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hat:terms [2013/01/20 13:40] – [HP] JasonPhat:terms [2013/01/22 11:20] (current) – [Encounter] JasonP
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 | [[#Usurp]]    | [[#Advantage]]     | [[#Outcome]]        | | [[#Usurp]]    | [[#Advantage]]     | [[#Outcome]]        |
 | [[#XP]]    | [[#Advancement]]     | [[#Contest]]        | | [[#XP]]    | [[#Advancement]]     | [[#Contest]]        |
 +| [[#Encounter]]    | [[#?]]     | [[#?]]        |
 ==== Ability ==== ==== Ability ====
  
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 As a player you will spend your HP in contests to activate Clauses and mechanics. The core one of which lets you buy off the effect of an Attack by paying its Outcome in HP, which is called a __Discount__. As a player you will spend your HP in contests to activate Clauses and mechanics. The core one of which lets you buy off the effect of an Attack by paying its Outcome in HP, which is called a __Discount__.
  
-Of the currencies, HP returns the slowest, meaning at best you get a Draft of +2 HP per round.+Of the currencies, HP returns the slowest, meaning at best you get a Draft of +2 HP per round. However this isn't a recovery, its +2 HP, and you can go beyond your normal maximum HP for the period of one [[#Encounter]].
  
 ==== AC ==== ==== AC ====
  
-This is one of the three main currencies of play, the others being [[#HP]] and [[#XP]]. +This is one of the three main currencies of play, the others being [[#HP]] and [[#XP]]. AC is Armour Class, and is a measure of the ability to evade incoming attacks. This isn't just weapon strikes, but subtle arguments, passionate pleas, and so on. You don't get AC from donning armor, you get it from being tough as nails, fearless, and doing whatever it takes to rebuff that which would change you. 
 + 
 +The basic use of AC is just as Discount from HP, however in use it is subtly different. The normal use is Evade, you pay 3 AC to remove 3 Outcome from an incoming attack of any type. You can pay less AC, meaning an outcome 2 attack costs only 2 AC to counter, but never more than 3. This means an Outcome 4 attack or higher can't be totally cancelled by AC, just reduced by 3. 
 + 
 +A lot of Abilities require you to pay AC to activate them, which in the fiction is like have to put yourself out there to use them. To cast a dangerous spell, or make a daring attack, you are going to pay AC as you open yourself to injury. 
 + 
 +AC returns much quicker than HP. A draft of AC returns an Adventurer to full, no matter how much you spent from it.
 ==== Additional ==== ==== Additional ====
  
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   * //__Faith__// is a measure of belief and spiritual power. It makes the adventurer more headstrong and powerful in the cleric realm of powers (prayer).   * //__Faith__// is a measure of belief and spiritual power. It makes the adventurer more headstrong and powerful in the cleric realm of powers (prayer).
   * //__Occult__// is a measure of magical knowledge and power. It makes the adventurer more disciplined and powerful in the magic-user realm of powers (spells).   * //__Occult__// is a measure of magical knowledge and power. It makes the adventurer more disciplined and powerful in the magic-user realm of powers (spells).
-  * //__Thievery__// is a measure of ability in the thief's arts. It makes the adventurer more inquisitive and able in the thief's realm of powers (skills).+  * //__Thievery__// is a measure of ability in the thief's arts. It makes the adventurer more inquisitive and able in the thief's realm of powers (artifice).
 ==== Advantage ==== ==== Advantage ====
  
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 ==== XP ==== ==== XP ====
  
-This is one of the three main currencies of play, the others being [[#AC]] and [[#HP]]. +This is one of the three main currencies of play, the others being [[#AC]] and [[#HP]]. XP is naturally earned over the course of play through [[#Encounters]] and [[#Story]]. Every ten points earned gets the adventurer an [[#Advancement]], but does not spend it. You spend XP via [[#Story]], and occasionally through the rules of traits, like creating instances of powers such as prayers, spells, and artifice. 
 + 
 +This is a two-way street in regards to Story, since it can also earn you XP. For instance, taking a 0 Outcome result from an action when a Story Point would give your adventurer a problem earns them 1 XP.
  
 ==== Advancement ==== ==== Advancement ====
  
-When a player earns 10 XP, they get an Advancement. This will let them do one of the following for their characters:+When a player earns 10 XP, they get an Advancement. They get the advancement right then and there, no waiting is applied. If this gives the adventurer a new ability, explain that in the fiction as you like. Each Advancement lets a player do one of the following for their adventurer:
  
   * Increase HP 4 and Improve a trait.   * Increase HP 4 and Improve a trait.
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   * Add a new trait and Improve a trait.   * Add a new trait and Improve a trait.
   * Improve two traits.   * Improve two traits.
-  * Pay off a Story Debt. +  * Pay off a Story Debt, earning its rating as XP.
  
 ==== Contest ==== ==== Contest ====
 +
 +A Contest happens when something interesting happens in the fiction (any player or GM decides it is so) where something hangs in the balance. Combat is a contest in which injury hangs in the balance, but this could happen in  a wide range of situations. A duel for the rights to a treasure map, a drinking game to the last one standing, or an argument about which way to go can result in a contest.
 +
 +The mechanism of Contests are always the same, though the abilities and scores will change. The first one to either lose all their HP and Collapse, or takes X Outcome of hits loses the contest and suffers the consequences. X is normally 10 here, but could be 5 for a short contest and 15 for a long one as the GM decides. Short or long has nothing to do with strength, but only with pacing.
 +
 +Hits in combat are injury and take a long time to heal, which work as hits against your next contest right off the bat. If my adventurer had 5 steps of injury, they begin their next contest with 4 hits against them (all contests). Other contests may or may not impose such a steep price for hits, though generally there is something involved, XP being a common one.
 +
 +A serious XP for Hits Contest is known as a Conflict. In these cases hits at the end of the Contest, win or lose, are lost XP. If you can't pay the XP, you end up with Story Debt.
 +
 +==== Encounter ====
 +
 +An Encounter will result in an XP reward, and is generally a sequence of one or more Contests. An Encounter results in something important happening within the fiction upon its end. Clearing out all the monsters at the gates of a dungeon might be an Encounter, or finding the person with the map you need in the golden city could be as well. The rewards range from 1 XP to 3 XP, and an additional reward or two can be tacked on by the GM for interesting achievement, roleplaying or so on. This means you could earn 1 XP for something minor, and up to 5 XP for something really kick ass. All participating adventurers earn the same XP reward for the encounter, so that means if your buddy does something awesome, you get to share in the reward.
  
 ===== Standard Terms ===== ===== Standard Terms =====
hat/terms.1358718024.txt.gz · Last modified: 2013/01/20 13:40 by JasonP