Suffisamment avancée Index du Forum


 Profil Profil Se connecter pour vérifier ses messages privés Se connecter pour vérifier ses messages privés Connexion Connexion

Sujet suivant
Sujet précédent
Ce forum est verrouillé; vous ne pouvez pas poster, ni répondre, ni éditer les sujets.   Ce sujet est verrouillé; vous ne pouvez pas éditer les messages ou faire de réponses.  Suffisamment avancée Index du Forum » Traductions et relectures : livre de base » Game Mechanics
Auteur Message

Hors ligne

Inscrit le: 19 Sep 2009
Messages: 324

MessagePosté le: Sam 3 Oct - 12:50 (2009) Répondre en citant Back to top

Conflict Table

Conflict Type Offense Defense Escape Timescale

Physical Combat Nanotechtech & Soldier, Police Stringtech & Soldier, Police Nanotech & Stealth, Criminal Seconds

Mesh-Hacking Cognitech & Programmer, Cognitech Engineer Cognitech & Programmer, Cognitech Engineer Metatech & Programmer Seconds

Fast Argument Metatech & Politics, Media, Courtesan Metatech & Media, Politics, Courtesan Cognitech & Politics, Courtesan
10 Seconds

Hide and Seek Nanotech & Spy, Locality Nanotech & Spy, Criminal, Stealth, Locality stand up and yell Minutes

Memetic Assault Metatech & Politics, Media, Courtesan Metatech & Media, Politics, Courtesan Cognitech & Media, Courtesan Minutes

Nanotech Bloom Nanotech & Nanotech Engineer, Soldier Cognitech & Crisis Control Biotech & Athletics Minutes

Card Games Cognitech & Locality Cognitech & Locality walk away Minutes

Political Debate Metatech & Politics Cognitech & Media walk away 10 Minutes

Baseball Biotech & Athletics Biotech & Athletics, Spy walk away Hours

Manhunt Nanotech & Police Nanotech & Criminal, Stealth Biotech & Athletics, Stealth Hours

Ad Campaign Metatech & Media Cognitech & Media, Spy, Political Cognitech & Legal Days

Interrogation Metatech & Police Metatech & Criminal Nanotech & Criminal Days

Biowarfare Cognitech & Biotech Engineer, Medical, Spy Cognitech & Medical, Crisis Control, Biotech Engineer Metatech & Politics Days
Nanowarfare Nanotech & Nanotech Engineer, Spy Cognitech & Crisis Control Cognitech & Locality Weeks

Research Blitz Cognitech & Research Metatech & Spy Metatech & Media Weeks

Political Campaign Metatech & Politics, Media Metatech & Politics, Media Metatech & Finance Months

Open Warfare Stringtech & Soldier Nanotech & Soldier Metatech & Politics Months

Cold War Metatech & Finance Nanotech & Spy Metatech & Politics Years

Psychohistory Metatech & Metatech Engineer Cognitech & Politics, Metatech Engineer Metatech & Locality Years

Items in boldface on Offense or Defense are the “Force” score for that kind of conflict.

Themes Uber Alles

Remember that complications and Twists automatically trump all other measures, regardless of the relative difference in rolls. A character with a reasonable amount of Plot Immunity can easily escape unharmed against massively superior opposition. Meanwhile, one with a pending “serious wound” complication will somehow be wounded, regardless of what countermeasures are employed.

Instant Kill, Not Instant Fight

Almost all weapons and techniques in S.A. are capable of doing what they need to in a single stroke. An unprotected and unprepared person, or one caught by surprise, will fall almost instantaneously before the weapons brought to bear in high-tech combat. The loss of Reserve during conflict does not indicate someone taking multiple hits from a devastating attack; rather, it is used to represent a target avoiding that attack in one way or another, and being fatigued and worn down by the effort of doing so. Only when unable to spend Reserve — as a result of unconsciousness or an empty Reserve tank — are people actually “hit” by an attack. Keep that in mind when describing your character’s actions.

Carry-Over Bonus

Those in long-scale conflicts may want to initiate smaller-scale conflicts to help out their longerscale ones. For instance, a city losing a biowarfare conflict might initiate a Metatech assault on their enemies in order to induce sympathy for the population. Such actions give the short-scale winner four points of Reserve back. If unspent, this extra reserve goes away at the end of the conflict.

The Effects of Surprise

Those attacked entirely by surprise must spend two points of Reserve before they even roll to defend themselves, and may lose more Reserve if their roll fails. While surprise can be difficult to achieve in a hightech environment, the results are quite worthwhile.

Changing Timescales

You can initiate a shorter-timescale conflict at any time just by saying so — it breaks into the current conflict. If you start a shorter-scale extended conflict for the purpose of aiding a longer-scale one, you can opt to get four points of Reserve back as a victory condition. For example, someone involved in a baseball game (timescale of hours) might start a shouting match with another player (timescale of minutes), who might throw a punch (timescale of seconds). The fight gets resolved first, after which the players could go back to trash-talking, after which the game would continue. One of the sides would gain some Reserve from winning the argument or the brawl.

You can initiate a longer-timescale conflict by escaping the one you’re currently in. For instance, if you run away from physical combat (timescale of seconds), your opponents might try to do a Metatech assault (timescale of minutes) while you can still hear them. If you start winning that, they might try to evade your memetic prowess and start a manhunt (timescale hours) to track you down, after which, if successful, they’d start hitting you again (back to seconds).

Conflict types with the same timescale are compatible. If someone in front of you is mesh-hacking you, and you’d prefer to punch him in the face, you can do that: your Offense rolls will be based on physical combat, and your Defense rolls will be the ones for mesh-hacking. Your opponent will have it the other way around.

Subtle Conflicts

In many types of conflict it is possible to act so subtlely that your opponent has no idea that he or she has even been attacked. Metatech campaigns are a good example. To do this, the attacker takes a three-point penalty on both the Capability and the Profession being used for offense. This is a penalty on the scores, not on the rolls, and so may end up changing the timescale for Metatech or Cognitech conflicts. The target in a subtle conflict still rolls an “attack” during his or her action, each timeslice, with the unspoken intent of wearing the attacker down.

The target will eventually realize that he or she is actually in danger. When either side loses half of their defensive Reserve (use combined reserve for both Profession and Capability), signs of exhaustion have set in. Something strange is obviously happening, even if it’s not immediately obvious who’s doing it. If the attacker successfully retreats on his or her next defensive action the target might never realize what happened; however, if the attack is pressed there will be no doubt.

There are some types of conflict for which this is impossible. Sporting events are a good example, as they rely on the open willingness of both sides from the beginning. However, even physical combat can be performed this way with some high-tech weapons. Microwave beams are a good example — they cook the target from the inside, and because the beams are invisible those with a low enough Nanotech might not realize they’re being attacked until it’s too late.

Note that in any kind of conflict, subtle or not, the players and GM still know what’s going on. It is the defender who doesn’t know what’s going on. Any use of the Comprehension plot score, regardless of descriptor, can be used to inform a character that a subtle conflict is going on.

The Instant Death Cutscene Rule

There are many, many things in this game that can instantly kill your character without warning. Inversion beams, warlike nanobots hidden in his brain, supernovae, suicide Lenses, and more are real dangers in this game setting.

Whenever the GM is about to set something utterly deadly against the PCs, she is obligated and required to describe a short scene detailing the hazard. The characters have Themes, after all, and can often find ways to avoid certain death. The players should not “metagame” a way out of this, using knowledge their characters could not have, but are highly encouraged to use Twists to good effect.

Large-Group Conflicts

When dealing with conflict on the order of ten to ten thousand people, roll once for each side and use the average Capability and Profession for all involved. Sporting events, small to medium-scale military engagements, and small-scale Nanotech and Biotech assaults typically fall into this category.

For conflicts on the order of a hundred thousand or more people, there will typically be a smaller group that speaks for or defends this population. Use the Capabilities and Professions of that subgroup rather than the scores of the masses. Large-scale nano and bio assaults, psychohistorical maneuvering, full-scale warfare, and other such conflicts fall into this category. For conflicts that involve a sizeable percentage of a civilization (such as an entire continent), you can assume that the maximum listed Capabilities for a civilization are the Capabilities possessed by this small group, and that they have appropriate Professions in the 7-10 range.

MessagePosté le: Sam 3 Oct - 12:50 (2009) Back to top

PublicitéSupprimer les publicités ?
Montrer les messages depuis:   
Ce forum est verrouillé; vous ne pouvez pas poster, ni répondre, ni éditer les sujets.   Ce sujet est verrouillé; vous ne pouvez pas éditer les messages ou faire de réponses.

Sujet suivant
Sujet précédent

Index | Panneau d’administration | créer son forum | Forum gratuit d’entraide | Annuaire des forums gratuits | Signaler une violation | Conditions générales d'utilisation
Powered by phpBB © 2001, 2018 phpBB Group Traduction par :

Style created freely by Cyber-MX