OOC Mechanics.   Posted by Mr. Johnson.Group: 0
Mr. Johnson
 GM, 218 posts
Sun 5 Apr 2020
at 23:13
OOC Mechanics
A place for discussion of PbtA / Sixth World mechanics and house rules.
Mr. Johnson
 GM, 219 posts
Sun 5 Apr 2020
at 23:14
OOC Mechanics
common game mechanics and terms:

Success & Failure
10+ strong success, the action plays out as the character intended
7+ weak success, the action succeeds but there are complications
6 and under, fail

Boosted
There are no specific modifiers for any moves, although when a PC is boosted  they are unable to fail.

Glitched
There are no specific modifiers for any moves, although when a PC is glitched they are unable to generate a strong success.

Hold +1
Where PCs have taken control of a situation or have some kind of advantage they can use at any time they Hold +1.  This means they may add +1 to a future roll if they choose to do so.  Hold +1 is usually one-time add to a roll (to bump from fail to weak success or weak success to strong success).  This bump is applied after the results of the roll.

Take +1/-1 forward
In favorable conditions PCs may take +1 forward (adding +1 to the next roll)
In unfavorable conditions PCs may take -1 forward (subtract -1 from the next roll)

Edge boost
A point of Edge may be used before a roll to make the PC boosted.

Edge bump
Using a point of Edge after a roll to bump the roll +1 turning a fail into a weak success or a weak success into a strong success. An Edge bump can also be used to increase damage dealt by +1.

Prep
Prep comes as a result of Legwork and/or Hit the Books. Any Prep the character earns can be used in the same way as Edge during that scene.

Snake eyes & Box cars
On a natural roll of 2, somthing bad happens...
On a natural roll of 12, something good happens...

This message was last edited by the GM at 00:48, Thu 20 Jan.

Mr. Johnson
 GM, 220 posts
Sun 5 Apr 2020
at 23:15
OOC Mechanics
Threats & Lethality

I must admit, I'm most familiar with the early SR games where any punk with a sawed off shotgun was a pretty credible threat.  I'm not sure how that translated into later rulesets, but with the Sixth World mechanic, that kind of lethality remains.  Every combat encounter is a risk.  I've decided to use fixed damage rather than rolling for damage, which will put a bit more predictability into combat scenes, but please do take note that two bullets from a heavy pistol or two punches from that rough looking orc will be enough to put mere mortals out of commission.

The good news is that this is a two-way street.  Street-gang low lifes and Lone Star patrol officers don't want to end up on a coroner's table.  Rather than fight to the death, if given an opportunity, most threats will bail out of a fight when it is clear that things aren't going their way.  When a threat appears, I'll naturally give an IC description but I'll also provide an OOC indication of the relative level of competence / lethality / dedication that the character is up against.

Threats
for example:

Devil Rat Nuisance
Street Thug Nuisance (+)
Corporate Security  Peer
Lone Star HTR Peer (+)
Blood Mage Nemesis
Great Dragon Nemesis (+)

Threat Moves

Threat Moves happen in response to / flow from PC actions (or inaction, or failed attempts at action). If something is done by a PC that would lead to a Threat move, then it happens.  No dice, no crunch.

for example:

Zam Wessel was here to kick ass and chew bubble gum.  Wouldn't you know it, he was all outta bubble gum.   Unfortunately, Zam was not having a good day at all.  Tonight, things were not going as planned.  Who knew the bartender Peer (+) was an ex-welter on the city circuit?

Rock and Roll
16:21, Today: Mr Johnson, on behalf of Zam Wessel, rolled rolled 7 using 2d6+1 ((2,4))
Weak success: Zam deals damage but leaves himself open to retaliation


Normally his patented brass knuckle sucker punch would put a man on the ground and a fat stack of bills in Zam's pocket, but the bartender was obviously no stranger to shots to the head.

Threat move Bartender deals damage

Result:
Zam: [/] [/] [ ] [ ] [ ] [ ] [ ] [ ]
Bartender: [/] [/] [/] [/] [ ] [ ] [ ] [ ]
Fight continues

Mr. Johnson
 GM, 226 posts
Mon 6 Apr 2020
at 00:18
OOC Mechanics
Allies - Friends, Hired help, Gangs and Tribes

Friend (NPC): an NPC aiding a PC rolls 2D6 to Make it Rain.
- On 10+ the PC roll is boosted
- On 7-9 the PC takes +1 forward
- On 6 or less, the NPC is no help at all

To eliminate the crunch and lag of managing numerous NPCs, the following mechanics apply to groups of allies:

Pair (NPC): two NPCs working together always form a pair.
- Skill Tests: 2D6 + applicable stat + 1 for any skill tests
- Damage Track: base track for a typical member + 2 boxes.
- Deal damage: base damage + 2 equally divided between all threats.
- Pairs always expose themselves to damage as a result of a complication when they Rock and Roll.
- When a Pair is defeated in combat both NPCs are considered combat ineffective.

Troop (NPC): a group of 3 or more NPCs working together with cohesion as a team is a Troop.
- Skill Tests: 2D6 + (# NPCs/2) for any skill tests
- Damage Track: base track for a typical member + 2 boxes per NPC in the Troop.
- Deal damage: base damage + number of NPCs equally divided between all threats.
- Troops always expose themselves to damage as a result of a complication when they Rock and Roll.
- When a Troop is defeated in combat two typical members remain and become a Pair.

Rabble (NPC): a group of 3 or more NPCs that works together but lacks the training and cohesion to work as an effective team is a Rabble.
- Skill Tests: 2D6 + (# NPCs/3) for any skill tests
- Damage Track: base track for a typical member + 1 box per NPC in the Troop.
- Deal damage: base damage + number of NPCs equally divided between all threats.
- Rabble always expose themselves to damage as a result of a complication when they Rock and Roll.
- When a Rabble is defeated two typical members are incapacitated and the remaining members flee.

This message was last edited by the GM at 02:11, Tue 25 Jan.

Mr. Johnson
 GM, 227 posts
Mon 6 Apr 2020
at 00:36
OOC Mechanics
Threats - quantity has a quality all its own...

Troop (Threat): a group of 3 or more Threats working together with cohesion as a team is a Troop.
- Damage Track: base track for a typical member + 2 boxes per Threat in the Troop.
- Deal damage: base damage + number of Threats equally divided between all PCs.
- When a Troop is defeated in combat two typical members remain, each marks two damage.  Both remaining members attempt to recover their injured allies then attempt to flee.

Rabble (Threat): a group of 3 or more Threats that works together but lacks the training and cohesion to work as an effective team is a Rabble.
- Damage Track: base track for a typical member + 1 box per NPC in the Troop.
- Deal damage: base damage + number of Threats equally divided between all threats.
- When a Rabble is defeated in combat two typical members are incapacitated and the remainder attempt to flee.

Swarm (Threat): an enormous group of threats that attack without coordination, relying entirely on their massive numbers advantage to overwhelm the PCs.
- Damage Track: Swarm damage track is equally to 10x damage track for a typical member.
- Deal damage: Swarms deal 5x base damage for a member of the swarm spread equally across all PCs that take damage as a result of a complication.
- Defeated swarms dissipate leaving 1D4 individual typical members as Threats.  These Threats do not act as either a Troop or a Rabble.  Each individual marks one damage.
Mr. Johnson
 GM, 229 posts
Mon 6 Apr 2020
at 01:08
OOC Mechanics
Core Moves

CHECK THE SITUATION: when you assess a situation or determine facts about your environment, roll+Awareness.



FUCK IT UP / MAKE IT RAIN: when you aid or interfere with someone, roll+stat (as applicable).



GUT CHECK: when you check off your 8th wound box, roll+Stamina.



MANIPULATE: when you have leverage over someone (something they need, want, or wish to hide) and wish to get something from them, roll+Presence.



MAKE THEM SWEAT: when you impose your will on someone by force or threat of force, roll+Combat.



ROCK & ROLL: when you attack an enemy in melee or at range, roll+Combat.



STAY FROSTY: when you act despite imminent danger, fear, or risk, you must roll. The stat you add depends on how you’re addressing the risk.
……staying alert and reacting quickly, roll+Awareness
……counting on combat experience and willingness to do harm, roll+Combat
……hoping you’re tough enough, roll+Stamina
……banking on your skill or knowledge, roll+Craft
……flashing a smile or banking on charm, roll+Presence



TAKE A BULLET: when you stand in defense of another, roll+Stamina.
Mr. Johnson
 GM, 230 posts
Mon 6 Apr 2020
at 01:17
OOC Mechanics
Secondary Moves

LAST CHANCE: when you are facing death and out of options, permanently sacrifice at least 1 Edge and roll+the amount sacrificed.
Edge sacrificed for this move is gone until you earn it back; it does not refresh with rest as usual.



CITATION NEEDED: when you research something, roll+Craft.



FIRST AID: when you try to keep a teammate from dying from their wounds, roll+Craft.



GO SHOPPING: when you hit the market to buy legal or illegal items, roll+Presence.



HIT THE BOOKS: when you spend time training, practicing, or studying, you gain Prep. You gain 1 Prep for every 2 days spent in training or practice. When that training and preparation pays off, you can spend 1 Prep to take +1 forward on any roll. You can only spend 1 Prep per roll.



OVERWATCH: when you’re providing cover for an ally and a threat appears, roll+Awareness to gain an advantage on the threat.



POP PILLS: when you indulge in a drug, roll+Stamina.



PULL STRINGS: when you hit up a contact for info or assistance, roll+Presence.



SUPPRESSION FIRE: when you suppress an area to pin the enemy down down, roll+Combat and mark off 2 Ammo.
Mr. Johnson
 GM, 266 posts
Wed 15 Apr 2020
at 19:44
OOC Mechanics
Security Tally

Security tally reflects the amount the PC has pushed their luck getting away with suspicious, unruly or unlawful behaviour when there is potential to get caught but when there is no direct Threat to the character.  Some instances when security tally might apply include:

-Hacking nodes in the Matrix where routine queries from SPU/CPU might detect a decker’s actions.
-Breaking into a corporate compound where guards, sensors or security cameras could detect a team of shadowrunners.
-Street racing and other vehicular mayhem where police patrols might spot an inattentive rigger.
-Downtown city streets where street gangs might protect their turf or panicky bystanders might call the cops.
-Wilds where paracritters might be on the hunt.
-Metaplanes where parasitic spirits may be attracted to a magician’s powerful aura.

Security tally may increase as a complication to a successful action (on a roll of 7-9).

Increased security tally may impact PC rolls either taking a negative modifier forward or glitching rolls.
Mr. Johnson
 GM, 438 posts
Sun 23 Jan 2022
at 20:39
OOC Mechanics
Magic users and Essence

Some key differences about Essence in the mechanics of Sixth World.

Essence must be temporarily 'spent' to power spells, summon spirits, activate adept abilities and imbue magical items.

Essence can be regained using moves like Commune and Center or by resting.

Essence can be greater than 6 and is bought up like any other attribute when characters gain Rep.

A magician or adept can use a Focus to increase the amount of Essence available to them. Spell and Spirit foci are 'charged' using Essence that can then be held for later use casting a spell or summoning a spirit of the same type as the focus. A Power focus is a more general way to store Essence which is not constrained to use for a specific spell or spirit type. A magician or an adept can also wield a weapon focus. Similar to any other focus, the weapon focus is charged with Essence. The weapon focus' Essence then essentially becomes additional Edge to be used for making the Rock and Roll move with that weapon (allowing the user to boost their moves, bump their rolls or bump their damage).

A magician can create a disposable Fetish to aid in casting a spell or summoning a spirit from their personal grimoire. The essence invested in the Fetish is stored until the item is used.  Once used the Fetish is destroyed and the essence imbued in the item is used to power the magical effect.

A magician or an adept can also use a Fetish created by another magician to create an effect they do not personally know how to create. This is still a one shot consumable item, but it does provide a bit of flexibility for the magician or adept to expand their magical options.

At no point can a magician or an adept control more Essence than 1.5x their natural rating.

Example 1:

Redbird is a shaman who follows Eagle. Her tribe has been besot by toxic spirits from the nearby polluted swamp. Only she can deal with this threat, but she needs time to prepare.

Redbird has 6 natural Essence.

She visits the sweat lodge wearing her grandmother's beaded necklace. It had always given grandmother good luck. In quiet reflection of what is to come, she imbues the heirloom with her Essence. (Power Focus 1 - Essence 5/6)

Late in the day, Redbird walks to the glade where she first learned of her shamanic power. She sings the song of sky where Eagle flies high and calls a Protector to aid her. She asks the spirit to imbue an eagle feather so she can call upon it at any time. (1 Essence to summon the spirit, 2 essence embed into the Spirit Focus - Essence 2/6)

It has been a long day. Redbird sleeps soundly and wakes early feeling fully recharged, ready to confront the toxic spirits of the swamp.

Essence 6/6 ... Power Focus 1 ... Spirit Focus 2
Redbird controls 9 Essence in total, 1.5x her natural Essence rating


Example 2:

Xai is an physical adept who works in corporate security for Aztechnology. The vice-president of operations is touring a research facility today.  Who knows what those spell-slingers are working on out there?  Xai is taking no chances.

Xai has 6 natural Essence.

He spends the morning in the dojo, from 4-6am just like every day, working up a sweat and keeping his mind free of distraction.  He always finishes his workout in quiet meditation with his katana sitting on his lap.  The blade becomes an extension of his will. (Weapon Focus 2 - Essence 4/6).

After a protein shake from the corporate campus gym's juice bar, he hits the sauna, takes a hot shower and grabs a light nap (Essence 6/6).

Before meeting the VP at the helipad, he swings by the security office and signs out a Spell Focus. The quartermaster tells him that the scroll contains a Mana Bolt, but Xai has to take his word for it, he can use these things, but doesn't really understand how the spell works. (Spell Focus - 1).

Essence 6/6 ... Weapon Focus 2 ... Spell Focus 1
Xai controls 9 Essence in total, 1.5x his natural Essence rating

This message was last edited by the GM at 23:44, Sun 23 Jan.

Mr. Johnson
 GM, 652 posts
Wed 16 Feb 2022
at 15:15
OOC Mechanics
Matrix topology

System Ratings
Blue open access, normally only found in offline systems and inside research facilities where security has been disabled to allow access to all system resources without interference
Green passive security only, limited use in some public access hosts
Yellow passive security only, commonly found in low risk public access systems
Orange active security systems, considered standard level security in most systems
Red active security systems with safety limitations removed to allow Black IC, used in many corporate and government security frameworks
Ultraviolet high security systems, usually found in subsystems within a larger host, reserved for the most secure corporate and government projects

Alert States Alert state can only go as high as the system rating. Alert states are:
NONE … for public systems only
NONE
PASSIVE
ACTIVE … Grey IC and Security deckers become active in the system
ACTIVE … IC and deckers are on higher alert, Black IC are activated
ACTIVE … all security measures active and on alert

Nodes
System Access Node (SAN) - connects the host to the LTG

Sub processing unit (SPU) - used to partition systems and compensate for complexity in systems with higher security ratings

Central processing unit (CPU) - the brain of the system

Credentials- used to partition systems and verify user access in systems with lower security ratings

Process - controls a specific function in the host (eg. communications, authentication, data routing)

Control - contains a smart frame that controls execution for any number of device nodes

Device - simple machines that connect to the system, usually through a control node (eg. printers, cameras, elevators, gates and fences)

Security - holds IC that are able to be dispatched throughout the system during orange and red alerts

Datastore - data storage

Hardening - passive security built into an individual node

-using a node as intended does not require a roll unless you must first bypass IC
-accessing a hardened node requires the user to bypass or defeat passive security first
-successfully masking or sleazing an SPU or Credentials node gives access to all nodes connected to it
-taking over the CPU always requires a roll
-taking over the CPU gives access to the entire system