Wishray Wiki

A central hub for intelligent game design and play.

User Tools

Site Tools


nate:tgimh

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
nate:tgimh [2025/11/07 17:24] paganininate:tgimh [2025/11/07 18:39] (current) paganini
Line 11: Line 11:
 First, the roll decides the fiction. Does Abigail convince Christopher to not attack Bob? Does OB1 get the high ground? Does precious favorite NPC get croaked? First, the roll decides the fiction. Does Abigail convince Christopher to not attack Bob? Does OB1 get the high ground? Does precious favorite NPC get croaked?
  
-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. +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. 
  
 Third, the loser crosses off the box on their Power track equal to the number of successes that the winner rolled. If the loser would rather not cross off a box, they can create an Injury Condition for their character instead. If the box is already crossed off, cross off the next highest available box AND create an Injury Condition equal to the box that was crossed off! Third, the loser crosses off the box on their Power track equal to the number of successes that the winner rolled. If the loser would rather not cross off a box, they can create an Injury Condition for their character instead. If the box is already crossed off, cross off the next highest available box AND create an Injury Condition equal to the box that was crossed off!
Line 21: Line 21:
 Power Track - Power Track -
  
-The Power track 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.+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.
Line 27: Line 27:
 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. Whenever the last (highest) box of the Power track is 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.
nate/tgimh.1762565060.txt.gz · Last modified: 2025/11/07 17:24 by paganini