Resolution System

ForeSight (1986), pp. 29–42 — a best-effort cleanup of the machine-extracted original; expect residual OCR noise. Compare with the source PDF. About this restoration.

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[3.0] RESOL

LUTIon System

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Summary of Re [1] Determine the Skill, Attribute, or Skil

[2] Determine Base Ease Factor (BEF); su necessary. For attribute rolls the BEF is gen is typical.

[3] Determine difficulty of task, and henc extreme difficulty; -2 - moderate difficulty; -1

[4] Multiply the net EF by the skill PCS or Chance (SC). (A multiplication table is prov

[5] Roll 0100. Compare this to the SC. (S

Result Des If Roll ~ SC/10 QR1 Exce If Roll ~ SC/5 QR2 Goo If Roll ~ SC/2 QR3 Com If Roll ~ SC QR4 Bare If Roll> SC QR7 Failu If Roll> SC and 110 QR10 Fum Yield is the proportion (of what might conceivably h assuming such was the objective. Time is time ta would require). assuming this is significant.

SC QRs 1 010 1 020 2 030 3 040 4 050 5 060 6 070 7 080 8 090 9 100 10 200 20 300 30 400 40

How to Use This Table

If you have trouble multiplying (but not adding) th upper bound for die rolls to achieve a given OR at units. and add the entries for those values correspo 20 + 5. The maximum roll for a QR3 = 50 + 10 + 2 = 6

esolution System l/Field combination, in use.

ubstituting relevant Familiarities (G, E, T) if nerally seven (7); for skills a value of five (5)

ce EF modifier. A modifier of -4 reflecting 1 - slight difficulty; etc ..

r trained attribute value to get the Success vided, if required.)

See below.)

scription Yield Time ellent 100% 50% od 90% 75% mpetent 75% 100% e Success/Fai lu re 50% 200% ure 20% 200% mble 0% 200% have been obtained) of information or material yielded. aken (as a proportion of how long a competent effort

2 3 4 1 2 1 3 2 4 1 2 5 1 3 6 1 3 7 1 4 8 1 4 9 2 5 10 4 10 20 6 15 20 8 20 40 10 25 50 12 30 60 14 35 70 16 40 80 18 45 90 20 50 100 40 100 200 60 150 300 80 200 400

hen you may find this table handy. To determine the t a given SC, divide the SC into hundreds. tens. and onding to the OR. For example. an SC of 125 = 100 + 62. So a roll under 62 would at worst be a QR3.

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[3.0] Resolution of Character

Actions Designer's Notes: Various procedures and game situations will call for tasks to be resolved, rolls· to be made, and so on. The Resolution system in ForeSight is central to the game system, and should be clearly understood by the GM, and preferably the players as well.

Definition: In ForeSight a given task will have two associated numbers. One of these is the relevant pes, or Primary Chance of Success, which is the PCS of the skill, or the value of the attribute, the GM feels is most applicable to the task; the other is the net EF or Ease Factor, which is that of the skill chosen 'by the GM. The Ease Factor may be modified by circumstances, ie. the sum of any relevant, and any GM decreed, modifiers.

If the task involves a skill, then the EF - the skill's BEF plus these modifiers. (Note: a character's BEF for some skill may be higher (or lower) than that listed owing to some talent or aptitude helshe possesses.)

If the task involves an attribute (eg. ST to shift some massive object), then the value of that attribute is used as the PCS, and the BEF is treated as 7, but the system otherwise functions as for skills.

Notes on Ease Factors til An Ease Factor adjusted above ten (10) is treated as ten. This is done after adding all relevant modifiers (eg. a task with BEF 6, and a +S and a -2 modifier would end up as EF 9, not EF 8).

[ii] An Ease Factor adjusted to 0 is treated as one half (O.S); -1 is treated as one quarter (0.2S) ; and an Ease Factor lower than this is treated as zero (0). So the possible Ease Factors are:

o 0.25 0.5 1 2 3 4 5 6 7 8 9 10

Adding one to an ease factor effectively involves going one to the right; subtracting one involves going one to the left; and you may not go off the edge.

Determining the Result of a Task Procedure: A task involving a skill (or attribute) is resolved as follows: determine the net EF and multiply it by the PCS, and call the result the SC (success chance). Roll D100, and call the result D, and compare it to the SC: if D s SC then the result depends upon the ratio DISC: if DISC s 0.1, then the result is called a Ouality Rating One (abbreviated OR 1); if 0.1 < DISC S 0.2, then the result is a OR, 2; if 0.2 < DISC S O.S, then the result is a OR 3; and if O.S < DISC S 1, then the result is a OR 4. Exception: a 99 is never better (lower) than a OR 4, and a 100 is never better than a OR 7. If D > SC then the result is a OR 7 unless D is a multiple of ten, in which case the result is a OR 10. A summary of results is given below.

foreSight [3.0] Resolution Procedures

OR 1: rolled less than one tenth of success chance, a brilliant success: 100% of information or substance is yielded, if that was objective of task; the task took SO% of the expected time to complete, if speed was desired, and so forth.

OR 2: rolled less than one fifth of success chance, a very good success: 90% of information or substance is yielded, if that was objective of task; the task took 7S% of the expected time to complete, if speed was desired, and so forth.

OR 3: rolled less than half of success chance, a good success: 7S% of information or substance is yielded, if that was objective of task; the task took the expected time to complete, and so forth.

OR 4: rolled less than success chance, a bare success: SO% of information or substance is yielded, if that was objective of task; the task took twice as long to complete as expected, and so forth.

OR 7: rolled over success chance, a failure : perhaps 2S% of information or substance is yielded, and some false or extraneous matter also, if that was objective of task; the task took twice as long to complete as expected, and so forth.

OR 10: rolled over success chance, a botch-up: no useful information or substance is yielded, although extraneous material might be mistaken for that desired, if that was the objective of the task; the task also took twice as long to complete as expected.

Example: a character attempts a task with a skill of PCS - 1S, with a BEF of 3 + G. The planet the task is being performed on has heavy (HY) gravity, and therefore the character substitutes his/her HY famil- iarity of 3 into the BEF formula. The GM rules that the task is not routine, and assigns a modifier of -1 to it. The EF of the task is therefore S (ie. 3 + G (-3) -1). The SC is therefore 7S (S x 1S). If the player rolls 1 to 7, his/her character will achieve a OR 1; 8 to 15 will achieve a OR 2; 16 to 37 will achieve a OR 3; 38 to 75 will achieve a OR 4; a roll above 7S, but not a multiple of ten, will result in a OR 7 (a failure); and a OR 10 will result on a roll of 80, 90, or 100 (a botch-up).

Designer's Notes: You will notice that some tasks are explicitly or implicitly statd to fail on a ~R 4 (eg. parries and dodges), thiS reflects their greater difficulty. Some tasks have their EFs set at the OR of some previously resolved task (eg. parries and dodges), to reflect the fact that they ae in, some sense countering the effects of that task (In thiS case the EF - # where the result of the previous task was OR I). Fin~lIy, some tasks have their EF set .at # - <?R of some previously resolved task (eg. repair), which reflects the task depending upon the previous success of the previously resolved task.

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F

If a task requires a skill which exists, but which the character lacks, then the BEF used is that of said skill

Using A Skill with a Field Some skills are simply methods of handling knowledge (especially Implement, Recall, Diagnose, and Repair), and can only be used in conjunction with a relevant field. Implementation and recall are used with theoretical fields and humanities, while diagnosis and repair are used with technical fields. Other rules allow fields for Dancing, Unarmed Combat, Search, Scan, and so forth.

Sometimes a skill will only be applicable to a task if the character possessing the skill also possesses a field, ego a character with Scan or Search would also need Biology to determine the characteristics of some organism, and to patch up a wounded friend not only diagnose and repair skills, but the fields emergency and/or standard medical techniques, would be necessary. Such a task is designated a skllllfleid task. If the character has the requisite knowledge, then the task is resolved with one of the modifications to EF being the familiarity modifier the character has associated with the field he/she is using. Eg. a character who has just learnt emergency medical techniques might have associated with it a familiarity modifier of -2, and therefore both his/her diagnosis and re.pair tasks incur a -2 modifier.

[3.1) General Notes The following modifiers to resolution attempts are general in nature, and are given as a guide to the GM.

Modifiers for Difficulty Simple/Easy/Routine +1 Difficult -1 Very Difficult -3 Extremely Difficult -5 Near Impossible -6

Modifiers for Play Pathetic Player Input -3 Inadequate Player Input -1 Fair Player Input 0 Good/Clever Player Input +1 Brilliant Player Input +3

Note also that if equipment is involved in the task being resolved, then the PM of the equipment is also used as an EF modifier (assuming that it is being correctly used).

The references to Player Input reflect occasions when a player should not only tell the GM what his/her character is doing, but how he/she will go about it. This doesn't mean that either the GM or the player should know all about the task at hand, but whether or not the course of action the player suggests is

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reasonable, or whatever. Least of all should these modifiers apply to Repair and Research tasks which a player or GM cannot be expected to know anything about.

Applications While the most extensive set of rules incorporating the FS resolution system is the Combat system [4.0], there are several other important examples of the resolution system in action.

[3.2) Character Interaction

Player Charar:ter - Non-Player Charar:ter Interar:tlon OR of Charisma Roll by PC NPC Demeanour 1 2 3 4 7 10 Hostile 0 -1 -2 H H H Unfriendly +1 0 -1 -2 H H Neutral +2 +1 0 -\ -2 H Friendly 5 +2 +\ 0 -\ -3 Attracted 5 S +2 +1 0 -2 (Hplanatlon: # modifier to any attempt to persuade vIa confIdence. S IndIcates NPC Is suggestable, and will do at least one reasonable thIng for PC. H Indicates the NPC Is hostile end will do nothIng, If possIble, for the PC.

Designer's Notes: In FS the GM will often want to have some method of determining the initial reactions of NPCs to the player-characters. I have chosen to make this dependent upon the Charisma (native or cultivated charm) and physical attractiveness of the interacting character (henceforth the spokesperson). (Use these modifiers if indicated on the tables).

Procedure: the general demeanor of the NPC(s) should be determined in advance by the GM. In most cases this should be neutral, since in all likelihood the NPCs know nothing of, and have never met, the PCs. Other possibilities include hostile (the PCs may be hated foreigners, members of some ill- favoured ethnic group, or something); unfriendly (the PCs are for some reason mistrusted, or disliked, perhaps for unconscious prejudices on the part of the NPC(s»; friendly (the NPC(s) may identify with the PCs, for example tourists recognising someone who looks familiar amid unaccustomed surroundings); or attracted (the NPC(s) find the spokesperson, or one of his/her friends, attractive, and want to impress or befriend this person).

The GM then allows the spokesperson to use his/her Empathy skill to determine the demeanor of the NPC(s) before interaction. The normal EF is used in most cases, although it is difficult to empathise with someone in a spacesuit or wearing reflective sun- glasses, and the GM may apply negative modifiers. If success is achieved the GM reveals the NPC's demeanor.

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The GM then performs a Charisma roll for the spokes-person, yielding a OR (which he/she conceals). The EF of this roll may be modified by an AP related interaction modifier if applicable (see the Interaction Modifiers for Appearance table). The OR of the Charisma roll is cross-indexed (on the PC-NPC Interaction table) with the demeanor of the NPC(s) to yield a result.

S: the NPC(s) are suggestable, and willing to do the spokeperson a favour. Note that the spokesperson will not necessarily know this.

#: the NPC(s) have reacted to the spokesperson favourably (if bO), indifferently (if #.0), or unfavourably (if #<0), and if the spokesperson want sanything from the them, then they will have to attempt to persuade them, using # as a modifier to a Confidence attempt.

H: the NPC(s) are hostile, and will either ignore, or abuse the spokesperson, or, if devious, pretend to like them and then betray them (to the authorities, enemies, or whatever). In uncivilized parts, they may even initiate combat against the him/her.

The spokesperson may then make another Empathy roll. A OR 4 yields whether the result was S, H, or a number (but not which number); OR 3 or better also reveals which number resulted (if applicable). Otherwise the only information the spokesperson gets is the GM's description of what the NPC(s) are doing.

Depending on the nature of society in the GM's campaign, he/she may choose to either apply, not apply, or apply the negative of the number (#) resulting in any interaction to a subsequent Seduction attempt.

Persuasion. If the Interaction table result was a modifier, then to get the NPC to do a (reasonable) favour for him/her, the spokesperson must perform a [modified] Confidence roll. The NPC will do this favour unless he/she successfully makes an Empathy roll at EF - OR (of Confidence roll).

In general I do not reccommended that this system be used against/on PCs, since it is usually more fun to act out the part (and convince the players) instead.

Interaction Modifiers For Rppearance AP Modifiers to I Appearance Conf1 dence * Seductl on I 1 I -3 I' -6 2 ! -2 : -5 3,4 ! -2 ~ -4 .l..__. . . . .:.~. .... L. . . . . . . .:~. . . . ........§..............._ _. 6,7 ! -1 ! -2 6 I 0 I -1 9,10,11! 0 i 0 12,13! 0 ! -·_··..·..····..··.. ··-'!'··__····..........·.._ ..- t..............·..+ 1 .... ... ·- 14 : +1 : +2 15 ! +1 ~ +3 16 ! +2 I +4

[3.3] Seduction Seduction is performed in four stages. It may only be attempted against an NPC who is sexually compatible with the attempting PC, or it will almost automatically fail (-4, or worse, at all stages). If the PC is not actually compatible with his/her target the she/he must make a WP roll before each stage to go through with it. H an S result has already been achieved against the NPC during interaction by that PC (as spokesperson) the the attempt may begin at stage [iii], if the S was achieved by someone else in the group, then the attempt may begin at stage [ii].

Note that there are considerable modifiers for seduction based upon the seducing character's AP.

[i] The seduction attempt begins with an opening: a witty line, a glance, whatever, and is performed at +2 (using Seduction skill, of course).

The NPC then makes an Empathy roll at EF = OR (of Seduction roll), and figures out what is going on if he/she achieves OR 3 or better. Once an NPC has worked out the he/she is being seduced then he/she may allow it to continue, or stop the process any time thereafter.

[ii] Next the PC attempts to briefly impress himlher self upon his/her subject, by demonstrating his/her Wit, charm, knowledge, and taste. This is resolved using Seduction (no modifier).

Again the NPC receives an EF ,. OR (of Seduction roll) Empathy roll to figure out what is going on, and succeeds on a OR 3 or better.

[iii] Next the PC attempts publicly acceptable intimacies (eg. kissing, and so forth, in 20th century Western Society) upon his/her subject; this is resolved by a normal Seduction roll.

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Again the NPC receives an EF - OR (of Seduction roll) Empathy roll to figure out what is going on, and succeeds on a OR 3 or better.

[iv] Finally the PC attempts his/her unspeakable act (referred to as the wwhen and wherewstep in James Bond ); resolved by a Seduction roll at -2. If contraceptives are not used then, if applicable, there may be issue (likelihood of perhaps 5%) from the affair.

Again the NPC receives an EF - OR (of Seduction roll) Empathy roll to figure out what is going on, and succeeds on a OR 3 or better, in which case the subject may escape the act.

[3.4] Repair There are two repair procedures in ForeSight, these are termed cursory and diagnostic, and refer to the methods used to determine the nature of the problem. Note that medical techniques (especially removing combat derived damage) are simply special cases of these.

Cursory Repair

Procedure: the repairing character must have the appropriate field of knowledge, and tools. The character makes a Search roll in order to determine the location of the problem. This takes a base time equal to the base time (for the object's size) multiplied by the coefficients for complexity and condition of the object, in five minute periods. A OR 3 or better is treated as a success, and if achieved, the required replacement parts must be procured for repair to proceed.

The object is repaired by attempting a Repair roll at - (OR (of Search roll) + 1); ego at -3 if the Search was resolved to be OR 2. The EF of the roll may be further modified by the condition of the object. The repair time is calculated as for diagnosis, but in hour increments. A OR 7 indicates that no repair was achieved (but the PC still knows what's wrong), while OR 10 indicates that the PC has caused more damage.

Designer's Notes: sometimes the problem is obvious, and no diagnosis is necessary, in which case repair may immediately be performed at -2; ego a person suffering a gunshot wound, or a car with a flat tyre. Note also that Emergency Medical Techniques may only be used this way.

Diagnostic Repair

Procedure: the character must have the appropriate knowledge, and tools. The character attempts to diagnose the nature of the fault, that is makes a Diagnose roll at the appropriate modifier for object condition. The base time for the task is that given by the object's size, multiplied by coefficients for the complexity and condition of the object, in increments of fifteen minutes. If successful, then the replace- ment parts necessary must be procured for the repair to be completed. Note that the normal condition for

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success in this case holds (ie. a OR 4 or better indicates success).

The object is repaired by making a Repair roll at -OR (of Diagnose roll). The EF of the roll may be further modified by the condition of the object being repaired.

Designer's Note: Standard Medical techniques may only be used diagnostically.

Object Size Ba8e Time Microscopic (eg. IC) 10 Miniature (eg. watch) 4 Small (eg. radio) 2 Average (eg. typewriter) 4 Large (eg. car) 8 Huge (eg. ship) 24

Object Complexity Coefficient Trivial (eg. shovel) 0.25 Simple (eg. egg -beater) 0.5 Average (eg. typewriter) 1 Complex (eg. aeroplane) 3 Intricate (eg. computer) 10

Note: a person is counted as being of average size and intricate complexity.

Object Time Repair Condition Coefficient Modifier

Incapacitated (5) 50 -5 Incapacitated (4) 10 -3 Heavy Damage/Wound 3 -1 Medium Damage/Wound 1 o Light Damage/Wound 0.5 +1 Insufficient Spares 2 -2 Insufficient Documentation 2 -2

Repair & Recovery Rates The procedures outlined tell you how long it takes to completely repair an object. If 0 levels of damage were suffered, then (if we let S - 1+2+ ..+0 - 0(0+ 1)/2) the first level is repaired after DIS x the total time, the second after (0-1 )/S, etc. (the last being repaired in the final1/S x total time).

For humans, the proportions are reversed: the first level being recovered in 1IS x total time, the last in DIS x the total time. The character may elect to switch to natural recovery at any time. and the process is, of course halted by any further injury.

[3.5] Design & Construction

Designer's Note: many people complain that in Fantasy Role-Playing Games it is often impossible to construct or modify the magic items listed in the system, or the modules provided for it. Let it be noted that to my knowledge this is the only Science Fiction Role-Playing system to make a serious attempt to make the construction and modification of items on its equipment list possible. (There is, of course, Aftermath .)

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Technical fields may not only be used in conjunction with diagnose/repair to repair, but also to construct some related object. Eg. a person may use Electronics to construct a radio.

If a design for the desired object is unavailable, or available designs are undesireable, then the character must design, or have someone else design, the object. If such an object has never before been made, then the GM may rule that some form of Scientific research will be required to form a theoretical basis for the object first. See Research.

Design Procedure: a device is designed using the appropriate technical field and the diagnose skill. This is performed normally, with the GM modifying the EF for particularly complex or innovative devices.

QR of PM If PM If Sale Design Normal Ambitious Size Price 10 May be dangerous to build or operate 7 If built, will not function properly 4 -1 -2 150% 50% 3 0 -1 100% 85% 2 +1 0 90% 100% 1 +2 +1 75% 150% Not e s: a design of given OR will have one characteristic other than sale price (chosen in advance by the designer) determined as though the design were one OR better (impossible if design is QR1 already). Normal applies to device intended to emulate already extant designs; Ambitious applies to devices which are to some degree innovative. A design emphasising size implies an attempt to miniaturize. Sale price is the percentage of the standard market price that such a design would fetch if marketed.

Construction Procedure: a finished design may be converted into a finished product with the correct tools and materials by a character with the appropriate knowledge, and the Repair skill. The task is performed at -1, and the base time is equal to that necessary to repair a similar device which had been incapacitated (4) (yes, it can take longer to repair something than to build a new one from scratch). If success is achieved, then the device has been constructed (in the adjusted time). If OR 7 is achieved, then the device is faulty, and must be repaired as though heavily damaged to be made operable. If OR 10 is achieved the device is either a total write-off, or (GM's option) has some fatal and dangerous flaw which will make itself known in embarrassing circumstances.

Designer's Notes: Most scratch-built contraptions, and indeed early models of mass-produced designs, will have bugs and defects of a minor nature, which will have to be ironed out over a period of trial and testing. QR1 constructions can be assumed to have no bugs of consequence, while QR4 constructions may have several bizarre and unamusing defects (I recommend good-humoured malice).

Cost: while this is up to the GM, the parts necessary to build an object should perhaps cost twice that object's market value (remember, manufacturers use tried and trusted designs, robot assembly lines, and buy parts in bulk).

Example of Construction: a new settler arrives on the colony planet Paradise III and wants to set up a farm on the 1000 hectare plot allocated to him by the Colonial Office. His wife is a qualified soil scientist (knows agriculture, and geology, as well as the diagnose, implement, and recall skills) and decides to design an cultivation plan for the spread, and achieves a OR 2. Her set-up is certainly sound, and he decides to implement it by hopping on his tractor, and trying it out. Unfortunately while he has been reading up on these things, and does know how to drive, he has a rather poor repair skill (he was previously a computer repairman) and gets a OR 7. During the rainy season they get to watch their top-soil en-route to the Persimmon Sea. Oh well, maybe next year.

[3.6] Research In Foresight I divide Research into two types: that which attempts to adapt existing knowledge or theory to some use the researcher has in mind for it, and that which involves attempting to extend a field of knowledge so that it encompasses some new observation. These are termed Applied Research and Theoretical Research, respectively. An example of Applied Research would be our current attempts to design Fusion Power Plants using the models we have of the atom, and the strong and weak nuclear forces -we have the theory (we hope) we just haven't been able to implement it yet; an example of Theoretical Research would be the attempt to figure out how White Dwarfs can be fitted into the formulae which seem to explain other stars (which seems to have been done).

Applied Research Designer's Notes: this is where I start tossing around the term GM's discretion, I guess. The character wants to adapt some current theory to implementation with current "technology": the GM must decide what the appropriate fields of knowledge are, and whether the task is possible, marginal (the theory mayor may not be sound), or impoSSible. The character must first do some Research (using the Recall skill); success will inform the character whether the desired implementation is possible, marginal, or impossible, with current technology. H it is possible (or marginal, if the character wishes to continue), that the imple-mentation will work, then the character attempts to so Implement the theory, at -OR (of research). If this yields OR 3 or better, then the program has been successful, and the same, or another, character may proceed with a design, with an additional adjustment of -OR (of implementation) to the diagnose roll. How much time all this takes is up to the GM, but could be several years, for a complex or innovative device.

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Theoretical Research Designer's Notes: there are two sorts of ways this is likely to crop up in play. The character may be a researcher of some sort attempting, for whatever reason, to further and expand his/her field, gain a Nobel Prize, or have a famous Paradigm named after himlher, or the character may be in the considerably more likely position of wanting to explain some observation in terms of the theory he/she knows (on the spot, with minimal references). To do this the character will require the relevant fields. If the observation has to be made (ie. data must be gathered), then the character makes a Search roll. Once the data is gathered, the character must Recall the relevant knowledge (from memory and convenient references, lack of these makes this task difficult), at -OR (of Search; if data gathered by third party, then add one to the Search OR they achieved). Finally the analysis of the observation is made by making an Implement roll at -OR (of Recall), the OR of which determines the quality of the analysis. A OR 1 result may, at the GM's option, be of some interest, and worthy of a write-up in Nature, or some such journal.

[3.7] Animal Training Animal training, using the skill of the same name, is performed in stages, each stage normally taking about two weeks·. After each stage is attempted, the animal gains an EF = OR (of Animal Training) Initiative roll to ignore (resist) the training, succeeding on a OR 3 or better. Some animals (eg. dolphins) may cooper-ate with their trainers; they should make an EF=5-0R (of Animal Training) Initiative roll to assimilate (take in) the training. The stages are:

til: Training the animal to be comfortable around the trainer: eat off his/her hand, perch on his/her wrist, or whatever; the roll is at +2.

[ii]: Training the animal to be comfortable around mem-bers of the trainer's species in general; normal roll.

[iii]: Training the animal to conduct itself in a useful manner when given instructions in the appropriate form (eg. a dog to come when its owner whistles, or a horse to canter when nickered to); normal roll.

[iv]: Training the animal to perform a trick (things of which it is capable, but does not do instinctively); the roll is made at -2. This procedure may also (instead) be used to increase one of its ability PCSs by 4-0R points (maximum of 150% of original score).

If an animal successfully resists a stage of training, or a trainer wishes to repeat a stage to a different end, then the stage may be repeated, but a OR 10 training roll always fails, and the animal will learn nothing more from that particular trainer.

A field of familiarity with the species trained is applicable to these tasks.

• One and a half weeks for training with cruelty, and modify all rolls by an additional +1, but the animal will do nothing for its owner willingly, and flee or turn on himlher if it can.

[3.8] Penetrating Computer

Systems A computer system in FS should be assigned a Security rating, and a TL. The Security Rating should vary from 5 (minimal) to 35 (designed for security, ego Defence, Treasury, or Intelligence networks, sometimes). After each task the system makes an EF = OR (of stage) roll against its Security rating, if it succeeds, then the system has detected the intrusion. Most will simply eject the perpetrator, others will pretend to cooperate, while providing false data, or giving police or thugs time to track him/her down. Modify all tasks by TL of penetrator's equipment - TL of system. The base time for each stage is two hours, or more. The stages are:

til: Establish link to correct system (this can also be achieved by interrogating someone with access to it); RecalllProgramming roll at +2.

[ii]: Gain access to Operating System, ie. Create an Account (this can also be achieved by interrogating someone with access to it); normal Implement/- Programming roll.

[iii]: Develop working knowledge of Operating System, ie. fool around with it (this can also be achieved by interrogating someone with access to it); normal RecalllProgramming roll.

[iv]: Create highly privileged account (this might also be achieved by interrogating someone with access to one, it depends on the system); Implement/- Programming roll at -2.

Any stage, which was not detected, may be repeated so long as all previous stages have been completed.

[3.9] Penetrating Electronic

Security Systems Like a computer, a security system will have a Security Rating (from 5 (very insecure) to 35 (extremely secure), though usually below 15), and a TL. After each stage of a penetration attempt, the system will make an EF = QR (of stage) roll against its Security Rating. Success, of course, indicates that the penetrator has been caught, and alarms may go off (though the intruder will not necessarily hear them, or know that he/she has been detected until the policelthugs/whatever show up). The EF of each stage should be modified by TL of penetrator's equipment - TL of security system. The base time per stage is five minutes.

til: Detecting and identifying the sort of system in use (once the devices, if hidden, have been located using Search or Scan; this can also be achieved by interrogating someone with access to this information); Repair/Security Systems roll at +2.

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[ii]: Determining the way this particular system works (this can also be achieved by interrogating someone with access to this information); normal Diagnose/-Security Systems roll.

[iii]: Persuading the system to do one thing it shouldn't (within reason, ego opening a security door for the benefit of the intruder); normal Repair/Security Systems roll.

[iv]: Reconfiguring the system's directives to the personal taste of the intruder (eg. treat himlher and all his/her friends as top-level authorised personnel indefinitely); Repair/Security Systems roll at -2.

Any stage, which was not detected, may be repeated so long as all previous stages have been completed.

[3.10] Resolving Wilderness

Encounters Procedure: Both the sides involved make a Scan roll (using the best SC - EFxPCS in the group) and a Stealth roll (using the worst) and add the QRs together (this sum is reduced by four if the party was attempting an ambush, by two if the characters were proceeding cautiously, ie. at half speed, and is unadjusted otherwise). If one side's sum is four or more lower than any other side's then the former is said to have surprised the latter (if an ambush was attempted, then the latter walked right into it); if one side's total was three lower than the other's, that side may surprise the other at observation range, or start with the initiative at contact range; if one side's total was two lower, it may start combat at either contact or observation range (its choice) and determine initiative normally, or it may have the initiative and leave the choice of range to the other side; otherwise, the initial range is determined randomly (25% chance of contact range, 75% chance of observation range). See Combat Set-Up [4.1].

Terrain Value Contact Observation (see [5.1 ]) Range Range

0 50m 2km 1 40m 1km 2 30m 500m 3 25m 250m 4 20m 125m 5 15m 80m 8+ 10m 30m

Of course the various parties involved may not be hostile to one another, in which case proceed to the interaction system [3.2], and read "startled" instead of "surprised", as in, "Oh, you startled me'"

[3.11] Teamwork Rather than provide hard and fast rules for teamwork in ForeSight, I'd like to give some common-sense approaches to the topic, each reflecting the different ways in which teamwork can improve the likelihood of tasks being performed quickly, and/or successfully.

So, at this point I will simply state that common sense is probably the best approach to such situations.

Division of Labour Perhaps the easiest form of teamwork to use involves splitting up tasks into small parts, and then resolving each task separately. Eg. if a bunch of characters want to design a new sort of laser pistol (smaller, nastier, and all that), then one team might work on a superior lasing "tube", another might work on phase-conjugate mirror design, another on a more efficient capacitor, and another on the targeting mechanism. Each team might consist of four people (and a bunch of computers, and stuff). Two are engineers who perform "design" tasks, and come up with alternative designs; two are technicians who assemble ("construct") and test prototypes. Finally, a project coordinator performs "diagnose" actions on the prototypes, and makes final decisions on which will be accepted, rejected, and returned for further improvement.

Many Hands Make Light Work All else being equal, two people are better at, say, lifting a "thing" than is one. The ForeSight GM will have to make spot decisions on this one. Eg. if two people try to lift something, then simply adding their strengths is not going to work (Strength is not linear in ForeSight, but polynomial; sorry about that. .. ). In this case, add their carrying capacities.

A Second Opinion If two people diagnose a patient, or ailing device, then they should be more likely to make a sound diagnosis. A character should only have to make an (EF7) IN roll to realise that a superior dianosis is, in fact, superior.

Similarly, characters using Implement to form hypotheses should be given (unmodified) Implement rolls to realise that a superior, rival hypothesis is in fact superior. (they may, of course, refuse to admit it.)

Characters who fail the above rolls will tend to believe in their own opinions if they are assertive, and rival opinions if they are receptive (intellectually). You might like to make EF5 Assertive rolls for the characters involved (success implying belief in one's own ideas), but I wouldn't advise it.

[3.12] Skill Guidelines The following comprise guidelines for using FS skills for a variety of tasks. These should not be seen as the way to use the skills covered, but as no more than what they are. Examples.

There are three primary sorts of example given in the rules which follow. Simple resolution procedures merely require a single skill roll to be performed for a task to be completed. Opposed resolution procedures involve the execution of a task which is liable, later, to become subject to countermeasures.

ForeSight 1986 · p.38 ↗

Tiered resolution procedures involve the execution of a task which builds upon the results of a previous task. Opposed and tiered resolutions will generally involve more than one roll.

Designing a Task When a character decides to do something not explicitly covered by the rules, it is the GM's lot to determine the task's parameters. First, the GM must decide which skill or attribute is being used (adventurous GMs may wish to use combinations, or averages, of a number of PCSs/attributes); second, the difficulty, and consequent EF modifier, of the task must be decided; filially, the GM may determine the task to be opposed or tiered, as per some of the following examples, rather then simple.

Examples Acrobatics. Simple: a character who wishes to perform an unusually difficult physical feat may be required by the GM to make an Acrobatics roll at some modifier. Acrobatics is an inherently difficult skill, designed for inherently difficult tasks. As such, a task should have to be very difficult in order to incur a large negative modifier.

Artistic Composition. Simple: this skill can be used to layout and conceive artwork, and to reach sensible conclusions about the quality and intentions of existing artwork. -

Artistic Depiction. Simple: this skill can be used to draft or otherwise create images which will look like what the artist has in mind. In general, it can be used to create uninspiring works in an established format (eg. charcoal drawings of tourists).

Tiered: this skill can be used to turn an idea the artist has (ie. a previously performed Composition) into a finished work. The OR of the artwork is the higher [worse] of its composition and depiction rolls. An artist may make many attempts to depict the same composition. The GM may apply negative modifiers based on a composition's complexity.

Climbing. Simple: a character can use Climbing to scale a steep incline, or remain in place without falling on an inclined surface. The GM should modify Climbing tasks on the basis of equipment used, lighting conditions, and the surface climbed on. The results can be interpreted, as always, in terms of what the PC is attempting to achieve: speed, safety, stealth, or whatever. A character attempting to climb stealthily would use the worse of his/her Stealth and Climbing PCSs and BEFs in concert. Rugged, huh?

Confidence. Opposed: this skill is used to convince people of things, often using a mixture of half-truths, emotional manipulation, and innuendo. The GM should modify the roll depending on the subject's attitude towards the character using Confidence. Finally, the subject should make an EF=OR Empathy roll, and if successful (Empathy fails on a QR4), will realise that he/she is being manipulated.

Pag

Dancing. Simple: this skill is used when a character wishes to dance. If the dance involves a group, then the average OR determines how impressive the group is overall. (A trained eye will spot who is screwing up.)

Disguise. Opposed: this skill is used when a character is attempting to look like some other person (or whatever). Eg. an actor taking a role, or a spy taking on a cover identity. Those encountering the Disguised character, who are familiar with the character being respresented, receive an EF-OR (of Disguise) Empathy roll, and if successful (Empathy fails on QR4) realise that the person may be an imposter. Those not familiar with the character being represented receive a similar roll, but only detect the Disguise on a QR1 or 2. If another skilled character does a Disguised character's makeup, then the average of their ORs determines the OR of the Disguise. If the Disguised character asks the assist-ance of other characters, and these characters are able to penetrate the Disguise and give advice (note that this will be easier for these characters if they are familiar with the subject of the Disguise), then the OR of the Disguise is reduced [improved] by one.

Empathy. Simple: this skill can be used to determine the demeanors of people in a character's vicinity. One roll should be made per "group". Note that Empathy fails on a QR4.

EVA. Whenever a character performs an AG related task while wearing protective attire, he/she should use the lower of his/her appropriate and EVA PCSs. (Eg. a character performing a Climbing task in protective attire uses the lower of his/her Climbing and EVA PCSs, together with his/her Climbing BEF.)

Gambling. Opposed: In a multi-player gambling game of skill, each player should place a stake and make a Gambling roll, the best OR winning (tied players re- rolling). Where each player plays against the dealer, the dealer should receive a + 1 modifier. A character who cheats receives a +N modifier, and each player receives an EF'"'N Scan (or Search if deliberately looking for signs of cheating) roll to detect it. If the house is cheating, the EF of the roll is reduced by two.

LIterary Composition. Simple: this skill can be used to outline/plan out a literary work, or to assess the quality and intention of an existing work.

Literary Execution. Simple: this skill can be used to create a prose work in an established format (eg. a lab report, log/diary entry, or tract of doggerel).

Tiered: this skill is used to turn an outline and disorganised material, assembled via Literary Com- position, into a finished work. The OR of the finished work is equal to the average of the composition and execution rolls'. The GM may wish to modify the EF of the Execution based on the complexity of the composition.

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ForeSight 1986 · p.39 ↗

Musical Composition. Simple: this skill can be used to compose a piece of music, or to assess the quality and intention of an existing piece. A piece can only really be finished when the composer has arranged it (see below).

Musical Performance. Simple: this skill can be used by a character to playa piece of music on an instrument whose corresponding field the character has learnt. The GM may modify the task's EF in the case of a difficult piece. The OR of the performance can never be better than the OR of the piece.

Tiered: this skill can be used to arrange a piece of music (for an orchestra or band). The OR of the piece is equal to the average of those of its composition and arrangement. Of course, a complex piece will be more difficult to arrange. Together with Composition, Per-formance can be used to perform improvised pieces, the OR of the improvisation being the poorest of the Performance and Composition rolls.

Navigation. Simple: this skill is used to determine the path a character will take to his/her desired destination. The yield OR can be assumed to represent how efficient the path will be (so a QR1, giving 100%, would be a direct path; while a QR3, giving 75%, would be an inefficient path, requiring a third again the distance).

Pickpocket. Opposed: this skill is used to remove other people's possessions from their pockets, belts, holsters, etc.. If successful, then some item or other is removed from the subject's person, but the subject receives an EF=OR (of Pickpocket) Scan (Search if actively looking for pickpockets) roll, and if success-ful notices the thief.

Scan. Simple: if a character is wandering about aimlessly, and approaches something which he/she would probably want to know about, but isn't actively searching for, then he/she should make a Scan roll (possibly modified for the inherent difficulty of seeing whatever it is, which can be represented by the size and cover modifiers for fire combat in [4.0]). Note that Scan fails on a QR4.

Search. Simple: this skill is used when a character is searching for something. The GM should modify any roll for the time spent looking, and the difficulty of finding the object. Search can also be used to hide an object, to choose a good hiding place, or to spot a vantage point overlooking a searching character's current location.

Stealth. Opposed: this skill is used by a character wishing to avoid attention. There is another way of handling this (apart from that given in [2.2]), which you may prefer. A sneaking or hiding character makes a Stealth roll. Anyone who might otherwise spot the character must get a superior OR with Scan (or an equal/superior OR with Search if actively searching) to notice him/her. The EF of a Stealth attempt should be modified for the suitability of the terrain, and availability of cover.

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ForeSight 1986 · p.40 ↗

Multiplication Table

Ease Factor Very Dilfic uIt Dilficult A pes 0.25 0.50 1 2 3 4 1 a 1 1 2 3 4 2 1 1 2 4 6 3 1 2 3 6 9 1 4 1 2 4 8 12 1 5 1 3 5 10 15 2 6 2 3 6 12 18 2 7 2 4 7 14 21 2 8 2 4 8 16 24 3 9 2 5 9 18 27 3 10 3 5 10 20 30 4 11 3 6 11 22 33 4 12 3 6 12 24 36 4 13 3 7 13 26 39 5 14 4 7 14 28 42 5 15 4 8 15 30 45 6 16 4 8 16 32 48 6 17 4 9 17 34 51 6 18 5 9 18 36 54 7 19 5 10 19 38 57 7 20 5 10 20 40 60 8 21 5 11 21 42 63 8 22 6 11 22 44 66 8 23 6 12 23 46 69 9 24 6 12 24 48 72 9 25 6 13 25 50 75 1 26 7 13 26 52 78 1 27 7 14 27 54 81 1 28 7 14 28 56 84 1 29 7 15 29 58 87 1 30 8 15 30 60 90 1 31 8 16 31 62 93 1 32 8 16 32 64 96 1 33 8 17 33 66 99 1 34 9 17 34 68 102 1 35 9 18 35 70 105 1 36 9 18 36 72 108 1 37 9 19 37 74 111 1 38 10 19 38 76 114 1 39 10 20 39 78 117 1 40 10 20 40 80 120 1

Average Easy Trivial 4 5 6 7 8 9 10 4 5 6 7 8 9 10 8 10 12 14 16 18 20 12 15 18 21 24 27 30 16 20 24 28 32 36 40 20 25 30 35 40 45 50 24 30 36 42 48 54 60 28 35 42 49 56 63 70 32 40 48 56 64 72 80 36 45 54 63 72 81 90 40 50 60 70 80 90 100 44 55 66 77 88 99 110 48 60 72 84 96 108 120 52 65 78 91 104 117 130 56 70 84 98 112 126 140 60 75 90 105 120 135 150 64 80 96 112 128 144 160 68 85 102 119 136 153 170 72 90 108 126 144 162 180 76 95 114 133 152 171 190 80 100 120 140 160 180 200 84 105 126 147 168 189 210 88 110 132 154 176 198 220 92 115 138 161 184 207 230 96 120 144 168 192 216 240 100 125 150 175 200 225 250 104 130 156 182 208 234 260 108 135 162 189 216 243 270 112 140 168 196 224 252 280 116 145 174 203 232 261 290 120 150 180 210 240 270 300 124 155 186 217 248 279 310 128 160 192 224 256 288 320 132 165 198 231 264 297 330 136 170 204 238 272 306 340 140 175 210 245 280 315 350 144 180 216 252 288 324 360 148 185 222 259 296 333 370 152 190 228 266 304 342 380 156 195 234 273 312 351 390 160 200 240 280 320 360 400

ForeSight 1986 · p.41 ↗

The Dexax Nee

The Self-Designating H

[i.O] com

edler

Heavy Cone Rifle

mBST

ForeSight 1986 · p.42 ↗

FORESIGHT comBAT Action Point Actions Op move (l AP, O.5Fat) (Op Turn (l AP) (Op [Op] Combat move (1 AP) Pu [Op] Combat Turn (l AP) Bea Aim (l AP) Eva Op Aim (2APs) [Un [Op] Fire (l AP) Ris [Op] Fire Burst (2APs) Re Drop [prone/kneeling] (1 AP) Sp Discard [object] (l AP) Dra Recover [from recoil. .. ] (1 AP) Ca Attack (l AP, O.6Fat) Re

Legitimate Target Hexes 10 1 This is simply a legitimate target '(£/ hex; it has no other properties.

~ Parry using NORM AL values Attack using REACH values Parry using NORM AL values

Attack and Parry using NORMAL values rrl Attack and Parry using LIJ CLOSE values ' - - - - - - - - - i Limit of Point Other Hexes Blank Range

r..:. ~......~.1 D Dodge at -2; No AHacks I Parries I or Fire allowed

Front hexes

LtH Rear Hexes

ACTIOnS Attack (1 AP O.5Fat) I

p) Parry (l AP, O.5Fat) p) Dodge (l AP, O.5Fat) ulse Actions ad (l P) ade (l P, O.5Fat) n]Emplace (1 P) se (l P) ecover from stun (l P) pecial Actions aw (as per Draw value) che (as per Draw value) load (as per RL value)