HACKSSENTIAL RULES ~ CHAPTER V

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V. Mechanics

V.1 Time

Time is measured in turns and is applied to combat or whenever any other non-combat situation requires it. One turn equals 6 seconds. For any other circumstance, time is measured in days, hours and minutes.

Effects, consequences or results that occur within a turn are considered simultaneous and take place conventionally at the end of the turn.

V.2 Movement

The movement rate (MOV) is measured in meters per turn (m/turn) and it depends on the score of Control. The average MOV for humans is a MOV of 8 m/turn; a score in Control higher than average grants a bonus while a score lower than average imposes a malus as follows:

If the GM finds it more comfortable, he can replace the above numerical approach with a qualitative approach that ensures the same consistency:

  • Characters with minimum CO (1-2) have the minimum MOV.

  • Characters with average CO (5-6) have double the minimum MOV, which corresponds to the "base" MOV.

  • Characters with maximum CO (9-10) have triple the minimum MOV or a +50% compared to the "base" MOV.

  • Characters with CO below (3-4) or above (7-8) the average have a disadvantage or advantage compared to the "base" MOV.

V.3 Load

The character’s load is measured by the number of carried Inventory Items. Any item can be either Inventory Item (II) or Non-encumbering Item (NI). While the first one contributes to the character’s load, the second one does not affect character’s load or limit their ability to carry other items.

Max load is reached with a number of II equal to (3+BU)

The following rules applies to items and inventory:

  • Every II contributes to the overall calculation of the load.

  • Armors and shields count as II, clothes worn by the character don’t.

  • Multiple items like arrows, quarrels, oil flasks, ect are considered one II per item group (within the limits of reasonableness and plausibility).

  • The character can carry as many NI as they want (within the limits of reasonableness and plausibility).

  • If not stated in the item description, the GM defines if it is II or NI.

Once the character has reached the max load, any additional II grants a cumulative modifier of-1 CO to the character, and the relative modifiers on MOV apply (see Movement). A character is:

  • Unencumbered: With 3 II or less.

  • Encumbered: With more than 3 II up to max load (3+BU).

  • Burdened: From max load up to CO reduced to 3.

  • Overloaded: When CO score is reduced to 2 due to the nr of II.

When the character is overloaded, he has a fixed MOV of 1 m/turn.

V.4 Reaction

When character is facing a new experience or something that is shocking to him, a Reaction check is required to determine his overall state. The GM requires such a check when a character’s instinct should drive the reaction, mainly when someone is ‘surprised’ or acts ‘under pressure’.

Reaction success: SOM ≥ 1d10

If a 1d10 roll is equal or lower than SOM, the reaction check succeeds. A success enables the character to act normally, as if the ‘shock’ doesn’t affect him. A failure results at least in a loss of the turn for the character but the GM, according to the circumstances, may decide further effects.

Hereby a non-exhaustive list of cases for a Reaction check in combat: when ambushed; when the first allied character falls; when more than half of the allies die; when cornered; when attacked by 2 or more enemies.

Hereby a non-exhaustive list of cases for Reaction check in non-combat: performing an action in a limited time; suffering a threat (verbal or physical); witnessing an act strongly contrary to own Morality; performing an act contrary to own Morality.

V.5 Sequence

Every participant must declare his action(s) in the turn; the order is the ascending score of State of Mind (from the lowest up to the highest one): this reflects mental focus, panic, or composure rather than physical speed. In case of a tie, the order is based on Empathy, lastly on a 1d10 roll.

Any character unaware of what is happening (i.e. surprised or unconscious) will not be part of the declarations for that turn. Characters jumping into the action are inserted in the previously established order. Once the order of declaration is established, this is maintained and updated (in case of changes in SOM) for the whole event.

The declaration has not to be complete, an indication is sufficient: for instance ‘attack’, ‘defend’, ‘cast a spell’, ‘move in a direction’, ‘use an ES’, ‘interact with an item’. The execution is decided by the GM and the actions are detailed in their deployment (this part is not relevant being actions simultaneous).

V.6Action

Without any specific indication in the ES description, the score of an ES defines the number of actions a character can perform in a turn:

When a character has a score high enough to grant 2 actions per turn, it is possible to carry out either two actions with the same ES or an hybrid composed by the action with the ES and a movement or another action with a second ES (assuming the second ES score grants 2 actions as well). The same applies also to the case of 3 actions per turn.

The outcome of an action is provided with an Action Resolution Check or ARC which is based on the following formula:

ARC = KS score + US score + ES Adj. + (Other optional adj.)

where the ES Adjustment is based on the below table:

For every score of the ES, the player rolls the corresponding die:

  • Success is when (roll ≤ ES score) and it yields the roll itself; i.e. the highest the ES score, the best result.

  • Failure is when (roll > ES score) and the result is (ES score – roll); i.e. a negative modifier, the greatest the difference, the worst result.

The other optional adjustments in the ARC formula are bonus/malus defined by the GM at his discretion deriving from external factors (see Bonus/malus); the GM adds modifiers that represent the context based on an evaluation of the full picture.

V.7 Checks

Whenever a character attempts an action, the GM determines when a check is required, and what type it is. There are two types of ARC:

  • ARCT: a roll against a threshold or Action Resolution Check (against a) Threshold. It is used when the character tries an attempt with no direct opposition. The GM sets the threshold without revealing it to the player and describes the outcome in narrative terms.

  • ARCO: two opposing rolls, one by the acting character, the second countering the action or Action Resolution Check ‘Opposed’. Used when two entities are in direct opposition. Each side rolls and the higher result determines success.

In both cases, the GM applies the relevant Unknown Stat (US) and any modifier, bonus, or malus to the check. The success in the action is granted if the result is higher than either threshold or opposite check. A tie or lower result determines the failure of the check.

In an ARCT, the thresholds are fixed values defined by the GM, corresponding to the level of complexity of the action performed:

The thresholds leave at least one chance of success per score of KS/US/ES, from 1/1/1 (trivial) up to 7/7/7 (heroic). Below some qualitative guidelines:

  • Trivial: A task nearly impossible to fail for an average character.

  • Easy: Basic task under little pressure.

  • Average: Common challenge under time or stress.

  • Difficult: A task which requires a specific training.

  • Complex: A difficult task even for a trained character.

  • Hard: Demanding task or rare knowledge.

  • Heroic: Near-impossible quest.

V.8 Bonus/malus

Any check could be carried out in ‘standard’ conditions (i.e. a situation which has no peculiar features), however the GM can apply additional modifiers in cases with deviations from the ‘standard’ circumstances.

When an ARC is required, the GM evaluates any element that may affect the situation; the sum of all these elements (playing either a positive or a negative factor) is the factor called ‘Other adjustments’ in the ARC.

The modifier of ‘Other adjustments’ is a value either positive or negative resulting by three main drivers: advantages/disadvantages of the situation (see below), difference in size (see Size), other specific rules.

The calculation of the ‘advantages/ disadvantages’ modifier is the result of a +1 per single advantage and of a -1 per single disadvantage. These stack, and the final modifier is the result of all factors combined. These should support narrative clarity to represent situational reality.

Some examples of advantages: fight with a higher position than the opponent; a spell which grants a benefit; the character is exalted. Some examples of disadvantages: being on the ground; prone or supine; a state which provides a malus (e.g. panicked); the use of an armor with an insufficient score in ES Trained in Armor (see ES description).

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