In my universe, psychic phenomena go beyond basic individual psionics. There is another source of psychic activity, a source vastly more powerful than the individual power wielded by 'conventional' psions. The first Homosentient culture to recognize the existence of this power source was the ancient Atlantean society, and they conceptualized it using two terms which translate into English as 'the Matrix' and 'the Flux'.
'The Matrix' referred to a consciousness (loosely defined) associated with the hyperstructure of the Universe, existing mostly in a higher- dimensional 'bulk' space outside normal reality, composed of something that was neither matter nor energy as Humans define those concepts. 'The Flux' refers to the field of psychic potential associated with this Universal awareness, analogous to the personal psychic potential field associated with individual Homosentients.
This psychic potential field can be tapped into by Homosentients to duplicate most (but _not_ all) psionic phenomena, at higher power levels than most psions could ever hope to match, and also to do things 'conventional' psionics can not. The process is not easy, and there are costs and dangers associated with it, but it can be done.
Homosentients who wield the Flux as individuals are called 'fluxons', the counterpart of a psion, and at first glance the two appear similar. They can produce broadly similar effects, and the basic phenomena underlying psionics and Flux abilities are similar, but some key differences separate the two types of ability.
The most basic difference is that psionic power is innate to Homosentient beings, it is as natural as walking or breathing or seeing, the psychic potential field is self-generated. The Flux is a psychic potential field that is _alien_ to the fluxon, instead of manipulating his or her own psychic potential, he or she is manipulating a vastly more potent field derived from a foreign life- essence. The Fluxon must draw this psychic potential, with its alien imprint and nature, into his own mind and body, shape and direct it, and impress his will upon it. Inevitably, just as the fluxon effects the Flux, the Flux effects the fluxon.
Also, though the potential power of the Flux far surpasses even the strongest Homosentient psion, it is inherently _impossible_ for that power to be as perfectly controlled as psi can be, precisely because it is an alien power. One might compare the difference between Psi and Flux to the difference between walking and riding a horse. The horse faster, more enduring, and can carry greater loads than a Homosentient. A horse can be be trained to be very reliable and useful. However, the horse can _never_ be _perfectly_ reliable, the control can never be quite as good as walking, because one is dealing with a separate will.
This same difference means that for certain specific things, Psi is more effective than Flux. For example, Flux power _can_ be used to duplicate psi skills such as healing or life extension, but because the psychic power is alien to the subject, it is inherently clumsier and harder to use for such purposes (though the sheer scale of the available power can sometimes make up for this, assuming one is prepared to tolerate the greater risks).
Also, because the Flux is an alien field, it's very unsuitable to use for in duplicating Telepathy, and ESP is a special case that has to be examined more closely on its own. It's not the Matrix could not use the Flux for Telepathy or ESP, it could, for the same reason an ordinary Homosentient can use his own psychic strength (in theory) for Telepathy or ESP. For fluxons to wield that power is more complex.
Also, the Flux is inherently 'noisier' than Psi. A fluxon must by definition interact with an outside power from beginning to end, and this is detectable by a variety of means. Psi is detectable as well, but because the mechanisms of its operation are mostly 'internal', it is primarily the _effects_ that are detectable. To return to our earlier analogy, the first sign that a Homosentient is about to begin walking is often the physical motion of the legs and body, the process of internal preparation and deliberation is mostly indiscernible.
In comparison, before riding a horse, it must be mounted, a saddle may be necessary, the horse may well make noise on its own, before the action ride even begins. There is plenty of activity to indicate that something is about to happen, activity visible to those who know for what to look.
In GURPS terms, the Flux can be conceptualized as a psychic potential field permeating the Universe. With rare exceptions, all locations have a basic Flux rating, which can be locally higher or lower. (In practical terms, 'locally' means near certain objects or parts of objects such as planets, since 'location' is purely relative). The default Flux level is 1.
Some locations have a temporary or permanent Flux rating higher or (rarely) lower the '1'. While there is no absolute upper limit to the Flux rating of a locale, in practice Flux ratings above '5' are vanishingly rare, and most high-Flux sites have a rating of '2' or '3'.
(We'll come back to what these numbers _mean_ a little later.)
The area of a high-Flux area can range from one hex to miles across or larger, but as with most things, the old rule 'the bigger the fewer' applies, large high-Flux areas are rare. To determine a random high- Flux site, choose an area and role 1D. On a 1-3 result add 1 to the background level, on a 4 or a 5 add 2 to the background level, on a 6 role again. On the second roll for a 1-5 the site background is a 4 and on a 6 the site background is 5. (Flux ratings above 5 should not be assigned randomly, they're _extremely_ rare and almost always have a very specific reason for existing). If the intensity result gives a 4 or a 5, the GM should decide _why_ such a high rating exists in a site, as well.
A handful of sites have a Flux rating of zero, these too should have a reason for existing, they are very rare.
Sites can _change_ Flux rating by any of several means, as we'll be addressing a bit later.
Theoretically, as noted above, _anyone_ could become a fluxon with the right training and skills. In practice, things are a little more complex. Some people possess the Flux Affinity advantage, which makes them more naturally able to use the Flux for their own use. Also, some people for various reasons are unable to do in practice what they can do in theory with the Flux.
Two skills are critical for any fluxon, Flux Awareness and Flux Mastery.
New Skill: Flux Awareness (M/H*, no prereq, no default**) - This skill simply enables a fluxon to _sense_ the presence of the Flux directly, to perceive its ebbs and flows and local intensities. Possession of this skill _defines_ a fluxon. In the late Atlantean Age, a fluxon would be defined as an individual possessing at least skill level 10 in Flux Awareness.
* For characters with the Flux Affinity advantage, Flux Awareness is (M/A) rather than (M/H).
**The one exception is for those possessing the Flux Affinity advantage, they have a natural Flux Awareness skill default of IQ-10, _if they try_ to perceive the Flux.
New Skill: Flux Mastery (M/VH*, prerequisites Flux Awareness skill at 10 or better, Flux Master can never be higher than Flux Awareness skill level-2) - A fluxon who has Flux Awareness at 10 or better can begin to study Flux Mastery, this is the skill that enables a fluxon to _affect_ the Flux, to guide it, attract its energies, repel its energies, use it for practical ends, etc. Because one must perceive the Flux to manipulate it, this skill absolutely requires Flux Awareness as a prereq and has no default, and for any fluxon the maximum possible skill level in Flux Mastery is 2 levels less than the fluxon's skill in Flux Awareness.
* For characters with the Flux Affinity advantage, Flux Mastery is merely Mental Hard rather than Mental Very Hard.
There are various ways the Flux can be used, but any means of using the Flux requires that the Fluxon first 'find' the energy-pulse of the Flux and then 'grasp' it so that s/he can put it to work.
First the fluxon must roll against Flux Awareness to 'find' the Flux, with a bonus equal to the Flux Rating of the locale. If s/he succeeds s/he must then roll against Flux Mastery to gain a measure of control over the Flux. This is trickier, the results depending on the degree of success. For every 3 points of success on the first roll, rounding down, the second roll gets a +1 bonus.
If the Flux Mastery roll succeeds by more than the local Flux Rating, the fluxon has essentially solid control over the Flux...for the moment. A critical success counts the same as a success greater than the local Flux Rating.
A success at less than the local Flux Rating means that the fluxon has a grip on the Flux...but not a perfect one. A failure means that the fluxon has no influence over the Flux, and can try again at the usual penalties for repeat attempts. A critical failure means the Flux reacts badly to the attempt at harnessing it, which can have a variety of physical results. A critical failure on a Flux Mastery roll sends the player to the Flux Failure Table with a penalty equal to the local Flux Rating.
On a partial success, the fluxon can try again to get a better hold, with no penalty for a repeat attempt, but if the second attempt come sout worse than the first, the fluxon has to take it or try again under the same rules.
> All right, now we address the fluxons themselves.
> Theoretically, as noted above, _anyone_ could become a fluxon with the > right training and skills. In practice, things are a little more > complex. Some people possess the Flux Affinity advantage, which makes > them more naturally able to use the Flux for their own use. Also, > some people for various reasons are unable to do in practice what they > can do in theory with the Flux.
> Two skills are critical for any fluxon, Flux Awareness and Flux > Mastery.
> New Skill: Flux Awareness (M/H*, no prereq, no default**) - This skill > simply enables a fluxon to _sense_ the presence of the Flux directly, > to perceive its ebbs and flows and local intensities. Possession of > this skill _defines_ a fluxon. In the late Atlantean Age, a fluxon > would be defined as an individual possessing at least skill level 10 > in Flux Awareness.
> * For characters with the Flux Affinity advantage, Flux Awareness is > (M/A) rather than (M/H).
> **The one exception is for those possessing the Flux Affinity > advantage, they have a natural Flux Awareness skill default of IQ-10, > _if they try_ to perceive the Flux.
> New Skill: Flux Mastery (M/VH*, prerequisites Flux Awareness skill at > 10 or better, Flux Master can never be higher than Flux Awareness > skill level-2) - A fluxon who has Flux Awareness at 10 or better can > begin to study Flux Mastery, this is the skill that enables a fluxon > to _affect_ the Flux, to guide it, attract its energies, repel its > energies, use it for practical ends, etc. Because one must perceive > the Flux to manipulate it, this skill absolutely requires Flux > Awareness as a prereq and has no default, and for any fluxon the > maximum possible skill level in Flux Mastery is 2 levels less than the > fluxon's skill in Flux Awareness.
> * For characters with the Flux Affinity advantage, Flux Mastery is > merely Mental Hard rather than Mental Very Hard.
> There are various ways the Flux can be used, but any means of using > the Flux requires that the Fluxon first 'find' the energy-pulse of the > Flux and then 'grasp' it so that s/he can put it to work.
> First the fluxon must roll against Flux Awareness to 'find' the Flux, > with a bonus equal to the Flux Rating of the locale. If s/he succeeds > s/he must then roll against Flux Mastery to gain a measure of control > over the Flux. This is trickier, the results depending on the degree > of success. For every 3 points of success on the first roll, rounding > down, the second roll gets a +1 bonus.
> If the Flux Mastery roll succeeds by more than the local Flux Rating, > the fluxon has essentially solid control over the Flux...for the > moment. A critical success counts the same as a success greater than > the local Flux Rating.
> A success at less than the local Flux Rating means that the fluxon has > a grip on the Flux...but not a perfect one. A failure means that the > fluxon has no influence over the Flux, and can try again at the usual > penalties for repeat attempts. A critical failure means the Flux > reacts badly to the attempt at harnessing it, which can have a variety > of physical results. A critical failure on a Flux Mastery roll sends > the player to the Flux Failure Table with a penalty equal to the local > Flux Rating.
> On a partial success, the fluxon can try again to get a better hold, > with no penalty for a repeat attempt, but if the second attempt come > sout worse than the first, the fluxon has to take it or try again > under the same rules.
EXAMPLE: Tamara is a fluxon, with Flux Awareness skill at 14 and Flux Mastery at 11. She wants to use the Flux. She's at Stonehenge, which just happens to have a local Flux Rating of 3 (at least at the moment). So, first her player rolls vs Flux Awareness, with a +3 bonus (the local Flux Rating), meaning she has an effective skill of 17. She rolls a 9, easily making the roll, she's aware of the local Flux power and can sense its ebb and flow.
Now Tamara must try to control the Flux. Her extreme success on the first roll helps, she succeeded by 8, divided by 3 that gives her a +2 bonus to her Flux Mastery roll. Thus, Tamara now has an effective Flux Mastery skill of 11+2 or 13, she rolls an 12. Success by 1!
Unfortunately, the local Flux Rating is 3, and she only succeeded by 1. She now has a 'hold' on the Flux...but a precarious one. She can try again (no penalty!) and hope for a better result, but if she fails she loses the current hold anyway.
Tamara is nervous, she's planning something tricky and decides she wants to try for a better 'grip'. Her player rolls again, and this time the result is a 14. A failure, she loses her grip on the Flux and faces a penalty for a repeated attempt to try again. Note, though there is a skill penalty now, there's no Fatigue cost. The Flux is doing all the work, or not, as the case may be.
Tamara is in a hurry, so she immediately tries again, now with an effective Flux Mastery skill of 12 (-1 repeat attempt). She rolls a 13, sooo close. She really needs to do what she's wanting to do, so she tries again, at a -2 penalty, now her effective skill is down to 11 (same as her base skill, the repeated attempt penalty has cancelled her bonus from the great Awareness roll). This time she rolls a 17.
Critical failure! Tamara fails to regain any grip on the Flux, and now the Flux 'reacts' badly to her contact, which could be very bad for Tamara (and anybody else too close!) Tamara's player must now roll on the Flux Failure table, with a -3 penalty because of the local Flux Rating, or else the GM can apply a negative result of his/her own, taking into account the Flux Rating and other factors as seems appropriate. The GM decides to use the Failure Table.
Tamara's player rolls the 3d on the Failure Table and she rolls a 15. Since the local Flux Rating is 3, that becomes a 12, and Tamara must roll 1d, getting a 4. She passes out on the ground, bleeding through several cuts that have suddenly opened on her skin, she took 4 hits of damage to her hit points completely bypassing any armor or other protection.
>Tamara's player rolls the 3d on the Failure Table and she rolls a 15. >Since the local Flux Rating is 3, that becomes a 12, and Tamara must >roll 1d, getting a 4. She passes out on the ground, bleeding through >several cuts that have suddenly opened on her skin, she took 4 hits of >damage to her hit points completely bypassing any armor or other >protection.
What happens if she rolls equal or under the local Flux level? Ie: instead of a 15 she rolled a 3?
On Apr 8, 4:14 pm, mike <mikes...@invariant.freeserve.co.uk> wrote:
> <<#>>
> >Tamara's player rolls the 3d on the Failure Table and she rolls a 15. > >Since the local Flux Rating is 3, that becomes a 12, and Tamara must > >roll 1d, getting a 4. She passes out on the ground, bleeding through > >several cuts that have suddenly opened on her skin, she took 4 hits of > >damage to her hit points completely bypassing any armor or other > >protection.
> What happens if she rolls equal or under the local Flux level? > Ie: instead of a 15 she rolled a 3?
> :-) > -mike
On Apr 8, 1:12 am, Johnny1a <shermanl...@hotmail.com> wrote:
> On Apr 8, 12:59 am, Johnny1a <shermanl...@hotmail.com> wrote:
> > All right, now we address the fluxons themselves.
> > Theoretically, as noted above, _anyone_ could become a fluxon with the > > right training and skills. In practice, things are a little more > > complex. Some people possess the Flux Affinity advantage, which makes > > them more naturally able to use the Flux for their own use. Also, > > some people for various reasons are unable to do in practice what they > > can do in theory with the Flux.
> > Two skills are critical for any fluxon, Flux Awareness and Flux > > Mastery.
> > New Skill: Flux Awareness (M/H*, no prereq, no default**) - This skill > > simply enables a fluxon to _sense_ the presence of the Flux directly, > > to perceive its ebbs and flows and local intensities. Possession of > > this skill _defines_ a fluxon. In the late Atlantean Age, a fluxon > > would be defined as an individual possessing at least skill level 10 > > in Flux Awareness.
> > * For characters with the Flux Affinity advantage, Flux Awareness is > > (M/A) rather than (M/H).
> > **The one exception is for those possessing the Flux Affinity > > advantage, they have a natural Flux Awareness skill default of IQ-10, > > _if they try_ to perceive the Flux.
> > New Skill: Flux Mastery (M/VH*, prerequisites Flux Awareness skill at > > 10 or better, Flux Master can never be higher than Flux Awareness > > skill level-2) - A fluxon who has Flux Awareness at 10 or better can > > begin to study Flux Mastery, this is the skill that enables a fluxon > > to _affect_ the Flux, to guide it, attract its energies, repel its > > energies, use it for practical ends, etc. Because one must perceive > > the Flux to manipulate it, this skill absolutely requires Flux > > Awareness as a prereq and has no default, and for any fluxon the > > maximum possible skill level in Flux Mastery is 2 levels less than the > > fluxon's skill in Flux Awareness.
> > * For characters with the Flux Affinity advantage, Flux Mastery is > > merely Mental Hard rather than Mental Very Hard.
> > There are various ways the Flux can be used, but any means of using > > the Flux requires that the Fluxon first 'find' the energy-pulse of the > > Flux and then 'grasp' it so that s/he can put it to work.
> > First the fluxon must roll against Flux Awareness to 'find' the Flux, > > with a bonus equal to the Flux Rating of the locale. If s/he succeeds > > s/he must then roll against Flux Mastery to gain a measure of control > > over the Flux. This is trickier, the results depending on the degree > > of success. For every 3 points of success on the first roll, rounding > > down, the second roll gets a +1 bonus.
> > If the Flux Mastery roll succeeds by more than the local Flux Rating, > > the fluxon has essentially solid control over the Flux...for the > > moment. A critical success counts the same as a success greater than > > the local Flux Rating.
> > A success at less than the local Flux Rating means that the fluxon has > > a grip on the Flux...but not a perfect one. A failure means that the > > fluxon has no influence over the Flux, and can try again at the usual > > penalties for repeat attempts. A critical failure means the Flux > > reacts badly to the attempt at harnessing it, which can have a variety > > of physical results. A critical failure on a Flux Mastery roll sends > > the player to the Flux Failure Table with a penalty equal to the local > > Flux Rating.
> > On a partial success, the fluxon can try again to get a better hold, > > with no penalty for a repeat attempt, but if the second attempt come > > sout worse than the first, the fluxon has to take it or try again > > under the same rules.
> EXAMPLE: Tamara is a fluxon, with Flux Awareness skill at 14 and Flux > Mastery at 11. She wants to use the Flux. She's at Stonehenge, which > just happens to have a local Flux Rating of 3 (at least at the > moment). So, first her player rolls vs Flux Awareness, with a +3 > bonus (the local Flux Rating), meaning she has an effective skill of > 17. She rolls a 9, easily making the roll, she's aware of the local > Flux power and can sense its ebb and flow.
> Now Tamara must try to control the Flux. Her extreme success on the > first roll helps, she succeeded by 8, divided by 3 that gives her a +2 > bonus to her Flux Mastery roll. Thus, Tamara now has an effective > Flux Mastery skill of 11+2 or 13, she rolls an 12. Success by 1!
> Unfortunately, the local Flux Rating is 3, and she only succeeded by > 1. She now has a 'hold' on the Flux...but a precarious one. She can > try again (no penalty!) and hope for a better result, but if she fails > she loses the current hold anyway.
> Tamara is nervous, she's planning something tricky and decides she > wants to try for a better 'grip'. Her player rolls again, and this > time the result is a 14. A failure, she loses her grip on the Flux > and faces a penalty for a repeated attempt to try again. Note, though > there is a skill penalty now, there's no Fatigue cost. The Flux is > doing all the work, or not, as the case may be. >- Hide quoted text -
> - Show quoted text -
So what happens if the fluxon succeeds (as Mike has asked)?
Nothing much...immediately.
EXAMPLE: We step back in time and rerun the sequence. In this alternative history, Tamara tries again after losing her grip on the Flux, again with a -1 penalty for the repeat attempt, and thus an effective skill of 12. As history replays, this time her player rolls a 9, success! What's more, this time she succeeded by 3, which matches the local Flux Rating. She has a nice solid grip on the Flux, and she's ready for her next action.
Note that she could, of course, try again, but it's hard to see why she'd want to. The only way she could do better would be to roll a success by four or more, thus giving her a really superb grip, but the odds are against it. Matching the Flux Rating is very good.
Note that nothing particularly interesting happens on a success, all it means is that Tamara has found, made contact with, and got a grip on the local Flux energies, she hasn't _done_ anything with that...yet.
On Apr 8, 6:35 pm, Johnny1a <shermanl...@hotmail.com> wrote:
> Note that nothing particularly interesting happens on a success, all > it means is that Tamara has found, made contact with, and got a grip > on the local Flux energies, she hasn't _done_ anything with that...yet.- Hide quoted text -
> - Show quoted text -
What can Tamara _do_ with her hold on the Flux? Well, that depends on her knowledge, the strength of her will, the circumstances, and a bit of luck...and her risk tolerance.
Flux Talent: PSIONIC DUPLICATION
The first general way she can use the Flux is to duplicate most (but not all) psionic Powers. The exceptions are Telepathy and ESP, these psi Powers can't be directly duplicated by the Flux (though some other interesting things can be done, more later). The other Powers, though, the Flux _can_ be used to duplicate with various levels of success. Generally speaking, the Flux is less precise and harder to control than psionics, but conversely, it can be used to harness _much_ more raw power than most psions could ever hope to match.
Also, there is a particular risk associated with this technique, as we shall shortly see.
To duplicate psi directly, the fluxon must actually, consciously draw the Flux energies into himself or herself, channeling them through body and mind as if they were his or her own natural psychic energy. Doing this successfully enables the fluxon to use Flux energies to produce the same sort of effect that psions use their native energies to produce. From the point of view of an external observer, the fluxon appears to be almost indistinguishable from an immensely powerful psion.
In GURPS terms, though, the fluxon must learn separate, parallel Flux skills to duplicate the various specific skills of psions, and they are not interchangeable and they do not default to each other. Thus, a high level of skill is psionic telekinesis does not help a fluxon use the Flux to manipulate objects, s/he needs the skill of Flux- telekinesis. All the 'parallel' skills have the same costs and penalties as the psi versions, and one _can_ certainly know both if a fluxon also a psion, but the point cost is not reduced since they are sufficiently different not to default to each other.
Note that the Flux abilities are not divided into separate Powers, though, they all draw on the Flux Power available to the fluxon, as if they were all part of some single specific Power. This is determined at the start when the fluxon decides to use this approach, by rolling 3d and allowing for the local Flux rating as follows:
FR 1: add 1d FR 2: add 2d FR 3: add 3d
etc.
OK, what does all this _mean_?
The 'Power level' of the duplicate psi abilities is determined by a roll of 3d, PLUS the fluxon character can add as many dice as desired up to or equal to the local Flux Rating. The number rolled is the effective Power of the duplicate abilities, the more dice the stronger the potential abilities can be. However, here's where it matters by how _much_ that Flux Mastery roll got made by. If the fluxon rolls more dice than s/he succeeded in the Flux Mastery roll by, there's a chance of something going seriously wrong. For each die over the 'success level', there is a matching skill penalty on anything done with the duplicate psi abilities, and critical failures of any sort bring in that Flux Failure Table again.
By staying below the 'success level', the skill penalties are avoided, and even critical failures only produce what they would be expected to produce with the equivalent psionic failure. On the other hand, by taking that risk and skill penalty, the fluxon can often get quite a bit more raw power, which can be really useful...
This all sounds horribly complicated, but it's actually pretty simple in practice.
EXAMPLE:
Tamara from our previous example now has a good grip on the Flux, and decides to use it to duplicate psionic abilities. She draws the Flux energy directly into her mind and body, channeling in ways analogous to the way a psion uses his or her own 'native' energy, and shapes it for her needs. Tamara has a choice to make, though, as to how much energy to draw in and use.
In GURPS terms, her players must decide _how many die_ to roll. The local Flux Rating is 3, which means she could choose to roll as many as 6d, or she could roll as few as 3d or anything in between. However, if she rolls more _extra_ die than her success on her Flux Mastery roll, she gets a penalty to everything she tries to do. In her case, she succeeded by 3, which is as many extra die as she can roll anyway, so she can go all the way with no skill penalty (but there is one reason she _might_ chose to forgo 1 of those die, as we'll see in a moment).
Tamara needs power badly, so she draws in as much energy as she can manage (her players rolls all 6 die). Her player rolls a 17 on 6d, Tamara can now use any of her duplicate-psi skills with an effective Power of 17!
Tamara, as it happens, has Flux-telekinesis at a skill of 15, Flux- Autohealing at a skill of 21, Flux-Exohealing at skill 19, and Flux Metashield at skill 12. With Power 17, that means she move objects massing up to 1000 lbs at one yard/second, for ex. Her equivalent of the Psychokinetic metashield has a basic DR of 256, and she can do some impressive healing action.
Now her player rolls the same 6d again, getting a 21, meaning Tamara can wield these powers for up 21 turns! At the end of that time she has to make another Flux Mastery roll, on a success against her unmodified skill she gets _another_ 21 turns, and so on, until she finally fails. At that point she has to start from scratch.
Note that she can retain these powers even if she leaves the high Flux Rating site, but once she finally fails a duration roll, she has to start again at the Flux Rating _for her current location_.
Now, one caveat: Tamara decided at the start to focus as much power as she could into herself, (i.e. her player rolled all six die). That means she's at the limit of her control, since that matches her Flux Mastery skill roll. She _can_ try to use 'extra effort' with any of these abilities, but any critical failure on such an effort brings in the Flux Failure Table. She _could_ have deliberately held back from using all the energy she could for the sake of control (her player could have rolled only 5d), leaving some margin and avoiding that risk.
(Had Tamara succeeded in that Flux Mastery roll by _more_ than the local Rating, even that limitation would be gone.)
But that's why Tamara decided to try again after her first success gave her only a success by 1. She could still have tried to use all that power, all six dies, but that would have given her a -2 penalty on _every_ skill roll and any critical failure sends her to the Flux Failure Table).
That's _one_ of the ways a fluxon can use the Flux, and in some ways it's the most precise and controllable. It involves an inevitable risk, though, because in drawing the Flux energy inside oneself, one exposes oneself to the influence of an alien life-essence, and this can have consequences. Regardless of how well or badly it goes, when Tamara is 'done' with the Flux, letting its power go and relaxing her mind, her player rolls once more vs Tamara's Will. On a critical failure, Tamara has been affected by the Flux in some way.
On Apr 8, 7:46 pm, Johnny1a <shermanl...@hotmail.com> wrote:
> On Apr 8, 6:35 pm, Johnny1a <shermanl...@hotmail.com> wrote:
> > Note that nothing particularly interesting happens on a success, all > > it means is that Tamara has found, made contact with, and got a grip > > on the local Flux energies, she hasn't _done_ anything with that...yet.- Hide quoted text -
> > - Show quoted text -
> What can Tamara _do_ with her hold on the Flux? Well, that depends on > her knowledge, the strength of her will, the circumstances, and a bit > of luck...and her risk tolerance.
What else can Tamara do with the Flux? Well, let's say that _intead of_ trying to duplicate psi powers, she tries for something both more potent and more dangerous and less controllable? She can do that if she wishes.
Flux Talent: RANDOM MANIFESTATION(S)
This is straightforward, the fluxon can decide to stimulate the Flux to just run wild, producing some spectacular effect of which s/he may or may not be fully in control. Why do that? Because it can be very useful sometimes, if it goes well.
To do so, the fluxon, instead of drawing the Flux energies into himself, more-or-less commands them to run wild, to produce a Random Manifestation. The Flux _will_ obey if the fluxon suceeded in his Flux Mastery roll, but exactly what happens and what will follow and how long it will go on depend on a few things.
However, the manifestation is _not_ chosen by the fluxon, s/he will find out what it is when the manifestation occurs, at which point there is a chance to gain control of it. The fluxon can choose to try and seize control of it, or not as desired. If the later, the manifestation will effect anyone and everyone in its area of effect except the fluxon (usually), friend and foe alike. If the fluxon decides to try and gain control, s/he must roll vs his or her Flux Mastery skill with modifiers as the GM thinks appropriate, including a a negative bonus equal to the Flux Rating. On a success the fluxon can make suggestions to the GM about what the manifestation should do, and reasonable ones should be followed. On a failure, the GM has sole control over the manifestation, the fluxon is a witness. On a critical failure the fluxon is subject to the effect of the manifestation as well.
If a player decides his character is using this technique and informs the GM, immediately the GM (not the player) rolls 3d, plus one die for each Flux Rating, and consults the Random Manifestation Table (or picks something comparable, the higher the result the bigger the effect should be. The table is far from complete, the blank spaces leave space for GM imagination, the possibilities are nearly endless.
EXAMPLE: Instead of using the Flux to duplicate psi, Tamara decides to call for a Random Manifestation. The GM rolls 6d (3 die plus 3 more for the Flux Rating) and gets a 14.
Moments after Tamara sends her command to the Flux, the entire region for a mile or so around is filled by tiny manifestations similar to ball-lightning, intense balls of crackling psychic energy, blazing bright as arc lights, floating up, down, and all about, inflicting 2d damage to any unprotected being or objects they touch (armor protects as usual). The GM decides to add a touch of his own, any time one of the light-spheres touches a living thing, along with the physical damage a mental blow effect equal to Power 10 is also inflicted!
Tamara is untouched, the manifestation is ignoring her, but it's just as dangerous to her friends as her foes! She can try to gain control of it, and tries. She rolls vs her Flux Mastery skill of 11, with a penalty of -3 for the local Flux Rating, and makes it with a 7. The manifestation is now reasonably responsive to her control. Her player tells the GM she wants it to spare her allies and bystanders, and only focus on her enemies. The GM decides this is 'reasonable' and the manifestation obeys. The lightning-things fly right past her friends to focus their power on anyone Tamara considers an enemy within the range of the manifestation.
If Tamara makes a request of the manifestation the GM thinks unreasonable, it will be ignored. For example, Tamara's player suggests that the manifestation should focus all its power on a place miles beyond the edge of its effect. The GM considers this 'unreasonable' and informs her that the manifestation is ignoring Tamara's urgings.
If the control roll is a critical success, the GM should be especially lenient about what is 'reasonable'.
(Obviously the suggestion has to be something connected to the manifestation, it's no use asking that an earthquake knock airplanes out of the sky, for ex.)
Tamara can also suggest that the manifestation dissipate at any time. The GM should usually consider that reasonable, again within common sense limits. Stopping a major earthquake, for ex, does not make the _results_ go away, things may still be on fire, roads ruined, dams broken, etc. Stopping a Flux-manifested firestorm does _not_ cause the things it ignited to go out! And so on.
If the control roll is a failure, the manifestation does as the GM decides, for as long as the GM wishes, the fluxon has no control at all. On a critical failure, Tamara herself may be targeted by it!
Why would a fluxon do such a chance thing? Because random manifestations can be _enormously_ powerful, are easy to create, and sometimes a situation is desperate. For ex, when her fireball manifestation dissipates, Tamara might well have wiped out an army of opponents single-handedly! Random manifestations can enable one fluxon to affect regions miles across or more, and they are 'cheap'. Tamara spent no Fatigue, the Flux did all the work.
Of course, this technique is also, by any sane standard, doubtful, it's risky as all hell and can easily go badly wrong, especially for a low-skill fluxon. But it is an option open to a fluxon, _in extremis_.
On Apr 8, 8:45 pm, Johnny1a <shermanl...@hotmail.com> wrote:
> On Apr 8, 7:46 pm, Johnny1a <shermanl...@hotmail.com> wrote:
> > On Apr 8, 6:35 pm, Johnny1a <shermanl...@hotmail.com> wrote:
> > > Note that nothing particularly interesting happens on a success, all > > > it means is that Tamara has found, made contact with, and got a grip > > > on the local Flux energies, she hasn't _done_ anything with that...yet.- Hide quoted text -
> > > - Show quoted text -
> > What can Tamara _do_ with her hold on the Flux? Well, that depends on > > her knowledge, the strength of her will, the circumstances, and a bit > > of luck...and her risk tolerance.
OK...we've seen that a fluxon can duplicate psi powers, or create a random manifestation of potentially tremendous power. Is there anything else a fluxon can do? Well, yes.
We saw random manifestations, now we look at what happens with a controlled manifestation. This is where the Flux really gets useful, for those with the skill to pull it off...and the risk tolerance.
At very high (20+) skill levels in Flux Awareness and Flux Mastery, it becomes possible to attempt to get the Matrix and the Flux to do things that psionics can not duplicate, and that can potentially have truly epic effects. This is also where a special sort of attribute comes into play. Every Homosentient character (and indeed almost all living things) in the Orichalcum Universe have this attribute...but for most people it rarely if ever _matters_.
To use Controlled Manifestation, a fluxon must have _at least_ Flux Awareness skill 22 and Flux Mastery 20. More is better.
The key to this process is that the Flux is merely the manifested psychic power of the Matrix, that universal consciousness I mentioned earlier. The Flux is to the Matrix as ordinary psionic Power is to an individual Homosentient psion. The difference is one of sheer scale, in the largest sense, the gap in scale and power between the Matrix and an individual Homosentient is _greater_ than the gap between that same Homosentient and any specific bacterium. The Matrix and its Flux- field pulsates across the entire Universe and in fact beyond.
Is the Matrix a sapient being? Good question, the Atlanteans themselves were divided on this point, their consensus was that the answer was 'not exactly'. Its awareness was so diffuse that on anything less than a cosmic scale, it was subsapient, an instinctive sort of awareness. The Atlanteans discovered that it could be 'programmed' (for want of a better word), influenced to do certain things using the Flux as its tool.
A fluxon with sufficient skill and Flux connection could more-or-less instruct the Matrix to carry out complicated instructions, complete with various if-then-else contingencies. This process worked _better_ in areas with high Flux Ratings, because this meant that the Matrix and the Flux were more 'focused' in that area, easier to interact with, and with more local power available for work.
Because the Matrix has an instinctive awareness and a certain will of its own, it can be unpredictable...and it 'likes' some people better than others. This manifests itself in the Flux Affinity advantage, but also it varies from time to time for the same person. That is where the attribute I mentioned comes in, it represents the Matrix' willingness to cooperate with a given person. It takes the form of Flux Points, each character has a certain number of Flux Points to spend, once spent they're gone but they do eventually 'grow back'.
Really complex controlled manifestations often require the cooperation of many high-skill fluxons, and a lot of things can go wrong, but the payoff can be so high that the risk is worth it...sometimes.
In order to use this process, a fluxon must roll a success vs Flux Awareness, with a -5 penalty, and then roll a success against Flux Mastery again with a -5 penalty. If the fluxon achieves this, s/he can then basically try to 'program' the Matrix for a specific effect.
This is handled differently than the other effects. In essence, the Matrix (i.e. the GM) makes a reaction roll, more or less, to the fluxon. If the reaction roll is a 'good' or better, the Matrix will _attempt_ to carry out the wishes of the fluxon. On a failure, the Matrix will ignore the 'program', on a 'bad' reaction or worse the Matrix will be biased against the fluxon afterward for a while.
If the reaction roll is good enough, then the GM rolls again to see if the fluxon properly got his/her wishes across. The GM will role 3d and on a success the 'program' is good. On a failure the Matrix will still do _something_, but it won't necessarily be what the fluxon intended. The worse the failure the bigger the difference, a failure by 1 or 2 might produce a subtly flawed result, a critical failure could be a disaster.
Both the reaction roll and the following success roll are heavily modified and the GM's discretion is crucial, since the variety of possible effects is too big for any specific rule to cover.
On the reaction roll, the GM should apply negative modifiers for increasing complexity, for trying too often (it's a good idea for a fluxon to wait a while after a major effect, days to weeks is good), for anything the GM thinks might apply. For something _really_ complicated, a -3 or a -4 on the reaction roll is reasonable.
Likewise, on the following success roll greater complexity adds negativity, as much as the GM thinks appropriate.
Positive modifiers come from a few things. The reaction roll gets a +1 for each level of Flux Affinity. Also, a fluxon can spend a Flux Point to gain a +1 on the roll. Flux Affinity has no benefit on the subsequent skill roll, but a Flux Point can be spent here too, a +1 for each point spent. In either case, whether the roll succeeds or fails, the Flux Point is spent.
On Apr 8, 10:26 pm, Johnny1a <shermanl...@hotmail.com> wrote:
> Positive modifiers come from a few things. The reaction roll gets a > +1 for each level of Flux Affinity. Also, a fluxon can spend a Flux > Point to gain a +1 on the roll. Flux Affinity has no benefit on the > subsequent skill roll, but a Flux Point can be spent here too, a +1 > for each point spent. In either case, whether the roll succeeds or > fails, the Flux Point is spent.
EXAMPLE: We have to let Tamara go, she doesn't have anything close to the skill needed for this.
The Atlantean Master Fluxon Alminiyax has Flux Awareness 26, Flux Mastery 24, and 23 Flux Points, one level of Flux Affinity, and he has in mind doing something complicated.
To make things easier, he goes to a place with a Flux Rating of +4. This gives him a +4 on his Awareness roll, and he gets _another_ +1 for Flux Affinity. He has a -5 penalty on the roll, so his effective skill is 26. Not too shabby. He rolls a 13, which is terrific, he made ths first roll by 12. (Remember, he gets a +4 on the next roll, 12/3).
He rolls against Flux Mastery at -5, but he has the +4 bonus from before, and he gets a +1 for Flux Affinity. This adds up to a Flux Mastery skill of 23. He rolls a 15, making his skill role by 8. He made it, he can now try to carry out his plan.
Now deep in the trance of communion with the Matrix, Alminiyax lays out his desires into the vast mental structure of the Matrix, and then the Matrix decides whether or not to cooperate. In GURPS terms, Alminiyax's player tells the GM what he has in ind, and the GM rolls 3d for the Matrix reaction roll. It's really complicated, the GM decides it's a -9 on the reaction roll. Alminiyax has been doing this sort of thing a _lot_ lately, that's a -2. Alminiyax has Flux Affinity, that's a +1, so he's looking at a -10 on the reaction roll. Not too great. In fact, since he needs a 13 or better on the roll, he'll have to spend some of his Flux points, representing the Matrix's good will towards him that he's imposing upon.
Alminiyax has 23 Flux points, he opts to spend 10 of them. This kills the penalty on the roll. He'd like to spend more, but he may need them later.
The GM rolls, getting a 13. So far so good, the Matrix is ready to do what Alminiyax wants...if Alminiyax can explain that well enough to get things right. This depends on his Flux Mastery skill.
The GM rolls again, deciding that this is so complicated and unnatural that it's worth a -15 penalty again, gibing Alminiyax an effective Flux Mastery skill of 09. It's a +4 Flux Rating region which brings him back up 13 on skill. (I forgot to mention in the earlier post that the Flux Rating acts as a bonus on the skill role here).
Now, the consequences of failure could be nasty (_something_ will happen, after all, just not necessarily what Alminiyax _wants_ to happen) so Alminiyax opts to spend another 5 Flux points, getting a +5 and bringing his effective skill back up to 18.
He gets a 14, and the Matrix begins to carry out his wishes as expressed. This means the Matrix does what _the player told the GM he wanted_. If he'd blown the second role, the one where he imprints his wishes on the Matrix, the GM would intentionally do something other than the player wished, since the Matrix didn't understand the fumbled instructions. Since Alminiyax succeeded, though, the GM will do what the player asked.
Which doesn't automatically mean, of course, that the player thought through the implications of what he was asking, if you know what I mean...
Alminiyax's success rolls mean that the Matrix carries out his wishes. Before his eyes, the corpses he laid out begin to twitch as the Flux telekinetically animates them...
>> >Tamara's player rolls the 3d on the Failure Table and she rolls a 15. >> >Since the local Flux Rating is 3, that becomes a 12, and Tamara must >> >roll 1d, getting a 4. She passes out on the ground, bleeding through >> >several cuts that have suddenly opened on her skin, she took 4 hits of >> >damage to her hit points completely bypassing any armor or other >> >protection.
>> What happens if she rolls equal or under the local Flux level? >> Ie: instead of a 15 she rolled a 3? >> :-) >> -mike
<<<#>>>
>So what happens if the fluxon succeeds (as Mike has asked)?
Actually, i meant her roll on the Failure Table :-) As you deduct the local Flux Rating, 3 from her roll of 15, what happens if it had been a roll of 3, -3=0 ? Does the Flux relent, and cut her some slack?
> >> >Tamara's player rolls the 3d on the Failure Table and she rolls a 15. > >> >Since the local Flux Rating is 3, that becomes a 12, and Tamara must > >> >roll 1d, getting a 4. She passes out on the ground, bleeding through > >> >several cuts that have suddenly opened on her skin, she took 4 hits of > >> >damage to her hit points completely bypassing any armor or other > >> >protection.
> >> What happens if she rolls equal or under the local Flux level? > >> Ie: instead of a 15 she rolled a 3? > >> :-) > >> -mike
> <<<#>>>
> >So what happens if the fluxon succeeds (as Mike has asked)?
> Actually, i meant her roll on the Failure Table :-) > As you deduct the local Flux Rating, 3 from her roll of 15, > what happens if it had been a roll of 3, -3=0 ? > Does the Flux relent, and cut her some slack?
> :-) > -mike
Anything under a 3 counts _as_ a 3. Note that the GM isn't limited that one result, though, a splitting headache is one possible 'lucky' outcome of a critical failure on the Flux Mastery roll, but anything comparably uncomfortable-but-not-worse would do.
OK, we've covered most of the basics of how the Matrix and Flux works in game terms (though there are some complicated things still untold), now a little more about those 'Flux points' I mentioned in the previous examples.
Everybody has a certain number of Flux points (which can be zero or negative), but most characters rarely if ever have occasion for them to matter. Flux points represent, for want of a better word, the tendency of the Matrix to 'like' or 'dislike' certain people, the more Flux points a person has, the more 'good will' s/he has built up with the Matrix. They can be 'spent' in various ways to influence certain die rolls or situations. In fact, positive Flux points can be 'spent' on _any_ Flux Awareness or Flux Mastery roll, to 'buy a bonus' on the roll, +1 bonus for each point spent. The player must inform the GM that s/he is spending Flux points, and how many, _before_ making the roll. Note that even if the roll still fails, the Flux points are _still spent_.
For ex, in the above illustrations, Tamara's player could have spent Flux points to help her rolls. Or rather, that could have been done except that Tamara's knowledge was limited, she did not know this was possible or even that she _had_ Flux points.
If a character has _negative_ Flux points, this represents a certain amount of hostility from the Matrix/Flux toward the character. Negative Flux points can not be 'spent', and in fact represent an _automatic_ penalty on all Flux Awareness and Flux Mastery skill rolls, regardless of whether the player wishes that to happen, and the points don't go away after the roll, the negative points have to be recovered by the usual means (about which more shortly).
Thus, trying to use the Flux with a significant negative Flux point total is probably a bad idea, nasty failure is nearly certain, with potentially dire consequences. Note that if anything happens to send the character to the Flux Failure Table, the negative points add to the roll for the bad consequence. If a character with a large negative Flux point total gets a critical failure, this can nearly guarantee a really bad result, something potentially disastrous.
DETERMINING FLUX POINTS: When creating a new character, after all other steps are complete, roll 3d and subtract 3, giving a range from 0 to 15.
For characters with Flux Resistance, multiply by -1.
IF the character has the Luck advantage, add 2 for each level of it, IF the character had Unluckiness, subtract 2.
Add 1 for each level of Charisma advantage (yes, it even works on the Matrix to a degree).
For characters with the Flux Affinity Advantage, double the points at level 1, quadruple them at level 2, multiply by 8 at level 3.
IF a PC has a positive number of Flux points and IF s/he so choses, s/ he can spent 5 character points to increase the Flux points by 50%. This is a one-time chance available only at character creation.
The resulting number is the character's basic Flux points.
EXANPLES:
Don's player rolls 3d and gets a 9. He has Extraordinary Luck, so he adds +2. He has Flux Affinity 2, so he quadruples that, getting a 44. He _could_ spend 5 character points to boost that to 66, but he opts against it, so his basic Flux points is 44. Not bad, the Matrix likes Don.
Sara's player rolls 3d and gets a 5. Sara has Flux Resistance, so that becomes a -5. She has two levels of Charisma and one level of Luck, bringing her to -1. This is her basic Flux points. At -1, the Matrix seems to have a slight animus against Sara.
Joe's player rolls 3d and gets a 3. He has Flux Resistance, it becomes a -3. However, he has a level of Charisma and a level of Luck, his final total is a 0. The Matrix is neutral toward Joe at the beginning of play.
Note that any of these characters _could_ still study Flux skills and become fluxons, at least in theory. It is just that the Matrix will react a lot better generally to Don than it will to Joe, and Sara will be fighting up hill unless she can raise that point score.
Luckily for Sara, that's not impossible, as we'll see.
> OK, we've covered most of the basics of how the Matrix and Flux works > in game terms (though there are some complicated things still untold), > now a little more about those 'Flux points' I mentioned in the > previous examples.
> Everybody has a certain number of Flux points (which can be zero or > negative), but most characters rarely if ever have occasion for them > to matter. Flux points represent, for want of a better word, the > tendency of the Matrix to 'like' or 'dislike' certain people, the more > Flux points a person has, the more 'good will' s/he has built up with > the Matrix. They can be 'spent' in various ways to influence certain > die rolls or situations. In fact, positive Flux points can be 'spent' > on _any_ Flux Awareness or Flux Mastery roll, to 'buy a bonus' on the > roll, +1 bonus for each point spent. The player must inform the GM > that s/he is spending Flux points, and how many, _before_ making the > roll. Note that even if the roll still fails, the Flux points are > _still spent_.
> For ex, in the above illustrations, Tamara's player could have spent > Flux points to help her rolls. Or rather, that could have been done > except that Tamara's knowledge was limited, she did not know this was > possible or even that she _had_ Flux points.
> If a character has _negative_ Flux points, this represents a certain > amount of hostility from the Matrix/Flux toward the character. > Negative Flux points can not be 'spent', and in fact represent an > _automatic_ penalty on all Flux Awareness and Flux Mastery skill > rolls, regardless of whether the player wishes that to happen, and the > points don't go away after the roll, the negative points have to be > recovered by the usual means (about which more shortly).
> Thus, trying to use the Flux with a significant negative Flux point > total is probably a bad idea, nasty failure is nearly certain, with > potentially dire consequences. Note that if anything happens to send > the character to the Flux Failure Table, the negative points add to > the roll for the bad consequence. If a character with a large > negative Flux point total gets a critical failure, this can nearly > guarantee a really bad result, something potentially disastrous.
> DETERMINING FLUX POINTS: When creating a new character, after all > other steps are complete, roll 3d and subtract 3, giving a range from > 0 to 15.
> For characters with Flux Resistance, multiply by -1.
> IF the character has the Luck advantage, add 2 for each level of it, > IF the character had Unluckiness, subtract 2.
> Add 1 for each level of Charisma advantage (yes, it even works on the > Matrix to a degree).
> For characters with the Flux Affinity Advantage, double the points at > level 1, quadruple them at level 2, multiply by 8 at level 3.
> IF a PC has a positive number of Flux points and IF s/he so choses, s/ > he can spent 5 character points to increase the Flux points by 50%. > This is a one-time chance available only at character creation.
> The resulting number is the character's basic Flux points.
> EXANPLES:
> Don's player rolls 3d and gets a 9. He has Extraordinary Luck, so he > adds +2. He has Flux Affinity 2, so he quadruples that, getting a > 44. He _could_ spend 5 character points to boost that to 66, but he > opts against it, so his basic Flux points is 44. Not bad, the Matrix > likes Don.
CORRECTION: With Extraordinary Luck, Don should add +4 (2 per level), giving him a 46. My mistake.
What this very common trait means is that the Matrix had a negative reaction to you, as a general thing. Some people get a worse reaction than others, in GURPS terms a character with Flux Resistance has his or her Flux point totals multiplied by -1. One of the quirks of this tendency in the Matrix is that if it takes a dislike to someone, the more it would otherwise tend to like them (the higher the Flux point total), the more it will tend to dislike them in the case of those with Flux Resistance.
While you can raise your Flux points into positive territory even with Flux Resistance, it always remains as a drag on the totals.
Flux Resistance supplies no benefits in terms of resisting Flux based powers or effects. and can have other nasty side effects depending on the exact situation.
NEW ADVANTAGE: Flux Affinity +15/+45/+100
The Matrix responds especially well toward characters with Flux Affinity. Flux based skills come more easily, Flux effects are more easily controlled, even the highest-level powers are more readily useable. Flux Affinity has, in theory, no upper limit to the number of levels one can take, but in practice PCs should be limited to three, and probably to two. The higher the rarer, in a big way.
In the Orichalcum Universe, in the Modern Day setting on average 1 person (meaning _H. sapiens on Earth) in 100 has Flux Affinity 1, 1 person in 10,000 has Flux Affinity 2, and 1 person in 250,000,000 had Flux Affinity 3. This may be different in other places and times, because the Matrix has a diffuse will of its own.
With any level of Flux Affinity, Flux skills are easier to learn, Flux Awareness is mearly M/A rather than M/H, and Flux Mastery is M/H rather than M/VH. Also, anyone with Flux Affinity at any level gets an IQ-10 default to use Flux Awareness.
For each level of Flux Affinity, a fluxon gets a +1 on all skill rolls with either Flux Awarenesss or Flux Mastery, _except_ for skill rolls to 'explain' or 'program' the Matrix for a Controlled Manifestation.
Each level of Flux Affinity multiplies the Flux points of the character by 2, 4, or 8 (at higher levels the progression continues). Also, each level of Flux Affinity cuts the time it takes to 'recover' spent Flux points by half.
At Flux Affinity 3, a characters gets 1 level of Luck for 'free' if he does not already have it, this does _not_ add to his Flux point total. Most (4 in 6, roll 1d) character with Flux Affinity 3 are Weirdness Magnets (does not count against 40 pt limit). Most level 3 Flux Affinity characters lead very odd lives, even if they have no idea what they are. If a Flux Affinity 3 character comes into a high Flux Rating area, things can get _really_ odd.
Traditionally, among those who know of their existence, characters with any level of Flux Affinity are called 'wyrdlings'.
OK, now that I've explained about Flux points, we can go into a bit more detail about Controlled Manifestation, which is the most powerful general Flux technique (and by far the most potentially dangerous!). In the above example of Alminiyax, the GM assigned double-digit penalties to the reaction and communication rolls, which is precisely how it works. The bigger, more complex, and more 'unnatural' the desired Manifestation, the higher the penalties. Also, there are other factors.
Some GM guidelines for Controlled Manifestation:
1. Though it may seem like magic, and operates in some ways like magic, the Matrix/Flux is _not_ magical. It has immense powers, but it's bound by iron laws, and there some things it just can not do. No level of Flux skill can resurrect the dead, alter the velocity of light in a vacuum, create _ex nihilo_, create life from inanimate matter, combine combined oxygen and carbon to get water, or anything of that sort. Any such attempt automatically fails (the nature of the failure varying with circumstances).
2. If a fluxon's desired Controlled Manifestation is really large or complex, the GM is perfectly within his rights to apply any level of appropriate penalty to the rolls, the largest Flux feats ever performed faced triple-digit penalties! (Why and how this works we'll come to, there are ways around the apparently insurmountable barrier of a -100 penalty on 3d).
3. Since the Matrix/Flux is not magic, the GM can and should require that the fluxon(s) seeking a given Controlled Manifestation have some knowledge of how what they are trying to do works. If a group of fluxons wants to create a hurricane (which is certainly within the range of possibility!) at least one of them should know some meteorology, for ex, so they can explain their desires to the Matrix. The Matrix has some ability to perceive and reason on its own, in a sort of brilliant instinctive way, but the GM should demand that the fluxons at least have _some_ idea of what they're trying to do.
4. By 'unnatural', I mean that the event is something that wouldn't normally happen under the natural flow of events. The more 'out of place' or 'out of step' the Manifestation would be, the more it 'costs'. For example, trying to create a thunderstorm on a hot, humid summer afternoon in the temperate zone is much easier than creating a thunderstorm at 10 degrees F below zero in winter in with dry air and no clouds! It _could_ be done, but it would cost more (higher roll penalties) and take longer (the Flux has to gather moisture, move in warm air or heat the air, etc). It's much 'cheaper' and faster to make a sandstorm in the middle of the Sahara than in the middle of the Amazon jungle, or to bring about a big earthquake in California than in the Canadian shield region. The GM's common sense has to be the rule.
(Note that the Flux _could_ produce a sandstorm in the Amazon jungle, but it won't be easy and it'll take some time.)
5. If the GM thinks a desired Manifestation is totally ridiculous, he should not hesitate to apply ridiculous penalties. For ex, trying to make a volcano in the middle of the Great Plains of the USA is _theoretically_ possible, but would probably involve a -10,000 penalty on each roll and would take centuries or more to _happen_ if the fluxons succeeded. To make it happen faster would raise the penalty in proportion.
Now, about those huge penalties, the only way around them on a big Manifestation is to use Flux points, so the more Flux points are available, the more the chance of making whatever is sought happen. One person can only have so many Flux points, but more than one person _can_ combine their efforts on a single Controlled Manifestation. For really large, complex, and difficult Manifestations, this is the only realistic way Homosentient fluxons can do the task. By combining their efforts, they can add all their Flux points to neutralize the penalties on the reaction and communication rolls, reducing it to a manageable level.
How do they do this? They _all_ have to have _at least_ skill 22 in Flux Awareness and Flux Mastery, and they _all_ have to succeed in skill rolls on both to start, at -5 on both, just as Alminiyax did above. They can individually spend Flux points to help these rolls, but they may need those points for the next step! Flux Affinity helps, of course, just as above.
However, they go in _sequence_, telling the GM what order they are rolling in when they tell the GM that they intend to combine their efforts. Each one who succeeds in both skill rolls can join the effort, but once _one_ of them fails either roll, they either have to start over or be content with the number of successes they have. There is a -1 penalty on every skill roll for a repeat run of the sequence, an they have to go in the same order again.
When they think they have enough, they must then make the attempt to sway the Matrix to cooperate, (i.e. the GM makes the reaction roll on behalf of the Matrix). The reaction roll is made _once_, the GM treats them as one fluxon, _averaging_ their positive and negatives for the reaction roll. Here is where they start to really need those Flux points, since the cumulative Flux points spent add to the reaction roll bonus!
The member of the group who _most recently_ took part in an individual or group Controlled Manifestation attempt counts as the most recent for the whole group. If that attempt failed, add -1 to the reaction roll _for each member of the group_. Thus the group is wise to make sure that the person who most recently engaged in this activity _succeeded_, it helps their reaction roll! Planning things out ahead of time is important when using the Flux!
If the reaction roll is good enough, now comes the communication roll. Their _average_ skill in Flux Mastery becomes the collective skill in the attempt to imprint their desires on the Matrix, again, here's where the Flux points are needed, since any project difficult enough to need so many fluxons is likely to be operating under _heavy_ penalties to start with. If they fail this roll, something will still happen, and since they are probably trying something spectacular, there's a good chance whatever wrong things happen will be spectacularly wrong!
The upshot is that any effort at a group-based Controlled Manifestation needs the highest skill levels they can get, and should be as rested, prepared, and on as possible!
It takes as many hours of game time to do a group imprint (meaning the imprinting roll) as there are members in the group, and if they are interrupted it _automatically_ fails!
(The same is true of an individual effort, but the time involved is far shorter, usually no more than one hour (GM's discretion)).
In the year 2008, the Atlantean master fluxon NPC Ylarines and his followers have decided to try and destroy a mountain dam in the western United States, creating a disaster to distract official attention from even more nefarious doings elsewhere. (What's an Atlantean master fluxon doing in the modern USA? That's for me to know.)
Ylarines has Flux Awareness 30, Flux Master 28, 3 levels of Flux Affinity, and 60 Flux points. Each of his six followers, for convenience, we will say has one level of Flux Affinity, Flux Awareness 28 and Flux Master 26, and 30 Flux points, giving the group a total of 240 Flux points if they can manage to spend them usefully.
They begin by gathering not far from their chosen target (distance doesn't necessarily _stop_ such activities, but it can add penalty to the cost), they are on the top of the canyon overlooking the dam below in the early dawn light. The seven of them begin chanting and engaging in the autohypnotic processes that enable them to enter the proper trance state for using the Flux on this level. The local area has a Flux Rating of 1.
In GURPS terms, each one takes a turn to try and 'find' and 'contact' the Flux. For each character the GM rolls against first the Flux Awareness, and if they succeed then against their Flux Mastery, at -5. (If these were PCs, the players would roll for their characters and the choose the sequence beforehand). Of the seven, the first four makes both rolls successfully. Ylarines went first, he now has three other fluxons ready to join him. They can try again, but at -1 to the effort, or make do with what they have.
With 150 Flux points among them, Ylarines decides they have enough. Now the Matrix (i.e. the GM) makes a reaction roll, with the following bonuses and penalties: the average of their Flux Affinity is 1.5, (6/4), rounding down to 1. That's a +1 on the reaction roll. None of them have called on the Flux for anything complicated lately, the GM decides that's worth a +1. They're asking for something fairly basic, so that's only a -5 penalty. They spend 5 Flux points to cancel that penalty, and anothre for a +5 bonus, leaving them with 140 in reserve.
The GM rolls 3d and gets a 14, adding +1 for the average Flux Affinity bonus and +10 for the spent Flux points gives 24, they made the roll easily. In fact they'd have made it without spending their points, but they had no way to know that beforehand and those 10 Flux points are lost.
Now that they can sense that the Matrix will go along, they attempt to imprint their wishes onto the Matrix. This takes 4 hours of game time (4 fluxons in the effort). In GURPS terms, the GM averages the Flux Mastery skills of the four contributing fluxons, (30+28+28+28)/4=28.5, round down to 28. Add +1 for the average Flux Affinity, +1 for the local Flux Rating. They have to roll below 30 on 3d to succeed.
The GM considers the situation. They want something basically simple (break a dam), but fairly large (it's a big, solidly made Bureau of Reclamation dam anchored on solid dense rock), but they don't want to _just_ break it, they want to _pulverize_ it, shatter it into gravel (to set a mystery for the government to puzzle over). Pulverzing a well-made, well-placed concrete dam takes quite a bit of energy, so the GM decides that a -50 penalty is in order.
Ylarines and his fellows decide to spend 50 Flux points to kill the penalty, meaning that they succeed on anything but a critical failure. This leaves them with 90 Flux points among them (costs divided equally, rounded down).
The GM rolls, gets a 6, the Matrix properly understood what they had in mind and acts upon it immediately. In the canyon below, without any warning, the dam suddenly begins to vibrate for no visible reason, as a surge of psychokinetic activity grips it, the water in the reservoir behind the dam churns in sympathy, the power wires leading from the power plant strum and break, then the metal pylons anchoring the power lines to the canyon wall begin to fall apart. Cars driving along the road on top the dam are shoved off into the water on one side, over the 700 foot drop to the other as alternating waves of psychic force sweep through the structure.
Then, just minutes later, the dam begins to distintegrate, solid concrete crumblings steadily into gravel-sized chunks, and the reservoir begins to sweep through the space being evacuated by the collapsing dam. A wall of water sweeps along the canyon...
What if another fluxon did not like the idea of what Ylarines and his accomplices are doing? Well, if another group of fluxons has the necessary skills and Flux points, there are two general ways they can oppose him, the crude way and the subtle way.
The crude way is to use Flux power to oppose a manifestation with a manifestation. In our above example, suppose that another Atlantean master fluxon, the redoubtable Adaronades, and his student-fluxon Tamara (from our above examples) and her husband Phillip happen to on the opposite side of the canyon, playing tourist. Shortly after Ylarines starts his nefarious activities, Adaronades senses what's happening, and Phillip looks through his binoculars in the direction Adaronades sensed activity and they spot Ylarines.
Adaronades realizes he has only a few moments to do anything, since he can feel that the other team is almost past the point where it's safe to interrupt him. By himself he lacks enough Flux points to do anything too big, Tamara lacks the skills to help with a Controlled Manifestation or fighting one directly. So he has to try something quick and crude. Luckily has has Flux Awareness 37 and Flux Mastery 35, and 60 Flux points and has level 2 Flux Affinity, all of which helps now. He succeeds in his sense and mastery rolls, and goes for a very simply Controlled Manifestation, and spends 20 Flux Points on his reaction roll to help it along, he succeeds. He spends another 20 Flux points on the controlling roll, which has only a modest penalty because it's so _simple_. He makes it.
Even as Ylarines and Co. are in the approaching the last safe moment to stop them, Adaronades' manifestation appears: a sudden tremendous surge of psychokinetic force sweeps Ylarines and his allies over the edge of the cliff, sending them plummeting to their deaths.
Another example: If Adaronades and his companions were a little later, Ylarines would have been too far along to safely interrupt, interrupting the process without proper care could be just as bad as letting him finish it. (Once the Matrix reaction roll is successfully made, interrupting the control stage counts as a badly fumbled control roll, a wide variety of things could happen, but _something_ will. The last safe point to interrupt a Controlled Manifestation, in game terms, is before the reaction roll).
By himself, Adaronades probably could not safely stop things if it got that far. If he had enough high-skill, high Flux-point help, though, he could either let Ylarines finish while setting up his own counteracting Controlled Manifestation, or he could try to 'contest' the manifestation.
The first is straightforward, it might consist of something like collapsing the rock walls of the canyon down-stream to contain the rushing flood, or the like. The effort would work like any other Controlled Manifestation, no contests of skill or anything of the sort involved, it would just be a matter of one group using the Flux to create an effect, another creating a different effect, and letting them interact like any other physical phenomena.
The other way is to 'contest' the manifestation. Contesting a manifestation works roughly the same as creating one. The fluxon(s) involved must make their Awareness and Mastery rolls, and then the 'contesting' group makes a reaction roll too, in effect asking the Flux to stop whatever it's doing for the other group. Whichever group wins the higher reaction wins the contest. That is, if the contesting group gets a higher reaction roll than the first group did, the control of the manifestation shifts to them. He/she/they must then make a Flux Mastery roll of their own to either shape the manifestation or dismiss it, just as if they had started the process.
Note that the first group can then attempt to contest it again, to regain control, and if they succeed their opponents can try again...but each time this happens the reaction roll penalties get worse. In game terms, the Matrix is getting irritated by the constant importuning. Normally a 'good' or better reaction is needed for anything to happens on a Controlled Manifestation, something is already happening, the reaction rolls are a struggle for control, and can keep going down. When one side or the other hits a ver bad' or worse result (1-3 or less), both groups lose control and the manifestation runs wild.
Note that there are no limits to have many different fluxons or groups of fluxons can contest for control of a manifestation, but the more contestants the faster the situation is likely to turn into an out-of- control disaster.
For example, suppose Adaronades had enough support to 'contest'. He and his people go through the same processes they would if they were trying for a Controlled Manifestation of their own, but when they reach the part when the GM rolls their reaction roll, they have to not just get a 'good' reaction, they have to _equal_ or beat the Matrix's reaction to the first group. A tie is a win. If they succeed, they then must get their own wishes across the Matrix (succeed on a Flux Mastery roll), even if their intention is simply for the whole thing to dissipate harmlessly.
Suppose Adaronades and Ylarines get into a serious of contests for control, driving the Matrix into an irritated state, until finally Ylarines tries once too many times. In GURPS terms the GM rolls a 2 on the reaction roll, the Matrix is now irritated and the dam does not just crumble, it essentially _explodes_, spraying billions of bits of gravel at assault-rifle velocity in all directions! Or maybe the effect hits the walls instead of the dam itself and the canyon collapses downstream leaving the dam intact. Or something equally out of control.
OK, the above thread captures most of the basics of the Flux in GURPS gaming terms, though there are lots of implications and details left unmentioned. A few considerations and a bit of recap:
1. Almost all Flux-related game events boil down to two GURPS skills, Flux Awareness and Flux Mastery. The former enables the fluxon to _sense_ and _perceive_ the Flux, with its ebbs and flows, pulsations and shifts and alterations. The second enables the fluxon to communicate with the Matrix (the mind behind the Flux) to command the power. Flux Mastery skill is limited to (Flux Awareness -2). Almost everything involving the Flux can be 'gamed' with these two skills.
2. Unlike most GURPS skills, where super-high levels of skill show diminishing returns, Flux Awareness and Flux Mastery keep on getting more useful even with skill levels in the 30s and 40s, because enormously high skill levels help offset the tremendous 'cost' of the higher level Flux powers, especially the fantastically powerful and versatile Controlled Manifestation ability.
3. It's _theoretically_ possible to teach yourself the Flux skills from written references and other such sources, but it's much harder, much of the talent of a fluxon is a learned thing, best taught by direct experience. Triple all learning times for flux training without a skilled teacher.
4. Even with high skill, there are ways to lose access to the Flux power, or to have it become reluctant to respond to you. Likewise, there are things that can make the Flux temporarily more malleable to a fluxon.
5. The Flux can be a very powerful tool, but it's also quite dangerous, in ways both subtle and gross! Like fire or fission, it makes a good servant and a very bad master.
On Apr 11, 10:24 pm, Johnny1a <shermanl...@hotmail.com> wrote:
> 5. The Flux can be a very powerful tool, but it's also quite > dangerous, in ways both subtle and gross! Like fire or fission, it > makes a good servant and a very bad master.
OK, let's talk about some of those dangers. We've already mentioned some of what can go wrong with critical failures on the skill roles, or if a contest of control gets too intense. Other risks and dangers exist implicit in Flux power as well.
One of the dangers has its roots in the fact that the Flux is basically the psychic field of the Matrix mentality, just as an individual Homosentient has a personal psychic field that is the basis of psi. This super-psychic field can be and is influenced by other minds, indeed this is the basis of Flux skill. It happens in a more general way as well, however. The Flux takes on an impression from the thoughts, emotions, and imaginations of living beings in proximity to it, meaning in practice almost everyone. The impression is barely there, faint, a ghostly semi-presence...on the scale of the Matrix. On a mortal scale it can be quite significant.
Thus the Flux reacts to the thoughts and feelings of the general population, and indeed of the plant and animal kingdoms, any biological mind with sufficient self-awareness to _have_ feelings or desires or thoughts may influence the Flux slightly. The effect of any one individual is usually almost immeasurably slight, but cumulative effects can become important. More potent minds have greater effects as well, thus Homosentient thoughts and feelings can be especially important in influencing the Flux whenever there is a large population of Homosentients in one locale ('locale' meaning a planet or something of comparable size).
This means that especially common, universal thoughts and feelings can be especially influential on the Flux. A feeling, thought, or image common to millions of minds is more likely to leave its mark on the Flux than something occupying only a few minds. Also, an especially _intense_ emotional image or idea will be more potent than a more 'relaxed' one. In some cases the overall behavior of the Flux may even change in response to such influences, Flux-based phenomena may actually start to behave in the way that large numbers of people 'expect' them to. This does not _always_ happen, but it is does happen often.
The common influence can be especially important in Spontaneous Manifestations, about which I'll explain downthread, but it also matters for individual fluxons who use the Flux to duplicate psionic abilities. In order to duplicate personal psi powers with the Flux, the fluxon must actually draw the Flux energies into himself, and channel them through his body and mind just as if he was doing the same with his own natural psychic field. This internalization of the Flux gives it a chance to leave a mark on the fluxon, usually based on the thoughts and images and emotions the Flux has absorbed in from others over time.
As mentioned above, when a fluxon uses the Flux to duplicate psi powers, 'from within', when s/he finishes, no matter how well or badly it went, the fluxon must make a Will check.
EXAMPLE: Tamara has finally finished with her activity, and she releases the Flux, her Flux-based parallel-psi powers fade away, and she breathes a sigh of relief. However, her player must now roll vs. Will, with a penalty equal to the Flux Rating. On a success nothing bad happens. On an ordinary failure, the Flux leaves a psychological imprint behind. On a critical failure, it's more so. After a failure on this roll, any further rolls against Flux-based changes to personality lose that +2 bonus until 30 days have passed.
Tamara has 3 levels of Strong Will and IQ 12, giving her a Will of 15. She's a Flux 3 area, so there is a -3 penalty. She rolls a 13. She picks up a new quirk, (GM's option). On a critical failure, she might have picked up 2 quirks, or one really troublesome one. The effect is permanent unless Tamara somehow can get rid of it (roleplay it!). This process is cumulative, over time failed will rolls can induce new mental disadvantages (or for that matter new mental advantages), all compulsory, none providing new character points. Over time this can radically alter a character's personality.
Specific skills and techniques existed in Antediluvian times to undo such effects, or at least ameliorate them. Does Tamara have access to such in 2008? Good question.
Note that the other two major Flux options, Random Manifestation and Controlled Manifestation, don't have this problem, because they don't involve taking Flux energy into one's own mind and body. They're also a good deal less precise and controllable in action, which is why parallel-psi is a Flux technique used in spite of the risks.
I mentioned something called a Spontaneous Manifestation above. That's what it's called when the Flux causes some effect without any specific command or request from a fluxon, reacting instead to the randomized images and feelings and thoughts it absorbs from the myriad minds that it briefly touches all the time. It's as if the Flux has a sudden overload of local energy, and attempts to shed it by producing a random effect. Spontaneous Manifestations happen throughout space and time, but usually they are totally natural-seeming events. When large numbers of living beings are close at hand (such as a planetary population), the Flux can and often does begin to shed these energy surges by manifesting something reflecting absorbed mental/emotional images and thoughts.
This can range from the trivial to the humorous to the awe-inspiring to the terrifying, depending on the circumstances and the intensity.
Note that such effects rarely if ever reflect a single person's complicated thinking or imaginings, instead they tend to reflect generalied things, things that many minds might recognize or dwell upon. Emotional resonance helps, too. If you were not too far from Disneyworld, and one day you saw a cloud apparently sculpted by wind into a nearly perfect image of Mickey Mouse or Donald Duck, you may (highly likely) be losing your mind...or you might be seeing a Spontaneous Manifestation (unlikely, but not impossible).
This would be a fairly harmless Spontaneous Manifestation...not all of them are so safe.
The higher the local Flux Rating, the more the chance of a Spontaneous Manifestation, and the more spectacular it can tend to be.
Even in high-Flux areas, such events are uncommon, but they do happen. They're more likely in some specially affected areas, about which we'll talk more later.
The example of Adaronades using the Flux to just sweep his opponents to their deaths raises the question: in a complex fight between fluxons, would not 'quick and dirty' techniques be the favored means of battle? One fluxon can invoke them, they're fast, and they're brutally effective. So why would anything more complex be used?
The answer is that there are defenses against these techniques.
The first defense is common sense, if Ylarines and his fellows had not been standing so close to the edge of a steep lethal drop, it would have taken more than a simple shove to deal with them. They were careless and had no idea another fluxon was around, making Adaronades' task easier. The common sense defense against Flux-based attacks is to avoid situations where the 'natural danger level' is high, since that makes it easier to use a _modest_ manifestation to cause a bad (for you) result.
The second and more general defense is to use the Flux to guard against such attacks. This technique we will call 'warding', and like everything else to do with the Flux, in game terms it involves the familiar basic Flux skills. It works almost like a Controlled Manifestation, and in fact it could be considered a form of that.
A minimum skill level of 20 in both skills is needed, and again a -5 penalty applies to both rolls. A success on both means that the fluxon has found and made contact with the Matrix/Flux.
But to ward himself or someone or something else, the next step is slightly different. Instead of seeking some physical effect, the fluxon is asking that the Flux 'immunize' whoever or whatever is being warded from attack by others using the Flux. Again the GM makes a reaction roll, and again the fluxon can spend Flux Points to gain a roll bonus.
Warding is 'easier' than other Controlled Manifestations, though, since instead of asking the Matrix/Flux to _do_ something, the fluxon is asking that it _not_ do something later. A 'neutral' or better reaction is a success, and each higher level of success (i.e. good, very good, or excellent) gives a +1 bonus on the following skill roll.
Now the fluxon (assuming he made the first roll) notes what he wants warded and how intensely, and rolls vs. his Flux Mastery skill, with a bonus from the previous reaction roll (+1 for good, +2 for very good, +3 for excellent), along with the usual bonuses from the local Flux Rating and Flux Affinity. The GM assesses a penalty based on the thing warded and much it is to be warded.
If the fluxon makes his skill roll, he (or the other subject) receives the requested warding. A failed roll has no result at all, except to consume however many Flux Points were spent. This process is very safe, there's little risk of anything going wrong with a warding attempt, assuming one doesn't blow the initial attempt to make contact (a risk common to _all_ Flux use).
The effect of the Ward is that any attempt to use the Flux to attack the Warded object suffers a penalty on the skill _and_ reaction roll of the attack. This works against both Uncontrolled and Controlled Manifestations, and even offers protection from the natural Spontaneous Manifestations. The only thing is offers no protection from is the parallel-psi technique, because this works through the mind and body of a fluxon and involves no overt manifestation, it does not apply to that.
Suggestions for penalty roll on the skill roll for GM:
Fluxon seeks to ward only himself: -3 * Ward Rating Fluxon seeks to ward a group including himself: (2* number of group * (-3 * Ward Rating)) Fluxon seeks to ward one other person: (-5 * Ward Rating) Fluxon seeks to ward group not including himself: (2 * number in group * (-5 * Ward Rating)) Fluxon seeks to ward object: -5 * Ward Rating * number of hexes object occupies
These are just guidelines, the GM can and should apply bonuses and penalties according to specific circumstances.
The Ward Rating is the penalty on the reaction and skill rolls used to attack whatever is warded.
EXAMPLE: Ylarines survived the fall from the cliff due to Villain Survival Effect (i.e. the good guys didn't find the body afterward). He eventually recovers, and sets out for revenge on Adaronades. He catches up to Adaronades, finding him having a late supper in a little diner in a small town in Iowa. Watching from his car across the street, listening to the driving rain and musing over how he was wronged by Adaronades (after all, Ylarines was minding his own business in the process of trying to engage in mass murder, and Adaronades went and interfered, insufferable busybody), Ylarines launches his attack.
Ylarines figures he'll keep it simple, and tries for a Controlled Manifestation, he asks the Flux to choke Adaronades to death. That's easy, basic, and simple, and Ylarines spends several Flux Points to make sure it works.
Trouble is, Adaronades Warded himself heavily, unknown to the outraged Ylarines. Ylarines gets off to a good start, his first two rolls (to find and connect with the Flux) go well. Then he tries for his strangling Manifestation, and things promptly go sour.
His reaction roll is penalized by Adaronades' ward, which has a -25 rating. The GM rolls 3d, and when all the Flux Points and everything else are totaled up, he gets a 16, a very good reaction. However, the Ward Rating now subtracts 25 leaving a -21, a Disastrous reaction. Because it was a Ward penalty, there's no real loss to Ylarines' popularity with the Matrix, it's just that the Matrix has already been programmed against what Ylarines wants. He has to try _again_, spending more Flux Points to make up for the deficit.
(NOTE: The GM should _NOT_ tell the player _exactly how many_ Flux Points are needed to overcome the penalties, the penalties are _secret_, because the character has no way to no except to try and see! A fluxon can make an Awareness roll at any time to try and get a 'sense' of what is needed, but the answer will be something general, like 'at least 20 points are needed', or 'something like 30'. On a critical success on a Flux Awareness roll, the exact penalties are revealed.)
Suddenly suspecting that Adaronades is protected, Ylarines tries to sense how strong the protections are. His player rolls against Flux Awareness, and gets a success, he learns that it will take at least 15 Flux Points, but how many more he doesn't know. (On a crit success he'd be told he needs '25' to kill the penalty.)
Ylarines spends 20 _more_ Flux Points on the next try, the GM rolls an 18, and because of the extra Flux Points the -25 Ward penalty is only -5, final result 13. That's a 'good', Ylarines is in business.
BUT...he still has to explain to the Matrix what he wants, i.e. his player must make a Flux Mastery roll as with any other Controlled Manifestation. Knowing Adaronades is warded, he spents another extra 20 Flux Points, and on the 3d roll he makes a 16. When all the bonuses and penalties (including the Flux Points and the Ward penalty) are added up, Ylarines' player ends with 37, his roll failed!
In game terms, the Matrix 'protects' Adaronades, since Ylarines failed to overcome the previous programming. This protection takes the form of doing something else (i.e. skill roll failure). The idling engine of Ylarines' car fails, as the Flux proceeds to use PK to choke off the fuel line of his car, instead of the breathing passages of Adaronades. The fuel pump promptly gives out, the fuel line bursts and sprays expensive gasoline everywhere, Ylarines curses in Atlantean and pounds on the driver's wheel in frustration, and in the diner, Adaronades asks the waitress for a slice of apple pie with a big scoop of ice cream, blissfully unaware of the drama playing out across the street.
> The example of Adaronades using the Flux to just sweep his opponents > to their deaths raises the question: in a complex fight between > fluxons, would not 'quick and dirty' techniques be the favored means > of battle? One fluxon can invoke them, they're fast, and they're > brutally effective. So why would anything more complex be used?
> The answer is that there are defenses against these techniques.
> The first defense is common sense, if Ylarines and his fellows had not > been standing so close to the edge of a steep lethal drop, it would > have taken more than a simple shove to deal with them. They were > careless and had no idea another fluxon was around, making Adaronades' > task easier. The common sense defense against Flux-based attacks is > to avoid situations where the 'natural danger level' is high, since > that makes it easier to use a _modest_ manifestation to cause a bad > (for you) result.
> The second and more general defense is to use the Flux to guard > against such attacks. This technique we will call 'warding', and like > everything else to do with the Flux, in game terms it involves the > familiar basic Flux skills. It works almost like a Controlled > Manifestation, and in fact it could be considered a form of that.
> A minimum skill level of 20 in both skills is needed, and again a -5 > penalty applies to both rolls. A success on both means that the > fluxon has found and made contact with the Matrix/Flux.
> But to ward himself or someone or something else, the next step is > slightly different. Instead of seeking some physical effect, the > fluxon is asking that the Flux 'immunize' whoever or whatever is being > warded from attack by others using the Flux. Again the GM makes a > reaction roll, and again the fluxon can spend Flux Points to gain a > roll bonus.
> Warding is 'easier' than other Controlled Manifestations, though, > since instead of asking the Matrix/Flux to _do_ something, the fluxon > is asking that it _not_ do something later. A 'neutral' or better > reaction is a success, and each higher level of success (i.e. good, > very good, or excellent) gives a +1 bonus on the following skill roll.
> Now the fluxon (assuming he made the first roll) notes what he wants > warded and how intensely, and rolls vs. his Flux Mastery skill, with a > bonus from the previous reaction roll (+1 for good, +2 for very good, > +3 for excellent), along with the usual bonuses from the local Flux > Rating and Flux Affinity. The GM assesses a penalty based on the > thing warded and much it is to be warded.
> If the fluxon makes his skill roll, he (or the other subject) receives > the requested warding. A failed roll has no result at all, except to > consume however many Flux Points were spent. This process is very > safe, there's little risk of anything going wrong with a warding > attempt, assuming one doesn't blow the initial attempt to make contact > (a risk common to _all_ Flux use).
> The effect of the Ward is that any attempt to use the Flux to attack > the Warded object suffers a penalty on the skill _and_ reaction roll > of the attack. This works against both Uncontrolled and Controlled > Manifestations, and even offers protection from the natural > Spontaneous Manifestations. The only thing is offers no protection > from is the parallel-psi technique, because this works through the > mind and body of a fluxon and involves no overt manifestation, it does > not apply to that.
> Suggestions for penalty roll on the skill roll for GM:
> Fluxon seeks to ward only himself: -3 * Ward Rating > Fluxon seeks to ward a group including himself: (2* number of group * > (-3 * Ward Rating)) > Fluxon seeks to ward one other person: (-5 * Ward Rating) > Fluxon seeks to ward group not including himself: (2 * number in group > * (-5 * Ward Rating)) > Fluxon seeks to ward object: -5 * Ward Rating * number of hexes > object occupies
> These are just guidelines, the GM can and should apply bonuses and > penalties according to specific circumstances.
> The Ward Rating is the penalty on the reaction and skill rolls used to > attack whatever is warded.
> EXAMPLE: Ylarines survived the fall from the cliff due to Villain > Survival Effect (i.e. the good guys didn't find the body afterward). > He eventually recovers, and sets out for revenge on Adaronades. He > catches up to Adaronades, finding him having a late supper in a little > diner in a small town in Iowa. Watching from his car across the > street, listening to the driving rain and musing over how he was > wronged by Adaronades (after all, Ylarines was minding his own > business in the process of trying to engage in mass murder, and > Adaronades went and interfered, insufferable busybody), Ylarines > launches his attack.
> Ylarines figures he'll keep it simple, and tries for a Controlled > Manifestation, he asks the Flux to choke Adaronades to death. That's > easy, basic, and simple, and Ylarines spends several Flux Points to > make sure it works.
> Trouble is, Adaronades Warded himself heavily, unknown to the outraged > Ylarines. Ylarines gets off to a good start, his first two rolls (to > find and connect with the Flux) go well. Then he tries for his > strangling Manifestation, and things promptly go sour.
> His reaction roll is penalized by Adaronades' ward, which has a -25 > rating. The GM rolls 3d, and when all the Flux Points and everything > else are totaled up, he gets a 16, a very good reaction. However, the > Ward Rating now subtracts 25 leaving a -21, a Disastrous reaction. > Because it was a Ward penalty, there's no real loss to Ylarines' > popularity with the Matrix, it's just that the Matrix has already been > programmed against what Ylarines wants. He has to try _again_, > spending more Flux Points to make up for the deficit.
> (NOTE: The GM should _NOT_ tell the player _exactly how many_ Flux > Points are needed to overcome the penalties, the penalties are > _secret_, because the character has no way to no except to try and > see! A fluxon can make an Awareness roll at any time to try and get a > 'sense' of what is needed, but the answer will be something general, > like 'at least 20 points are needed', or 'something like 30'. On a > critical success on a Flux Awareness roll, the exact penalties are > revealed.)
> Suddenly suspecting that Adaronades is protected, Ylarines tries to > sense how strong the protections are. His player rolls against Flux > Awareness, and gets a success, he learns that it will take at least 15 > Flux Points, but how many more he doesn't know. (On a crit success > he'd be told he needs '25' to kill the penalty.)
> Ylarines spends 20 _more_ Flux Points on the next try, the GM rolls an > 18, and because of the extra Flux Points the -25 Ward penalty is only > -5, final result 13. That's a 'good', Ylarines is in business.
> BUT...he still has to explain to the Matrix what he wants, i.e. his > player must make a Flux Mastery roll as with any other Controlled > Manifestation. Knowing Adaronades is warded, he spents another extra > 20 Flux Points, and on the 3d roll he makes a 16. When all the > bonuses and penalties (including the Flux Points and the Ward penalty) > are added up, Ylarines' player ends with 37, his roll failed!
> In game terms, the Matrix 'protects' Adaronades, since Ylarines failed > to overcome the previous programming. This protection takes the form > of doing something else (i.e. skill roll failure). The idling engine > of Ylarines' car fails, as the Flux proceeds to use PK to choke off > the fuel line of his car, instead of the breathing passages of > Adaronades. The fuel pump promptly gives out, the fuel line bursts > and sprays expensive gasoline everywhere, Ylarines curses in Atlantean > and pounds on the driver's wheel in frustration, and in the diner, > Adaronades asks the waitress for a slice of apple pie with a big scoop > of ice cream, blissfully unaware of the drama playing out across the > street.
In the above example, Ylarines tried to use the Flux to attack Adaronades _directly_. But the Ward also protects from indirect Flux- based attacks.
EXAMPLE: Replaying the example above, Ylarines decides to try to make it look like an accident. Instead of trying to strangle Adaronades with PK, Ylarines asks the Flux to collapse the restaurant roof. That's a little more energy, so the penalties are worse, but not too bad from Ylarines' point of view. He makes his rolls, but again he finds that when he gets to the reaction roll it's weirdly hard. The thing is, as long as Ylarines _himself_ knows that his ultimate goal is harming Adaronades, directly _or_ indirectly, the Matrix will sense that too, through the connection with the Flux, and the Ward kicks in.
Once again, Ylarines has to spend far more Flux Points than he thought he would for so basic an effect, and again he blows the final skill roll because of the Ward penalty. This time, instead of collapsing the roof of the diner, the Flux blows the hood, trunk, sunroof, and doors of every car on the street right off their hinges, making a horrible ruckus!
All this noise alerts the inhabitants of the diner that something's up, just as the waitress brings Adaronades his apple pie. He walks to the door to see what's up, and sees doors and trunks and hoods and other car-parts scattered through the street, a plethora of damaged parks cars, and sitting in a ripped open car across the street is Ylarines, pounding on the wheel of his car and cursing in Atlantean as the rain through his now-open sunroof soaks him.
This time our villain managed to give State Farm some interesting insurance claims, but Adaronades is still safe and sound (the same can't be said of his car, but better his car than him!)
Warding is cumulative, multiple wards can be piled upon one person or one