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= Entropy System Mechanics - proto Model =
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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 ^_-
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Terminology - Entropy
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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
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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?
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(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)
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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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