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centaurus_gate:basic_rules [2015/02/08 04:13] – [Tension Mode] JasonPcentaurus_gate:basic_rules [2015/02/15 01:32] (current) – [Aspects, Attributes and Abilities] JasonP
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   * **Mechanical**: Your explorer's 'mechanical aptitude', power to pilot and operate technology.   * **Mechanical**: Your explorer's 'mechanical aptitude', power to pilot and operate technology.
    
-Each also has these Secondary die codes: 
- 
-  * **Physical**: Usually the highest of Dexterity and Strength, though it could be modified. You use Physical when an Ability strengthens your physical actions. 
-  * **Mental**: Usually the highest of Perception and Knowledge, though it could be modified. You use Mental when an Ability strengthens your mental actions. 
-  * **Savvy**: Usually the highest of Technical and Mechanical, though it could be modified. You use Savvy when an Ability strengthens your mental actions. 
-  * **Dash**: Usually the lowest of Dexterity and Mechanical, though it can be modified. You use Dash when operating unknown devices. 
-  * **Tinker**: Usually the lowest of Knowledge and Technical, though it can be modified. You use Tinker when manipulating unknown devices.   
-  * **Judge**: Usually the lowest of Perception and Knowledge, though it can be modified. You use Judge when dealing with unknown intelligence.    
- 
-Note: Once Secondary die codes are set during explorer creation, they are no longer linked to Attributes. Changing Attributes does not adjust them, they must be increased as their own die codes. 
- 
 Explorers have one or more Roles, defining what part they play in the mission. Roles each provide boosts to Attributes and a selection of Abilities to pick from that will define the actions in which your explorer is considered capable. Explorers have one or more Roles, defining what part they play in the mission. Roles each provide boosts to Attributes and a selection of Abilities to pick from that will define the actions in which your explorer is considered capable.
  
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   - **Crippling Wound**: HI3; The wound is dire and causes the continuous loss of 1D from a die code of the Exec's choosing.   - **Crippling Wound**: HI3; The wound is dire and causes the continuous loss of 1D from a die code of the Exec's choosing.
-  - **Dire Injury**: HI3; The extreme injury sure looks bleak. When the Exec deems fit, she pays 1 DP to cancel the action of the explorer and remove 1D from a die code of her choice until the end of tension. +  - **Dire Injury**: HI3; The extreme injury sure looks bleak. When the Exec deems fit, she pays one to cancel the action of the explorer and remove 1D from a die code of her choice until the end of tension. 
-  - **Distracting Injury**: HI2; The injury is distracting and when the Exec deems fit, he pays 1 XP to add 1D for any one difficulty test.+  - **Distracting Injury**: HI2; The injury is distracting and when the Exec deems fit, he pays one to add 1D for any one difficulty test.
   - **Painful Harm**: HI1; The harm is very painful, on any roll that creates Venture, discard the first Venture rolled.   - **Painful Harm**: HI1; The harm is very painful, on any roll that creates Venture, discard the first Venture rolled.
-  - **Paralyzing Injury**: HI2; The injury is serious and causes the loss of a die as the Exec deems fit and pays 2 XP+  - **Paralyzing Injury**: HI2; The injury is serious and causes the loss of a die as the Exec deems fit and pays one
   - **Surface Wound**: HI1; While the wound looks minor, it may get worse. Whenever risk is rolled for the explorer, and Venture is earned there is a chance this condition becomes HI2.   - **Surface Wound**: HI1; While the wound looks minor, it may get worse. Whenever risk is rolled for the explorer, and Venture is earned there is a chance this condition becomes HI2.
  
 ==== Persuasion Core Conditions ==== ==== Persuasion Core Conditions ====
  
-  - **Confused**: PI1; The explorer causes the character to lose 1d risk dice when the Exec deems fit and pays 1 XP+  - **Confused**: PI1; The explorer causes the character to lose 1d risk dice when the Exec deems fit and pays one
-  - **Consumed**: PI3; The explorer is consumed by their thought process. They either pay 1 XP or lose 1D for each action taken in this state. +  - **Consumed**: PI3; The explorer is consumed by their thought process. They either pay one or lose 1D for each action taken in this state. 
-  - **Eager**: PE1; The explorer has found excess motivation and can pan 2 XP to earn 1D for any action during this state. +  - **Eager**: PE1; The explorer has found excess motivation and can pay one to earn 1D for any action during this state. 
-  - **Transcendent**: PE3; The change in attitude and views has the explorer in a deep state of thought. They may pay 2 XP to make the Exec reroll failure dice once per Per/Know actions. +  - **Transcendent**: PE3; The change in attitude and views has the explorer in a deep state of thought. They may pay one to make the Exec reroll failure dice once per Per/Know actions. 
-  - **Troubled**: PI2; The troubled mindset of the explorer causes occasional lapses, when the Exec deems fit and pays 1DP they reroll all failed failure dice.+  - **Troubled**: PI2; The troubled mindset of the explorer causes occasional lapses, when the Exec deems fit and pays one they reroll all failed failure dice.
   - **Questioning**: PE2; Questioning their opinions has left the explorer in an enlightened state. Count their die codes for Know/Per as 1D higher toward difficulty tests.   - **Questioning**: PE2; Questioning their opinions has left the explorer in an enlightened state. Count their die codes for Know/Per as 1D higher toward difficulty tests.
  
 ==== Alteration Core Conditions ==== ==== Alteration Core Conditions ====
  
-  - **Improved**: AE1; If the player of the explorer pays 1 XP they may increase their risk die code 1D for a single roll.+  - **Improved**: AE1; If the player of the explorer pays one they may increase their risk die code 1D for a single roll.
   - **Weakened**: AI1; When the player of the explorer rolls Venture, there is a chance of +1 failure for the action.   - **Weakened**: AI1; When the player of the explorer rolls Venture, there is a chance of +1 failure for the action.
-  - **Augmented**: AE2; If the player of the explorer pays 2 XP they may increase all their success die codes 1D for the current tension sequence.+  - **Augmented**: AE2; If the player of the explorer pays one they may increase all their success die codes 1D for the current tension sequence.
   - **Hindered**: AI2; When the explorer takes Fallout, count it one higher.   - **Hindered**: AI2; When the explorer takes Fallout, count it one higher.
-  - **Enhanced**: AE3; When the player of the explorer rolls Venture, they may pay 1 DP to either succeed or avoid fallout but not both. +  - **Enhanced**: AE3; When the player of the explorer rolls Venture, they may pay one to either succeed or avoid fallout but not both. 
-  - **Restrained**: AI3; If the player of the explorer takes 1 DP for a given action, there is a chance that action my fail.+  - **Restrained**: AI3; Unless the player of the explorer pays one for a given action, there is a chance that action my fail.
  
 ===== Tension Mode ===== ===== Tension Mode =====
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         - Perhaps stunt?         - Perhaps stunt?
         - If you helped someone this round count your risk roll as -1d.         - If you helped someone this round count your risk roll as -1d.
-        - Exec will lower Tension 1 for successful actions, 2 for particularly effective ones. +        - Exec will lower Tension 1 for successful actions, 2 for particularly effective ones (2/3 for first player)
-      - **Idle!** Gain one, describe how your explorer isn't helpful.+      - **Idle!** Gain one or allow the First player to gain one, describe how your explorer isn't helpful
 +        - If the Exec feels you are in immediate jeopardy, a risk roll may be required to address that.
       - **Ready!** Make a diligence roll to create Leverage that will help address the situation.       - **Ready!** Make a diligence roll to create Leverage that will help address the situation.
-        - Perhaps cue the Exec to make things worse if you want for +1d to the result.+        - Perhaps cue the Exec to make things worse if you want for +1d to the result, look below for those Exec rules.
     - Decides which explorer takes next action that hasn't already done so.     - Decides which explorer takes next action that hasn't already done so.
   - Repeat #2 until all players have taken action.   - Repeat #2 until all players have taken action.
-  - Exec makes the world turn, deciding what happens around the players (usually not good) +  - Exec spins the world, deciding what happens around the players (usually not good) 
-    - Expect the Tension on one Pitfall to increase 1 to 3. The Exec makes a dice roll using their rules that determines this, and narrates how things get worse or remain unfixed.+    - Expect the Tension on one Pitfall to increase 1 to 3. The Exec makes a dice roll using their rules that determines this, and narrates how things get worse or remain unfixed. See below.
   - Repeat 1-4 until one Pitfall Tension score reaches 0 or 15.   - Repeat 1-4 until one Pitfall Tension score reaches 0 or 15.
     - If it reaches 15 the Pitfall happens and is resolved, Exec redefines the situation.     - If it reaches 15 the Pitfall happens and is resolved, Exec redefines the situation.
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 You can find a tutorial for Tension Mode play [[tension_mode_an_introduction|here]]. You can find a tutorial for Tension Mode play [[tension_mode_an_introduction|here]].
 +
 +==== Exec Spins The World ====
 +
 +This is a hard step for the player that took on the roll of the exec. They first have a set number of Tension dice to roll and adjust that based on how bleak the situation looks based on the character's actions for the current round. Lets talk about these two points.
 +
 +  * The base Tension dice is determined by how bad the situation looks:
 +    * Bad, moderate chance of success: 2 dice.
 +    * Horrible, poor chance of success: 3 dice.
 +    * Doomed, minimal chance of success: 4 dice.
 +  * Then the Exec adds one die for every two players of the game, rounding down.
 +
 +Once the Tension Dice are established, you will never raise them. However, they may be reduced (see below). When you Spin the World, roll the dice. Count each dice that comes up under four as a success. Spend your successes as follows:
 +
 +  - **Slide**: Raise the Tension one on Pitfall up to three times, +1 per success. You only do one Pitfall, regardless of how many are in play.
 +  - **Slip**: Remove a +1d bonus assigned by the person with Edge, one time for two successes (one time only).
 +  - **Spotlight**: Place a -1d risk penalty onto the first acting player for next round, -1d per success. -3d maximum.
 +
 +Once you spend all your successes, you need to narrate something happening that justifies the changes:
 +
 +  * Slide: Things are heading towards the pitfall, compare if you have moved towards or away from it (current Tension total) over the round. Describe that.
 +  * Slip: Things aren't going the player's way, add complications/issues to their plans and action results from this round (or previous rounds).
 +  * Spotlight: Things are looking pretty bad for that explorer, introduce something that puts them in jeopardy.
 + 
 +==== Exec Makes Things Worse ====
 +
 +When a player takes a Ready! action for their explorer, they may decide to cue the you to make things worse. If that is the case you do three things:
 +
 +  * Raise the Tension 1 for one Pitfall.
 +  * Reduce the Tension dice by one.
 +  * Narrate what happened to make things worse.
 +
 ===== Gear and Situation ===== ===== Gear and Situation =====
  
 You also have notable equipment for your explorer. Notable equipment is special stuff they have which may impact play, and often has stats of its own. Normal equipment is always assumed to be available unless the Exec deems that for some reason in the story it is not available. If your explorer is trapped in a cave by a monster, you may not have access to normal equipment. In these special cases the Exec will always inform you of what is happening, re: equipment. You also have notable equipment for your explorer. Notable equipment is special stuff they have which may impact play, and often has stats of its own. Normal equipment is always assumed to be available unless the Exec deems that for some reason in the story it is not available. If your explorer is trapped in a cave by a monster, you may not have access to normal equipment. In these special cases the Exec will always inform you of what is happening, re: equipment.
centaurus_gate/basic_rules.1423397620.txt.gz · Last modified: 2015/02/08 04:13 by JasonP