This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revisionNext revisionBoth sides next revision | ||
specter:practice [2018/06/03 03:43] – [Sinks (Drain, Harm, Etc.)] jasonp | specter:practice [2018/06/11 04:46] – [Transcendence] jasonp | ||
---|---|---|---|
Line 6: | Line 6: | ||
---- | ---- | ||
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# | 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. | ||
===== Risky ===== | ===== Risky ===== | ||
Line 17: | Line 21: | ||
* **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 " | * **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 " | ||
* **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. | * **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. | ||
+ | |||
+ | ===== 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# | ||
===== Transcendence ===== | ===== 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' | 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' | ||
+ | |||
+ | ===== Quality ===== | ||
+ | ---- | ||