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fabricated:pop_unit_operation_manual

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fabricated:pop_unit_operation_manual [2020/03/01 09:40] – [Reference: Suspend] jasonpfabricated:pop_unit_operation_manual [2020/03/04 14:43] (current) – [Reference: Harm] jasonp
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   * **Static and Dynamic**: Static game information is unchanged and fixed, it'll never change. The main ratings of the machine a Player plays are static. If something doesn't affect their machine, it'll have the same ratings forever. In the course of play though, a dynamic factor might affect a machine of a Player. Say the machine gets hit by lightning and now the it's arm is damaged. That is a dynamic situation that alters the rating of the machine in the game. It may (or may not) be resolved and then the machine would get it's normal static rating back. This is all delved into fully under [[#Threads]] below.   * **Static and Dynamic**: Static game information is unchanged and fixed, it'll never change. The main ratings of the machine a Player plays are static. If something doesn't affect their machine, it'll have the same ratings forever. In the course of play though, a dynamic factor might affect a machine of a Player. Say the machine gets hit by lightning and now the it's arm is damaged. That is a dynamic situation that alters the rating of the machine in the game. It may (or may not) be resolved and then the machine would get it's normal static rating back. This is all delved into fully under [[#Threads]] below.
   * **Narrative**: This is "the story so far". It is the running oral history of the game the Players are playing. It doesn't have any weight in the literary sense, but just a chronicle of the game's events. It is subject to the memory and interpretation of the Players, except where [[#Threads]] come into play, which are hard fact in the Narrative. What a thread says, isn't mutable by the Players, it is agreed fact.   * **Narrative**: This is "the story so far". It is the running oral history of the game the Players are playing. It doesn't have any weight in the literary sense, but just a chronicle of the game's events. It is subject to the memory and interpretation of the Players, except where [[#Threads]] come into play, which are hard fact in the Narrative. What a thread says, isn't mutable by the Players, it is agreed fact.
 +
 ===== Tests ===== ===== Tests =====
  
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 Certain things needs to be energized by the POP unit. If the unit does not energize these things, the thing or effect is lost. When the unit chooses to energize something, they take an [[Machine Data Matrix#Energize Marker]]. They hold this marker as long as they choose to energize the thing, and if they choose to let it go, they discard the marker. Certain things needs to be energized by the POP unit. If the unit does not energize these things, the thing or effect is lost. When the unit chooses to energize something, they take an [[Machine Data Matrix#Energize Marker]]. They hold this marker as long as they choose to energize the thing, and if they choose to let it go, they discard the marker.
 +
 +==== Spin Up, Spin Down, Spin all around... ====
 +
 +Your machine is in one of three power states at all times: Power saving, Full power, and Red zoned. Moving to a higher power state is a Quick(3) action, and is called Spinning up. When you spin up you can pick any higher state you wish. A Spin down is a normal action, and always returns the machine to Power saving. This also triggers the resolution of all current markers it might have.
 +
 +==== Burning the Clock ====
 +
 +Each machine has a clock that is ticking and runs when it is at Full power or Red zoned. The clock for the machine is represented by dice based on it's endurance:
 +
 +  * 3H: 1d6
 +  * 1D: 1d10
 +  * 1W: 1d20
 +
 +For each round the clock is increased once. Increase it twice if the machine is Red zoned. When the die reaches the maximum, a [[#Click]] occurs and it is reset to 1.
 ===== Resolving, the basics ===== ===== Resolving, the basics =====
  
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 Even if it is bought off, the Crash causes you to spin down. Even if it is bought off, the Crash causes you to spin down.
 +
 +===== Click =====
 +
 +When your machine reaches a click you:
 +
 +  * Pay 2 of each Bank (MMoss, Gel, and Auth) and take a draw marker **OR** take a Grind Marker.
 +  * Select and apply one of the Wear options (see the unit record sheet).
 ===== Frazzled ===== ===== Frazzled =====
  
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 ===== Charge ===== ===== Charge =====
 +
 +===== Override =====
 ===== Reference: TTQ ===== ===== Reference: TTQ =====
  
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 When your unit is harmed, you make a roll on the Harm table. Normally 5 damage is one roll of a d6 on the table. If you unit is [[#Unshielded]] roll a d8. When your unit is harmed, you make a roll on the Harm table. Normally 5 damage is one roll of a d6 on the table. If you unit is [[#Unshielded]] roll a d8.
  
-  * 1: Reflex hit, -3. +  * 1: Reflex hit, -3 OR 2 spark markers
-  * 2: Shield hit, -3. +  * 2: Shield hit, -3 OR 2 spark markers
-  * 3: Hash hit, -3. +  * 3: Hash hit, -3 OR 2 compute markers
-  * 4: Encode hit, -3.+  * 4: Encode hit, -3 OR 2 compute markers.
   * 5: Grind Marker, roll on Material Harm below.   * 5: Grind Marker, roll on Material Harm below.
   * 6: Short Marker, roll on Electrical Harm below.   * 6: Short Marker, roll on Electrical Harm below.
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 If you roll a suspension on an already suspended function, it turns into Harm. If you roll a suspension on an already suspended function, it turns into Harm.
 +
 +Suspensions last until power down, or removed as above.
 ===== Reference: Instant ===== ===== Reference: Instant =====
  
fabricated/pop_unit_operation_manual.1583084437.txt.gz · Last modified: 2020/03/01 09:40 by jasonp