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| ====== Wildsea ====== | ====== Wildsea ====== | ||
| + | This is a totally unauthorized summary of the Wildsea. | ||
| + | |||
| + | {{ : | ||
| + | |||
| + | ===== Setting ===== | ||
| + | |||
| + | The Wildsea is a post-apocalyptic world where an event called "The Verdancy" | ||
| + | |||
| + | ===== Mechanics ===== | ||
| + | |||
| + | The Wildsea uses the Wild Words Engine, a conversation-driven system where players roll 1-6 six-sided dice (built from edges, skills, and advantages) and take the highest result, with 6 being triumph, 4-5 being conflict (success with complications), | ||
| + | |||
| + | Edges (7 total) | ||
| + | |||
| + | * Grace: Elegance, precision, agility | ||
| + | * Iron: Force, determination, | ||
| + | * Instinct: Sense, intuition, reaction | ||
| + | * Sharps: Logic, wit, planning | ||
| + | * Teeth: Savagery, passion, destruction | ||
| + | * Tides: Exploration, | ||
| + | * Veils: Shadows, ciphers, secrecy | ||
| + | |||
| + | Skills (16 total) | ||
| + | |||
| + | * Brace: Defense, hard-headedness, | ||
| + | * Break: Demolition, smashing obstacles, fragments | ||
| + | * Cook: Spices, meals, chemical concoctions | ||
| + | * Delve: Ruins exploration, | ||
| + | * Flourish: Showmanship, | ||
| + | * Hack: Carving through vegetation, clearing paths | ||
| + | * Hunt: Marksmanship, | ||
| + | * Outwit: Stealth, infiltration, | ||
| + | * Rattle: Mending, crafting temporary gear from salvage | ||
| + | * Scavenge: Finding valuable items, assessing worth | ||
| + | * Sense: Environmental awareness, social insight | ||
| + | * Study: Investigation, | ||
| + | * Sway: Convincing arguments, changing minds | ||
| + | * Tend: Healing, plant cultivation, | ||
| + | * Vault: Climbing, acrobatics, scaling heights | ||
| + | * Wavewalk: Personal navigation through dangerous wilderness | ||
| + | |||
| + | ===== Playing the Game ===== | ||
| + | |||
| + | The Wildsea uses three main play modes: Scenes for immediate dramatic action (exploration, | ||
| + | |||
| + | ===== Character Elements ===== | ||
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| + | Characters in the Wildsea are built from three background elements (Bloodline, Origin, Post) and use seven broad Edges (Grace, Iron, Instinct, Sharps, Teeth, Tides, Veils) that add 1d6 to rolls, plus sixteen ranked Skills and multiple Languages that provide both mechanical benefits and cultural knowledge. Aspects are the core of character uniqueness - traits, gear, or companions that provide special abilities and absorb damage through their tracks, with players able to develop, combine, or create custom aspects as characters advance. Characters are driven forward by Drives (personal goals that provide mechanical benefits when pursued) while being dragged down by Mires (psychological degradation from wildsea exposure that impose penalties), with advancement happening through Milestones that fuel project tracks for improving skills, aspects, and other character elements. | ||
| + | |||
| + | ===== Character Creation ===== | ||
| + | |||
| + | Characters are created by combining one Bloodline, one Origin, and one Post. Players can use Quickstart creation (choosing one of each element and following preset kits for balanced characters) or Freeform creation with either Young Gun (limited starting options, high growth potential) or Old Dog (full power level) approaches. Each background element provides specific edges, skills, aspects, resources, drives, and mires that reflect both the mechanical abilities and cultural/ | ||
| + | |||
| + | Young Gun | ||
| + | |||
| + | * 3 Edges | ||
| + | * 8 Skill/ | ||
| + | * 4 Aspects taken from any bloodlines, origins or posts | ||
| + | * 4 Resources | ||
| + | * 3 Drives and 3 Mires | ||
| + | |||
| + | Old Dog | ||
| + | |||
| + | * 3 Edges | ||
| + | * 15 Skill/ | ||
| + | * 6 Aspects taken from any bloodlines, origins or posts | ||
| + | * 6 Resources | ||
| + | * 3 Drives and 3 Mires | ||
| + | |||
| + | |||
| + | {{ : | ||
| + | |||
| + | Bloodlines (from left to right in the above picture): | ||
| + | * Ardent: human | ||
| + | * Ektus: cactus | ||
| + | * Gau: mushroom | ||
| + | * Tzelicrae: a hive mind occupying a single body | ||
| + | * Iron Bound: a spirit inhabiting an inanimate object | ||
| + | * Ketra: jellyfish | ||
| + | * Mothryn: moth | ||
| + | |||
| + | Origins: | ||
| + | * Amberclad: survivor from pre-verdancy, | ||
| + | * Anchored: a spirit anchored to a specific object. | ||
| + | * Ridgeback: raised on solid land, usually the peak of a mountain. | ||
| + | * Rootless: born on a ship. | ||
| + | * Shankling: grew up in a tallshank before taking to the wildseas. | ||
| + | * Spit-Born: grew up in a temporary settlement floating on a spit. | ||
| + | |||
| + | Posts: | ||
| + | * Alchemist: brews potions. | ||
| + | * Char: cooks. | ||
| + | * Corsair: sailor. | ||
| + | * Crash: breaks stuff. | ||
| + | * Dredger: combination fisher and archaeologist. | ||
| + | * Hacker: chops stuff. | ||
| + | * Horizoneer: rogue scholar. | ||
| + | * Hunter: hunts. | ||
| + | * Mesmer: gets high, explores minds. | ||
| + | * Navigator: navigates. | ||
| + | * Rattlehand: engineer. | ||
| + | * Screw: metalworker. | ||
| + | * Slinger: of guns. | ||
| + | * Steep: makes drinks, particularly tea. | ||
| + | * Surgeon: heals people. | ||
| + | * Tempest: zaps stuff. | ||
| + | * Wordbearer: delivers mail. | ||