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            "*": "Subscribe to the mediawiki-api-announce mailing list at <https://lists.wikimedia.org/mailman/listinfo/mediawiki-api-announce> for notice of API deprecations and breaking changes."
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            "43": {
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                "ns": 0,
                "title": "Rules",
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                        "*": "==Basics==\n\nThe basic ruleset for Disposable Heroes adapts the core rules from Dungeon World, a game designed by Sage LaTorra and Adam Koebel. This site does not reproduce those rules, but you can go to [https://www.dungeonworldsrd.com the Dungeon World SRD] if something comes up that you can't resolve with Disposable Heroes' ruleset\n\nWhenever a rule says to roll+ something, it means take two six sided dice, roll them, and add whatever stat or number the rule says to add, then take that result and use it however the rule tells you to. For example, if a move says to roll+STR, you take the STR value of your current character, add it to the result of two six sided dice, then take that final number and compare it with whatever the rule says.\n\nIn Disposable Heroes, intention matters over interpretation. If there is a conflict or confusion over rules, or if a player does something outside of the scope of the system, usually the quickest way to deal with that is to ask the player what they intended to do or what they'd like to happen next and decide if a group if that happens. Disposable Heroes is fast paced and frenetic over everything, so don't let your table get bogged down in rules lawyering.\n\n==Setup==\n\nBefore beginning play, hold 0+The current number of players. Spend hold on the following Package Options. All Packages begin as 3HP, Medium Size, Mundane.\n* Make the package 1 bigger or 1 smaller \u2013 Pocket sized, Handheld, Medium, Large, Unwieldy, Absurd.\n* Add one specialty tag to the package. You may spend extra hold for additional tags \u2013 Highly Breakable (-1 Package Health), Volatile, Dangerous, Bulletproof, Weaponizable, Sentient, Flight, Hardy (+1 Package Health)\n* Add one specialty condition to the job \u2013 Rush Job, Slow Shipping, Second Delivery Attempt, Illegal Cargo, Multiple Packages, Secret Delivery.\n\nThe Package Health can be reduced below zero during play, this is important for scoring at the end of a session.\n\n==End of Session==\nWhen you deliver the package, roll+Current Package Health. On a 10+, your team gets 5 stars, great job, you get to keep working here. You get paid. On a 7-9, 3 or 4 stars. One more delivery like that and you\u2019re off the app. You still get paid. On a 6 or below, that\u2019s a 1 star rating. You\u2019re fired, and the person you\u2019re delivering to is furious, get ready for a boss fight.\n\n==Basic Moves==\n\nLike all Powered By The Apocalypse games, Disposable Heroes runs on Moves. There are three kinds of Moves, GM, Character, and Basic. The short version is that Moves are kinda like micro-rules that tell you what to do in specific contexts when they \"trigger\". Moves \"trigger\" when a player says they do something that kinda-sorta matches the text on the Move. If a player says \"I dropkick this capitalist dracula clone through the glass window\", and the Goblin is in a position to resist that dropkick, that probably triggers '''Scrap'''. When that happens, just read the text on the relevant move and follow it through.\n\nOne very important thing to keep in mind - Moves '''always''' trigger when the text for them matches the narrative being woven at the table, and they '''never''' trigger unless the narrative matches the text for them. Scrap doesn't trigger if you squash a bug, unless that bug can fight back, nor does it trigger if you try to stab a [[Powerful Being]] unless you happen to have something on hand to even the odds. In these cases, just follow the narrative to its natural conclusion, and if one isn't obvious, it's always a safe bet to trigger a GM Move.\n\n===Differences between Types of Moves===\n\n* '''Character Moves''' represent special trainings, skills, or abilities that are unique to a specific character, and can usually only be triggered by that character's actions. These are printed on the character cards.\n* '''Basic Moves''' represent a sort of general collection of stuff that happens often enough in the world that they need rules to determine their outcome. Every player besides the GM can trigger these moves.\n* '''GM Moves''' represent the world, the enemies, and the barriers between the players and their goal. They're kind of like dramatic tools that the GM can trigger whenever the players roll a 6 or below to make things ''interesting''. They can also trigger at other points, that's just the most common one.\n\n===Basic Moves===\n \n====Scrap====\nWhen you tussle with someone in close range, roll+STR.\nOn a 10+, Deal damage, gain a better position or make an opening for your allies. On a 7-9 you steal deal damage, but you also take damage, lose your favorable position, lose something valuable or damage the Package. On a 6 or below, take damage.\n\n====Gunplay====\nWhen you engage in long-range combat, roll+DEX.\nOn a 10+, deal damage, create an opening or do something cool. On a 7-9 still deal damage, but lose your position, your weapon jams or fails, your shot ricochets badly. On a 6 or below, take damage.\n\n====Get Out The Way====\nWhen you skillfully avoid incoming danger, roll+DEX.\nOn a 10+, you move like a cat, describe how the danger passes you by, and the favorable position you take. Maybe snap a selfie for the app. On a 7-9, you hesitate, flinch or fumble \u2013 you take damage, lose control of the package or make a fool of yourself on the app. On a 6 or below, take damage.\n\n====Get In The Way====\nWhen you take a blow intended for someone else, roll+CON\nOn a 10+, your body holds out. The incoming danger is nullified \u2013 weapons shatter, boulders break apart. On a 7-9, take damage but grant the other person one armor. On a 6 or below, take damage.\n\n====I Quit====\nWhen you\u2019ve had enough of this shit, roll. Don\u2019t add anything.\nOn a 10+, you go out in a blaze of glory. Solve a problem, give someone on your team +1 forward, +1 armor or make something stop hurting your pals. Discard your character. On a 7-9, you think you go out in a blaze of glory. Solve a problem temporarily. It\u2019ll get worse after you\u2019re gone. Discard your character. On a 6 or below, you make everything worse as you leave. Discard your character.\n\n====I\u2019ve Seen This\u2026====\nWhen you\u2019re pretty sure you know something about this, roll+INT.\nOn a 10+, tell everyone what you know about this creature, place or situation. Tell people something useful, or ask the GM for something useful. On a 7-9, you still tell everyone something interesting, but it takes a while to remember it, placing you in danger, or it\u2019s practically unhelpful. On a 6 or below, you tell everyone something incorrect and probably deadly.\n\n====Hit The Books====\nWhen you study a situation or do research, come up with at least two things you\u2019re hoping to learn and roll+WIS.\nOn a 10+, the GM will give you clear and overt answers to the two things you wanted to learn. Gain +1 forward when you act on the information. On a 7-9, you still get the answers, but tell the table a critical mistake you\u2019ve made in at least one answer that will put you all in danger. On a 6 or below, you mess up bad. Your investigation goes so badly you get hurt, take damage.\n\n====Talk It Out====\nWhen you meet aggressors who share some common ground with you, roll+CHA.\nOn a 10+, the fighting stops, you learn something about them, or buy your allies some time. You don\u2019t quite have their trust, yet. On a 7-9, you learn what they want, but you\u2019ll need leverage to get through without violence. On a 6 or below, you insult them, overestimate your familiarity or otherwise put your foot in it. Take damage.\n\n==GM Moves==\n\nGM Moves trigger whenever the players look to the GM to ask what happens next, or whenever they roll a 5 or below. Whenever that happens, either follow the fiction of the scene to its natural conclusion, or do one of the following:\n\n====Kill a Character====\nTake a character, make it dead. Simple enough. This move isn't a big deal in Disposable Heroes, and might even be welcomed, as it lets the player try out a new class/character. Do this often.\n====Damage the Package====\nThis one really hurts, so use it sparingly.\n====Give the Team a Hard Choice====\nOffer the players something they want, and something they need. A good way to use this is to give them an easy option that is 50% of what they want, or 100% of what they need but at some kind of great cost to themselves.\n====Show an Unexpected Complication====\nPlayers are running rampant around a universe where the rules are fungible and the gods of this place are spiteful and quick to react. Make something wild happen.\n====Remind them Rent is Due====\nThey're in this for the money, right? The Heroes, despite their powers, are generally on the bottom rung of a massive societal hierarchy. Remind them of their place.\n====Give them a Bad Review====\nThink of this less literally, though sometimes it can just be a literal bad review. A bad review just means something terrible, but relatively inconsequential happens. When you get a bad review, your boss is gonna be awful with you all day and you can't really control it. Do that.\n====Present an Expensive Opportunity====\nThink of something the team would love, then make it cost them everything.\n====Disrupt the Status Quo====\nInnovate, synergize, cross-promote. Take whatever is currently happening, and flip it on its head. This move is good for natural disasters like earthquakes or firenados, a sudden influx of hypno-demons from the underdark, or a ship full of Shadow People invading the city.\n====Wrap Them in Red Tape====\nThe world is a capitalist nightmare, and bureaucratic red tape blocks every single door. Busy work, filing requirements, forms, fees, special words spoken into listening-bricks, or just the right ass getting kissed.\n====Blow Something Up====\nNever fails.\n====Spring a Trap====\nTraps are everywhere. Spring one.\n\n==Animal Powers==\n\nEvery Hero in Disposable Heroes has some kind of animal associated with them. We've decided to leave it up to you, the player, how that works. Maybe they're literally animals, maybe they're anthropomorphic, maybe they have a magical mask they ordered from [[Bonr]] that grants them these powers. Whatever you decide, its important to remember that the character can act as though they are their animal without rolling, unless that action itself invokes one of the moves above. The Detective Bat doesn't have to do anything special to Echolocate, for instance, unless they trigger a move with their use of Echolocation.\n\n==Character HP and Armor==\n\nCharacters don't have HP in Disposable Heroes. They're Disposable, after all. When they take a hit from an enemy, they die. As soon as they die, the player discards their card then draws a new one. The exception to this is if the character has Armor. Armor is something lots of characters start with, and some characters can give it to others. When you have armor, set the card down infront of you so that the value of your armor is facing up. Whenever you get hit, rotate the card to show the lose of armor. Or you can use tokens or notepaper or whatever, it's not super important. Once you have 0 armor, the next hit kills you.\n\n==Enemies==\n\nThere's a lot of things standing between you and your five stars, and a lot of them have teeth and claws and want to eat you. Or they have magic staffs and want to turn you into some kind of slime. Either way, you're going to be fighting a fair bit in this game.\n\nThe enemies in Disposable Heroes are simplified from the enemies in both Dungeon World and most other Powered by the Apocalypse games. Their attacks don't deal damage in the traditional sense, since player characters can only take one hit before dying, so they only really need HP and a special ability. Every enemy in the entire world has at least one special ability, bosses can have multiple. Of an enemy is a mook, foot soldier, mercenary, or random passing monster, they have 3 to 6HP. Of it's a Boss, it has 12HP. Once it hits 0HP, an enemy either dies, or quits, up to the GM.\n\nThis part of mostly for GMs but enemies don't deal damage in the same way they do in most tabletop games - they only ever deal damage when you use a GM Move or when a move says they do. The flow of combat in Disposable Heroes as such:\n\nThe GM describes a scene, action, or impending danger. The players react, triggering a move, the results of which inform what happens next. Repeat.\n\n==What To Expect In A Game==\n\nGenerally speaking your average game of Disposable Heroes is going to involve the players getting a package and being told to deliver it somewhere, and finding that place very difficult to deliver packages to for some reason or another. the [[Places of Power]] in the lore are examples of the kind of locations players will be delivering to - strange and twisted thrones of power controlled by incredibly powerful beings, full of traps and enemies and trials and challenges. \n\nYou can also expect a significantly higher character turnover when compared with most games, so build your traps and combat around that. The kind of \"unfair\" old school encounters that could only be solved through trial and error, or the kind of beasties that could only be brought down by the blood of dozens of level 1s are fair game here, thanks to the rapid character replacement mechanics. This shouldn't read as an excuse to be a pain in the arse though, try to keep the line between Challenging and Tedious in mind, and remember the tone here is generally upbeat - it's a lot easier to laugh off your 8th character dying if everyone is already having fun.\n\nOnce the characters make it to the end, they'll have to do the package handoff. How you want to run this is up to you, but at my table we tend to do the calculation for the rating, then playout what happens next. Sometimes that means a boss fight, sometimes it means the heroes slump home dejected, sometimes it means they get new jobs even. Just keep in mind that unlike a lot of games, the characters aren't usually there for anything more noble than a paycheck, so this can make combat or boss encounters kinda weird. After all, why would the characters bother fighting all these goblins if, at the end of the day, they're both workers trying to survive in a terrible place? My advice to any GMs would be to embrace that weirdness. My favourite sessions of Disposable Heroes involved the characters leading workers revolts and strikes.\n\nCampaigns don't tend to be a thing as much as one-shots and one-offs, but it's not unheard of, you just have to reckon with the lack of advancement mechanics and the complete inability to really connect with the characters on a one-on-one basis. One tweak I've played with is framing the characters deaths as them warping back to a base of some kind and being replaced by an ally. This campaign had the players running their Disposable Heroes team as a sort of mercenary squad, and it ruled.\n\n==FAQ==\n\n''What happens when the deck is empty and I need to draw a new character?''\n\nOriginally the rule was when this happened, the players fail and whatever the Big Bad Evil Guy had planned came to fruition. When the game shifted to the package delivery gameplay, it became harder to find a lose state, so generally I say reshuffle the deck and move on, but you could also say they fail to deliver the package and they all get fired (or die)\n\n''What happens when I roll a 6 or below on a character move or a basic move?''\n\nProbably you die. Strictly speaking that's one of the times when a GM move will trigger, but the most common thing is gonna be you die.\n\n''What happens, in fiction, when a character dies and is replaced?''\n\nThe Disposable Heroes app pulls another soul from the void, or teleports an already extant soul to the location. It's not super important honestly. The new character is there at the most convenient time for the table and knows however much the player and the rest of the table feel is needed to make the session flow properly."
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                "title": "Satan",
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                        "*": "'''Satan''' (Alternatively known as The Devil) is an immortal of indeterminate origin and is one of the [[Powerful Beings]].\n\nSatan was one of the first [[Powerful Beings]] to emerge Post-Fold, and is responsible for constructing the foundations of [[Neo-Francisco]] in a complex pattern around his place of power, an enormous Black Obelisk found in [[Tottori-Arcana]] that reaches high above the Flattened Sphere. In addition to drawing up the treasures of the Flattened Sphere from the depths to construct [[Neo-Francisco]], Satan is also notable for being one of the most reliable sources of information regarding the Pre-Fold world. \n\n== Physical Appearance ==\n\nVery few have seen Satan in person since the Fold, but several experts in Pre-Fold Sculpture can confirm that Satan is \"super hot, like ridiculously hot.\" Most modern media depicts him as wearing a black suit, and, by Satan's own request, bearing a striking resemblance to someone Satan vehemently insists is Pre-Fold Actor David Boreanaz.\n\n== Pre-Fold ==\n\nOver the years, several documents have emerged detailing the origins of Satan. One suggests that Satan was once subservient to another Powerful Being, referred to as [[God]], who cast down Satan, at this point called Lucifer, for seeking a promotion to counteract God's mismanagement of their corporate entity, which is usually referred to as Heaven. Satan then started his own corporate entity with like-minded compatriots, branding it Hell, which quickly overtook Heaven in popularity and became the primary purveyor of rock music and narcotics in the Pre-Fold world. Satan's history prior to his founding of Hell is unknown, leaving much unclear about the Being's early life and career at Heaven.\n\n== Post-Fold ==\n\nAfter the Fold, Satan arrived in the deserts that would eventually became [[Tottori-Arcana]] and became pulling the treasures of the earth to the surface, constructing his Black Obelisk and the foundations for later construction in an arcane pattern that drew power to their creator. As [[Neo-Francisco]] grew, all future construction in the city was forced to pay tribute, primarily in Pre-Fold artifacts, to Satan himself for the privlidge of building upon the foundations that he had raised, while furthering his greater plan of establishing his magical dominion over the city. The artifacts paid in tribute to Satan become part of his massive museum collection within the Black Obelisk, which include, but are not limited to, priceless works of art (The Mona Lisa, Goya's Black Paintings, and the original Coca-Cola logo), cultural artifacts from across the world (The manuscripts of William Shakespeare, the sarcophagus of Tutankhamun, and every known copy of Pink Floyd's \"Dark Side of the Moon\"), and even several inexplicably alive pre-fold celebrities (Jiro Ono, Snoop Dogg, and Adam Sandler).\n\n== Current Events ==\n\nWith his power buoyed by the arcane patterns of [[Neo-Francisco]], Satan has primarily withdrawn from public life, isolating himself at the highest level of his Black Obelisk. Making regular contact with [[The Moon]], he furthers some greater agenda, as of yet unknown to all other life. When not pursuing his infernal goals, Satan makes regular trips through the many levels of the Obelisk, tweaking the presentation of each of the themed rooms to accommodate new artifacts he's acquired, assuring that each person's journey through his tower is unique."
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