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specter:practice [2018/06/03 03:08] jasonpspecter:practice [2018/06/03 03:43] – [Sinks (Drain, Harm, Etc.)] jasonp
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 The rules for [[:Specter]] are designed to be easy to understand, modular in nature, and complex in implication. This is the reference of all specific situations and such in the game rules. The rules for [[:Specter]] are designed to be easy to understand, modular in nature, and complex in implication. This is the reference of all specific situations and such in the game rules.
  
-===== Transcendence =====+===== Bottom Out =====
 ---- ----
-If you can create an effort of 11+you have the option to trigger special rulesYou have to pay a Push and roll a d10 under five plus the effort in excess of 10So 11 effort is 6 or less12 is 7 or less, and 15 doesn't even need a roll (10 or less).+It is hard to kill any of the humankindbut this is the closest they comeIf they are both drained and harmed enough, they will bottom outAt this pointwhile not actually deadthey are very close and will only return if [[18K80#Specter]] restores them.
  
 ===== Risky ===== ===== Risky =====
 ---- ----
 If your character is in a dangerous situation, you will know it. The GM doesn't need to fully explain the details (there can be hidden Blocks for instance that are revealed only when you roll) but they will tell you its risky. If you ever fail to Get By on an action that is Risky the GM will roll a d6 and try to beat your Effort. If the roll succeeds, things have gone very very badly. If your character is in a dangerous situation, you will know it. The GM doesn't need to fully explain the details (there can be hidden Blocks for instance that are revealed only when you roll) but they will tell you its risky. If you ever fail to Get By on an action that is Risky the GM will roll a d6 and try to beat your Effort. If the roll succeeds, things have gone very very badly.
 +
 +===== 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 10. There are other Sinks, but the two that all humankind share are: Drain and Harm.
 +
 +  * **Drain**: This is energy drain. When it overflows, the energy of the individual is fully drained. At this point they fall unconscious and in 1d6 hours awake with all their drain erased and one Harm per hour "slept". Drain acts as a Block for all actions by expend [[18k80#Lite]].
 +  * **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 stressful physical actions.
 +
 +===== Transcendence =====
 +----
 +If you can create an effort of 11+, you have the option to trigger special rules. You have to pay a Push and roll a d10 under five plus the effort in excess of 10. So 11 effort is 6 or less, 12 is 7 or less, and 15 doesn't even need a roll (10 or less).
 +
specter/practice.txt · Last modified: 2019/02/24 08:26 by jasonp