5 Game Mechanics
Syndicate is a simple RPG system, with most rules concerning various
material things, which could be hard to invent quickly. There are no
exact rules available, and this chapter concentrates on general
guidelines for gamemastering Syndicate.
Syndicate is an expert-GM system (or a very trusted one), because there
are no exact rolls or modifiers nor combat phases, and all results are
determined by the GM with his intuition and experience. If this feels
difficult or the players do not accept it, find another game system or
generate exact rules for all actions.
5.1 Die Rolls
Die rolls in Syndicate are not essential, but the GM may use them to
help him choose a result of some action. And if needed to, even the
players can be allowed to roll dice, but they must understand,
that there is no exact number to be rolled; at least not in the rules.
The GM can roll a die every time he needs to make a decision about
success or situation. All modifiers are given as for a standard
six-sided die (d6), but the GM is completely free to roll any dice he
chooses to. There is only one basic rule about all rolls:
Bigger is Better
OF course, the roll just made can be ignored, as usually, but
sometimes it might give new ideas.
Example of die rolls: A player character is sneaking
throught a corridor, trying to be very silent. The GM can roll a die,
and if it turns to 1, the PC has probably caused some noise.
I said probably, because it all depends on the PCs skills, situation etc.,
and perhaps the GM should then roll die again, and make his decision
according to that second roll.
With initial roll of 2 or greater, no extra action is done, because
sneaking like that is quite easy.
Another example: PC has just climbed to roof of the building,
and the GM rolls a die (secretly, of course) to test, if he spots the
video camera. The die roll is 3, so the GM chooses, according to PCs
attributes and skills, that PC will spot the camera after a while,
unless he does something special.
If the player had already said, that his character is looking for
cameras, the die roll of 2 or more should have been automatic success
in this case, and 1 for further consideration.
5.2 General Tips
- Do not try to find a combat system - there is none. Play
it as you want to but make it cinematic like in a good action
movie. But try to be fair towards players: give about the same
number of actions for each player.
- Do not make carrying guns around too easy, but do not
completely prevent it either - shooting around in an essential part
of the fun.
- Do not hesitate to waste characters. That is the Syndicate way.
Just make it fair, and do not let them die for accidental hit
or in a stupid non-heroic way (unless they deserve it).
- Keep it quite realistic. Too surrealist things break the
game. Allow miraculous survivals only for the players and major
opponents.
- Modify what you need to. If you do not like something,
modify it. If you do not like the world, do not use it. If you
prefer another world, use it. If you like flying cars, use them.
These rules are not made to restrict you, but to help.
5.3 Experience points
The players should be given experience points for what their characters
endure. A typical amount is 1 point for each major session. Do not give too
much but give something.
The experience points can be used to improve old skill and ability levels,
and to buy new skills. It can also be used, in some cases, to remove
disadvantages, but this must be approved by the GM. The experience points
cannot be used to buy cyberware or equipment - use your money instead.
To make things a bit more realistic, the experience points can be
linked to time: in order to improve, the character must use the
experience points, and the improvement is gained after an equal number of
weeks. This way, the character cannot improve his skills instantly, but must
train for it.
Example: Bud has 5 experience points. He uses 3 to raise his combat
skill from 1 to 2, and 2 to get two new skills. After a week, these 2
new skills are gained. Bud must still train 2 weeks more to get that
combat level.
If the GM allows, the characters may train during campaigns even without
experience. In such a case, each 2 month period is worth 1 point of
experience to the trained skill or attribute.
5.4 The Damage System
Being damaged in Syndicate is a serious threat. Even a small weapon
can easily kill a man if it hits the right place. The characters
should always wear some kind of armor. There are some general rules about
damage in Syndicate.
- Armor makes otherwise lethal hits painful - it does not
completely nullify it.
- There are no exact damage rolls in Syndicate. The gamemaster
uses these guidelines as he sees fit. Many hits should do less
damage than their basic damage.
- Hit location is important. Roll a die (higher result is
higher hit) or choose a location (GM).
- When under the influence of adrenaline, most little scratches are
ignored. After combat they should be bandaged.
- In damage, there are definitions like -1 to all action. GM
should use these guidelines to penalize character action.
Consider these as modifiers to skill or ability level.
5.4.1 Attack Strength
Each attack has some kind of basic Trauma and Pen
(penetration) values. Trauma describes the general destructivity of the
weapon while pen is its direct capability to penetrate armor.
If the target has any kind of armor, it has some ballistic and concussion
protection.
- Ballistic protection is against firearms and cuts - if the
attack's pen value is not higher than the armor's ballistic
protection value, the attack does not penetrate the armor and the
result is concussion damage.
- Concussion damage reduces general damage caused by blast
waves and blunt objects.
5.4.2 Determining the Inflicted Damage
Firearms
If the target has an armor with ballistic protection value equal to or
greater than the pen value of the bullet, it is stopped by the armor.
The target is hit with concussion force with the power of bullet
trauma divided by two (2) minus armor's concussion protection.
If the pen value is greater than the ballistic protection, the armor
does not help.
1 - 2 Damaged (bleed 0-2)
3 - 4 Crippled (bleed 0-4)
5 - 7 Disabled (bleed 1-5)
8 + Blasted (bleed 2-8)
Concussion (blast waves, blunt objects)
The target is hit with concussion force equal to the attack trauma minus
the armor's concussion protection.
1 - 2 Stunned (no bleed)
3 - 4 Damaged (no bleed)
5 - 6 Crippled (bleed 0-2)
7 - 9 Disabled (bleed 0-4)
10 + Blasted (bleed 1-5)
Cut (knives, blades)
Final damage is determined as with firearms.
1 Cut (bleed 0-1)
2 - 3 Damaged (bleed 0-2)
4 - 5 Crippled (bleed 1-5)
6 Disabled (bleed 2-7)
7 + Blasted (bleed 3-8)
General Notes:
- The GM can roll a die, and modify the inflicted damage. With a
low roll, the attack has lower penetration and trauma potential.
With a high roll, the bullet might have struck a weak spot in the armor
or some cap, and trauma can be more severe than normally. For most of
the time, reduce trauma instead of raising it. Values given for
attacks are their basic damage with a good hit.
- Head and some torso hits are dangerous even when no
significant damage is made. A character can die from any firearms
damage to the head or torso vitals. Additionally, almost all
concussion hits to the head can inflict unconsciousness.
- Legs withstand damage better than other locations. Reduce 1 point
from damage potential.
5.4.3 Definitions of Damage Terms:
Damaged
Some bones are broken or muscle cut or damaged.
Character is at -1 action when using that body part.
Crippled
The limb loses its strength. Torso damage causes -1 to all
actions, and if vitals were hit, internal bleeding is
inflicted (it will result in death within days if not
healed). If the skull was hit, character loses consciousness
automatically.
Disabled
The limb loses all its strength, while torso hit causes -2 to
all actions while torso vital or head hit is fatal in a
few minutes, and a neck hit causes paralyzation.
Blasted
Appropriate location is severed, blown off or otherwise
completely pulverized. Torso or head hit is instantly
fatal.
5.4.4 Other effects of Damage
Bleeding
In addition to the immediate effects, most hits cause bleeding that will
eventually lead to unconsciousness and death unless halted. Bleeding levels
depend on the character's endurance value, and each is 3+possible
modification from good or poor endurance. Total bleeding has the following
effects:
Bleeding Effect
(3) -1 to all actions, 1 extra bleeding point each 15 minutes
2 x(3) -2 to all actions, 1 extra bleeding point each 10 minutes
3 x(3) unconscious, 1 extra bleeding point each 5 minutes
4 x(3) bled to death
Extra bleeding can be stopped by successful first aid. Otherwise, the
wounded character's condition becomes worse and worse, but bleeding rate
does not increase unless damaged again. Furthermore, the character can lose
consciousness because of bleeding.
Internal Bleeding
Dangerous hits to the torso vitals or head area cause internal bleeding. This
internal bleeding will kill the character in a day or two unless stopped,
which requires a surgical operation. One extra bleeding point is taken in 1-6
hours.
Blackout
When the character is hit with great force, he can lose his consciousness
because of a sudden nervous overload. Also, a hit to the head can cause
unconsciousness.
Typical results are:
- The character remains conscious, but his vision blurs for a
moment.
- The character is knocked out for a brief moment (20 seconds or
so), and during this time, the consciousness does not return even if hit.
- The character faints and loses his consciousness for a few
minutes. During this time, it is difficult to get him back on his feet
and even then he is at -1 in all actions.
- The character loses his consciousness completely and does not
wake up for a few hours, unless forced awake. Otherwise as
above.
The GM should roll a die, and small number results in some kind of knockout.
5.4.5 Healing
In field conditions, bleeding can be stopped by successful first aid.
Bandaged wounds may reopen later unless surgically bound.
Bleeding points are regained at the rate of 3+endurance points each week if in
bed rest. Blood transfer can be used for faster recovery, as can be
Instant Blood(tm).
A damaged location heals in 2 weeks in bed rest. Crippled locations need
4 weeks to heal, while disabled and blasted parts cannot heal naturally.
Surgical methods are required, or cybernetics installed. Disabled status
is healed in hospital in 16 weeks.
Healing drugs can be used to quicken the healing. Divide the time
by 4.
Light activity doubles the time needed. During heavy activity the
character does not heal, and all previous healing time can be lost.
Syndicate - The Dark Era (c) Kalle Marjola 1996. All rights reserved.