Capacity and Efficiency

When an Entity has been designed and reflected on a SySCard, unless it is declared otherwise in its design, it is assumed that the Entity has a Capacity.

 
Capacity:

Capacity is the chances an Entity, (or an Entity owning that Entity), has to execute an Act based on the main function that Entity is designed for, ranging from 1% to 100%.

Simply put, when an Entity on a SySCard attempts to execute an action it can actually execute, it will have a success rate ranged between 1% and 100%.

Based on the difficulty rate of the Act the Entity, (or the Entity owning that Entity), tries to execute successfully, the Entity will need to reach or surpass a Necessary Rate with a percentile Dice Throw Result. If the Entity, fails to reach the Necessary Rate, then its Act is considered as failed. But if the Entity, reaches or surpasses the NR with its Dice Throw Result, then the Act is considered successful, and it is executed exactly as attempted and described by the Entity, even if the Dice Throw Result suggests even a better result.

When an Act is considered as failed, the Master is free to describe how the Act's execution failed as he wishes. In some specific situations, the Master may want more precision to decide of the outcome and consequences of a failed Act. Some kind of "degree of failure". In these cases, when the Entity executes a failed Act, the Master can deduct the Dice Throw Result of that Entity for that failed Act from the Necessary Rate, and decide of the outcome and consequences of the failed Act based on the resulting amount. Bigger the number, bigger the failure, and vice versa. The correlation between the resulting amount and the amplitude of the failure are completely left to the Master's decision.


Necessary Rate:

Whenever an Entity executes an Act in Action Mode, the Master will ask for a Dice Throw Result reaching or surpassing a rate he decided necessary. Necessary Rate implies "necessary rate to execute an act successfully".

It's some kind of "difficulty rate" instantly set by the Master by taking into consideration the situation of the Entity and the execution performance needed to accomplish the action with success.

This rate is called "Necessary Rate". According to the difficulty of the attempted Act, the Master raises or lowers the Necessary Rate. Lower is easier to accomplish while higher is harder to execute.

When declaring a Necessary Rate, the Master can decide it on the go, at that moment, based on logic and common sense. Here's a table we prepared to inspire the decision of the Master when declaring a Necessary Rate.


Necessary Rate Range Table:

Novice, basic: 01-09 / Act requiring basic principles in its execution.

Adept, essential: 10-19 / Act requiring essentials in its execution.

Master, fundamental: 20-29 / Act requiring disciplined training to execute.

Qualified, proficient: 30-39 / Act requiring proficiency to execute.

Expert, expertise: 40-49 / Act requiring experience to execute.

Specialist, specialization: 50-59 / Act requiring specialization to execute.

Exceptional, Mastery: 60-69 / Act requiring inspiration to execute.

Excellent, Excellence: 70-79 / Act requiring excellency to execute.

Supreme, Supremacy: 80-89 / Act requiring devotion to execute.

Ultimate, Ultimacy: 90-100 / Act almost impossible to execute.



Intro to Efficiency:

When a SySCard is delivered to the Player, it is accepted that the Entity on the SySCard, or the Entity controlling that SySCard, has full capacity over that Entity and can reach any Rate in a Dice Throw. (A novice may execute a masterful or even ultimate Act by luck). The Efficiency Rate determines at which Rate the Entity executes an Act with consistency, without failure. Therefore, the above table not only represents the "Necessary Rates" but also gives an idea on the the different grades of the "Efficiency Rates" which are the minimum rates an Entity is always sure to execute.

   


Efficiency:

The Efficiency represents an Entity's experience, knowledge, or talent level on its Capacity. When an Entity executes an Act, if the Dice Throw Result is lower than its Efficiency, then the Efficiency is considered as the Dice Throw Result, even if the Act is a success or a failure.

Efficiency is noted as #efc% on the top right of the SySCard. The "#" declares the Entity to which the Efficiency belongs. To give an example, the "#" is useful when the SySCard is an ability or skill. The "#" allows to precise to whom the ability or skill belongs.

Any SySCard with a Capacity starts with a mandatory "1%" of Efficiency. Efficiency Rates can be raised by purchased from The Log during the "Deal Mode".


Raising Efficiency Rate:

Other than purchases from The Log, the most common way to raise the Efficiency Rate is a Dice Throw Result of 100%. When a Player throws a Dice Throw Result of "100%", which is the best result possible, his Efficiency Rate is raised by "1%". This throw is called a "Raise Throw". This is true until the Efficiency Rate reaches 100%.


If he wishes, the Game Master can change the percentage he awards from "1%" to any other percentage, to facilitate the rise of Efficiency Rates. He can also widen the range of the "Raise Throw" from just "100%" to a range between two different percentages, one always been 100%. (For example the Master can declare that a Dice Throw Result above 95% will trigger a Raise Throw and award 3% Efficiency Rate raise).


How to use Efficiency:

In Tale Mode, when an Entity executes an Act, its Efficiency Rate is considered automatically valid. If the Entity tries to execute an Act which requires a higher rate than its Efficiency, the Master triggers "Action Mode", and sets a Necessary Rate. Then the Player will perform a Dice Throw to reach the Necessary Rate. If the Dice Throw Result suggests a lower rate than the Entity's Efficiency, then the Efficiency Rate will be considered as the Result.

Therefore, it is unnecessary to ask a Dice Throw from Players for Acts requiring a Necessary Value which their Efficiency Rate has already reached or surpassed.

Remember that dices are thrown only when the Master demands a Necessary Rate. Sometimes, even though an Act an Entity tries to execute surpasses its Efficiency Rate and has a higher Necessary Rate, the Master can decide that the Act is executed in Tale Mode, thus requiring no Dice Throws. This is especially true when Entities train in peaceful environment without any time limits to execute an Act. If the Entities have time in the game, and wish to raise their Efficiency Rate with training, the Master can trigger "Deal Mode" and sell them Efficiency Rates.


Challenge:

SySCards supports "Real Time Interactions". Therefore, when Acts are executed at the same Action Time, the Challenge rule decides which Act has priority and thus if its cancels any other Act. Rather than success, the Challenge rule sets the speed, and so the priority, of executed Acts.

When multiple Acts are executed to interact with each other at the same Action Time, they enter in challenge. The rule is simple: The Entities will each throw the Dice at that Action Time. The Act with the Dice Throw Result superior to the other Entities Dice Throw Results will be considered executed in Priority and will be executed before the others. And if the Act suggests it, it can cancel any other Act which was supposed to be executed at the same Action Time. (Action Time is explained in the "Core Rules" chapter).

More than one Acts can enter in challenge. The Act with the highest Dice Throw Result will have priority over the others. If multiple Dice Results have the same highest Result, than the Entity's Act with the highest Efficiency Rate will have Priority. If they also have the same Efficiency Rate than the outcome is decided by the game master.

Even Raise Throws are taken into consideration when in Challenge. If a Challenge will be resolved by comparing Efficiency Rates, and a Raise Throw just raised any of the Efficiency Rates, then the newly raised Efficiency Rate will be valid and considered to resolve that Challenge.

Challenge Rules are simple but crucial to SySCards, since they bring the possibility of "real time action". All actions made at the same time and affecting each other are resolved with Challenge Rules.

A Challenge declares not the winner but the Act which has the priority. If the consequences of an Act are irrelevant even if the Act is executed in priority, then the Challenge is pointless. Therefore, if the Master judges that an Act's execution priority is irrelevant, he can deny the Challenge.

This is especially true in situations where the Act may also need a Necessary Power, a Necessary Velocity, a Necessary Resistance, or a Necessary Focus to be successful. Please check the "Pow, Vel, Fcs" and "Zone and Resistance" chapters for more information.





Forced Challenge:

The difference between a Forced Challenge and a Challenge is simple. In a Forced Challenge, Entities in Challenge need not only to surpass each others Dice Throw Result, but they also need to reach a Necessary Rate, stated by the Master, for their Act to be successful. Only the Master can decide when a Forced Challenge is necessary or not.

The Master is free to decide which Entities in a Challenge will be in a "Forced Challenge". He can decide that one or several of the Entities in Challenge will be in a Forced Challenge, while the other Entities won't. He can also give different Necessary Rates to reach for each of the Entities in "Forced Challenge".

A Forced Challenge is generally used if Entities enter in Challenge in difficult conditions and if the Act they are executing in this Challenge is an Act that they are not used to execute in these difficult conditions. (two cowboys trying to shoot at each other in the fog, or two spaceships dog fighting in a meteor field, etc...). Of course Entities may have elements helping them to ease the Necessary Rate applied by a Forced Challenge or even avoid the Forced Challenge completely thanks to specific properties. (A cowboy wearing goggles, or a spaceship being smaller than the other having an easier time in a meteor field, etc...).

Another example, would be that Players can direct their Characters to make it more difficult for others to interact with them, especially when in combat. Dodging, using the surroundings, getting to a higher ground may raise the Necessary Rate to hit them while in Challenge, thus pushing the opponent to a Forced Challenge. Of course, a Forced Challenge can be applied in any situation. Not just in brawls or combats.

It's up to the Master to tweak a Necessary Rate applied by a Forced Challenge, to an Entity in Challenge, based on the Entity's properties, actions, tools, innate abilities, etc...



Challenge Priorities:


Acts can only enter in Challenge if they have the same Velocity, and if the outcomes and consequences of the acts they are used for are interacting, are connected, or may interfere with each other. If Entities are executing Acts which consequences and outcomes won't interfere with each other at the same Action Time, then they will only need to reach the Necessary Rate demanded by the Master, with a Dice Throw, for a success.

Remember that an Entity may have a different Velocity than another Entity, (as an ability or skill), it controls. Acts with superior Velocity will always have priority of execution over Acts with lower Velocity.

Sometimes, Acts in challenge are generated from Sources of different Scales, or are not compatible due to their nature or design. So when such Acts interact with each other at the same Action Time, one Act may have priority over the other and have an automatic success without the need of any Dice Throws. The Game Master is free to decide of the outcome of such interaction and declare the possibility of a Challenge or not.


Categories of Capacity in Challenge:

There may be Entities designed to overcome other Entities. And there may be Entities developed to exceed other Entities. Also there may be Entities which logically surpass other Entities without being specifically designed to do so. When such Entities enter in Challenge, they may automatically apply a Forced Challenge to the other Entity.

Take skills for example. You may decide that the "Aikido" skill applies an automatic Necessary Rate to reach for simpler brawl skills when in Challenge. This will mean that any simpler skills will be applied a Forced Challenge when in Challenge with the Aikido skill.

Another example is a Human fighting with its own Capacity while another is fighting with a trained skill which has its own SySCard. The latter may apply a Forced Challenge since it may be more developed.

And another example would be a faster spaceship dog fighting a slower spaceship. Obviously the faster spaceship will apply a Necessary Rate to the slower spaceship and thus apply a "Forced Challenge".

When an Entity is specifically designed to apply a Forced Challenge to another Entity, it is always noted on its "Info" tab. Other than that, common sense and logic may suggest a Forced Challenge from one Entity on another when in Challenge, although such information is not noted on their "Info" tab. In these situations it is up to the Master to decide if a Forced Challenge applies.

If the amount of Necessary Rate an Entity forces on another Entity as "Forced Challenge", during a Challenge, is not specified in its "Info" tab, then it's the Master who will decide of the amount of the Necessary Rate.


Indirect Challenges:

When multiple Acts are not in direct challenge, but still, are indirectly interacting with each other, the highest Dice Throw Result Result has the priority over the others, concerning the timing of its execution. This allows to precise the order of Acts executions and timings, when needed.


Challenge Rejection:

A Challenge Rejection is a way for a Creature to refuse a challenge and create a Necessary Rate or Intensity to reach for the opponent instead. First, to reject a Challenge, the Entity's "Info" should suggests such an ability. Any Entity can opt for a defensive Act if it beholds the possibility. (Like knowing to dodge and parry when learning to use a sword).

Since Challenge Rejections create a Necessary Rate while refusing to enter in Challenge, they can be used against any Entity in any kind of confrontation.

Every defensive actions like evasion, dodging, parrying, blocking, hiding, etc... is considered as a Challenge Rejection.

The technical advantage of rejecting a challenge is simple. A Challenge Rejection is considered executed without necessitating any Dice Throws. The Necessary Rate shaped by the Challenge Rejection is determined by the Master. The Challenger will need to reach or surpass the Necessary Rate to execute its Act with success.

The disadvantage of a Challenge Rejection is that the Challenging Entity will need only to reach or surpass the Necessary Rate to be successful.


Timing of Challenge Rejections:

When an Entity announces a Challenge Rejection at the start of the Prep Time of a Round, since it requires no Dice Throws, it will be immediately effective at the Action Time of that Round. For a Challenge Rejection to be effective at the Action Time of a Round, it has to be announced right before the Prep Time of that Round. (Prep Time is explained under "Core Rules").




Notes:

- If an Entity has specific Challenge rules, they will be noted on the "Info" tab of the Entity's SySCard. (Some Entity may ignore or have an automatic priority against other Entities. For example some skills are developed to overcome other skills).

- Only the Master can decide if an Act is a Challenge, a Challenge Rejection or a Forced Challenge.

- Entities may adopt different approaches based on their styles when interacting with each other. Some rather opt for a stealth approach to surprise their opponents, while others will want to disrupt their foes Acts. Some will prefer a sudden swift move while others will chose to disable their opponents. According to the declared Act the Master will set an appropriate Necessary Rate. Remember that initiations, reflexes, and reactions are considered part of an Entity's own Capacity.

- Efficiency Rates can never influence any Necessary Rate. This means that the Master can't state that he will raise or lower the Necessary Rate of an Entity's Act, based on the Entity's Efficiency Rate. When Entities are in Challenge, the Master can't declare a Forced Challenge on any Entity based on the Efficiency Rate of any other Entity in the Challenge. And also, the Master can't modify a Necessary Rate applied by a Forced Challenge, based on any Entity's Efficiency Rate. In short, Efficiency Rates can never influence the Master when setting a Necessary Rate. This means that the Master can't state that he will raise or lower the Necessary Rate of an Act, based on any Efficiency Rate whatsoever.

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