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- Infusion mechanics -

The mechanics of this system are designed to provide a comprehensive and challenging framework for a game while minimizing dice-rolls so that the focus is on the play itself rather than random number results and strings of modifiers to remember.  As this system is nearly as new to its creators as it is to you, it will undoubtedly undergo several revisions as flaws are detected and addressed.  Modifications will be alerted in the #Infusion channel topic when they are made.  Feel free to ask any Op or EO if you have any questions.

Mechanics

- moderated tasks and feats -

 

        General Character Actions:  Skills Key off of certain Base Stats which boost or inhibit the character’s ability to accomplish tasks.  Again, in order to mirror real life, the success or failure of character actions using skills and stats will not be based off a random factor such as rolling the dice.  Random number generation has little to do with day to day life, the tenet fuelling this system is that a character is either able to do a thing because it is within their ability and skillset, or they cannot because it is not.  The difficulty of the task in moderated play will be set by the Environ Operator (AKA Storyteller, Game Manager, Dungeon Master, ETC) as a number.  The Base Stat+ applicable Skill Ranking of the character(s) undertaking the task will then be tallied.  If the skill+Keystat number meets or exceeds the task difficulty rating, then the task is accomplished.  If not, then the task is not accomplished.

 

        Examples:  Character A is attempting to roll a rock that the EO has ranked to be a weight rating of 6.

 

        Character A’s STR stat is 4.  Char A cannot roll the rock, simply because it is too heavy.  Character B joins character A.  Now the task rating of rolling the rock is still a 6, but Char B has a STR of 3.   The combined STR of the characters is now (4+3=) 7.  7 exceeds the task rating, and still with no dice rolling, the pair is able to roll the rock over. 

 

                                                   Sometimes, one person alone can simply not do a thing.

 

        Character B now has to hack into a corrupted operating system inside a factory to shut down the moving equipment and allow the party to get through the room.  

       

        Character B has Hacking-2 as a skill, 2 being the skill ranking.  Hacking, as a skill, Keys off of the Base Stat Intuition, or INT.  Character B’s INT is 4.  The task has been designated a 5 difficulty rating by the EO.  Skill+KeyStat   (4+2) = 6, which exceeds the task rating.  Character B is able to hack into the system and force the machines to shut down and we never had to roll the dice.

 

        There is a concession for tasks that allows an attempt to be made by one or more characters that do not have the combined skills and Base stat rankings to pull something off.

 

 

+  Players are welcome to use the mechanics at any time without enforcement

 

 

 

+  Infusion mechanics will not be strictly enforced during free-play except in PVP

 

- pressing your luck -

tasks
luck button

        This is the Luck Button, or LK.  Each time you ‘Press your Luck’ you lose one of your LK stat points, As this is a gamble, this does require a roll of the dice.    The dice rolled are determined by the applicable base stat -1. 

 

        Character A now has to hack into a corrupted operating system inside a factory to shut down the moving equipment and allow the party to get through the room. 

       

        In the above, Hacking example, lets say that Character A attempts this.  Character A has no hacking skill, but his INT is also a 4.   The task rating is 5, so this cannot normally be accomplished.  However, Char A decides to press his luck and try anyway.  So char A loses a LK point from his Base stats (Temporarily, the LK stat refills to maximum every 24 hours) in order to roll one die with a number of sides equal to his INT, the Base stat that the task is Keyed to ( Keystat ).  

 

        Additionally, because Char A is trying something new, another stat comes into play:  Perception ( PER ).   Char A has a PER of 2.  SO the roll of the die will be  1D( Keystat+PER ) -1 or  1D4+2-1  If the result  of the roll is equal or higher than the task rating, then Char A manages to blunder his way through the task, and by sheer luck, shuts down the machinery.  If it is not equal or greater, then it is a fail, and consequences will be administered by the EO.  These can vary from the machinery speeding up, to no change, to the console shorting out, bursting into flames,  and causing a % of Vitality damage to Char A and those around him.  The Environ Operator has say regarding the results of failed Luck rolls.

 

        In addition to consequences for a luck button failure, certain game context circumstances may dictate that there be consequences for a luck button success.  Simple logic : An individual skilled in accomplishing a task generally is able to do so flawlessly, while an untrained individual is likely to overlook some small (or major) detail in the execution of the same task.  The allotment of consequences is at EO discretion.

ATK#calc
weaponpenalaties
Defense
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