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Orichlacum Universe: Matrix Perception...

 
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Johnny1a

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Since: May 09, 2007
Posts: 178



(Msg. 1) Posted: Sun Dec 28, 2008 5:43 pm
Post subject: Orichlacum Universe: Matrix Perception...
Archived from groups: rec>games>frp>gurps (more info?)

Matrix Perception:

The power of the Matrix/Flux can be used as a source of information.
This is one of the subtlest, trickiest, and yet potentially most
potent abilities open to a fluxon.

The Matrix is a mentality, though one so utterly diffuse by
Homosentient standards that it is something of a moot point. Whether
the Matrix is actually, genuinely self-aware and conscious in the
human sense is a question even the Atlantean sages never answered to
their own complete satisfaction. The Eldren may know, but if so no
Eldren has ever been willing to answer the question. If the Matrix is
fully conscious, it thinks and is aware on a scale of space and time
utterly beyond anything mortals operate within, it might take a
million years to complete a thought so vast and wide as to be
inconceivable to a mortal.

Nevertheless, the Matrix is 'aware' in a pure information sense of
most things in the Universe. Its senses observe most of what happens
at almost all scales, and stores it. Furthermore, because the Matrix
exists in a hyperspace outside of the normal reference frames of space
and time, it perceives not only the present but the past, the
alternative pasts that could have been, and the futures that could yet
be, like an ESPer on a cosmic scale. This information _can_ be tapped
by mortal fluxons, though not without very significant difficulty.

Trapping this information requires a special type of Controlled
Manifestation, a dangerous type.

First the fluxon must find and contact the Flux using the Flux
Awareness and Flux Mastery skills as usual. Once in contact, the
usual procedure for a Controlled Manifestation must be followed, but
upon achieving a 'good' or better result on the Flux reaction roll,
instead of describing some physical effect, the fluxon attempts to
program the Matrix to provide him/her with some specific piece of
information. The fluxon must meditate carefully on the information
desired, so as to narrow it down to a single tiny item amid a mass of
information vast beyond mortal comprehension.

The character must meditate carefully on what he or she wishes to
know, gaining a +1 on the coming success role for each hour of game
time spent meditating, with no upper limit (trust me, s/he'll need the
bonuses). One hour is the minimum possible, giving a -2 modifier.

The meditation can not be interrupted by anything including sleep or
taking food or water, even a momentary interruption undoes the benefit
and forces the fluxon to start over. Note that the fluxon is _very_
vulnerable to interruption at this point, with potential dangerous
consequences.

Normally, anything that interrupts a fluxon after reaching the stage
of a successful reaction roll in a Manifestation will cause
_something_ to happen, even if it's not what the fluxon actually
wanted. In this case, since it's a knowledge attempt, the misfire
will result in a knowledge-based disaster, about which more
momentarily.

When the fluxon is ready, he casts his request for information into
the labyrinthine maze of the Matrix. This takes 3d6 turns of game
time, and any interruption disrupts the effort.

In game terms, the _player_ now asks the GM his/her character's
question, which can be as simple or complex as desired. The GM now
makes a success roll against the fluxon's Flux Mastery skill, modified
as appropriate.

Some suggested modifiers:

+ 1 for each hour of game time spend meditating
+ (the local Flux Rating)
+ 1 - 10 for helpful circumstances (the character is in his/her
familiar lair, character has some assisting technology or item, etc)
+ 1 - 10 for familiarity (i.e. a fluxon who knows a lot about France
is more likely to get a useful answer to a question about France, etc)
+ 1 -10 for 'connection' (i.e. a question about a given person is more
likely to be successful, or more successful, if that person is
present, and even more so if s/he is cooperative, etc)

- (1 - whatever) for increasing complexity
- (1 - whatever) for unfamiliarity
- 2 if the fluxon spent no more than 1 game hour meditating (the
minimum possible)

Plus other negative modifiers as the GM's judgement. (There's just no
way for Flux skills and work not to require a lot of GM judgement
calls.)

The GM should apply heavier penalties as the complexity and number of
subjects of the question grows, as well as unfamiliarity and distance
in space and time grow. Bonuses can be applied for familiarity, for
clarity and specificity of the question, for 'closeness', etc.

As usual, Flux Points can be spent to make up for penalties, and
usually will _have_ to be.
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Johnny1a

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Since: May 09, 2007
Posts: 178



(Msg. 2) Posted: Sun Dec 28, 2008 6:19 pm
Post subject: Re: Orichlacum Universe: Matrix Perception... [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

The GM makes the roll, vs. the character's Flux Mastery skill, with
the appropriate bonuses applied and the spent Flux points allowed
for. What happens depends on the outcome of this roll.

On a critical success, the GM should answer the player's question
accurately and completely. On a success, the truth should be told,
the degree of detail being determined by the degree of success. On a
failure, the GM should truthfully answer, but the information should
be 'off-target' to some degree, the worse the failure, the worse the
problem. On a failure by more than 18, the GM should answer some
completely irrelevant question truthfully, the bigger the failure the
further afield the answer can be.

On a critical failure, there is an information overload.

Also, if the fluxon's concentration is interrupted during his/her
mediations, or during the 'asking' period, there will also be a
potential for information overload. In the event of such an
interruption (which includes falling asleep or unconscious for any
reason!), the GM should roll 3d, on a failure there is information
overload, on a success the character loses 1d6 Fatigue and all Flux
abilities for 1d6 days, on a critical success nothing bad happens.

EXAMPLE:

Ylarines wants to know where Adaronades has hidden the other half of
the Great Codex of Atlantis, a two-volume set of ancient lore.
Ylarines has one half of it, Adaronades, Tamara, and Phillip made off
with the other before Ylarines could put the knowledge therein to his
villainous uses. He was going to interrogate Phillip, whom he has
captured, but Phillip placed himself in a death trance and Ylarines
knows any disruption will kill him. While he has no qualms about
killing his enemies, Ylarines has a passing familiarity with the Evil
Overlord List and knows that live hostages give you more leverage than
dead ones.

So he decides to see if he can tap the Matrix for the information he
wants. He makes contact with the Flux as usual, and spends eight
hours meditating, gaining a +8 bonus for the upcoming test. He's in
his lair, he has his supporting apparatus with him, and he has half
the Codex in his physical posession and is familiar with the other
half, al factors working in his favor.

The GM decides that his advantages add up to a +10 bonus, +4 for his
home base, +4 for possession of half the Codex and familiarity, +2 for
an artifact he is using to aid his work. Additionally, the site as a
Flux Rating of +4, which adds in. All in all a +22 bonus to the roll.

The question Ylarines' player asks the GM is: "Where is the second
half of the Codex of Atlantis at this moment?"

The GM decides this is a nice, simple question with clarity and
precision, and gives a +3 bonus for it, so when the skill roll is made
there is a total +25 bonus to the roll. Can anything go wrong?

Yep, because Adaronades has taken extensive protective steps to hide
the other half, knowing this attempt was coming. The GM decides that
those steps were worth a -50 penalty, leaving the skill roll with a
-25 cost at the start. Can Ylarines succeed at all? Yep, but he has
to have Flux Points to bring the penalty back within reasonable range
for a 3d skill roll. The GM should _NOT_ tell Ylarines what the
penalties are! He has to take a good guess about how many Flux Points
to spend!

(The GM should play fair here, and assign the bonuses and penalties
ahead of time, and not fudge the roll if a long shot succeeds.)

The GM makes his/her determinations, Ylarines chooses how many Flux
Points to spend as described in the earlier thread:

http://groups.google.com/group/rec.games.frp.gurps/browse_thread/threa...b6d6e8d

Let's see what happens depending on the outcome of this roll:

Case 1: Critical Success! The GM answers: "Ylarines suddenly has a
searing vision of cognitive clarity, knowing in the depth of his being
and without possibility of error that the second half of the Codex of
Atlantis is concealed in a hidden compartment in a desk in an office
on the sixth floor of an office building in Nashville, Tennessee. He
sees the office, the desk, and the room in his mind, he knows the
precise physical location relative to himself." The GM gives the
address, room number, and describes the room.

Case 2: Success! The GM describes the location and gives more detail
depending on how good a success, a success by a whisker might narrow
it down to Nashville, Tennessee, with more precision coming in
accordance with greater success.

Case 3: Failure. For a close failure the GM notes truthfully that
Adaronades recently visited Nashville. He says nothing about whether
he hid the book there or not. For a more serious failure the GM might
truthfully inform Ylarines' player that Adaronades no longer has the
book in his physical possession, and no more. (Still relevant to the
question, but with more failure the answer gets further and further
afield.) For a really bad failure, the answer should remain true but
have only the very vaguest connection to the question.

Case 4: Critical Failure! Information Overload!
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Johnny1a

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Since: May 09, 2007
Posts: 178



(Msg. 3) Posted: Sun Dec 28, 2008 7:14 pm
Post subject: Re: Orichlacum Universe: Matrix Perception... [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

What is information overload? It's a failure mode resulting in just
what the description sounds like, the Matrix gives the fluxon too much
information, which may, or may not (GM's discretion) be related to the
original question. This is a much more serious matter than it sounds
like, because the information comes pouring _directly into the mind of
the fluxon_ with overwhelming clarity and force.

Let us return to case 4 above, the critical failure and the ensuing
information overload.

When an information overload occurs, the GM should roll 3d, the
'overload' lasts as many turns as the result of the roll. On _every
turn_ the fluxon must roll vs. Will, suffering the loss of a Fatigue
point on a failure, 2 points on a critical failure, and a -1 on
further Will rolls for each failure. The overload continues until the
time is up or the character loses so much Fatigue as to pass out,
which ends the overload.

Either way, when it is over, for every failed Will roll, the character
must roll _again_ vs. normal Will, picking up a new quirk on a failure
and a new mental disadvantage on a critical failure. If Will reaches
zero during the overload, the GM should assign a new mental
Disadvantage for that automatically _in addition_ to the other rolls.
Furthermore, the character's Flux abilities will be 'jammed' for 3d
days, all IQ, DX, and HT rolls are at -2 until Fatigue recovers, and
lost Fatigue from the overload will recover at 1/day as the
character's body and mind recover from an overwhelming shock.

The overload will mostly be mercifully forgotten afterward, the sheer
scale of information pouring through the mind is more than most people
can do anything with. However, if the character's Will did _not_
reach zero during the overload, the GM should roll vs the character's
normal Will and on a success the character retained something
coherent. The GM should inform the player that his/her character
knows some true thing about the game universe. It can be _anything_
in that universe, though, in theory, though in practice most minds
cling to something recognizable so it will _probably_ be something
relevant to something in the character’s mental world. Probably, and
it doesn't have to be relevant to the character's personal _needs_.

On a critical success, though, the character managed to pluck
something directly, personally useful or relevant to his/her needs out
of the flood of facts and data. It's up to the GM _what_ s/he got,
and it does not have to be related to the original failed question.

So, Case 4, Ylarines had a critical failure and information overload
set in. The GM rolls 3d, gets a 9, so the event will last 9 turns.
Ylarines has a Will of 15, so he has to roll vs. Will 9 times in a
row. He blows it four times, including one critical failure, so when
the ordeal is over he's down by 5 Fatigue, exhausted, shaken, and
stunned. The GM will now roll against Ylarines' unmodified Will four
times, and assign a new quirk for each failure and new Disad for any
critical failure. Luckily for Ylarines, he was not down to zero Will
so he is spared an _automatic_ new mental Disad.

Ylarines lucks out, he makes three of the four rolls, and only a
normal failure. The GM decides that Ylarines has picked up the new
quirk: "Jumpy around pandas." Whenever he is in sight of a panda, he
is at -1 on all Will rolls, Fright Checks, etc, and must make a Will
roll to concentrate or put the panda out of his mind. [1]

All in all, it could have been worse...and now the GM makes the roll
to see if Ylarines learned anything useful. Ylarines' Will did not
reach zero so he gets a chance at this, the GM rolls 3d and hits a
good success, and decides that Ylarines now knows that that his
girlfriend is cheating on him with one of his lackeys and planning to
poison him at an opportune moment. On a critical success he might
have learned _which_ lackey, what kind of poison, and when...but this
is still useful information, even though it's totally unrelated to his
original question.

So now Ylarines has to wait five days for his strength to fully return
and his mind and body to get back to normal, with plenty of rest to
help that along. So Ylarines clears he schedule, prepares to take a
few days off, and calls up his girlfriend and says, "Honey, yeah, it's
me, I think we really need to talk..."



[1] The new quirks and psychological Disads can be _anything_, since
they are based on things the character saw/knew/felt during an
information overload derived from a universal mentality. Not even
Ylarines remembers what he experienced that makes him shaky around
pandas, but something did. In theory, for ex, he could as easily have
picked up the quirk "Intolerant: Helians". Not that that would
likely to matter to Ylarines, who doesn't know there were ever any
Helians or what they are.
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Johnny1a

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Since: May 09, 2007
Posts: 178



(Msg. 4) Posted: Sun Dec 28, 2008 8:13 pm
Post subject: Re: Orichlacum Universe: Matrix Perception... [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

OK, now that we've discussed how the Flux can be used for information,
the question arises as whether there's any limit to it. After all,
given that the Matrix is a cosmic intellect possessing power and
perception beyond mortal comprehension, in theory does that not imply
that a fluxon with sufficient skill and Flux Points can learn any
secret or penetrate any mystery at will? In theory, the answer is
almost yes. In practice, not nearly so much.

To begin with, there is the fact that the Matrix is not in fact God.
It's not quite omniscient, occasionally something happens that it just
misses. Not often, but every now and then, yes. Also, there are ways
to conceal things from the Matrix, and on top of that there are ways
to sway the Matrix to refuse to reveal what it knows.

First of all, the risks and difficulty of using the Flux to seek
information are significant, Ylarines got off lightly in his critical
failure above. Since any interruption to the meditation period
produces an information overload, most fluxons will be _very_
reluctant to risk using these techniques unless they are sure of their
personal security and safety and privacy for a period. It's not
something one uses for quick information in a battlefield situation!

Also, there are many, many factors that a GM can reasonably use to
penalize skill rolls for Matrix information searches. One is the
collective security factor.

Recall that the Matrix/Flux is influenced by the living minds it
touches and vice-versa, it is shaped by mass preferences at a purely
subconscious level. One side effect of that is that any piece of
information that a large number of people would want concealed from a
fluxon makes it harder to find. Conversely, of course, if a large
number of people would approve of the fluxon reaching that
information, the task gets easier. Also, the _intensity_ of that
preference makes a difference.

As a thumb rule, the GM should assign a -1 penalty to any Matrix
Perception attempt for every 10,000 people who would, if they knew of
the effort, wish for it to fail, and a +1 for every 10,000 who would,
if they knew, approve. Double that for every 10,000 who would be
_intensely_ in favor or opposed. The effect only works for people in
the current time, past and future opinions don't matter. (People in
this context means Homosentients.) Add or subtract 1 for each doubled
increase in number, rounding down.

Also, _distance does not necessarily matter_, though at the GM's
discretion extreme distances might reduce the effect...or not. The
Matrix spans the Universe.

Add additional penalties and bonuses if the people in question have a
conscious group self-identity. Thus, if a fluxon is seeking a piece
of information that the majority of, say, Americans would wish him not
to find, that would be a large group sharing a self-identity (everyone
who thinks of himself/herself as an American), for a hefty negative
bonus. If we assume that, say, 75% of the country would not want the
fluxon to succeed, that's 75% of 300 million, or a -15 penalty. Since
they share a sense of corporate self-identity, i.e. 'Americans' and
oppose the effort as such, or would if they knew about it, the GM
raises the penalty to -20. If they are or would be _intensely_
opposed, the penalty doubles to a whopping -40!.

(But that's what Flux Points and group efforts are for.)

The 25% who don't oppose the fluxon only matter if they would actively
_approve_ of his success, in which case they would partly offset the
majority.

Note that the effect can operate on large or smaller scales and over
huge distances, and requires no knowledge, it's sufficient that these
people would oppose or approve _if they knew_, since the Matrix spans
the Universe. Which does indeed mean that a large group of people on
another planet entirely, totally unaware of Earth's existence and vice
versa, can affect Matrix Perception efforts. The GM should use this
fairly, but is not obligated to explain it, since the fluxon won't
know the whys.
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Johnny1a

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Since: May 09, 2007
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(Msg. 5) Posted: Sun Dec 28, 2008 9:12 pm
Post subject: Re: Orichlacum Universe: Matrix Perception... [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Here are some additional considerations about Matrix Perception:

1. The Eldren are linked to the Matrix in fundamental ways, which has
consequences.

One is that questions _about the Eldren_ are rarely answerable by
Matrix Perception. The attempt, in most cases, automatically fails,
or else produces an information overload (GM's discretion).

2. The Eldren can place certain kinds of information beyond the reach
of a mortal fluxon, though in practice anything that would interest a
mortal is so trivial to the Eldren as to not matter.

3. Certain psionic and 'mundane' techniques and technologies can
'block' the Matrix's perceptions, shielding events and facts and
things from Matrix Perception. This is too various a subject to go
into here, it's best handled case by case.

4. No level of success in Matrix Perception permits reading minds by
this method.

5. There are also Flux-based techniques that can 'shield' against
Matrix Perception.

Any sufficiently skilled fluxon can attempt to 'shroud' a place,
event, person, or what have you from Matrix Perception. This is a
type of Controlled Manifestation, and works similarly to the 'warding'
process described in the original thread. In effect, the fluxon is
'programming' the Matrix to refuse to respond to requests for
information about the 'shrouded' matter or thing. The effective
result is to apply a penalty to the Matrix Perception roll of someone
seeking information, a sufficiently skilled and powerful fluxon or
group of fluxons can mount the penalties up, to triple or quadruple
digits in extreme cases.

6. Nothing can make the Matrix lie to a Perception attempt, not even
the Celestial Eldren. Only true Divine intervention would suffice for
that.

If a fluxon asks a question for which, for whatever reason, the Matrix
does not know the answer, the result is an automatic neutral failure,
that is, no information is gained and no penalty (other than spent
Flux Points and time and effort) is suffered. If the answer is
'shrouded' by whatever means, i.e. the Matrix has the answer but is
blocked from answering, then likewise nothing happens.

7. Certain devices of paraphysical technology can be used to make
Matrix Perception more effective, or easier, or (rarely) to permit
someone lacking the vital skills to perform Matrix Perception directly.
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Johnny1a

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Since: May 09, 2007
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(Msg. 6) Posted: Sun Dec 28, 2008 10:23 pm
Post subject: Re: Orichlacum Universe: Matrix Perception... [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Further considerations...

8. The fluxon must have some idea of what he/she is trying to learn.
The more vague the inquiry, the more likely it is to fail. If in the
GM's opinion the inquiry has no clear or defined answer, then the
Matrix simply does not respond, a neutral failure, or else responds
with something that _might_ fit the inquiry other than what the fluxon
actually sought (GM's discretion).

9. The fluxon can also seek information by means of the physical
senses, as projected by the Matrix, or rather, the fluxon is gaining
information from the Matrix that the mind interprets in terms of
physical sensations. Thus a fluxon could attempt to 'see' and 'hear'
what did, is, or will be happening at some specific place or around
some specific person or thing or in some specific situation. The
'range' of this is, pontentially limitless, anywhere in the Universe,
in practice it needs to be some place or thing that the fluxon has
some ability to grasp or about which he/she has some knowledge.

Example: Ylarines goes through the same procedure as previously, but
instead of seeking the answer to a specific question, he seeks to
perceive the environs around a specific _place_, in this case the Oval
Office in real time. As with before, the GM determines the necessary
bonuses and penalties, Ylarines decides how many Flux Points to spend,
and the GM makes the roll. On a success, Ylarines begins to see,
hear, feel, taste, and touch (by sensation) something relevant to the
point he named. The better the success, the closer to his goal and
the more detail he gets, and it lasts as many turns as the success
roll was made, or as long as he maintains concentration on a critical
success.

Also, Flux Points can be spent to extend the length of the
'connection'.

So, he succeeds by 15, pretty good. He can now perceive _as if he was
present_ what is happening _right then_ in the Oval Office in the
White House, even though he is in his lair in the Alps, and he can do
so for 15 turns. At any time before the end of the 'vision' he can
call on the Matrix to extend it. In game terms his player spends a
Flux Point, gaining another 15 turns. He has to do this _before_ the
vision runs out, or start over from scratch, but he can keep it up
until he runs out of Flux Points, at which point the vision is over.
As noted, on a critical success he can watch as long as he wishes, bar
eventually falling asleep or other interruptions, but once he ends the
vision he has to start over to watch again.

On a poorer success, he might have found himself perceiving some place
_near_ the Oval Office, or someplace somehow associated with it, OR he
might have found himself with _only_ vision or _only_ hearing, or some
other lesser accomplishment. Or he might find himself perceiving the
Oval Office as it _was_ in 1950, or as it might be in 2050, rather
than the present. The possibilities are extensive and subject to GM
fiat.

On a failure he'd find himself tuned into something other than what he
sought, less and less relevant with worse failure. Again, critical
failure means information overload as described above.

Alternatively, instead of a place Ylarines could try to tune in a
person, like the U.S. President, or the highest military officer of
China, or whoever interested him. The same process and limits apply.

Vague generalities don't work with sensory Perceptions any more than
they with inquiry Perceptions.

Example: Let's leave the present and go back to the Antediluvian Age
for this example. Recall that in the war between Atlantis and
Goravia, the Goravians had a secret weapon: crude radio. The
Atlanteans had no idea of what this was or the physical principles
behind it, their science was heavily paraphysical instead.

An Atlantean fluxon could attempt to learn specific things about the
Goravians by Matrix Perception. For ex, asking the question: "Where
is a <specific person> right now?" might well work. Or asking where a
_specific_ naval vessel of the enemy was could possibly work (though
the Goravians could combat this by the means noted above).

Asking: "What is the Goravians' secret weapon?" would almost
certainly _not_ work, it's too vague, too general. Likewise, an
attempt to have the Matrix, "Show me their secret weapon!" would be
pointless, too vague.

OTOH, if the Atlantean fluxon already knew where one of the secret
radio sites was, he could try to tune in and 'observe' it, though
whether he understood what he saw would be a separate issue. If he
mistook the copper wire in the radio gear for orichalcum, he might
draw an entirely erroneous conclusion from an accurate vision, for
example.
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Johnny1a

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(Msg. 7) Posted: Tue Dec 30, 2008 8:33 pm
Post subject: Re: Orichlacum Universe: Matrix Perception... [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

OK, we've seen that Matrix Perception is a tremendously powerful
ability, and we haven't plumbed the depths of its potential yet, but
it is also dangerous. Even skilled fluxons use it with caution. To
get a better idea of just how dangerous it can be, let's go back to
our example upthread, in which Ylarines hit a critical failure on the
Matrix Perception skill roll (case 4). In the information overload
described above, he got off pretty lightly, picking up a quirk-level
phobia about pandas and being physical and mentally week for five
days. Let's replay that and see how bad it _might_ have been, shall
we?

Instead of a '9' on the duration roll, the GM in this replay gets a
17! The overload will last 17 turns, almost twice as long, which
means Ylarines gets to roll vs. Will 17 times! This time, he hits 9
failures, three critical failures, and his personal Will hits zero on
the 16th roll. Now he's down to 1 Fatigue point, barely conscious,
his Will leveled, his mind numb, and he's taken some serious
psychological damage. (We’re assuming he went into this with his
normal Will of 15 already weakened, not smart.)

His player must now roll vs. his normal Will of 15, and he has to do
so 9 times! He fails 7 rolls and three of them are critical failures
(he’s having a rotten day)! So now the GM must assign four new quirks
and three new mental disadvantages to Ylarines. PLUS, since Ylarines’
Will reached zero during the overload, the GM assigns a new mental
disadvantage for that _as well_.

Four new quirks, four new mental disadvantages, none of which provide
any points, by the way, though they can with GM permission be later
bought off with earned character points like any other.

The GM decides what the quirks and Disadvantages are, and their point
value. For our example, the GM decides to give Ylarines quirk level
panda phobia (as above), plus quirk level thalassophobia, quirk level
fascination with sharks, and an insistence on wearing blue at all
times. So much for the quirks.

The GM assigns Ylarines the following psychological Disadvantages:
Berserk, Gluttony, Agoraphobia at serious intensity, and Nightmares at
-5.

He will require 12 days to regain his physical and mental strength,
and since his Will reached zero during the overload, he doesn't get to
make a roll to try and extract some useful information, and has no
idea his girlfriend is cheating on him with a lackey and planning to
kill him.

Flux power is like fire, a useful but dangerous servant and a dreadful
master.
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Orichalcum Universe: The Matrix and the Flux... - 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 th...

Orichalcum Universe: The Matrix and the Flux 2... - This continues the first thread about the power of the Matrix/Flux in my universe: http://groups.google.com/group/rec.games.frp.gurps/browse_thread/thread/2b6d6e8d5d764b75?hl=en# All right, as mentioned in that thread, the Flux is not particularly..

Orichalcum Universe: Flux Failure Table... - Under some circumstances, the Flux can react _badly_ to the actions of a fluxon, the nature of the reaction depending on circumstances. The negative results can range from trivial to catastrophic. The player of a character in such a situation must roll...

ORICHALCUM UNIVERSE: Updated House Psi Modifications... - For my Orichalcum Universe setting, I use what is basically a house- modified 3e version. Some of the psionics rules modifications I've set up are detailed in this thread, I did an earlier, incomplete version of this here: ..

ORICHALCUM UNIVERSE: Random Flux Manifestation Table... - Note that this is not an inclusive list of all possible manifestations --------------------------------------------------------------------------------------- 03 - All hexes adjacent to fluxon suffer Richter 9 vibrations. 04 - All hexes adjacent to fluxo...
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