Pow, Vel, Fcs

Power:

In SySCards, Power is the Energy of all Entities, and at the same time, it is also the common denominator for the intensity of all kinds of Energies. And by all kind, we really mean all kind, like "Electricity", "Light", "Gravity", "Nuclear", including magical energy famously used in any RPG like "Mana", or biologic and belief based energies like "Stamina", "Ki", "Chakra", "Force", and even energies out from the beyond like "Astral Energy" or "Spectral Energy". Any energy's intensity is, and is represented by Power. It's the basic currency of all Energies. Think of it as SySCards own Energy Unit.


Power and Entities:

When an Entity generates or holds Energy, the maximum amount it generates or holds will be represented in its Power tab on its SySCard. This amount, defined in Power, will reflect the maximum amount of Energy the Entity can use per Round. If this Energy's kind is different from Power, it can be precised, if needed, in the "Info" tab. But its Intensity will always be evaluated in Power. (Like "Stamina of 50 Power", or "A Force of 40 Power").


Power and Attributes:

If an Attribute generates, consumes, possesses or requires Energy, whatever its name is, its Intensity is evaluated in Power. This means that when we write its name on the Attribute Tab, the value written on the Symbol Tab is evaluated in Power.

Attributes may consume the Power of the Entity on the SySCard, or they may generate their own Power, or consume Power generated by another Attribute. They may also just possess or require Power, (Like batteries or else). Whatever their functionality is, it is always considered as "per Round".


How to use Power:

Power is automatically used at its maximum when an Entity engages an Act. If the Entity wishes to, it can chose a specific amount of Power it will use for an Act. That amount cannot surpass its maximum Power.


Power Anchor:

A Power Anchor is simply a direct translation of one unit of Power into one unit of any other element. By element, we also include all kinds of energies. To keep things simple, so is the rule. One unit of Power always equals one unit of any other element.

For example, if in your game you decide to use Stamina, 1 Stamina will automatically be equal to 1 Power. And the same is true for any other kinds of elements like mana, force, chakra, ki, etc...

At its turn, Power's own intensity is Anchored to the most popular known real world units. For example, you can state that 1 Power equals 1kg lifted. And 1 Power also equals 1m/1 second speed-strength. But whatever Anchor you chose, remember that 1 unit of that element, (1kg lifted, 1 stamina, 1 force, 1 mana) will always be equal to 1 Power.

So finally, you will know that "1" unit of any element you chose will be equal to "1" Power, thus "1" of any most popular known real world units like "1kg lifted", or "1kw".

Also, please remember that you can directly use Power in your games if you do not wish to use other elements.


Introduction to Velocity, "Actography":

Before explaining "Velocity", we first need to visit one of the main Core Rules of SySCards, which is "Actography".

When the Master decides that a Dice Throw is needed, the game enters Action Mode. Action Mode is a narration mode in which the game's time is dramatically slowed down to a point where milliseconds matter. The game time is split into consecutive frames called "Action Frames", in which the Master describes the actions of each Entity as they were in slow motion. The actions of Entities during Action Mode are called "Acts". This all process of description is called "Actography".

Actography allows to process the simultaneous real time interactions of Entities. During the Actography, they may cancel each others Acts, while some Acts may overlap multiple Action Frames. From the slightest speed difference reflected in Acts, to the biggest speed gaps brought by different speed scales, any act can be meticulously processed thanks to Actography.


Action Frame, (Rounds):

To suit a more popular term, we call the Action Frames, "Rounds". Each Action Frame, or Round, is split into three smaller frames we call, "Prep Time", "Action Time", and "Post Time".

- Prep Time: The initiation moment where the Act is prepared.

- Action Time: The very moment when the Act is executed. (And also the exact moment where Challenges are processed).

- Post Time: The moment where the Act deals with the repercussions of its execution.

These three steps allow an even finer tuning when necessary to describe or process different Acts, especially when they overlap multiple Rounds.


Velocity:

Velocity is the number of consecutive Acts an Entity can execute in one Round. By consecutive we mean "not simultaneous".

Once Action Mode has started, each Entity will announce an Act. Assuming that all Entities have the same Velocity, they will each perform one Act per Round, and may Challenge each other for priority.

All Actions will be considered executed at the "Action Time" of each Round. The fine tuning between the execution time of different or more complex Acts will be processed following the rules you can find under "Core Rules".


Anchoring Velocity:

Velocity is indirectly anchored by Anchoring the duration of "1" Action Frame, or "1" Round. SySCards Anchors "1" Round to "0.5" second.



Focus:

The Focus represents the number of possible Acts an Entity can execute simultaneously, at the exact same Action Time.

Focus is specific to Entities with Zones which allows them to truly multitask. For example, an Entity may need a specific number of membranes or a very advanced processing potential to truly multitask.

Another example, Humans have in vast majority a Focus value of "1" only. Most of the actions Humans think they execute at the same time are in fact trained abilities. It's a very rare case when a Human is able to truly process multiple abilities at the same time like solving two different mathematic problems simultaneously or writing a poem with one hand while playing the Piano with the other.


Simple Acts:

When an Entity attempts to execute multiple Acts at the same Action Time, the Master must first decide how many Focus the Acts will require. If an Act is decided as simple by the Master, it means that it won't require any extra Focus when simultaneously used with another Act but may modify, (usually render more difficult), the Necessary Rate for the Act requiring Focus.

For example, a Player may want its Character to shoot while jumping, or parry one hit while hitting another target. The Master may decide that jumping is a simple Act, thus will not require "1" Focus but will raise the Necessary Rate for the success of the "shooting" act. But the Master may demand extra Focus to parry one hit and hit another target at the same time, which will become impossible for humans to execute.


Synchronized Acts:

Synchronized Acts are multiple Acts which united in Act through training. Like singing and dancing at the same time, playing drums, or using double swords, etc...
These are considered as one Act requiring only "1" focus. These kind of Acts always have their own Efficiency, (Their own SySCard).


Anchoring Focus:

For each Focus points an Entity has, it will be able to perform + 1 Act in 1 Round, at the exact same Action Time.



Scaling:

In different Game Worlds, there will be different creatures. Sometimes bigger creatures will meet smaller ones, like a Human encountering a Dragon. It is very easy to reflect all kinds of Scales in SySCards. From microscopic to gargantuan, it doesn't matter. By simply giving the appropriate amount of Resistance, Power, Velocity and Focus, you can create any kind of Creatures and represent their Scales perfectly.

In the "Zones and Resistance" chapter you will learn the Power and Resistance mechanics that will help you resolve conflicts between any Entity.


Under "Core Rules" you will learn more about Velocity Scales, and how faster Entities interact with slower Entities.


Necessary Value:

Necessary Value is an amount of Power, Velocity, Resistance, Focus, or each of these, the Master may ask an Entity to deliver for the success of an Act the Entity executes. There are no Dice Throws whatsoever for Power, Velocity, Focus and Resistance. Either the Entity has the Necessary Value and can execute the Act successfully, or doesn't and will fail to execute the Act.

Sometimes the Master may even add a Necessary Value to a Necessary Rate. Let us explain with an example.

If an Entity tries to lift a stone, it will need strength. Therefore it will need Power. According to the weight of the stone, and based on the Anchors, the Master will ask a Value.

But if that Entity not only wants to lift the stone but throw it, then the Master will ask for a Necessary Rate for the throw, (Efficiency), and a Necessary Value for the lift. Another example could be some very fast Aliens may require a certain Velocity or Focus to enter in challenge with.

The Master may demand a Necessary Value, even for a Challenge. Sometimes, even though an Entity may win a Challenge, it doesn't mean its Act will be successful if it can't deliver the Necessary Value. (Like a knight hitting a Dragon first to realize that his strength is useless against the creature).

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