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byzantine:finding_a_way [2012/03/04 11:32] – Mike Holmes | byzantine:finding_a_way [2012/03/04 12:38] (current) – [Energy Loss] Mike Holmes | ||
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====== Energy ======= | ====== Energy ======= | ||
- | Energy is a generic term that represents any of a number of different things. Physical resources such as food or materials are part of this, as is money as a representation of credit for such things. | + | Energy is a generic term that represents any of a number of different things. Physical resources such as food or materials are part of this, as is money, as a representation of credit for such things. But it also represents effort and work, as well as magical energy. For simplicity we don't keep track of various types of energy, as they are all considered interchangeable for the purposes of these rules. |
===== Energy Availability ===== | ===== Energy Availability ===== | ||
- | Net energy is available each day. Energy not used is " | + | Net energy is available each day. Energy not used is " |
===== Energy Loss ===== | ===== Energy Loss ===== | ||
- | A character' | + | A character' |
- | ==== Negative Energy ==== | + | A lack of sleep will impact a character' |
- | If a character should ever go to -10 Energy, the character dies. | + | ==== Energy Debt ==== |
+ | |||
+ | If a character should ever go to negative energy for a day, then this energy debt has to be repaid | ||
+ | |||
+ | Note that if a character | ||
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Specific investments represent long-term projects that a character simply can't finish in one day. For instance, a campaign to get elected would be a specific investment. For every 5 energy invested, 4 is added to the pool for this specific project. These decay at the rate of 1 per day, or 5%, whichever is more. If a character cancels a project, they may recoup 1 energy for every full 10 invested, which then count as though they had been generally invested (can be used for anything). | Specific investments represent long-term projects that a character simply can't finish in one day. For instance, a campaign to get elected would be a specific investment. For every 5 energy invested, 4 is added to the pool for this specific project. These decay at the rate of 1 per day, or 5%, whichever is more. If a character cancels a project, they may recoup 1 energy for every full 10 invested, which then count as though they had been generally invested (can be used for anything). | ||
+ | |||
+ | Specific investments should be tracked in separate pools for each project. | ||
====== Task Energy Cost ====== | ====== Task Energy Cost ====== | ||
- | Each task has a cost to accomplish. This cost is set by the GM, but often has a set value if it is one of the particular types below. | + | Each task has a cost to accomplish. This cost is set by the GM, but often has a somewhat |
+ | |||
+ | ===== Altering Energy Inputs and Outputs ===== | ||
+ | |||
+ | It costs about 20 energy to adjust an input or output by 1. | ||
+ | |||
+ | ===== Moving ===== | ||
+ | |||
+ | To move one area on the map costs between 4 and 6 points of Energy, typically 5. This goes up by one if the move involves a change in city level, and by two if there is a change in district. The ability used is always the one that represents the level on which the destination area or way resides. A player must always commit at least one energy to moving, even if the character would normally be able to do this on skill alone, if the move in question is not something that the character does daily. | ||
+ | |||
+ | If the character fails on the task to move to a way, then they simply do not move at all. If they fail on the task to move to an area, they do move, but are now lost in that area. If one character leads another, the cost for each is based on the ability of the character with the highest rating for the level in question. | ||
===== Contesting ===== | ===== Contesting ===== | ||
Things are difficult enough to accomplish without a character having to face opposition. But often they do. Very simply, when facing opposition, the task energy cost is increased by the energy expenditure (including ability), of the opposition. In many cases opposition is direct, in which case the opposition' | Things are difficult enough to accomplish without a character having to face opposition. But often they do. Very simply, when facing opposition, the task energy cost is increased by the energy expenditure (including ability), of the opposition. In many cases opposition is direct, in which case the opposition' | ||
+ | |||
+ | ==== Attacking Energy ==== | ||
+ | |||
+ | Violence is one simple example of a contest to attack energy, but there are many other things this can represent. The side investing more energy may then deduct as many energy as they like from their opponent, so long as this does not kill them (see Energy Debt above). | ||
+ | |||
+ | ==== Killing ==== | ||
+ | |||
+ | A character who is at negative energy, who cannot spend more to defend themselves because to do so would cause their death, may be killed. This act is contested with a base energy cost of 40. | ||
===== Knowing the Cost ===== | ===== Knowing the Cost ===== | ||
- | The player never knows the exact cost of any task, but may well have a good idea based on what tasks typically cost. A player can have their character attempt to discover the precise energy level, if the player so chooses. This is yet another task, with an energy cost set by the GM. So it may well cost a player energy to know what the cost in question. | + | The player never automatically |
+ | |||
+ | ==== Knowing Contested Costs ==== | ||
+ | |||
+ | Note that in the case of a contested action, the opposition may spend energy to obfuscate their investment, over and above the value suggested above. A side managing to determine the energy cost, if successful, determines the total commitment. Not the individual elements involved. If the player wishes to have their character determine how much of this is ability, and how much is energy, they must succeed at yet another attempt with a similar cost, which the opponent may also spend energy upon to obfuscate. | ||
====== Character Commitment ====== | ====== Character Commitment ====== | ||
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===== Energy Commitment ===== | ===== Energy Commitment ===== | ||
- | The player commits an amount of energy that they' | + | The player commits an amount of energy that they' |
===== Ability Selection ===== | ===== Ability Selection ===== | ||
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====== Success Detemination ====== | ====== Success Detemination ====== | ||
- | If the total character commitment is equal to, or greater than the task energy cost. | + | If the total character commitment is equal to, or greater than the task energy cost, the character accomplishes the task in question. |