ZeroSpace: Ectypes And Echoes

Another snippet from ZeroSpace: Ectypes And Echoes…

Ectypes And Echoes

Ectypes and echoes are copies of an organic being’s consciousness. An ectype is a copy which has been reproduced in organic matter, typically (though not always) placed into a clone of the original person. An echo is a digital copy, typically (though not always) preserved in a virtual reality environment. Although the end result is different, the basic process involved in creating ectypes and echoes is similar: the original being’s brain is scanned, and the neurochemical snapshot is stored as data. The creation of this neurochemical snapshot is a painless process, but it is time consuming and prohibitively expensive. Despite the great cost, some particularly narcissistic individuals have used ectypes to achieve a type of serial immortality, creating copies of themselves to survive their own passing, and leaving their estates to an ectype of themselves in their wills.

In most of civilized space, the legal status of ectypes is the same as that of any other organic being: they may be treated as property on a given world, or not, in much the same way that any other organic being might. The status of echoes is somewhat more variable. On most worlds, echoes are treated similar to androids. The laws pertaining to the creation of ectypes and echoes typically follows the model of laws pertaining to the creation of sentient androids. On worlds where ectypes or echoes are granted the same rights as other sentient creatures, their creation is legally restricted or even prohibited altogether. On worlds where artificial life forms are treated as property, their creation is lightly regulated, if at all.

ZeroSpace fabricators

A random tidbit from ZeroSpace, a work in progress.

Fabricators

A fabricator is a device which manufactures complex objects from component substances. The component substances are typically in liquid or powder form, and must be replenished periodically. General purpose fabricators typically have reservoirs of metal, ceramic, and synthetic polymer dust, while specialized fabricators use substances specific to their application. Medical fabricators, for example, use reservoirs of protein, calcium, phosphorous, nucleotides, and synthetic biomatter. Fabricators are commonplace throughout most of civilized space.

I imagine food fabricators have reservoirs of fat, salt, soylent, and spices.

Grappling with grappling

The single most difficult thing to design in a game, in my experience, is grappling. It sounds simple, doesn’t it? Two people wrestling. It’s literally the world’s oldest sport. But in game after game, it’s ridiculously complicated. The first game I ever worked on, Gatewar, had a full page of tiny print describing it. We did our best with Bulletproof Blues, but I was never really happy with it.

Fortunately, with the new task resolution in 3rd edition of Bulletproof Blues, we were able to drastically simplify grappling.

This is a work in process, obviously: it may be a bit different when the book is published.

Grappling

A grapple is a special form of close combat attack that does not inflict damage, but instead restrains the target’s limbs and prevents them from moving freely. The attack value (AV) of a grapple is equal to the attacker’s Brawn, and the defense value (DV) of the target is equal to the defender’s Brawn or Agility (whichever is greater).

If the attacker’s roll is greater than the defender’s roll, the defender is restrained. A restrained character is not helpless, but they can’t use normal movement until they break free of the grapple. Attacking a restrained character is easier, and a restrained character’s attacks are easier to avoid: a restrained attacker incurs a penalty die on all attack rolls and defense rolls while restrained.

A grapple is not normally able to inflict damage directly (like a punch), but the attacker may attempt to use leverage to hurt the grappled character.

Breaking Free Of A Grapple

To break free of the grapple, the restrained character must use a task action to roll their Brawn or Agility (whichever is greater) against the attacker’s Brawn. If the restrained character has XXX Telekinesis, they may use their Power for this roll. If the restrained character’s roll is greater than the grappling character’s roll, the restrained character has broken free of the grapple, and they may use their movement action for that turn. Alternately, the grappling character may release the restrained character at any time, without using an action.

Hurting A Grappled Target

If the attacker wishes to exert strength or leverage in an attempt to hurt the restrained character, they must use an action to make another attack roll against the restrained character.

Grapple vs. Grapple

If the grappled character succeeds in a grapple attack against the original attacker, both characters are considered restrained. Neither character can use normal movement until they break free of their opponent’s grapple. Both characters incur a penalty die on all attack rolls and defense rolls while restrained.

Throwing A Grappled Target

If the attacker wishes to throw the grappled character, the distance an attacker may throw the defender is based on the Brawn of the attacker and the mass of the defender. First, look up the mass of the defender in the “Lift” column (rounding to the nearest mass value), and find the corresponding Brawn for that mass. Subtract that from the Brawn of the attacker, and look up that resulting value in the “Throw” column. This is how far the attacker can throw the restrained character.

New task resolution in BB3

Bulletproof Blues 3rd editionIn Bulletproof Blues second edition, task resolution took the form of:

2d6 + action value vs. 8 + difficulty value

In Bulletproof Blues third edition (currently under construction), all rolls are opposed:

2d6 + action value vs. 2d6 + difficulty value

Why? Three reasons.

First, new players often forgot the “8” in “8 + difficulty value”, and would need to look it up. Having to look things up is no fun.

Second, when on the receiving end of an attack, players like to feel that they have some influence on the outcome. Although it makes little difference statistically, players feel more involved if they get to roll some dice when their character is attacked.

Finally, making the roll 2d6 vs 2d6 gives a more varied result. Compare the 2nd edition roll to the third edition roll.

Sidekick

Here’s a new advantage from Bulletproof Blues third edition (currently under construction): Sidekick!

Sidekick

The character fights more effectively when they fight alongside their mentor. If the sidekick is within short range (10 m) of their mentor, their attack value (AV) and defense value (DV) are equal to their normal values, or one less than their mentor’s values during that turn, whichever is greater. The character’s mentor must be chosen when this advantage is purchased, and should change very rarely, if ever.

On lethal damage and scary weapons

In the current version of Bulletproof Blues, there is no difference between the damage inflicted by a sword and the damage inflicted by a baseball bat. There is a simple reason for this. Aside from a handful of specially designed weapons, like rubber bullets and tasers, any real world weapon is lethal — and even tasers and rubber bullets can cause death or crippling injury.

However, in the comics that Bulletproof Blues seeks to emulate, there is a big difference: a character who carries guns and/or swords is not regarded in the same way as a character who carries a hammer or a ball-and-chain, even though, in the real world, these weapons would all be equally lethal. A character with guns is a killer. Guns are scary. Swords are scary.

Thinking about this, and how we might apply this distinction in the next version of Bulletproof Blues (which is a long way off), it occurred to me that there is a real-world equivalent for this phenomenon: the “assault weapon”. The term “assault weapon” was popularized in the late 1980s by an anti-firearm lobbying group seeking greater restrictions on civilian firearm ownership. This effort was successful, at least for a while. The U.S. Assault Weapons Ban of 1994 restricted ownership of “assault weapons” in the United States from 1994 to 2004. However, the distinction between an “assault weapon” and an ordinary rifle was a cosmetic one. This rifle…

Ruger_Mini14

… and this “assault weapon”…

Bushmaster_AR15

… are functionally the same. They are, for most practical (rather than cosmetic) purposes, interchangeable. The difference is not in the weapons themselves, but in our perception of them. “Assault weapons” are scary looking… much like guns and swords in a superhero comic.

So what we are thinking about is a new power enhancement: Scary. “Scary” powers are not any more effective or lethal than other powers, but bystanders perceive them to be more lethal, and more dangerous… and the people who use such powers are perceived as more bloodthirsty, and more willing to take a life.

What do you think?

Third time’s the charm

Following up on the previous blog post, here’s what I am thinking now for combat resolution in ZeroSpace. Currently, the resolution mechanic looks like this:

2d6 + action value [+3 or –3] vs. 8 + difficulty value [+3 or –3]

We want to split up the character’s contribution and their weapon’s contribution, and make both meaningful. That will look like this:

2d6 + attribute + weapon [+3 or –3] vs. 8 + attribute + defense [+3 or –3]

I was pretty happy with the simplicity of “action value” and “difficulty value”, but if we have players adding two things (e.g., attribute and weapon), than coming up with a name for that sum just seems like a needless complication. On the other hand, it does make explaining the game mechanics a lot easier. I’ll keep “action value” and “difficulty value”, for now, and just define what those values actually are on a case by case basis. It might work. We’ll see how it goes.

We currently call the number assigned to each attribute its “rank”, so I suppose the simplest thing to do would be to call the numbers associated with weapons and defenses “rank”, as well (rather than attack rating/defense rating).

And since weapon-like esoteric powers and alien traits would need to work this way as well, we need to add an attribute for them, which I’ll call Power, at least until I think of something better.

So what would this change look like, in practice? It would go from this:

Blast

Blast is a short range (10 m) attack of pure esoteric energy which inflicts endurance damage. The Blast has an attack rating equal to the character’s Willpower.

Dissonance

Dissonance is an unarmed close combat attack which inflicts endurance damage. Dissonance has an attack value (AV) equal to the Willpower rank of the character with the power.

Dissonance ignores all normal forms of protection such as armor and energy shields: instead, the defense value (DV) of the target is equal to their Willpower. This is particularly effective against inanimate objects, since they have no Willpower.

A character with [[ZeroSpace:Esoteric_Orders#Harmony|Harmony]] is unaffected by Dissonance.

Ward

Ward permits a character to use their psiblade or psistaff as protection against most single-target attacks: anything which inflicts endurance damage and is aimed at the individual character.

The defense value (DV) of a character with the Ward advantage is equal to their relevant defense attribute + 1, or the attack rating of their psiblade or psistaff, whichever is greater. As always, this does not stack with armor, energy shields, or other forms of defense — only the highest defense value applies.

Ward does not need to be activated: it is always on, as long as the character is alert and has a psiblade in their possession.

Armor

Armor provides protection against most forms of direct damage: anything which inflicts Endurance damage. The defense value (DV) of a character with armor is equal to their relevant defense attribute (Brawn or Agility) + 1, or the defense rating of the armor, whichever is greater. As always, this protection does not stack with energy shields or other forms of defense — only the highest defense value applies.

Close Combat Weapons

The attack value (AV) of a character using a hand-to-hand weapon such as a club or a knife is equal to their relevant attack attribute (usually Brawn) + 1, or the attack rating of the weapon, whichever is greater. A knife with attack rating 1 wielded by a character with rank 2 Brawn would have an attack value of 3.

To this:

Blast

Blast is a short range (10 m) attack of pure esoteric energy which inflicts endurance damage. Blast has an attack value (AV) equal to the attacker’s Willpower rank + Power rank.

Dissonance

Dissonance is an unarmed close combat attack which inflicts endurance damage. Dissonance has an attack value (AV) equal to the attacker’s Willpower rank + Power rank.

Dissonance ignores all normal forms of protection such as armor and energy shields: instead, the defense value (DV) of the target is equal to their Willpower rank + Power rank. This is particularly effective against inanimate objects, since they have no Willpower.

A character with [[ZeroSpace:Esoteric_Orders#Harmony|Harmony]] is unaffected by Dissonance.

Ward

Ward permits a character to use their psiblade or psistaff as protection against most single-target attacks: anything which inflicts endurance damage and is aimed at the individual character.

The defense value (DV) of a character with the Ward advantage is equal to the rank of their defense attribute + the rank of their psiblade or psistaff. As always, this does not stack with armor, energy shields, or other forms of defense — only the highest defense value applies.

Ward does not need to be activated: it is always on, as long as the character is alert and has a psiblade in their possession.
Armor

Armor provides protection against most forms of direct damage: anything which inflicts Endurance damage. The defense value (DV) of a character with armor is equal to the rank of their defense attribute (Brawn or Agility) + the rank of the armor. As always, this protection does not stack with energy shields or other forms of defense — only the highest defense value applies.

Close Combat Weapons

The attack value (AV) of a character using a hand-to-hand weapon such as a club or a knife is equal to the rank of their attack attribute (usually Brawn) + the rank of the weapon. A knife with rank 1 wielded by a character with rank 2 Brawn would have an attack value of 3.

That’s not so bad, is it?