From afe0a99709a0259463e449f57b732aac2c158215 Mon Sep 17 00:00:00 2001 From: Madison Scott-Clary Date: Sat, 15 Jul 2023 15:52:40 -0700 Subject: [PATCH] update from sparkleup --- writing/post-self/pbta.html | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/writing/post-self/pbta.html b/writing/post-self/pbta.html index 43e4b0e3e..74f47e0b7 100644 --- a/writing/post-self/pbta.html +++ b/writing/post-self/pbta.html @@ -550,17 +550,17 @@

When someone succeeds (with a 10+ or a 7-9) on a Taking Action roll, it’ll sometimes make sense to represent their success with a number of resource points. For example, if someone tries to read a person’s 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 character’s 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.

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.

Helping and hindering

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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.

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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.

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When you help someone or hinder a player character, roll your leverage 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.

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When you help someone or hinder a non-player character, roll your leverage 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.

Savvy

Savvy moves are those that specifically deal with the System itself. While these essentially boil down to being the same as taking an action, they’re called out here due to each of them having setting-specific implications.

Forking and quitting
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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 quit and merge back down, wherein the initial individual (known as the downtree instance) receives all of their memories.

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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 quit and merge back down, wherein the initial individual (known as the downtree instance) may receive their memories.

Given the importance of being able to fork, this can play a large role in gameplay, and some players, depending on their dissolution strategy, may fork quite often.

After the early 2200s, forking on the System is essentially free, incurring only a small reputation cost. However, the dissolution strategy plays a role in one’s ability to fork and merge.

((Stating that one is forking))