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private:roleplaying:mechanics:genericscifi:front_page [2020/02/02 16:20]
admin [Success/failure tokens]
private:roleplaying:mechanics:genericscifi:front_page [2020/03/07 17:30] (current)
admin
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 ===== Starting your character ===== ===== Starting your character =====
   - Fill out the Basics   - Fill out the Basics
-    - Create a new "home" for the setting (country, space station, island, city, planet, alternate dimension, etc) +    - Create a new "home" for your character and the setting (country, space station, island, city, planet, alternate dimension, etc) 
-    - Create a new "faction" for the setting (political, military, religious, academic/scholarly, criminal, terrorist group, 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. 
-  - Fill out your Concept +  - Fill out your Concept:  
-  - Choose your Skills.  Start with +2, +1, 0, -1, -2+    - include a single strength And weakness.   
 +    - You have an additional strength/weakness that you may "Reveal" at any time.   
 +  - Choose your Skills.  Assign: 
 +    - +2, +1, 0, -1, -2  
 +    - or +1, 0, 0, -1
   - Notable equipment.  Discuss if you should own or have access to any notable (uncommon) equipment.    - Notable equipment.  Discuss if you should own or have access to any notable (uncommon) equipment. 
  
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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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   * Physically attractive / You struggle with multitasking   * Physically attractive / You struggle with multitasking
   * Advanced programming skillset / you have a mobility impairment   * Advanced programming skillset / you have a mobility impairment
- 
  
  
 ===== Skills ===== ===== Skills =====
 Actions in this game typically rely on one of the following skills: Actions in this game typically rely on one of the following skills:
-  * Education - Formal education.  University training, literacy, trade school, etiquette, etc. +  * <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.+  * 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.   * Grit - Focus, discipline, determination, mental flexibility, attitude, etc.
   * Athleticism - Your physical abilities.  Fitness, strength, reaction time, and stamina.     * Athleticism - Your physical abilities.  Fitness, strength, reaction time, and stamina.  
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 +===== 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 ====
-Most actions fall into one of two categories.  It is a mostly positive act despite the intended outcome.  It is a mostly negative despite the outcome.  +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 ** ** this needs a serious rethinking **
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 ==== 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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 ==== 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.1580660434.txt.gz · Last modified: 2020/02/02 16:20 by admin