update from sparkleup

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Madison Scott-Clary 2023-07-15 15:52:40 -07:00
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1 changed files with 4 additions and 4 deletions

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<p>When someone succeeds (with a 10+ or a 7-9) on a Taking Action <!-- make sure this is the phrase --> roll, itll sometimes make sense to represent their success with a number of resource points. For example, if someone tries to read a persons facial expressions and determine their true intent in a conversation, they might make a roll. If they get a 10+, the MC might determine that they have 3 conversation points, and they can spend those points 1-for-1 to get answers about the characters motivations and goals during the conversation. Resource points are always given a name and function at the time they are awarded. In most cases, resource points should be temporary, lasting until the end of a scene or situation.</p>
<p>Sometimes, succeeding on a Taking Action roll means that the PC is set up for future successes. In these cases, the MC can award a +1 bonus that the PC can apply to their next roll. The player should mark that bonus on their character sheet.</p>
<h4 id="helping-and-hindering">Helping and hindering</h4>
<p>When you help someone or hinder a player character, roll your relationship stat with that person. On a 10+, add or subtract 2 from their roll. On a 7-9, the MC will name a cost; if you accept the cost, add or subtract 2 from their roll.</p>
<p>When you help someone or hinder a non-player character, roll your relationship stat with that person. On a 10+, they either succeed or fail your choice. On a 7-9, the MC will name a cost; if you accept the cost, they either succeed or fail your choice.</p>
<p>When you help someone or hinder a player character, roll your <em>leverage</em> stat with that person. On a 10+, add or subtract 2 from their roll. On a 7-9, the MC will name a cost; if you accept the cost, add or subtract 2 from their roll.</p>
<p>When you help someone or hinder a non-player character, roll your <em>leverage</em> stat with that person. On a 10+, they either succeed or fail &mdash; your choice. On a 7-9, the MC will name a cost; if you accept the cost, they either succeed or fail &mdash; your choice.</p>
<h4 id="savvy">Savvy</h4>
<p><em>Savvy</em> moves are those that specifically deal with the System itself. While these essentially boil down to being the same as taking an action, they&rsquo;re called out here due to each of them having setting-specific implications.</p>
<h5 id="forking-and-quitting">Forking and quitting</h5>
<p>An integral part of life on the System is forking, where individuals may create a copy of themselves, whether for a task or to live out on their own. Optionally, that fork may <em>quit</em> and <em>merge</em> back down, wherein the initial individual (known as the <em>downtree instance</em>) receives all of their memories.</p>
<p>An integral part of life on the System is forking, where individuals may create a copy of themselves, whether for a task or to live out on their own. Optionally, that fork may <em>quit</em> and <em>merge</em> back down, wherein the initial individual (known as the <em>downtree instance</em>) may receive their memories.</p>
<p>Given the importance of being able to fork, this can play a large role in gameplay, and some players, depending on their <em>dissolution strategy</em>, may fork quite often.</p>
<p>After the early 2200s, forking on the System is essentially free, incurring only a small <em>reputation</em> cost. However, the dissolution strategy plays a role in one&rsquo;s ability to fork and merge.</p>
<ul>
<li><em>Dispersionistas</em> fork and merge easily and frequently. There&rsquo;s no in-game mechanics cost to them forking, as long as the time period in which the game is set is after the early 2200s, meaning that the number of dispersionistas on the System rapidly increased after that date. Their root instance is usually tagged <em>#Root</em>. <em>Not</em> forking often goes against the character&rsquo;s principles, but is occasionally required for the situation at hand. Dispersionistas can wind up quite batty given the incredible build-up of memory that their down-tree instances can wind up with.</li>
<li><em>Trackers</em> fork to track specific tasks, relationships, or trains of thought. These forks may be long-lived, but they merge down-tree with some frequency so that their down-tree instance (usually the <em>root instance</em>) can keep track of all of the different threads that their tracking. Their root instance is usually tagged <em>#Tracker</em>. Given that the idea of letting a long-lived instance individuate beyond a certain point and lose their shared identity, letting a fork linger too long goes against their strengths, as can not forking at all. While this memory does build up within trackers, it plays far less of a role in affecting stability as it does in dispersionistas.</li>
<li><em>Trackers</em> fork to track specific tasks, relationships, or trains of thought. These forks may be long-lived, but they merge down-tree with some frequency so that their down-tree instance (usually the <em>root instance</em>) can keep track of all of the different threads that they&rsquo;re tracking. Their root instance is usually tagged <em>#Tracker</em>. For trackers, the idea of letting a long-lived instance individuate so much that they lose their shared identity goes against their strengths, as can not forking at all. While this memory does build up within trackers, it plays far less of a role in affecting stability as it does in dispersionistas.</li>
<li>The most conservative of strategies, <em>taskers</em> fork rarely (if at all), and then usually to accomplish only one or two tasks. Their root instance is usually tagged <em>#Core</em>. Having to fork more often than that is incredibly uncomfortable and would work counter to the character&rsquo;s way of life. That said, taskers maintain the strongest sense of self and, with so little divergent memory, remain some of the sanest on the System.</li>
</ul>
<p>((Stating that one is forking))</p>