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        <title>Meat Space Wiki - game_mechanics</title>
        <description>for all your Spacing needs</description>
        <link>https://meatspacettrpg.com.au/</link>
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        <dc:date>2026-08-07T00:24:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>acquired</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:acquired?rev=1786062265&amp;do=diff</link>
        <description>Acquired

Acquired is a mechanical term. It is the act of using a Perception to draw line of sight to an object or Entity. Acquiring an object or Entity means you have an effective and viable means of interacting with them in a physical manner, be it in close or long range.



Acquired is used most often to determine if it is possible for you to</description>
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        <dc:date>2026-06-30T04:15:13+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>actions</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:actions?rev=1782792913&amp;do=diff</link>
        <description>Actions

To do anything with your Character in Meat Space consists of taking some kind of Action, these Actions can be broken down into 4 primary types: 




	*  Action
	*  Double Action

	*  Quick Action
	*  Free Action

Each of these Action types is representative of how quickly any given task or manoeuvre can be accomplished by a</description>
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        <dc:date>2026-06-29T03:47:08+00:00</dc:date>
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        <title>afflictions</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:afflictions?rev=1782704828&amp;do=diff</link>
        <description>Afflictions

Afflictions are a mechanic. An Affliction is a type debuff that may be applied multiple times to a single Target. Each instance of an Affliction can Stack, increasing their effectiveness  against the Target as per the Affliction&#039;s description. 



Afflictions resolve their effect at the start of the afflicted</description>
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        <dc:date>2026-06-16T04:12:37+00:00</dc:date>
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        <title>alternate_rules</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:alternate_rules?rev=1781583157&amp;do=diff</link>
        <description>Alternate Rules

On this page you will find alternative rules for some elements of Meat Space.



We do not recommend using these rules over the normal set, but some aspects of the game may be absent or in development, so please use these rules if needed.</description>
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        <title>attack</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:attack?rev=1782785635&amp;do=diff</link>
        <description>Attack

Attack is a mechanical term and type of roll. Attacks are a measure of a Character&#039;s ability to interact with others.



An Attack is rolled when a Character performs an action against another Character, [Vehicle] or specific Target. The GM will specify a Skill, while the Difficulty is determined by an Appropriate Rating or Save performed by the</description>
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        <dc:date>2026-06-26T02:21:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>bonus_die</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:bonus_die?rev=1782440489&amp;do=diff</link>
        <description>Bonus Die

Bonus Die are any non D20 die added to a Roll. There are a number of ways Bonus Die can be gained or affected, see below.

Proficiency

Proficiencies are a mechanic offered by Jobs and rarely by Races and Masteries that allow your Character to add their Job Die to Checks and Attacks.



Whenever a Character is Proficient in a Skill or a Rating you may add their</description>
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        <title>check</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:check?rev=1782785834&amp;do=diff</link>
        <description>Check

Check is a mechanical term and type of roll. Checks are used to measure a Character&#039;s ability to accomplish difficult tasks.



A Check is rolled when a Character performs an action against the environment, an object or no particular Target. The GM will specify a Skill and a Difficulty. A Check is performed by rolling a D20 and adding the bonuses from the specified</description>
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        <dc:date>2026-08-10T05:27:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>conditions</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:conditions?rev=1786339676&amp;do=diff</link>
        <description>Conditions

A Condition unless stated otherwise is a temporary effect that can hinder or harm those afflicted. Find below a list of all Conditions.

List of Common Conditions

	*  Chunklettes
	*  Entangled
	*  Marked
	*  Prone
	*  Tammed

	*  Death
	*  Grappled
	*  Painted
	*  Scrambled

	*  Disintegrated
	*  Held
	*  Paralyzed
	*  Stunned

	*  Downed
	*  Immobilised
	*  Tagged
	*  Snared

----------</description>
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        <dc:date>2026-06-26T00:37:29+00:00</dc:date>
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        <title>damage_die</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:damage_die?rev=1782434249&amp;do=diff</link>
        <description>Damage Die

Damage Die are a type of Determination Die. They are the Dice used to determine the Total Damage taken by a Target after a Successful Attack or damaging Ability.</description>
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        <dc:date>2026-06-12T00:52:30+00:00</dc:date>
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        <title>damage_mitigation</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:damage_mitigation?rev=1781225550&amp;do=diff</link>
        <description>Damage Mitigation

Damage Mitigation is the reduction of Damage recieved by an [Entity] before it is applied to the relevant Rating.



Below you will find the three most common Types of Mitigation and how they apply.

Pre-Mitigation

Pre-Mitigation is a term used to describe when certain rules and Abilities apply.

Anything that applies</description>
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        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>damage</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:damage?rev=1781225552&amp;do=diff</link>
        <description>Damage

Damage is a mechanical term that refers to the loss or reduction of Ratings such as Health, Mana and Strain.

When Damage is dealt, the [Active Player] determines their Damage Total by adding together their Determination Die and any relevant Modifiers.

Once the Damage Total is known, it is then Mitigated . 

After Damage Mitigation, Damage is applied to the</description>
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        <dc:date>2026-07-01T01:24:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>definitions</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:definitions?rev=1782869060&amp;do=diff</link>
        <description>Definitions

The main directory of Definitions pages. Within you will find articles that help clarify terms and concepts in smaller pages then may be found in the Game Mechanics section.

A

	*  Ability
	*  Active Player
	*  Adjacent
	*  Ally
	*  Ammo
	*  Appropriate
	*  Archetype
	*  Armour Ward
	*  Augmenting

B

	*  Bonus
	*  Budget

C

	*  Cast
	*  Cast Character
	*  Co-Piloting
	*  Cover X
	*</description>
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        <dc:date>2026-06-30T07:01:41+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>dice_pool</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:dice_pool?rev=1782802901&amp;do=diff</link>
        <description>Dice Pool

A Dice Pool is the collective Die Results and Modifiers used to determine the outcome of a pending Check, Attack, Save or Test. This is done by comparing the Total of the Dice Pool to a DC or relevant table.



For how exactly a Dice Pool is constructed and works see the following:

Primary Die

A Primary Die refers to either a D20 or D100, each being the central</description>
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        <dc:date>2026-07-28T00:27:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>encounter</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:encounter?rev=1785198474&amp;do=diff</link>
        <description>Encounter

An Encounter is a mechanical term used to break a larger Scene into smaller, more manageable events. The bulk of play in Meat Space takes place moving from one Encounter to the next. An Encounter can be as simple as a conversation, game of chance or travel montage, or as involved as a lengthy social, technical or combat challenge.</description>
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        <dc:date>2026-07-21T04:21:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>flip_a_coin</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:flip_a_coin?rev=1784607660&amp;do=diff</link>
        <description>Flip a Coin

Flipping a Coin is a mechanical and diagetic term. It is the act of randomly generating a Result with only two outcomes.

To Flip a Coin you can use what is referred to as a D2. While not a real physical Die, a D2 can be represented by a 2 sided coin or using a larger Die such as a D6 or D12 and declaring which</description>
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        <dc:date>2026-06-30T06:51:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>injury</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:injury?rev=1782802260&amp;do=diff</link>
        <description>Injury

Injuries are the representation of a Character&#039;s body pushed past its limits and the accompanying side effects. These side effects range from being Winded or slightly Concussed all the way up to Broken Limbs and Flesh Wounds, as seen in the table below.

When prompted to generate an Injury roll a D100. The</description>
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        <dc:date>2026-08-10T06:22:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>invocation</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:invocation?rev=1786342940&amp;do=diff</link>
        <description>Invocation

An Invocation is a type of Ritual. Unless otherwise specified, an Invocation will require a number of Checks to perform, indicated by the Severity. It will additionally cost Mana, which will be specified by the Invocation. Invocations, like most Actions, require both LoS and LoE. Much like a Ritual, an Invocation will require Multitasking Saves if required to perform other actions mid</description>
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        <dc:date>2026-06-26T01:57:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>miscast</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:miscast?rev=1782439028&amp;do=diff</link>
        <description>Miscast

Miscasting is a mechanics. It is the loss of control of the astral winds and the resulting magical backlash.



Miscasting results in a number of outcomes detailed in the Miscast Table below.



When a Character Miscasts they must roll a D20. The Result of the D20 is your Total. Compare this Total to the Miscast Table below. You now resolve the effect of the</description>
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        <dc:date>2026-07-27T23:59:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>morale</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:morale?rev=1785196759&amp;do=diff</link>
        <description>Morale

Morale is a Mechanic and type of [Test]. Morale is used to determine who in a fight, be it physical or social, has the upper hand. It can be used to grant signific bonuses, or even avoid certain [Situations] entirely. Morale allows the Players to engage with parts of the game with great detail, and avoid others, preferring narrative outcomes instead.</description>
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        <dc:date>2026-06-27T00:11:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>movement</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:movement?rev=1782519095&amp;do=diff</link>
        <description>Movement

// UNDER CONSTRUCTION \\

This Page is currently going through large structural revisions. the information within may be incomplete or incorrect, please refer to other materials until this page is complete.

Movement in Meat Space is performed by consuming Movement Points to move Characters and Vehicles a number of Units equal to the points consumed. All Movement has a type that determines how effective or even possible movement is in that environment.</description>
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        <dc:date>2026-06-12T00:52:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>multitasking</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:multitasking?rev=1781225540&amp;do=diff</link>
        <description>Multitasking

Multitasking or performing a Multitasking Save is the act of switching between one activity to another without disrupting the progress of the original.



Multitasking Saves are triggered in the following 3 ways:

	*  A Character must perform a Multitasking Save anytime they would perform an Action during a [Ritual] that does not advance that [Ritual].</description>
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        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>panic</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:panic?rev=1781225539&amp;do=diff</link>
        <description>Panic

Panics are the representation of a Character&#039;s mental load pushed past its limits and the accompanying side effects. These side effects range from stress induced Headaches and Distraction all the way up to Sleepless nights and Hysteria, as seen in the table below.



When prompted to generate a Panic roll a D100. The</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:perceptions?rev=1786333264&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-08-10T03:41:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>perceptions</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:perceptions?rev=1786333264&amp;do=diff</link>
        <description>Perceptions

Perceptions is a mechanical category. The 6 types of Perception reflect the varied ways in which an Entity takes in the stimuli of the Meat Space around them, each individual taking in more or less based on how their physicality has developed to absorb that stimuli.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:proficiencies?rev=1782440533&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-26T02:22:13+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>proficiencies</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:proficiencies?rev=1782440533&amp;do=diff</link>
        <description>Proficiencies

Proficiencies are a mechanic offered by Jobs and rarely by Races and Masteries that allow your Character to add their Job Die to Checks and Attacks.



Whenever a Character is Proficient in a Skill or a Rating you may add their Job Die to Checks and Attacks performed using that Skill or Rating.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:ranking_up?rev=1782860014&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-30T22:53:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ranking_up</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:ranking_up?rev=1782860014&amp;do=diff</link>
        <description>Ranking Up

Ranking Up is a mechanical term. It is the act of increasing a Stat, Skill, Job, [Mastery] or any other form of numerical progression by spending Experience, also known as Exp.



To Rank Up you must spend accrued Exp based on the Rank and type of progression being Ranked Up as per the table below.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:resistances?rev=1781225537&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-12T00:52:17+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>resistances</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:resistances?rev=1781225537&amp;do=diff</link>
        <description>Resistances

Resistances are a mechanic offered by Jobs and rarely by Races and Masteries that allow your Character to add their Job Die to Saves.



Whenever a Character is Resistant in a Save such as Will or Fortitude you may add their Job Die to your Dice Pool when performing those Saves.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:rest?rev=1782794138&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-30T04:35:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rest</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:rest?rev=1782794138&amp;do=diff</link>
        <description>Rest

Once per Scene, or as it ends, the Players may choose to Rest, as Appropriate. Doing so has several restorative benefits to Characters who participate.

A Rest is a break for a Character, most commonly taking a meal, treating wounds or taking time to relax and process recent events. A Rest can take many forms, as long as it&#039;s</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:save?rev=1782785794&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-30T02:16:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>save</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:save?rev=1782785794&amp;do=diff</link>
        <description>Save

Save is a mechanical term and type of roll. Saves are used to measure how resilient a Character is in different scenarios and against dangerous effects. 



A Save is rolled when something happens to a Character as the result of another Character, [Vehicle] or the environment. The GM will specify a</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:scene?rev=1785198438&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-07-28T00:27:18+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>scene</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:scene?rev=1785198438&amp;do=diff</link>
        <description>Scene

A Scene is a mechanical term used to describe and break the larger segments of the narrative into manageable gameplay chunks. Scenes are made up of one or more Encounters, as that is where the bulk of the game is played, however Scenes may also include some non-role play moments as well, that might not warrant an</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:spell?rev=1782601312&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-27T23:01:52+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>spell</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:spell?rev=1782601312&amp;do=diff</link>
        <description>Spell

A Spell is a type of Action. Unless otherwise specified, a Spell requires a single AP to activate. It will additionally cost Mana, which will be specified by the Spell. Spells, like most Actions, require both LoS and LoE.



Finally, a Spell can be [Countered] by various Spells, Items or Abilities.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:stat_requirements?rev=1781225527&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-12T00:52:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>stat_requirements</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:stat_requirements?rev=1781225527&amp;do=diff</link>
        <description>Stat Requirements

Often an Item or piece of equipment will display a requirement for a specific stat such as Brawn or Agility, if your Character&#039;s relevant Stat does not meet or exceed the listed number of that requirement then they cannot use the item at all.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:success_and_failure?rev=1782864834&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-07-01T00:13:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>success_and_failure</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:success_and_failure?rev=1782864834&amp;do=diff</link>
        <description>Success and Failure

When performing a Check, Attack, or Save it can:

	*   Succeed
	*   Critically Succeed
	*   Automatically Succeed
	*   Fail
	*   Critically Fail
	*   Automatically Fail 

depending on the context, conditions and Total of your roll, see below for details on each.

Success

Success is achieved when equalling or exceeding a set DC with the Total of your</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:terrain?rev=1785729676&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-08-03T04:01:16+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>terrain</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:terrain?rev=1785729676&amp;do=diff</link>
        <description>Terrain

Any given area may be affected by a Terrain condition such as the ones below, these conditions help represent things like oil slicks, heavy radiation, ripped open hulls with jagged metal, or any other dangerous or inconvenient conditions that may be prevalent.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:test?rev=1782444456&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-26T03:27:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>test</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:test?rev=1782444456&amp;do=diff</link>
        <description>Test

Test is a mechanical term. It refers to anytime you would generate a Dice Pool that is not a Check, Attack or Save.



The following are common Tests you may generate, follow their links for their full page.

	*  Swagger - Swagger Tests are used to determine who in an Encounter presents as the bigger, tougher threat.</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:turn_order?rev=1782781443&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-30T01:04:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>turn_order</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:turn_order?rev=1782781443&amp;do=diff</link>
        <description>Turn Order

The [Turn Order] is a mechanical term. It is the sequence and structure in which [Characters] take their [Turns] in an [Encounter].

The [Turn Order] determines when each [Character] in the [Encounter] can act based on the [Total] of their [Initiative] or [Reaction] [Checks]. Once the order is determined the [Environmental Step] occurs. Then the [Character] with the highest [Total] takes their [Turn] first, then each [Character] in descending order takes their [Turn] until the [Chara…</description>
    </item>
    <item rdf:about="https://meatspacettrpg.com.au/game_mechanics:upgrading_or_downgrading?rev=1781225523&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-06-12T00:52:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>upgrading_or_downgrading</title>
        <link>https://meatspacettrpg.com.au/game_mechanics:upgrading_or_downgrading?rev=1781225523&amp;do=diff</link>
        <description>Upgrading or Downgrading

Upgrade

An Upgrade is a positive progression on elements such as, but not limited to, Properties, Success and Failure, or Dice.



When performing an Upgrade refer to the progression list of the element being Upgraded and move forward from your starting position once.

Downgrade</description>
    </item>
</rdf:RDF>
