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fsck-us:gears_and_wheels [2019/05/26 09:25] – [Tasks] jasonp | fsck-us:gears_and_wheels [2019/05/26 09:54] (current) – [Agent Assistance and Teamwork] jasonp | ||
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===== Action Mode ===== | ===== Action Mode ===== | ||
- | In Action mode, the shit is hitting the fan. Action mode happens when physical threat is present to the agents. It could be a fire-fight, an exploding crashing helicopter, or zombie horde. Whatever, who knows but it is bad and could be deadly. In Action Mode only: Action Knacks, Prowess, and Chance | + | In Action mode, the shit is hitting the fan. Action mode happens when physical threat is present to the agents. It could be a fire-fight, an exploding crashing helicopter, or zombie horde. Whatever, who knows but it is bad and could be deadly. In Action Mode only: Action Knacks, Prowess, and Talent |
===== Investigation Mode ===== | ===== Investigation Mode ===== | ||
+ | If the agents come across a clue, or are unsure of what they need to do next, your are in Investigation mode. In this mode only Investigation Knacks, Prowess, and Talent can be used. If an agent decides to use an Action Knack, we switch to Action mode until that is resolved. | ||
+ | |||
+ | Failures in this mode are not like failures in other modes. In these cases failures cause the GM to pick up a hazard token, reduce the challenge and possibly introduce another clue. That is, unless another agent immediately tries something after a failure. In the end, at the point the GM has more Hazard tokens than the Agent with the highest cool rating, you'll get a case of misdirection. The GM decides at that point that one agent (of their choice) misreads the clues and the story goes off in that direction. | ||
===== Utility Mode ===== | ===== Utility Mode ===== | ||
+ | If the game isn't in Investigation or Action, it is in Utility mode. In this case an agent can use Utility knacks to earn Ability Tokens. These tokens are owned by players but can be traded freely. You can spend ability tokens (up to three) on any number where you could explain how preparing ahead helps, as so: | ||
+ | |||
+ | - +3 | ||
+ | - +5 | ||
+ | - +6 | ||
+ | |||
+ | Like other bonuses to numbers, these stick until logical changes in the situation. | ||
+ | |||
+ | You get Ability tokens by declaring you are using a Utility Knack, play out a short scene of that, and then roll a d6 for every three points of power in that Knack as so: | ||
+ | |||
+ | * 1-6: 1 Ability | ||
+ | * 7-9: 2 Ability | ||
+ | * 10-12: 3 Ability | ||
+ | * 13-14: 4 Ability | ||
+ | * 15-16: 5 Ability | ||
+ | * 17+ 6 Ability | ||
+ | |||
+ | You may only over do this if you hold no ability tokens. You can't ever hold more tokens than your cool rating (not current dice, rating). | ||
+ | Only one agent can get ability per Utility " | ||
===== Combat and Damage ===== | ===== Combat and Damage ===== | ||
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When a Flag is thrown (usually because an agent ran out of cool or a story flag is reached) it is time to trigger one or more peril. The GM must discard 3 hazard for each Peril triggered. | When a Flag is thrown (usually because an agent ran out of cool or a story flag is reached) it is time to trigger one or more peril. The GM must discard 3 hazard for each Peril triggered. | ||
+ | |||
+ | ===== Equipment ===== | ||
+ | |||
+ | Agents have equipment. We don't worry about the small stuff, they will be provided what they need as assigned. But special gear, fancy stuff, it another matter. This stuff comes from two sources: Agency and Commercial. | ||
+ | |||
+ | ==== Agency Gear ==== | ||
+ | |||
+ | Any agent that has Supply/ | ||
+ | |||
+ | - This gets the agent a nice normal item with a weak special feature. | ||
+ | - This gets the agent a powerful item with a useful special feature. | ||
+ | - This gets the agent a powerful item with an impressive special feature. | ||
+ | |||
+ | ==== Commercial Gear ==== | ||
+ | |||
+ | Agents can get commercial gear if they have Ability Tokens and Supply/ | ||
+ | |||
+ | - This gets a powerful item with limited use, or a normal item. | ||
+ | - This gets a powerful item, or an impressive item with limited use. | ||
+ | - This gets a impressive item. | ||
+ | |||
+ | When the agent loses or throws away a commercial item they gain one Ability Token and 1d3 cool dice (overflowing to other players). | ||
+ | |||
+ | ===== Agent Assistance and Teamwork ===== | ||
+ | |||
+ | Teamwork is implied in the game. When agents work together they automatically get a bonus to their power equal to the number of Agents active and participating. Note: This is possible for Utility Mode checks. | ||
+ | |||
+ | If two agents have the same knack, they can directly work together. In this case the assisting agent can spend their cool dice for the other' |