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Nation Building Fractal Realities Reference Page

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Auriel Maza

Professor of Cuddles
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This thread will be a reference on mechanics and lore for the Fractal Realities Roleplay.
 
Mechanics Digest 1: Statistics, Skills & Crafts, Psionics, Wounds, Rolling Mechanics, and Overworld Mechanics.
Mechanics Digest 1


  • Fractal Realities uses a similar statistic design as Dungeons and Dragons Fifth Edition does. However, there are some notable differences that will be covered. The first important thing to note is the six statistics that all creatures have in Fractal Realities:

    Essence, Will, Acumen, Prowess, Strength, and Glamour

    Each of these statistics governs a certain aspect of a creature, both mental and physical. Essence and Strength are Physical stats while the others are mental stats. Prowess is the odd man out as it covers a bit of both sides. The below descriptions to all statistics and give the general uses of each one. However, it does not fully encompass their use.

    • Essence is the statistic of genetics, of design. It revolves around a creature's quality in body and in mind. A creature with poor essence is often sickly and frail and recovers slower from wounds. A creature with poor essence often lacks traits that would improve its other statistics.
    • Will is the statistic of the mind, of its power. It revolves around the power of a creature's mind and its ability to process information. A creature with poor will is weak to psionic attacks, easier to panic, and learns slower than others.
    • Acument is the statistic of wisdom, of thought. It revolves around a creature's ability to think and create knowledge from other pieces/places. (Think like Iroh from ATLA) A creature with weak Acumen will often miss things in the environment, get lost easier, and gather less from their environment than others.
    • Prowess is the statistic of training, of experience. it revolves around a creature's worldly experience and their practice in skills and crafts. Prowess is a score that can be improved outside of itself and is a reflection of a creature's total skill and craft score. A creature with poor prowess has few skills, a lower mastery threshold, and goes later in combat as compared to other creatures.
    • Strength is the statistic of body, of speed. It revolves around the physical abilities of a creature's body such as carrying capacity and movement (The equivalent of Strength and Dexterity in D&D 5e). A creature with poor strength cannot carry much, is slow, and vulnerable to melee strikes.
    • Glamour is the statistic of talking, of socialization. It revolves around the ability of a creature to speak to others and carry itself in an "elegant" way. A creature with poor glamour often gives the wrong impression to others or is generally not pleasant to speak to within a sense of impression or pleasant across all cultures.
    Now with the basic statistics out of the way. Let's talk about the derivatives underneath them. These cover the Derivatives that are used by all characters/creatures. There are some derivatives that are related to auras or specific modifiers that are for specific cases.

    Essence:

    1. Health: How much damage a creature can take before becoming wounded. In Fractal Realities, health works on a hit die system. Meaning that each creature has a die that determines its health. The creature's hit dice is always rolled to its maximum. If your hit dice change, your health is updated to reflect it, possibly rerolling the die (keeping the old if lower) or changing the first. Health is generally a scarce resource and weapons do a great deal of damage.
      1. The base hit dice for a creature with no points in Resilience is a 1d4. And a creature has a number of hit dice equal to half of their essence score with a minimum of one (Round down). Creatures that are larger than medium gain a free bonus point to resilience for size above medium.
    2. Immunity/Hack Defense: How well a creature deals with a disease or a foreign agent within itself. In Fractal Realities, a disease has its own progress bar that progresses each turn. If it reaches 100 before your immunity/defense does. You die. The base dies are 1d4 and each point into immunity grants an additional die to roll for your character. (Similar to Rimworld)
    3. Psionic Sensitivity: How well connected a creature is to the psionic network. Adds bonus dice to all psionic features and unlocks additional aura options such as the Psionic Eye. The bonus dice constitute 1d4 and each point increases the dice rolled by 1.
    4. Defense: A value that decreases an enemy's ability to land an attack on you. This stat generally comes from armor or abilities, but some traits also grant it as well.
    5. Healing: This stat covers a creature's ability to heal from wounds while outside of combat. Biological units recover 1 per turn from all 1, 2, or 3 wound types. 4 wound type requires appropriate medical care to heal. (Implants, regrowing limbs, etc.)

    Will:

    1. Psionic Defense: The ability of a creature to defend itself from psionic attacks. Each point of will corresponds to a die rolled in defense against attacks. The default die is 1d4, but psionic auras can change this die.
    2. Reaction Time: When a creature's reactions enter the "Stack". Based on their Will, each creature's reaction is ordered. For tie-breakers, creatures roll a d20. (The stack refers to the order in which reactions are processed.)
    3. Training Speed: The speed at which a creature learns new skills. Each point of Will adds an additional die to roll each turn when a creature is learning a skill.
    4. Memory Recall: Will halved gives the guaranteed timeframe that a character would be able to remember a detail or other fact. Normally in weeks/months for everyone. However, for our purposes, Player characters and their factions are measured in fractals and this stat will occur if a player forgot something in most cases. For NPCs, it measures turns instead. I expect this mechanic to be relatively unused for players. But, for each cycle that passes since the event, the NPC loses details on the event. Once they are lost only specific psionic and magical auras can recover them.
    Acumen:

    1. Cross-skill Knowledge: Acumen divided by 4 (Round down, minimum 0) gives a bonus to all skills. For example, a 4 acumen grants a 1 bonus to all skills.
    Prowess:

    1. Skill Capacity: This statistic refers to the maximum amount of bonuses devoted to skills (not counting level bonuses) (Explained in skills Section). Each point into Prowess increases the capacity by 2.
    2. Skill Threshold: This represents the highest level that a character can achieve across their skills normally and in usual situations. However, characters can begin training in new skills or raise their level higher. These skills are conditional and come with penalities until they are cemented into the character. When a character reaches the next total skills of Prowess, the score will improve.
    3. Panic Resist: How well a creature can resist panic once it loses morale. Each point into Prowess increases the die by 1. The default die is a d4.

    Strength:

    1. Movement: How quickly a creature can move. Governs how many spaces they can move in a round in combat. Minimum 30ft or 6 spaces. After a strength score of 6, movement increases by 1 space or 5ft.
    2. Carrying Capacity: How much a creature can carry. Strength score times 50 lbs.
    3. Melee Defense: How well a creature can defend itself from melee strikes. At strength 1, this is a penalty of -2. ([Strength score - 1] - 2). Keep in mind that melee strikes can be risky and leave the attacker exposed.
    Glamour:

    1. Social Impact: How well a creature creates memorable social encounters with others. This stat adds bonuses to all reductions in resistance, leverage, and other conversation and social mechanics (To be explained in Mechanics Digest 2). Social impact is equal to Glamour divided by 4, rounded down. Minimum 0.
    2. Morale: The spirit to continue fighting physically, socially, or mentally in an encounter. When creatures are flanked, frightened, etc., roll a 1d4 and subtract that from their total. If morale is depleted or is already depleted, roll for panic. Roll the creature's panic resist and compare it to the roll of the offender (who rolls 1d4's equal to their will.) All leaders start with a 16 morale regardless of their Glamour Stat, however, each point in Glamour past 8 increases this total by the total by 2.
 

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The Shard Shop
The Shard Shop [WIP]
[Pictured Below: The Edge of Creation. (IC name for the lobby between Runs)]
[Background Music]
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  • Hello everyone! Welcome to the Shard shop. Now, this does not exist in the narrative sense. Meaning that your characters would not know this exists. This is a conceptual framework for using your manifestation shards to add to your roster, inventory, etc. (So don't literally mention this in IC.) Basically, your character's have the ability to create anew through their mote of creation. This framework allows mechanics and this idea to work together without being a complete disaster balance wise. These options here are not an exhaustive list. These options will compose of a lot of variety to get things started (As you guys will add to the list as you progress). Now this shop includes multiple tabs. Each tab has steps to do to create an item or person. After you create a unit, you can have multiples of them. Some more than others. Think of this as Build-A-Bear Workshop. Choose some fluff, a heart, and all that good stuff. Instead of a fluff heart, you're canonically making souls for the units you are making. Their history... their experiences. Of course, it is up to you if you tell them how they came to be. And don't worry, your mote of creation can hold onto to souls. So death is not permanent for them either. With each tab. I'll list an example so that its easier to follow. Things you will never need to buy: basic clothes, beginning run supply of 2 food, and 1 steel knife quality 10.

    Let's go over each tab and what they mean.
    1. Units: As you might expect, this tab includes all of the general options for adding people to your faction's roster if you wish to do so. This section of the shop goes through various options and the step by step guide to creating your roster. Some of the steps do not affect the shard price at the end. Each step has a price related to the whole section. Main steps include Race, Primary Stat, Archetype, and Other.​
    2. Side Characters: Units that are special enough to be noted away from the crowd. Call them your side characters. They have some special things about them that they offer over traditional units.​
    3. Resources: This tab includes all of the resources that can be manifested that could be useful to have starting out. Just make sure you can transport it.​
    4. Vehicles: Vehicles serve various functions from murderizing to transporting goods. Each Vehicle has various stats from health to speed increase. I am offering a couple different options, but you'll guys expand this as you buy vehicles from NPCs or to your own shop if you make vehicles.​
    5. Gear: Weapons, armor, etc. All the fun stuff you'd expect.​
    6. Other: Miscellaneous items and specials​
    After these tabs, there will be a tab for each character in order of their appearance in CS. These are special options only for that character. However, for full disclosure, I have listed them there for everyone to look at.

    I also want to go over the energy mechanic has it becomes relevant here.

    Each unit by default has 3 energy and regains 2 energy per turn. This governs how strained your people are. As we get to larger and larger sizes, this mechanic will subside. But, for right now, everyone will start relatively small.
 
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Mechanics Digest 2: Research, Experimentation, Auras, Social Mechanics
Mechanics Digest 2


  • Research represents a faction's progress towards understanding phenonium and build new tools and ideas based on what they discover. While you could experiment and tinker with materials to build new results, research would be required to learn more about materials and how they interact with other materials. Consider experimentation as going down a vein of an idea and using what you already know in new ways. Research is often building and discovering more uses, more new things, and in some cases, you can uncover some lore as well! The main idea as with research is to provide bonuses, insights, and new options for players to have. Research progress naturally carries over between runs, and findings that you hold onto when a run ends become locked in. Not needing to be recorded and stored. Now, how does research work exactly?

    Well, it focuses on a three main things: A topic, Facilities and materials, and progress. What do these mean?

    • The topic is well, what you are trying to learn and what is the focus of why you are researching in the first place. Is it better mining practices? Building the internet? Communications arrays? Or something new about the exotic materials you found? Our modern world (As in RL) has a lot of specialized fields and products born from those fields. I think it would be reasonable that many won't know how to make these things, or know what they need to keep it running. In the science fiction world also coming into play, this effect only magnifies. Research allows you to choose what would be useful and learn how to do that!​
    • Facilities and Materials: Research generally needs two things: places for it to occur and materials/tools to make it happen. So what is required and what is nice to have, but not needed? Well what you need is a structure of some kind as measuring beakers and measuring reactions is quite difficult in a forest. So, you'll need a structure of at least level 2 to keep out the elements. Second, you'll need something like books or a computer to record down your findings. For each finding, it will consume a unit of memory in a computer. 1 Unit of books can store 10 topics. Items or powers that passively do research on their own carry 5 topics naturally.​
    • Progress: Now that you have somewhere to put these wonderful findings. You'll need to some people to actually do it (unless you have passive items). Each unit contributes to a topic based on their will score per turn when either through a order action (uses passive numbers but doubled) or through a proper building that can support some passive progress. Other bonuses and effects can add to progress. Passive researchers add half of the leader's will to progress (to a max of 10). If it is slow passive, half again (Same max bonus). Passive progress is added on top of order action progress. Also, any relevant skills deriving from the general skills also add additional progress.​
    Each topic has a amount of progress needed before it is completed. These are denoted by 4 adjectives to describe how complicated the topic is. Simple, Intermediate, Intricate, Perplexing; 200, 400, 800, 1200 respectively.

    Some topics may need understanding other things first, or require some materials. This will be something we'll work out together.

    Example Projects/Topics:

    Name - Description - Complexcity - Additional Things

    Geomancing Cutting Techniques: Cutting stone blocks and other earthen materials. Applications for telekinesis. Simple. Need Geomancer.

    Foundations of Magic: What magic is, how it flows, its basic physical properties, and its general behavior. Intermediate

    Corruption Psychology: How Corrupted move, how they heal. How they eat, etc. Intricate. Some dead corrupted. (1-2 units)
 
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