mike wightman
SOC-14 10K
Flux.
roll 2d6, subtract the second die from the first to give results in the range -5 to +5
positive flux - as above but take the lowest die from the highest die
negative flux - take the highest die from the lowest
I have thoughts on how to build an entire task resolution and combat system around this.
Basically your final flux value has to be at least equal to the target number, any points over the target number get you some sort of bonus or benefit.
Bonuses for characteristics, suitable equipment, skill level.
Hinderances based on wounds/fatigue, lack of suitable equipment.
For combat target numbers could be based on target size, range and movement.
if you have surprise you use positive flx, if you are surprised negative. Once surprise phase is over go to normal.
roll 2d6, subtract the second die from the first to give results in the range -5 to +5
positive flux - as above but take the lowest die from the highest die
negative flux - take the highest die from the lowest
I have thoughts on how to build an entire task resolution and combat system around this.
Basically your final flux value has to be at least equal to the target number, any points over the target number get you some sort of bonus or benefit.
Bonuses for characteristics, suitable equipment, skill level.
Hinderances based on wounds/fatigue, lack of suitable equipment.
For combat target numbers could be based on target size, range and movement.
if you have surprise you use positive flx, if you are surprised negative. Once surprise phase is over go to normal.