Forum changes: Editing of posts has been turned off until further notice.
Started by C. Edwards, October 11, 2002, 04:11:12 AM
QuoteResolution~The Basic MechanicOmega Point uses a circular dice mechanic based on the roll of a 12-sided die. To perform actions first determine if it requires a Body Roll or an Ego Roll, then add any additional modifiers from Traits. Roll the die and attempt to get inside the target number, which is the number of the character's House. For convenience all non-player characters use the same target number. You can move towards the target number an amount equal to the total modifiers. The amount of modifier inside the target number counts as the number of successes. Example - Grayson, a character of the 3rd House attempts an action. Her total modifiers, Body plus relevant Traits, equal 4. Her action will succeed on a roll of 12, 1, 2, 3, 4, 5, or 6. Since the mechanic is circular, like a clock face, the number 12 and the number 6 are both the same distance from the number 3. Grayson gets a 1, which gives her 2 successes.Opposed RollsAn opposed roll is made when there is direct conflict between the character and an obstacle or opponent. Both participants roll simultaneously with each success being canceled out by an equivalent amount of success by the opponent. The side with left over successes is the victor and the degree of success is determined using those remaining successes.Example - Grayson finds herself in a struggle with a Jesuit Assassin, they are both trying to reach a gun that was knocked to the floor. Grayson's target number is 3 and she has a modifier of 3 on her roll. The assassin has a target number of 6 and a modifier of 4. The Moderator rolls a 9 for the assassin giving him 1 success. Grayson's Player rolls a 2, giving Grayson 2 successes. The assassin's single success and one of Grayson's successes cancel each other out. That leaves Grayson with 1 success, which means she got to the gun before the assassin but not by much.Physical ConflictIn a physical conflict at least two people are trying to do bodily harm to each other. This is often called combat, and maiming, killing, or subduing the opponent is often considered a good thing. The procedure for combat is as follows:1. All parties declare actions.2. Roll the dice for all actions.3. Determine who has the initiative. The action of the person with the most successes will happen first, ties take place simultaneously.4. At this point, before any actions have taken place, a player can abort an action and opt for a last second defense.5. Resolve the results of all actions in initiative order using the existing rolls. Players who abort an action for defense must re-roll based on their new strategy with a 1-point penalty against the roll.DefenseChoosing to defend against an attack can reduce the damage you take or cancel it altogether. Defense utilizes opposed rolls. The successes on a defense roll cancel out the successes from an attack.WoundsBeing the target of a successful attack means that you have been wounded. The severity of the wound depends on the number of successes against you. One success would be a 1-point wound; three successes would be a 3-point wound, etc. A character can sustain as many points in wounds as they have Body. When a character's wound points equal Body they lose consciousness. Death is the result of receiving wounds beyond the total of Body.When a character sustains wounds equal to half their Body they suffer a 1-point penalty to all actions. Each wound point beyond that causes an additional 1-point penalty.Psychic ConflictEgo versus Ego conflict is referred to as psychic combat. It is resolved in the same manner as physical combat but utilizes the Ego instead of Body. Only those that have at least one point of Insight can initiate psychic combat. There are three disciplines that can be used during a psychic conflict.1. Ego Hammer: this is the destructive force of the Ego. It can be used to batter another Ego into submission.2. Ego Shield: this is the Ego's defense mechanism. It can be used to resist the Ego Hammer. It is the only discipline available to those without Insight.3. Ego Whip: this discipline can be used to manipulate another Ego into accepting a minor subliminal suggestion. It cannot be used on a target that is already under psychic attack.TraumaAny damage taken during a psychic combat results in Trauma, mental stress or damage that can lead to a permanent mental Disorder. Trauma works just like Wounds. Once Trauma equal to half the Ego has been sustained a 1-point penalty is applied to all actions. Each point beyond that results in an additional 1-point penalty. Taking Trauma equal to the Ego results in a delicate mental state where the character is stunned and unable to concentrate or function. If Trauma increases beyond the amount of Ego the character lapses into a coma, which may or may not be permanent.
QuoteOne problem I forsee is this. If a player gets "power hungry," what is to keep him from going around and cracking open the other players heads with a louisville slugger to steal their equasions?
QuoteAre either of these how you see play?
QuoteOn another note, are there downsides to having these abilities, other than being a target? Something that might make players think twice? Or are new equations always a good thing?
QuoteThe characters should not *gain* points to reach the Omega Point. Given that your mechanics (et al) revolve around the number 12 (literally), I suggest that you have all characters start out with 12 and then subtract 1 from their Insight down to 0 ... zero dimensions of course being a point. Much more in tune with what you're trying to express.
QuotePlease don't keep the Psychic attacks named as such. Ego Whip = 1st Edition D&D (Psionic Attack A, I think) ... I'm sure that there are tons of better-suited names to use.
QuoteI'm curious about the setting of the game ... is it modern-day?