## page was renamed from Sano-RP/Theme Data. ##master-page:HelpTemplate ##master-date:Unknown-Date #format wiki #language en __''Upcoming RP Session. Initial posting/notes.''__ {X} {X} {X} {X} {X} {X} {X} {X} {X} {X} {X} {X} {X} {X} ||<#00FF00>'''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. = . ''''' In the beginning, each dimension, or cosm, was separate from every other. However, a ravenous entity known as The Nameless One, who fed on the energy of the cosms, created several intelligent machines known as Darkness Devices and scattered them throughout the cosms. Wherever they landed, the Darkness Devices bonded with an inhabitant of the cosm, giving him great power. Those who possessed Darkness Devices were known as High Lords. Through the power of his Darkness Device, a High Lord could rip open a portal to other cosms. By sending an invasion force through the portal, the High Lord could slowly remake the target cosm into a duplicate of his own while concurrently draining the target cosm of its possibility energy. Because the invader's reality remade the physical laws of the beachhead, his armies were much more effective in combat than the target's defense force. For instance, if a low-tech, high-magic cosm invaded a higher-tech cosm, the defenders' guns would stop working while the invaders would have access to spells for which the defenders had no known defense. In this way, invading other cosms provided both new lands to conquer and tremendous power which a High Lord could use to extend his lifespan, give himself new abilities, and even modify the physical laws of his home cosm.'''''<
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> '''''Among the various cosms though, a mirror to the Darkness Devices appeared. They came to be called Cradles of Creation, devices of energy and overall positive flow, dedicated to stopping this madness wherever it occurred. The high lords who wielded these devices beings of law and order as much as chaos to maintain balance. Taking up their devices, blending magic and machine as one solid force. They began to move among the realms with the intention of stabilizing and uniting all of these broken realms into a healed whole. They established a baseline reality that allowed good and evil to attain some semblance of harmony without actively stifling either. They encouraged Storm Knights to step forward, rallied behind a single banner and stand against the destruction. To make a change and heal the realms.'''''<
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> '''''The primary way in which Storm Knights were able to shape reality was the ability to impose the rules of their own reality on a limited area of another reality. Each reality, or "cosm," had a set of four "axioms," which delineated what could be achieved under its rules. The most important of these for gameplay was the technological, magical, and spiritual axioms. For ordinary people, violating the laws of reality is hard, and becomes increasingly impossible over time. Storm Knights, however, carried their own reality with them. Normally, they could perform under their own reality wherever they went and especially within a shatterzone created to improve their abilities. Storm Knights could also use possibility energy in order to influence reality. One way they could do this was to impose their own reality temporarily on a limited area around them. The most common use of possibility energy was to effect rapid healing.'''''<
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> '''''Time and decay, however, reduced their work among the cosmos and once again the unending cycle began.''''' -------- == 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. <
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> 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. <
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> 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. <
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> 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. <
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> 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. <
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> 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. <
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> 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. <
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> 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. <
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> 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. <
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> 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. <
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> 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. <
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> 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. <
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> 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.__''''' * 1. The realm within the shatterzone is under the control of its maker, Sano, and he is, therefore, the final authority on if a power or ability operates within this realm. Consider it akin to a GM making a game based choice. * 2. Technological devices that are non-native are muted but not suppressed in operation, sensors work at half range, weapons take longer to charge but do less damage and so forth. * 3. Effectively the operator of a shatterzone has a perpetual understanding of all events that go on within it. This means in character actions should be mentioned or logged for events which happen within this realm. Log RP as well if needed aside from excerpts and summaries. -IF- as an example you use pages for psionics or something similar in character, please record and note them, etc. * 4. Despite the nature of the realm and the power within, it is also encapsulated. If you have some unworldly infinite power, a ship larger then spin, some super-mega-ultra-deluxe-900000 mega wrecker beam of doom, 100,000 different lives and armies then please see yourself elsewhere. If you are someone who would be uncomfortable RP’ing with me/under my attentions see yourself elsewhere, please. Such things will have no place. * 5. The overall theme and ‘level’ of the realm should be considered intermediate magic/medium technological pre-fusion age. Sano, is semi NPC within that realm being both the operator of the factory, the resident godform/energetic center and will often take a secondary role within rp’s instead of operating directly on them that is what his various staff members are used for. (This means that despite his power level, his direct influence on any rp within is kept within a reasonable level.) * 6. Non-native magics have a reduced effect as well similar to #2, mana will take more effort to gain and use, spells will have a longer casting time for reduced effect and so forth. * 7. Employees: If you become a staff member at the facility, the shatterzone effectively adapts to you and the reductions and limitations are heavily reduced. * 8. The general RP Level of this area is treated as mildly grimdark with a thread of light at a base level. This is not a realm for fluffy things and glitter and bouncing around like mad. RP within this realm will be treated as semiserious but region inclusive, as in effects within will not affect a character outside of it unless you, as a player, want that to happen. * 9. Significantly more serious RP -Is- potentially permissible within the region and grounds but do be polite and inform me first. There may be amusing things for these types of RPs should such an event occur. Share and share like, and all work together in this case or it will be expressly forbidden. * 10. Generalized Regeneration: The entire realm emits a passive healing/repair effect upon all within it that removes and cures suffering and aches, it can limit or reduce sicknesses and so forth. These effects are low key and only operate permanently within the shatterzone, the effects outside are up to the player. * 11. Dice Mechanics: Many things within this realm can be resolved as follows. (This is to allow fairness in all rp within it.) The below system is a baseline for event resolution and success or failure of a particular situation/combat event/misc. ||<#FFFF00>''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. || ||<#FFFF00>''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. || ||<#FFFF00>''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. || ||<#FFFF00>''Complex Events/Tasks: 6d6, 4-6 being success. 1-3 being a failure. Reduce each success by 1 per failure rolled.'' || ||Combat, spellcasting. || ||<#FFFF00>''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.''' <
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> ---- ''''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.+~ <> <> ----- 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.+~ <> <>