Thursday, September 5, 2013

Introduction to the Elements Part 5- Functions.


We've come to the final installment of the Introduction to the Elements series. Part 1, Part 2, Part 3, Part 4, and an Exploration of Parts 3 and 4 are in the links.

Note: I've significantly rewritten this post, and split the Kabbalistic details to another post. This is because I realized it was likely very confusing in its original state.

This installment covers the Function elements. Functions have been mentioned a few times, and you probably have the basic idea of what they do by now- they are the "meat and potatoes" of the system; they actually do things mechanically.  Useful things.

Functions are like the components of the machinery that makes Effects work. Each piece has a different role to play. Functions are like the atoms that make up Effect molecules. Each has multiple uses, and the same element might show up in seemingly unrelated Effects. 

The twelve Function Elements are ANNEX, BLOCK, BRACE, CHARGE, DODGE, EXCHANGE, EXPLOIT, HOLD, RELAY,  SLICE,  TRIGGER, and VOID.

Each Function is "governed" by an Attribute, meaning that it derives from that Attribute. Any Checks you make are based on the governing Attribute's Rank. 

Each Attribute governs  four Functions. 

ACCESS governs DODGE, EXCHANGE, EXPLOIT, and TRIGGER.
COUNTER governs ANNEX, BLOCK, BRACE, and SLICE.
FORCE governs CHARGE, HOLD, RELAY, and VOID. 

Every Function has its own Rank, sometimes converted to another type of value in addition for use in play. 

What follows are the Function descriptions. Before reading them, however, it's important to understand the concept of a "Property" in Tribute terms. Effect Expressions can contain multiple instructions, written as sentences that follow one another. A Property of an Effect is one sentence; one instruction. 

ANNEX: Connect a Property to an Effect, a Frame to a like Frame, or an Attribute to a like Attribute. Useful for crafting, mind control, and more. 

BLOCK: Deny an Effect, Frame, Power, or Attribute. A BLOCKed Effect does not reach its Target, and Frames, Powers, and Attributes cannot take action until they overcome the BLOCK. 

BRACE: Make the Target resistant to having Effects applied to it. Useful for things like creating wounds that are hard to heal, walls that are virtually impenetrable,  or creating incurable diseases. 

CHARGE:  Transfer points from an Attribute to increase the Target's Rank. Can only be applied to Targets that have a Rank, obviously, so you can't CHARGE a Power directly, only its contents.  CHARGE is best when drawing on a POOL. Useful for things like delivering a speech that reinforces your allies' resolve, healing spells, and pushing your limits. 

DODGE: Prevent Contact with the Target.  While useful for evasion, it can also be used for infiltration or creating penetrating Effects. 

EXCHANGE: Trade points of one Target for another at a fixed EXCHANGE rate. This trade is limited by the amount of the resource that is being traded. You can trade with others, or between assets you control (to switch between them), up to a limit imposed by the amount of the assets that are available. EXCHANGE is very useful when combined with POOLs , and can be used to create Effects like converting anger into strength, the ability to shapeshift by trading bodies at 1:1, or even body duplication (a top-heavy EXCHANGE rate). 

EXPLOIT:  Repurpose the verb element of an Expression, to make it act on another noun. For example, { BLOCK FORCE of "Body" } could be changed to { BLOCK ACCESS of "Mind" } to change a physical SHIELD into a cloaking device.  Like ANNEX, it's  very useful in crafting, and allows for running games in genres where technological solutions are a matter of course. 

HOLD:  Sustain the Target Effect, Frame, Power, or Attribute in its current state of action until the HOLD ends. Useful for adding duration to other Effects, or temporarily preventing them from occurring. 

RELAY: Convey the Target from one "place" to another. It's possible to RELAY an Effect from one Frame to another. This means that more than just covering all types of motion (from moving your character to shooting a bullet), RELAY allows for things like making an object from the dream world physical. 

SLICE: Separate a portion of the Target Property, Effect, Frame, or Attribute from its container as a discrete "object" called a SLICE (of the source). Remoiving a SLICE leaves a VOID behind on the Target. 

After removal, a SLICE can be used independently, or ANNEXed to something else.  Useful for things like extracting esoteric spell components such as "A mother's love",  removing unwanted conditions, or just hacking off limbs (for possible reattachment to another character...).  Despite the last example, SLICEs are usually not the first choice for injuring foes; they do less "damage" and are harder to accomplish than a VOID for the same cost. 

TRIGGER: Activate the Target on interaction with a defined TRIGGERing condition. When used actively, such as in an ATTACK that TRIGGERs an enemy's fear, the TRIGGERing condition is the simple act of using the Effect. Useful for any Effects that activate based on contingencies.

VOID:  Reduce the Target Element's rank. Only Targets with a Rank can be VOIDed. This is the preferred damage Function, as it is easier to defeat an enemy with VOIDs than it is with SLICEs. Beyond the most obvious types of damage, it can also be used for things like making a character lose faith in their Deity, nullifying the force of gravity on a planet, or disintegrating an obstacle.

Next: Kabbalistic Connections of the Twelve Functions or if you don't want to read that,, an Example of how to use the Elements.

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