====== Getting Started ====== Welcome to Meat Space, a Dystopian Sci-Fantasy Tabletop Roleplaying Game!\\ \\ Meat Space is a narrative setting and game system for you and your friends to tell stories both grand and small. Tales of fortune-seeking spacers navigating a universe of arcane mysteries, hulking machines and impossible wonders, whilst avoiding the boot of corporations that would rather own them than employ them. If they're lucky, they might just carve out a few moments of genuine connection before they catch a bullet.\\ \\ Starting here we're going to cover the fundamental rules and how to run or participate in a Meat Space campaign. ===== The Setting ===== The setting of Meat Space combines classic high fantasy, chunky science fiction and capitalist dystopia into a universe of high-flying, mechanised adventure. Across the stars, indebted Spacers struggle to make a living in a galaxy determined to squeeze every last credit from them. If they're tough enough, clever enough and just a little lucky, they might survive long enough to earn a comfortable living and maybe even save a life or two... or sell someone out for a quick cred transfer. In Meat Space, both are valid career paths. The universe is dominated by the Giga-Corps. What were once nations of spacefaring sapient species have become privatised entities, all competing for power, influence and control over the seemingly endless resources of Known Space. Between them stand two groups desperately trying to maintain some form of balance: the Universal Federation of Sapient Races and the independent Spacers. The Federation, once responsible for governing and distributing resources across the galaxy, has steadily declined since the rise of capitalism and now struggles to maintain its authority beside the ever-growing power of the Giga-Corps. Meanwhile, Spacers fill the gaps left behind, working as freelancers, specialists, pilots, traders, mercenaries and opportunists wherever profit can be found. The galaxy was once on the verge of economic collapse. It was Humanity's proposal of a privatised capitalist economy that saved civilisation and ushered in a golden age of prosperity and expansion. At least, that's the official story. In reality, Th00l prices keep rising, rent has never been more expensive, and the Giga-Corps continue posting record profits quarter after quarter. Most citizens remain comfortably distracted by adrenal stims, synth-skin packages and Swole-MAXX subscriptions, but beneath the chemical bliss and endless advertising, many wonder whether things were once better. The races old enough to remember tell stories of times not so long gone while races young enough to fight for something different listen. The Giga-Corps, however, have no intention of letting anyone kill the golden goose... at least not before they do. You play as a Spacer. Together with your Crew, you're simply trying to carve out a life in a universe that rarely gives anything away for free. Spacers can be masters of nature, technology or magic. They can be soldiers, merchants, corporate executives, explorers, mechanics, con artists or pilots. They can specialise in certain situations or be rough and ready for whatever comes their way. They can spend their lives charting new worlds, repairing starships, negotiating trade deals or hunting dangerous bounties. What matters is not where they came from, but what they're willing to do next. Every Spacer lives from job to job, loyal to little more than the next paycheck, the road ahead and the Crew beside them. Adventures in Meat Space can take Spacers anywhere. One day, a Crew may be exploring an uncharted world on the edge of civilisation. The next, they may be negotiating a fragile trade deal between rival Giga-Corps, diving into Cyberspace to hunt a wanted criminal Netrunner or venturing deep into Astral Space to wrestle a demon on behalf of an eccentric Th00l Baron. Meat Space is a setting where humour and tragedy often share the same airlock. Stories range from heroic and hopeful to bleak and deadly, often in the same session. Not every Spacer will walk away from every job, but those who do might just leave the galaxy a little better than they found it... or at least get paid a crapload of credits. ===== The Golden Rules ====== Firstly, Meat Space has a set of Golden Rules. These rules establish the expectations and responsibilities of everyone at the table. While the world of Meat Space can be dark, cynical and dangerous, often exploring confronting themes and difficult subjects, it also creates opportunities for memorable stories and meaningful roleplay. While the characters might, at times, be arseholes, the table itself should remain welcoming, respectful and enjoyable for all participants.\\ \\ These rules form the foundation upon which the game is built and take precedence over every other rule in this book. If you find yourself, or someone else, repeatedly crossing them, it is time for a serious conversation. Please take the time to read, understand and discuss these rules with your table before you play. A shared understanding of these expectations will help ensure that everyone is working together to create the best experience possible. Never assume that everyone at the table shares the same understanding of respect, boundaries or good sportsmanship; talk about them first.\\ \\ {{page>[[:Golden Rule]]&noheader&inline}} ===== The Shape of the Game ===== With [[:The Golden Rules]] in mind we can begin covering what to expect in the course of playing a game of Meat Space.\\ \\ The following information contains everything you need to begin playing Meat Space. With just this page and a [[:Game Mechanics:Definitions:Character]], you can jump straight into a campaign. Additional rules and options exist, but you will already have everything you need to get started.\\ \\ At its simplest, a game of Meat Space follows a straightforward loop:\\ \\ * The [[:Game Mechanics:Definitions:Game Master]] sets the [[:Game Mechanics:Scene]], establishing the location, points of interest and [[:Game Mechanics:Definitions:Character|Characters]] present. * The [[:Game Mechanics:Scene]] is broken down into smaller [[:Game Mechanics:Encounter|Encounters]], each representing a particular challenge, conflict, conversation or objective. * The [[:Game Mechanics:Definitions:Cast Member|Cast]] interact with the various objects and [[:Game Mechanics:Definitions:Character|Characters]] within the [[:Game Mechanics:Encounter]], declaring their goals and intentions, as well as any [[:Game Mechanics:Actions]] or [[:Game Mechanics:Definitions:Ability|Abilities]] they may wish to use. * The [[:Game Mechanics:Definitions:Game Master]] responds to the [[:Game Mechanics:Definitions:Cast Member|Cast's]] declarations, describing how the world reacts and what happens next. * If the outcome of an act is uncertain, the [[:Game Mechanics:Definitions:Game Master]] may call for an [[:Game Mechanics:Actions|Action]], [[:Game Mechanics:Definitions:Ability]] or [[:Game Mechanics:Definitions:Dice]] [[:Game Mechanics:Definitions:Roll]] to determine the result. * The [[:Game Mechanics:Definitions:Game Master]] and [[:Game Mechanics:Definitions:Cast Member|Cast]] continue this back-and-forth, collaboratively telling a story through a combination of narrative declarations and the occasional [[:Game Mechanics:Definitions:Dice]] [[:Game Mechanics:Definitions:Roll]]. * Once an [[:Game Mechanics:Encounter]] is resolved, the group moves on to the next. As [[:Game Mechanics:Encounter|Encounters]] are completed, the [[:Game Mechanics:Scene]] progresses until the story moves on to a new location, situation or objective. \\ We've mentioned a number of concepts here that may be new or foreign to you, don't worry, we will go into further detail about them below. ==== Encounters and Scenes ==== All play within Meat Space occurs in segments referred to as [[:Game Mechanics:Encounter|Encounters]] and [[:Game Mechanics:Scene|Scenes]].\\ \\ A session will often consist of a couple of [[:Game Mechanics:Scene|Scenes]], each made up of multiple [[:Game Mechanics:Encounter|Encounters]]. How long or short [[:Game Mechanics:Scene|Scenes]] and [[:Game Mechanics:Encounter|Encounters]] are varies as you, the [[:Game Mechanics:Definitions:Player|Players]], deem when a [[:Game Mechanics:Scene]] or [[:Game Mechanics:Encounter]] has run its course and is [[:Game Mechanics:Definitions:Appropriate]] for it to end. Common ways to delineate when an [[:Game Mechanics:Encounter]] should end include: Reaching the end of a lively conversation and moving to another location, resolving a combat against your enemies or even a quick segment of downtime activities. For [[:Game Mechanics:Scene|Scenes]], they are often ended with the [[:Game Mechanics:Definitions:Cast Member|Cast]] changing location, the close of a [Period] or after a major event has concluded.\\ \\ **Please Note**: Many [[:Game Mechanics:Definitions:Ability|Abilities]], [[:Game Mechanics:Conditions]] and effects end when a [[:Game Mechanics:Scene]] or [[:Game Mechanics:Encounter]] ends, so it can be prudent to extend or cut them short where [[:Game Mechanics:Definitions:Appropriate]].\\ \\ Certain mechanics trigger or resolve at the beginning or end of [[:Game Mechanics:Scene|Scenes]] and [[:Game Mechanics:Encounter|Encounters]]. They are detailed below: === Scenes === {{page>[[:Game Mechanics:Scene]]&noheader&inline&link}} === Encounters === {{page>[[:Game Mechanics:Encounter]]&noheader&inline}} ==== Rolling The Dice ==== Meat Space can, at times, be a complex game. Thankfully, it is extremely simple to play. All [[:Game Mechanics:Definitions:Player|Players]] need to do is react to one another's prompts, going back and forth as the story unfolds. The [[:Game Mechanics:Definitions:Game Master|GM]] establishes the [[:Game Mechanics:Scene]], describing the environment, important details and the [[:Game Mechanics:Definitions:Character|Characters]] present. The [[:Game Mechanics:Definitions:Cast Member|Cast]] then responds, declaring what their [[:Game Mechanics:Definitions:Character|Characters]] do and how they interact with the world. In many cases, this requires no dice at all. A [[:Game Mechanics:Definitions:Cast Member|CM]] declares an action, the [[:Game Mechanics:Definitions:Game Master|GM]] describes the outcome, and the process repeats. Only when an action creates conflict, uncertainty or a meaningful chance of failure should any dice be rolled to determine the outcome.\\ \\ To play Meat Space, you will need a standard set of polyhedral [[:Game Mechanics:Definitions:Dice]]: * A twenty-sided die (D20). * A twelve-sided die (D12). * A ten-sided die numbered 0 to 9 (D10). When used as a D10, a [[:Game Mechanics:Dice Pool:Result]] of 0 counts as 10. * A percentile die numbered 00 to 90 (D100). This die is rolled alongside a D10 to generate a result from 1 to 100, with the D100 providing the tens digit and the D10 providing the ones digit. * An eight-sided die (D8). * A six-sided die (D6). * A four-sided die (D4). You may also use a dice-rolling app or website if your table is comfortable with it. We recommend using our automatic [Character Sheet] [[https://docs.google.com/spreadsheets/d/1fjfUetHWHBOdf75frVQJs2Z05yPvy70IoHMpMksiu98/edit?usp=sharing|Link]] to handle some of the calculations for you, as well as keeping a pen and paper, or another method of taking notes, close at hand.\\ \\ When a [[:Game Mechanics:Definitions:Player]] needs to roll dice, they will make one of four types of [[Game Mechanics:Definitions:Roll]]: a [[:Game Mechanics:Check]], an [[:Game Mechanics:Attack]], a [[:Game Mechanics:Save]] or a [[:Game Mechanics:Test]]. Each serves a different purpose and is used in different situations. The [[:Game Mechanics:Definitions:Game Master|GM]] will determine which type of [[Game Mechanics:Definitions:Roll]] is required and which bonuses apply. Below, we explain when and how each is used: * A [[:Game Mechanics:Check]] is rolled when a [[:Game Mechanics:Definitions:Character]] performs an action against the environment, an object or no particular [[:Game Mechanics:Definitions:Target]]. The [[:Game Mechanics:Definitions:Game Master|GM]] will specify a [[:Skills|Skill]] and a [[:Game Mechanics:Definitions:DC|Difficulty]]. A [[:Game Mechanics:Check]] is performed by rolling a D20 and adding the bonuses from the specified [[:Skills|Skill]]. If the [[:Game Mechanics:Dice Pool:Total]] is equal to or greater than the [[:Game Mechanics:Definitions:DC|Difficulty]], the [[:Game Mechanics:Check]] is [[:Game Mechanics:Success and Failure:Success|Successful]]. * An [[:Game Mechanics:Attack]] is rolled when a [[:Game Mechanics:Definitions:Character]] performs an action against another [[:Game Mechanics:Definitions:Character]], [Vehicle] or specific [[:Game Mechanics:Definitions:Target]]. The [[:Game Mechanics:Definitions:Game Master|GM]] will specify a [[:Skills|Skill]], while the [[:Game Mechanics:Definitions:DC|Difficulty]] is determined by an [[:Game Mechanics:Definitions:Appropriate]] [[:Ratings|Rating]] or [[:Game Mechanics:Save]] performed by the [[:Game Mechanics:Definitions:Target]]. To perform an [[:Game Mechanics:Attack]], roll a D20 and add the bonuses from the specified [[:Skills|Skill]]. If the [[:Game Mechanics:Dice Pool:Total]] equals or exceeds the [[:Game Mechanics:Definitions:DC|Difficulty]], the [[:Game Mechanics:Attack]] is [[:Game Mechanics:Success and Failure:Success|Successful]]. * A [[:Game Mechanics:Save]] is rolled when something happens to a [[:Game Mechanics:Definitions:Character]] as the result of another [[:Game Mechanics:Definitions:Character]], [Vehicle] or the environment. The [[:Game Mechanics:Definitions:Game Master|GM]] will specify a [[:Ratings|Rating]], while the [[:Game Mechanics:Definitions:DC|Difficulty]] is determined by the [[:Game Mechanics:Definitions:Game Master|GM]] or [[:Game Mechanics:Attack]] performed by another [[:Game Mechanics:Definitions:Character]] or [Vehicle]. To perform a [[:Game Mechanics:Save]], roll a D20 and add the bonuses from the specified [[:Ratings|Rating]]. If the [[:Game Mechanics:Dice Pool:Total]] equals or exceeds the [[:Game Mechanics:Definitions:DC|Difficulty]], the [[:Game Mechanics:Save]] is [[:Game Mechanics:Success and Failure:Success|Successful]]. * A [[:Game Mechanics:Test]] is a little different. A [[:Game Mechanics:Test]] is any [[:Game Mechanics:Dice Pool]] that is not a [[:Game Mechanics:Check]], [[:Game Mechanics:Attack]] or [[:Game Mechanics:Save]]. These are explained by their individual mechanics, but common examples include determining [[:Game Mechanics:Damage]], [[:Game Mechanics:Miscast|Miscasts]], [[:Game Mechanics:Injury|Injuries]], [[:Ratings:Swagger]], [[:Ratings:Initiative]] and [[:Ratings:Reaction]]. It is common for additional dice to be added to a [[:Game Mechanics:Dice Pool]], or for [[:Game Mechanics:Definitions:Property|Properties]] to modify the [[:Game Mechanics:Dice Pool:Result|Results]] of a [[Game Mechanics:Definitions:Roll]]. Rolling dice is intended to be a table-wide activity, so don't be afraid to take your time and roll in the open where everyone can see. Other [[:Game Mechanics:Definitions:Player|Players]] may have special rules, [[:Game Mechanics:Definitions:Ability|Abilities]] or effects that can modify the [[:Game Mechanics:Dice Pool:Result|Results]], add bonuses or otherwise affect the final [[:Game Mechanics:Dice Pool:Total]]. ==== The Dice Pool ==== When performing a roll, whether it is a [[:Game Mechanics:Check]], [[:Game Mechanics:Attack]], [[:Game Mechanics:Save]] or [[:Game Mechanics:Test]], you first form a [[:Game Mechanics:Dice Pool]]. One unique aspect of Meat Space is that a [[:Game Mechanics:Dice Pool]] can remain interactive even after it has been rolled. This helps make managing the various effects, rules and [[:Game Mechanics:Definitions:Ability|Abilities]] available to each [[:Game Mechanics:Definitions:Player]] easier, while also making the act of rolling dice a more engaging part of the game. The exact composition of a [[:Game Mechanics:Dice Pool]] depends on the type of roll being performed. As discussed above, [[:Game Mechanics:Check|Checks]], [[:Game Mechanics:Attack|Attacks]] and [[:Game Mechanics:Save|Saves]] are all quite similar, so we will begin with those. [[:Game Mechanics:Test|Tests]] can vary significantly, but each type of [[:Game Mechanics:Test]] explains its own requirements and resolution. For now, it is enough to understand that the rules for interacting with a [[:Game Mechanics:Dice Pool]] remain largely the same. Every [[:Game Mechanics:Dice Pool]] has one or more [[:Game Mechanics:Dice Pool:Primary Die]]. For [[:Game Mechanics:Check|Checks]], [[:Game Mechanics:Attack|Attacks]] and [[:Game Mechanics:Save|Saves]], this is a D20. A [[:Game Mechanics:Dice Pool]] will also contain a [[:Game Mechanics:Dice Pool:Static Modifier]], a flat value added to the [[:Game Mechanics:Dice Pool:Result]] of the [[:Game Mechanics:Dice Pool:Primary Die]] to create the [[:Game Mechanics:Dice Pool:Total]]. Additional [[:Game Mechanics:Bonus Die|Bonus Dice]] and [[:Game Mechanics:Definitions:Property|Properties]] may also be present, modifying how the [[:Game Mechanics:Definitions:Dice]] are rolled or creating additional effects based on the [[:Game Mechanics:Dice Pool:Result|Results]] generated. A [[:Game Mechanics:Dice Pool:Result]] refers to the number on the [[:Game Mechanics:Definitions:Dice|Die]]. A [[:Game Mechanics:Dice Pool:Total]] refers to the final amount, once all the [[:Game Mechanics:Dice Pool:Result|Results]], both positive and negative, have been added and subtracted. [[:Game Mechanics:Definitions:Property|Properties]] are general mechanical rules that modify the [[:Game Mechanics:Definitions:Dice]] in a [[:Game Mechanics:Dice Pool]]. They are present throughout almost every roll performed during a session of Meat Space. They are used to reflect a [[:Game Mechanics:Definitions:Entity|Entity's]] special rules, abilities, effects or tactics in a given situation. They can also be used to represent situational advantages and disadvantages, as the events of Meat Space are often wild, nuanced and unpredictable. Once all [[:Game Mechanics:Definitions:Player|Players]] have finished rolling, modifying and [[:Game Mechanics:Definitions:Rerolling]] any [[:Game Mechanics:Definitions:Dice]] in the [[:Game Mechanics:Dice Pool]], the [[:Game Mechanics:Dice Pool:Result|Results]] are combined to determine the [[:Game Mechanics:Dice Pool:Total]]. If the [[:Game Mechanics:Dice Pool:Total]] is equal to or greater than the [[:Game Mechanics:Definitions:DC|Difficulty]], the roll is [[:Game Mechanics:Success and Failure:Success|Successful]]. Otherwise, it is a [[:Game Mechanics:Success and Failure:Failure]]. Below, we provide several examples. **Example #1**: An [[:Skills:Athletics]] [[:Game Mechanics:Check]]. Johnny Tutorial is attempting to shift a large rock. The [[:Game Mechanics:Definitions:Game Master|GM]] determines that this requires a [[:Game Mechanics:Definitions:DC|Difficulty]] 15 [[:Skills:Athletics]] [[:Game Mechanics:Check]]. Johnny's [[:Game Mechanics:Definitions:Player]] assembles the [[:Game Mechanics:Dice Pool]]. Since it is a [[:Game Mechanics:Check]], they use a D20 as the [[:Game Mechanics:Dice Pool:Primary Die]]. Johnny has an [[:Skills:Athletics]] [[:Skills|Skill]] of 8, which becomes the [[:Game Mechanics:Dice Pool:Static Modifier]] for the roll. The D20 is rolled and generates a [[:Game Mechanics:Dice Pool:Result]] of 10. As there are no [[:Game Mechanics:Definitions:Property|Properties]] or [[:Game Mechanics:Bonus Die|Bonus Dice]] affecting the [[:Game Mechanics:Dice Pool]], the [[:Game Mechanics:Definitions:Player]] adds the [[:Game Mechanics:Dice Pool:Result]] of 10 to the static modifier of 8, generating a [[:Game Mechanics:Dice Pool:Total]] of 18. As the [[:Game Mechanics:Dice Pool:Total]] of 18 is greater than the [[:Game Mechanics:Definitions:DC|Difficulty]] of 15, the [[:Game Mechanics:Check]] is [[:Game Mechanics:Success and Failure:Success|Successful]]. **Example #2**: Another [[:Skills:Athletics]] [[:Game Mechanics:Check]]. Johnny Tutorial is attempting to lift a large boulder. The [[:Game Mechanics:Definitions:Game Master|GM]] determines that this is more difficult and requires a [[:Game Mechanics:Definitions:DC|Difficulty]] 25 [[:Skills:Athletics]] [[:Game Mechanics:Check]]. Johnny's [[:Game Mechanics:Definitions:Player]] assembles the [[:Game Mechanics:Dice Pool]] as before. They use a D20 as the [[:Game Mechanics:Dice Pool:Primary Die]], and Johnny's [[:Skills:Athletics]] [[:Skills|Skill]] of 8 provides the [[:Game Mechanics:Dice Pool:Static Modifier]] for the roll. Another [[:Game Mechanics:Definitions:Player]] has their [[:Game Mechanics:Definitions:Character]], Jimmy the Second, perform the [Help] [[:Game Mechanics:Actions:Action]], granting Johnny the [[:Game Mechanics:Definitions:Property:Advantage]] [[:Game Mechanics:Definitions:Property]]. [[:Game Mechanics:Definitions:Property:Advantage]] allows a [[:Game Mechanics:Definitions:Player]] to roll two D20s and choose the highest [[:Game Mechanics:Dice Pool:Result]]. Johnny's [[:Game Mechanics:Definitions:Player]] rolls both D20s, generating [[:Game Mechanics:Dice Pool:Result|Results]] of 4 and 16. Johnny's [[:Game Mechanics:Definitions:Player]] chooses the [[:Game Mechanics:Dice Pool:Result]] of 16. Combined with the [[:Game Mechanics:Dice Pool:Static Modifier]] of 8, this creates a [[:Game Mechanics:Dice Pool:Total]] of 24. The roll would still be a [[:Game Mechanics:Success and Failure:Failure]], as it does not meet the [[:Game Mechanics:Definitions:DC|Difficulty]] of 25. Before the roll is resolved, Jimmy the Second uses the [Micromanage] [[:Game Mechanics:Definitions:Ability]], granting Johnny a bonus D4. The D4 is added to the [[:Game Mechanics:Dice Pool]] and generates a [[:Game Mechanics:Dice Pool:Result]] of 2. The final [[:Game Mechanics:Dice Pool:Total]] is 26, made up of the chosen D20 [[:Game Mechanics:Dice Pool:Result]] of 16, the D4 [[:Game Mechanics:Dice Pool:Result]] of 2 and Johnny's [[:Game Mechanics:Dice Pool:Static Modifier]] of 8. As 26 is greater than the [[:Game Mechanics:Definitions:DC|Difficulty]] of 25, the [[:Game Mechanics:Check]] is [[:Game Mechanics:Success and Failure:Success|Successful]]. ==== Abilities ==== A [[:Game Mechanics:Definitions:Character]] interacts with the world through the use of [[:Game Mechanics:Definitions:Ability|Abilities]]. Walking, talking, manipulating objects, fighting and countless other activities can all be represented by [[:Game Mechanics:Definitions:Ability|Abilities]]. While not every action performed by a [[:Game Mechanics:Definitions:Character]] needs to be defined in mechanical terms, we have done our best to ensure there is an [[:Game Mechanics:Definitions:Ability]] to support almost anything a [[:Game Mechanics:Definitions:Character]] might reasonably attempt. In many cases, a [[:Game Mechanics:Definitions:Character]] can simply act and the [[:Game Mechanics:Definitions:Game Master|GM]] can describe the outcome. However, when additional detail, mechanical support or a formal resolution is required, often when acting in [[:Game Mechanics:Turn Order]], [[:Game Mechanics:Definitions:Ability|Abilities]] provide the rules needed to resolve the action. There are several types of [[:Game Mechanics:Definitions:Ability]], the most common of which are: [[:Game Mechanics:Actions:Action|Actions]], [[:Game Mechanics:Actions:Quick Action|Quick Actions]], [[:Game Mechanics:Actions:Free Action|Free Actions]], [[:Game Mechanics:Definitions:Ability:Ritual|Rituals]] and [[:Traits]]. These are detailed below: * An [[:Game Mechanics:Actions:Action]] is a singular act a [[:Game Mechanics:Definitions:Character]] performs. Most significant activities performed by a [[:Game Mechanics:Definitions:Character]] are resolved as [[:Game Mechanics:Actions:Action|Actions]]. The number of [[:Game Mechanics:Actions:Action|Actions]] a [[:Game Mechanics:Definitions:Character]] can perform during a [[:Game Mechanics:Turn Order:Turn]] is determined by their available [[:Ratings:Action Points]]. * A [[:Game Mechanics:Actions:Quick Action]] is a singular act a [[:Game Mechanics:Definitions:Character]] can perform at almost any time, often in response to another event or outside the normal [[:Game Mechanics:Turn Order]]. The number of [[:Game Mechanics:Actions:Quick Action|Quick Actions]] a [[:Game Mechanics:Definitions:Character]] can perform during a [Round] is determined by their available [[:Ratings:Quick Action Points]]. * A [[:Game Mechanics:Actions:Free Action]] is an [[:Game Mechanics:Definitions:Ability]] that can be performed without consuming an [[:Ratings:Action Points|Action Point]] or [[:Ratings:Quick Action Points|Quick Action Point]]. [[:Game Mechanics:Actions:Free Action|Free Actions]] are primarily used to resolve mechanical effects, support gameplay and handle interactions that do not meaningfully impact a [[:Game Mechanics:Definitions:Character]]'s available actions. * A [[:Game Mechanics:Definitions:Ability:Ritual]] is a longer and more involved [[:Game Mechanics:Definitions:Ability]] performed over time. Most [[:Game Mechanics:Definitions:Ability:Ritual|Rituals]] are completed by performing multiple [[:Game Mechanics:Actions:Action|Actions]] to advance the [[:Game Mechanics:Definitions:Ability:Ritual]] until its requirements have been fulfilled. Depending on the [[:Game Mechanics:Definitions:Ability:Ritual]], this may take several [[:Game Mechanics:Actions:Action|Actions]], [[:Game Mechanics:Turn Order:Turn|Turns]], [Hours] or even entire [Periods]. * A [[:Traits|Trait]] is a passive [[:Game Mechanics:Definitions:Ability]]. Unlike other [[:Game Mechanics:Definitions:Ability|Abilities]], [[:Traits]] are not performed. Instead, they provide ongoing benefits, restrictions or effects as described by the [[:Game Mechanics:Definitions:Ability]]. All [[:Game Mechanics:Definitions:Character|Characters]] have access to a suite of [[:Basic Abilities]] that they can use to navigate almost any [[:Game Mechanics:Scene]] or [[:Game Mechanics:Encounter]] they find themselves in. In addition, almost all [[:Game Mechanics:Definitions:Character|Characters]] will gain unique [[:Game Mechanics:Definitions:Ability|Abilities]] from their [[:Races|Race]], [[:Jobs|Job]], [Masteries] and other sources throughout their adventures.\\ \\ //**Ash's Aside**// \\ While learning all of these terms, from the different types of rolls to the various Abilities, will be helpful when playing Meat Space, it is completely normal to feel a little overwhelmed at this point. Don't worry, that's normal. The important thing to remember is that all you need to do is describe what you think your Character would do. You and the other Players can work together to figure out what that means mechanically. Over time, you'll learn the terminology, master your basic and unique Abilities, and become an expert Spacer before you know it. For now, focus on having fun and learning as you go. We all start somewhere, and learning can be fun if you let it. Don't let the details get in the way of a good story or a good time. ===== The Universal Rules ====== [[:The Universal Rules]] are a set of mechanical rules that apply to all games of Meat Space, if ever there is a conflict or contradiction, these [[:The Universal Rules|Universal Rules]] supersede all but [[:The Golden Rules]] and should be referred back to when those situations arise.\\ \\ {{page>[[:The Universal Rules]]&noheader&inline}}