Resistances
Fundamental Principle
In this universe, there is no such thing as “arcanotechnological damage”. The Flux is a potential energy that converts into real physical phenomena. Once the conversion is complete, the produced effect (fire, impact, radiation, etc.) obeys the laws of physics.
Therefore: a single physics, a single resistance system.
Whether the attack comes from a sword, a bullet, a fire arcane, or a laser beam, it follows the same physical rules. What matters is the physical nature of the final effect, not its source.
The Three Resistances
1. RMEC — Mechanical Resistance
What it covers:
- Direct impact (punch, mace, fall)
- Piercing (blade, arrow, bullet, shrapnel)
- Pressure / compression (crushing, constriction)
- Shockwave (explosion, blast)
- Solid projectiles accelerated by Flux
- Destructive mechanical vibrations
Concrete examples:
- Sword — RMEC
- Rifle bullet — RMEC
- “Rock Projectile” arcane — RMEC
- “Shockwave” arcane — RMEC
- Grenade (kinetic component) — RMEC
What it physically represents: The body’s/armor’s ability to absorb or deflect kinetic energy and mechanical stress.
2. RRAD — Radiative Resistance
What it covers:
- Heat / thermal burns (fire, plasma, intense friction)
- External extreme cold (frost, surface cryogenics)
- Intense light (laser, destructive blinding flash)
- Electromagnetic radiation (microwaves, concentrated UV)
- External electric arc (lightning, taser, discharge)
- Ionizing radiation (if applicable in the setting)
Concrete examples:
- “Fireball” arcane — RRAD
- “Frost Ray” arcane (surface damage) — RRAD
- Industrial laser — RRAD
- “Electric Arc” arcane — RRAD
- Explosion (thermal component) — RRAD
What it physically represents: The ability to insulate, reflect, or dissipate energy radiated or thermally/electrically conducted at the body’s surface.
3. RINT — Internal Resistance
Also called PFR (Personal Flux Resistance)
What it covers:
- Direct alteration of the target’s internal Flux
- Internal combustion (organs, blood)
- Necrosis / accelerated decomposition
- Vital energy / Flux drain
- Cellular or energetic corruption
- Internal freezing (crystallization of bodily fluids)
- Metabolic disruption
- Attacks that bypass external protections
Concrete examples:
- “Internal Combustion” arcane — RINT
- “Flux Drain” arcane — RINT
- “Necrosis” arcane — RINT
- “Blood Freeze” arcane — RINT
- Energetic poison / corruption — RINT
What it physically represents: Stability of the internal biological/energetic system. The ability to maintain the integrity of personal Flux and vital functions against direct intrusion.
Important note: RINT is the rarest and most difficult resistance to increase. It represents a “last resort” defense against attacks that ignore armor and shields.
Summary Table
| Resistance | Abbreviation | Attack Vector | Examples |
|---|---|---|---|
| Mechanical | RMEC | Kinetic, pressure, piercing | Sword, bullet, explosion (blast), projectile |
| Radiative | RRAD | Thermal, EM, external electric | Fire, laser, lightning, surface frost |
| Internal | RINT | Direct alteration of body/Flux | Necrosis, drain, internal combustion, internal freezing |
Edge Cases and Rulings
Some attacks affect multiple resistances or require interpretation.
| Situation | Resistance | Justification |
|---|---|---|
| Explosion | RMEC + RRAD | Blast = RMEC, heat = RRAD (two rolls or average) |
| Surface frost | RRAD | External thermal transfer |
| Internal freezing | RINT | Bypasses protections, attacks internal fluids |
| External electrocution | RRAD | Arc crosses the surface |
| Internal electrocution | RINT | Directly targets organs (cardiac arrest) |
| Classic chemical poison | Outside system | Handled separately (Constitution / other stat) |
| Energetic / Flux poison | RINT | Corruption of the internal system |
| Sonic attack | RMEC | Mechanical pressure wave |
| Ionizing radiation | RRAD | EM radiation |
Resistance Sources
Resistances can come from different sources. Some protections are effective against certain damage types, but not against others.
| Source | RMEC | RRAD | RINT |
|---|---|---|---|
| Physical armor | +++ | + | - |
| Insulating suit | + | +++ | - |
| Energy shield | ++ | ++ | - |
| Constitution / Endurance | + | + | + |
| Personal Flux stability | - | - | +++ |
| Implants / Mutations | +/- | +/- | +/- |
Legend:
-= no bonus+= low bonus++= moderate bonus+++= high bonus+/-= variable depending on the implant/mutation
Damage Formula
Base Calculation
Final damage = Raw damage - Applicable resistance
Resolution Steps
- Determine the damage type — The attacker/GM identifies the physical nature of the attack
- Identify the resistance — RMEC, RRAD, or RINT (sometimes multiple)
- Calculate total resistance — Armor + Stat + Buffs
- Apply the reduction — Subtract the resistance from raw damage
- Result — Final damage can never be negative (minimum 0)
Mixed Attack Cases
Some attacks (like explosions) deal multiple damage types:
Option 1: Separate Rolls
- The attacker rolls mechanical damage (blast) — apply RMEC
- The attacker rolls radiative damage (heat) — apply RRAD
- Both results are added together
Option 2: Average (simplified)
- Calculate the average of the target’s RMEC and RRAD
- Apply this average to the total explosion damage
The GM chooses the method based on the desired complexity.
Resistance Progression
How to Increase Your Resistances
| Resistance | Methods of Improvement |
|---|---|
| RMEC | Heavy armor, exoskeleton, shield, increasing STR/CON |
| RRAD | Insulating suit, energy shield, increasing CON |
| RINT | Meditation, Flux training, rare implants, increasing INT |
Typical Values
| Level | RMEC | RRAD | RINT | Profile |
|---|---|---|---|---|
| Beginner | 2-4 | 1-2 | 0-1 | Light armor, little Flux |
| Intermediate | 5-8 | 3-5 | 1-3 | Medium armor, moderate Flux |
| Advanced | 9-12 | 6-9 | 3-5 | Heavy armor, mastered Flux |
| Expert | 13+ | 10+ | 6+ | Exceptional equipment |
Note: RINT is intentionally harder to increase than the other resistances. A character with high RINT is extremely rare and powerful.
System Philosophy
A single physical reality. The Flux does not create “magical damage” — it creates fire, ice, projectiles, kinetic energy. These phenomena obey the laws of physics and are countered by the same resistances as a “normal” attack.
Advantages of this system:
- Narrative coherence — No artificial distinction between “physical” and “magical”
- Tactical clarity — Players intuitively understand which resistance type protects against what
- Balance — Arcanotechnicians don’t bypass all armor, but can target specific weaknesses
- Strategic depth — Enemies have varied resistance profiles (high RMEC low RRAD tank, etc.)
Application examples:
- A heavily armored warrior (high RMEC) resists bullets and swords, but is vulnerable to fire attacks (low RRAD)
- An arcanotechnician with high Flux stability (high RINT) resists drains and necrosis, but remains fragile against physical attacks
- An insulating suit protects against lasers and fire (RRAD), but not against bullets (RMEC)
GM Advice
Designing Balanced Enemies
- Mechanical tank: High RMEC, low RRAD, very low RINT — Vulnerable to fire and internal attacks
- Elemental creature: Low RMEC, very high RRAD, moderate RINT — Resists its element, fragile against physical weapons
- Flux entity: Very low RMEC, low RRAD, very high RINT — Resists drains, vulnerable to conventional attacks
Varying Challenges
- Force players to adapt their strategies based on enemy resistances
- Encourage cooperation (tank draws RMEC enemies while the arcanotechnician uses RRAD/RINT)
- Reward preparation (bringing the right equipment for the mission)