conflict you were in.

You can also decide to “fold,” allowing your opponent to choose their victory condition and retaining your Reserve for later use. Folding is also a good way to let your opponent know that you’re not serious about the fight. For instance, if someone’s interrogating you, and you fold after the first timeslice, they can choose the victory condition “tell me the truth,” and you’d have to do so. If you want to tell them the truth in the first place, folding might be exactly what you want to do.

Core Values in Conflicts

When someone attempts to convince your character to agree with something that you feel goes against your Core Values, add your rating in the appropriate CV to your score (not your roll!) on either Metatech or a Profession for the purposes of resisting. You can spend points of reserve as usual to increase your roll.

When someone attempts to convince you of something that is consistent with your Core Values, they have +1 to their effective Metatech score, or +2 if your CV is 5 or higher.

When attempting actions with strong connections to your Core Values, you receive a +1 to the attempt, or +2 if your CV is 5 or higher. The GM must agree that the link is strong enough to warrant this bonus; it should not be used for actions that are only tangentially related to the character’s CV. This bonus applies whether you’re in a conflict or just making a roll to accomplish something.

A bonus to Metatech from a CV does not change the timescale for a Metatech-based conflict.

Escaping Conflict

You may want to escape conflict before you’re at someone’s mercy. To do this, instead of rolling for defense, roll to escape. You have to spend one Reserve. Your opponent rolls an offensive action as usual, and if they lose, you can get away. If they win, you lose Reserve as normal.

Conflict Flowchart

This flowchart shows the steps of a conflict in graphical form. Starting and ending points are the red rounded rectangles at the top and bottom. Ordinary steps are squares. Decisions are diamonds. Events related to changing timescales are shaded purple rather than green.

There’s no new information on this chart, just a visual representation of what we’ve already said.

MessagePosté le: Sam 3 Oct - 12:36 (2009) Back to top

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