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Lucidity, Inc.
Lucidity, Inc.
This game was written for the Game Chef 2015 design contest, which
you can learn more about at
http://www.game-chef.com.
Theme:
This year’s theme is “A Different Audience.” I’ve chosen to
design this game for people who work, or are considering working,
in various helping professions—psychologists, counselors, social
workers, vocational rehabilitation counselors, etc. Everyone is free
and welcome to participate, but the game was designed specifically
with this audience in mind.
Ingredients:
The main ingredient of this game is Dreams, but Aban-
don and Stillness are also included.
Credits
Writing and Layout: Jacob Wood
Design: Jacob Wood and AshleyRose
Editing: AshleyRose
Cover Art: Photo is of a solar eclipse taken during NASA’s Apollo 12
mission. This image is in the public domain.
Interior Art: Dragonfly image by Edward Boatman courtesy of
The Noun Project
and is used under a
Creative Commons Attribution
3.0 CC United States license.
This work is licensed under a Creative
Commons Attribution-Non-
Commercial-ShareAlike 4.0 International License.
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Contents
Agent’s Handbook
Core Mechanics . . . . . . . . . . . . . . . . . . . . . . 4
Rolling the Dice . . . . . . . . . . . . . . . . . . . . . . . . . 4
Target and Difference . . . . . . . . . . . . . . . . . . . . 4
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The Company . . . . . . . . . . . . . . . . . . . . . . . . 5
The Dreamer . . . . . . . . . . . . . . . . . . . . . . . . 5
Waking the Dreamer . . . . . . . . . . . . . . . . . . . . . 6
The Stress Track . . . . . . . . . . . . . . . . . . . . . . . . 6
Agents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Qualities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Affecting the Dream World . . . . . . . . . . . . . . 9
Dream Master’s Section
10
Adjudicating Rules . . . . . . . . . . . . . . . . . . . . 10
Setting Targets . . . . . . . . . . . . . . . . . . . . . . . . . . 10
The Dream . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Essential Goals . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . 12
The Metaphor . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Complications . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Waking Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
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Agent’s Handbook
Welcome to Lucidity, Inc. As a new Agent, you should familiarize
yourself with the information contained in this handbook. It provides
important details about your job and how to do things around here.
Core Mechanics
Throughout this manual you’ll see references to rolls, checks, Tar-
gets, Differences, and numeric bonuses of some kind. You should
familiarize yourself with the following rules and definitions.
Rolling the Dice
Your job skills will constantly be tested as you work with patients to
resolve their issues. Sometimes you’ll be asked to make a
check
to see
if your use of a Quality or Skill is successful. When making a check,
you’ll roll dice and add any relevant
modifiers
to reach your result.
This game uses Fudge dice (also known as Fate dice) which are dice
with two
+
(plus) sides, two
-
(minus) sides, and two
0
(blank)
sides. Each time you are asked to make a check you’ll roll four of
them, referred to as 4dF, to get your result.
+
sides count as +1,
-
sides count as -1, and
0
sides count as +0. Add them all up to get a
total between -4 and +4, but most often in the range of -1 to +1. You’ll
add your relevant modifiers to the roll to find your total result.
For example, your Agent is making a Communicate check to tell the
Dreamer to bring you a wrench so you can fix an engine part. You
roll 4dF and add your Communicate Skill (which for this example is
a +2). After adding up your dice you have a +1, and when you add
your Skill you find your total is +3.
Target and Difference
When you roll a check, your goal is to
meet or exceed
a
Target.
The
Target is a number set by the Dream Master (DM) and represents the
difficulty of the check. For example, it may be more difficult to con-
vince someone to leap from a ledge into your waiting arms than it
would be to ask them to simply walk down the nearby stairs… unless
those stairs are on fire.
The DM may tell you the Target, but oftentimes they’ll keep that to
themselves to add to the suspense. For example, they may tell you
the Target for your Trustworthy check to get the Dreamer to leap
into your arms is +2. However, they may just tell you to roll for it and
they’ll let you know what happens. Either way is acceptable.
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In either case, you’ll also be looking for the
Difference
between
your roll and the Target. Simply put, the Difference is
Your Roll –
the Target.
If your Difference is +0 or better, you succeed. If it’s -1 or
worse, you fail.
It doesn’t stop there though. The greater the Difference, the more
pronounced the result. If your Difference is +3, you’ve done a great
job and may be rewarded with a better-than-expected outcome. Con-
versely, if your Difference is -3 then you’ve failed spectacularly and
something is about to go horribly wrong.
Unless your DM declares otherwise, your Difference is what matters
most. Even if you rolled a total of +3 on your dice, if your Difference
is -1 then you’ve still failed your check.
The Company
Lucidity, Inc. was formed with the purpose of helping patients
resolve severe mental health issues through subconscious interven-
tion. We’re often hired by the friends and loved ones of our patients,
either to perform interventions or to help bring someone back from
a comatose state.
We operate by sending agents into the dreams of our patients to help
them work through their issues subconsciously. When the patient
awakens, they feel like they’ve had an epiphany that helps them turn
their life around. Our goal is to ensure our patients make changes
for the better, although occasional failed missions wind up doing
more harm than good.
The Dreamer
Lucidity, Inc.’s patients and clients are usually referred to as Dream-
ers. Nearly all of your interactions with them will take place within
their dreams while they are asleep or comatose. You’ll enter their
dreams using a proprietary insertion method developed by our
founder, Professor Antoine Jimenez.
As Professor Jimenez discovered in his research, many coma pa-
tients are stuck in an alternate reality inside their own subcon-
scious. They have trouble waking up because they don’t want to face
the real world. Usually this is because of some recent trauma which
triggered a severe psychological response.
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