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private:roleplaying:mechanics:genericscifi:front_page [2020/02/02 14:38] admin [Actions] |
private:roleplaying:mechanics:genericscifi:front_page [2020/03/07 17:30] (current) admin |
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| + | ====== Your character ====== | ||
| - | ====== Skills ====== | + | ===== Starting your character |
| - | | + | - Fill out the Basics |
| - | * Experience | + | - Create a new " |
| - | | + | - Create a new " |
| - | * Athleticism | + | - Fill out your Concept: |
| - | | + | - include a single strength And weakness. |
| + | - You have an additional strength/ | ||
| + | - Choose your Skills. | ||
| + | - +2, +1, 0, -1, -2 | ||
| + | - or +1, 0, 0, -1 | ||
| + | - Notable equipment. | ||
| - | Skills range from -2 to +3. -1 is considered average, 0 is average for a relevant professional, | + | ===== Basics ===== |
| + | * Character name | ||
| + | * Character home | ||
| + | * Character faction (present or former) | ||
| + | * Character description | ||
| + | * Player name | ||
| - | Starting, players assign +2, +1, 0, 0, -1 to the skills of their choice | ||
| - | + | ===== Concept ===== | |
| - | + | ||
| - | ====== Concept | + | |
| Your character is, first and foremost, is defined by their concept. | Your character is, first and foremost, is defined by their concept. | ||
| - | 3 entries for your concept. | + | 4 entries for your concept. |
| - Your Role - Defines how most people see you, your primary skillsets, occupation, etc. | - Your Role - Defines how most people see you, your primary skillsets, occupation, etc. | ||
| - Your Background - Defines who you were and what " | - Your Background - Defines who you were and what " | ||
| - Your Goal - Gives you a direction. | - Your Goal - Gives you a direction. | ||
| + | - Strengths and weaknesses - Where you excel and fall short. | ||
| - | Example: | + | Narrative format |
| - | - Darin Rancer is the " | + | Think about your concept in a narrative format: |
| - | From this description, | + | - Darin Rancer is the " |
| + | From this description, | ||
| Your concept provides | Your concept provides | ||
| * a quick reference to aid in roleplaying, | * a quick reference to aid in roleplaying, | ||
| - | * an easy description when explaining your character to others, | + | * an easy description when explaining your character to others, |
| - | * your character' | + | |
| * the type of items/ | * the type of items/ | ||
| - | This last point is, mechanically speaking, the most important. | + | This last point is, mechanically speaking, the most important. |
| Three cases when deciding if your character has an item/ | Three cases when deciding if your character has an item/ | ||
| - | - It makes a reasonable amount of sense, | + | - It aligns reasonably with your concept: |
| - | - If is a stretch. | + | - It is counter to your concept: |
| - | - It is counter to your concept. | + | - It is a stretch: |
| - | + | ||
| - | Examples | + | |
| - | * A generic space marine likely doesn' | + | |
| ==== Strengths and weaknesses ==== | ==== Strengths and weaknesses ==== | ||
| - | As players advance, they gain an equal number of strengths and weaknesses. | + | As players advance, they gain an equal number of strengths and weaknesses. |
| Starting, players have 1 strength and 1 weakness | Starting, players have 1 strength and 1 weakness | ||
| Examples: | Examples: | ||
| - | * First name basis with the President of the united states | + | * First name basis with the space-station manager |
| * Hot-shot pilot / You tend to piss people off | * Hot-shot pilot / You tend to piss people off | ||
| * Always prepared / You tend to take things that don't belong to you | * Always prepared / You tend to take things that don't belong to you | ||
| * Physically attractive / You struggle with multitasking | * Physically attractive / You struggle with multitasking | ||
| + | * Advanced programming skillset / you have a mobility impairment | ||
| + | |||
| + | ===== Skills ===== | ||
| + | Actions in this game typically rely on one of the following skills: | ||
| + | * < | ||
| + | * Experience - Training by hard knocks. | ||
| + | * Knowledge - Education, literacy, experience, life on the streets | ||
| + | * Grit - Focus, discipline, determination, | ||
| + | * Athleticism - Your physical abilities. | ||
| + | * Interpersonal - Your social skills. | ||
| + | |||
| + | (Two types of knowledge and a mental, physical, and social skill) | ||
| + | |||
| + | Skills range from -2 to +3. -1 is average for a common human, 0 is average for a relevant professional, | ||
| + | |||
| + | Starting, players assign +2, +1, 0, -1, -2 to the skills of their choice | ||
| + | (Optional, +2, +1, 0, 0, -1) | ||
| + | |||
| + | |||
| + | ===== Notable equipment ===== | ||
| + | Your character either possess or has access to any reasonable equipment that makes sense for their Concept or the Narrative. | ||
| + | |||
| + | Anything else should be discussed with the Table (the GM and other players) and written down here. | ||
| + | |||
| + | Examples: Spaceship, power armor, large bank account, scientific laboratory, etc. | ||
| + | |||
| + | |||
| + | ===== Advancing ===== | ||
| + | Characters do not "level up" in the traditional sense. | ||
| ====== Actions ====== | ====== Actions ====== | ||
| For all actions, make sure it makes sense for your character, narrate what you are doing, determine what Skill is relevant, ask if there are any costs/ | For all actions, make sure it makes sense for your character, narrate what you are doing, determine what Skill is relevant, ask if there are any costs/ | ||
| * 6- Fail. Contributes a failure token. | * 6- Fail. Contributes a failure token. | ||
| - | * 7-9. Partial success or succeed at cost. Typically both a success token and a failure token. | + | * 7-9. Partial success or succeed at cost. Typically |
| * 10+. Succeed. | * 10+. Succeed. | ||
| - | Basic - generic catch alls. (TODO need PC vs PC rules and PC vs NPC rules) | + | ==== Basic ==== |
| - | * Build up | + | Most actions fall into one of two categories. |
| - | * Tear down | + | |
| + | ** this needs a serious rethinking ** | ||
| + | ^ Basic action name ^ Succeed/ | ||
| + | | Build up - Heal, repair, comfort, etc | Success | ||
| + | | ::: | Partial | ||
| + | | ::: | Fail | You do not get what you want and the GM tells you what happens. | ||
| + | | Tear down - Break, injure, sabotage, etc | Success | ||
| + | | ::: | Partial | ||
| + | | ::: | Fail | You do not get what you want and your opponent tells you what happens. | ||
| + | |||
| + | Examples | ||
| + | * Build up - You patch your allies wounds, you provide words of encouragement, | ||
| + | * Tear down - You embarrass someone, you subvert someone' | ||
| - | Special | + | ==== Special |
| * Narrate - provide details to a character/ | * Narrate - provide details to a character/ | ||
| - | * Reveal (i.e. make up) - You provide details to a character/ | + | * Reveal (i.e. make up) - You provide details to a character/ |
| * Dig deep - At **significant** cost, you may shift a Failure up to a Partial success | * Dig deep - At **significant** cost, you may shift a Failure up to a Partial success | ||
| * Assist/ | * Assist/ | ||
| - | * Escalate - You choose to renew a fight by escalating. | + | * Escalate - You choose to renew a fight by escalating. |
| * <del> Win a fight - you tell your enemies what happens</ | * <del> Win a fight - you tell your enemies what happens</ | ||
| * <del> Lose a fight - your enemies tell you what happens</ | * <del> Lose a fight - your enemies tell you what happens</ | ||
| Line 85: | Line 130: | ||
| ==== Success/ | ==== Success/ | ||
| - | Some actions are performed by a group or require multiple rolls. | + | Some actions are performed by a group or require multiple rolls. |
| - | The GM collects failure tokens and uses them to provide disadvantages to the players. | + | The GM collects failure tokens and uses them to provide |
| ==== Bonus/ | ==== Bonus/ | ||
| - | Players start each game with 2 bonus and 2 penalty tokens | + | Each game, a player always has a total of 5 bonus/ |
| Bonus tokens are used by a player and | Bonus tokens are used by a player and | ||
| * provide +1 on any roll if added after the roll, and | * provide +1 on any roll if added after the roll, and | ||
| * a +2 if added before a roll. | * a +2 if added before a roll. | ||
| - | Only 1 penalty token per roll, and tokens can be given from one player to another with a narratively appropriate explanation. | + | |
| Penalty tokens can be a player or by the GM against a player. | Penalty tokens can be a player or by the GM against a player. | ||
| * Provides a -2 on any roll if added before the roll, and | * Provides a -2 on any roll if added before the roll, and | ||
| * and -1 if added after a roll. | * and -1 if added after a roll. | ||
| - | Only 1 penalty token per roll, and penalty | + | |
| + | Earning | ||
| + | * Tokens | ||
| + | * Build up and tear down actions generate tokens. | ||
| + | * Using a token (initiated by the player | ||
| ====== Crew roles on ships ====== | ====== Crew roles on ships ====== | ||
| Line 118: | Line 166: | ||
| * logistics - cargo, supplies, resource management | * logistics - cargo, supplies, resource management | ||
| * mission specialists - scientists, diplomats | * mission specialists - scientists, diplomats | ||
| + | |||
| + | |||
| + | ====== Setting expectations ====== | ||
| + | At the beginning of the first session, address the following: | ||
| + | * High or low-pulp. | ||
| + | * Lethality, | ||
| + | * amount of realism, | ||
| + | * amount of silliness, | ||
| + | * your ability to strongly influence the world | ||
| + | * Setting : Sci-fi, fantasy, etc. | ||
| + | * Soft/ | ||
| + | * specific technologies/ | ||
| + | * | ||
| + | |||