Supplement Four
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Flux is a simple mechanic used throughout T5. It's a simple, quick method to produce skewed results, where the modifier gets bigger the least likely it is to roll that result.
To roll Flux, you simply take two different colored dice--let's say, a Red and Blue die--roll them together, and always subtract the Red from the Blue. Your result will be in a range of +5 to -5, with 0 being the most likely outcome.
This way, the zero result is the standard, average result, and +5 or -5 doesn't happen near as often as the 0 result.
To explain Flux, I'll use the Hit Location Chart that Marc has developed for the revised T5 Combat Rules. The thought is that most combatants aim for the largest center of mass---the torso---so, most hits will hit there. A result of 0, +1, or -1 renders that hit on the Torso of the target.
But, bullets do stray, so other Flux numbers correspond with other parts of the body. If aiming at the torso, it's unlikely to hit the target's legs and least likely to hit his head, so these hit locations are given Flux numbers farther from zero. A head hit is a result of Flux -4 or -5.
Probability-wise, that's a 45% chance of hitting the torso and only a 9% chance of hitting the head.
Sounds about right to me.
Good Flux is a variant where only positive numbers result. Roll 2D, but always subtract the lower result from the higher result.
Bad Flux is a variant where only negative numbers result. Roll 2D, but always subtract the higher number from the lower number.
In both cases, the result is still skewed to the result closest to zero. Interestingly, though, an exact result of zero is less likely than a 1 or 2 result, due to the fact that doubles must be rolled in order for a zero to occur. The 1 result, whether +1 for Good Flux or -1 for Bad Flux, is the most likely result when throwing either of these variants.
For another peek of the Flux mechanic at work in T5, check out THIS THREAD on the QREBS system.
Suffice it to say, that Flux is used in many different ways throughout the T5 Core Rulebook. It's one of the most often used mechanics.
To roll Flux, you simply take two different colored dice--let's say, a Red and Blue die--roll them together, and always subtract the Red from the Blue. Your result will be in a range of +5 to -5, with 0 being the most likely outcome.
This way, the zero result is the standard, average result, and +5 or -5 doesn't happen near as often as the 0 result.
To explain Flux, I'll use the Hit Location Chart that Marc has developed for the revised T5 Combat Rules. The thought is that most combatants aim for the largest center of mass---the torso---so, most hits will hit there. A result of 0, +1, or -1 renders that hit on the Torso of the target.
But, bullets do stray, so other Flux numbers correspond with other parts of the body. If aiming at the torso, it's unlikely to hit the target's legs and least likely to hit his head, so these hit locations are given Flux numbers farther from zero. A head hit is a result of Flux -4 or -5.
Probability-wise, that's a 45% chance of hitting the torso and only a 9% chance of hitting the head.
Sounds about right to me.
Good Flux is a variant where only positive numbers result. Roll 2D, but always subtract the lower result from the higher result.
Bad Flux is a variant where only negative numbers result. Roll 2D, but always subtract the higher number from the lower number.
In both cases, the result is still skewed to the result closest to zero. Interestingly, though, an exact result of zero is less likely than a 1 or 2 result, due to the fact that doubles must be rolled in order for a zero to occur. The 1 result, whether +1 for Good Flux or -1 for Bad Flux, is the most likely result when throwing either of these variants.
For another peek of the Flux mechanic at work in T5, check out THIS THREAD on the QREBS system.
Suffice it to say, that Flux is used in many different ways throughout the T5 Core Rulebook. It's one of the most often used mechanics.
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