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| game_mechanics:definitions:situation [2026/07/01 11:51] – [Situation] ms_ash | game_mechanics:definitions:situation [2026/07/01 11:59] (current) – [Situation] ms_ash |
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| A [[:Game Mechanics:Definitions:Situation#Situation|Situation]] is a mechanical term that describes the current theme or context of a moment within a [[:Game Mechanics:Scene]] or [[:Game Mechanics:Encounter]]. Many [[:Game Mechanics:Definitions:Ability|Abilities]], [[:Items]], [[:Cyberware]] and other effects only function, or function differently, during particular [[:Game Mechanics:Definitions:Situation#Situation|Situations]].\\ | A [[:Game Mechanics:Definitions:Situation#Situation|Situation]] is a mechanical term that describes the current theme or context of a moment within a [[:Game Mechanics:Scene]] or [[:Game Mechanics:Encounter]]. Many [[:Game Mechanics:Definitions:Ability|Abilities]], [[:Items]], [[:Cyberware]] and other effects only function, or function differently, during particular [[:Game Mechanics:Definitions:Situation#Situation|Situations]].\\ |
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| There is no exhaustive list of [[:Game Mechanics:Definitions:Situation#Situation|Situations]]. Instead, all [[:Game Mechanics:Definitions:Player|Players]] should discuss the current circumstances and determine which [[:Game Mechanics:Definitions:Situation#Situation|Situations]] apply, as [[:Game Mechanics:Definitions:Appropriate]]. Common [[:Game Mechanics:Definitions:Situation#Situation|Situations]] include martial, academic, medical and social.\\ | There is no exhaustive list of [[:Game Mechanics:Definitions:Situation#Situation|Situations]]. Instead, all [[:Game Mechanics:Definitions:Player|Players]] should discuss the current circumstances and determine which themes apply to the [[:Game Mechanics:Definitions:Situation#Situation]], as [[:Game Mechanics:Definitions:Appropriate]]. Common [[:Game Mechanics:Definitions:Situation#Situation|Situations]] include martial, academic, medical and social.\\ |
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| A [[:Game Mechanics:Definitions:Situation#Situation|Situation]] may have multiple themes at the same time, as [[:Game Mechanics:Definitions:Appropriate]].\\ | A [[:Game Mechanics:Definitions:Situation#Situation|Situation]] may have multiple themes at the same time, as [[:Game Mechanics:Definitions:Appropriate]].\\ |
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| **Example**: The [[:Jobs:Suit#Profession - Chop Doc|Chop Doc's]] [[:Jobs:Suit#Profession - Chop Doc|Profession]] [[:Game Mechanics:Definitions:Ability]] specifies that it provides a [[:Game Mechanics:Bonus Die]] in medical [[:Game Mechanics:Definitions:Situation#Situation|Situations]]. To determine if the [[:Game Mechanics:Bonus Die]] is applied, the [[:Game Mechanics:Definitions:Player|Players]] will discuss if the current moment feels like a medical [[:Game Mechanics:Definitions:Situation#Situation]]. During a surgery is an obvious medical [[:Game Mechanics:Definitions:Situation#Situation]], where as slicing a computer terminal is probably not, where as buying drugs or being in a fire fight is probably based on the exact specific of the [[:Game Mechanics:Definitions:Roll]] being performed.\\ | **Example**: The [[:Jobs:Suit#Profession - Chop Doc|Chop Doc's]] [[:Jobs:Suit#Profession - Chop Doc|Profession]] [[:Game Mechanics:Definitions:Ability]] specifies that it provides a [[:Game Mechanics:Bonus Die]] in medical [[:Game Mechanics:Definitions:Situation#Situation|Situations]]. To determine if the [[:Game Mechanics:Bonus Die]] is applied, the [[:Game Mechanics:Definitions:Player|Players]] will discuss if the current moment feels like a medical [[:Game Mechanics:Definitions:Situation#Situation]]. During a surgery is an obvious medical [[:Game Mechanics:Definitions:Situation#Situation]], where as slicing a computer terminal is probably not, where as buying drugs or being in a fire fight is probably based on the exact specifics of the [[:Game Mechanics:Definitions:Roll]] being performed.\\ |
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| <WRAP group> | <WRAP group> |