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A 3d System conversion for
SLA Industries v3.3.The 3d system is copyright 1999-2001 by dnotice.de
written by Eldritch |
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How to use Ebon Abilities
When a player wishes to use Ebb Abilities, it is not normally necessary
to calculate how long it will take as the time needed to finish
the calculations it usually too short to be considered during normal
game-play. It should, however, be considered during a combat round.
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Calculation Phase
As stated in the Combat System, all combatants roll for Intitiative
at the beginning of the combat encounter. During each round they
act on this Initiative Total in all the phases they can act.
If a player wants to use Ebb Abilities he must start the calculation
in a phase he has available Actions. This phase is called the Calculation
Phase. The Ebon can do nothing else in this Action, apart from normal
movement; this, however, is limited to walking. All FLUX needed
to power the Ability must be spent in this Action.
At the end of the Calculation Phase the player rolls a CONC roll
to check if the character finishes his calculations in this phase
or if he needs additional phases to finish it. In order to do so,
he must succeed in a standard CONC roll (target number 16); should
the first roll fail he must try again with his next Action(s) until
he finally succeeds in the roll, but with each try he gets a +1
modifier to his roll, but simultaneously the cost to activate the
Ability is increased by 5 FLUX.
Any time during the calculation the Ebon can stop formulating;
any FLUX already spent on the Ability is lost.
In the phase after the one the Ebon successfully finished his
calculations, the Ability is triggered as the first Action in the
phase regardless of the other combatant's Initiative Totals.
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Modifiers
If at some point in/during the Calculation Phase(s) the character's
concentration is disturbed, for example, if the character is in a
combat situation or faces psychological stress (phobias, fear, psychoses,
etc.), the CONC roll must be made with modifiers, taking into account
the situation that the character is in. |
Example: An Ebon that is formulating in a quiet
room is suddenly disturbed by a loud noise would have at least a -5
modifier, depending on how loud the noise was, while an Ebon in the
middle of a fire-fight who gets shot in the leg while would be at
a -17 modifier. |
If the CONC roll is successful, the ability will happen in the
next phase of the round, whether the character is active in this
round or not. If the calculation was made in phase three of a round,
the ability will be activated in phase one of the following round.
If the CONC roll fails, the Ebon can either cancel the equation
or continue formulating, spending 5 additional points of FLUX and
gaining the chance for another CONC roll in his next Action with
a cumulative +1 bonus to the roll for all CONC rolls failed in previous
Actions formulating the same Ability.
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Situation |
Modifier
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Loud noise |
-5
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Bright flash of light |
-4
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Falling |
-4 to -10
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Phobia active |
-2 per rank
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Allergy active |
-1 per rank
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Failed COOL roll prior to calculation |
-5
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In the middle of a firefight |
-5 to -10
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Getting shot |
-12
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Getting hit (hand to hand) |
-8
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wounded (up to 10 Hits) |
-5
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Wounded (over 10 Hits) |
-9
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Using Blaze |
-6
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Using Slosh |
-8
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Using Flip |
+1
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Using Rush |
-5
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Using UV |
-8
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Using KickStart Solo/Chain |
+1
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Situational Modifiers were written by
Jared Earle and can thus be considered to be canonical.
They first appeared in Peter Bogdasarian's Intruder's Tears
combat system. |
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Forethought
If a character thinks that he will soon enter a combat situation,
he can pre-calculate an Ability that will be activated directly
at the start of the combat.
To use Forethought, the player rolls the character's Formulae at
-5 at the beginning of the round before any Actions are declared.
If the roll is successful, the Ability activates before the highest
Initiative Total in the first phase.
If the roll fails, then the character is unable to calculate the
equation before the beginning of the round and must wait until his
first active phase.
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The Power of the Mind
Two Ebb Abilities, Communication and Senses allow/require the target
a roll to resist the Ability. This is called an Ebb Save. On a successful
Ability roll the victim must rolls his CONC against 16. If the Success
Die Value is equal to or higher than the attacking Ebon's Formulae,
the target resists the Ability.
As with skill rolls, add all points scored in excess of 21 to the
Success Die Value of the CONC roll. Ebons can increase the Success
Die Value with as many points as they have Formulae, provided that
they spend 5 points of FLUX per each point added.
However, an Ebon can try to counter the calculations of another
Ebon before they take effect, and this way it is possible
to counter all Ebon Abilities. In order to do so, they roll
their Formulae but subtract the Formulae of the Ebon they are trying
to negate; if the roll is successful, the Success Die Value is subtracted
from the attacking Ebon's calculation roll. Remember though, that
as Formulae is a skill, the target number for this roll is 13 and
that all points scored in excess of 18 on the Formulae roll are
added to the Success Die Value.
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Aimed Abilities
Many Ebon Abilities can be aimed, such as, for example, Blast. To
aim an Ability, roll your Formulae as if it was a combat skill after
finishing the calculation for the Ability and work out the result
as if it was a standard aimed combat attack. Any Situational modifiers
applicable to the CONC roll now act as a kind of "recoil", randomly
deviating the Aiming Point for a number of hexes equal to their value.
Just with normal ranged attacks, the Ebon can use points scored on
his Aiming Die to move the Aiming Point back to its origin. |
Example: Shatter, CONC 9, Formulae 5 and Blast 13 calculates
a Blast 7 and wants to target it on his opponent's (a resilient
scavenger) head. As he is in the middle of a firefight, he gets
a -7 modifier to his CONC roll. His dice come up 6, 6 and 2 which
add up to 23, which is just high enough (16+7=23) to finish the
calculation in one round.
Now he has to target the Blast. In order to do so he rolls an aimed
attack to the head with his Formulae as the skill. He rolls 5, 3
and 5 which together with the Formulae rank adds up to 18, which
is high enough to hit. The Aiming Point deviates 7 hexes in a random
direction but Shatter can use the 5 points scored on the Aiming
Die to move the Aiming Point back towards the origin for and thus
the Blast hits the scaver's head with a PEN of 14 and DAM 17, which
is high enough to squish it.
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Using Formulae
Formulae can not only be used to aim Abilities; it can also be used
to manipulate and transform certain aspects of the Abilities themselves.
However, if a character chooses to manipulate the Ability the calculation
time increases: each manipulation raises the time needed to finish
the calculation by one phase.
Obvious manipulations are, of course, calculations that add to
the PEN, DAM and AD values of an Ability. In order to enhance an
Ability this way, spend an additional phase manipulating the Ability
and then add the Success Die of a Formulae roll to the desired stat.
As usual, all points scored in excess of 18 are added to the Success
Die.
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Example: Shatter takes his time and opts for
a sure kill and thus wants to increase the DAM of his attack. So he
first rolls an Formulae roll to determine the exact efficiency of
his manipulation. The dice come up 1, 6, and 6 which, together with
his Formulae of 5, adds up to 18, enough to successfully manipulate
his Blast Ability, but not high enough to get any bonus points. So
only the Success Die of his Formulae roll (1) is added to the DAM
of his Blast. |
Another possible manipulation is to enhance the range or duration.
Each point scored on the success die acts as a multiplier to the
original range/duration. One point doubles it, two points triple
it, three points quadruple it, and so on.
Certain Abilities, like, for example, Communication Abilities
can also be enhanced so that they are harder to resist. In this
case subtract the Success Die from the victim's CONC roll to resist
the Ability.
Other manipulations are possible and are only limited to what the
GM allows as possible in his system.
Apart from manipulating Ebb Abilities, Formulae can also be used
to calculate if an Ebb Ability, or a similar reality-altering effects,
has been used in the vicinity recently.
In order to do so a Formulae roll is necessary; the higher the
rank of the used Ability is, the stronger the afterecho of it remains
and thus the Ebon gets the rank of the Ability divided by 5
as a bonus to his roll. The Success Die indicates how much information
the GM reveals to the player.
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In order to view the .pdf files from the Files Section you need the Acrobat Reader 4.0 or higher.
Get if for free from Adobe.com
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Visit Nightfall Games Ltd. |
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SLA Industries and all characters, settings, images and other intellectual properties pertaining thereto are (c) 1993-2000 Nightfall Games Limited, and are used without permission. No challenge to those copy-rights is intended or implied. |
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