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player_s_guide_chapter_5 [2019/01/30 12:53]
triptycho [Swimming]
player_s_guide_chapter_5 [2019/05/09 08:00]
triptycho [Traps]
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 ===== Turn Order ===== ===== Turn Order =====
  
-Exploration scenarios are unique in that they do not utilize initiative rolls. ​ Instead, ​each round begins first with certain [[challenge|Challenges]] the DM controls that act at the beginning of the round. Then, all players take their turns in whatever order they choose. Players can change their turn order from round to round as desired; they are not locked into the turn order chosen for the first round. After each player has had a turn, the DM then takes turns for each remaining [[challenge|Challenge]] in play that receives turns.+Exploration scenarios are unique in that they do not utilize initiative rolls. Instead, certain [[challenge|Challenges]] the DM controls that act first. Then, all players take their turns in whatever order they choose. Players can change their turn order from round to round as desired; they are not locked into the turn order chosen for the first round. After each player has had a turn, the DM then takes turns for each remaining [[challenge|Challenge]] in play that receives turns.
  
-Note that it's often possible for players to extend beneficial effects through such behavior as acting early one round and late in the next.  For instance, if a PC plays a Strategy that grants allies +1 to Inflict dice levels until the start of that PC's next turn, allies can get up to two turns' worth of benefit from that sort of turn order. ​ That's using the rules as designed and intended; players are encouraged to wield their turn order as an effective tool to improve their chances of success!+Note that it's often possible for players to extend beneficial effects through such behavior as acting early one round and late in the next. For instance, if a PC plays a Strategy that grants allies +1 to Inflict dice levels until the start of that PC's next turn, allies can get up to two turns' worth of benefit from that sort of turn order. That's using the rules as designed and intended; players are encouraged to wield their turn order as an effective tool to improve their chances of success!
  
 ===== The Area Map ===== ===== The Area Map =====
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 ==== Movement ==== ==== Movement ====
  
-As with combat, you can [[move|Move]] ​at any point during your turn after drawing a card and before discarding a card Default movement speed is 1; unlike with combatit is rare to increase movement speed or grant additional moves in explorationeven from [[mount|mounts]].+You can [[move|Move]] ​once during ​the Strategy Phase or Action Phase of your turn //or// an ally's turn. Default movement speed is 1. Speed is rarely increased directly in explorationinsteadeffects tend to specifically ​grant improvementusually as a result of playing a Strategy or Action.
  
-Movement occurs between regions using connections. ​ Connections may be blocked by [[obstacle|Obstacles]],​ preventing movement; see the section on Challenges for more information about this.+Movement occurs between regions using connections. Connections may be blocked by [[obstacle|Obstacles]],​ preventing movement; see the section on Challenges for more information about this.
  
-In addition to the PCs, [[creature|Creatures]] and [[seeker|Seekers]] can also Move.  Other entity types cannot Move unless otherwise specified.+In addition to the PCs, [[creature|Creatures]] and [[seeker|Seekers]] can also Move. Other entity types cannot Move unless otherwise specified.
  
 ==== Visibility ==== ==== Visibility ====
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 Regions can be [[lit|lit]] or [[dark|dark]]. Note that [[shadowy|shadowy]] illumunation does not exist in exploration scenarios since long-range visibility is already severely restricted. As such, entities with [[Light Sensitivity|Light Sensitivity]] simply treat lit regions as though they were dark. An entity with both Light Sensitivity and [[Darkvision|Darkvision]] reverses the normal rules for illumination in exploration. Regions can be [[lit|lit]] or [[dark|dark]]. Note that [[shadowy|shadowy]] illumunation does not exist in exploration scenarios since long-range visibility is already severely restricted. As such, entities with [[Light Sensitivity|Light Sensitivity]] simply treat lit regions as though they were dark. An entity with both Light Sensitivity and [[Darkvision|Darkvision]] reverses the normal rules for illumination in exploration.
  
-PCs without Darkvision that occupy a dark region can only see exits and any Obstacles blocking progress. All other types of entities are not revealed. As with combat, entities that cannot see within their occupied region ​are considered ​to be [[Player'​s Guide Appendix A|Debilitated]], [[Player'​s Guide Appendix A|Hindered]], and [[Player'​s Guide Appendix A|Vulnerable]].+PCs without Darkvision that occupy a dark region can only [[sight|see]] exits and any Obstacles blocking progress. All other types of entities are not revealed. As with combat, entities that cannot see within their occupied region ​suffer -1 dice levels ​to [[accuracy dice|Accuracy]], [[evasion dice|Evasion]], and [[skill dice|Skill Dice]].
  
-Environs, Obstacles, and Traps ignore illumination. However, their targets still suffer any conditions ​as a result of being unable to see.+[[environ|Environs]], Obstacles, and [[trap|Traps]] ignore illumination ​and visibility. However, their targets still suffer any penalties ​as a result of being unable to see.
 ==== Swimming ==== ==== Swimming ====
  
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 ==== Environs ==== ==== Environs ====
  
-[[Environ|Environs]] represent various environmental hazards present in a region, whether natural, artificial, or magical. Environs act at the beginning of the round (before the players) in whatever order the DM chooses.+[[Environ|Environs]] represent various environmental hazards present in a region, whether natural, artificial, or magical. Environs act at the beginning of the [[turn phase|Turn Phase]] ​(before the players) in whatever order the DM chooses.
  
-Unless otherwise specified, Actions played by Environs target all enemies within their occupied region. ​ Environs may occasionally have Strategies, Assists, or Interrupts; these follow normal rules for such things.+Unless otherwise specified, Actions played by Environs target all enemies within their occupied region. Environs may occasionally have Strategies, Assists, or Interrupts; these follow normal rules for such things.
  
-Environs have no EP total and cannot be defeated with damage. ​ They can still be subject to Actions and are typically unable to play Reactions in return. ​ Such PC Actions are often used to impose conditions or other effects ​to limit the Environ'​s effectiveness.+Environs have no EP total and cannot be defeated with damage. They can still be subject to Actions and are typically unable to play Reactions in return. Such PC Actions are often used to apply debuffs ​to limit the Environ'​s effectiveness.
  
-Unless otherwise specified, Environs are not subject to penalties from visibility or swimming.+Unless otherwise specified ​or judged by the DM, Environs are not subject to penalties from visibility or swimming.
  
 ==== Obstacles ==== ==== Obstacles ====
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 Some Obstacles, representing various types of terrain difficulties that don't simply vanish once dealt with, have the Persists keyword. ​ These special Obstacles typically have a much-reduced EP total; that EP total is applied individually to every PC instead of serving as a single pool.  Each PC that wants to cross the connection blocked by the Persisting Obstacle must reduce their own set of the Obstacle'​s EP to 0.  Once a PC leaves a region containing a Persisting Obstacle, their pool of EP for that Obstacle is restored to full.  This occurs even if the PC crosses through the connection blocked by the Obstacle after reducing it to 0. Some Obstacles, representing various types of terrain difficulties that don't simply vanish once dealt with, have the Persists keyword. ​ These special Obstacles typically have a much-reduced EP total; that EP total is applied individually to every PC instead of serving as a single pool.  Each PC that wants to cross the connection blocked by the Persisting Obstacle must reduce their own set of the Obstacle'​s EP to 0.  Once a PC leaves a region containing a Persisting Obstacle, their pool of EP for that Obstacle is restored to full.  This occurs even if the PC crosses through the connection blocked by the Obstacle after reducing it to 0.
  
-For example, consider a Rocky Wall that the PCs need to climb in order to proceed. ​ It has EP and the Persists keyword. ​ Two PCs, Aerim and Lucin, spend their turns playing Actions against the Rocky Wall.  Aerim goes first and deals damage, leaving the Rocky Wall with 2 EP.  Lucin goes next and deals 6 damage, enough to defeat the Rocky Wall.  Lucin then performs a Move, passing through the Rocky Wall's connection and into a new region. ​ The Rocky Wall now has EP again for Lucin; if Lucin wants to return to the previous region, another 5 damage is required to pass the wall again. ​ Meanwhile Aerim still needs to deal 2 more damage to proceed; this total is unaffected by Lucin'​s turn.+For example, consider a Rocky Wall that the PCs need to climb in order to proceed. It has EP and the Persists keyword. Two PCs, Aerim and Lucin, spend their turns playing Actions against the Rocky Wall.  Aerim goes first and deals damage, leaving the Rocky Wall with 2 EP. Lucin goes next and deals 6 damage, enough to defeat the Rocky Wall. Lucin then performs a Move, passing through the Rocky Wall's connection and into a new region. ​ The Rocky Wall now has EP again for Lucin; if Lucin wants to return to the previous region, another 5 damage is required to pass the wall again. Meanwhile Aerim still needs to deal 2 more damage to proceed; this total is unaffected by Lucin'​s turn.
  
-Another special keyword for Obstacles is the [[Climbing|Climbing]] keyword. ​ Climbing Obstacles usually Persist and have [[height|Height]] values associated with them, much like section borders in combat. ​ Failing an Action against a Climbing Obstacle results in falling, taking equivalent damage as in combat (1d6 per Height value), along with any other effect on the Reaction.  If the PC was trying to climb down, the PC continues to the other side of the Obstacle as if they'd reduced its EP to 0 and Moved (and afterward the Obstacle'​s EP is restored to full for that PC).  This happens even if the PC has already Moved on their turn, and it counts as the PC's Move for their turn if they haven'​t. ​ Various [[tool|tools]] provide special benefits against these types of Obstacles. ​ The Rocky Wall in the prior example likely also had the Climbing keyword.+Another special keyword for Obstacles is the [[Climbing|Climbing]] keyword. Climbing Obstacles usually Persist and have [[height|Height]] values associated with them, much like section borders in combat. Failing an Action against a Climbing Obstacle results in falling, taking equivalent damage as in combat (1d6 per Height value), along with any other effect on the Reaction.
  
-Unless otherwise specified, Obstacles are not subject to penalties from visibility or swimming.+If the PC was trying to climb down, the PC continues to the other side of the Obstacle as if they'd reduced its EP to 0 and Moved (and afterward the Obstacle'​s EP is restored to full for that PC). This happens even if the PC has already Moved on their turn, and it counts as the PC's Move for their turn if they haven'​t. Various [[tool|Tools]] provide special benefits against these types of Obstacles. The Rocky Wall in the prior example likely also had the Climbing keyword. 
 + 
 +Unless otherwise specified ​or judged by the DM, Obstacles are not subject to penalties from visibility or swimming.
  
 ==== Creatures ==== ==== Creatures ====
  
-Swarms of biting insects, mischievous fae pranksters, and haunting spirits are examples of Creature challenges. Creatures behave similarly to PCs.  They can Move and typically play normal Actions and Reactions, taking their turns at the end of the round in whatever order the DM chooses. ​ Many Creatures will pursue PCs, but they can be defeated by reducing their EP to 0.+Swarms of biting insects, mischievous fae pranksters, and haunting spirits are examples of Creature challenges. Creatures behave similarly to PCs. They can Move and typically play normal Actions and Reactions, taking their turns at the end of the Turn Phase in whatever order the DM chooses. Many Creatures will pursue PCs, but they can be defeated by reducing their EP to 0.
  
-It is common for Creatures to "​respawn"​ after a period of time once defeated. ​ This discourages PCs from finding safe places in exploration scenarios to sit and wait for many turns in a row.  It's usually best in exploration scenarios to keep pushing forward, and Creatures often drive this motivation.+It is common for Creatures to "​respawn"​ after a period of time once defeated. This discourages PCs from finding safe places in exploration scenarios to sit and wait for many turns in a row. It's usually best in exploration scenarios to keep pushing forward, and Creatures often drive this motivation.
  
-PCs may be considered as Creatures, for instance if a PC is [[Player'​s Guide Appendix A|Controlled]]. This only applies when there is intent to target a PC; an Action played by a non-Controlled ​PC that targets "all Creatures"​ does not target the PC or their allies unless otherwise specified.+PCs may be considered as Creatures, for instance if a PC is forced to play a hostile Action against an ally. This only applies when there is intent to target a PC; an Action played ​voluntarily ​by a PC that targets "all Creatures"​ does not target the PC or their allies unless otherwise specified.
  
 ==== Seekers ==== ==== Seekers ====
  
-Similar to Creatures, Seekers are a unique ​challenge ​found almost exclusively within stealth scenarios. They represent patrolling guards, slumbering beasts, and other things that the PCs are attempting to sneak past.  Most Seekers do not deal damage, relying on special mechanics instead to function. They typically have a single EP but higher Endure dice and other dangerous consequences,​ permitting the classic "​stealth kill" but at relatively high risk.+Similar to Creatures, Seekers are a unique ​Challenge ​found almost exclusively within stealth scenarios. They represent patrolling guards, slumbering beasts, and other things that the PCs are attempting to sneak past.  Most Seekers do not deal damage, relying on special mechanics instead to function. They typically have a single EP but higher Endure dice and other dangerous consequences,​ permitting the classic "​stealth kill" but at relatively high risk.
  
 Seekers act at the end of the round in whatever order the DM chooses. They can move and normally follow a predetermined patrol route. However, Seekers become [[Player'​s Guide Appendix A|Alerted]] whenever they cause the PCs to lose a Stealth Token or from various other circumstances. Alerted Seekers gain +1 to their Inflict dice level and may deviate from their typical patrol routes at the DM's discretion as they go looking for the PCs. Seekers act at the end of the round in whatever order the DM chooses. They can move and normally follow a predetermined patrol route. However, Seekers become [[Player'​s Guide Appendix A|Alerted]] whenever they cause the PCs to lose a Stealth Token or from various other circumstances. Alerted Seekers gain +1 to their Inflict dice level and may deviate from their typical patrol routes at the DM's discretion as they go looking for the PCs.
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 ==== Traps ==== ==== Traps ====
  
-[[Trap|Traps]] are a special type of challenge ​that often aren't revealed until they'​ve been sprung. ​ Traps rarely take turns; instead, most rely on [[Interrupt|Interrupts]] that generally grant them the ability to play Actions against a triggering PC.  A common ​trigger ​condition for these Interrupts is the PC entering the Trap's occupied region, but many others also exist.+[[Trap|Traps]] are a special type of Challenge ​that often aren't revealed until they'​ve been sprung. Traps rarely take turns; instead, most rely on [[Interrupt|Interrupts]] that generally grant them the ability to play Actions against a triggering PC. A common ​Trigger ​condition for these Interrupts is the PC entering the Trap's occupied region, but many others also exist.
  
-Traps are similar to Environs in that they usually have no EP total, cannot typically be defeated through damage, and rarely play Reactions against PC Actions. ​ Some Traps have special countermeasures built into the exploration ​scenario, which may include such things as finding a [[hidden|hidden]] mechanism to disable them.  PCs should not rely on this, however; a reliable countermeasure for Traps is a good set of Reactions to play against them.+Traps are similar to Environs in that they usually have no EP total, cannot typically be defeated through damage, and rarely play Reactions against PC Actions. Some Traps have special countermeasures built into the scenario, which may include such things as finding a [[hidden|hidden]] mechanism to disable them. PCs should not rely on this, however; a reliable countermeasure for Traps is a good set of Reactions to play against them.
  
-Unless otherwise specified, Traps are not subject to penalties from visibility or swimming.+Unless otherwise specified ​or judged by the DM, Traps are not subject to penalties from visibility or swimming.
  
 ===== Settings ===== ===== Settings =====
  
-Exploration scenarios are used to model a highly varied set of potential circumstances. ​ To help deal with the high degree of variety, exploration scenarios are classified into various [[setting|settings]] and types that can inform availability of abilities and make adjustments to the rules.+Exploration scenarios are used to model a highly varied set of potential circumstances. To help deal with the high degree of variety, exploration scenarios are classified into various [[setting|settings]] and types that can inform availability of abilities and make adjustments to the rules.
  
-Settings primarily alter availability or power of various abilities. ​ Many player cards or Gear have limitations regarding which settings they can or can't be used in, while others may gain additional capabilities when played in certain settings.+Settings primarily alter availability or power of various abilities. Many player cards or Gear have limitations regarding which settings they can or can't be used in, while others may gain additional capabilities when played in certain settings
 + 
 +Some regions may differ in setting from the other regions. In some cases, players may even get to choose between multiple settings that they wish to consider a region to be. For instance, consider a set of ancient ruins classified as a dungeon. If one region is particularly overgrown with plantlife, PCs may be able to treat it as though it were wilderness instead if they want. This decision can be made freely and repeatedly at any point in which the setting matters, including multiple times within the resolution of a single play (assuming the decision points are discrete). 
 + 
 +For example, let's say a PC is attacked by an enemy in the aforementioned overgrown ruins region. The player might choose to play an Interrupt that cannot be played in wilderness settings in order to penalize the enemy Action. Then, the player selects a Reaction that gains a bonus in wilderness settings; so, the PC then chooses to treat the setting as wilderness to apply the bonus. This is allowed even though the player treated the region as dungeon the moment before in order to play an Interrupt, all in response to a single enemy Action play.
  
 The various types of settings are described in detail in the sections below. The various types of settings are described in detail in the sections below.
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 === Wilderness === === Wilderness ===
  
-Wilderness settings represent dangerous forests, deadly deserts, frigid tundra, or even long-distance travel through several types of terrain. ​ At higher levels, wilderness settings may be cursed, magical, or extraplanar. ​ Wilderness settings are almost always outdoors; a cavern, while natural, should be considered a dungeon instead.+Wilderness settings represent dangerous forests, deadly deserts, frigid tundra, or even long-distance travel through several types of terrain. At higher levels, wilderness settings may be cursed, magical, or extraplanar. Wilderness settings are almost always outdoors; a cavern, while natural, should be considered a dungeon instead.
  
 === Dungeon === === Dungeon ===
  
-Dungeon settings represent deep caverns, ancient ruins, mystic towers, and other largely indoor or interior locales separate from the comforts of civilization. ​ Dungeon settings can be used to abstractly model exploration of an entire dungeon area or to represent individual rooms or chambers with specific ​challenges present.+Dungeon settings represent deep caverns, ancient ruins, mystic towers, and other largely indoor or interior locales separate from the comforts of civilization. Dungeon settings can be used to abstractly model exploration of an entire dungeon area or to represent ​a discrete set of individual rooms or chambers with specific ​features and hazards.
  
 === Civilization === === Civilization ===
  
-Civilization settings represent small villages, bustling cities, and everything in between. ​ These scenarios are appropriate for exploring dangerous parts of town, such as a rogue-filled district with winding alleys and rival gangs, or for finding a specific place or person inside a large city.  The key difference between interaction scenarios (common within towns and cities) and civilization exploration scenarios is that in civilization exploration,​ it is the location itself that presents the challenge. ​ Exploring a heavily trapped mansion, running across the rooftops, or fleeing from an angry mob all fit well as civilization settings.+Civilization settings represent small villages, bustling cities, and everything in between. These scenarios are appropriate for exploring dangerous parts of town, such as a rogue-filled district with winding alleys and rival gangs, or for finding a specific place or person inside a large city. The key difference between interaction scenarios (common within towns and cities) and civilization exploration scenarios is that in civilization exploration,​ it is the location itself that presents the challenge. Exploring a heavily trapped mansion, running across the rooftops, or fleeing from an angry mob all fit well as civilization settings.
  
 ===== Types ===== ===== Types =====
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 ===Failure=== ===Failure===
  
-Normal scenarios cannot end in failure unless the entire party is wiped out; as such the only threat is EP damage. ​ A PC that is reduced to 0 EP suffers an [[injury|injury]] at the start of their next turn, then recovers to their new (injury-modified) maximum EP value and takes their turn as normal. ​ In this manner, a PC is not removed from play unless they reach the goal or are killed through ​injury ​accumulation.+Normal scenarios cannot end in failure unless the entire party is wiped out; as such the only threat is EP damage. A PC that is reduced to 0 EP suffers an [[injury|Injury]] at the start of their next turn, then recovers to their new (Injury-modified) maximum EP value and takes their turn as normal. In this manner, a PC is not removed from play unless they reach the goal or are killed through ​Injury ​accumulation.
  
  
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 ===Failure=== ===Failure===
  
-Seekers and some other challenges ​attempt to cause players to lose Stealth Tokens as a result of Actions or other effects. ​ If the PCs lose their last Stealth Token, the scenario ends in failure as the PCs are caught.+Seekers and some other Challenges ​attempt to cause players to lose Stealth Tokens as a result of Actions or other effects. If the PCs lose their last Stealth Token, the scenario ends in failure as the PCs are caught.
  
 ==== Chase ==== ==== Chase ====
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 ===Failure=== ===Failure===
  
-If the round limit is reached (by the counter value being equivalent to the round limit), then the scenario ends in failure. ​ This could result in an adversary getting away, the PCs being caught, or rarely even death as a structure collapses atop the PCs.  If the PCs are giving chase, typically only one PC needs to reach the Goal for success. ​ However, if the PCs are being chased, all PCs must reach the Goal within the time limit to succeed. ​ Collapsing structures and similar circumstances can result in partial success as the PCs who make it out in time are unscathed, where injury ​or worse can await PCs who do not.+If the round limit is reached (by the counter value being equivalent to the round limit), then the scenario ends in failure. This could result in an adversary getting away, the PCs being caught, or rarely even death as a structure collapses atop the PCs. If the PCs are giving chase, typically only one PC needs to reach the Goal for success. However, if the PCs are being chased, all PCs must reach the Goal within the time limit to succeed. Collapsing structures and similar circumstances can result in partial success as the PCs who make it out in time are unscathed, where Injury ​or worse can await PCs who do not.
  
 Some chase scenarios have round limits on each region. In these scenarios, the PCs lose if any PC is in a region when its round limit is reached. For life-or-death scenarios (such as collapsing structures),​ this results in the death of any PC in a region when its round limit is reached; any remaining PCs continue the scenario. Some chase scenarios have round limits on each region. In these scenarios, the PCs lose if any PC is in a region when its round limit is reached. For life-or-death scenarios (such as collapsing structures),​ this results in the death of any PC in a region when its round limit is reached; any remaining PCs continue the scenario.
 +
 +Similarly, other designs include a round limit that is increased as PCs reach various regions. This is useful when shortcuts and similar features are included within region design (as opposed to routes that literally skip regions). In this case, each PC may have their own round limit depending on the route they take.
  
 ===== Searching ===== ===== Searching =====
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 Exploration scenarios frequently feature hidden secrets scattered through various regions. ​ These secrets can include hidden treasure, secret passages, mechanisms for bypassing or disarming Traps or Obstacles, and more. Exploration scenarios frequently feature hidden secrets scattered through various regions. ​ These secrets can include hidden treasure, secret passages, mechanisms for bypassing or disarming Traps or Obstacles, and more.
  
-A PC can [[Search|Search]] as an Action; other entries may also grant Search rolls through other means. ​ Searching results in an opposed roll, with the PC using the Search entry on their Craft card opposed by the Hidden entry or entries from any hidden secrets. ​ Ties are in favor of the Search.+A PC can [[Search|Search]] as an Action; other entries may also grant Search rolls through other means. Searching results in an opposed roll, with the PC using the Search entry on their Craft card opposed by the Hidden entry or entries from any hidden secrets. Ties are in favor of the Search. Search entries are considered Skill Dice.
  
 The DM performs the opposed Hidden rolls in secret; the size, number, and outcome of the DM's roll should all be kept from the players. ​ If there is nothing to find, the DM should still roll dice so as to not give away when there is or isn't something hidden there. ​ The DM declares whether the player succeeds or fails on the Search attempt without revealing the resulting Hidden roll's value (though it's okay to share the value if the player succeeds, just for fun). The DM performs the opposed Hidden rolls in secret; the size, number, and outcome of the DM's roll should all be kept from the players. ​ If there is nothing to find, the DM should still roll dice so as to not give away when there is or isn't something hidden there. ​ The DM declares whether the player succeeds or fails on the Search attempt without revealing the resulting Hidden roll's value (though it's okay to share the value if the player succeeds, just for fun).
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 Some challenges, usually Obstacles, have a [[Lock|Lock]] entry present. ​ Overcoming the Lock on a Challenge results in that Challenge being instantly defeated regardless of any EP total. ​ Lock entries are opposed by [[Lockpick|Lockpick]] entries, which are often found on Actions. ​ These function as normal opposed rolls with ties in favor of the Lockpick. ​ Failure on a Lockpick attempt often has no effect, but sometimes there may be a penalty such as damage or other effects; these can be listed as entries beneath the Lock entry, or they could occur as a result of Interrupts. Some challenges, usually Obstacles, have a [[Lock|Lock]] entry present. ​ Overcoming the Lock on a Challenge results in that Challenge being instantly defeated regardless of any EP total. ​ Lock entries are opposed by [[Lockpick|Lockpick]] entries, which are often found on Actions. ​ These function as normal opposed rolls with ties in favor of the Lockpick. ​ Failure on a Lockpick attempt often has no effect, but sometimes there may be a penalty such as damage or other effects; these can be listed as entries beneath the Lock entry, or they could occur as a result of Interrupts.
  
-Lockpick entries are not available by default like Searching. Typically Lockpick entries can be found on [[Gear|Gear]] such as [[expertise|expertise]], [[tool|tools]], or [[item|items]]. A PC without a Lockpick entry cannot attempt to pick a lock. Lockpick entries are penalized by the [[player_s_guide_appendix_a|Hindered condition]].+Lockpick entries are not available by default like Searching. Typically Lockpick entries can be found on [[Gear|Gear]] such as [[expertise|Expertise]], [[tool|Tools]], or [[item|Items]]. A PC without a Lockpick entry cannot attempt to pick a lock. Lockpick entries are considered Skill Dice.
  
-Some features in regions, such as treasure chests, also have a Lock entry. ​ These features can be targeted by Actions and other effects with Lockpick entries as though they were entities. ​ Succeeding on the Lockpick results in a special benefit, such as treasure, that is described by the scenario. ​ ​Wealth ​or Gear discovered in this manner can be picked up immediately upon succeeding on the Lockpick; however, Gear cannot be equipped until spending a Strategy Phase to do so unless otherwise specified.+Some features in regions, such as treasure chests, also have a Lock entry. These features can be targeted by Actions and other effects with Lockpick entries as though they were entities. Succeeding on the Lockpick results in a special benefit, such as treasure, that is described by the scenario. ​Valuables ​or Gear discovered in this manner can be picked up immediately upon succeeding on the Lockpick; however, Gear cannot be equipped until spending a Strategy Phase to do so unless otherwise specified.
  
 Sometimes there may be a key hidden somewhere within the scenario (or even acquired prior to it) that can function as an alternative to picking the lock. A PC with the key can remove the Lock, instantly defeating the Challenge. This may be able to be done as part of a Move, or it could require the PC to play a Strategy or Action; the scenario will detail the specifics whenever it includes a key. Sometimes there may be a key hidden somewhere within the scenario (or even acquired prior to it) that can function as an alternative to picking the lock. A PC with the key can remove the Lock, instantly defeating the Challenge. This may be able to be done as part of a Move, or it could require the PC to play a Strategy or Action; the scenario will detail the specifics whenever it includes a key.
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 ===== Diseases ===== ===== Diseases =====
  
-Some challenge Actions or other entries in exploration scenarios include the [[disease|Disease]] keyword. Such entries have effects that are listed to last until the end of the scenario. However, they all have the potential to persist ​even longer than that.+Some challenge Actions or other entries in exploration scenarios include the [[disease|Disease]] keyword. Such entries have effects that are listed to last until the end of the scenario. However, they all have the potential to persist ​much longer than that
 + 
 +If the scenario ends without the effect having been removed, the Disease carries over into every future scenario (any scenario, not just exploration). 
 + 
 +Diseases are commonly found in Actions. Each Disease has a Stat Track and a number listed next to it in parentheses. Diseases reduce the base value of the listed Stat Track by the value provided. For instance, a Disease (Mind 1) will reduce base Mind values by 1 for anyone afflicted with the Disease. Unlike with most effects, these can reduce a Stat Track'​s base value up to -4. 
 + 
 +Diseases should be applied last when computing Stat Track base values. For instance, if a PC has -1 Skill from their [[background|Background]],​ -1 Skill from their Craft, -1 Skill from equipped Gear, and -1 Skill from a Disease, the final base Skill should be -3. The first three -1 penalties are applied first; however, the third is ignored because -2 is the usual minimum base value. After this, the -1 from the Disease is applied, bypassing the normal limit and resulting in a -3 base Skill value.
  
-If the scenario ends without the effect having been removedthe player must make a choice: permanently end the disease ​effect by suffering one or more [[injury|injuries]],​ or leave the disease effect intact, ​in which case it will automatically take effect at the start of the next exploration scenario ​as well. The number ​of injuries suffered is equivalent to the Severity of the disease, listed as the number immediately following ​the Disease ​keywordSo, recovering from a Disease 2 would result in acquiring 2 injuries. If a disease can be applied multiple times (such as cumulative damage), all instances ​of that disease can be removed from a PC as though it were one instance, even if the cumulative effects were imposed by more than one source.+Any additionalunique consequences of the disease ​are listed ​in the Special entry of the imposing Action (or as a part of the Disease text if from some other effect). If the Special entry contains multiple effectsonly effects ​listed as lasting until the end of the scenario are considered to be part of the Disease. ​Any remaining parts of the Special entry do not persist into future scenarios along with the Disease.
  
-Diseases are commonly found in Actions with the consequences ​of the disease are listed in the Special entry. If the Special entry contains ​multiple ​effectsonly effects listed as lasting until the end of the scenario are considered to be part of the disease. ​ Any remaining parts of the Special entry do not persist into future scenarios along with the disease.+PCs can heal from a Disease ​in a place where such healing is provided (usually a town of sufficient size or similar locale). This usually costs 1 Valuable and further requires performing a [[rest|rest]]. Healing is also possible from certain effects (often from Gear and powerful cards), and the DM may provide additional alternatives. If a Disease can be applied ​multiple ​times (such as cumulative damage)all instances ​of that Disease can be removed from a PC as though it were one instance, even if the cumulative effects were imposed by more than one source.
  
 Next: [[Player'​s Guide Chapter 6|Chapter 6: Interaction]] Next: [[Player'​s Guide Chapter 6|Chapter 6: Interaction]]
player_s_guide_chapter_5.txt · Last modified: 2019/08/13 09:49 by triptycho