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loop:the_loop [2019/12/07 19:16] – created mike_holmesloop:the_loop [2019/12/08 19:44] (current) – [Character Generation] mike_holmes
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-* Default Abilities: “Persuasion,” “Violence,” and “Health” (Possibly: “Perspicacity,” “Physique”)+====== The Loop ======
  
-* Abilities are rated with die-levels (best to worst): d4, d6, d8, d10, d12+===== Character Generation =====
  
-* If no Ability, roll d20 or SUCK IT+Mechanically characters are rated by dice that define various abilities. 
  
-* Roll low to win+Abilities are rated with die-levels (best to worst): d4, d6, d8, d10, d12
  
-* GM rolls for of opposition: NPC Abilities, or static obstacles (default: d12)+Start with 75 points
  
-* Start with (5?, 7?) points in pool+Die size costs:
  
-Spend a point from pool to re-roll own die+^Die Size^Cost^Cost Schedule for Consideration^"Level"
 +|d20|0*|0|0| 
 +|d14|1|3|1| 
 +|d13|3|7|2| 
 +|d12|6|12|3| 
 +|d11|10|18|4| 
 +|d10|15|25|5| 
 +|d9|21|33|6| 
 +|d8|28|42|7| 
 +|d7|36|52|8| 
 +|d6|45|63|9| 
 +|d5|55|75|10| 
 +|d4|66|88|11| 
 +* A player who accepts this level of incompetence in an area gets to select an additional descriptor. 
  
-* Pool refreshes to full with “refreshment” scenes+Sorcery costs 2x ?
  
-* Character creation: +Save leftover points to develop the character in play (DiP). 
  
- * Start with 30 points+==== Default Abilities ====
  
- * Buy Abilities with points:+These vary from other abilities only insomuch as they are cheaper, and broader.
  
- Default abilities begin at d12 for free+  Persuasion 
 +  * Violence 
 +  * Perspicacity 
 +  * Hardiness  
 +  * Subterfuge  
 +  * Magic
  
- * Increase per die size costs:+==== Descriptors ====
  
- d12 - 1 (1) +The character gets 6 descriptors that indicate generally what sorts of methods the character uses or types of skills that they have. 
- d10 - +2 (3) +
- d8 - +4 (7) +
- d6 - +8 (15) +
- d4 - +16 (31)+
  
- * Sorcery costs 2x +==== Wherewithal ====
  
- * Save leftover points for DiP+Characters start with 7 points of Wherewithal, representing energy and enthusiasm to get things done (see uses in Resolution below). 
  
-* Health rolls:+==== Motives ====
  
- * What rolls against Health? +Each character has a major motive and a minor motive, which are involved in getting Wherewithal. 
  
- * Roll health when suffering violence, or at other apropos times+===== Resolution System =====
  
- * Failure reduces Health by one level (I.e., it becomes one die size larger) - you are HURT (injured)+==== Die Pools ====
  
- * Deadly Option: keep rolling until you succeed. Each failed roll reduces Health another level.+Characters roll dice from abilities that pertain. If a descriptor applies, the die is one better
  
- * While Hurtadd +1 to all your rolls (including future Health rolls)+GM rolls for of opposition: NPC Abilitiesor static obstacles (default: d12)
  
- * Future health roll losses should be described individually (i.e., more wounds) but you still add just +1 to all your rolls+Advantages are represented by additional diceGM decides which side gets what dice
  
- * If health ever becomes d20, you are either knocked out, or grievously wounded (incapacitated), depending on the circumstances. A failed d20 health roll brings DEATH+==== Resolving ====
  
- * Health is returned to normal by a “recovery” scene+All sides roll, lowest roll wins. A tie means that nobody rolling gets what they want. 
  
-* Advantage: For one reason or another you may have the advantage over an opponent. In that case, your Ability operates at one die better (i.e., smaller) than normal(This is mostly to reflect fictional positioning in contests the GM can cleverly adjust the obstacle die the rest of the time)+=== Botches === 
 + 
 +If the your best die is twice as high as the oppositions best die, then you have botched, and additional badness occursEven if you re-rollyou will suffer some penalty 
 +==== Re-Rolling ==== 
 + 
 +Spend a point of Wherewithal to re-roll any die rolled 
 + 
 +===== Refreshing Wherewithal ===== 
 + 
 +Pool refreshes to full with “refreshment” scenes. These are anything that would refresh the character. The character gets 1 point back. 
 + 
 +==== Motives ==== 
 + 
 +If the character satisfies a Minor Motive, they gain 2 Wherewithal 
 + 
 +If the character satisfies a Major Motive, they gain Wherewithal to bring their pool up to 10. 
  
-* Use die level adjustments to track the strength / health of minor antagonists and or groups (bandits d8 get whacked down to bandits d10 etc.)  
  
  
loop/the_loop.1575774985.txt.gz · Last modified: 2019/12/07 19:16 by mike_holmes