Quantum Mechanics

What are my STATS! ?

VIGOR – a combination of your strength and your overall body condition and well being; you can increase your damage-tolerance and damage-dealing capacity with this.

DEXTERITY – a combination of your freedom of movement, agility and coordinated precision; you can increase your speed and athleticism with this.

PERCEPTION – a combination of your powers of perception and your ability to gauge persons and situations effectively; you have more of an effect with your words and pick up on things others would keep hidden with this.

KNOWLEDGE – governing the breadth of your knowledge that is not physical or perceptual, this determines how much mechanical or technical skill you can have as well; to be more knowledgeable, technically and/or mechanically inclined you can use this.

(Mechanical) is the branch of knowledge showing how adapted you are to operate certain items, vehicles and equipment etc. (Technical) is the branch of knowledge showing how adapted you are to manipulate, repair, disable, optimize or craft certain items, vehicles and equipment etc.

What is the Essence?

Essence is a coefficient of your body’s bioelectromagnetic field, as you move and manipulate it, numerous effects can happen around and inside you.

How do I use Essence in the game?

For each point of Essence you burn through you make a physical act that CHANNELS the essence into a stat you’re about to use. Every point of Essence increases the amount of dice you roll – giving you more opportunities for success and/or a higher numerical total against the difficulty of the task.

Is that all there is to Essence?

No. Some electromagnetic and gravitational fields interact and interfere with your Essence in unique ways, and as science has come out of the gravity age, there are still unique inherited and taught abilities that some Essence heritages evidence that baffle the greatest minds today.

What are my qualities?

Qualities are numerical bonuses that come from the difference between the races. You may come from a hominid race with raccoon origins, but how different are you from the next hominid race with raccoon origins? Qualities not only define your race, but as you invest in them, they assist and define your character individually. Qualities provide a buffer to your core stats that can be effective in dramatic situations especially.

Toughness

  • adds to damage roll AND reduces actual Damage
  • adds to Intimidation checks (3PointsPer – 1Point for the toughness of the opponent)

Drive

  • allows Damage Rerolls (for the attacker), and allows you to accumulate and use more reserve Essence
  • your ability to resist $%*#@!!!!! …no seriously this is important, it’s your … @&%^$!!!! resistance!

Cleverness

  • EITHER allows reroll (1Dice per )attempts on Knowledge and Perception Skills OR adds to the total (not BOTH)
  • adds to your Perception for Initiative Checks (2 Points Per)

Stamina

  • EITHER adds to the total of Vigor or Dex rolls OR allows reroll (1Dice per) attempt on Vigor or Dex rolls (not BOTH)
  • adds to your Vigor for Stamina Checks (2PointsPer) AND increases your base movement (1Pace Per)
  • adds to your Dexterity for Initiative Checks (2 Points Per)

What are archetypes?

Archetypes headings for groups of – SKILLS (things your character is trained to do), KNOWLEDGE (things your character would be aware of and perspectives from that field), and CONTACTS (persons, corporations, organizations – both friend and foe) that a character can use. They describe the character’s role in the group and their likely goals.

What are properties?

Not every character is skilled in the same way, some are fortunate, others apply cool, many use experience while others just wing it. The majority of your rolls in your archetype or skills may simply be dramatic, but properties are utilized to show not only that your character is capable, but HOW they are capable. For “experienced” characters with few archetype dice this is meant to supplement the limited numerical value and balance it out against the talent or fortune of other characters.

What is my Basic Essence Profile?

Your Basic Essence Profile is the unique way that you have trained, focused or neglected any or all of the Basic Essence Skills. The Basic Essence Skills are Flowering, Centering, Sensing, Ranging, Kinesthetics, Kinetic Repulsion, Kinetic Attraction.

Basically.

What is Flowering?

Flowering is flowing large waves of your Essence into your limbs, organs and extremities, literally increasing your strength, freedom of motion to drastically increase your physical effectiveness and even perform physical feats.

What is Centering?

Centering is gathering and focusing your essence through your mind and sensory organs, boosting your recall, performance of precise and social skills, your ability to interact and operate your existing skill-set increases dramatically – as if you had “the manual” with you. At will, a character can Center in order to focus on and increase the sensitivity of one or more of their basic senses as well.

What is Sensing?

Essence can operate as essentially the sixth sense, detecting not only ambient electromagnetism in the kinetic motion around you (MOTION), but also the gradients of biological motion in others inside of the range of your Essence sense. The image that develops in the brain is a full 3d map of the external surface of the motion going on around the character. It appears like white shards of minuscule lightning in a black background and a composite image is immediately taken like a ping from sonar.

What is Essence Sense Radius?

Your character’s Essence Sense Radius is normally unconscious, extends only 6 paces and only concerns overt kinetic motion, without training. With training your character can increase the range and sensitivity, however they take on the burden of learning HOW to activate it – leaving the when entirely in the conscious mind’s domain. This training is essential for your character to have to establish their Sense Profile.

What is an Essence Sense Profile?

There are two Essence Sense Profiles, either of which are skills your character develops exclusively after learning how to expand their Sense Radius, and both of which are mutually exclusive to one another.

The first is Ranging, Ranging increases your character’s Essence Sense range out to an extreme range that includes bonus distance from their Perception and any ranks in Cleverness. It does not take effect until it has reached it’s maximum range, and then it provides an “active snapshot” of the motion it encounters as it contracts – once it has reached the user.

The second is Kinesthetic Detection, also called Kinesthetics, reduces the range of the Essence “ping” and turns it into a pointed cone, focusing on the ambient and some internal kinetic motions of individual living beings; detection is a great diagnostic tool that can be used in a myriad of ways.

What is Essence Kinetics?

Essence Kinetics is the result of physical motion of the body and internal motion of Essence to have a desired remote effect on the environment outside. There are numerous forms of Kinetic disciplines, but there are two basic skills that any Essence user can have – Repulsion and Attraction.

What is Repulsion and attraction?

Essence kinetic Repulsion is the learned skill in, GATHERING (motion), FOCUSING (stance) and RELEASING (MOTION) Essence to force objects to repel from the character. Using Repulsion without motion creates a slight electromagnetic feedback on radio, electric and directed energy transmissions and equipment around the character but has NEGLIGIBLE PHYSICAL AFFECT.

Essence kinetic Attraction is skill in, GATHERING (motion), FOCUSING (stance) and DIRECTING (MOTION) Essence to force objects in the direction of the character – based on their motion, the MASS of the object and the amount of Essence involved, the object can either head directly toward the Essence user or in a direction on their opposite side (front/behind, below/above, etc….). Using Attraction without motion causes a slight bend of the ultraviolet and microwave spectrums in the immediate vicinity of the character but has NEGLIGIBLE PHYSICAL AFFECT.

How do I do things in the game?

If an action is trivial or easy, there is no point in rolling, Likewise if something is beyond the realm of probability, there is also no point in rolling. Only when the action can affect the outcome of the game and is in jeopardy do you make rolls.

STANDARD SUCCESS TESTS are 2d6 + STAT!

  • (The standard DC is usually D(4) but more difficult tasks increase this)
  • (SUCCESS TESTS are a measure of performance against the best and worst POSSIBLE successes or failures based on the situation)

ARCHETYPE skilled rolls are ARCH!(d6) + STAT!(d6)

  • (The standard D(4) and difficulty increases apply)

Essence activated rolls are 2x[STAT!(d6)] (The standard D(4) and difficulty increases apply)
Essence profile ability rolls are subject to dice availability and moderator’s discretion*

ESSENCE INFUSED rolls add [ STAT!(d6)x(Expenditure Level) ]

OPPOSED TESTS are 2d6 + STAT! Vs 2d6 + STAT!

What about Combat rolls?

Combat rolls are always opposed rolls and the attack must be greater to the defense to have an effect. Equal attack and defense rolls are considered near miss/hits – connoting an equal measure of skill and luck on either side.

Standard Attack rolls are 2d6+STAT!

Standard Counter attack rolls are at 2d6+STAT!
Standard Dodge rolls are 2d6+STAT! (-1 for 2nd attempt, -2 for 3rd attempt, -3 for 4th attempt)
Standard Block rolls are 2d6+ STAT! (-2 for 2nd attempt, -3 for 3rd attempt, -4 for 4th attempt)
Standard Parry rolls are 2d6+STAT! (-2 for 2nd attempt, -4 for 3rd attempt, -6 for 4th attempt)

All other attack and defensive actions are specialty actions

Skilled Attack rolls are STAT!(d6)

Skilled Counter attack rolls are at STAT!(d6)
Skilled Dodge rolls are STAT!(d6) (-1 for 2nd attempt, -2 for 3rd attempt, -3 for 4th attempt)
Skilled Block rolls are STAT!(d6) (-2 for 2nd attempt, -3 for 3rd attempt, -4 for 4th attempt)
Skilled Parry rolls are STAT!(d6) (-2 for 2nd attempt, -4 for 3rd attempt, -6 for 4th attempt)

All other skilled attack and defensive actions are skilled specialty actions

Damage is rolled as the Moderator describes, the attacker’s Toughness and (Vigor over 4) is added to the Damage roll. The amount of damage over the victim’s Toughness and (Vigor over 4) is subtracted from the victim’s damage progression. Damage is a matter of condition – which affect characters’ APMR (actions per melee round) and their STATS! – not a matter of each individual point. One attack that does not progress past a threshold has nominal effect, but each threshold passed will affect the character’s ability to preform.

Melee, Brawling and Scrapping? Why?

All are forms of melee, but where Brawling is based on strength and mass, Scrapping is based on harassment and pain – either end of the melee spectrum. Melee is of course Dexterity based, whereas brawling is almost exclusively a matter of Vigor, scrapping precision and effectiveness is based on Perception. Melee is conventional “fighting” as is recognized and practiced universally – affecting the damage, condition and modifiers to the opponent. Vigor is active concussive damage and movement denial grappling combat. Scrapping is sensory harassment and sensory percussion damage based combat – actively looking to reduce the APMR of the opponent

What are Quirks?

Quirks are the humanizing elements of characters, selected by the player to round out their idea of their character. Qualities over a certain number generate their own set Quirks, but even then the player still can select at least one other Quirk. Playing quirks at the table allow characters points with which they can utilize their Style die.

What are Style die?

Style dice show HOW your character does what they do – to augment a roll or enhance a modifier (1d6 or +3). Styles come in many flavors, but they can usually be boiled down to the following elements; Cool, Determination, Expertise, Grace, Luck, Reputation, Talent, Wisdom. Each character has two that form a style that is unique to them alone.

What are Knacks?

Knacks are simply skills in which a character either has invested more time, or has more natural talent in. The standard Knack bonus is (1d6)+6 – a one on the Knack Die is not regarded as a 1 but a 7 so the range of the dice is 7-12. Unlike Style die, Knacks are always usable with the skills your character has a Knack in.

What are Flaws?

Flaws are simply skills with which a character has a persistent challenge or requires more time to invest in their success with. The standard Flaw penalty is (1d3)-3, rolling a 1 on a Flaw die is not regarded as a 1 but a -4 to the roll, so the range of the die is -4 – -6. A character must select at least one Flaw among their Archetypal skills.

Quantum Mechanics

Quantum Mosaic: Electrons and Light Khyboris