A 3d System conversion for SLA Industries v3.3.The 3d system is copyright 1999-2001 by dnotice.de
written by Eldritch
 
 
 

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.

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.

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.

Situation
Modifier
Loud noise
-5
Bright flash of light
-4
Falling
-4 to -10
Phobia active
-2 per rank
Allergy active
-1 per rank
Failed COOL roll prior to calculation
-5
 
In the middle of a firefight
-5 to -10
Getting shot
-12
Getting hit (hand to hand)
-8
wounded (up to 10 Hits)
-5
Wounded (over 10 Hits)
-9
 
Using Blaze
-6
Using Slosh
-8
Using Flip
+1
Using Rush
-5
Using UV
-8
Using KickStart Solo/Chain
+1

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.

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.

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.

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.

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.

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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