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Project Pageturners: Game Mechanic Sneak-Peek - Dice and Word Tiles

I figured I'd start off this series of sneak peek previews by showing how exactly the game mechanics are working in this early stage, so that it can be available to feedback and revision.

Using Powered by the Apocalypse, general moves played by characters will be done with a 2d6 system and bonuses applied by their main stats. These stats are chosen from an array in their Playbook(s).

+FLIT

INITIATE (Thinking Fast, Acting Quick)

ELUDE (Slipping through, sneaking around)

+HIT

AGGRESS (basic battle move)

MENACE (Coercing someone to assist)

+WIT

GLEAN (Reading a person or situation for your advantage)

GLIB (Convincing a person to assist you)

+GRIT

ABIDE (Enduring through something)

GUARD (Protecting yourself or someone else)

IMPEL (Physical exertion and acting under pressure)

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Say the Magic Word

During play, each Reader will have 7 letter glyphs randomly pulled from a pool. These letters are used in the supernatural resolution mechanic called Spell Checks. Each letter of the alphabet has a corresponding number of points assigned to it. When a Reader does a Move, they must spell a Magic Word to attempt the action they are trying to do with the glyphs in their pool with a value equal or greater than the target number they are trying to reach.

When glyphs are used in a Spell Check, they are returned to the communal letter pool and the Reader resupplies themselves with up to 7 letters; regardless of whether a Move succeeds or fails.

The Magic Word you play doesn’t need to be an actual word! When you count up the total number that each glyph contributes towards, you must see if it will meet the target number. If you succeed with a Magic Word of 10 or more points, that Magic Word is written in the group LEXICON, which stores all Magic Words, what letters they use and what they are used for. For example:


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