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, 4m/turn.

  • Characters with average CO (5-6) have double the minimum MOV, which corresponds to the “base” MOV, 8m/turn.

  • Characters with maximum CO (9-10) have triple the minimum MOV or a +50% compared to the “base” MOV, 12m/turn.

  • Characters with CO below (3-4) or above (7-8) the average have a disadvantage or advantage compared to the “base” MOV of ∓2m/turn.

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 do not.

  • Multiple items like arrows, quarrels, oil flasks, etc. 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 V.2). 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 until CO score reduced to 3.

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

V.4 Reaction

When a character is facing a new experience or something that is shocking to them, a Reaction check is required to determine their 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: 1d10 ≤ SOM

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’ does not affect them. 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 or, even worse, performing an act contrary to own Morality, recovering from a stunning blow (see VIII.4).

V.5 Sequence

Every participant must declare their action(s) in the turn; the order is the ascending score of SOM (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 resolved on Empathy score, 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.6 Action

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:

  • Two actions with the same ES.

  • A hybrid action composed by the use of the ES and a movement.

  • Two actions with a second ES (which has to grant 2 actions as well).

  • Re-roll the result of the first action (and accept it even if worse).

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 = CS score + MI + 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:

  • Positive ES adjustment is when (roll ≤ ES score) and it yields the roll itself; i.e., the closest to the ES score, the best.

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

The other optional adjustments in the ARC formula are either bonus/malus defined by the GM at his discretion deriving from external factors or modifiers that represent the context based on an evaluation of the full picture (see V.8).

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.

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 trivial threshold leaves at least one chance of success of a character with a CS score of 1 in a best case scenario as well as one chance of success of a character with a CS score of 5 in a worst case scenario; the easy works the same for a CS score of 2 (best case scenario) and of 6 (worst case scenario), and so forth. Below some qualitative guidelines:

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

  • Easy: Basic task under little pressure.

  • Simple: Common challenge under time or stress.

  • Average: 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 determined by three main drivers: advantages/disadvantages of the situation (see below), difference in size (see VIII.1), and 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 III.2).

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