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centaurus_gate:basic_rules [2015/02/08 04:45] – [Exec Spins The World] 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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         - 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, look below for those Exec rules.         - Perhaps cue the Exec to make things worse if you want for +1d to the result, look below for those Exec rules.
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   - **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.   - **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.
-  - **Misfire**: Remove a +1d bonus assigned by the person with Edge, one time for two successes (one time only).+  - **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.   - **Spotlight**: Place a -1d risk penalty onto the first acting player for next round, -1d per success. -3d maximum.
  
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   * 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.   * 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.
-  * Misfire: Things aren't going the player's way, add complications/issues to their plans and action results from this round (or previous rounds).+  * 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.   * Spotlight: Things are looking pretty bad for that explorer, introduce something that puts them in jeopardy.
    
centaurus_gate/basic_rules.1423399557.txt.gz · Last modified: 2015/02/08 04:45 by JasonP