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nate:tgimh [2025/11/07 09:34] – created paganininate:tgimh [2025/11/07 18:39] (current) paganini
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-Roll an Ability score to resolve opposed actions. Spend one point of your Will pool before rolling to Invoke an Aspect and get bonus dice.+Roll dice pools to resolve opposed actions. Spend one point of your Will for each Aspect or Condition that contributes dice to your pool. Your Aspects can contribute dice to your opponent's pool if it makes sense that those Aspects would work against you. When an Aspect is used against you in this way, add one to your Will.
  
 You and your opponent both roll; whoever rolls the highest number on a single die wins. The number of successes is the number of dice that beat the loser's highest die. (In other words, the loser's high die sets the TN for the winner.) You and your opponent both roll; whoever rolls the highest number on a single die wins. The number of successes is the number of dice that beat the loser's highest die. (In other words, the loser's high die sets the TN for the winner.)
  
-If both sides have the same highest die, discard that pair and look at the next two dice. If all the dice are tied, the side who rolled more dice wins, with one success.+If both sides have the same highest die, ignore that pair and look at the next two dice. If all the dice are tied, the side who rolled more dice wins, with one success.
  
 If both sides have the same size pools and rolled exactly the same roll then it's a real stalemate, and the GM shifts the situation. If both sides have the same size pools and rolled exactly the same roll then it's a real stalemate, and the GM shifts the situation.
  
-What are successes for?+What does success do?
  
-1 - "Damage." The number of successes can be applied directly to the opponent's Power trackCross off the box equal to the number of successes - just that one box. If the box is already crossed off, cross off the next highest uncrossed box.+First, the roll decides the fictionDoes Abigail convince Christopher to not attack Bob? Does OB1 get the high ground? Does precious favorite NPC get croaked?
  
-When this happens (a "bump"the character gets new "Injury Condition" equal to the number of the box that was crossed off.+Second, the winner can turn the number of successes they rolled into a Condition. Conditions are temporary Aspects that belong to the setting / scene / situation. To create a Condition just say (or write down) what it's called and how many dice it has. Conditions can be invoked (at the cost of 1 Will point) to contribute dice to a pool
  
-A "Condition" is just like an Aspect (in factit is one). Describe whatever just happened to the character and note it on the character sheetYou can spend Pool point to Invoke it to your advantageif it makes sense. Others can Invoke it against you if that makes sense(Your Broken Ankle can help you get sympathybut will get in the way if you try to run away!)+Third, the loser crosses off the box on their Power track equal to the number of successes that the winner rolledIf the loser would rather not cross off boxthey can create an Injury Condition for their character insteadIf the box is already crossed offcross off the next highest available box AND create an Injury Condition equal to the box that was crossed off!
  
-2 - "Maneuver." Maneuver is setup roll. On your very next rollyou get to use all the successes from the Maneuver as bonus dice. (This costs a Will pointThink of the Maneuver as creating a 1-use Aspect for you to invoke on your next roll.)+Condition lasts until it goes away naturally as result of the fictionor until someone does something to get rid of it. You make a Recovery roll against a Condition to get rid of it; just reduce the Condition by the number of successes you roll. (Conditions don't have Power tracks.) Other characters can make Recovery rolls to help you. This can be actual doctoring / first aid (for physical injuries), pep talks / encouragement for "social injuries," and so onSuccesses reduce the severity of the Injury die for die.
  
-Maneuvers can be risky, though. If the Maneuver roll fails, the roll you were trying to set up may not happen at all! +[I need rule for temporary Conditions becoming permanent Aspects]
- +
-Since it costs Will point to use the successes as bonus dice (paid after rolling the Maneuver), maybe failing a Maneuver roll should refresh you a will point, Lady Blackbird / The POOL style. +
- +
-3 - "Effect." An "Effect" is just like an Aspect (in fact, it is one). Instead of using the successes right away on the very next roll, pay a point from your Pool to make them stick around as an Aspect of the setting, scene, or situation. The Effect lasts until it goes away naturally as a result of the fiction, or until someone does something to get rid of it. You, (and others, if it makes sense) can pay Will to Invoke the Effect on future rolls, just like usual.  +
- +
-You can apply Damage against an Effect to get rid of it; just reduce the Effect by the number of successes you roll (Effects don't have Power tracks; only people do!) +
- +
-Since Conditions and Injuries are Aspects, you can get rid of them the normal way by spending Advances. +
- +
-As usual, this is all governed by fictional positioning. If you get cut up, the cuts will eventually heal and the Condition will go away on its own as game time passes. +
- +
-If you're Ashamed and Embarrassed it might just evaporate when you start the next scene. +
- +
-If your arm got cut off, it won't grow back (unless your'e an axolotl). +
- +
-Once you get it down to 1 die it becomes a permanent feature of your character ("One-armed man") rather than an injury ("arm cut off 3D") +
- +
-You can spend an advance to move it to your Background. You'll still only have one arm, but it won't cause you problems or give you advantages, mechanically. +
- +
-Other characters can make Recovery rolls to help you. This can be actual doctoring / first aid (for physical injuries), pep talks / encouragement for "social injuries," and so on. Successes reduce the severity of the Injury die for die. +
- +
-Penalty Dice - +
- +
-Penalty dice come from Aspects being Invoked against your character. Whenever someone Invokes an Aspect against you to give you penalty dice, you get to add a point to your Will pool. +
- +
-If person Invoking the aspect is a player, the point comes from that player's Will pool. If the person Invoking the aspect is the GM, the point doesn't come from anywhere, you just get one. (The GM has, effectively, an unlimited Will pool for this purpose.) +
- +
-Penalty dice add to the opponent's pool.+
  
 Power Track - Power Track -
  
-The Power track is like temporary hit-points. It is fully restored by having a Refreshment scene with another character. Refreshment scenes also clear up any transient Conditions / Injuries / Effects that may be hanging around. (Your arm won't grow back, but you'll stop feeling Panicked!)+The Power track is fully restored by having a Refreshment scene with another character. Refreshment scenes also clear up any transient Conditions / Injuries that may be hanging around.
  
 I like Eero's rule that when you have a refreshment scene you're letting your guard down. So you get to heal up whenever you want, but when you do the GM gets to fuck with you. I like Eero's rule that when you have a refreshment scene you're letting your guard down. So you get to heal up whenever you want, but when you do the GM gets to fuck with you.
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 Players call for refreshment scenes between scenes. You can get one whenever you want, between scenes, but you can't get one in the middle of a scene. Players call for refreshment scenes between scenes. You can get one whenever you want, between scenes, but you can't get one in the middle of a scene.
  
-Refreshment scenes also restore your Will pool, if it has fallen below its starting value. If you have more Will than the starting value, you don't lose the extra Will. (Or maybe Will just can't go over its maximum, which means if your Will is full, people can invoke Aspects against you for free.) +Refreshment scenes also restore your Will if it has fallen below its starting value. If you have more Will than the starting value, you don't lose the extra Will. (Or maybe Will just can't go over its maximum, which means if your Will is full, people can invoke Aspects against you for free.) 
  
-In addition to triggering Injury Effects, the Power track also determines when you're knocked out of a confrontation. If the last (highest) box of the Power track is ever crossed off, you're out of the scene.+In addition to triggering Injury Effects, the Power track also determines when you're knocked out of a confrontation. Whenever the last (highest) box of the Power track is crossed off, you're out of the scene.
  
 Gear - Gear -
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 It costs 2 Advances to raise or lower a 2D Aspect or Ability one die, 3 Advances to raise or lower a 3D Aspect or Ability one die, and so on. It costs 2 Advances to raise or lower a 2D Aspect or Ability one die, 3 Advances to raise or lower a 3D Aspect or Ability one die, and so on.
  
-You can see why it's generally better to heal your wounds with First Aid than with Advances...+You can spend an advance to move a 1D Aspect to your Background
nate/tgimh.1762536850.txt.gz · Last modified: 2025/11/07 09:34 by paganini