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specter:practice [2018/06/03 00:11] – created jasonp | specter:practice [2019/02/24 07:37] – [Bottom Out] jasonp | ||
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====== SPECTER - Practice ====== | ====== SPECTER - Practice ====== | ||
- | The rules for [[: | + | The rules for [[: |
- | ===== Transcendence | + | |
+ | |||
+ | ===== Blossom | ||
---- | ---- | ||
- | If you can create | + | When your human uses Spark, it naturally Blossoms. This is an energy pulse, something beyond an EMP that is both visually stunning and useful for humankind. On the other hand, it is quite detectable by both machine and life crystal, which is something that can be disastrous. When your human blossoms two things will happen: |
+ | |||
+ | * The GM will roll dice to see what notices. | ||
+ | * You can choose to take one to three Harm and remove | ||
+ | |||
+ | ===== Bottom Out ===== | ||
+ | ---- | ||
+ | It is hard to kill any of the humankind, but this is the closest they come. If they are both drained and harmed enough, they will bottom out. At this point, while not actually dead, they are very close and will only return if [[18K80# | ||
+ | |||
+ | ===== Difficulty ===== | ||
+ | ---- | ||
+ | As the wise man once said, hard things are hard. When an action has a Difficulty number (other than Getting By) the GM must inform the player before a roll is made, allowing them to change their mind and perhaps go about things differently. This can also just be a single to the player to make sure they have Boosts, Push, etc. at the ready for such a roll. | ||
+ | |||
+ | ===== Rest ===== | ||
+ | ---- | ||
+ | When your character rests, they sleep 1d8 * 5 minutes and remove 1 Harm. Trigger any other rules caused by them resting at the end of the rest period. Your human may only rest once in any given half day (12 hours), unless they some circumstances allow more. | ||
+ | |||
+ | ===== Risky ===== | ||
+ | ---- | ||
+ | If your character is in a dangerous situation, you will know it. The GM doesn' | ||
+ | |||
+ | ===== Sinks ===== | ||
+ | ---- | ||
+ | Humankind characters have two or more Sinks. Each is a value from 1 to 10 that may act as a Block for their actions. If enough value is accumulated to overflow, something bad happens to the character. Sinks overflow when they exceed | ||
+ | |||
+ | * **Drain**: This is energy drain. When it overflows, the energy of the individual | ||
+ | * **Harm**: This is injury. When it overflows, the individual is gravely injured and falls unconscious. They will regenerate fully in an hour, and awake with all their Harm erased and take 1d8 Drain. If this overflows their Drain, they [[#Bottom Out]]. Harm acts as a Block on all physical actions (FIGHT/ | ||
+ | |||
+ | ===== Snag ===== | ||
+ | ---- | ||
+ | When the GM is cued by the rules, they may throw in a Snag. This is something that may hamper the action of the characters in the current stage of action. The GM can create the Snag as they see fit, or use the [[Process|Snag]] Process. The end result will be something that will likely act as [[Basics of Play# | ||
+ | |||
+ | ===== Successive Actions ===== | ||
+ | ---- | ||
+ | When your human engages in endeavors that lead towards the same unique goal, they are considered Successive Actions. For example, if you are trying to unlock a machine energized vault door, and you fail on the first attempt. The GM asks if you are willing to abandon the door or want to continue, warning you that you'll take a Snag if you choose the latter. You accept the Snag, in this case the GM says you have alerted the nearby security drones and they are closing in on you ([[# | ||
+ | |||
+ | |||
+ | ===== Quality ===== | ||
+ | ---- |