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fsck-us:gears_and_wheels

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fsck-us:gears_and_wheels [2019/05/26 09:39] – [Utility Mode] jasonpfsck-us:gears_and_wheels [2019/05/26 09:54] (current) – [Agent Assistance and Teamwork] jasonp
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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/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.1558888788.txt.gz · Last modified: 2019/05/26 09:39 by jasonp