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private:roleplaying:mechanics:genericscifi:front_page [2020/02/02 15:31]
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private:roleplaying:mechanics:genericscifi:front_page [2020/03/07 17:30] (current)
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 +====== Your character ======
  
-====== Skills ====== +===== Starting your character ===== 
-  * Education - Formal education.  University training, literacy, trade school, familiarity in libraries, etc. +  - Fill out the Basics 
-  * Experience - Training by hard knocks.  Life on the streets, three years in the trenches, intuition, situational awareness, etc. +    - Create a new "home" for your character and the setting (country, space station, island, city, planet, alternate dimension, etc) 
-  * Grit - Focus, discipline, determination, mental flexibility, attitude, etc. +    - Create a new "faction" for your character and the setting (political, military, religious, academic/scholarly, criminal, terrorist group, etc).   You may or may not still be aligned with this faction. 
-  * Athleticism - Your physical fitness, strength, reaction time, and stamina.   +  - Fill out your Concept:  
-  * Social - Your ability to interact with, observe and influence others.   +    - include a single strength And weakness.   
- +    - You have an additional strength/weakness that you may "Reveal" at any time.   
-Skills range from -2 to +3. -1 is average, 0 is average for a relevant professional, and +3 is bordering on legendary.   +  - Choose your Skills.  Assign: 
- +    - +2, +1, 0, -1, -2  
-Starting, players assign +2, +1, 0, 0, -1 to the skills of their choice+    - or +1, 0, 0, -1 
 +  - Notable equipment.  Discuss if you should own or have access to any notable (uncommon) equipment. 
  
 +===== Basics =====
 +  * Character name
 +  * Character home
 +  * Character faction (present or former)
 +  * Character description
 +  * Player name
  
  
-====== Concept ======+===== Concept =====
  
 Your character is, first and foremost, is defined by their concept.   Your character is, first and foremost, is defined by their concept.  
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 Three cases when deciding if your character has an item/weapon/knowledge/contact/resource/skill Three cases when deciding if your character has an item/weapon/knowledge/contact/resource/skill
-  - It makes a reasonable amount of sense, you have it. +  - It aligns reasonably with your concept: you have it. 
-  - If is a stretch.  Either you don't have it or it comes with some cost.  E.g. -1 to your roll, it's not quite what you need, strings attached, extra cost, etc. +  - It is counter to your concept: you don't have it or cannot perform that particular action.  
-  - It is counter to your concept.  You don't have it or cannot perform that particular action.   +  - It is a stretch:  It comes with some cost.  E.g. -1 to your roll, it's not quite what you need, strings attached, extra cost, etc.  
  
 ==== Strengths and weaknesses ==== ==== Strengths and weaknesses ====
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   * Advanced programming skillset / you have a mobility impairment   * Advanced programming skillset / you have a mobility impairment
  
 +
 +===== Skills =====
 +Actions in this game typically rely on one of the following skills:
 +  * <del>Education - Formal education.  University training, literacy, trade school, etiquette, etc.
 +  * Experience - Training by hard knocks.  Life on the streets, three years in the trenches, intuition, etc.</del>
 +  * Knowledge - Education, literacy, experience, life on the streets
 +  * Grit - Focus, discipline, determination, mental flexibility, attitude, etc.
 +  * Athleticism - Your physical abilities.  Fitness, strength, reaction time, and stamina.  
 +  * Interpersonal - Your social skills.  Ability to interact with, observe and influence others.  
 +
 +(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, and +3 is bordering on legendary.  
 +
 +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.  They sometimes gain a new strength AND weakness, and much less frequently gain a +1 to add to a skill.
  
 ====== Actions ====== ====== Actions ======
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 ==== Basic ==== ==== Basic ====
-generic catch alls.  (TODO need PC vs PC rules and PC vs NPC rules)+Most actions fall into one of two categories.  It is a mostly positive act or a mostly negative act.  This is despite the outcome or the intended provided justification.  (E.g. killing someone to save thousands is still a negative act).   
 + 
 +** this needs a serious rethinking **
  
 ^ Basic action name ^ Succeed/fail ^ vs. PCs ^ vs. NPCs ^ ^ Basic action name ^ Succeed/fail ^ vs. PCs ^ vs. NPCs ^
-| Build up - Heal, repair, comfort, etc  | Success  | ... | ... | +| Build up - Heal, repair, comfort, etc  | Success  | You achieve what you want.  (You and your ally both gain a bonus token) | You get what you want or contribute toward what you want (You gain a success token and a bonus token) | 
-| ::: | Partial  | | | +| ::: | Partial  | Choose: \\ You mostly get what you want (you both gain a penalty token) or \\ You don't quite get what you want (you both gain a bonus token)  | You don't quite get what you want (You gain a success and a failure token) | 
-| ::: | Fail  | | | +| ::: | Fail  | You do not get what you want and the GM tells you what happens.  (You and your ally both gain a failure token). | You do not get what you want or don't contribute toward what you want (You gain a failure token and a penalty token) | 
-| Tear down - Break, injure, sabotage, etc  | Success  | You achieve what you want, and you tell your opponent what happens.  You gain a bonus token, and your opponent gains a failure token  | ... | +| Tear down - Break, injure, sabotage, etc  | Success  | You achieve what you want, and you tell your opponent what happens.  (You gain a bonus token, and your opponent gains a penalty token)  | You get what you want or contribute toward what you want (You gain a success token and a penalty token) | 
-| ::: | Partial  | Choose: You mostly get what you want (you gain a failure token and your opponent gains a bonus token) \\or You neither get what you want (your opponent get a bonus token)   | | +| ::: | Partial  | Choose: \\ You mostly get what you want (you gain a penalty token and your opponent gains a bonus token) \\ or You neither get what you want (your opponent get a bonus token)   | You don't quite get what you want (You gain a success and a failure token) | 
-| ::: | Fail  | You do not get what you want and your opponent tells you what happens.  You gain a failure token and your opponent gains a bonus token.| |+| ::: | Fail  | You do not get what you want and your opponent tells you what happens.  (You gain a penalty token and your opponent gains a bonus token) | You do not get what you want or don't contribute toward what you want (You gain a failure token and a bonus token) | 
 + 
 +Examples 
 +  * Build up - You patch your allies wounds, you provide words of encouragement, you make a new friend, you rescue someone from a dangerous situation 
 +  * Tear down - You embarrass someone, you subvert someone's authority, you injure or kill someone, you sabotage a piece of technology
  
 ==== Special ==== ==== Special ====
   * Narrate - provide details to a character/scene/setting.  As long as they are reasonable, they become reality.  No roll required.   * Narrate - provide details to a character/scene/setting.  As long as they are reasonable, they become reality.  No roll required.
-  * Reveal (i.e. make up) - You provide details to a character/scene/setting that strongly benefit you.  This requires a roll.+  * Reveal (i.e. make up) - You provide details to a character/scene/setting that strongly benefit you.  This requires a roll and likely a flashback scene.
   * 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/hinder - Some actions help or interfere with a future action or concurrent action by another.   Roll and if successful, provide a bonus/penalty (to be used immediately or in the future).     * Assist/hinder - Some actions help or interfere with a future action or concurrent action by another.   Roll and if successful, provide a bonus/penalty (to be used immediately or in the future).  
-  * Escalate - You choose to renew a fight by escalating.  +  * Escalate - You choose to renew a fight by escalating.  The costs of escalating both go up accordingly and likely compound. 
   * <del> Win a fight - you tell your enemies what happens</del>   * <del> Win a fight - you tell your enemies what happens</del>
   * <del> Lose a fight - your enemies tell you what happens</del>   * <del> Lose a fight - your enemies tell you what happens</del>
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 ==== Success/failure tokens ==== ==== Success/failure tokens ====
-Some actions are performed by a group or require multiple rolls.  The GM first decides, based on the number of players, the number of successes required and makes this known.  The players work out a strategy, and the GM lets them know the consequences of failure.  The players all roll and combine their success and failure tokens.  If the number of token matches or exceeds the requirement, the players win.  If below, the players lose.  Regardless of the outcome, failure tokens are given the GM.   Excess success tokens cancel out Failure tokens.  +Some actions are performed by a group or require multiple rolls.  The GM first decides, based on the number of players, the number of successes required and makes this known.  The players work out a strategy, and the GM lets them know the costs of failure.  The players first narrate their actions up to some critical point, all roll and combine their success and failure tokens in the center of the table.  If the number of tokens match or exceed the requirement, the players win.  If below, the players lose.  Regardless of the outcome, failure tokens are given the GM.   Excess success tokens cancel out Failure tokens.  
  
-The GM collects failure tokens and uses them to provide disadvantages to the players.  This includes introducing a security camera to a back alley, blocking off the easy escape route, raising the cost of a particular action, +The GM collects failure tokens and uses them to provide narrative disadvantages to the players.  This includes introducing a security camera to a back alley, blocking off the easy escape route, raising the cost of a particular action, etc.  The GM does not need a failure token to invoke a player's Penalty token.
  
 ==== Bonus/penalty tokens ==== ==== Bonus/penalty tokens ====
  
-Players start each game with 2 bonus and 2 penalty tokens+Each game, a player always has a total of 5 bonus/penalty tokens.  If a bonus is gained or penalty used, exchange a penalty for a bonus.  If a penalty is gained or a bonus used, exchange a bonus for a penalty.  Each game typically starts with 3 bonus and 2 penalty tokens per player or as the GM says.  Only 1 token may be applied for each player's action.  
  
 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.  Spending a bonus generates a penalty token. +  
 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 tokens may be exchanged between players with a narratively appropriate explanation.  Spending a failure generates a bonus token (the exception being if a player takes a -1 and it doesn't change an outcome).  + 
 +Earning tokens : 
 +  * Tokens may be exchanged between players with an appropriate narrative scene or explanation 
 +  * Build up and tear down actions generate tokens.   
 +  * Using a token (initiated by the player or GM) causes the token to be exchanged for the other type.  
  
 ====== Crew roles on ships ====== ====== Crew roles on ships ======
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   * 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/hardness of setting.  (Hard/soft sci-fi,  Magic is rare or commonplace in a fantasy, etc.) 
 +    * specific technologies/magics (FTL is possible/impossible, etc)
 +  * 
 +
  
private/roleplaying/mechanics/genericscifi/front_page.1580657515.txt.gz · Last modified: 2020/02/02 15:31 by admin