These rules are an optional set to replace all current resolution in RM.
Simple Contests
Per usual, Abilities are chosen for each side. In a simple contest, the side
instigating the contest makes a bid of Result Points (RP), that can be as
high as their Ability at most. The level selected should reflect the action
taken per the normal rules for bids in extended contests. Roll and compare
on the HQ extended contest chart to determine the results. See Conflcit
Results below for effects.
Extended Contests
An extended contest is simply a back and forth exchange of Simple Contests
the results of which are cumulative. At the beginning of the conflict a
Primary Ability has to be chosen for that conflict, but on any round the
attacker can employ whatever Ability they like. Rounds are resolved per
normal on the extended conflict chart.
A player who recieves points from a trasfer may either:
- - Subtract them from his total for the extended contest. The total cannot
go below zero, and any excess points applied this way are lost.
- - Take the result as an Ability equal in rating to the AP transfered, the
nature of which will be decided by the GM (and which should frequently be
something limited to the scope of the contest.
When any player accumulates more RP than they have points in their primary Ability in the conflict, it ends without further normal turns - final actions and parting shots are allowed. See Conflict Results for effects.
Unrelated Actions
During an extended contest a player may forgo participation in the current
contest, and perform an unrelated simple contest instead.
Conflcit Results
Points forfieted or transfered by the loser in a simple contest, or the RP
total of the loser in an extended contest, become a Flaw for the loser, or
points in a new Ability for the winner, or some combination of the two. The
Abilities chosen are determined by the GM from the nature of the action
taken, the course of the contest, and the goals of the participants. The
total points that can be gained normally in an Ability is equal to the
Resistance for a simple contest, or the primary ability of loser in an
extended contest. Hence harder tasks have greater potential rewards, and
greater potential repercussions for failure. Excess points are divided by
two (round up), and added to the total to a maximum of fifteen bonus points.
So the maximum reward is the Resistance plus fifteen. Any result which would
exceed this maximum (Resistance +30 points inflicted) can instead be used to
create a permenant effect in the opponent similar to the Dying result, and
results like it instead of a flaw.
Per usual, these abilities are ephemeral unless cemented, and will fade in the appropriate fashion. If cemented the GM determines the cost and the rating at which the Ability is cemented. Often this will be one HP for a 13 rating, but it can be free if the GM thinks that it counts as a flaw, and he may allow the Ability to be cemented at a higher level for greater HP expenditure (see the costs for cementing fetishes for ideas).
See any problems with it? For those whose arguments are that 7AP Hurts don't get used anyhow, does this change anything? Certainly it's no worse than the normal system in this way?
Mike
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