Zone and Resistance

Zones:

In SySCards, a Zone is a typical part of an Entity, specifically different than the other parts of that Entity. For a Human it can be its torso or head. For a spaceship it can be it's deck, or engine room. Some other creatures may have the weirdest Zones like tentacles or astral limbs.

Atoms, Planets, Insects, Organisms, Viruses, Bacterias, Animals, Plants, Creatures, Monsters, Ghosts, Fantastic Creatures, Conceptual Beings, Astral Beings, Energy, Elements, etc..., any Entity you can think of have Zones. 

Sometimes, Zones may have different functionalities than the other Zones of the same Entity. If an Entity is made only of one part, then the Entity is considered being that single Zone.

During the game, Entities may interact to affect and impact other Entities. According to the Zones they impacted and the Type of the Impact itself, different consequences may affect Entities.


Resistance:

In SySCards, the constitutional density of any Entity is called "Resistance". Most Entities like Structures, Creatures, Elements, etc..., have a specific amount of Resistance. To be more precise, each Entity may have different Zones with different Resistances. Like the Resistance of the head of a human is different from the Resistance of its arm. The skin offer less Resistance than the Bone. And same goes for Structures like vehicles or buildings. Each part, (Zone), of an Entity will have a different Resistance.


Impact:

When different Entities interact or Collide they may "Impact" each other. In SySCards, "Impact" is the general term to describe any kind of effect Entities and their Zones can inflict to each other when interacting.

Impacts can be positive, negative, or neutral. But surely they will be different based on the properties of the Zones generating the Impact. A sword will cut paper, but fire will burn it. Water will extinguish fire, but sand will absorb water. From a spaceship firing lasers at the shield of a space station, to a sword hitting an armor, from acid melting metal to fire burning wood, Impacts have different Types we call "Impact Types", all governed with their own Rules.

Impacts may be typical and different for each Entity, executing or receiving the Impact. But whatever the kind of impact is, its intensity will always be represented with Power.

The Impacts of an Entity are always noted and precised under the "Info" tab of the SySCard.


Intensity of Impact:

The intensity of an Impact is equal to the amount of Power used to execute the Impact. It's that simple.

When an Entity executes an Act, if it can, it is free to use any amount of Power. Obviously, the amount can't exceed its maximum Power.




Impact Types:


- Structural Impact:

A Structural Impact means that the Resistance of multiple Entities, (or the Resistance of their Zones), are in direct collision. (This is more commonly known as "physical damage" in the RPG jargon).

In a Structural Impact, it is assumed that all colliding structures are driven by a specific amount of Power. The base of this assumption is that without Power, structures wouldn't be able to move. When a knight uses his sword to hit the enemy, he has to use his strength. Same is true for a stone landing because of gravity or a bullet fired from a gun borrowing the explosion's strength for propulsion.

The Structural Impact rule is simple: When Entities, (or their Zones), collide, the total Power used to drive all Entities or Zones will Impact the Resistances of each Entity or Zone. Any Resistance lower or equal to the total Power of the collision, and at the same time, lower or equal to any other Resistances of the collision, will break.

The specifics of the effects will be decided by the Master.

Example:

A knight hits an enemy shield with his sword. His sword has 170 Resistance. The shield is a wooden shield of 40 Resistance. The knight uses 100 Power, (100 strength), to hit the shield. The sword's Resistance being superior to the 100 Power will not break during the collision but the wooden shield having only 40 Resistance which is lower than 170 Resistance and 100 Power, will break. How the shield broke, and any other consequences are left to the Master.


- Degrading Impact:

Impacts like consuming, disintegrating, dissolving, burning, decaying, etc..., are considered as "Degrading Impact". Entities like acid, fire, energy, and time, (erosion), may have these kind of Impacts on other Entities.

The Degrading Impact rule is the following: Any Entity with Degrading Impact will remove as much Resistance as the amount of Power it beholds to any Entity it interacts and can be affected by its Impact.

The specifics of the effects will be decided by the Master.

Example:

A flask of acid condensed to 50 Power will melt 50 Resistance of a 400 Resistance steel door. After the Impact the door will have 350 Resistance left. Which parts of the door have melt and its consequences are left to the Master.


- Disruptive Impact:

Some Impacts won't affect the Resistance or Power of an Entity directly but will rather affect their system by disrupting the flow of energy or functionality they depend on. These Impacts are called "Disruptive Impacts". Impacts like "Shocking", "Knocking Out", "Hacking", "Sedating", etc..., are considered as "Disruptive Impacts".



The Disruptive Impact rule is: Entities with Disruptive Impact will disrupt the functionality of any susceptible Entity they collide or interact with, if their amount of Power is superior or equal to the maximum Power of that Entity.

Example:

A boxer hits another boxer in the head with 100 Power. The other boxer also has 100 Power. If the hit lands, even if the boxer has more than 100 Resistance, he will be knocked out.


Anchoring Impact:

Impacts are always defined by Power. Therefore their Anchor is linked to the Power Anchors.

But one basic Anchor is always true: 1 Power always affects 1 Resistance.


Impact Consequences:

As told above, different Entities or their Zones may inflict or receive different Impact Types. But the consequences of these Impacts will vary based on the Entity or Zone receiving the Impact.

Some Entities may have different properties allowing them to react differently to Impact Consequences.

For example, some Entities may absorb the Power of an incoming Impact. (Elastic surfaces or some types of wood,etc...). Other Entities may be structured to deflect incoming impacts.

Any specific reactions an Entity has to Impacts Effects must be noted under its "Info" tab.


Impacts Consequences to specific Zones:

Entities may have multiple Zones, each with different Resistances and functionalities. Therefore, Impacts may affect an Entity based on which of its Zones has been impacted. Zones not only constitute Entities but sometimes also insure their functionalities and properties. An Entity's Zone may have functionalities like sustaining, protecting, generating, activating, interacting, etc... Therefore, when a specific Zone of an Entity receives an Impact, and the effects of the Impact is successfully affecting that Zone, the Master must describe what consequences the Impact to that Zone will have on the Entity, based on the functionalities and properties of its Impacted Zone.

For example, if a car's wheel is broken, then the car can't be steered anymore. If the car's engine is burning, the car is simply broken. If a building control room is on fire, then the whole building management will stop. Hitting one Zone of a ship may incapacitate it, while hitting another Zone may destroy it. Same goes for living Entities like creatures. According to which Zone of a Creature receives the Impact, different consequences will apply. A hit to the arm may harm a human, while a hit to its head may knock him out. If a Creature's organ is affected by an Impact, then the functionality of that organ will be compromised.

Once an Entity receives an Impact to one of its Zones, the Master will decide, at that very moment, of the Consequences of that Impact, based on the Impact Type Rules.



Power Leak:

Entities generating Power like humanoids, robots, cyborgs, or machines and vehicles like generators or spaceships, may start to lose Power once Impacted or for some other reasons like fatigue, failing to recover, failing to repair, or failing to sustain, etc... This is called a "Power Leak".

Power Leaks are always defined by "Amount of Power" lost "per Round".

This is specifically useful in situations where a Creature has been hit and is bleeding, or a machine is losing energy because of a system failure, etc... The amount of Power the Entity loses will be decided by the Master at that moment. Once an Entity has lost all its Power, it will be considered as incapacitated. Of course interventions can be made to an Entity to stop its Power Leak.


Recovery, Repair and Sustaining:

In SysCards, the recovery, repair and sustaining of Entities is left to the Master. What Entities need to do to recover, repair or sustain their existence or functionalities is always decided by the Master on the go, when necessary. For example, the amount of food, energy, maintenance, intervention, etc..., Entities need are stated by the Master when necessary.


Designing Entities and their Zones:

The Resistance tabs of SySCards are used to represent the different Zones of the Entity on the card. Usually the most critical Zone is written on the center Res tab, while other Zones are shown on the side Res tabs ordered by importance. (Please see the "SySCards and Attributes" chapter for more information).

For example, if the Entity is a creature, it may have a head, extremities like arms or legs. If it's a structure or a tool, it may have strong parts and weak points. If it's a celestial entity like a planet it will have different Areas with different Zones. And sometimes the Entity will be just a simple structure like a rock, a meteor, or a jewel with one single Zone. The Res tabs are used to represent each of these different Zones Resistances.

When designing your Entity, if the Entity has several Zones, you may want to lessen the number of Zones you will list by reflecting only the relevant Zones. If one, or maybe 2 or 3 is enough, leave it there. Less Zones means easier interactions when in conflicts. If there are more than five mandatory Zones to be represented, try to group these Zones into 5 groups. But if you are playing a truly precise game and the Entity needs way more than five Zones, feel free to use multiple SySCards to represent that Entity and all its Zones.


Notes:

- The magnitude of Entities and Zones, (height, weight, size, mass, etc...), are precised under the "Info" tab, if necessary.


Anchoring Resistances:

Here are a few arbitrary basic Resistance Anchors:

Common Steel: 170 Res

Diamond: 700 Res

Paper: 1 Res

Iron: 80 Res

Steel: 170 Res

Human Bone: 20 Res

A4 Format Sheet of Paper: 1 Res

Bullet Proof Iron Door: 600 Res

Katana Steel: 500 Res

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