Category:Game System (1.31.99.:2-897): Difference between revisions
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|You might get a hit in before initiatives | |You might get a hit in before initiatives | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" style="margin: 0 auto;" | ||
|+Stage 1: Initiative | |+Stage 1: Initiative | ||
|After all participants have been decided, everyone '''roll Initiative''', and go in order from '''highest to lowest'''. | |After all participants have been decided, everyone '''roll Initiative''', and go in order from '''highest to lowest'''. | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" style="margin: 0 auto;" | ||
|+Stage 2: Actions | |+Stage 2: Actions | ||
|At the start of your turn, look at your '''Action Points'''. This is how many actions you have for the entire scene. Check the table below for the list of what it can be used for. | |At the start of your turn, look at your '''Action Points'''. This is how many actions you have for the entire scene. Check the table below for the list of what it can be used for. | ||
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Once you run '''out of actions''', you must use the common stunt '<nowiki/>'''Rest'''<nowiki/>', which trades off your turn for 4 Actions, alternatively, you can use the common momentum stunt ''''Action Momentum'''<nowiki/>', which can be found in the Momentum section. | Once you run '''out of actions''', you must use the common stunt '<nowiki/>'''Rest'''<nowiki/>', which trades off your turn for 4 Actions, alternatively, you can use the common momentum stunt ''''Action Momentum'''<nowiki/>', which can be found in the Momentum section. | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" style="margin: 0 auto;" | ||
!Cost | !Cost | ||
!Action | !Action | ||
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|} | |} | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" style="margin: 0 auto;" | ||
|+Stage 3: Reaction | |+Stage 3: Reaction | ||
|Once an action has been done, this is the target's turn to react, typically in a defense way. | |Once an action has been done, this is the target's turn to react, typically in a defense way. | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" style="margin: 0 auto;" | ||
|+Stage 4: Effects | |+Stage 4: Effects | ||
|If the target's reaction isn't good enough, you deal whatever effects, like damage. | |If the target's reaction isn't good enough, you deal whatever effects, like damage. | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" style="margin: 0 auto;" | ||
|+Stage 5: Totals | |+Stage 5: Totals | ||
|The final stage is making sure you tallied up whatever you had to due to whatever you decided to use. After this is done, end your turn. | |The final stage is making sure you tallied up whatever you had to due to whatever you decided to use. After this is done, end your turn. |
Revision as of 18:51, 11 July 2022
Game Play
Combat; Basic
Gain Bonus depending on action pre-confrontation |
Sneak/Run |
You might get a hit in before initiatives |
After all participants have been decided, everyone roll Initiative, and go in order from highest to lowest. |
At the start of your turn, look at your Action Points. This is how many actions you have for the entire scene. Check the table below for the list of what it can be used for.
|
Once an action has been done, this is the target's turn to react, typically in a defense way. |
If the target's reaction isn't good enough, you deal whatever effects, like damage. |
The final stage is making sure you tallied up whatever you had to due to whatever you decided to use. After this is done, end your turn. |
Momentum
Common Stunts
Crits
Grapples
Inventory
Charisma, Scholars, & Intuition
Statistics
Stealth
Traits
Sheet
Background
Traits
Echelon
Aspects
Stats
Attributes
Status
General
Shinmanaokimagi
Skills
Proficiencies
Effects
Positive
Negative
Trauma
Stunts
CYIN
Inventory
Pnemaology
Needs
Vim
Hunger
100%: Burst;
75%: Stuffed;
50%: Full;
25%: Satisfied;
0%: Not Hungry;
-25%: Peckish;
-50%: Hungry
-75%: Famished;
-90%: Ravenous; -100%: Starved;
Thirst
100%: Drowned;
75%: Flooding;
50%: Full;
25%: Satisfied;
0%: Content;
-25%: Dry; Nothing
-50%: Thirsty; Dizziness
-75%: Mild Dehydration; Fainting
-90%: Moderate Dehydration; Organ Damage -100%: Severe Dehydration; Death
Temperature
100%: Boiled;
90%: Heatstroke;
75%: Hotter;
50%: Hot;
25%: Warm;
0%: Perfect;
-25%: Chilly;
-50%: Cold;
-75%: Colder;
-90%: Frost Bite; -100%: Frozen;
Vitiation
Bio Tissue
Infection
0%: Sterile;
Completely clean, with almost no trace of infection.
25%: Tainted;
50%: Contaminated;
75%: Vitiated;
90%: Infected;
After reaching this, unless lowered, it gradually raises until you've turned. 100%: Turned;
Once you've reached 100% infection, you've turned.
Corruption
Vivacity
Sanity
100%: Psychopath;
90%: Psychosis;
75%: Disconnected;
50%: Disturbed;
25%: Warm;
0%: Sane;
-25%: Cold;
-50%: Disturbed;
-75%: Disconnected;
-90%: Psychosis; -100%: Sociopath;
Hollowed
Degradation
Pages in category "Game System (1.31.99.:2-897)"
The following 5 pages are in this category, out of 5 total.