Wishray Wiki

A central hub for intelligent game design and play.

User Tools

Site Tools


gtx

Differences

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

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Last revision Both sides next revision
gtx [2012/05/20 10:03]
JasonP [Primary Uses]
gtx [2012/05/20 10:08]
JasonP [Primary Uses]
Line 35: Line 35:
 Each module is designed for a primary use. There are many of these built into this basic form the of game: **gyro**, **threat**, **mobility**,​ **response**,​ **emitter**,​ **intelligence**,​ **sensor**, **control**. The first: gyro, is the most complex and the core device of any omicron machine. The next three: threat, mobility, and response are all core devices they must at least possess one of in order to function. This means the first four comprise a core set of uses backed by one module each: gyro, threat, mobility, and response. Lets define what these uses mean and their use multiplier: Each module is designed for a primary use. There are many of these built into this basic form the of game: **gyro**, **threat**, **mobility**,​ **response**,​ **emitter**,​ **intelligence**,​ **sensor**, **control**. The first: gyro, is the most complex and the core device of any omicron machine. The next three: threat, mobility, and response are all core devices they must at least possess one of in order to function. This means the first four comprise a core set of uses backed by one module each: gyro, threat, mobility, and response. Lets define what these uses mean and their use multiplier:
  
-  * **Gyro**: This is the complex and powerful mechanism at the very core of an omicron machine. Gyro splits into two die codes: Power and Pulse. It allows it to transform into one or more other non-human modes, and stores its energy. The use multiplier depends on type of transformation the gyro offers:+  * **Gyro** ​(x?): This is the complex and powerful mechanism at the very core of an omicron machine. Gyro splits into two die codes: Power and Pulse. It allows it to transform into one or more other non-human modes, and stores its energy. The use multiplier depends on type of transformation the gyro offers:
     * //Simple Drive//: This is a simple wheeled motor transformation (autobot, car type). Its use multiplier is x2, but you can only run on surfaces.     * //Simple Drive//: This is a simple wheeled motor transformation (autobot, car type). Its use multiplier is x2, but you can only run on surfaces.
     * //Fluid Thrust//: This is a simple vector thrust transformation,​ allowing travel through mediums of gas and water. Its use multiplier is x3, but you can only operate in a fluid/gas of some type.     * //Fluid Thrust//: This is a simple vector thrust transformation,​ allowing travel through mediums of gas and water. Its use multiplier is x3, but you can only operate in a fluid/gas of some type.
     * //Ion Thrust//: This is a high-energy thrust transformation,​ allowing travel pretty much anywhere regardless of medium or lack thereof. Its use multiplier is x4.     * //Ion Thrust//: This is a high-energy thrust transformation,​ allowing travel pretty much anywhere regardless of medium or lack thereof. Its use multiplier is x4.
     * //Basic Shift//: This is a very simple transformation into a non-mobile form. Its use multiplier is x1, but you can't move under your own own in transformed mode. However, you may pay half-cost for up to 30 alpha of modules that only operate in that form.     * //Basic Shift//: This is a very simple transformation into a non-mobile form. Its use multiplier is x1, but you can't move under your own own in transformed mode. However, you may pay half-cost for up to 30 alpha of modules that only operate in that form.
-  * **Threat**: This is how a machine attacks, by using threat. However there are generally secondary purposes for threat too, as it is the most basic way the machine can influence its environment. Simply put, as a core module this is the machines strength and prowess in humanoid form. Threat splits into two die codes: Strength and Prowess.+  * **Threat** ​(x2): This is how a machine attacks, by using threat. However there are generally secondary purposes for threat too, as it is the most basic way the machine can influence its environment. Simply put, as a core module this is the machines strength and prowess in humanoid form. Threat splits into two die codes: Strength and Prowess.
   * **Mobility**:​ This is how a machine moves, by using mobility. This is usually also assisted by the gyro in transformed modes (not shift types obviously). Mobility splits into two die codes: Speed and Agility.   * **Mobility**:​ This is how a machine moves, by using mobility. This is usually also assisted by the gyro in transformed modes (not shift types obviously). Mobility splits into two die codes: Speed and Agility.
   * **Response**:​ This is how a machine resists injury and attack, by using response. Response splits into two die codes: Absorb and Deflect.   * **Response**:​ This is how a machine resists injury and attack, by using response. Response splits into two die codes: Absorb and Deflect.
-  * **Emitter**:​ This is how a machine projects and emits energy. The exact purpose of each emitter has to be created by its designer and discussed with the group. Each emitter splits into two die codes: force and operation.+  * **Emitter** ​(x2): This is how a machine projects and emits energy. The exact purpose of each emitter has to be created by its designer and discussed with the group. Each emitter splits into two die codes: force and operation.
   * **Intelligence**:​ This is how a machine gains intellect. Each intelligence is a coexisting mind within the machine, not unlike what we would call an AI in computer terms. Each intelligence splits into two die codes: Savvy and Recall.   * **Intelligence**:​ This is how a machine gains intellect. Each intelligence is a coexisting mind within the machine, not unlike what we would call an AI in computer terms. Each intelligence splits into two die codes: Savvy and Recall.
   * **Sensor**: This is how a machine detects and interprets the world around it. The exact range and purpose of each sensor has to be created by its designer and discussed with the group. Each sensor splits into two die codes: Range and Detail. ​   * **Sensor**: This is how a machine detects and interprets the world around it. The exact range and purpose of each sensor has to be created by its designer and discussed with the group. Each sensor splits into two die codes: Range and Detail. ​
 +  * **Control** (x?): This is how a machine coordinates its modules. The network of a machine can manage its modules, but a control lets them work together in an enhanced way. When a control links a system you can merge dice upward, and gain other additional abilities. The step of a controls die code is most important, as it limits the amount of modules it can manage. As such, a control is never a d3 module and must be bought at d4 or higher. A control is x1 multiplier as long as it doesn'​t link to your gyro and is x2 if it does.
 ===== Core Modules ===== ===== Core Modules =====
  
gtx.txt ยท Last modified: 2012/05/20 10:10 by JasonP