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MessagePosté le: Sam 3 Oct - 13:20 (2009) Répondre en citant Back to top

Interrogation

Interrogation is the oftentimes brutal art of extracting truthful information from someone who doesn’t want to give it up. This is not used for the quick, threatening sort of interrogation; this is for longer attempts where the target is typically locked up. Torture is covered under this kind of conflict, though it can easily yield false information.

Core Values can modify this kind of conflict, and often do in the case of spies. See page 72 for details.

Offense: Metatech & (Police or Criminal)
Defense: Metatech & (Criminal or Spy)
Escape: Nanotech & Criminal
Timescale: Days

+1 Implements of torture
+1 Possibility of imprisonment raised
+2 Typical memetic tool. Works against single target only.
+4 Excellent memetic tool. Works against single target only.
-2 Target can simply leave
-2 Job depends on resisting
-4 Life depends on resisting

Victories: Obtain information, or restore Reserve for a longer-scale conflict (like a war or cold war).

Biowarfare

Biowarfare pits fast-acting diseases against a populace with the intent of causing major damage or panic. It is often part of a larger strategy.

Offense: Cognitech & (Biotech Engineer, Spy, or Medical)
Defense: Cognitech & (Medical, Crisis Control, or Biotech Engineer)
Escape: Metatech & Political
Timescale: Days

+1 Highly homogeneous target group (a single family, most Cargo Cults)
+2 A typical biowarfare weapon*
+1 Sides intermingle occasionally**
+2 Sides intermingle constantly**
-1 Major preexisting economic problems
-1 Highly diverse target group (e.g. Stardwellers, Tao)
-1 Trade embargo against one party**
-2 Preexisting quarantine **
-2 No direct wormhole connections, and not on same planet**
-3 Trade embargo against both parties
-1 Known disease
-2 Common disease
-3 Each previous assault with same disease

* Must be tailored to a particular genetically similar group, such as a family or everyone evidencing certain physical traits (e.g. eye color).

** Applies to both sides

Victories: Infect all your targets with a particular disease and have it run its course. Diseases typically kill, cripple, or disable their targets.

Nanowarfare

Nanowarfare is not the use of nanophages — that’s a Nanotech Bloom (see page 109). Nanowarfare uses microbots with nanotech devices installed to penetrate the bodies of particular targets and cause major medical problems, including strokes and heart attacks. The Nanotech War that ended the era of the superpowers on Earth was this sort of conflict. Escape means successfully hiding those who are the targets of this war from the opposite side’s nanites.

Offense: Nanotech & (Nanotech Engineer or Spy)
Defense: Cognitech & (Crisis Control or Medical)
Escape: Cognitech & Locality
Timescale: Weeks

+1 Sides intermingle occasionally**
+2 A typical nanowarfare weapon*
+2 Sides intermingle constantly**
-2 Target takes paranoid precautions, like only breathing purified air.
-2 No direct wormhole connections, and not on same planet**
-1 Known phage
-2 Common pahge
-3 Each previous assault with same phage

* Must be tailored to a particular physically similar group, such as everyone evidencing certain physical traits (for example, eye color or heart murmurs).

** Applies to both sides

Victories: Kill specific targets, or leave microscale robots in place to kill them on command (can be removed on a one-by-one basis). Often used to regain Reserve for a war or cold war.

Research Blitz

There are many times where a single innovation can change the tide of history. Such times are difficult to predict, and almost any innocuous-seeming invention might prove to be important some day. If you want to ensure that your side makes the invention first, and thus retains the rights to it, you engage in a Research Blitz.

Offense: Cognitech & Researcher
Defense: Metatech & Spy
Escape: Metatech & Media
Timescale: Weeks

+1 Wealthier than opponent
+1 Better reputation than opponent *
-1 Working outside your civilization’s normal technology levels
-2 Solo researcher with no assistants
-3 No access to tech databases

* This item assumes that the side in question is free to recruit additional help — your reputation will help bring better-quality researchers to your side.

Victories: Figure it out before your opponents do. Research blitzes can be enhanced by various black-ops missions, mesh-hacking, memetic assaults, and so forth.

Political Campaign

You want to occupy a high office? You want your bill passed in the legislature? Need to drum up public support for an unpopular act? This is your kind of conflict.

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

Offense: Metatech & (Politics or Media)
Defense: Same
Escape: Metatech & Finance
Timescale: Months

+1 Wealthier than opponent
+1 Part of a popular political legacy
+1 Typical memetic tool*
+2 Excellent memetic tool*
-1 Part of an unpopular political legacy
-2 Second or later run for same office after an initial failed run.

* 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: Win political office, pass major legislation, discredit your opponents, accomplish other standard political goals. Political campaigns are often aided by debates, and are in turn used to aid psychohistorical maneuvering.

Open Warfare

Rarely used, but still considered an option by many civilizations, open warfare combines many of the more violent conflict types into a single contest. Use this when you just want to resolve the war quickly without playing out the whole thing.

Offense: Stringtech & Soldier
Defense: Nanotech & Soldier
Escape: Metatech & Politics
Timescale: Months

+1 Wealthier than opponent
+1 Fanatically loyal populace
+1 War targets a disliked minority
+1 Minor (2-3x) population advantage
+2 Significant (4x or more) population advantage
+3 Overwhelming (10x or more) population advantage
-1 Opponent lives in unusual or unfamiliar territory*
-1 Poor morale amongst your troops
-2 Unreliable supply lines*
-2 Opponent is Stored or other dataform

* Double this in a war that does not involve spaceborne units.

Victories: Destroy troops, destroy infrastructure, take territory, occupy land, remove invaders.

Cold War

For those who’d rather slowly choke their enemies rather than see thousands die on the battlefields, a cold war may be preferrable to open warfare. It’s not quick, and it’s rarely pretty, but it will work eventually.

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

Offense: Metatech & Finance
Defense: Nanotech & Spy
Escape: Metatech & Politics
Timescale: Years

+2 High-placed operatives in opponent’s power structure
+1 Wealthier than opponent
+1 Fanatically loyal populace
-1 Target does not have an open economy
-2 Target has no need to trade with others
-3 Target never trades with others

Victories: Wreck economy, force political change, promulgate your civilization’s ideology. Cold wars differ from psychohistorical maneuvering in that they are openly acknowledged by both sides.

Psychohistorical Maneuvering

The king of conflicts. Nearly every civilization in the universe is engaged in psychohistorical maneuvering at some level. Most civilizations are conducting psychohistorical maneuvers against their own citizens, in fact, to keep themselves more stable and assure that certain goals are accomplished. Escaping means hiding from others on a political level; the Disciples have accomplished this relatively well. A civilization’s Core Values can modify this kind of conflict. See page 72 for details.

Offense: Metatech & Metatech Engineer
Defense: Cognitech & (Metatech Engineer or Political)
Escape: Metatech & Locality
Timescale: Years

+1 Target’s population over one billion
+1 Highly homogeneous target group
+1 Examining Logicians or other rational targets
+2 High-placed operatives in opponent’s power structure
-1 Target’s population under ten million
-1 Highly diverse target group (such as the Stardwellers)
-2 Target is a Cargo Cult
-2 Target’s population under one million
-3 Target’s population under 100 thousand
-4 Target’s population under ten thousand

Victories: Splinter groups off existing civilizations, calm dissenters, ensure stability, enhance or reduce economies. Destroying a civilization is outside the realm of even this level of conflict. Multiple victories, over the course of decades or even centuries, are required to accomplish such a feat.
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MessagePosté le: Sam 3 Oct - 13:20 (2009) Back to top

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