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description= Every element in the game is first described by its narrative before any abilities or die codes are ever assigned. The narrative description either directly or indirectly references abilities and hooks. The narrative description , or portions of the description, are summarized in a short phrase referred to as the concept. An element s concept determines…;
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abilities and hooks the opend6 project the opend6 project search primary menu skip to content freed6 engine game foundations narrative structure core mechanisms abilities and skills taking action results and conditions action point economy game elements abilities and hooks normal abilities skills and specializations game mechanisms rolling the dice advantage and disadvantage boost and penalty dice dice flip luck points wild die pillars of gaming melee combat games made with opend6 free artwork gallery about search for freed6 game mechanisms abilities and hooks february 2 2024 critical press media every element in the game is first described by its narrative before any abilities or die codes are ever assigned the narrative description either directly or indirectly references abilities and hooks the narrative description or portions of the description are summarized in a short phrase referred to as the concept an element s concept determines whether or not the element has agency an element with agency can make decisions and take actions characters opponents and animals are examples of elements with agency an element without agency may react to actions if appropriate but will not initiate them traps hazards and computers are examples of elements without agency the concept describes an element s abilities in terms of the nature of those abilities the scale of those abilities and the scope of those abilities the concept describes one or more hooks that are used to provide narrative happenstance and to stimulate the action point economy an element may have as many concepts as needed and that make sense together the nature of abilities an element s concept describes what abilities are natural to the element in the context of the game every element is going to possess one of these natures character a character can move speak and manipulate objects a character possesses agency they possess the normal abilities of strength dexterity intelligence perception presence and wits any element of the game that possesses agency is treated as a character even if it does not possess the usual normal abilities vehicle a vehicle is a tool for transporting things and does not possess agency a vehicle possesses the normal abilities of body handling and speed weapon a weapon is a tool for damaging things and does not possess agency a weapon possesses the normal abilities of damage ammo and range equipment equipment is any tool that enables disables or modifies abilities but it does not possess agency equipment may have any ability in the game as a normal ability any ability the equipment allows a user to use is considered a normal ability for that user any ability used by equipment but not by its user is considered extranormal for that user object an object is any element in the game that is not a character or a tool and does not possess agency objects may have any ability in the game as a normal ability the scale of abilities an element s scale describes the level of effect at which abilities operate a element is said to have parity of scale with something if it can reasonably affect or compete with it acting against something of a different scale results in a disparity of scale abilities that operate at a lower scale than their target are less effective or not effective at all abilities that operate at a higher scale than their target are more effective or overwhelmingly effective scale is necessarily progressive in the same way as conditions disparity of scale affects the result points of an action by reducing lower scale or adding higher scale 5 result points to the action total per level of disparity size damage speed social status tiny mouse human serf small housecat horse peasant medium human car merchant large bear airplane knight huge truck jet ruler examples of scale the scope of abilities an element s scope describes the range of effects upon which an ability operates elements may affect things which are within their scope normally and things which are outside their scope to a lesser degree or not at all scope is not progressive a broader scope may include more limited scopes wholly or partially the degree and way in which an element affects something outside of its scope is determined by the game master on a case by case basis there are many ways an element may affect something outside of its scope when a target is outside the scope of an element it may for example have an increased difficulty to create conditions the possible effects may be different or the result points may be affected if a scope partially or fully encompasses another element s scope it provides no additional effects to the results tech level jurisdiction movement mental telepathy stone age own property underwater animals iron age neighborhood land people electronic age city vertical surfaces living creatures nuclear age county flight monsters quantum age state micro gravity energy beings examples of scope hooks hooks are short phrases or single words from the narrative description that provide a narrative justification for a happenstance or an extranormal ability conditions are a type of hook with some pre defined mechanical and narrative effects hooks provide abilities an ability hook allows a character to posses an extranormal ability ability hooks do not require activation a character with an ability hook has access to extranormal abilities but they must spend action points to make extranormal ability rolls until they have at least 1 full rank in the extranormal ability examples of ability hooks trevor stevens was a test pilot in a plane crash he was rebuilt with bionic limbs trevor has the extranormal ability cybernetics which augments his athletic ability carra radine is a monk who has spent years honing his martial art skills and mastering mind over body his fists can shatter steel carra has the extranormal ability chi mastery which allows him to match the damage scale of an opponent man spider is a man who bit a radioactive spider he has developed great powers which he uses responsibly man spider has the extranormal ability totem power spider which allows him to walk on vertical surfaces hooks influence the narrative a narrative hook uses the action point economy to create narrative happenstance to allow characters to temporarily use abilities they don t have or to allow characters to use abilities in normally disallowed ways a narrative hook always requires activation by making an ability check with a relevant skill or through the expenditure of an action point a narrative effect makes the character s actions more efficient or effective in a specific way just as a player can spend an action point to influence the narrative of the game in a character s favor the game master can award an action point to a player in order to make a character s life more complicated players need not wait for the game master to do this a player can suggest a narrative complication for their character if the game master accepts the scenario gets more interesting and the character is awarded an action point at the end of the scene a narrative complication should involve hooks that make the character s actions more costly or difficult in a specific way examples of narrative hooks trevor stevens is staring at a nuclear device with only moments left until detonation he does not have any skills that would let him disarm the bomb trevor s player declares that if trevor can interface his cybernetic arm with the bomb s detonator he might be able to disarm it and he offers the gm an action point the gm accepts and trevor attempts to disarm the bomb using his ranks in cybernetics carra radine is fighting an armored battlesuit in an abandoned warehouse the battlesuit is tracking him with laser imaging and carra can t get close enough to punch carra s player declares that if carra triggers the fire suppressant system the constant heavy downpour would interfere with the laser imaging the gm assigns an ability check and difficulty number to the action if carra s ability check is successful the battlesuit will have disadvantage on its targeting checks man spider is fighting his arch enemy the octopus doctor and it looks like the fight is about over as the fight is about to end a street punk grabs an old lady s purse and flees the game master notes that man spider must use his power responsibly and should try to stop the purse snatcher as well as the arch villain man spider s player accepts the complication and is forced to split his actions between the two opponents the action point is awarded at the end of the scene share this share on x opens in new window x share on facebook opens in new window facebook like loading related description fate points hooks narrative nature scale scope post navigation previous post inachon s point coastal city next post normal abilities skills and specializations adventure creatures 85 adventure locations 33 alien templates 12 character options 7 fantasy creatures 19 freed6 22 dexterity 1 intelligence 1 perception 1 presence 1 strength 1 wits 1 game mechanisms 24 homosapient species 13 hypersapient species 5 hyposapient species 14 powers and abilities 10 rules articles 17 settlements 3 space aliens 44 space bricks 6 space ships 16 the space bricks project 6 vehicles 2 introduction system overview the mathematical mean die code simplification tiered traits key terms style guide opend6 logo open gaming license character basics adventure attribute and skill list adventure skill examples adventure character templates fantasy attribute and skill list fantasy skill examples fantasy character templates space attribute and skill list space skill examples space character templates character options advantages disadvantages special abilities cybernetics magic metaphysics miracles psionics spells non human races fantasy races space races improving characters game rules game basics using skills movement space travel combat combat options damage healing genre conversion equipment armor weapons and vehicles basic ship design game master section adventure tips generic adventure characters generic fantasy characters generic space characters random creature generation setting material adventure creatures adventure creatures adventure locations adventure locations fantasy creatures fantasy creatures fantasy locations settlements space aliens alien templates homosapient species hypersapient species hyposapient species space aliens space ships galactic travel space faring authorities starship operations space combat space ships revised ship design quirky ships adventures in space alien encounters deep space exploration interstellar hazards politics and contraband planet creation newest entries create a free website or blog at wordpress com reblog subscribe subscribed the opend6 project sign me up have a wordpress com account log in now privacy the opend6 project copy shortlink view post in reader manage subscriptions sign up 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