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under_fantastic_skies:under_fantastic_skies_system [2026/01/14 19:35] mike_holmesunder_fantastic_skies:under_fantastic_skies_system [2026/01/14 21:39] (current) – [Select Asset Levels] mike_holmes
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 Here's a scale to show what each level of an asset means: Here's a scale to show what each level of an asset means:
-  * - you don't have the thing (not allowed for stats, unless we discuss how that'll effect the character) +^Asset Level^Stat^Lifepath^Skill^Distinction^Gear^ 
-  - low, but some. Familiarity for a skill. +|0|Disabled|No experience|None|Unhelpful|Common| 
-  - basic competence.  +|1|Feeble|Familiarity|Familiarity|Noted|Servicable| 
-  - Good +|2|Below Average|Apprentice|Novice|Recognized|Quality| 
-  Excellent +|3|Average|Journeyman|Intermediate|Established|Fine| 
-  - Master +|4|Good|Veteran|Proficient|Prominent|Excellent| 
-  - Expert (known by others in the field) +|5|Exceptional|Seasoned|Advanced|Influential|Superior| 
-   - Renowned (widely) +|6|Great|Master|Masterful|Significant|Masterwork| 
-  - Almost Heroic +|7|Formidable|Expert|Expert|Extreme|Refined| 
-  - Heroic +|8|Remarkable|Adept|Renowned|Eminent|Potent| 
-  10 - Extra-heroic +|9|Amazing|Elite|Extraordinary|Iconic|Famed| 
-  11 + super-human+|10|Legendary|Legendary|Peerless|Apex|Fabled| 
 +|11+|Super-human|Super-human|Super-human|Myth-marked|Mythic|
  
 Note that 10 is not a limit for player characters, they may take more than this level, if they can explain what special circumstances lead to the asset in question being super-human.  Note that 10 is not a limit for player characters, they may take more than this level, if they can explain what special circumstances lead to the asset in question being super-human. 
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 === FATE === === FATE ===
  
-Players always start with 10 FATE points, which are used to manipulate character destinies. (Considering this rule: FATE may be used wherever VIM is used if the character is lucky rather than putting effort into something, but this is an inefficient use of FATE.)+Players always start with FATE points, which are used to manipulate character destinies. (Considering this rule: FATE may be used wherever VIM is used if the character is lucky rather than putting effort into something, but this is an inefficient use of FATE.)
  
 === Medals === === Medals ===
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 The basic process is as follows: The basic process is as follows:
   - GM asks if Medals are awarded   - GM asks if Medals are awarded
 +  - Players involved may avoid conflict by spending FATE equal to the level of any goals assets they wish to obtain. The conflict may still occur fictionally, but good fortune means that the characters are left unscathed and with their goals. 
   - Players involved may acceed (they may ask how dangerous the conflict is)   - Players involved may acceed (they may ask how dangerous the conflict is)
   - If at least one player has not acceeded, each that has not draws cards based on assets they can bring to bear, and how they're approaching the conflict and puts them in the resolution deck.   - If at least one player has not acceeded, each that has not draws cards based on assets they can bring to bear, and how they're approaching the conflict and puts them in the resolution deck.
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 === GM === === GM ===
 +The GM adds cards to the resolution deck as follows.
 +
 +== Shuffle Card == 
 +One shuffle card is added to every deck. 
 +
 +== Dangers ==
 +
 The GM adds cards from the “danger deck,” the number of which are based on how dangerous the situation is rated in his estimation. Once the GM has added the danger cards to each resolution deck, deck building is complete. Any conditions that the character has that negatively impact the character's ability to perform in the conflict add one danger card to the deck per level of that condition.  The GM adds cards from the “danger deck,” the number of which are based on how dangerous the situation is rated in his estimation. Once the GM has added the danger cards to each resolution deck, deck building is complete. Any conditions that the character has that negatively impact the character's ability to perform in the conflict add one danger card to the deck per level of that condition. 
  
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 If a player ends a round with more fatigue than the character's constitution score, the character is out of action, and the conflict ends for that character, with all remaining dangers being drawn and played at that point (benefits drawn are simply discarded).  If a player ends a round with more fatigue than the character's constitution score, the character is out of action, and the conflict ends for that character, with all remaining dangers being drawn and played at that point (benefits drawn are simply discarded). 
 +
 +== Interrupt ==
 +
 +If the conflict is the sort that takes enough time that something may interrupt the conflict, then the GM places this card in the deck. 
    
 ==== Pace ==== ==== Pace ====
  
 The pace of a conflict is decided by the GM, but is normally 3, unless the characters involved are all agreeing to go much more cautiously or recklessly than normal, and the situation would allow for this. This determines how many cards will be drawn from the resolution deck each round, though this may vary due to some cards drawn. The pace of a conflict is decided by the GM, but is normally 3, unless the characters involved are all agreeing to go much more cautiously or recklessly than normal, and the situation would allow for this. This determines how many cards will be drawn from the resolution deck each round, though this may vary due to some cards drawn.
- 
-If the resolution deck is depleted when drawing, put the discarded cards back into their respective decks, and then draw up a new resolution deck using the same method as the first deck was drawn up, and continue drawing from the new deck until a number of cards equal to the pace has been drawn for the round. When this happens, the player must play one VIM to have their character continue the conflict (exhaustion sets in).  
- 
-*Alternate rule to try: If not enough cards can be drawn, treat this as if an Interrupt card has been drawn. 
  
 ==== PvP ==== ==== PvP ====
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 ==== Card Types ==== ==== Card Types ====
  
-Below are the various cards that are in each of the decks.+Below are the various cards that are in each of the decks.  
 + 
 +=== The Shuffle Card === 
 + 
 +When this card is drawn, at the end of the round, that resolution deck is shuffled
  
 === Benefit Deck Card Types === === Benefit Deck Card Types ===
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 == Position == == Position ==
  
-The character takes a stride that positions them more favorably towards a goal. Place the card in front of the player to represent this advanced position. Fictional descriptions of multiple position cards can be narrated as the position being advanced further, or an advance being made along an alternate axis. Alternatively, use this card to discard any other position card in play.+The character takes a stride that positions them more favorably towards a goal. Place the card in front of the one of the involved players to represent this advanced position for that player's character*. Fictional descriptions of multiple position cards can be narrated as the position being advanced further, or an advance being made along an alternate axis. Alternatively, use this card to discard any other position card in play. 
 + 
 +*You'll note that you can advance other player's character's positions, not just your own, which will often look like "help." 
  
 == Cement/Position == == Cement/Position ==
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 == Interruption == == Interruption ==
  
-Something happens to cause the conflict to cease immediately, and it cannot resume until the interruption can be dealt with. +Something happens to cause the conflict to cease immediately, and it cannot resume until the interruption can be dealt with. Sone positions may be retained if the fiction allows, but others will dissolve based on the nature of the interruption
  
  
under_fantastic_skies/under_fantastic_skies_system.1768448127.txt.gz · Last modified: 2026/01/14 19:35 by mike_holmes