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player_s_guide_chapter_3 [2019/05/09 12:28]
triptycho [Opposed Rolls]
player_s_guide_chapter_3 [2019/11/26 07:51] (current)
triptycho [Damage Rolls]
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 Each entity has a certain number of points that determines their ability to continue in the scenario. In combat, these are known as Hit Points (HP); in exploration,​ they are known as Endurance Points (EP); and in interaction,​ they are known as Will Points (WP). They work the same in each scenario; you typically begin with your maximum amount of points. When you suffer damage, you subtract the damage total from the number of points. An entity with 0 points remaining is defeated and can no longer contribute to the scenario; it cannot play cards or be targeted by attacks (though it can still draw and discard as normal). Attacks that would reduce an entity'​s points to less than 0 instead reduce to 0 unless otherwise specified (negative points is not generally allowed). Each entity has a certain number of points that determines their ability to continue in the scenario. In combat, these are known as Hit Points (HP); in exploration,​ they are known as Endurance Points (EP); and in interaction,​ they are known as Will Points (WP). They work the same in each scenario; you typically begin with your maximum amount of points. When you suffer damage, you subtract the damage total from the number of points. An entity with 0 points remaining is defeated and can no longer contribute to the scenario; it cannot play cards or be targeted by attacks (though it can still draw and discard as normal). Attacks that would reduce an entity'​s points to less than 0 instead reduce to 0 unless otherwise specified (negative points is not generally allowed).
  
-A Reaction with a Defense entry can reduce the Damage from an Action that hits. In this case, roll the Defense dice and subtract the result from the Damage roll to generate the new damage total. It is possible for damage to be reduced to 0 in this way, but never less than 0. This is not considered to be an opposed roll.+A Reaction with a [[defense|Defense]] entry can reduce the Damage from an Action that hits. In this case, roll the Defense dice and subtract the result from the Damage roll to generate the new damage total. It is possible for damage to be reduced to 0 in this way, but never less than 0. This is not considered to be an opposed roll.
  
 For example, let's say you play the following Action against a target in combat: For example, let's say you play the following Action against a target in combat:
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 ==== Enhancement Dice ==== ==== Enhancement Dice ====
  
-Some effects, such as enchantments,​ provide enhancement dice to entries. ​ These additional dice, specified as +XdY, are added to the base roll.  Effects that modify dice number or damage directly do not modify the dice number or level of enhancement dice.  The Piercing attribute does reduce dice level for Defense enhancement dice, however; Piercing values are first applied to enhancement dice, with any leftover Piercing applying to the base Defense.+Some effects, such as enchantments,​ provide ​[[enhancement dice]] to entries. ​ These additional dice, specified as +XdY, are added to the base roll.  Effects that modify dice number or damage directly do not modify the dice number or level of enhancement dice.  The Piercing attribute does reduce dice level for Defense enhancement dice, however; Piercing values are first applied to enhancement dice, with any leftover Piercing applying to the base Defense.
  
 Enhancement dice on Damage entries have their own damage type separately from that of the base entry. ​ If no type is listed, the enhancement damage is untyped even if the base damage is typed. Enhancement dice on Damage entries have their own damage type separately from that of the base entry. ​ If no type is listed, the enhancement damage is untyped even if the base damage is typed.
  
-Effects that fire based on the minimum or maximum roll result apply only to the base entry before any enhancement dice are applied.+Effects that fire based on the minimum or maximum roll result apply only to the base entry before any enhancement dice are applied ​(unless otherwise specified). Similarly, effects that minimize or maximize entries apply only to the base entry and exclude enhancement dice (unless otherwise specified).
  
 Enhancement dice have no effect if there is no base entry. Enhancement dice have no effect if there is no base entry.
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 If the scenario ended in victory, PCs may receive a reward. This can be in the form of Wealth, Gear, Karma, or story consequenes. The DM will detail any such reward received. If the scenario ended in victory, PCs may receive a reward. This can be in the form of Wealth, Gear, Karma, or story consequenes. The DM will detail any such reward received.
  
-On the other hand, scenarios ending in defeat may result in negative consequences. The PCs may simply miss out on a reward or have negative story consequences. In life-or-death scenarios, the consequence of failure means the end of the game as the characters are killed. A common consequence of failure is acquisition of injuries.+On the other hand, scenarios ending in defeat may result in negative consequences. The PCs may simply miss out on a reward or have negative story consequences. In life-or-death scenarios, the consequence of failure means the end of the game as the characters are killed. A common consequence of failure is acquisition of Injuries.
  
 ==== Injuries ==== ==== Injuries ====
  
-When an entity ​obtains an Injury, ​the entity'​s ​maximum HP, EP, and WP are reduced by 5. If an entity ​ever obtains enough Injuries to reduce their base HP, EP, or WP to 0 or less, the entity dies. Base values refers to the raw numbers on a PC's role card or an NPC'​s ​card, prior to any modifiers such as from Gear.+When a PC obtains an Injury, ​their maximum HP, EP, and WP are reduced by 5. If a PC ever obtains enough Injuries to reduce their base HP, EP, or WP to 0 or less, they die. Base values refers to the raw numbers on a PC's role card, prior to any modifiers such as from Gear.
  
 PCs may recover from Injuries by spending 1 Valuable per Injury within a properly-equipped town or city to heal. The cost and time required may change depending on narrative circumstances as determined by the DM. Recovery from Injuries may also be offered as an occasional reward or bonus effect, either within a scenario or upon attaining victory. PCs may recover from Injuries by spending 1 Valuable per Injury within a properly-equipped town or city to heal. The cost and time required may change depending on narrative circumstances as determined by the DM. Recovery from Injuries may also be offered as an occasional reward or bonus effect, either within a scenario or upon attaining victory.
  
 While Injuries can sometimes be obtained within a scenario, they'​re commonly acquired as a consequence of failing a scenario. For instance, PCs may be wounded while fleeing a losing battle. Injuries are also frequently obtained in exploration scenarios, detailed further in chapter 5. While Injuries can sometimes be obtained within a scenario, they'​re commonly acquired as a consequence of failing a scenario. For instance, PCs may be wounded while fleeing a losing battle. Injuries are also frequently obtained in exploration scenarios, detailed further in chapter 5.
 +
 +Enemies of the PCs can also suffer Injuries from various effects (most commonly from [[stat track|Stat Tracks]] in combat). The same rules apply, except that [[mini-boss|Mini-bosses]] instead reduce their values by 10, while [[boss|bosses]] instead reduce their values by 20.
  
 Next: [[Player'​s Guide Chapter 4|Chapter 4: Combat]] Next: [[Player'​s Guide Chapter 4|Chapter 4: Combat]]
player_s_guide_chapter_3.1557430086.txt.gz ยท Last modified: 2019/05/09 12:28 by triptycho