Core Rules

The Core Rules chapter covers specific situations you may encounter during your games. This is the chapter where all kinds of questions are answered and very precise rules are listed in no particular order.




Basic Dice Rules:

- The first most crucial important rule of a dice throw is that only the Master can ask a Player to throw the dice. A player cannot decide to throw the dice.

- A Dice Throw Result is only valid at the Action Time of the Round in which the Act is executed.

- An Act is always announced before the Round it will be executed in.

- The Dice Throw of an Act is performed at the Action Time of the Round in which the Act is executed. 


Actography, Rounds, and Velocity Scales:

As SysCards we set "1" Round to "0.5" seconds. This means that, in Action Mode, each time the Master counts one Round, 0.5 seconds passes in the Game World Time. And all Entities, with a Velocity equal to "1" will perform one Act during the "Action Time".

If an Entity as a higher Velocity than other Entities, then this Entity will have several Acts in one Round. This means that it will have as much Prep Time, Action Time and Post Time as its Velocity suggests. Also remember that Entities can be anything. They can also be a "skill" or an "ability". A Creature can be slow in general but may have a particular skill or ability that it can use at very high Velocity.

For example, if an Entity has a Velocity of "3", each Round the Entity will execute its Acts with a Tempo of: Prep Time - Action Time - Post Time - Prep Time - Action Time - Post Time - Prep Time - Action Time - Post Time.

This Entity will never enter in Challenge with Entities with lower Velocity, even if the Action Time of a lower Velocity Entity somehow coincides with its Action Time. An Entity with higher Velocity is always considered faster at any Time.

But what if you created a Game World with Entities having Zones with much higher Velocity? What if these Entities were so fast that they could execute around 10 acts in 0.5 seconds?

In this case, as the Master, you will need to Anchor the Round to suit best the speed of the main Entities of your Game World. So instead of stating that these Entities can accomplish 10 acts in 1 Round, it's way better to say that these Entities will execute "1" act each Round but the Master Anchored the Round of his Game World to "0.05" seconds.

But what to do when high Velocity Entities meet low Velocity Entities? How do we process the Actography then?

Here is what to do in these situations:

Always Set the Round according the Entity with the fastest Velocity. Any lower Velocity Entity will be too slow for the highest Velocity Entity. Therefore the Highest Velocity Entity will be considered in Tale Mode and will automatically execute any Act it desires without any Challenge.


Announcing Acts in Actography and Dice Throws: 

For an act to be executed at the Action Time of a Round it has to be announced right at the start of the Prep Time of that Round. Once all Acts of an upcoming Action Time are announced right before the Prep Time they will all be subject to Dice Throws during that Action Time. No Act in SysCards can be announced on an Action Time or after a Dice Throw.

Focus in Actography

If an Entity is able to execute simultaneous Acts at the same time, each and all of the simultaneously executed Acts are always considered executed at the same Action Time.


Actions Requiring Multiple Rounds to Prepare or Cool:

Some Acts may require multiple rounds to be prepared or to cool. Like reloading a gun before shooting, or emptying the chamber of a gun before reloading, or a huge hammer that needs to be swung to gain momentum and deal extra damage according to its speed. The Master is free to set the number of extra Rounds these Acts require to prepare or cool. These extra Rounds will be placed before or after the Round in which the Act is executed according to the requirement of the Act. If the Act requires preparation, extra Rounds will be added before the Round of its execution. If the Act requires cooling time, then the extra Rounds will be added after the Round of its execution.


Continuous Acts:

A Continuous Act is an Act that sustains the Impact of its execution, for the Rounds following its execution round, by using Power. (like holding a shield for a constant defense against arrows, or pushing a structure for a while, etc...).

Once an Entity executes a Continuous Act, it is considered performing this Act at each Round following its execution Round, until the last Round of the Continuous Act.

A Continuous Act, as any other Act,must be announced before the Round it will be executed. And also, a Continuous Act's last Round of execution must be announced before that last Round.

There are no differences whatsoever between executing a Continuous Act and any other Act in the first round of its execution. It can enter in Challenge, it may need to reach a Necessary Rate or a Necessary Value, etc..., like any other Act.

The technical difference of a Continuous Act is in the Rounds following its execution Round. Once executed successfully, the Continuous Act will sustain its execution in the following Rounds by using Power. If any other Act directly interacts to affect the Continuous Act in the following Rounds of its execution Round, the interacting Act will need to first reach or surpass the Necessary Value generated by the Continuous Act to successfully affect it. The Necessary Value generated by the Continuous Act is equal to the Power used by the Continuous Act each Round of its execution.



Examples of Continuous Acts:

- Wrestling or Arm Wrestling are physical skills which almost always require a Continuous Act. A wrestler locks his opponent using the same stance and strength amount spread on multiple Rounds.



- The same goes for mechanical structures (tools), which use a "Lazer Beam" projection. The act is considered continuous.


- A mage using a its magical Power to keep an object lifted for a long time.

- Beam struggles between super beings in Animes.

- Physical efforts like sprinting, lifting, etc...


Validity of a Continuous in Action Frames:

A Continuous Act, after being executed at its Execution Round, stays effective in the Post Time of that Execution Round, and keeps being effective on the Prep Time, Action Time and Post Time of each consecutive Rounds it is executed. The Continuous Act will stay effective at the Prep Time of the last Round of its execution. It will be considered ineffective at the Action Time of its last Round of execution.

Whatever the reason a Continuous Act stopped, it will always be considered stopped at the Action Time of the Round it has stopped. For example, think of a wrestler trying to free himself of a locked stance. Each round he tries to escape with a move, but he is considered locked at each prep time, and also post time if he fails each time. If stopped, the Continuous Act will be considered stopped at the Action Time of its final Round.


Interrupting Continuous Acts:

Continuous Acts can be interrupted by any disruptions of ulterior events without directly challenging the Continuous Act itself but by disrupting the Elements which helps the execution of the Continuous Acts.


Challenging a Continuous Act:

Continuous Acts can't be Challenged after the Action Time of the first Round of their execution. Instead they are considered creating a Necessary Value valid through each Frames after the Action Time of the Round of their execution and the following Rounds. To affect a Continuous Act, any Act will have to reach the Necessary Value generated by the Power used for that Continuous Act. Even Acts of inferior or superior Velocity that tries to interact directly with the Act.


Confrontation between multiple Continuous Acts:


You want to see a credible arm wrestling in your game? Or a beam struggles between mages? Well, this is the rule you want to use.

When a Continuous Act contests another Continuous Act it's called a Confrontation. A Confrontation is simply the conflict of the Necessary Values of Continuous Acts during a certain number of Rounds. It may last one single Round, or multiple Rounds. Although Continuous Acts are valid through all the Frames of the following Rounds, the Confrontation between Necessary Values will be considered only at the Action Time of each following Round.

Here is how it works:

As any other Acts interacting with each other, Continuous Acts start with a Challenge. If somehow the priority decided by the Challenge doesn't resolve the conflict between the Acts, then the Continuous Acts will be considered in Confrontation for the following Rounds.

The Rounds following the execution Rounds, the Continuous Acts will keep confronting each others generated Power. The Powers generated by those Continuous Acts will be compared at the Action Time of each following Round. Each Round, the highest Power generated will surpass the other and force its Impact to affect that other Continuous Act.

Sometimes Continuous Acts may require just one, and sometimes several Rounds to surpass one another and end the Confrontation. The number of Rounds necessary for Continuous Acts to surpass and affect each other is always decided by the Master. Once a Continuous Act has overcome another Continuous Act for enough consecutive Rounds, it will have surpassed and affected the other Continuous Acts execution.


Canceling or modifying an Action:

As soon as an Entity cancels or decides to modify an Act, the Entity will be considered inactive the round it was supposed to perform the Act.


Amassing Power between Multiple Sources:

Sometimes, a Necessary Value can be reached by several Entities amassing their Power to reach that Necessary Value. For example to push a stone which may be too heavy for one single Entity, but multiple Entities may gather their Power, (Strength), to reach the Necessary Value to push that stone.


Destiny Check:

Also called "Des Check", the Destiny Check is one of the most used Dice Throw of SysCards.

The principle of Destiny Check is simple. It's a Dice Throw the Master executes, or asks a Player to execute, to decide the results of events or actions which are not bound or can't be bound by any rules.

Destiny Check specifically applies in situations where luck is tested, or random effects of elements need to be specified.

Example: How many eggs are in the basket a Character found? How many random bullets hit a specific target? Is the guard asleep or awake? Is there a stone to grab near the Character? How long before a fish bites? Does the car have fuel? Destiny Check specifies random events and elements of luck.

Here's how it works:

First, the Master specifies Rates to reach, to throw above or below, or even intervals to target. (For example the Master can ask a Dice Throw Result below 40%, or he can ask a throw equal to 40%, or ask to throw above 40%. And he can also ask to reach a value between 40% and 60%). And according to the Dice Throw Result, the Master decides of the consequences of that random events or elements of luck.

The Master can announce the Rates and their Results before the Throw, or can decide to keep them secret. The Master can also perform the Dice Throw himself and even perform the Dice Throw in complete secrecy. (For example, the Master can ask the Dice Throw first, and then tell what happened. Or he can make an announcement like "If you throw below 40% you will find a stone on the floor").

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