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Article 20464 of rec.games.frp:
Path: pitt!dsl.pitt.edu!pt.cs.cmu.edu!andrew.cmu.edu!cd1i+
>From: cd1i+@andrew.cmu.edu (Christopher Bradley Devlin)
Newsgroups: rec.games.frp
Subject: GrimRules 3.1 Part 2
Message-ID: <saBLOom00WBLE0cV0p@andrew.cmu.edu>
Date: 25 Apr 90 10:06:44 GMT
Organization: Class of '92, Carnegie Mellon, Pittsburgh, PA
Lines: 608
Here it is, folks - GrimRules 3.1 (I'm finially getting into updated versions
instead of completely rewritten ones... :-)
This installment of GrimRules comes in three parts: Part 1 (Characters),
Part 2 (Game Rules), and GrimTables. There have been numerous minor
changes made to each part, and some clarifications on how the rules really
work have been added. Major changes were made to the sections on Technology
and Magic (the introduction of Tech and Magic Level, and an increase in the
difficulty of casting powerful spells.)
I'd like to thank everybody who helped me out with suggestions on how to
improve (well, OK, fix :-) GrimRules. Unfortunately, I accidentally deleted
the file I was keeping all your names in... so, if you see one of your
suggestions implemented here, drop me another message and I'll post a "Thanks
To" message and include everybody in the next update. OK?
As usual, comments and suggestions are more than welcome; please email them
to sr2b+@andrew.cmu.edu, NOT to cd1i+@andrew.cmu.edu. I am currently
mailing from a friend's account because part of our system (my part!) is
down, but it
should be back up again in a day or so.
Finally (thought there'd never be an end to this, eh?) I am currently working
on Part 3 of the rules, which details the history of Cynosure, the way things
work there, and gives lots and lots of info on the characters from the comic
book (Including John himself.) So, I'm soliciting input from whoever is
willing
to offer it, of whatever type - NPC stats, notes on the legal and social
systems
of Cynosure, etc. Once _that_ gets done, I'll be working on an adventure for
the system (The Manx Cat, of course!), and then a DemonWars supplement
detailing
your favorite horrors from Hell and how to kill 'em.
Thanks again!
-Samrobb
-sr2b+@andrew.cmu.edu
-"True friends never die." Katman Du in GJ #72
-Corrolary: Neither do true enemies...
-----------------------------------------------
GrimRules Version 3.1
Part II - Game Rules
[Copyright 1989 by Samuel Joseph Robb. All rights reserved. Cynosure,
Grimjack~, et al Copyright ~ 1989 First Publishing, Inc.]
6 SKILL SUCCESS
6.1 Modifying Factors
6.2 Determining MFs
7 TECHNOLOGY
7.1 Building a Better Mousetrap
7.2 Altering Existing Mousetraps
7.3 Technology and Magic
8 SPELLS
8.1 Creation
8.2 Casting
8.2.1 Base Chance
8.2.2 Effect of Injury
8.2.3 Dimensional Effects
8.2.4 What The Magical Skills Can Do
9 COMBAT AND HEALING
9.1 Combat (How to kill shit)
9.1.1 Time & Initiative
9.1.2 Attacking
9.1.3 Damage
9.1.4 Nonlethal Damage
9.2 Non-combat Damage
9.3 Healing
9.3.1 Healing Rates
9.3.2 Repair & Maintenance
10 DIMENSIONS
10.1 What they are
10.2 How to get there
10.3 Dimensional Classifications
10.3.1 Technology
10.3.2 Magic
10.3.3 Environment/Phenomena
10.3.4 Races and Cultures
6 SKILL SUCCESS
The most important aspect of game mechanics is the SKILL SUCCESS ROLL,
where a character checks to see if he/she/it can perform some action by
rolling d% vs. their skill in some area. A result on d% less than or
equal to their chance of success indicates success; otherwise, the
attempted action will fail.
For many skills, success simply indicates that the character was
successful or unsuccessful in performing some action - climbing a rope,
opening a lock, etc.; the results do not necessarily depend on how the
character goes about performing the action. There are three areas where
this does not hold true: Magic skills (casting spells), Tech Skills
(modifying or creating technological items), and Combat. Sections 7, 8
and 9 detail the choices characters can make in how to carry out their
actions in these areas, and the effects these actions will have on their
chances of success.
6.1 Modifying Factors
The idea behind modifying factors is very simple. A character~s base
chance of success in using a skill can either be increased (for easy
tasks) or decreased (for difficult tasks.) Instead of using many
different percentage modifiers, GrimRules uses a system of modifying
factors (MFs) which are then multiplied by a base percentage (5%) to
determine the final modifiers to a character~s chance of success. This
allows modifiers of different types to be applied to a single situation
- for example, a magically altered microchip.
6.2 Determining MFs
Determining MFs is very simple. Several lists of MFs, both positive
and negative, appear with these rules. Examine the lists and find the
MFs that apply to the situation in question, and total them up to find a
final MF that may be either positive or negative. Multiply this final
MF by 5% and bingo! - you~ve got the percentage modifier to the
character~s chance of success!
7 TECHNOLOGY
7.1 Building a Better Mousetrap
Actually inventing a new item falls into this category. Note that it
may only be new to the character(s) involved; a character might spend a
month and 20,000 credits on a ~new~ invention, only to have it on sale
at X-Mart next week for 24.95 cr...
One situation where a new item must be ~invented~ is if the characters
are in a situation where such an item is a cut above local technology -
ie, characters stranded on a planet with a steam-engine culture must
essentially ~invent~ something like the internal combustion engine.
Even if the character(s) know exactly how to build such an item, it~s
going to require some effort on their part to overcome local
technological knowledge (or lack therof.)
When building a new technological item, use table 4a to determine the
chance of success and time required to fabricate the new item. The GM
must determine which technological skills are required to fabricate the
item. In addition, the Tech Level of the dimension will limit the types
of items that may be invented (see table 4a.) The roll for success or
failure is made against the LOWEST tech skill used (the weak link in the
chain.) In multicomponent systems or large items, the GM may wish to
establish several seperate success rolls (ex, in the case of building a
car, a roll for the engine, a roll for the transmission system, a roll
for the chasis and a roll for the steering/brake mechanism.)
7.2 Altering Existing Mousetraps
Compared to inventing a new item, this is a piece of cake. Use table
4a to determine the chance of success and time required to alter the
item. Again, the GM must determine which technological skills are
required to fabricate the item. The Tech Level of a dimension will
limit the type of equipment that can be altered (see table 4a.)
7.3 Technology and Magic
Combining technology and magic can often have interesting and useful
results; this can range from using magic to shape a component of a
technological item, to actually permanently attaching a spell to an item
so that it works more effeceintly (the later is used in many low-tech,
high-magic societies.)
In game terms, it is neccesary to figure out the MF for both actions
(inventing/modifying the item and casting the spell.) The MF~s are then
averaged, obtaining an averaged MF for the item. The creation of the
item then requires four rolls: the normal tech inventing/modifying
roll, the normal spell success roll, and two additional rolls against
the same skills, using the averaged MF to see if the spell and item have
been successfully integrated. If all rolls are successful, the item
will work perfectly as designed. If either the normal
inventing/modifying roll or the normal spell success roll fail, the item
will be a complete failure, hardly worth it~s weight as scrap. If the
normal rolls succeed, but either or both of the additional rolls (using
the averaged MF) fail, then the item will be ~cranky~, and work
sporadically - the chance of the item failing to work is equal to the
the roll actually made minus the chance of success. (If both of the
second rolls fail, add the chances of failure.)
EX: A mage and an electronics expert attempt to create a flashlight
powered by an electrical elemental. The base chances of success are 65%
for the EE and 80% for the mage, with MF~s of +6 for the EE and -4 for
the mage. Assuming the EE builds the flashlight properly (95% chance of
success) and the mage casts the spell properly (60% chance of success),
they now must roll against their skills again, using the average MF of
+1. If these second rolls are both successful, their item works
perfectly! However, if the mage had failed his second roll (rolling 95,
25 more than the 70% chance of success), then the item will fail to work
25% of the time. If the EE had also missed his second roll by 25, then
the chance of failure would be (25+25) = 50%!
Note that an item with a Tech Level of -50 or less does not need to go
through this procedure; it can be enchanted directly anytime after it is
made. Only more complex items need to follow this procedure, since they
require the item to be specially altered to allow the spell to operate
effeciently.
8 SPELLS
Spells can be cast by any character who has skill with a type of magic,
as listed under MAG based skills. The caster utilizes the magical
energy surrounding him/her in a dimension to create some sort of effect.
In most cases, the use of magic obeys the laws of conservation of
energy.
8.1 Creation
A character who has skill with a type of magic can attempt to cast any
spell of that type. Table 4b lists various modifying factors for the
spells. In essence, by selecting various modifying factors - the time
it takes to cast a spell, the duration, power and area of the spells
effects, etc - the character is creating a specific spell; the modifying
factors used define the spell.
8.2 Casting
Spells are freecast. If you have no specific skill with a type of
magic, it can still be cast using default skill (MAG/5). The time and
material requirements required to cast a spell have a direct effect on
it~s chance of success.
Characters may either create a spell in advance, using their knowledge
of magic (and Table 4b) to squeeze the maximum amount of power,
duration, etc. out of a spell, or they may cast spells ~on the fly~,
trying to guess which material components, gestures, etc. will be
beneficial for their spell. Think of it as ~magical programming~ - the
spell created in advance is a carefully balanced program, doing
everything as effeciently as possible; the spell cast ~on the fly~ is an
ugly hack job - the caster knows what he/she/it needs and how to do it,
but the resulting spell probably won~t do the job in the most effecient
or easiest manner. Note that a character using a spell created in
advance under limitations (lack of material components or freedom to
make the neccesary gestures) is effectively casting a spell ~on the fly~.
8.2.1 Base Chance
The chance of successfully casting a spell depends on a caster's skill
with the type of magic; the base chance is 1% per point of skill with
the type of magic.
8.2.2 Effect of Injury
If a spell caster is hit for damage while casting a spell, his chance
of success is reduced by a percentage amount equal to the damage (ie, 19
points of damage means a -19% chance of success). This is in addition
to the general MF~s for reduction in HT given in Tabel 4.
8.2.3 Dimensional Effects
The magic available in a dimension will not affect the chance of
success; however, the spell, although cast correctly, may fail because
there is not enough magical energy in the dimension to support it (see
Section 10.3.2.)
8.2.4 What The Magical Skills Can Do
Each MAG based spell skill has a parenthetical listing detailing the
minimum Magical Level required in a dimension for a spell to work at
full power. What each type of magic can actually do is up to the GM;
however, there are some basic guidelines presented here that can make
your job simpler. The ~spell roll~ is the result of the # of d10 rolled
for a spell - ie, if a spell has a Power of 4d10, the spell roll can be
anywhere from 4 to 40. The type of magic and what it can affect are
listed below in alphabetical order.
Charm (LM, M & HM): Affects the minds of living creatures. Subtract
the spell roll from the affected creatures PER; this is the % chance the
creature will be unaffected by the charm. Can be used to alter
perceptions, influence thoughts, or even take possession of the minds of
others (if PER minus the spell roll is negative).
Cognitive Magic (ML 0): Magic of the mind. This type of magic mimics
various PSI abilities (Telepathy, Telekinesis, etc.) The spell roll is
used instead of the caster~s PER for determining ranges, effects, etc.
Combat (ML -50): Sheer power and death. The spell roll here is simply
a damage roll. Actual effects from combat magic can be anything - fire,
earth, wind, water, energy blast, whatever - as long as it causes damage.
Contagion Magic (ML -50): Once part of the whole, always part of the
whole. By obtaining part of an item or individual, this type of magic
can be used to set up a link between the part and the whole. By doing
this, other magic can be made more effective. The spell roll here
translates into a bonus for using other spells against the selected item
or creature. For example, the hair of a person could be subjected to
contagion magic with a spell roll of 35; as long as the contagion spell
was in effect and the individual was in range of the contagion spell,
all other spells cast on him/her/it by the holder of the enchanted hair
would be at +35% chance of success.
Divination (ML -75): The magic of knowledge. Divination lets you know
the properties of items, see the future, etc. The spell roll here gives
the percentage of complete knowledge gained - ie, a 30% spell roll on a
magical weapon with three properties would reveal one of them.
Elemental (ML +25): Involves the conjuring of Elementals. The sum of
the attributes of the conjured elemental cannot be greater than the
result of the spell roll. For example, a spell roll of 50 would conjure
an elemental whose attributes (STR, DEX, AGL, HT, PER, INT, MAG, MEC)
totaled 50 - an average of 6.25 in each attribute. Specific elementals
may be summoned by name. An elemental can do damage of it~s type (fire,
earth, air, water) equal to it~s MAG once each combat segment.
Enchantment (ML 0): Enchantment is the magic that enhances physical
attributes (STR, DEX, AGL, HT, and skills based in whole or in part on
these attributes.) The spell roll indicates the bonus applied to an
attribute or skill for the duration of the spell. For example, a spell
roll of 30 with a STR Enchantment would increase a character~s STR by 30
for the duration of the spell. This type of magic may also be used to
reduce physical attributes. Only one type - enhancement or reduction -
may be selected, so that an area of effect enhancement will affect all
creatures in the area (including enemies!)
Illusion (ML -25): This magic creates fanciful images in the minds of
affected creatures. An individual has a chance of recognizing an
illusion equal to their PER minus the spell roll. If the spell roll is
greater than an individuals PER (PER minus spell roll is less than 0),
then the illusion will be able affect the individual physically - in
terms of psychic damage, healing, etc.
Necromancy (ML 25): The science of the body, living and dead. The
spell caster may accelerate the healing of living tissue (to 100% plus
the spell roll, ie a spell roll of 50 means the healing rate is 150%),
directly repair living tissue (this type of spell will heal a percentage
of a single wound equal to the spell roll, ie 50% of one wound that
totaled 20 points = 10 points healed), or accelerate the death of living
tissue (multiply HT by 100% - spell roll each minutes the spell is in
effect.)
Planar (ML 75): Very powerful magic, this involves movement between
dimensions. The spell roll is the % chance of opening a connection to
the desired dimension; a failed spell roll indicated access to a random
dimension.
Protection (ML -75): These spells offer protection from any one effect
- fire, ice, cold steel, etc. The spell roll is the resulting reduction
in damage from the source you~re protected against. For example, a
spell roll of 35 with a spell of protection from fire would mean any
fire damage against you would be reduced by 35 points.
Summoning/Binding (ML 25): Trafficking with demons. Slightly similar
to Elemental Magic - except that the spell roll is the summoned Demon~s
maximum INT and PER. For example, a spell roll of 50 would summon a
Demon with an maximum INT of 50 and a maximum PER of 50. Unlike
Elemental Magic, the Demon~s name must be known; also unlike Elemental
Magic, this type of magic is often fatal...
Sympathetic Magic (ML -75): The magic of similarity. This type of
magic always requires some talisman or item crafted to be a miniature of
the item to be affected. The item to be affected can only be
manipulated physically, however. For living creatures, roll against
(PER - spell roll) each minute to break free of the spell~s effects.
Tantric Magic (ML -25) - this is the magic of sexual energy; the sexual
act ~charges up~ the spell caster. Afterwards, the Tantric spell caster
may cast spells of any of the other types with a skill bonus equal to
his/her/its spell roll for Tantric magic. The time required to achieve
this bonus (minimum of one hour) usually precludes anything except
carefully planned spells.
8.2.5 Combined Spells
A caster with skill in more than one area of magic may attempt to cast
a single spell that includes multiple effects - for example, Illusion
and Combat spell skill could be used to create an illusiory dragon that
breathes real fire. Combining spells is very difficult; the caster
must make one success roll for each spell to be combined, as well as a
success roll against their Combined Spells skill. If all three rolls
are successful, then the combined spell is cast, and the combined spell
is treated as a single spell with a spell roll equal to the sum of the
two combined spells. In the given example, suppose that all three rolls
were successful, with a magic roll of 35 for the illusion and 15 for the
fire. Since the spells were combined successfully, the final effect
would be an Illusion/Combat spell with a magic roll of 40 (which applies
to both effects, the illusion and the fire.) Note that you cannot
combine two spells from the same skill area, even if they are different
spells (ie, you cannot combine two Combat magic spells, two Illusion
spells, etc.)
If the caster wishes to combine more than two types of spells (ie,
Combat, Illusion and Necromancy) then a successful Combined Spells skill
roll must be made for each additional combined spell - so two
successfull rolls are needed for combining three spells, four successful
rolls are required for combining five spells, etc.
9 COMBAT AND HEALING
Ah, yes. The two most important words in RPG's...
9.1 Combat (How to kill shit)
Let's face it, this is one of the best things about role-playing games.
You can actually take revenge on any feeble-minded individual who dares
to violate you rights, real or imagined. The combat system for
GrimRules is designed to be quick, efficient, and deadly. This will
mean that you can send your enemies to the afterworld with a minimum of
fuss and bother. Of course, they can do the same to you...
9.1.1 Time & Initiative
Combat is evaluated in rounds; each round is separated into 20
segments, each of which is about 0.1 seconds long. Characters may
attack any time within a round, with the following restrictions:
1) Tech or HighTech range weapons (guns, rifles, etc.) may only be
fired twice without penalty.
2) HTH weapons may only be used once without penalty.
3) LowTech range weapons may only be used every other round without penalty.
4) Surprised individuals may not take more than one action in the
surprise round.
5) Individuals may move at any time during the round; however,
excessive movement may impose a penalty on their chances of success in
using weapons.
Attacking later in an initiative segment allows for more careful aim,
etc., and gives a positive modifier to the chance of success, while
attacking earlier lets you get your blow in first, but gives a negative
adjustment to the chance of success. These and other modifiers are
listed in Table 4a.
9 .1.2 Attacking
An attacker's skill with the weapon, plus other factors (DEX, AGL,
other bonuses and penalties, etc.) are used to determine if an attack
does damage (hits the target). Base chance is 1% per skill point with
the weapon, so skill:50 equals a 50% chance of hitting, skill:80 an 80%
chance of hitting, etc. The damage done by a weapon depends on the
weapon's damage base, modified by +1 points per 5 points of character
skill with the weapon (round down.) Target range and size/ visibility
modifiers for range weapons are given in Table 4c.
9.1.3 Damage
Damage done by a weapon is immediately subtracted from the injured
person's Health score. In addition, the injured person will loose 1
additional point of health every 5 seconds from blood loss and other
neat stuff like that, until the damage inflicted by blood loss equals
one-half the original damage. For example, a character with HT 60
struck for 30 points of damage will immediately loose 30 points, and
will loose one additional point every five seconds until they take
another 15 points of damage. The First Aid skill, if used on an injured
person, will immediately stop additional damage from occuring if
successful.
If HT falls below 1 (from any cause), the person falls unconscious;
they are critically injured and will die unless given medical aid
within (50+current HT score) minutes. Note that a person reduced to -50
or greater HT is DEAD, hacked apart, riddled with lead, burned beyond
belief, etc. unless magic or extremely high technology is available. If
a person at negative HT is given medical aid of any sort before time
runs out, they must make a roll greater than twice their current -HT to
see if they make it; otherwise, they die anyway. If they make the roll,
they will heal gradually, although all physical abilities will be at 50%
until they reach an HT score of 1. For example, a character given
successful FirstAid treatment when at -20 HT must roll greater than
(2*20) = 40% to survive.
9.1.4 Nonlethal Damage
HTH weapons (including fists & feet) can be used to inflict "knockout"
damage, if desired. In this case, the damage inflicted is only
temporary, and will be regained (without attention) at the rate of 1
point/minute until the character is conscious (1 HT.) A character at
negative HT from "knockout" damage is unconscious. Any character
reduced to greater than -50 HT from knockout damage will not recover
unassisted, and will loose 1 "real" point of HT each minute due to their
injuries until death occurs at -50 HT of "real" damage.
9.2 Non-combat Damage
Characters have an annoying habit of doing stupid things that often
involve the serious potential for injury (aside from combat, that it.)
Jumping out of moving cars, leaping from burning buildings, that sort of
thing.
Most non-combat damage occurs from impacts - either a character
striking an object, or an object striking a character. Figuring out the
damage involves knowing two things: the mass of the object, and the
speed it's moving at.
The speed it's moving at determines the number of dice you roll for
damage, as follows:
Speed Damage
0 - 9 m/s no damage
10 - 19 m/s 1d10
20 - 29 m/s 3d10 (1+2)
30 - 39 m/s 6d10 (1+2+3)
40 - 49 m/s 10d10 (1+2+3+4)
etc.
Once you know the number of dice, roll for damage. If the character is
falling, simply multiply the distance fallen by 10 to figure out their
speed, and you're done. If, on the other hand, the character is struck
by some object, you must multiply the damage done by the mass of the
object (in kilograms) divided by 100. So, for example, a character
being struck by a car (~2000kg) moving at 15 meters per second (about 55
kph) would take 20d10 points of damage. Ouch. (Disclaimer to the
physics minded: this is a really simple system... if you want to use
physics formulas to figure out velocity and impact energy, go right
ahead. This system~s just designed to be quick & deadly.)
9.3 Healing
This is something everybody needs sooner or later, especially if you go
~round messing with stuff you shouldn~t mess with. Which you will,
since that~s the fun of the game; so read on - you~re going to need it
sooner instead of later. Trust me on this one.
9.3.1 Healing Rates
Healing occurs naturally, with a wounded character regaining HF points
of HT each day until their current HT score is equal to their maximum HT
score. Treatment and Tech level of the surroundings may increase the
rate at which a character heals. Certain HighTech techniques will
accelerate the healing process dramatically, while some spells will
allow instant healing to take place. Table 5 lists HF adjustments for
various effects.
9.3.2 Repair & Maintenance
Healing for cyborgs, robots, etc. depends on the tech level of help
available, and the skill of the repair sentient. A run-of-the-mill
mechanic allows them to "heal" in the "Non-professional Aid" category
while an expert specializing in robotic systems allows them to "heal" in
the "Professional Aid" category. If they have some MEC skill, they will
be able to repair themselves, and will "heal" under the "No Medical Aid"
category.
10 DIMENSIONS
This is what the game is about, after all - lots of strange looking
people with different ideas about who should be shooting who for what.
And the different dimensions in Cynosure make for some very stange
people...
10.1 What they are
OK, think of space as having seven dimensions - three spatial, one
temporal and three ~planar~ - magical, technological and physical. Now,
spatial and temporal we see every day. We see the planar every day,
too, it just doesn~t pop out at us because of spatial and temporal
dimensions intersect these other three at constant points, so what we
consider constants - a non-magical world where all technology works and
the physical laws are such-and-such - are just constants for our set of
spatial and temporal dimensions. Well, it~s possible to have spatial
and temporal dimensions that intersect the planar dimensions in
different ways - which gives rise to the different dimensions. At
least, I think that~s how it works. That~s all I could get out of Prof.
Veedlejarden at the U of Cyn before he started asking me if my brain was
fresh...
10.2 How to get there
Simplicity in and of itself. If you~re in a high magic dimension, grab
hold of the appropriate spells or devices and gate between dimensions
(of course, if you gate into a non-magical dimension, you~re up a
certain creek without a paddle, as Prof. Veedlejarden so eloquently put
it.) Or, you can visit a site of dimensional stress - naturally
occuring locations where dimensions ~rub against~ one another, allowing
travel between them with a sufficient expenditure of energy to open the
portal. Or, you can find a place of massive instability between several
thousand dimensions, where the interplay of interplanar forces
spontaneously creates openings between dimensions. If you do find such
a place of massive instability, you~re in Cynosure - drop by Munden~s
Bar and buy Prof. Veedlejarden a mug of Old Singularity.
10.3 Dimensional Classifications
The U of Cyn has been trying to come up with a serious, systematic
classification of dimensional properties for close to a thousand years
now. What they~ve come up with doesn~t do casual dimensional travelers
much good, though, since it involves a hell of a lot of n-dimensional
neo-calculus of variability, a few dozen magically-assisted
supercomputers and a complete knowledge of Greezdek-Clausklitch
probability determination for completely uncertain chaotically
modulating energies. All of which lets you identify any given
dimension~s exact properties with an error of no greater than plus or
minus 50%. So most people tend to go by some standard nomenclature that
lets everything be summed up in a few words, and figure out what each
dimension~s like by saying ~Hmmmm... there~s a dragon with a laser
rifle. Wonder if this is a high-magic high-tech dimension...~
10.3.1 Technology
There are roughly four levels of technology: non-tech, low-tech, tech,
and high-tech. In a non-tech dimension, if it~s not moving by muscle
power or gravity, it~s not going to work. In a low-tech dimension,
steam driven machinery will work - but anything else is so much metal.
Tech dimensions can pretty much accomplish everything we on Earth have
accomplished up to 1990, but not much more than that. In high tech
dimensions, anything will work, given enough power, time and
inventiveness.
In game terms, each dimension is assigned a Tech Level from -100 to
+100, divided evenly into the four tech levels. Any technological item
also has an assigned Tech Level, which indicates the minimum Tech Level
required in a dimension for the item to operate. For example, swords
and clubs have a Tech Level of -100, so they will function in any
dimension; a steam-powered car would have a Tech Level of around -50,
and so would function in any dimension with a Tech Level of greater than
-50; and plasma cannons have a Tech Level of 75, so they will only
function in a dimension with a Tech Level of 75 or better. If you
attempt to use a technological item in a dimension with a lower Tech
Level than required, there is a chance that the item will fail to
operate; this chance is equal to:
2%*(Tech Level of the item - Tech Level of the dimension)
So, a technological item will NEVER work in a dimension if its Tech
Level is more than 50 higher than the dimension~s Tech Level.
10.3.2 Magic
Magic classification is similar to tech classification - non, low,
magic and high. In game terms, this meansd each dimension has a Magic
Level of anywhere from -100 to +100. Each spell skill has a minimum
Magic Level assosciated with it; using this skil to cast a spell in a
lower-Magic Level dimension may result in the spell failing, even if it
is cast successfully. The chance for failure is equal to:
2%*(Magic Level of the skill - Magic Level of the dimension)
So, a magical skill will NEVER work in a dimension if its Magic Level is
more than 50 higher than the dimension~s Magic Level.
10.3.3 Environment/Phenomena
This sums up the more majorly twisted physical laws of the dimension,
along with general environmental factors. In some dimensions, light
travels slower or faster than 300,000 m/s; in others, some chemical
reactions simply do not take place; in very strange dimensions, basic
constants - time, distance, gravity, and other physical laws - can vary
randomly. It~s best to check out what the actual environment of a
dimension is like before venturing there, if at all possible. Most
dimensions in phase with Cynosure are more or less conducive to humanoid
life, but there are some that are downright hostile.
10.3.4 Races and Cultures
A complete listing of all the races and cultures through all the
dimensions is impossible, just because there are so many of ~em.
Basically, if you can imagine it, you can find it, somewhere.