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MessagePosté le: Sam 3 Oct - 13:08 (2009) Répondre en citant Back to top

Types of Conflict

Here we present the many different types of conflict that can be found in this game. Each one gives a quick description of what’s involved, as ell as repeating the information from the table on the last page. When we list what can be rolled for offense, defense, or escape, you can consider these to just be guidelines. Rther, related Professions may be appropriate to use as well.

Since different kinds of conflict benefit from different situations, we’ve listed a number of modifiers for each conflict type. You can use these as guidelines when unusual situations arise in your own games. There are also various victory conditions listed, which may be inflicted on those who are out of Reserve.

Some modifiers stack, and some don’t. Usually it’s easy to tell: if there are several modifiers in a row that talk about the same thing getting better or worse (e.g. the range modifiers in combat, or the population modifiers in psychohistory), they don’t stack. Just use the strongest one. Otherwise, you can assume that all the modifiers in this section are cumulative.

Remember that technology Descriptors (page 132) can often influence conflict. Know your tools.

Physical Combat

Physical combat can cover fistfights, duels, firefights, and other events where the point is to seriously injure your opponents. It can also handle sparring matches, where the point is just to show off your skills

Offense: Nanotech & (Police or Soldier)
Defense: Stringtech & (Police or Soldier)
Escape: Nanotech & (Stealth or Criminal)
Timescale: Seconds

+1 Combat drugs
+1 Led by someone with higher Soldier profession (only applies to those who already have the Solder profession)
+1 Car-sized target
+2 House-sized target
+3 Airplane-sized target
+4 Starship-sized target
-1 Typical environmental penalty (mud, rain, hail, fog)
-1 Distractions
-1 Attempt to disarm, trip, or other trick shot
-1 Book-sized target
-2 Finger-sized target
-3 Insect-sized target
-4 Microscopic target (Min. Nanotech 5)
-1 Target over 10 km away*
-2 Target over 20 km away*
-3 Target over 40 km away*
-4 Target over 80 km away*

* Only modern weapons use these ranges.

Victories: death, unconsciousness, flesh wound, scar, various forms of dismemberment

Mesh-Hacking

Mesh-hacking is an attempt to force access to another person’s neural mesh. It is exceptionally difficult, and not at all subtle, using massive amounts of data to overload the mind and slip control codes into the mesh unnoticed.

Despite its primarily mental nature, Core Values do not modify this kind of conflict. The goal in meshhacking is to lay someone’s entire mind bare, not to convince them of one particular thing.

Offense: Cognitech & (Programmer or Cognitech Engineer)
Defense: Same, but, with +3 on the dice roll
Escape: Metatech & Programmer
Timescale: Seconds

+1 One or more successful previous hacks on same person (not cumulative)
+2 Assistance from a Familiar (see page 68)
-3 No levels of Programmer Profession
-1 On a different planet, or in orbit
-2 In a different civilization
-4 On a nearby planet in the same solar system. Actions “arrive” at least one timeslice after they are taken.

Victories: Access to the target’s mind.

Fast Argument

A fast argument is typically used to convince someone to take a particular short-term action. The classic example is talking your way past a security guard, but conning someone out of a few dollars or getting someone to help you out briefly are both good examples as well.

To accomplish more meaningful or long-term effects, you’ll need to either attain a higher Metatech rating or take more time. Increasing the Timescale of the argument will allow you to use more effective results from the Metatech table on page 80.

Core Values can modify this kind of conflict. See page 72 for details.

Offense: Metatech & (Political, Media, Criminal, or Courtesan)
Defense: Same
Escape: Cognitech & (Political or Courtesan)
Timescale: 10 Seconds

+1 Blackmail material
+1 Very familiar with your target’s home region (Locality Profession at 7+)
+2 Favor to call in
+2 Typical memetic tool. Works against single target only.
+4 Exceptional memetic tool. Works against single target only.
-2 Unfamiliar with their home region (Locality 0-2)
-3 Assault can easily be ignored (for instance, by closing a door on the attacker).
-3 Their job depends on resisting
-4 Already hostile to you
-5 Their life depends on resisting

Victories: See the Metatech table on page 80, comparing your Metatech rating to your opponent’s as normal. Pick any “instantly” result you are capable of achieving.

Hide and Seek

The classic children’s game. Also useful for trying to find someone on a shorter timescale than a fully fledged manhunt. Successful “defense” in this case means staying hidden; when you run someone else out of Reserve they have no chance to find you. The “escape” below means leaving the conflict willingly — in other words, giving up.

Offense: Nanotech & (Spy or Locality)
Defense: Nanotech & (Spy, Criminal, Stealth, or Locality)
Escape: Come out of hiding
Timescale: Minutes

+1 Played with this person before
+1 Familiar with area
+1 Significantly faster than opponent
+2 Grew up in this area
-1 No Locality profession for this civilization

Victories: You find the target, or you frustrate the seeker.

< ENCADRE >

Losing Control

It’s completely possible for a successful mesh-hacker to install a Lens that takes over someone entirely and/or makes them into your willing slave. It’s also very noticable. Most people will go for a lesser approach: leaving a “back door” in their target’s mind, with the person still 99% in control until a particular moment arrives. The Lens prevents the hapless victim from figuring out what’s going on, or even remembering that the hack happened in the first place.

The in-game reason for this is twofold: first, that it is more difficult to notice, and second, that it provides the possibility of arguing for a reduced legal sentence if one is caught. You can say, “well, at least I didn’t make him my slave.” The out-of-game reason is that it really sucks to completely lose control of your character. Death is one thing; to have someone else dictating your actions is worse for most gamers. Not everyone has Plot Immunity to draw on when things like this happen, and even if you don’t remember the event at first, there’s at least a chance that you’ll be able to figure out what’s going on.

For more inspiration, see John C. Wright’s “Golden Age” trilogy.

< /ENCADRE >

Memetic Assault

A memetic assault is an attempt to influence a target by bombarding them with a series of memes, seeing which seem to resonate with them, and then working towards a particular end result using a progression of “reasonable” memes from that point. It’s noticeable if you’re trained; to those without much social savvy it may seem like just a particularly odd and disjointed conversation. This type of conflict is obviously very similar to the “fast argument,” but takes more time to achieve greater effects.

Core Values can modify this kind of conflict. See page 72 for details.

Offense: Metatech & (Political, Media, or Courtesan)
Defense: Same
Escape: Cognitech & (Media or Courtesan)
Timescale: Minutes

+1 Blackmail material
+1 Very familiar with your target’s or audience’s home region (Locality Profession at 7+)
+1 Favor to call in
+2 Typical memetic tool. Works against single target only.
+4 Exceptional memetic tool. Works against single target only.
-2 Already hostile to you
-2 Unfamiliar with their home region (Locality 0-2)
-3 Assault can easily be turned off (for instance, assaults conducted over the television or other mass media)
-2 Their job depends on resisting
-4 Their life depends on resisting

Victories: See the Metatech table on page 80, comparing your Metatech rating to your opponent’s as normal. Pick any result you are capable of achieving in roughly 10 minutes.

Nanotech Bloom

A nanotech bloom is the technical term for the use of nanophages (see page 143) against human settlements. A nanophage not stopped in the first few seconds will typically undergo rapid, almost explosive growth before slowing down and getting into the serious business of eating everything around it.

All these modifiers apply to the bloom rather than the defender. Offensive rolls are made by the bloom’s creator; the bloom itself has no Professions.

Offense: Nanotech & (Nanotech Engineer or Soldier)
Defense: Cognitech & Crisis Control
Escape: Biotech & Athletics
Timescale: Minutes

+1 Dusty area
+1 Aquatic environment
+1 Occasional gusts of wind
+2 Jungle or deep forest environment
-1 Arctic region or other extreme environment
-1 Significant precipitation
-1 Constant heavy winds
-1 Virtually unlit area

Victories: Destroy particular structures, “mine out” certain materials, kill everyone, kill all the cyborgs, defeat the bloom.

Political Debate

At first blush this looks similar to the Fast Argument and Memetic Assault, but the intention here is not to convince your political rival of anything. The idea is to convince the audience.

The audience’s Core Values can modify this kind of conflict. See page 72 for details.

Offense: Metatech & Policical
Defense: Cognitech & Media
Escape: Just walk away
Timescale: 10 minutes

+1 Very familiar with your target’s or audience’s home region (Locality Profession at 7+)
+1 Appropriately groomed and dressed for the occasion
+1 Typical memetic tool. Must be tailored to demographic.*
+2 Exceptional memetic tool. Must be tailored to demographic.*
-1 Audience follows different party
-2 Unfamiliar with their home region (Locality 0-2)
-3 Audience will lose their jobs if you win

* Scandal-type information about your opponent falls into these categories, with an extra +1 if your opponent doesn’t know you have the info.

Victories: Make your opponent look incompetent or evil. Debates are typically used to regain Reserve for political campaigns, via the “Changing Timescales” rule on page 105.

Baseball

This could be adapted to other sports as well, such as the incredibly violent Replicant sport of Bloodcrosse. The Spy profession can be used for defense to represent watching the other team carefully and learning their signals, or stealing their playbook.

Offense: Biotech & Athletics
Defense: Biotech & (Athletics or Spy)
Escape: Just walk away and forfeit
Timescale: Hours

+1 Using loaded bats or other various cheating measures
+1 Hometown umpires
-1 Windy day

Victories: Win the game, impress the scouts.

Manhunt

Manhunts are large, organized searches for a single individual or small group. They are typically conducted by police organizations, though some criminal groups have them occasionally as well. They fill in the gap between hide-and-seek and tracking someone across multiple planets.

Offense: Nanotech & Police
Defense: Nanotech & (Criminal or Stealth)
Escape: Biotech & (Athletics or Stealth)
Timescale: Hours

+1 Familiar with area
+1 Public transportation is common (applies to runner)
+1 Isolated location (applies to hunter)
+2 Grew up in this area
-2 No Locality profession for this civilization
-2 Trying to find a single person on your own — manhunts are typically conducted with the aid of a large number of assistants.

Victories: Find your target, or frustrate those seeking you. Getting away, in this case, is done through the “Escape” option that can be used in all conflicts, not by winning the manhunt!

Ad Campaign

An ad campaign is essentially a Fast Argument, conducted many times, across an entire region or civilization. It relies on large-number statistics to determine what your audience would most like to associate with themselves, and then asociating that with your product, truthfully or not. “Escape,” in this conflict, means forcing a stop to the campaign.

The audience’s Core Values can modify this kind of conflict. See page 72 for details.

Offense: Metatech & Media
Defense: Cognitech & (Media, Spy, or Political)
Escape: Cognitech & Legal
Timescale: Days

+1 Very familiar with your target’s or audience’s home region (Locality Profession at 7+)
+1 Typical memetic tool. Must be tailored to demographic.
+2 Exceptional memetic tool. Must be tailored to demographic.
+3 Captive audience
-2 Unfamiliar with their home region (Locality 0-2)
-2 Product linked to cancer or other diseases
-3 Product is of margainal legality

Victories: Get people to buy your product. The faster you beat them, the better it works.
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MessagePosté le: Sam 3 Oct - 13:08 (2009) Back to top

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