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tinkering_deck [2022/01/08 15:55] 127.0.0.1 external edit |
tinkering_deck [2022/01/09 19:59] (current) katie |
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| ====== Tinkering Deck ====== | ====== Tinkering Deck ====== | ||
| - | This mechanic is WORK IN PROGRESS. | + | The Tinkering Deck is a deck of cards that governs how powerful and successful a [[Specialist|Specialist' |
| - | + | ||
| - | The Tinkering Deck is a deck of cards that governs how powerful and successful a Specialist' | + | |
| For the purposes of Playtesting, | For the purposes of Playtesting, | ||
| - | * The Ref has a deck of cards. | + | * The GM has a deck of cards. |
| - | * The Tinkerer may choose to DRAW another card or STICK with the value they have. Aces are high. | + | * The Tinkerer may choose to DRAW another card or STICK with the value they have. |
| - | * If a picture card is drawn, a side effect will occur for the Tinkerer. | + | * If a picture card is drawn, a side effect will occur for the Tinkerer. |
| - | * If the value exceeds | + | * Aces are 1. |
| - | * If the value is below 16, the Tinkering | + | |
| - | * If the value is between 16 and 20, the Tinkering succeeds with any additional consequences from picture cards. | + | ^ Value ^ Result ^ Consequences ^ |
| - | * If the value hits 21 exactly, the Tinkering succeeds with no additional consequences. | + | | < 16 | Failure | None | |
| + | | 16 - 18 | Minor Success | Occur | | ||
| + | | 19 - 20 | Major Success | Occur | | ||
| + | | 21 | Perfect Success | None | | ||
| + | | > 21 | Catastrophic Failure | Occur | | ||
| + | |||
| + | ==== Results ==== | ||
| + | * **Failure** - it didn't work, nothing happens | ||
| + | * **Minor Success** - some of what was being attempted works, equivalent power of gaining three additional calls for use over the rest of the Mission. | ||
| + | * **Major Success** - all of what was being attempted works, equivalent power of gaining an additional call per encounter for the rest of the Mission. | ||
| + | * **Perfect Success** - all of what was being attempted works, with an additional positive side effect decided by the GM. | ||
| + | * **Catastrophic Failure** - what was being attempted | ||
| + | |||
| + | ==== Consequences ==== | ||
| + | |||
| + | * Consequences are mechanical or roleplaying effects that add a twist to the roleplaying of the Tinkerer for 2-3 Encounters. | ||
| + | * These can either be taken from a list of options or created on the spot. | ||
| + | * Examples: | ||
| + | * You are incapable of speaking more than 5 words in a sentence at a time. | ||
| + | * Your maximum | ||
| + | * When you take a STRIKEDOWN, you must stay on the ground for 3s. | ||
| + | * When you take a PUSH you arc uncontrollably to the left. | ||
| + | * Whenever you call PING you must also call YOU: PEW at an ally. | ||
| + | * Your pool of MISS from being in cover is reduced by 1. | ||
| + | * All food tastes bad. | ||
| + | * The first time someone makes a call in an encounter take an EFFECT: TERRIFIED from them. | ||
| + | * Whenever someone is subject to BLAST take an EFFECT: DEAFENED. | ||