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centaurus_gate:basic_rules [2015/02/08 04:46] – [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.
centaurus_gate/basic_rules.1423399597.txt.gz · Last modified: 2015/02/08 04:46 by JasonP