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Scattershot presents: Just the Mechanix
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Topic: Scattershot presents: Just the Mechanix (Read 9081 times)
Le Joueur
Member
Posts: 1367
Scattershot presents: Just the Mechanix
«
on:
January 31, 2002, 12:46:41 PM »
These are Scattershot's
Mechanix
isolated from its
Techniques
.
(See glossary for the descriptions of italics items throughout.)
The basic idea is the
Techniques
explain how to use the
Mechanix
.
SOLO PLAY
- Solitaire
Play
is anything you do separate from the
Group
. You then make decisions and changes to only the things you are the
Proprietor
for. Dice usage (other than to generate
Detail
) is avoided.
Creating/Evolving a
Character
- There are no limits on
Development Points
for initial
Persona
creation.
Players
may elect to set their own starting limits, either independently or by
Group Consensus
. These can include things like development-point challenges, thematic bias, limitations arising from
Genre Expectations
, or et cetera. The
Gamemaster
is not allowed to place starting point restrictions on anyone other than their
Regular Characters
. Later points are purchased using
Experience Dice
. When joining the
Group
, relevant activities that occurred during Solo Play will be shared. Any efficacy overlap created during this
Play
should be negotiated before shared
Play
begins.[/list:u]
GENERAL PLAY
- During General
Play
no
Mechanics
are used. Ratings are treated simply as guidelines used mostly when unusual or notable. Whatever the
Speaker
says is what happens in the
Game
at the moment they say it.
Play
passes between
Players
in no formal order and at no specific time interval. The
Speaker
is the
Proprietor
for any element they introduce into the
Game
(unless they pass it to someone else, like the
Gamemaster
). A
Speaker
should be careful when affecting anything another
Player
is the
Proprietor
of (no permanent changes are allowed without at least the tacit approval of the
Subject's
Proprietor)
. Specific
Play
may be called for any time there is disagreement over the direction the
Narrative
is taking or to suggest
Challenges
.
©2002 Fang Langford and Impswitch
Logged
Fang Langford is the creator of
Scattershot presents: Universe 6 - The World of the Modern Fantastic
. Please stop by and help!
Le Joueur
Member
Posts: 1367
Specific Play
«
Reply #1 on:
February 08, 2002, 08:55:57 AM »
SPECIFIC PLAY
- In Specific
Play
, the
Mechanics
are infrequently used, mostly to create
Detail
, to support tension (by the introduction of uncertainty), to negotiate contended
Narrative
direction, or for other
Players
to offer
Challenges
.
Play
still passes between
Players
in no particular order or rate.
Ratings
- These represent the capacities for Action.
[*]
Statistics
- Every
Character
in the
Game
has them and they begin with a base Rating of 10 (which is the same as 8 plus development points spent - 12 implied points are already spent here).
[*]
Strength
- This is the
Magnitude
Stat of raw muscle power Action.
[*]
Agility
- This is the Stat for
Invoked Immediate
or
Involved
untrained physical prowess Actions.
[*]
Hit Points
- Not a measure of a
Character's
health, this is actually the
Resource
Stat managed during battle and represents the collection of any physical hindrances of one's ability to fight. When they're gone, you don't have 'any fight in ya.'
[*]
Reaction
- An
Invoked Reactive
Stat Rating, this is the
Character's
effective 'response time.'
[*]
Observation
- This is the
Invoked Immediate
or
Involved
Stat for gathering relevant information from sensible sources. How much may be 'searched' in once Action is indexed on the
UE Chart
.
[*]
Power
- Power is the
Magnitude
Rating for most Special Abilities (and sometimes also functions as the
Resource
Rating powering the same, depending on the listing).[/list:u]
[*]
Free Skills
- Not fully counted as Ratings (for minimum cost purposes) because of their limited
Opportunity
and usability. These optional
Invoked
Ratings are listed as a 'laundry list,' that has a special cost of up to 5 Free Skills for each development point spent. The starting level of each Free Skill is given on that list. Any increases are at normal cost (+1 for each development point).
[*]
Skills
- These are also optional
Invoked
Ratings as listed. Easy Skills cost 11+development points spent on them, Intermediate cost 10+points, Difficult are 9+ (and so on for Exceptional, Renowned, Incredible, Nigh Impossible, and Legendary, which apply mostly to Special Ability listings). Each Skill listing gives predetermined
Time/Quantity/Opportunity
limits,
Scope
/
Duration
bases, and information on 'how to
Default
to the Skill.' Talent and training are purchased identically (after which they are combined) differing
only
in the
Character's
description and with the
Detail
created during the
Application Phase
of Resolution.
[*]
Special Abilities
- These are genre-specific, extra-normal abilities. They are generally tied to the Power Stat to determine 'how much' they may affect (indexed on the
UE Chart
during
Persona
creation/evolution).
[*]
Superpowers
- These flashy inhuman abilities are used mostly beyond hand's reach. Each power's narrowly defined effects are determined at time of the
Persona's
creation/evolution. They don't normally require Power expenditure.
[*]
Magic
- This is the ability of producing nearly any effect imaginable made possible by expending Power (in its
Resource
facility). Their practice is usually thematically restricted.
[*]
Spells
- These narrow-use, discrete abilities are set during
Persona
creation/evolution and rarely require expending Power. They are most often 'purchased' from schedules using a simple cost incentive system.
[*]Please ask for further samples from other genres of interest.[/list:u]
[*]
Advantages/Disadvantages/'Character'
- These frequently offer
Residual
modifiers in situations that they relate to. They also may function as a specialization of efficacy or deficiency (For example; 'Dexterity' is +1 Agility with the hands; 'Can't Cook' eliminates food preparation
Defaults
). They are also used as
Characterization
guidelines for post-
Session Experience Dice
Rewards.
[*]
Modifiers
- These bonuses (or penalties) are added (or subtracted, respectively) to a Rating at the end of the
Opportunity Phase
of Resolution when unraveling
Question
. They represent variations of difficulty due to the situation in
Play
.[/list:u]
Resolution
- Resolve
Question
with Actions. In the following three
Phases
, an Action is begun in the
Opportunity Phase
, impartially concluded in the
Decision Phase
, and becomes a part of the
Narrative
during the
Application Phase
.
Choose
- Pick an Action for your
Persona
during the
Opportunity Phase
of your
Persona's Opportunity
. When you indicate this Action, the
Persona
is actually starting to do it in the
Narrative
. This Action cannot imply any kind of response on its
Subject's
part. (You could throw a 'boot to the head,' but you cannot 'kick their teeth in' because it implies their teeth will be there, waiting.) Choose the Rating that most suits this Action and combine that Rating with the appropriate modifiers to best approximate the chosen Action.
MIB
numbers
- Uncertainty and impartiality are introduced in the
Decision Phase
of resolution by rolling dice. From the above modified Rating, subtract the sum of 2d10 to get the
M
ade-
I
t-
B
y (or
M
issed-
I
t-
B
y, when the difference is negative) number. This is the numeric measure of the
quality
of success of an Action and is used to determine the impact of the Resolution on the
Narrative
.
Adding/Subtracting
Experience Dice
- You may alter any
MIB
number by applying
Experience Dice
to it.
Anyone
who observes a
MIB
roll may contribute, regardless if they have a
Persona
who is a party to the Action or not (even by preempting the actual
MIB
roll with their
Experience Dice
).
Experience Dice
are rolled and their face value is added
or subtracted
to the
MIB
as the die roller sees fit
. If you don't do well enough, go ahead and roll another; this may lead to 'bidding wars' where one
Player
adds an
Experience Dice
then another subtracts one and then the first adds another, and so on. Once all the dice have landed and been totaled, the
Decision Phase
ends; this is how the basic
MIB
number is determined.
'Rules of Engagement'
- When your
Persona
performs an Action that includes another, you are
Engaging
them. You can't do something
to
someone else's
Persona
unless you do it
with
their
Player
, and their
Persona
is called the
Resistor
(even when they offer no resistance). You decide only your
Persona's
portion of the interaction, the other
Player
decides their
Persona's
reaction, at times a contested
MIB
roll is needed to resolve whose Action takes precedence and 'defines' the resulting interaction.
Contested rolls
- During the
Opportunity Phase
, the active
Resistor
may decide to oppose the Action being resolved (when their
Persona
can and does perform another Action to
Complicate
or counter this Action) and thus also rolls a
MIB
number. Both parties have stated their Actions during the
Opportunity Phase
, now the rolls and
MIB
totals (including any
Experience Dice
) of both are done simultaneously during the
Decision Phase
so that the basic
MIB
numbers may be called out at roughly the same time. After that, subtract the
Resistor's
MIB
number from
Actor's
to get the
R
esultant
MIB
(
RMIB
) number. An
RMIB
is treated exactly like any other
MIB
during the
Application Phase
.
Note; if the Resistor's
MIB
is negative,
do not
subtract! Instead, simply take the Actor's
MIB
for the
RMIB
.
Buy a Success/Spend a Success
- During
Application Phase
, you may alter the results by adding or subtracting to the 'raw'
MIB
total based on how it relates to the
Narrative
. Both sides in a Contested roll may do this.
[*]You may buy a
MIB
up to 0 (minimal success) or higher by introducing
Challenges
for your
Persona
. Each
Challenge
taken adds 1 to the
MIB
. The maximum number of
Challenges
is equal to the
Epic Index*
number.
[*]If you have a high enough success, you may 'spend'
MIB
points on
Benefits
, 1
Benefit
per point spent. Every point the
MIB
number is higher than the
Critical Juncture
number is automatically taken as
Benefits
, see below.[/list:u]
Deciphering
MIB
numbers
- Following all the adjustments, the remaining
MIB
number defines the amount of impact the Action has upon the Narrative. Consider the range of possibilities between the greatest degree of success and the worst failure. The
Critical Juncture
threshold affects all exceptional rolls; if the positive
MIB
number equals or exceeds
Critical Juncture
, it is called a
Telling Blow
. If the
M
issed-
I
t-
B
y number is lower than minus the
Critical Juncture
number it is a
Catastrophic Failure
. Between those are a number of degrees of success and failure as created by
Mechanical
results and
Proprietor Narrative
descriptions.
Interpreting Contested Actions or
RMIB
numbers
- Once the
RMIB
has been settled, the Actions of the two (or more) participants in the contest are commingled. A positive
RMIB
means the Action that initiated the Contest determines the result; the more positive it is, the more the
Actor's
Action overshadows the whole interaction. The more negative the
RMIB
is, the more the
Resistor's
Action characterizes the result; neither is completely ignored, but their portion of the synthesis is determined by the
RMIB
. An
RMIB
of 0 means the Action succeeded by only the tiniest of margins, possibly a pyrrhic victory; this result usually has little
Mechanical
impact on the
Narrative
(except the
Challenges
taken by both sides). Contested Actions are also affected by
Critical Junctures
only when one of the initial
MIB
numbers succeeds the
Critical Juncture
threshold in the first place.
Critical Junctures
- When a
Telling Blow
is scored, the
Proprietor
of the
Subject
(or recipient
Persona
) is compelled to improvise additional colorful and long-term consequences (lasting at least to the end of the
Session
). This may include adding additional disadvantages to a
Persona
(accounted for indexing the
MIB
on
UE Chart
facet of 'Points,' which is usually 1), accounting for each additional point as either
Residual
Challenge
for the
Subject
,
Benefits
for the
Actor
(one of the customary uses is turning them into
Combat Advantage
against the
Subject
), or other in-
Play
effects. For a
Catastrophic Failure
, the
Player
of the
Actor
must do the same for themselves.
Results
- In order to determine the
Mechanical
result, a number of different choices are available. The
MIB
(or
RMIB
) number may be multiplied by a
Factor
before subtracting it from a
Resource
Rating (the
Factor
is indexed from
UE Chart
using the
Magnitude
Rating for that Action). The Action may create a
Residual
modifier (equal to the index of the
MIB
on
UE Chart
facet of 'Bonus,' most often this is just a 1). It may be used simply as a numerical scalar of results. Or any combination of these, as the
Player
of the
Actor
decides. Results are applied in the
Narrative
at the end of the
Application Phase
. Calculated penalties for reduced
Resource
Ratings do not take affect until the next 'lull' (like the return of Specific or General
Play
at the end of
Mechanical
Turn Sequencing).
Damage
- If you're simply using fists, the
RMIB
is the damage, pure and simple. If you have unusual Strength (outside of the 9-11 range, see the
UE Chart
elsewhere in this forum), you will multiply the
RMIB
by the Multiplier indexed on the
UE Chart
. (This isn't as calculation intensive as it might first seem; because you know the
Critical Juncture Threshold
ahead of time you can precalculate your damages. For example, in pulp fantasy novel style play, I'd suggest a
Critical Juncture
of 6 or 7; a 13 Strength yields damages of 0, 2, 3, 5, 6, 8, or 9, Scattershot rounds everything normally. Note this on your
Persona Sheet
.) Weapons offer a straight addition to the
RMIB
prior to multiplication. (For now use dagger +1, short sword +2, long sword +3, and similar.)
What about wounds? Well, in Advanced Scattershot, wounds are a
Detail
tracked by notation and there are guidelines based on hit location, protection, and attack. In Intermediate Scattershot, you simply suffer from generally whatever was thrown at you; a sword fight means cut wounds. In Basic, you're just hurt.
Protection
- If you spent
Development Points
on armor or the like (such as a power based on your
Persona's
Power), you can look up the rating of it in the Bonus column on the
UE Chart
; otherwise each piece (or suit in the Basic game) was given a static Rating during
Persona
Solo play. This is simply subtracted from the Multiplied
RMIB
(so far).[/list:u][/list:u]* These are in dire need of renaming; any advice is greatly appreciated. Advice on renaming any of the items in the glossary is also greatly appreciated.
©2002 Fang Langford and Impswitch
Logged
Fang Langford is the creator of
Scattershot presents: Universe 6 - The World of the Modern Fantastic
. Please stop by and help!
Le Joueur
Member
Posts: 1367
Mechanical Play/Rewards
«
Reply #2 on:
June 21, 2002, 11:49:56 AM »
MECHANICAL PLAY
- This is the most rigidly formalized type of
Play
. It is most often used for combat, but not always, other possible uses include things like generating
Detail
with the strict timing of events, for tension, and the ever popular chase scene.
Turn Sequencing
- One of the main features of
Mechanical
Play
is rigid sequencing of how
Players
take their turns.
Scope
/
Duration
- always keep in mind that
Mechanical
turn sequencing is most appropriate for
Immediate Durations
on the
Individual Scope
level. Shift the
Scope
up at least one level if the number of
Characters
equals or exceeds twice the number of
Players
.
Combat Initiative
-
Melee
does not begin with the first 'swing.' Whichever
Player
makes the decision (during General or Specific
Play
) that
Melee
is unavoidable calls for the shift to
Mechanical
Turn Sequencing, and their
Persona
takes the first Turn (even the
Gamemaster
. This often precipitates hasty in-game battle preparations and the like, but these then occur during the early parts of
Mechanical Play
. Whoever seizes this initiative might be ready first.
Rounds/Turns
- Each
Player
may conduct 2
Immediate
Actions (or some
Involved
Actions) for each Turn of every
Persona
they have. After the each
Player
finishes all of the Actions that they wish for all their
Personae's
Turns,
Play
passes to that
Player's
right. After every
Persona
has had their turn,
Play
'completes' the circle and returns to the initial
Player
who takes their
Personae's
next turns. Once around the circle of the entire
Group
is called a Round.
Immediate
Actions
- These are the units of activity for the
Characters
during
Mechanical
play. Each listing for a Rating defines what kinds of Actions may be performed with it. Most
Characters
may move up to 7 yards running as an Action. Other Actions are usually resolved with
MIB
rolls.
Free Actions
- These do not really count as Actions. They don't weigh heavily enough on the time requirements for Actions and often occur simultaneously with them. These include things like Looking Around (
Invoking
an Observation roll), Dropping an Item, Falling Down, Moving a few steps (about a yard), making a Soliloquy, Changing the application of a Special Abilities already in use, the Last-Ditch Dodge (at a -2 penalty), or any other act accepted as 'Free' by the
Group
during
Play
. A
Character
may perform as many Free Actions as the
Epic Index*
number during each round. Except in
Cinematic
Games
, no more than one of each kind may be performed each round by a
Character
. These may even be performed during another
Character's
turn. If desired, an Action may be expended specifically to restore the full capacity to perform these Free Actions a second 'cycle' during the round.
Forfeiting
- When another
Persona Engages
yours on their turn (and your
Persona
hasn't done this twice already), you may forfeit one of their upcoming Actions and perform a
Reactive
Action. This may lead into a series of Following Actions.
Following Actions
- During
Melee
an
Engaged
Persona
may perform an
Involved
Action that works like a series of attacks, defenses, and movements but only count as one Action. Each included attack is treated as a separate
Engaging
Action where necessary. Such a
Flurry
of Actions continues (along the lines predetermined by the ability 'scripting' it) until an attack 'hits' (from either
Engaged
combatant) or there is an
Interruption
. A
Flurry
can last for no more 'Actions' than as many as the
Epic Index*
number of the
Game
.
Combat Advantage
- The
Detail
of some Actions (and some Free Actions) may create an Advantage for one combatant in
Melee
. Because these are too diverse to list, we divide them into three categories: you can Seize, Hold or Check an Advantage. Each significant Advantage you hold against your foe (up to a maximum of the
Epic Index*
in number) is a continual
Residual
penalty (after the Action that resulted in it) of 1 to all of the
Subject's
rolls. Each Advantage Checked by foe eliminates 1 point of this penalty. Changing who you have
Engaged
in combat with erases any Advantage you hold against others.
Here are some examples to get you started:
Seizing the Advantage (where none was had before):
[*]Having the foe
Yield
it to you.
[*]
Take the Lead
when foe seriously falters.
[*]Having (and using) better
Reach
.
[*]Take the
Upper Hand
after a good hit or when foe must Dodge as the Last Resort.
[*]For an
All-Out Attack
(with no thought for defense).
[*]By
Finding an Opening
when foe's defense versus Feint is poor enough (less than 0).[/list:u]
Holding the Advantage (when you already have some):
[*]
Cornering
your foe.
[*]
Focusing
on them (you are thus
Off-Guard
to all else).
[*]
Pressing Your Attack
by 'advancing' into it.
[*]
Take the High Ground
.[/list:u]
Checking the Advantage (that is held against you):
[*]An
Upset
happens when a foe makes a crucial mistake and it erases all previous Advantage (such as a
Catastrophic Failure
).
[*]
Backing Off
(good against
Pressed Attacks
).
[*]
Focusing
on your foe (thus you are
Off-Guard
to all else).
[*]
All-Out Defense
(leaving the only Actions possible as defense or movement)
[*]
Take the High Ground
.
[*]Trick your foe into
Yielding
it to you (like the old 'sand in the eyes' trick); this also erases all previous Advantage.[/list:u][/list:u][/list:u][/list:u]
REWARDS
-
Personae
receive Rewards for what they do as consequence of their actions within the context of the
Game
.
Players
receive Rewards of
Experience Dice
for things that make the
Game
enjoyable for much of the
Group
(whether during
Play
or not). Infrequently the separation between these will blur for explicit reasons described in the
Techniques
section. The enjoyment
Players
give themselves is its own reward.
These rewards follow the set listed in a
Game's Genre Expectations
. There are four basic ways these come about:
Instant Rewards happen any time, all the time.
[*]'Cool beans' awards for doing stuff that's...well, cool.
[*]Gimmes for a (personal or global)
Genre Expectations
'out to get you.'[/list:u]
Genre Expectations
can also get used 'As a Hammer.'
[*]Get them for 'counting coup' on the
gamemaster's
forgetfulness.
[*]Plot Devices (Payback for when you create them for the sake of the
Genre Expectations
)
[*]Deus ex machina (again, Payback)
[*]"Anyway..." ('cutting to the chase' when the game wanders away from the
Genre Expectations
)[/list:u]
Payback Time: when you spend 'em to get 'em.
[*]Refunds (with interest for getting things 'back on track' with the
Genre Expectations
)
[*]Payback for properly cuing parts (plus the Keepers)[/list:u]
You also get rewards for having 'aspirations' to the
Genre Expectations
[*]Use Gimmes when 'playing into them.'
[*]Payback for withdrawing a 'question that must not be asked.'[/list:u][/list:u]
©2002 Fang Langford and Impswitch
Logged
Fang Langford is the creator of
Scattershot presents: Universe 6 - The World of the Modern Fantastic
. Please stop by and help!
Le Joueur
Member
Posts: 1367
Glossary
«
Reply #3 on:
June 21, 2002, 11:52:52 AM »
GLOSSARY
:
[*]
Actor
- The
Character
performing an Action (possibly contested by a
Resistor
).
[*]
Application Phase
- The last
Phase
of any resolution,
MIB
numbers are converted into
Narrative
consequences.
[*]
Applications of a Ratings
- These determine how a Rating can be applied in
Play
. They are
Instantaneous
,
Reactive
, or
Residual
in nature (see the specific listings).
[*]
Benefit
- Anything that makes a result 'better.'
Mechanical Benefits
include all of the time/
Quantity
/
Opportunity
limits, for example, are
Subject
goes farther,
Subject
goes faster, effect covers more area, as effect lasts longer (or lesser if that's better), affects more points, gives higher bonus, affects more
Subjects
, has a higher
Factor
, or 'sifts' more information.
Benefits
may also improve
Scope
/
Duration
bases for an Action. Lastly, anything that notably suits the circumstances of
Play
, but are not
Mechanical
in nature.
[*]
Catastrophic Failure
- Happens when a
MIB
(or
RMIB
) falls at or below the
Critical Juncture
number in the negative (for example, if the
Critical Juncture
number is 7 a
MIB
of -7, -8, or less is a
Catastrophic Failure
). The
Player
of the
Actor
creates these additional results the same way a recipient does for a
Telling Blow
.
[*]
Challenge
- Anything that makes a result more difficult.
Mechanical Challenges
include all of the time/
Quantity/Opportunity
limits, for example, are
Subject
doesn't get as far,
Subject
doesn't go as fast, effect covers less area, Action takes longer (or lasts for less time if that's worse), affects fewer points, gives lower bonus, affects fewer
Subjects
, has a lower
Factor
, or 'sifts' less information.
Challenge
may also decrease
Scope
/
Duration
bases for an Action. Lastly, anything that suits the circumstances of
Play
notably, but are not
Mechanical
in nature, may also count.
[*]
Character
- Any active element in the
Game
.
Players
invest a lot of time, effort, and passion creating a special kind of
Character
called a
Persona
; as their primary contact point in the
Game
,
Proprietary
issues should be closely adhered to in their case.
[*]
'Character'
- Advantages and Disadvantages of small
Mechanical
impact on the
Game
, these are used more as the basis of
Characterization
Rewards. The cost of these is a single development point for up to 5
'Character'
elements
[*]
Characterization
- The fashion in which a
Player
represents their
Persona
. This is expected to be consistent with the information on the
Persona Sheet
.
[*]
Cinematic
- A type of
Game
where the
Narrative
is characterized as nearly cartoon-like in quality as in many B-movies.
[*]
Consensus
- See the
Techniques
for more explanation of how the
Group
can reach
Consensus
especially using
Solomon's Auction
in case of dispute.
[*]
Critical Junctures
- Chosen before the
Game
begins, the
Critical Juncture
is the numerical limit past which (the MIB number equals or exceeds
Critical Juncture
, positive or negative) the
Proprietor
of the
Subject
is compelled to improvise additional colorful and long-term results. For positive results this is called a
Telling Blow
, for negative it's a
Catastrophic Failure
. The sum of the
Critical Juncture
threshold and the
Epic Index
* must not exceed 10.
[*]
Decision Phase
- The middle
Phase
of resolution, this is when the dice are used to impartially generate the basic
MIB
number that defines the results of the Action being resolved.
[*]
Defaulting
- Modifying a Rating possessed, but not directly related to, an Action your
Persona
has no ability for (usually with a penalty). For abilities your
Persona
cannot even approximate; Easy abilities
Default
to a roll 11 or less, for Intermediate to a roll 10 or less, and for Difficult, 9 and under; there are also
Opportunity
limitations as listed for each skill to be
Defaulted
to. (
Defaulting
between
Scope
levels is an extra -1.)
[*]
Detail
- Information and
Play
that increases the interest and enjoyment of the
Game
.
Mechanical Detail
includes all of the time/
Quantity/Opportunity
amounts, as well as, for example, how far a
Subject
goes, how fast a
Subject
goes, what area an effect covers, how much time an Action takes, how many points an ability affects, how high a bonus is, how many
Subjects
an Action affects, what
Factor
an Action gives, or how much information an Action 'sifts.'
Detail
may also reflect the
Scope
/
Duration
bases for Actions.
Detail
may be rather
Mechanical
(Specific numbers and such) or very
Narrative
(colorful additional information).
[*]
Development Points
- These points are allocated to a
Persona's
various Ratings. Spending 1
Development Point
will raise a Rating by 1. All the abilities a
Persona
possesses will have Ratings costing at least 1 point. The
Defaults
for abilities 'not paid for' have specified
Opportunity
restrictions in their listings. Placement of concentrations of
Development Points
is an indicator to other
Players
of the
Persona's
focus of design and must reflect their
Sine Qua Non
.
[*]
Duration
- The time scale that Actions function in. Not in chronological units but as
Immediate
(happens quickly),
Involved
(takes a short while), and
Scenic*
Actions (which occupy entire scenes by themselves).
[*]
Engaged/Engagement
- When the Action of one
Persona
affects yours to the degree that a response becomes possible; yours can become
Engaged
in their Action. Your
Persona
cannot become
Engaged
if they are
Off-Guard
towards that
Actor
(unless they succeed with a Reaction roll, at a -2 penalty, which predisposes
some
kind of
Reactive
Action).
[*]
Epic Index*
- Chosen before the
Game
begins. Many things (such as the maximum number of Following Actions in a
Flurry
, maximum number of
Challenges
'spent' to raise a
MIB
, maximum number of Free Actions usable in a round, maximum number of Combat Advantages in
Play
at one time) are limited by
Epic Index*
number. The sum of the
Critical Juncture
threshold and the
Epic Index*
must not exceed 10
[*]
Experience Dice
- These 6-sided dice are given to and retained by the
Players
and may be used to affect the
Narrative
in a
Mechanical
fashion (including the introduction of plot devices and deus ex machina). Once rolled, they are given to the
Player
whose Action they went 'against' (to the
Gamemaster
when the roll was unopposed). Those given to the
Gamemaster
are returned to the 'common stock' immediately. They occur in five ways:
[*]Keepers
[*]Earn them instantly for doing
anything
that makes
Play
more fun for others in the
Group
, bringing food,
Playing
well ('Cool Beans' awards), making others laugh (when appropriate), doing your part to support good gamesmanship,
Playing
in accords with the
Genre Expectations
, and et cetera. These awards can also occur between the
Play Sessions
, coming usually from the
Gamemaster
, but
Players
are encouraged to vote for them too, for example for an MVP.
[*]
Anyone
can give these awards instantly (out of their own stock) to
anyone else
for exceptionally enjoyable episodes they provide
during
Play
(more 'Cool Beans'). The
Gamemaster
must replace those given by the other
Players
when appropriate to the
Genre Expectations
(when a
Player
catches the gamemaster forgetting Keepers or Gimmes for following Genre Expectations[/i] a
Player
'counts coup' and earns themselves an
extra
Experience Die
). The
Gamemaster
must make these awards too (as a primary act of facilitation of
play
).[/list:u][*]Gimmes
[*]Get these any time you get your character to suffer from one of the disadvantages. A 'solid' manifestation (meaning it really has a significant effect on the
Persona
in
Play
) of any disadvantage gives a number of
Experience Dice
equal to its value. With a 'solid' manifestation of a 1-point disadvantage, you get 1
Experience Die
. With a minor manifestation of either a 2 or 3-point one, you also get 1
Experience Die
. (A mediocre manifestation of a 3-point disadvantage yields 2
Experience Dice
.)
[*]Keepers and Gimmes are for you to use for or against anyone's
Personae
(including your own) any time you want (even when you aren't involved). Rewards for good
Play
go to the
Player
not the
Persona
and you may use them on any of your
Personae
(or any others').[/list:u][*]Freebies
[*]Whenever a
Persona
acts in a situation they have a listed advantage for, their
Player
may use a Freebie
Experience Dice
for that Action only. These are not collected like Keepers or Gimmes and if not used are lost.
[*]You also get Gimmes and Freebies based on your play in terms of the
Genre Expectations
. When you 'do what is expected' as listed the
Genre Expectations
, you get Gimmes (for 'letting' the supervillain catch you) or Freebies (escaping from the supervillains deathtrap after their 'little speech'). Basically, any time the
Genre Expectation
is for your
Persona
to 'get the short end of the stick,' you get some Gimmes. And when your
Persona
is supposed to succeed, you get Freebies. Very often these have to do with following certain basic genre familiar sequences of events.[/list:u][*]Loaners
[*]Borrow them whenever you need to roll them (from your 'karmic bank account'). As an example (that you are not limited to) is when you run out of
Experience Dice
. These are saved by the
Proprietor
of whatever you used them 'against' (whenever an
Experience Dice
is either added to a roll in the disfavor of something or used to create a plot device versus them). Later during the same
Session
, at the discretion of that
Proprietor
, they must use them 'against' you.[/list:u][*]Buy or Spend Them
[*]For each
Development Point
'cashed in' during
Play
(
Play
affords the
Player
a way to 'get rid of' some characteristic), the
Player
receives 1
Experience Die
.
[*]'Spend' them to develop your
Persona
at any appropriate time within the context of the game and the
Genre Expectation
. Take as many Experience Dice as you wish (including Loaners) and roll them together for a total; compare this total to the following schedule. 6-9 nets 1 development point, 10-13 = 2 points, 14-17 = 3, 18-21 = 4, and so on in increments of 4 per point.[/list:u][*]Use Them
[*]Roll them during
anyone's
Decision Phase
and add or subtract them as you see fit. Roll them when it's not in
Mechanical Play
and they're treated exactly like a
MIB
of their face value. (This is the 'plot device' or 'deus ex machina' method of affecting the
Narrative
.)[/list:u][/list:u][*]
Factor
- The multiplier facet from the
UE Chart
when applied to a
MIB
or
RMIB
number during the
Application Phase
.
[*]
Flurry
- A sequence of
Following Actions
that function as a single
Involved
Action but with several
MIB
rolls; these are loosely scripted by the skill or ability that defines them. One of the most familiar is Fencing's Parry-Riposte; in Scattershot the combination is a single
Involved
Action. (Notice too, how it begins with a
Reactive
Action.)
[*]
Game
- Not just published materials, this includes the
Play
of the thing and all the elements within a specific incarnation.
[*]
Gamemaster
- This is the
Player
who '
Plays
all the other
Characters
.' Instead of generating their own
Persona
, they take on the roles of all the
Regular Characters
and moderate the properties of them. As the central facilitator of
Play
, they are traditionally (but not always) called upon to be the
Proprietor
over most
Subjects
the
Players
are not directly the
Proprietors
of.
[*]
Genre Expectations
- Explicit boundaries and 'promises' set prior to play by
Group Consensus
. See the
Techniques
Section.
[*]
Group
- The circle of
Players
, including any
Gamemasters
, who are a part of creating the singular
Narrative
.
[*]
Immediate
- A
Duration
specification usually equal to a single Action (considered loosely 1½ seconds of time).
Immediate
Actions are completed swiftly, almost as quickly as they are started.
[*]
Individual
- The personal level of
Scope
. Most
Subjects
here are singular or very small groups (less than a handful) and it is frequently used in conjunction with
Immediate Duration
.
[*]
Instantaneous
- An
Application
of a Rating describing how the
Actor
chooses
when
to use the ability. In
Mechanical
Play
, these only occur on the
Character's
Turn as an Action or as a
Following Action
.
[*]
Interruption
- Any Action that a
Flurry
is not 'scripted' to deal with. If successful, it causes the current
Flurry
to end suddenly.
[*]
Invoked
- Actions or Ratings that are for conscious or deliberate behavior on the part of the
Actor
. These also include
Reactive
Actions.
[*]
Involved
- A specific
Duration
usually taking the time of a number of
Immediate
Actions. These may occur concurrent with an ongoing scene and sometimes require a series of die rolls to be resolved piecemeal.
[*]
Magnitude
- A Rating that gives the basis of either how much may be affected or how much of an effect related Action will have. These are indexed on the
UE Chart
at the time of
Persona
creation/evolution and noted on the
Persona Sheet
.
[*]
Mechanics/Mechanical
- The actual 'rules' of Scattershot. The term 'rules' is avoided because of its divisive nature and because '
Mechanics
' is suggestive of Scattershot's interrelative quality. The practice of Scattershot is divided into
Mechanics
and
Techniques
.
[*]
Melee
-
Individual Immediate
physical combat fought with hand weapons or less.
[*]
Mob-Level Scope
- One of the higher
Scope
levels. When dealing with
Subjects
on this level, each separate Action affects more than a handful people (or represents the Actions of a similar number
together
). Most frequently in
Mechanical Play
, this is used to create skirmish level battles. A skill like Strategy is at the Mob-Level
Scope
(while possibly applicable to
Squad-Level Scope
as well).
[*]
Narrative
- The sequence of Actions and events that occur in
Play
at the
Character
level of the Game.
[*]
Off-Guard
- When a
Character
is concentrating on one thing (usually for a
Mechanical
Benefit
) to the point where they do not get their normal sensory rolls. If the
Character
attempts and succeeds at a Reaction roll at -2, they
must
perform a
Reactive
Action towards what their
Player
was having them roll against.
[*]
Opportunity
- Access to an ability or access to a
Subject
. Some abilities only work in certain circumstances, thus Gills could not be used to exempt oneself from a Gaseous Attack outside of water. Other times a
Subject
may be 'out of reach' of an
Actor's
Action, like behind cover.
[*]
Opportunity Phase
- The first
Phase
of resolution, this is when an Action is chosen and a Rating is modified to suit.
[*]
Persona Sheet
- An on-paper record of all notable aspects of a
Persona
, given either as Ratings or as descriptions.
[*]
Phases
- An Action is begun (and given a modified Rating) in the
Opportunity Phase
. It is impartially concluded (by die roll against that Rating) in the
Decision Phase
. This Action becomes a part of the
Narrative
(when the result is interpreted) during the
Application Phase
.
Experience Dice
distribution is only allowed during the
Decision Phase
of resolution.
[*]
Play
- The actual context of the
Game
. Whatever happens that moves the
Narrative
forward is a part of
Play
.
[*]
Player
- Anyone who participates in the creation of the
Narrative
, whether actively or passively.
This includes the
Gamemaster
.
[*]
Proprietor
- The
Player
who 'owns' some element within the
Game
. Usually a
Player
becomes the
Proprietor
for anything belonging to their
Persona
or arising from their
Persona's
description or Actions. This also means that the
Gamemaster
is largely the
Proprietor
of the world within the
Game
(seeing as their
Personae
, the
Regular Characters
, own much of it), this is relaxed whenever a
Player
first brings up something that no known
Regular Character
is connected with.
Players
may turn over any element they are
Proprietor
for to any other
Player
whenever they wish. You may use other's elements only with their (at least tacit) approval.
[*]
Quantity
- The amount of something, such as the weight of a
Subject
, which can be affected. This may also be things like how long the
Subject
might be affected, how far away it could be, how broad of an area, what amount of points it has, or how much information might be affected.
[*]
Question
- Any situation left undetermined by the
Speaker
comes into
Question
. During conflict,
Question
is usually resolved via the impartiality of dice using
Mechanically
designated probability weighting. The rest of the time,
Question
usually represents
Narrative
elements that the
Speaker
wishes to leave to uncertainty. 'Not knowing' automatically creates a degree of tension and 'freshness' in the Narrative.
[*]
Reactive
- The
Application
of a Rating in response to an agency outside of the
Character
who is 'reacting.' Usually anything that causes a
Reactive
Ratings roll is also an
Engagement
.
[*]
Regular Characters
- Not usually as fully fleshed out as
Personae
, these supportive-role
Characters
may be
Played
by anybody.
[*]
Residual
- An
Application
of a Rating as a continuing modifier.
Residual
modifiers that are generated as a result of an Action index their
MIB
number on the 'Bonus' facet of the
UE Chart
for this modifier (and usually find a 1). Many advantages and disadvantages function as
Residual
modifiers on all situations that meet their
Opportunity
requirements.
[*]
Resistor
- A
Persona
who, by being
Engaged
, may actively oppose an Action being done by the
Actor
, usually by making that Action contested with a die roll.
[*]
Resource
- A Rating that represents an amount of something that may be
Mechanically
affected. Primarily these are Hit Points and Power. Any ability that has the capacity to drain or temporarily lower any other ability will treat that Rating as a
Resource Mechanically
.
[*]
Scenic*
- A specific
Duration
that is usually for actions that 'take up' an entire scene by themselves. Thus a
Scenic*
Action is usually treated
outside
of
Play
, as between Played scenes.
[*]
Scope
- Sometimes Subjects are treated in aggregate groupings.
Mechanically
this is separated into
Individual, Squad, Mob
, or
Higher Scope
. Single
Subjects
compose the
Individual Scope
, around a handful is
Squad
, and larger groups counts as
Mobs
. Even larger groups like neighborhoods, districts, armies, or countries are possible, but are only rarely used because of the time scale usually associated with their Actions borders on irrelevant to the
Personae
.
[*]
Session
- The continual
Play
of a single
Game
in one sitting.
[*]
Sine Qua Non
– The result of using the
Technique
of focused persona design. See the
Techniques
Section.
[*]
Speaker
- To avoid confusion, there is usually only one
Speaker
at any time (some alternatives include dialogue and interview-style descriptions). Who the
Speaker
is usually passes from
Player
to
Player
in an informal matter depending largely upon the requirements of who the
Proprietor
is for what is in
Play
. During
Mechanical Play
, who the
Speaker
is, formally travels counter-clockwise around the
Group
. While a
Speaker
may request information about things in
Play
, the response does not automatically change who the
Speaker
is.
[*]
Squad-Level Scope
- A medium
Scope
level. When dealing with things on this level, each separate roll or maneuver (an Action of a 'Squad') affects about a handful people (or is the maneuver of a similar number
working together
). You don't do damage to a 'Squad' you 'inflict losses.' In
Mechanical
Play, this can be things like gang warfare. A skill like Strategy is probably applicable to a
Squad-Level Scope
, but so would be an
Individual-Level Scope
skill like Tactics. (And you'll note that these
Default
to one and another across
Scope
lines.) It is possible for more powerful Personae to act as a 'Squad' of one.
[*]
Subject
- The prop,
Character
, or area that is the focus of an Action, the scale of which is frequently determined by the current
Scope
of
Play
.
[*]
Techniques
- The methods described elsewhere for the application and use of Scattershot's
Mechanics
.
[*]
Telling Blow
- Happens when a
MIB
(or
RMIB
) is at or above the
Critical Juncture
number (for example, if the
Critical Juncture
number is 7, a
MIB
of 7, 8, or higher is a
Telling Blow
). The
Resistor
creates the additional results required by this occurance.
[*]
Types
- The three
Types
of Ratings are
Invoked, Magnitude,
and
Resource;
these
Types
indicate how the
Mechanics
make use of these Ratings. Few Ratings are treated as exclusively of one
Type
(for example, Power is usually a
Magnitude
, but when used for Magic, it acts as a
Resource
).
[*]
UE Chart
- The geometrically progressive capacities chart used to predetermine the
Quantities
of
Subject
that can be affected or the
Quantity
of effect produced. Not to be confused with how the quality of effect is designated by the
MIB
.[/list:u]* These are in dire need of renaming; any advice is greatly appreciated. Advice on renaming any of the items in the glossary is also greatly appreciated.
©2002 Fang Langford and Impswitch
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Le Joueur
Member
Posts: 1367
Small Change - old
«
Reply #4 on:
June 21, 2002, 12:05:46 PM »
I have deleted references to Ron's essay on the GNS.
Fang Langford
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. Please stop by and help!
Le Joueur
Member
Posts: 1367
Missed Mechanic
«
Reply #5 on:
June 21, 2002, 12:22:10 PM »
I forgot to put in the "Couldn't Get Any Worse" exception to the
RMIB
calculation. (
RMIB
= Actor's
MIB
- Resistor's
MIB
, unless Resistor's
MIB
is negative; Then simply use
RMIB
= Actor's
MIB
.)
Fang Langford
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. Please stop by and help!
Le Joueur
Member
Posts: 1367
More Updates
«
Reply #6 on:
August 01, 2002, 12:00:03 PM »
I've changed some of the terminology based on playtest results. Now a player character is known as a Persona and a non-player character is known as a Regular Character. I've also added the Damage and Armor Mechanix and modified some of the text on Squad Level Scope.
Fang Langford
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. Please stop by and help!
Le Joueur
Member
Posts: 1367
Rewarding Genre Expectations
«
Reply #7 on:
September 11, 2002, 02:12:43 PM »
I finally got around to adding the revised rewards and Experience Dice text. I hope it becomes clearer how they are actually the 'heart of the game.'
Fang Langford
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