Wishray Wiki

A central hub for intelligent game design and play.

User Tools

Site Tools


loop:the_loop

Differences

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

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
loop:the_loop [2019/12/07 19:41] mike_holmesloop:the_loop [2019/12/08 19:44] (current) – [Character Generation] mike_holmes
Line 7: Line 7:
 Abilities are rated with die-levels (best to worst): d4, d6, d8, d10, d12 Abilities are rated with die-levels (best to worst): d4, d6, d8, d10, d12
  
-Start with 30 points +Start with 75 points
-* die size costs:+
  
- d12 - 1 (1) +Die size costs:
- d10 - +2 (3) +
- d8 - +4 (7) +
- d6 - +8 (15) +
- d4 - +16 (31)+
  
- Sorcery costs 2x +^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. 
  
-Save leftover points for DiP+Sorcery costs 2x ? 
 + 
 +Save leftover points to develop the character in play (DiP). 
  
 ==== Default Abilities ==== ==== Default Abilities ====
  
-Default abilities begin at d12 for free. If purchased at a higher leveldeduct this one free point from the cost+These vary from other abilities only insomuch as they are cheaperand broader.
  
   * Persuasion   * Persuasion
   * Violence   * Violence
   * Perspicacity   * Perspicacity
-  * Hardiness (under consideration)+  * Hardiness  
 +  * Subterfuge  
 +  * Magic
  
-==== Other Abilities ====+==== Descriptors ====
  
-Other abilities per Talislanta or Dying Earth?+The character gets 6 descriptors that indicate generally what sorts of methods the character uses or types of skills that they have. 
  
 ==== Wherewithal ==== ==== Wherewithal ====
Line 37: Line 49:
 Characters start with 7 points of Wherewithal, representing energy and enthusiasm to get things done (see uses in Resolution below).  Characters start with 7 points of Wherewithal, representing energy and enthusiasm to get things done (see uses in Resolution below). 
  
 +==== Motives ====
 +
 +Each character has a major motive and a minor motive, which are involved in getting Wherewithal. 
  
 ===== Resolution System ===== ===== Resolution System =====
  
-Characters roll dice from abilities that pertain. +==== Die Pools ====
  
-If no Ability applies, roll d20 or SUCK IT+Characters roll dice from abilities that pertain. If a descriptor applies, the die is one better. 
  
 GM rolls for of opposition: NPC Abilities, or static obstacles (default: d12) GM rolls for of opposition: NPC Abilities, or static obstacles (default: d12)
  
-All sides roll, lowest roll wins.+Advantages are represented by additional dice. GM decides which side gets what dice
  
-==== Re-Rolling ====+==== Resolving ====
  
-Spend a point of Wherewithal to re-roll any die rolled+All sides roll, lowest roll wins. A tie means that nobody rolling gets what they want. 
  
 +=== Botches ===
  
 +If the your best die is twice as high as the oppositions best die, then you have botched, and additional badness occurs. Even if you re-roll, you will suffer some penalty. 
 +==== Re-Rolling ====
  
-* Pool refreshes to full with “refreshment” scenes +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 ====
  
- * Health is returned to normal by “recovery” scene+If the character satisfies Minor Motive, they gain 2 Wherewithal
  
-* Advantage: For one reason or another you may have the advantage over an opponent. In that caseyour 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)+If the character satisfies a Major Motivethey 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.1575776505.txt.gz · Last modified: 2019/12/07 19:41 by mike_holmes