Posted: Thu Jul 20, 2017 3:07 pm
Baseline rules
Checks follow typical [Attribute + Skill] dicepool, TN 5, aim for certain number of hits
Sample Character
Wand Tech
From the PoV of players, you start attuned to a Mark V Universal Wand. It has a battery of 20 sagans, and recharges at the rate of 1 sagan per hour unless plugged into an external generator to recharge faster. There are six different energy fields with the wand, akin to schools of magic, and each has six different "spells". The only limitation on players using one over the other is skills dicating which features they're best at. Ancient History's detailed out 1 so far.
Azathoth Radiation Atomic, space-time warping, energy fields.
If you aren't shooting a beam, then you generate a sphere around the wand with X radius and then modulate the field to generate the effect you want. This field drains sagans each round, and moves in relation to the wand. If two or more fields overlap, all but the strongest are suppressed.
Field Size 1 sagan for 10cm radius. Every sagan multiplies this radius by 10 (2 for 1m radius, 3 for 10m radius, etc). Making the field non-spherical requires a Visualization skill test.
Beam - Disruptor Spend X charges, make a Combatives Test (ranged attack) with a dicepool penalty of X, deal X damage.
Detect Flux Generate a field (see above). Auto detect wands, Azathoth engines, and similar exotic energy fields regardless of intervening matter. If the source is hidden, make a Navigation vs Deception contest. Other than the Maintain action, no sagans are spent each round to keep the field running.
Cloaking Field Generate a field (see above). Characters attempting to detect what's inside the field must make a Navigation vs Deception Contest. Spend the initial sagans spent to generate the field each round to keep it running. Directed energy attacks (beams, lasers, etc) deal half damage to targets in the field.
Warp Shield Generate a field (see above), and spend additional sagans for shield strength. Attacks through the shield have their Target (minimum hits) equal to the number of sagans spent generating the shield that round - which obviously decides how many sagans that spent in maintenance. In addition, directed energy attacks also deal half damage.
The shield cannot be formed inside a solid or liquid, and the shield itself is not solid. Matter will slow down when attempting to pass through (1g per sagan)
Distortion Field Generate a field (see above), and spend additional sagans as desired. Add the sagans spent that round to the Target (number of hits) of any action taken within the field. Living creatures take 1 damage per 5 sagans (or part thereof) spent that round.
Distortion fields do not slow down matter, and may be formed inside living creatures. Like the other field effects, direct energy attacks deal half damage to targets inside the field.
Motion Field As per Warp Shield (above), but sagans spent that round serve as thrust instead - at 1g per sagan. Motion Fields that don't completely contain an object generate shear stresses, dealing 1 damage per 5 sagans (or part thereof) spent on thrust that round.
Additional Energy Types: In Summary Odic Force An energy field that permeates all living things. While rudely linked to health, Odic forces typically act to increase empathy and sympathy between living organisms; in extreme applications the intrinsic Odic field can be stripped from a subject, ceasing life functions. The Odic field is what allows Rangers to synch with their wands, even from a distance.
Cavoritic Fields A form of “anti-gravity” and (at high levels) a source of negative mass, cavoritic fields are one of the simplest of the universal forces to manipulate, but also one of the most dangerous, with many higher-level applications that have difficult-to-realize applications. It is cavoritic fields that allow Space Rangers to fold space.
N-Rays Naturally given off when the Odic field encounters non-living matter, N-rays stimulate dormant and atrophied sensory organs in humans, particularly the pineal gland, and in sufficient concentration and tuning can lead to subtle hallucinations and illusions. Extended use has been linked to permanent hallucinations and brain damage.
Orgone The “anti-entropic force,” orgone is one of the most basic forces, and used in many torches simply to produce heat and light. Researchers, however, believe that orgone is actually one of the more complex forces, energy being filtered into our own space from a higher dimension, and the raw energy given forth has a purpose to it: heat rays and lasers produced by orgone tend to leave distinct patterns, as the matter is not simply burned as reorganized at an atomic level. With sufficient skill, orgone users can partially control this manipulation.
Vril According to the current theory, Vril is the underlying higher-dimensional energy-stuff whose interactions with our universal laws give rise to the cosmic forces; manipulation of Vril is usually handled in conjunction with another of the forces, modulating those energies and improving or disrupting their control, as appropriate.
Checks follow typical [Attribute + Skill] dicepool, TN 5, aim for certain number of hits
Sample Character
Wand Tech
From the PoV of players, you start attuned to a Mark V Universal Wand. It has a battery of 20 sagans, and recharges at the rate of 1 sagan per hour unless plugged into an external generator to recharge faster. There are six different energy fields with the wand, akin to schools of magic, and each has six different "spells". The only limitation on players using one over the other is skills dicating which features they're best at. Ancient History's detailed out 1 so far.
Azathoth Radiation Atomic, space-time warping, energy fields.
If you aren't shooting a beam, then you generate a sphere around the wand with X radius and then modulate the field to generate the effect you want. This field drains sagans each round, and moves in relation to the wand. If two or more fields overlap, all but the strongest are suppressed.
Field Size 1 sagan for 10cm radius. Every sagan multiplies this radius by 10 (2 for 1m radius, 3 for 10m radius, etc). Making the field non-spherical requires a Visualization skill test.
Beam - Disruptor Spend X charges, make a Combatives Test (ranged attack) with a dicepool penalty of X, deal X damage.
Detect Flux Generate a field (see above). Auto detect wands, Azathoth engines, and similar exotic energy fields regardless of intervening matter. If the source is hidden, make a Navigation vs Deception contest. Other than the Maintain action, no sagans are spent each round to keep the field running.
Cloaking Field Generate a field (see above). Characters attempting to detect what's inside the field must make a Navigation vs Deception Contest. Spend the initial sagans spent to generate the field each round to keep it running. Directed energy attacks (beams, lasers, etc) deal half damage to targets in the field.
Warp Shield Generate a field (see above), and spend additional sagans for shield strength. Attacks through the shield have their Target (minimum hits) equal to the number of sagans spent generating the shield that round - which obviously decides how many sagans that spent in maintenance. In addition, directed energy attacks also deal half damage.
The shield cannot be formed inside a solid or liquid, and the shield itself is not solid. Matter will slow down when attempting to pass through (1g per sagan)
Distortion Field Generate a field (see above), and spend additional sagans as desired. Add the sagans spent that round to the Target (number of hits) of any action taken within the field. Living creatures take 1 damage per 5 sagans (or part thereof) spent that round.
Distortion fields do not slow down matter, and may be formed inside living creatures. Like the other field effects, direct energy attacks deal half damage to targets inside the field.
Motion Field As per Warp Shield (above), but sagans spent that round serve as thrust instead - at 1g per sagan. Motion Fields that don't completely contain an object generate shear stresses, dealing 1 damage per 5 sagans (or part thereof) spent on thrust that round.
Additional Energy Types: In Summary Odic Force An energy field that permeates all living things. While rudely linked to health, Odic forces typically act to increase empathy and sympathy between living organisms; in extreme applications the intrinsic Odic field can be stripped from a subject, ceasing life functions. The Odic field is what allows Rangers to synch with their wands, even from a distance.
Cavoritic Fields A form of “anti-gravity” and (at high levels) a source of negative mass, cavoritic fields are one of the simplest of the universal forces to manipulate, but also one of the most dangerous, with many higher-level applications that have difficult-to-realize applications. It is cavoritic fields that allow Space Rangers to fold space.
N-Rays Naturally given off when the Odic field encounters non-living matter, N-rays stimulate dormant and atrophied sensory organs in humans, particularly the pineal gland, and in sufficient concentration and tuning can lead to subtle hallucinations and illusions. Extended use has been linked to permanent hallucinations and brain damage.
Orgone The “anti-entropic force,” orgone is one of the most basic forces, and used in many torches simply to produce heat and light. Researchers, however, believe that orgone is actually one of the more complex forces, energy being filtered into our own space from a higher dimension, and the raw energy given forth has a purpose to it: heat rays and lasers produced by orgone tend to leave distinct patterns, as the matter is not simply burned as reorganized at an atomic level. With sufficient skill, orgone users can partially control this manipulation.
Vril According to the current theory, Vril is the underlying higher-dimensional energy-stuff whose interactions with our universal laws give rise to the cosmic forces; manipulation of Vril is usually handled in conjunction with another of the forces, modulating those energies and improving or disrupting their control, as appropriate.