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Mechanics

This section is currently in the process of being written - AAXW!

Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.

Mechanics is a categorical term. It refers to the rules and ways in which the distinct aspects of Meat Space are defined and how they interact.

Mechanics define and determine how Abilities, Items, Cyberware, Characters, Vehicles or any other element of Meat Space affects the story Players are telling during their campaign through gameplay. These are the rules that cover how things such as Terrain, Turns, Dice Pools or Scenes operate, what they are and how they work in gameplay.

List of Mechanics

This page is a directory of all Mechanics pages, which can be found linked below. They are sorted into broad categories for convenience, but these categories have little bearing on the content of those pages, click their link or scroll down for their section.

General Mechanics


The broadest grouping of Mechanics, most pages will be found here.

Conflict Mechanics


Mechanics that largely pertain to hostile engagements, dangerous environments and acting in Initiative.

Rating Mechanics


Mechanics for how Entities interact with the world through numbers.

Outcome Mechanics


Mechanics and definitions that determine how well or poorly any actions taken by players resolve.


Rolling Mechanics


Mechanics used anytime you would roll a Die, largely what they are and how to use them.

General Mechanics

This section is currently in the process of being written - AAXW!

Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.

 

Conflict Mechanics

This section is currently in the process of being written - AAXW!

Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.

Conflict Mechanics are a category of Mechanics. They consist of any rules needed when in hostile or more focused scenarios, such as during Initiative.

 

Outcome Mechanics

This section is currently in the process of being written - AAXW!

Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.

Intro sentence

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Rating Mechanics

This section is currently in the process of being written - AAXW!

Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.

Rating is a mechanical and categorical term. Ratings are a more elaborate representation of how an Entity's individual pieces, such as Stats or [components], combine to interact with the world of Meat Space. Ratings help track things such as how much damage an Entity can take, how quickly they can move or how strong their defenses are.

Characters and [Vehicles] each have distinct Ratings to help distinguish the differences between meat and metal. Some Ratings however are Shared and are listed below.

Ratings will add two or more numbers together, such as Stats for Characters, to determine their amount, see each Rating below for more information.

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Rolling Mechanics

This section is currently in the process of being written - AAXW!

Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.

Rolling is a mechanical and categorical term . It refers to any Mechanic or time you would pick up and roll Dice to determine an [Outcome] by performing a Check, Attack, Save or Test.

When performing a Check, Attack, Save or generating a Test, you create a Dice Pool. This Dice Pool consists of a Primary Die, a Static Modifier and any additional Bonuses that may be added. For more information see Dice Pool.

Check

Checks are performed when Rolling against the environment, objects, or no particular Entity.

Attack

Attacks are performed when Rolling against other Characters or Vehicles.

Save

Saves are performed when Rolling to defend against effects.

Test

Tests are generated when Rolling in any circumstance that dosnt call for a Check, Attack or Save.

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