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Merge pull request #34 from renaissance-publishing/resistance
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Resistance
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typedrat authored May 13, 2024
2 parents 7e30805 + ed79d96 commit b1167b0
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13 changes: 7 additions & 6 deletions src/chapters/basic-rules.md
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Expand Up @@ -89,21 +89,22 @@ Sometimes, you’ll be able to *upgrade* (or required to *downgrade*) a given ch

When you **upgrade**, your results are improved:

- a critical failure or exceptional failure becomes a normal failure;
- a critical failure or exceptional failure becomes a basic failure;
- a normal success becomes an exceptional success; and
- an exceptional success becomes a critical success.

When you **downgrade**, your results are degraded:

- a critical success becomes an exceptional success, and an exceptional success becomes a normal success;
- a critical or exceptional success becomes a normal success; and
- a normal failure becomes an exceptional failure, and an exceptional failure becomes a critical failure.
- a critical or exceptional success becomes a basic success;
- a normal failure becomes an exceptional failure;
- and an exceptional failure becomes a critical failure.

Note that, when upgrading, a normal failure does not become a normal success, and when downgrading, a normal success does not become a normal failure — that is, when upgrading and downgrading, you can't turn a failure into a success, or vise-versa.
Note that basic successes and basic failures don't get "flipped" when you downgrad or upgrade, respectively – downgrading can't turn a success into a failure, and upgrading can't turn a failure into a success.
That would be a little too powerful\!

Also, your MoS and MoF don’t actually change, so MoS- and MoF-dependent effects aren’t affected by upgrading and downgrading.

Upgrading and Downgrading are an exception to the "everything stacks" general rule: you cant upgrade or downgrade the result of any one check more than once.
Finally, upgrading and downgrading are an exception to the "everything stacks" general rule, in that you can't upgrade or downgrade the same result more than once.

### Skill Checks

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65 changes: 45 additions & 20 deletions src/chapters/combat.md
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Expand Up @@ -416,33 +416,58 @@ If the weapon you are using in your off-hand does not have the *Off-Hand* tag, y
## Resistance and Vulnerability

Some creature, objects or armors have special **Resistances** or **Vulnerabilities**.
The Resistance or Vulnerability will name the *Tags* to which they apply, and what affect the resistance or vulnerability has; any attack or effect that matches the *tag* will then be modified as specified.
For example, "Resistance: Fire (DV÷2)" would mean that any damage done with an attack (or effect) with the *Fire* tag is halved; "Vulnerability: Cold (DV+3)" would mean that attacks with the *Cold* tag deal an extra 3 DV.
The Resistance or Vulnerability will name the *Tags* to which they apply; any attack or effect with a matching tag will be subject to the Resistance or Vulnerability.
(At the GM's discretion, some effects may be subject to Resistance even if they do not have a matching tag.
For example, we have not listed the damage or tags for a candle; nevertheless, if a player with Resistance: Fire places their hand in the flame of a candle, most GMs would still allow the resistance to apply.)

Of course, resistances and vulnerabilities can do things other than modify DV.
A spirit of snow and frost might have *Vulnerability: Fire (Melts)", for example.
Likewise, a creature that's particularly resistant to psychic manipulation might have "Resistance: Sleights (+WIL to checks to resist)".
Resistances have a *level*, which is specified after the tags to which the resistance applies.
For example, "Resistance: Ice 2" would mean that character has two levels of resistance to attacks or effects with the Ice tag.
(If no level is given, assume the resistance or vulnerability is level 1.)

Sometimes a *Resistance* or *Vulnerability* might say to modify a property that an attack or effect doesn't *have*.
For example, "Resistance: Fire (DV÷2)" would not effect an attack with the *Fire* tag if that attack didn't actually deal *damage*.
Normally, in this case, that part of the *Resistance* or *Vulnerability* simply doesn't apply; you can't half the DV of an attack that doesn't have a DV, after all, so you would just ignore that effect.
When a character is subject to an attack or effect that they are *resistant* to, they gain one *point* of resistance for each applicable *level* of resistance they have.
Then, the player (if a player character) or the GM (if a non-player character) may make selections from the following table, for the listed cost in *resistance points*:

In special circumstances, a GM might decide that a resistance or vulnerability has some other effect.
If a creature has "Resistance: Fire (Immune)", a GM might declare that a power that uses fire to *frighten* its target would not affect that creature.
| Cost | Effect |
| ---- | ------ |
| 1 | Reduce damage by half |
| 1 | Reduce duration by half |
| 1 | +30 to one related check |
| 1 | Receive any benefit you could spend a luck point for on one related check |

[[designnote]]
|We need a Resistance and Vulnerability system that's light-weight and unobtrusive when it isn't needed, but (ideally) that's flexible enough to represent a lot of different effects and results — not just changing damage.
|
|We're not there yet, but we're getting closer.
Similarly, when a character is subject to an attack or effect to which they are *vulnerable*, then the controller of the *effect* makes one choice from the following table:

## Resistance and Vulnerability 2
| Cost | Effect |
| ---- | ------ |
| 1 | Increase damage by half |
| 1 | Increase duration by half |
| 1 | -30 to one related check |

Some creature, objects or armors have special **Resistances** or **Vulnerabilities**.
The Resistance or Vulnerability will name the *Tags* to which they apply; any attack or effect with a matching tag will be subject to the Resistance or Vulnerability.
They may also have a *level*; assume the resistance or vulnerability is level 1 if it is not specified.
For example, "Resistance: Fire" would mean that a character has 1 level of resistance against attacks with the fire tag; "Vulnerability: Ice 2" would mean that the creature has two points of vulnerability to attacks with the ice tag.
Not every bonus (or malus) will apply to every attack or effect; in general, only effects that could apply should be effected.
(For example, a player could not choose to halve the duration of an effect that does not *have* a duration.)

The above lists are not exhaustive.
Some powers and abilities may list additional options, and players and GMs should feel free to suggest other effects as well.

### Multiple Resistances and Vulnerabilities

If multiple resistances and vulnerabilities apply, use the following procedure:

- first, add up the *resistance points* from all the applicable resistances;
- then, add up all the *vulnerability points* from all the applicable vulnerabilities;
- then, subtract whichever is *lesser* from whichever is *great*;
- finally, spend the remaining points using the normal procedure.

For example, suppose an attack has the *fire*, *caustic*, and *bladed* tags, and a character has *Resistance: Fire 2*, *Resistance: Caustic*, *Vulnerability: Bladed 2*, and *Vulnerability: Cold*.

- First, add up all the resistances: both fire and caustic apply, so they have 3 resistance points.
- Second, add up all the vulnerabilities: only Vulnerability: Bladed applies, so they have 2 vulnerability points.
- Third, subtract the greater from the lesser: 3 resistance points minus 2 vulnerability points leaves us with 1 resistance point.
- Fourth, spend the remaining points as normal: the controlling player now has one resistance point to spend.

### Immunity

Rarely, some creatures may have an *immunity* to a given tag.
When this happens, effects with the given tag simply do not effect the character; they deal no damage, have no duration, and so on.

## Reactions

Expand Down Expand Up @@ -509,7 +534,7 @@ Characters gain AV÷3 bonus damage to unarmed attacks, for the highest AV among
Some characters have natural weapons, like claws, fangs, or a spiked tail.

Attacks with natural weapons have the *Natural Weapon* tag (and don’t have the *Unarmed Attack* tag).
Natural weapons don't use the base damage for an unarmed attack; instead, they will list their own damage an AP (like an artificial weapon does).
Natural weapons don't use the base damage for an unarmed attack; instead, they will list their own damage and AP (like an artificial weapon does).

A character with a natural weapon is generally treated like an armed character; they threaten characters next to them, and can attack and defend against armed and armored characters.
A character using a natural weapon takes only a -10 penalty when defending against an armed character.
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18 changes: 14 additions & 4 deletions src/chapters/powers.md
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Expand Up @@ -72,7 +72,6 @@ Since powers are actions, they will also list the *type* of action that they req
|
|Of course, a player who wants an *ice attack* power doesn't *have to* create it by modifying the Fireball power; with your approval, they could make their own *ice blast* or *ice javelin* power — or whatever else they want.


### Acrobatic Strike

By kicking off walls, flipping over obstacles or otherwise acrobatically exploiting your environment, you can build up a lot of momentum in a short space.
Expand Down Expand Up @@ -173,6 +172,7 @@ While centered, you strike with extra force.
- As you spend time in conversation with someone, you can exert a magical influence over them.
- Make an opposed test, your Persuasion versus their Resist Social Manipulation (SAV + INT). If you succeed, they will regard you as a friend, and will view your words and actions in the best possible light.
- This does not grant you magical control of their actions, it simply implies that they will trust you and regard you favorably.
- **Tags:** mental influence

### Collective

Expand Down Expand Up @@ -265,7 +265,7 @@ Arguably, if a Clay Man can give their eidolon the ability to grow a carapace or
- Action: Sustained
- Effect: the Eidolon flares forth, becoming a creature of flame. Anything in contact with it suffers 1D10 damage. Its natural attacks gain the Fire tag, and cause an additional 1D10 DV.
- Frost: the Eidolon is suffused with frost, appearing to be made from chipped ice. The Eidolon gains +2 Armor and +5 DUR, and it gains the following Power:
- Action: Standard
- Action: Standard
- Effect: the Eidolon can freeze something that it touches. Treat this as a Touch-Only Attack. If it hits, the target suffers 1D10 DV.
- Spines: the Eidolon can launch spines, giving it a potent ranged attack. It gains the following attack:
- Attack: Projectile Weapons, 1D10+DB, AP -4. Tags: Natural Weapon. Range: 20m/30m/40m
Expand All @@ -274,6 +274,7 @@ Arguably, if a Clay Man can give their eidolon the ability to grow a carapace or

- **Requires:** Fireball and 20 ranks in Spellcraft
- **Effect:** When using the Fireball power, when your fireball expires (either because you dismissed it or because it left contact with you), you may choose to have it explode. Treat this as a Blast effect, which does your fireball’s damage. (See the rules for Blast effects in Combat)
- **Tags:** explosive

### Fireball

Expand All @@ -287,6 +288,7 @@ You can manifest a fireball in your hand.
- You can voluntarily dismiss the ball of fire (which is handy, because sleeping with a ball of fire in your hand is ill-advised).
- The ball of fire is, of course, fire, and effects other objects as such. (It will burn other people for 1d10 DV, plus 1 per ten ranks of Spellcraft; it may set a character on fire if an exceptional success is scored.)
- Clarification: since the ball of fire is treated just like any other small object, it can be thrown at an opponent (using all the rules for a ranged attack with a thrown weapon, doing the listed damage, and having the Fire tag), or it can be pressed into an opponent to burn them (a touch-only attack, doing the listed damage, having the Fire tag).
- **Tags:** fire

### Fortify

Expand All @@ -309,6 +311,7 @@ You can manifest a fireball in your hand.
- While sustaining this power, you have Fast Healing 1.
- While sustaining this power, you may attempt a Control check as a Quick Action; if you succeed, you instead have Fast Healing 2.
- **Special:** If you have a few minutes to focus yourself (i.e., when you are out of combat, the GM may allow you to progress to Fast Healing 2 without requiring a check.
- **Tags:** restoration

### Hurl an Ally

Expand Down Expand Up @@ -358,13 +361,14 @@ Much like drawing a weapon, picking up an ally to throw them requires a separate

- **Requires:** 10 Ranks in Control
- **Action:** Sustained
- **Effect:** You join minds with the target, creating a Gestalt. Normally, this is an equal blending; however, under some circumstances – particularly if the target is unwilling – the two minds might fight for dominance over the Gestalt. Treat this as an opposed WIL×3 check, with the winner gaining dominance, and thereafter being able to direct the actions of the gestalt.
- **Effect:** You join minds with the target, creating a Gestalt. Normally, this is an equal blending; however, under some circumstances – particularly if the target is unwilling – the two minds might fight for dominance over the Gestalt. Treat this as an opposed WIL×3 check, with the winner gaining dominance, and thereafter being able to direct the actions of the gestalt.
- The gestalt mind has access to the skills, knowledge and memories of both individuals. The gestalt mind will also express the desires of both minds – even if one mind has become dominant, the other mind in the Gestalt cannot be suppressed completely.
- Unsurprisingly, this can be extremely traumatic – this is almost always the case when the target is unwilling.
- Physical action is very difficult, given that one character must maintain physical contact with another – but it can be attempted. Appropriate penalties apply (usually -30).
- For simplicity, assume that the Gestalt functions as one character, at least in so far as it has one initiative score and has the same allotment of actions that any individual character would have.
- **Special:** To use this Power, you must be touching one character; this character is the target of the Power.
If you loose physical contact with the target, the power ends.
- **Tags:** mental influence, mental join

### Journey

Expand All @@ -377,6 +381,7 @@ If you loose physical contact with the target, the power ends.
- **Requires:** 10 ranks in Spellcraft
- **Action:** Quick Action
- **Effect:** You teleport, moving up to twice your Running movement.
- **Tags:** teleportation, movement

### Link

Expand Down Expand Up @@ -439,6 +444,7 @@ This power is useful any time you defend, whether you're using fray, taking the
- **Requires:** Quick Counter, 20 Ranks in Unarmed Combat
- **Effect:** When you counter an opponent, you may instead choose to break a joint.
- When you Quick Counter an opponent, instead of grappling them, you may choose to inflict a single Wound.
- **Tags:** precision

### Quick Counter

Expand Down Expand Up @@ -471,6 +477,7 @@ Through some mix of talent, luck, bravery and foolishness, you can drop on targe
- **Requires:** Heal, 20 Control
- **Action:** Task Action (1 Hour)
- **Effect:** Roll a Control check. If you succeed, you heal one wound.
- **Tags:** restoration

### Rough Landing

Expand All @@ -487,12 +494,14 @@ Luckily, your opponent broke your fall!
- **Effect:** You suffer one wound; if you do, the person you are transferring wounds from is healed for one wound. (Note: the wound is not *bound*, it is entirely healed.)
- Using sacrifice can be stressful. A WIL×3 test can be called for to use this power; if the power is used successfully, Stress might be inflicted.
- **Special:** To use this power, you must be sustaining Transfer.
- **Tags:** restoration

### Shield Bash

- **Requires:** 10 Ranks in Blunt Weapons
- **Effect:** You can hurt people with a shield about as well as other people can with a weapon.
You can use your shield as a weapon, using your Blunt Weapons skill and doing 1d10+2+DB DV (AP -).
- **Tags:** blunt

### Shieldwall

Expand All @@ -508,6 +517,7 @@ You are expert in the use of large shields, and your defence with them is extrao
- **Requires:** 10 ranks in an Attack skill.
- **Effect:** You are particularly good at striking weak spots.
When you attack an unaware or helpless target, you inflict an additional 1d10 DV.
- **Tags:** precision

### Take the Blow

Expand All @@ -526,6 +536,7 @@ If you're gonna get stabbed, you'd rather the blade turn on your ribs than pass
- For every turn that you sustain this power, you take 2 DV; if you do, the creature you are touching is either healed healed for 2 DUR, or one ongoing bleed effect is ended (you choose which).
- This power cannot “transfer” wounds in this way, nor can it heal diseases, congenital defects or poisons.
- **Special:** To use this power, you must be touching one other creature, and that creature must have a DUR rating.
- **Tags:** restoration

### Vanish

Expand All @@ -544,4 +555,3 @@ If you're gonna get stabbed, you'd rather the blade turn on your ribs than pass
- You don’t have to actually move from your space to use this power. Using Weave without moving might represent focusing all your attention on parrying incoming blows, for example.
- You get the +20 bonus to checks made to defend yourself, whether you use Athletics to defend or not. You can defend with Fray and still get the +20 bonus, for example.
- This power is unnecessary now that we added evasive movement back.

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