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specter:practice [2019/02/24 07:31] – [Snag] jasonpspecter:practice [2019/02/24 08:26] (current) – [Quality] jasonp
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 ====== SPECTER - Practice ====== ====== 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]].+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 =====+{{reference-letter2.png?400}} 
 + 
 + 
 + 
 + 
 +===== Blossom =====
 ---- ----
-?+When your human uses Spark, it naturally Blossoms. This is an energy pulse, something beyond an EMP that is both visually stunning and useful for humankind. On the other hand, it is quite detectable by both machine and life crystal, which is something that can be disastrous. When your human blossoms two things will happen: 
 + 
 +  * The GM will roll dice to see what notices. 
 +  * You can choose to take one to three Harm and remove an equal amount of Drain.
  
 ===== Bottom Out ===== ===== 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 [[18K80#Specter]] restores them. 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 [[18K80#Specter]] restores them.
 +
 +===== Detail =====
 +----
  
 ===== Difficulty ===== ===== Difficulty =====
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 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. 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 Spark driven verbs (RUN/OPERATE/DEBUG/FORM).+  * **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 Spark driven verbs (RUN/LINK/DEBUG/FORM).
   * **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 physical actions (FIGHT/MOVE/PROWL/SHOOT).   * **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 physical actions (FIGHT/MOVE/PROWL/SHOOT).
  
 +Here are a few common types of Sinks your human might have:
 +
 +  * **Cell**: This is a kind of energy sink. It fills under a given use (depending on type) and then it overflows, you take a given amount Drain and it empties.
 +  * **Core**: This is a kind of energy sink. It fills under a given use (depending on type) and then it overflows, you take a given amount Harm and it empties.
 ===== Snag ===== ===== Snag =====
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 ---- ----
 When your human engages in endeavors that lead towards the same unique goal, they are considered Successive Actions. For example, if you are trying to unlock a machine energized vault door, and you fail on the first attempt. The GM asks if you are willing to abandon the door or want to continue, warning you that you'll take a Snag if you choose the latter. You accept the Snag, in this case the GM says you have alerted the nearby security drones and they are closing in on you ([[#Snag|indirect Snag]]). But you can now try again, and this action is considered Successive.  When your human engages in endeavors that lead towards the same unique goal, they are considered Successive Actions. For example, if you are trying to unlock a machine energized vault door, and you fail on the first attempt. The GM asks if you are willing to abandon the door or want to continue, warning you that you'll take a Snag if you choose the latter. You accept the Snag, in this case the GM says you have alerted the nearby security drones and they are closing in on you ([[#Snag|indirect Snag]]). But you can now try again, and this action is considered Successive. 
 +
 +
 +===== Upgrade =====
 +----
  
  
specter/practice.1551022296.txt.gz · Last modified: 2019/02/24 07:31 by jasonp