Wishray Wiki

A central hub for intelligent game design and play.

User Tools

Site Tools


karbon:basic_rules:moment_of_madness

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
karbon:basic_rules:moment_of_madness [2012/10/28 12:10] – [The Process] JasonPkarbon:basic_rules:moment_of_madness [2012/10/28 12:11] (current) – [The Process] JasonP
Line 5: Line 5:
 ===== The Process ===== ===== The Process =====
  
-  - The Agent makes a Doubt draft, rolling a six-sided die and if its higher than their Doubt or six increase Doubt one. Moments of Madness always make the Agent more likely to be labeled a Karbon.+  - The Agent makes a Doubt draft, rolling a six-sided die and if its higher than their Doubt (or sixincrease Doubt one. Moments of Madness always make the Agent more likely to be labeled a Karbon. Once an Agent has 7 doubt they are a Karbon.
   - If the Agent has one or more doubt, roll two ten-sided dice. For each die that comes up equal to or less than Doubt, record one Suspicion against the Agent. If an Agent has reached three or more Suspicion they are suspected of being a Karbon by the program and earn the Program Suspicion fallout.   - If the Agent has one or more doubt, roll two ten-sided dice. For each die that comes up equal to or less than Doubt, record one Suspicion against the Agent. If an Agent has reached three or more Suspicion they are suspected of being a Karbon by the program and earn the Program Suspicion fallout.
   - Roll a six-sided die to determine what form the madness takes:   - Roll a six-sided die to determine what form the madness takes:
karbon/basic_rules/moment_of_madness.1351451427.txt.gz · Last modified: 2012/10/28 12:10 by JasonP