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fsck-us:gears_and_wheels [2019/05/26 09:30] – [Investigation Mode] jasonpfsck-us:gears_and_wheels [2019/05/26 09:54] (current) – [Agent Assistance and Teamwork] jasonp
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 ===== 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 "break", the time between Action/Investigation modes.
 ===== Combat and Damage ===== ===== Combat and Damage =====
  
Line 103: Line 122:
  
 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/Agency and Ability tokens can trade them in for special gear. This gear is later stored or returned (to get back the Ability tokens) in Utility Mode play. If stored, it can be called upon for a Penalty and used until the GM has the agency recall it (only in Utility Mode). All agency  gear comes with special features as created by the GM when the item is checked out by paying ability tokens:
 +
 +  - 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/Commercial. They trade in tokens for it as so:
 +
 +  - 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's power number. Doing this lets the GM draw a hazard token.
fsck-us/gears_and_wheels.1558888200.txt.gz · Last modified: 2019/05/26 09:30 by jasonp