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fabricated:pop_unit_operation_manual [2020/03/01 09:18] – [Safety] jasonp | fabricated:pop_unit_operation_manual [2020/03/04 14:43] (current) – [Reference: Harm] jasonp | ||
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* **Static and Dynamic**: Static game information is unchanged and fixed, it'll never change. The main ratings of the machine a Player plays are static. If something doesn' | * **Static and Dynamic**: Static game information is unchanged and fixed, it'll never change. The main ratings of the machine a Player plays are static. If something doesn' | ||
* **Narrative**: | * **Narrative**: | ||
+ | |||
===== Tests ===== | ===== Tests ===== | ||
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Certain things needs to be energized by the POP unit. If the unit does not energize these things, the thing or effect is lost. When the unit chooses to energize something, they take an [[Machine Data Matrix# | Certain things needs to be energized by the POP unit. If the unit does not energize these things, the thing or effect is lost. When the unit chooses to energize something, they take an [[Machine Data Matrix# | ||
+ | |||
+ | ==== Spin Up, Spin Down, Spin all around... ==== | ||
+ | |||
+ | Your machine is in one of three power states at all times: Power saving, Full power, and Red zoned. Moving to a higher power state is a Quick(3) action, and is called Spinning up. When you spin up you can pick any higher state you wish. A Spin down is a normal action, and always returns the machine to Power saving. This also triggers the resolution of all current markers it might have. | ||
+ | |||
+ | ==== Burning the Clock ==== | ||
+ | |||
+ | Each machine has a clock that is ticking and runs when it is at Full power or Red zoned. The clock for the machine is represented by dice based on it's endurance: | ||
+ | |||
+ | * 3H: 1d6 | ||
+ | * 1D: 1d10 | ||
+ | * 1W: 1d20 | ||
+ | |||
+ | For each round the clock is increased once. Increase it twice if the machine is Red zoned. When the die reaches the maximum, a [[#Click]] occurs and it is reset to 1. | ||
===== Resolving, the basics ===== | ===== Resolving, the basics ===== | ||
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===== Security ===== | ===== Security ===== | ||
+ | |||
+ | Security in the system scape breaks down into three types: | ||
+ | |||
+ | * **Type I, Local Node**: Local on hardware protection. This is the old paradigm, before the code revision. Security is handled by advanced encryption with large keys. | ||
+ | * **Type II, System Interface**: | ||
+ | * **Type III, BAT Link**: New, AI based gene-expression encryption/ | ||
+ | |||
+ | Whenever you attempt to break through security from a cross-type, you brute force it. This means you take a -6 penalty to the test and it takes 10 rounds per roll. | ||
+ | Whenever Type I or Type II are used on III, make that a -10 penalty and 15 rounds per roll. | ||
===== Safety ===== | ===== Safety ===== | ||
- | When your machine throws a Safety, it immediately spins down unless an override is issued to countermand it. | + | When your machine throws a Safety, it immediately spins down unless an override is issued to countermand it. Most commonly Safeties are thrown from [[Machine Data Matrix# |
===== Crash ===== | ===== Crash ===== | ||
+ | When your machine suffers a Crash, it is going to immediately power down (destroyed and lost) unless: | ||
+ | |||
+ | * You use an override and pay two [[Machine Data Matrix# | ||
+ | * Take one [[Machine Data Matrix# | ||
+ | |||
+ | Even if it is bought off, the Crash causes you to spin down. | ||
+ | |||
+ | ===== Click ===== | ||
+ | |||
+ | When your machine reaches a click you: | ||
+ | |||
+ | * Pay 2 of each Bank (MMoss, Gel, and Auth) and take a draw marker **OR** take a Grind Marker. | ||
+ | * Select and apply one of the Wear options (see the unit record sheet). | ||
===== Frazzled ===== | ===== Frazzled ===== | ||
+ | A Frazzled (common tongue: frazzed) machine is clearly in distress. It is slowed, and can only make one normal action every two rounds, and no Quick actions at all. It may only take instant actions when acted upon, or when taking it's normal action. | ||
===== Unshielded ===== | ===== Unshielded ===== | ||
+ | An unshielded machine has lost all it's protection from damage. All incoming damage is done as harm as half it's total, ignoring Steel. Harm taken in this state is rolled with a d8 instead of a d6. | ||
===== Damage ===== | ===== Damage ===== | ||
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===== Charge ===== | ===== Charge ===== | ||
+ | |||
+ | ===== Override ===== | ||
===== Reference: TTQ ===== | ===== Reference: TTQ ===== | ||
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When your unit is harmed, you make a roll on the Harm table. Normally 5 damage is one roll of a d6 on the table. If you unit is [[# | When your unit is harmed, you make a roll on the Harm table. Normally 5 damage is one roll of a d6 on the table. If you unit is [[# | ||
- | * 1: Reflex hit, -3. | + | * 1: Reflex hit, -3 OR 2 spark markers. |
- | * 2: Shield hit, -3. | + | * 2: Shield hit, -3 OR 2 spark markers. |
- | * 3: Hash hit, -3. | + | * 3: Hash hit, -3 OR 2 compute markers. |
- | * 4: Encode hit, -3. | + | * 4: Encode hit, -3 OR 2 compute markers. |
* 5: Grind Marker, roll on Material Harm below. | * 5: Grind Marker, roll on Material Harm below. | ||
* 6: Short Marker, roll on Electrical Harm below. | * 6: Short Marker, roll on Electrical Harm below. | ||
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===== Reference: Suspend ===== | ===== Reference: Suspend ===== | ||
+ | While not exactly harm, a unit can suffer suspension of it's functions. In these cases the loss of function can be regained with an override and payment of compute markers (3) for each suspended function. | ||
+ | |||
+ | - Assist for Material | ||
+ | - Assist for Code | ||
+ | - Drain on Mmoss | ||
+ | - Drain on Gel | ||
+ | - Search | ||
+ | - Grind | ||
+ | |||
+ | If you roll a suspension on an already suspended function, it turns into Harm. | ||
+ | Suspensions last until power down, or removed as above. | ||
===== Reference: Instant ===== | ===== Reference: Instant ===== | ||