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Merge pull request #30 from kaelynj/fix-broken-links
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Fix broken links
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kaelynj authored Oct 19, 2024
2 parents 27c0ece + f292c93 commit a110071
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2 changes: 1 addition & 1 deletion blog/2019-05-29-long-blog-post.md
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---
slug: long-blog-post
title: Long Blog Post
authors: ferris
authors: Ferris
tags: [hello, docusaurus]
---

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2 changes: 1 addition & 1 deletion blog/2021-08-01-mdx-blog-post.mdx
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---
slug: mdx-blog-post
title: MDX Blog Post
authors: [ferris]
authors: [Ferris]
tags: [docusaurus]
---

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12 changes: 6 additions & 6 deletions docs/Game Mechanics/Pools.md → docs/game-mechanics/Pools.md
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Expand Up @@ -23,30 +23,30 @@ You may spend points from your pools to affect the tests you make; choose one of

Various enhancements (ware, drugs, sleights, etc.) provide bonuses to your pools. These are cumulative, up to a maximum bonus of +5 points to any single pool.

# Insight
## Insight
Your mental pool may also be used for the following effects:

- **Take the Initiative:** Go first in an action turn if you are only taking mental or mesh actions and no physical movement. If multiple characters choose this option, they go in Initiative order before everyone else.
- **Extra Action:** Take an extra complex mental or mesh action (or 2 quick actions) in an action turn. These actions may only be taken after everyone else has gone. If multiple characters choose this option, they go in initiative order *after* everyone else has taken their turn.
- **Acquire a Clue:** Gain a hint or lead through investigation, research, or analysis of the facts at hand, without needing to make a test.

# Moxie
## Moxie
Your social pool may be used to affect Rep Tests and also for one of the following effects:

- **Ignore Trauma:** Ignore the effects of 1 trauma for 24 hours or until your next recharge.
- **Refresh Rep:** Restore rep network favors at a cost of 1 point for a Minor favor and 2 points for a Moderate favor. Major favors cannot be refreshed this way.
- **Acquire a Clue:** Get a tip or lead by gathering information via social interactions without needing to make a test.
- **Control Your Infection:** Avoid making an [Infection Test](Psi/using_psi.md#infection-test) when using a psi sleight (asyncs only).
- **Control Your Infection:** Avoid making an [Infection Test](psi/using-psi.md#infection-test) when using a psi sleight (asyncs only).
- **Negate Gaffe:** Ignore a player's social gaffe that the character wouldn't make.

# Vigor
## Vigor
Your physical pool may also be used for one of the following effects

- **Take the Initiative:** Go first in an action turn. If multiple characters choose this option, they go in initiative order before everyone else.
- **Extra Action:** Take an extra complex physical action (or 2 quick actions) in an action turn. This action may only be taken after everyone else has gone. If multiple characters choose this option, they go in Initiative order *after* everyone else has taken their turn.
- **Ignore Wound:** Ignore the effect of 1 wound for 24 hours or until your next recharge.

# Flex
## Flex
This is your wild-card pool. Points from here may also be used for taking some narrative control

- **Introduce NPC:** A new or existing NPC joins the scene. Their presence must be plausible. You may define one aspect of this NPC: their morph, factional allegiance, a noteworthy skill, a specific trait, etc. The GM determines the other details.
Expand All @@ -63,4 +63,4 @@ You recover the points you have spent from pools by taking a recharge action to
While recharging, you may only engage in light, non-strenuous activity: eating, browsing the mesh, talking, reloading, taking watch, etc. Recharge timeframes cannot be shortened or interrupted; if they are, the time invested is lost.

### Temporary Pools
Some effects, such as drugs and psi sleights, provide temporary pool bonuses. These points should be considered extra points that are expended before any of your regular pool points. These bonus points may be restored with a recharge, but only if all of your normal pool points are restored first. If you do not spend bonus points before the duration of the effect ends, they are lost.
Some effects, such as drugs and psi sleights, provide temporary pool bonuses. These points should be considered extra points that are expended before any of your regular pool points. These bonus points may be restored with a recharge, but only if all of your normal pool points are restored first. If you do not spend bonus points before the duration of the effect ends, they are lost.
16 changes: 8 additions & 8 deletions docs/Game Mechanics/Skills.md → docs/game-mechanics/Skills.md
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Expand Up @@ -4,7 +4,7 @@ sidebar_label: Aptitudes & Skills
sidebar_class_name: green
---

# Aptitudes & Skills
# Aptitudes and Skills
Your aptitudes and skills represent your physical and mental attributes, as well as what actions or activities you have trained yourself in. Aptitudes represent your natural, inherent abilities while skills represent abilities learned and honed through education and practice. Aptitudes range from 0 to 30, with a 15 representing an average transhuman.

There are 6 aptitude scores which are generated during character creation:
Expand All @@ -16,7 +16,7 @@ There are 6 aptitude scores which are generated during character creation:
- **Willpower (WIL)** is your self-control, mental fortitude, and strength of personality.


<h3 id="#heading-id">Aptitude Checks</h3>
### Aptitude Checks
You will sometimes rely on your aptitudes to make tests rather than learned skills. Aptitude checks normal only come into play in situations where no skill applies, but raw talent does. Aptitude check values are a derived stat, based on your aptitude $\times$ 3. Some examples include:

- **Cognition (COG) Check**: Recall a memory, memorize a number, or resist mental manipulation.
Expand Down Expand Up @@ -79,7 +79,7 @@ Active skills represent things your character does. They usually require some s
**Linked Aptitude:** Somatics
Athletics encompasses various types of physical activity in environments with gravity. It specifically applies to maneuvering in morphs that are humanoid, uplift, or that use biomimicked movements (snaking, winged flight, etc.), whether sleeved or remote operated.

Use Athletics to scale a wall, tread water, throw a grenade, jump a crevasse, vault a table, backflip off a ledge, or make a barrel roll with a winged morph. Some actions are detailed in the [movement section](Action%20&%20Combat/movement.md#movement).
Use Athletics to scale a wall, tread water, throw a grenade, jump a crevasse, vault a table, backflip off a ledge, or make a barrel roll with a winged morph. Some actions are detailed in the [movement section](./action-and-combat/movement.md#movement).

**Specializations:** Acrobatics, Fly, Climb, Jump, Parkour, Run, Swim, Throw

Expand Down Expand Up @@ -174,7 +174,7 @@ Infiltrate is the art of escaping detection. Use Infiltrate to sneak past a gua

**Linked Aptitude:** Cognition

Infosec is short for "information security." It incorporates training in electronic intrusion and counter-intrusion techniques, as well as use of cryptography tools. Use Infosec to hack into electronic and mesh systems, subvert them, and protect them. Also use it to encrypt and decrypt communications and files. Most Infosec Tests are task actions. See the sections on [the mesh](The%20Mesh/Mesh%20Introduction.md#introduction-to-the-mesh) for more details on mesh systems and applications of the Infosec skill.
Infosec is short for "information security." It incorporates training in electronic intrusion and counter-intrusion techniques, as well as use of cryptography tools. Use Infosec to hack into electronic and mesh systems, subvert them, and protect them. Also use it to encrypt and decrypt communications and files. Most Infosec Tests are task actions. See the sections on [the mesh](the-mesh/mesh-introduction.md) for more details on mesh systems and applications of the Infosec skill.

**Specializations:** Brainiac, Brute-Force Hack, Decrypt, Probe, Security, Sniff, Spoof, Subvert, VR Hack

Expand All @@ -185,7 +185,7 @@ Infosec is short for "information security." It incorporates training in electr

**Linked Aptitude:** Cognition

Interface is about using and understanding computers, electronics, networks, sensors, and software. It applies to everything from mesh servers and cloud services to embedded habitat/spacecraft system controls and computerized or emplaced weapon systems. Use Interface to manipulate electronics, command software, forge video files, scan for wireless devices, jam frequencies, get sensor readings, control life support functions, and understand new devices. Interface is also used to attack with non-portable weapon emplacements and the weapon systems of piloted (but not jammed or sleeved) vehicles and spacecraft (see [Weapon Systems](Action%20&%20Combat/weapon-types.md#weapon-systems)).
Interface is about using and understanding computers, electronics, networks, sensors, and software. It applies to everything from mesh servers and cloud services to embedded habitat/spacecraft system controls and computerized or emplaced weapon systems. Use Interface to manipulate electronics, command software, forge video files, scan for wireless devices, jam frequencies, get sensor readings, control life support functions, and understand new devices. Interface is also used to attack with non-portable weapon emplacements and the weapon systems of piloted (but not jammed or sleeved) vehicles and spacecraft (see [Weapon Systems](./action-and-combat/weapon-types.md#weapon-systems)).

**Specializations:** Forge, Jam, Scan, Sensors, Weapon Systems

Expand All @@ -208,7 +208,7 @@ Though synthmorphs are designed to emote, reading them is more difficult; apply

**Linked Aptitude:** Cognition

Medicine fields encompass healthcare, diagnosis and treatment, and the design and manipulation of biological life forms. Use Medicine: Biotech to modify morphs or install implants. Use Medicine: Forensics to conduct autopsies to ascertain cause of death or the biological functions of alien life. Use Medicine: Paramedic to diagnose ailments and [treat injuries](Action%20&%20Combat/Health.md#healing--repair). Medicine: Pharmacology is used to synthesize drugs or develop an antidote to a pathogen or toxin. Medicine: Psychosurgery is used to [heal stress](Action%20&%20Combat/mental-health.md#mental-health) and [manipulate the mind](Transhuman%20Tech/psychosurgery.md#psychosurgery). Use Medicine: Veterinary to provide healthcare to smart animals and non-sapient critters.
Medicine fields encompass healthcare, diagnosis and treatment, and the design and manipulation of biological life forms. Use Medicine: Biotech to modify morphs or install implants. Use Medicine: Forensics to conduct autopsies to ascertain cause of death or the biological functions of alien life. Use Medicine: Paramedic to diagnose ailments and [treat injuries](./action-and-combat/Health.md#healing--repair). Medicine: Pharmacology is used to synthesize drugs or develop an antidote to a pathogen or toxin. Medicine: Psychosurgery is used to [heal stress](./action-and-combat/mental-health.md) and [manipulate the mind](./transhuman-tech/psychosurgery.md). Use Medicine: Veterinary to provide healthcare to smart animals and non-sapient critters.

**Sample Fields:** Biotech, Forensics, Paramedic, Pharmacology, Psychosurgery, Veterinary

Expand Down Expand Up @@ -283,7 +283,7 @@ Provoke is your talent at emotional manipulation. Use Provoke to taunt an oppon

**Linked Aptitude:** Willpower

Psi is the wielding of psychic abilities (sleights) to detect, manipulate, or harm others. Use Psi to target others with [psi-gamma sleights](Psi/psi_gamma.md#psi-gamma-sleights). Psi is resisted with a WIL Check. You must possess the Psi trait to use this skill.
Psi is the wielding of psychic abilities (sleights) to detect, manipulate, or harm others. Use Psi to target others with [psi-gamma sleights](psi/psi-gamma.md). Psi is resisted with a WIL Check. You must possess the Psi trait to use this skill.

**Specializations:** Control, Psi, Assault, Sense

Expand Down Expand Up @@ -388,4 +388,4 @@ In certain cases, Know skills can aid Active skill tests with a complementary sk
> | :---: | :---: |
> |40-59 | +10 |
> | 60-79 | +20 |
> |80+ | +30
> |80+ | +30
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Expand Up @@ -2,8 +2,8 @@
sidebar_label: Other Action Factors
---

# Conditions
## Conditions

# Full Defense
## Full Defense

# Surprise
## Surprise
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Expand Up @@ -2,5 +2,5 @@
sidebar_label: Movement
---

# Movement
Movement in *Eclipse Phase* is handled like other types of actions. The more complex the movement, the more effort it requires.
## Movement
Movement in *Eclipse Phase* is handled like other types of actions. The more complex the movement, the more effort it requires.
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Expand Up @@ -2,8 +2,8 @@
# Resolving Combat
Roleplaying games are about creating drama and adventure, and that often leads to adrenaline and conflict. Action and combat scenes are the moments when the adrenaline really gets pumping and the characters' lives and missions are on the line.

# Initiative
## Initiative

# Objects & Structures
## Objects & Structures

### Destruction Rating
### Destruction Rating
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Expand Up @@ -16,7 +16,7 @@ An action turn represents roughly 3 seconds. During each turn you may undertake

Additionally, you may take any number of automatic actions per action turn. The GM may allow you to make additional quick actions, depending on their nature.

Also note that basic movements such as walking or running is an automatic action (see [Movement](Action%20&%20Combat/movement.md#movement)). More complex forms of movement, however, may require a quick, complex, or even task actions.
Also note that basic movements such as walking or running is an automatic action (see [Movement](./action-and-combat/movement.md#movement)). More complex forms of movement, however, may require a quick, complex, or even task actions.

## Automatic Actions
Automatic actions are always "on" reflexive, or otherwise require no effort to initiate. This includes base and full movement. **Examples include**: base move, basic perception, breathing, defending against an attack, dropping prone, dropping something, full move, resisting damage, speaking a simple sentence or two.
Expand Down Expand Up @@ -61,4 +61,4 @@ Once you act, your place in the Initiative order in subsequent turns becomes the
If multiple characters delay and choose to act at the same time, the one with the lowest Initiative roll must declare their action first, and the higher Initiative character can choose to interrupt or go after.

### Extra Actions
You may spend [Vigor](Pools.md#vigor) or [Insight](Pools.md#insight) for an extra physical or mental action each turn. These extra complex or quick actions take place at the end of the turn, after everyone else has gone. If multiple characters take extra actions, they are handled in Initiative order. You cannot take more than two extra actions in a single turn.
You may spend [Vigor](./Pools.md#vigor) or [Insight](./Pools.md#insight) for an extra physical or mental action each turn. These extra complex or quick actions take place at the end of the turn, after everyone else has gone. If multiple characters take extra actions, they are handled in Initiative order. You cannot take more than two extra actions in a single turn.
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Expand Up @@ -48,12 +48,12 @@ Criticals have more impact than superior results. They represent "Wow!" moments
- Take an extra action (critical success) or lose your next action (critical failure).
- Break a weapon/tool (critical failure).

# Defaulting
## Defaulting
If you lack the skill you need to make a test, you can rely on your character's innate talents and *default* to the skill's linked aptitude instead. For example, if you lack the *Guns* skill, you can still shoot using your *Reflexes* (REF) aptitude as the target number. There is no modifier for defaulting on a skill test, but critical successes are ignored. The GM may also decide that some tests require specialized knowledge or training and so cannot be defaulted on.

In some cases, the GM may allow you to default to a related skill. For example, someone trying to repair a gun without any *Hardware* skills could default to their *Guns* skill. In this case, a -10 to -30 modifier applied, depending on how closely the skills are related.

# Teamwork
## Teamwork
Multiple characters may cooperate on a test, such as pushing open a door or repairing a robot together. These collaborators must reasonably be able to communicate and work together in an efficient fashion. Only one character rolls for the test (usually the one with the highest skill). Each additional contributing character provides a +10 modifier, up to a maximum of +30. Only the character making the test can use pools to affect the test.

For tests involving Know, Technical, or Vehicle skills, collaborating characters must possess the tested skill at 40 or more to provide a teamwork bonus.
Expand All @@ -76,4 +76,4 @@ When making an opposed test, both sides make a test as described above. Modifie
- If both sides roll under their target number, whomever rolls highest wins and succeeds. The other either fails or succeeds but loses.
- If both sides tie or fail, either the opponents remain deadlocked or the highest roll or skill wins and succeeds (GM's choice)

Critical successes trump high rolls on opposed tests. If both sides succeed, but the lower roller gets a critical, they pull an upset victory from the clutches of defeat. If both opponents roll critical successes, the higher roll (or skill if ties) wins with a critical, the loser either fails or succeeds but loses.
Critical successes trump high rolls on opposed tests. If both sides succeed, but the lower roller gets a critical, they pull an upset victory from the clutches of defeat. If both opponents roll critical successes, the higher roll (or skill if ties) wins with a critical, the loser either fails or succeeds but loses.
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