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==========================================
= Entropy System Mechanics - proto Model =
==========================================

Updated: 26.May.2003

The content of this document is:
 (C)2001,2002 David Callum Douglas Moodie
 http://geocities.com/project_entropy
 [email protected]

This document is an ongoing work in progress;
Many sections may/will be broken, incomplete or missing entirely ^_-

=====================
Terminology - Entropy
=====================

International Scientific Vocabulary 'en-' + Greek 'tropE' change, literally,
turn, from 'trepein' to turn.

1 : A measure of the unavailable energy in a closed thermodynamic system
that is also usually considered to be a measure of the system's disorder
and that is a property of the system's state and is related to it in such
a manner that a reversible change in heat in the system produces a change
in the measure which varies directly with the heat change and inversely
with the absolute temperature at which the change takes place; broadly 
: the degree of disorder or uncertainty in a system.

2 a : The degradation of the matter and energy in the universe to an ultimate
      state of inert uniformity.
  b : A process of degradation or running down or a trend to disorder.

See also, CHAOS, DISORGANIZATION, RANDOMNESS

(source: Merriam-Webster Online Dictionary)

(nb: Equilibrium implies total entropy! Freaky but quite true if you think
 about it hard enough.)


Entropy in Game Terms
===================== 

  The definition of 'Entropy' is used in the loosest possible sense in this
 game universe. It really represents many aspects of the characters and
 situations present (and the increasingly uncertainities they will face as
 the storyline forms). 
  On practical terms, entropy superficially fits the behaviour of the 
 combat/magic system (which is essentially a system of change/equilibrium), and
 well, it sounds cool - so 'Entropy' it is! 

  It's worth noting that this very unusual (and hopefully unique) system
 simulates many of the basic effects of the Classical Greek Earth, Air, Fire &
 Water elements (a notable and tired RPG magic cliche) which themselves are
 simply, different states of the same ol' energy/matter stuff (Grecians used to
 be very very clever y'know).
  Admittedly much of the detail and flavour of the standard
 elemental/holy/psychic magic systems around can't be replicated with a simple 
 energy level scale like this.
  Thankfully, the Entropy System has some unique flavour of its own. For what
 it's worth, it is a superior method of integrating magic and physical combat
 into a coherent whole. It is not however easily applied to fancy pretty lights
 and explosions. Never fear, I am working on unique methods for visual 'magic
 spell' eye-candy too.


Pseudo-Technical Explanation: What is it?
=========================================

(Please note, 'e' is not real. It is a fiction, based on observations of real
 physical laws and fake fantasy role playing game rules. I'm attempting to
 strike a balance with reality and gameplay-friendly fantasy. The result is a
 a pseudo-science of sorts. Don't blame me if the laws of 'e' do not apply to
 your life)

* All objects, structures and lifeforms contain a level of disordered/chaotic
 energy interactions (referred to herafter as 'e'), which helps to define their
 behaviour within the universe. 'e' represents an unknown quantity of change.

* There is a certain degree of 'e' present in all energy forms & interactions
 such as heat, light etc; the standard rule being the higher the energy
 content, the more 'e' present.  

* Like all energy, 'e' cannot be created, nor destroyed, only transferred.
 There is a constant amount of 'e' in the universe. All forms of matter contain
 concentrated amounts of 'e', based on density and physical activity. The lower
 the density and the higher the activity, the more 'e'. 

--

* 'e' changes within forms are incredibly complex, so for the purposes of
 simplicity, only an overall object-wide 'e' level will be considered in these
 rules.

* The overall average level in a given object is listed as the 'Entropy Level'
 (eLev). This level is scaled from 0-250 and divide into 6 loose categories. 

Entropic Level Classification (eBand)
--------------------------------------
0   - Inanima
50  - Solida
100 - Liquia
150 - Vapia
200 - Plasma
250 - Hyperanima

* Entropic levels react in similar ways to the laws of heat exchange &
 equilibrium. The level names are more descriptive of the form of matter these
 levels occur naturally in, rather than a hard-and-fast property of a given
 e level; Remember - 'e' itself, has no physical form. This means 'e' cannot be
 seen - only it's effects & implications.

* All forms of living matter have a natural eLev at which they are most stable
 and efficient.

* Two forms with different eLev's that come into physical contact will exchange
 'e' (or equalize) in a manner that brings both forms to a common eLev. In
 practice, the higher eLev form will shed 'e', and the lower eLev form will
 absorb this shed 'e'. This interaction is rarely 100% efficient and some 'e'
 will dissipate into surrounding matter.

* These levels affect the integrity of living matter dramatically, both
 physically and mentally. All forms of life have certain degrees of 'e' change
 tolerance. If a life form is pushed outside it's 'e' tolerance levels, the
 subject's form undergoes dramatic destructive change.

* Living forms are extremely adept at encouraging and/or preventing their own
 'eLev' changing - both conciously and unconciously. This appears to be an
 evolved survival trait, designed to prevent their life-force dissolving into
 the ambient energy around them, or indeed, injury by more mundane means.

* If a lifeform possesses a current eLev different to their natural eLev,
 their body will automatically draw or shed 'e' at a specific naturally
 determined 'regeneration rate' (eReg) to restore the balance of 'e' within.    

* As a rule, humans and other 'normal' animals, generally rest halfway
 between Solid/Liquid forms (although they are truly more liquid than
 solid in reality). Some however lean towards the extreme of their eBand and
 possess extrodinary 'e' control.

* Many life forms have a natural preference towards 'e' change - either eLev
 raising or lowering, referred to as 'Parity'. A being with the natural ability
 to conciously draw 'e' upon themselves are considered to have an 'positive'
 (+) parity, and those that conciously shed 'e' have the opposite 'negative'
 (-) parity. Extremely rare individuals possess an 'dual' parity (+-) and may
 choose the direction of 'e' change at will! Beings without strong 'e' control
 have a 'null' parity. 

* Another property of differing eLev's between two forms, is a certain
 resistance to physical forces. Two beings of similar eLev's may inflict
 physical harm upon each other with minimal resistance. If however, the eLev's
 of two beings differ significantly (25+ eLev difference), physical damage is
 greatly impeded - due to the radically different matter/energy densities
 involved.

* More recent scientic and engineering developments involve the use of
 specially constructed weapons, armour and devices to harness an inert object's
 'e', in place of the use of a users own 'e' (which greatly reduces personal
 risk).
  These devices use several different layers of naturally occuring volatile
 minerals that are highly tolerant of e' change - and hence function as a
 natural capacitor or resistor. 

* Lifeforms of human-level intelligence that have strong 'e' control abilities
 (in other words, any parity other than 'null') are commonly referred to as
 Entropists (or more colloquially; Mages, Wizards, Sorcerors...etc that use
 'Magic' or 'Powers'). 

* Levels of ambient 'atmospheric' 'e' in a standard environment are generally
 of a low enough density not to affect life forms significantly. However, dense
 clouds or 'pockets' of 'e' do exist in natural and unnatural circumstances.
 These pockets of 'e' can have a dramatic effect on unprotected life forms.  

            

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