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specter:practice

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SPECTER - Practice

The rules for Specter are designed to be easy to understand, modular in nature, and complex in implication. This is the reference of all specific situations and such in the game rules. It is however, not a “how to play” document in any way. It a pure reference to different ideas and mechanics in the game. You are meant to link into this from other pages, for instance: Basics of Play.

Banks


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Bottom Out


It is hard to kill any of the humankind, but this is the closest they come. If they are both drained and harmed enough, they will bottom out. At this point, while not actually dead, they are very close and will only return if Specter restores them.

Difficulty


As the wise man once said, hard things are hard. When an action has a Difficulty number (other than Getting By) the GM must inform the player before a roll is made, allowing them to change their mind and perhaps go about things differently. This can also just be a single to the player to make sure they have Boosts, Push, etc. at the ready for such a roll.

Risky


If your character is in a dangerous situation, you will know it. The GM doesn't need to fully explain the details (there can be hidden Blocks for instance that are revealed only when you roll) but they will tell you its risky. If you ever fail to Get By on an action that is Risky the GM will roll a d6 and try to beat your Effort. If the roll succeeds, things have gone very very badly.

Sinks


Humankind characters have two or more Sinks. Each is a value from 1 to 10 that may act as a Block for their actions. If enough value is accumulated to overflow, something bad happens to the character. Sinks overflow when they exceed 10. There are other Sinks, but the two that all humankind share are: Drain and Harm.

  • Drain: This is energy drain. When it overflows, the energy of the individual is fully drained. At this point they fall unconscious and in 1d6 hours awake with all their drain erased and one Harm per hour “slept”. Drain acts as a Block for all actions by expend Lite.
  • Harm: This is injury. When it overflows, the individual is gravely injured and falls unconscious. They will regenerate fully in an hour, and awake with all their Harm erased and take 1d8 Drain. If this overflows their Drain, they Bottom Out. Harm acts as a Block on all stressful physical actions.

Snag


When the GM is cued by the rules, they may throw in a Snag. This is something that may hamper the action of the characters in the current stage of action. The GM can create the Snag as they see fit, or use the Snag Process. The end result will be something that will likely act as Blocks for the characters actions.

Transcendence


If you can create an effort of 11+, you have the option to trigger special rules. You have to pay a Push and roll a d10 under five plus the effort in excess of 10. So 11 effort is 6 or less, 12 is 7 or less, and 15 doesn't even need a roll (10 or less).

Quality


specter/practice.1528717709.txt.gz · Last modified: 2018/06/11 04:48 by jasonp