Upcoming RP Session. Initial posting/notes.

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Quick Glossary: Reference terms.

Shatterzone: Boarder between one reality and the next. Typified by odd color variances, gravity, temperature changes and so forth.


Morphic Reality: The ground/land/plants and animals are mutable by the controller of the land. Though they operate under chosen rules and laws. *See native reality.


Stelae: Pillars used to support the reality barrier. Usually some form of stone/crystal structure and implanted at equal distances.


Technomancy: The art and path of blending both arcane energies and mechanical devices together.


Creative Energies: The manipulation of energy at the smallest level, sub-quark, to alter and change it as needed. Usually displayed as rippling effects in the local space-time.


High Lord/Magus: Ruler and deity of a particular zone within the Shatterzone. Capable of direct and essentially limitless control and change within the shatterzone. Larger or broad scale effects typically requiring multiple users to cooperate.


Spellweaving: The arcane style and path of manipulation of energy bonds and connections to summon/alter or create physical items that are typically found in an environment. From elemental energies to a sandwich as an example.


Factory, The: The Landing Fortress(es) of the Eternal Hand, former group which maintained and operated various shatterzones. Now reduced to a single structure and staffed by a skeleton crew. A place of immense magical and creative forces. Used as a base of operations and maintains the flow of energies throughout the shatterzone.


Facility, The: Secondary term for the Factory. Refers to its services branch. Services offered are as follows (EX): Body morphic adaptations, bodily merging/de-merging, soul recalibration and repair, soul implantation. Fusion of organic and non-organic resources or the de-fusion of the same.


Battle Fortress: Massive golem suits built by the Hand as guardians of worlds. Immense war machines designed around a single style or weapons loadout, capable of wielding firepower on a scale of super-dreadnoughts and larger for some designs. Reduced to a handful of remaining suits at this point in time. Once stationed in groups on key worlds as insurance against future threats or used as a deterrent against attack.


Construct/golem/mecha(Meka): Artificial life form, often semi-sentient, used as common labor and as surplus staff throughout the Factory. Specific versions are customized with more or less autonomy as required for a particular role or function.


Chamber, Lazarus: A Cradle of Creation, designed for rebuilding life from minimal remains. Capable of purging, blending and augmenting life forms. Can remove/replace diseases and frailties, reverse aging/increase aging and so forth. Provides extensive regeneration capabilities and can temporarily augment inherent magics when bathed in.


Fleshcrafting: Common term for the magical path of body change and growth. A simple but effective method of explaining the work that goes on.


STM: Subjective Temporal Measurement: Term used to refer to time dilation effects and differences between one shatterzone to the next, roughly equates to UTC+2, also used to refer to the year/century/millennial differences between them all centered around the galactic center as an axis point.


Temporal Calibration: The effect of the operator of a shatterzone being provided automatic linguistic/temporal knowledge of a particular era or region they are arriving in. Typified by basic data like entries, local language habits and so forth. Information will extend back as far as necessary temporally speaking to provide sufficient communication and understanding of the region.


Shatterline: The border of a shatterzone between itself and the native reality.


Portal/Rift: Quantum gateway used for travel at speed through a shatterzone.


Reality Rift: Side effect when demi/deific level entities enter a shatterzone, can be typified as momentary amnesia, sudden bouts of 'mortal' problems such as tiredness, illness, hunger. Abates once the being adapts to the zone via consult with the operator, or is allowed to sync with the energies of the realm. Can cause effects ranging from spontaneous transformation to temporary loss of power.


Temporal Sidestep: A ability which is granted by the shatterzone operator that permits those within to step backward a small increment of time and undo a recent action. May have side effects.


CVR: Common Valuable Resource: Used by members of the Hand as currency throughout the multiverse, ranging from gold to simple iron. Cast in bars and blocks and used as a medium of exchange.


Meta Dissonance: Side effect of a non-magical being entering a shatterzone, may temporarily undergo physical changes, memory alterations or even sudden adaptation to the native reality within the shatterzone. Beings with psychological imperfections are more prone to sudden adaptations to the shatterzone realm.


Native Reality: The rules of physics, science, and magic which operate within a shatterzone, typically created by the operator. Maintained by their collective stelae. Typically once the rules of a native reality are chosen they cannot later be altered, becoming hardwired into that particular shatterzone.


Nexus Storm: A violent 'snarl' between two realities as the energies strive to attain some form of balance, can cause mutation effects in all aspects of the reality around the storm. This ranges from strange warped animals and plants to the atmosphere itself changing, gravity, light and so forth altering until the storm passes.


Chronological Bubble: The ability of a magical being to maintain itself natively within a shatterzone in terms of memory, clothes, gear and physical appearance. This typically manifests once the shatterzone has accepted the arrival of the being in the form of a subtle glow about the being.


Sheen: A insectoid, hive minded construct created by the Hand as shock troopers or final enforcers should a reality become inherently unstable in some fashion or a planet be so war-torn that an immediate cessation of combat is required. Only created or dropped when no other solution remains to resolve the conflict. Used to clean up reality energies and disperse them safely through other realms.


Stabilization, The: The original goal of the shatterzone operators was a universal balance of good and evil in equal measure. To bring a calm and clock-like efficiency to the meta-verse. To stand both for and against law and order and to improve, enlighten and enhance all beings throughout the realms as they are understood.


Reality Recoil: The effect that happens when a shatterzone violently ejects a being/device/etc that is in such a violation of its natural laws that the offending is pushed out through what is essentially a quantum wormhole into the closest compatible reality for it.


Storm Knight: Heros who operated under the concept of law and order, for the most part. Dedicated to repairing the damaged cosms as much as possible.


Possibility Energy: Another term for Creative Energies.


Simple Origin.


The legend of cataclysm, a tale of the Spellweavers against the power of a Darkness Device.


The tale of the destruction of the world is that of one beings’ grasp for power, of one whose name is not spoken. A being of psionic nature and power, who over a long lifespan gathered power that would rival that of the very gods. This being, unsatisfied with his dark powers, unsatisfied with his depth of might and strength, sought out relics of power; searching through old tomes and older legends to seek the devices that would grant the bearer their utmost desires.

Finding them, the Unnamed one sought out the past itself, returning to the origins of the world, seeding technology and magic through the times and his name on the stones of history. His homeland, the world, the Continent whose name is forgotten by most all, was once a mecca of both magical power and technical might, skyscrapers and castles growing alongside each other, where both arcane power and high technology reigned from, according to myth, even the ability to travel beyond the planet itself to arcane powers to shape and move the very soil and rock of the planet as one saw fit.

This was not enough for the Unnamed one, no, working his foul powers long before-hand this one set up constructs of terrible power and intent, from towers of glass to siphon the life force from those around it to monsters of a mechanical nature, powered by the brains and souls of the once living, no act was too dark for the Unnamed one’s grasp. As his power grew so did his greed and the chance, to travel backward in time, to unseat the deities themselves from power and install but one, himself to divine level and knowledge over an entire world.

Through long trial and plotting the Unnamed one gained a relic from the early dawn of power, an item the gods themselves forgot or forsake and gathering an army of loyal minions and those they thought his friends the Unnamed one stepped backward in time. Working from almost the very start, his power reached like a cancer, technology and dark psionic ability staining the land, where once was life only metal and crystal grew, once a center for high learning and technological exploration, became a virtual slave camp; overseen by powers none understood and fewer could resist against as the very land seemed to change and warp before those who could see the change.

His dark work done, the Unnamed one slew his minions and fellow doers of evil, stowing their souls and minds in objects about the altered continent and returned to his own time. His plot to reap dark powers and to assume mastery completed. For a time, it was and no one or nothing could stand to him, this one whose sheer power destroyed any connection to the deities themselves; metal and crystal ruled now. Minds stole from bodies in birth and enslaved to cold heartless machines, beings once of light became only of ice now.

The Unnamed one’s power was absolute none but a mere handful of beings and a few isolated deities who had managed to shrug off or avoid his grasp, kept any sense of reality as it once was and should be. Powerless, those who knew the world as it was could do little but wait for the dark one to fall, and eventually, their hopes came true though in a more terrible aspect then they could have hoped for. The ending of the Unnamed one as destructive as his reign.

While mastery over the people their minds powers and souls was his. It was not enough. Crystal towers filled the landscape, all were under the grasp of the machine and all were one within its iron grasp. His power over the planet itself was not total, for the lifeforce of the planet still mocked him, or so he thought in the form of earthquakes, floods and other ‘problems’, mad now with power, wielding the might of the highest of deities the Unnamed one reached out, reached out and attempted to wrench control of the planet itself to his own grasp.

Gathering his might, calling to his mind his slaves, the Unnamed one extended his power downwards, reaching through the planet, past the souls he controlled; through the rivers and rocks to the very core of the planet itself. While his power was great, it was not enough for in the very act of trying to control the life of the planet, of its beings and its very core he failed; instead of control he desired, chaos happened instead of power, destruction exploded. In his attempt to gain control of the planet he sundered the very life force into fragments, the same lifeforce his powers had used for centuries to power devices of unholy and dark ability; stolen and abused over and over.

Some claim the planet itself fought back, at last, fighting to keep its power what remained; others say the deities who remained sprang to action, trying to slay the Unnamed one at this moment and end his grasp on the planet and its beings regardless of the source. The effects were instant and permanent. The planet was all but wiped of life, plants, animals, the races themselves dropping dead as their life forces were sucked dry, snuffed out and removed.

Magic itself went wild, shattering cities and devices across the whole of the planet. This continent itself, was ripped from the fabric of the world and flung into a magical wellspring as a last act of the Unnamed one to save himself some claim; others again state the deities did it to save what they could for the future of the planet regardless of what it might be; though it was still not enough.

The effects happened in moments, but the aftermath was permanent, the deities who remained stripped bare of all power, the inhabitants who survived either driven mad by the chaos or lost without the grasp of the Unnamed one and the destruction of the only society they were ever able to remember. Life itself on the continent and the rest of the world had all but stopped for thousands of years. Those who remained there gathered what little they could, falling back on old ways, older then the Unnamed ones tampering or the divine influence all the while the world forgot about the fragment of itself that was torn away.

In the last act either of revenge, accident or planning the very power the Unnamed one sought to control and take as his, claimed him, his body turning to fire in that instant his mind and soul captured by the planet. Some state that the Unnamed one still exists, in a half state, tormented and used by the very planet he once controlled to heal itself and to heal those who still live on it.

Fragments remain still, relics of the Unnamed one's machines still exist, lurking and wandering, those who remember his name though do not speak it may sleep still; there may even be one Hero from that time left one who was placed into slumber by the powers of the Unnamed one to be used later or to prevent this one from stopping him the truth of this.. Is not known, but some state that if the portal to his location is found, much of the planet may restore itself someday, or those with the Power to stop the Unnamed one may be given a chance or at least the hope, of a chance to save the planet, this is all legend in most tongues and minds though.


/!\ /!\ /!\ /!\

Rules details – Subject to alteration as needed.

Basic Events/Tasks: 3d6, 2-6 being a success. 1 being a failure. Reduce each success by 1 per failure rolled.

Opening a package, reading something, etc.

Simple Events/Tasks: 4d6, 2-6 being a success. 1 being a failure. Reduce each success by 1 per failure rolled.

Navigating a narrow stream, climbing, avoiding rubble.

Medium Events/Tasks: 5d6, 3-6 being success. 1-2 being a failure. Reduce each success by 1 per failure rolled.

Driving, Piloting, Reading while on the move.

Complex Events/Tasks: 6d6, 4-6 being success. 1-3 being a failure. Reduce each success by 1 per failure rolled.

Combat, spellcasting.

Extreme Events/Tasks: 7d6, 5-6 being success. 1-4 being a failure. Reduce each success by 1 per failure rolled.

Broad events that can change an entire area and those within it.

Employees gain +2 successes prior to all rolled events.

Magical entities of any type gain +1 success prior to all rolled events.

A Magical Employee gains +2 successes prior to all rolled events and +1 after events are rolled to increase their odds of succeeding.


'Difficulty Number,or DN, is the total a character needs to succeed at a task.'

The Standard DN is 10, with more complex skill attempts and abilities adding +2 towards the DN. Circumstances may add or subtract from the characters action total, the DN modifiers never affect the die roll just the total.

DIFFICULTY MODIFIERS.

Base DN

DN Modifier/Max added.

Total|Adjusted DN/Max

Task Description

4

+6

10

Very Easy

6

+8

14

Easy

8

10

18

Standard

12

+12

24

Challenging

14

+14

28

Hard

18

+16

34

Very Hard

20

+18

38

Heroic

22

+20

42

Near Impossible

Cinematics rules

BASICS OF COMBAT/INTERACTION EVENTS

Young characters (14-25) gain +1 dice for all tasks.

Middle-aged characters (26-55) gain +2 dice for all tasks -or- two automatic successes.

Venerable characters (56+) gain 3 automatic successes.

Nonliving/mechanical characters gain as Middle-aged.


To make a ranged attack, a character rolls on the tasks table for all energy weapons, pistol combat, heavy weapons, melee weapons, missile weapons, or ranged magical effects. This is versus the defenders dodge for ranged attacks, which would be the same task value as the attacker. In close combat for melee weapons, if the foe is armed with an appropriate weapon or unarmed combat if he's not, melee follows the same rules for attack as ranged. If the attack is equal to or greater than the targets defense roll, the attack causes Damage. Combat is treated as a Complex task.

If an attack hits due to enough successes, consult below.

Table 1

Damage Results Table Unarmed-Natural weapons

Successes

Damage

Effect

-3 or more

No Effect

-2 to -1

1 Shock

0 to 1

2 Shock

2 to 3

3 Shock

1 Wound

4 to 6

4 Shock

2 Wounds

7 to 8

5 Shock

3 Wounds

9 +

6 Shock

4 Wounds

+1 S and +1 wound for all successes over 10

Table 2

Damage Results Table Melee weapons

Successes

Damage

Effect

-3 or more

1 Shock

-2 to -1

2 Shock

0 to 1

3 Shock

2 to 3

4 Shock

2 Wounds

4 to 6

5 Shock

3 Wounds

7 to 8

6 Shock

4 Wounds

9 +

7 Shock

5 Wounds

+1 S and +1 wound for all successes over 10

Table 3

Damage Results Table Ranged weapons/magic

Successes

Damage

Effect

-3 or more

2 Shock

-2 to -1

3 Shock

1 Wound

0 to 1

4 Shock

1 Wound

2 to 3

5 Shock

2 Wounds

4 to 6

6 Shock

2 Wounds

7 to 8

7 Shock

3 Wounds

9 +

8 Shock

4 Wounds

+1 S and +1 wound for all successes over 10


Baseline Shock and Wound values.

Notes.

Mortal, no special powers

10S-10W

Semi magical but still mortal

15S-10W

Magical being

20S-15W

*Resists damage of 1 or less automatically for Shock.

Bio-Construct

25S-20W

*Resists damage of 2 or less automatically for Shock and absorbs 1 Wound if takes Wounding damage.

Synthetic-Construct

30S-30W

*Resists damage of 2 or less automatically for Shock and absorbs 1 Wound if takes Wounding damage.

Celestial

40S-40W

*Resists damage of 4 or less automatically for Shock and absorbs 2 Wounds if takes Wounding damage.

Demonic

40S-40W

*Resists damage of 4 or less automatically for Shock and absorbs 2 Wound if takes Wounding damage.

Machine/Mecha/Power-suit/Etc

35S-35W

*Resists damage of 3 or less automatically for Shock and absorbs 1 Wound if takes Wounding damage. Is disabled if takes 20 or more Wounding damage.

Greater-Celestial

140S-140W

*Resists damage of 4 or less automatically for Shock and absorbs 3 Wounds if takes Wounding damage.

Greater-Demonic

140S-140W

*Resists damage of 4 or less automatically for Shock and absorbs 3 Wounds if takes Wounding damage.

Greater-Machine/Mecha/Power-suit/Etc

135S-135W

*Resists damage of 4 or less automatically for Shock and absorbs 2 Wounds if takes Wounding damage. Is disabled if takes 75 or more Wounding damage.

Small craft

15S-5W

*Resists damage of 1 or less automatically for Shock but is disabled if takes 3 or more Wounds.

Medium craft

30S-10W

*Resists damage of 3 or less automatically for Shock but is disabled if takes 5 or more Wounds.

Large craft

60S-20W

*Resists damage of 4 or less automatically for Shock but is disabled if takes 10 or more Wounds.

Massive craft

120S-40W

*Resists damage of 6 or less automatically for Shock but is disabled if takes 20 or more Wounds.

SHOCK

Shock is stress and minor physical injuries. When a character suffers Shock beyond his maximum, he is Knocked Out. Additional Shock beyond this limit is ignored. Shock fades at the rate of one per minute as long as the individual isn't in combat or some other stressful situation. Shock is recovered immediately after a fight or other stressful situation ends unless there's no opportunity to rest. This might occur during a long pursuit, in a generally dangerous situation (such as the middle of a battlefield), scaling a perilous mountain without sufficient stops, etc. In these situations, a character may sacrifice an entire turn to recover 2 Shock (no movement or other actions are allowed while Recovering including posing, beyond that the character is recovering.). Recovery isn't possible while engaged in melee, so find someplace safe!

WOUND PENALTIES

Serious injury and trauma are collectively called Wounds. When a character takes more Wounds than his maximum, hes KO'ed. If a limb is missing or badly damaged +1 damage is dealt per turn. A character cant suffer more Wounds than his maximum listed in the basic examples for character types.

Characters suffer a -1 penalty to all rolls for each Wound suffered. The maximum penalty is -5 regardless of how many Wounds an individual can take.

Wounds are healed at the rate of 1 per hour of non-combat time that passes. They can also be healed by a character rolling a Medium task roll against the total number of wounds taken +5, if passed 1d6 wounds are healed.

DISABLED PENALTIES. Effects die rolls.

Min.

Max.

1st Disabled status.

-1

-2

2nd Disabled status.

-1

-3

3rd Disabled status.

-2

-4

4th Disabled status.

-3

-5

5th Disabled status.

-4

-6

After taking 5 disabled statuses treat as TKO.

-

-

Must be repaired/healed or rest for 1 hr per disabled status to recover.

Disabled is a general term for machines in the sense of blown out tires, broken windows, cracked hulls. The higher the disabled status the more damage has been dealt. The effects are similar to Wounds dealt to a character in overall side effects and possible difficulties. Wound penalties stack with Disabled since a damaged machine is just that, damaged.


Extra data on effects. 1 2


In an RP sense, all of the above rules are suggestions, meant to give a universal and basic method of comparison for all forms of combative rp and skill checks vs skills for characters trying to use their abilities.

Information on specific RP threads, and slots, as well as timetables, will be established over the next few weeks. 3 4

  1. Shock is treated like stunning a character, dizzy/unstable, the more shock the closer to being knocked unconscious for a range of time. 1/2+ shock means semi-unconscious, anything higher is unconscious/winded/disabled (1)

  2. Wounds are actual physical damage, bleeding, cuts, heavy impacts and so forth, effects as needed. (2)

  3. I am on college break right now, so this stuff will be posted as I finish it up, ideally it will be done over the next 2 weeks. (3)

  4. This is loosely based on TORG. Played it decades back, had most of the novels, etc. I am aware of a newer version but do not know anything about it. --if-- something from it might make an interesting addition, let me know. (4)

Sano-RP/Theme Data (last edited 2018-12-26 17:17:23 by Sano)