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quickstartguide [2019/02/05 07:38]
triptycho [Scenarios]
quickstartguide [2019/05/08 11:16] (current)
triptycho [Interaction]
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 ==== Scenarios ==== ==== Scenarios ====
-Most gameplay takes place within one of three types of scenario: combat, exploration,​ or interaction. When the DM declares the start of a scenario, ​each PC and NPC that draws cards should draw initial hands (5 cards for PCs).+Most gameplay takes place within one of three types of scenario: combat, exploration,​ or interaction. When the DM declares the start of a scenario, ​players must first set up their [[stat track|Stat Tracks]]; first, set all four tracks to a base value of 0. Then, apply modifiers from the Background ​and relevant Role, along with any from equipped Gear. Finally, place current track position counters onto the slots corresponding to the base values.
  
-For combat and interaction,​ it's then time to roll [[initiative|Initiative]]. Initiative can be found on the role card (class or profession) for the relevant scenario type; NPC initiatives can be found on their entries. Resulting initiatives determine the turn order of play from highest to lowest. PCs win ties over NPCs. PCs that tie with each other can decide their order themselves. The DM determines turn order for NPCs that tie with each other. PCs may choose to set their Initiative values to less than the actual roll, but only before the first turn has begun.+For combat and interaction,​ it's then time to roll [[initiative|Initiative]]. Initiative can be found on the Role card (Class or Profession) for the relevant scenario type; NPC initiatives can be found on their entries. Resulting initiatives determine the turn order of play from highest to lowest. PCs win ties over NPCs. PCs that tie with each other can decide their order themselves. The DM determines turn order for NPCs that tie with each other. PCs may choose to set their Initiative values to less than the actual roll, but only before the first turn has begun.
  
 In exploration scenarios, [[environ|Environs]] act first, followed by the PCs in whatever order they choose, followed by the DM's remaining [[challenge|Challenges]]. Turn orders can change each round. In exploration scenarios, [[environ|Environs]] act first, followed by the PCs in whatever order they choose, followed by the DM's remaining [[challenge|Challenges]]. Turn orders can change each round.
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 The objective for interaction scenarios is to reduce the enemies'​ Will Points (WP) totals to 0 or advance the Debate Counter to a certan value on the [[debate axis|Debate Axis]] before time runs out. The objective for interaction scenarios is to reduce the enemies'​ Will Points (WP) totals to 0 or advance the Debate Counter to a certan value on the [[debate axis|Debate Axis]] before time runs out.
  
-Turn order plays out the same regardless of scenario:+The round sequence is as followes:
  
-  - [[Draw Phase|Draw Phase]]+  - [[draw phase|Draw Phase]] 
 +    - In Round 1, draw to Hand Limit (5 modified by Mind) 
 +    - In every other round, draw 1 card (may be modified by Mind) 
 +  - [[turn phase|Turn Phase]] 
 +    - All entities then take their turns in the proper order 
 +  - [[discard phase|Discard ​Phase]] 
 +    - Discard down to Hand Limit (if over) 
 + 
 +The turn sequence plays out the same regardless of scenario: 
 + 
 +  - Start of Turn
     - Finish Incantations     - Finish Incantations
     - Resolve effects     - Resolve effects
-    - Draw one card 
   - [[Strategy Phase|Strategy Phase]]   - [[Strategy Phase|Strategy Phase]]
     - You may choose one:     - You may choose one:
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       - Play a Strategy       - Play a Strategy
       - Swap 1 Gear (or both hands)       - Swap 1 Gear (or both hands)
-      - Block 2 adjacent ​borders (combat only)+      - [[Block|Block]] ​borders (combat only)
   - [[Action Phase|Action Phase]]   - [[Action Phase|Action Phase]]
     - You may play an Action (from Gear or hand)     - You may play an Action (from Gear or hand)
-  - [[Discard Phase|Discard Phase]] +  - End of Turn
-    - Discard to hand limit (usually 5)+
     - Resolve effects     - Resolve effects
  
-During your turn in combat or interaction,​ you may attempt to [[move|Move]] once any time after your Draw Phase and before your Discard ​Phase. In exploration,​ you may attempt to Move during your turn or an ally's turn (within the same phases), but only once per round.+During your turn in combat or interaction,​ you may attempt to [[move|Move]] once any time after your Start of Turn and before your End of Turn (including after performing the Action in the Action ​Phase). In exploration,​ you may attempt to Move during your turn or an ally's turn (within the same phases), but only once per round.
 ==== Types of Plays ==== ==== Types of Plays ====
 [[Strategy|STRATEGY]]: ​ Played during your Strategy Phase.\\ [[Strategy|STRATEGY]]: ​ Played during your Strategy Phase.\\
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 ==== Actions and Reactions ==== ==== Actions and Reactions ====
-Actions and Reactions often include dice entries used to see if the play is successful:+Actions and Reactions often include dice entries used to see if the play is successful. These are known as [[accuracy dice|Accuracy Dice]] for Actions and [[evasion dice|Evasion Dice]] for Reactions.
  SCENARIO ACTION REACTION  SCENARIO ACTION REACTION
  Combat Hit vs. Miss  Combat Hit vs. Miss
  Exploration Inflict vs. Endure  Exploration Inflict vs. Endure
  Interaction Argue vs. Rebuttal  Interaction Argue vs. Rebuttal
-Each PC or NPC makes the roll as described on their play; highest result wins.  Ties go to the Action. +Each PC or NPC makes the roll as described on their play; highest result wins. Ties go to the Action. 
-If either the Action or Reaction ​have no opposed roll entry, then both plays take effect.+If either the Action or Reaction ​lack an opposed roll entry, then both plays take effect.
  
-Any entries under Damage or Special require the play to take effect. ​ Damage rolled is subtracted from the target HP, EP, or WP; if it reaches 0 the target is defeated (negative values are not tracked). +Any entries under Damage or Special require the play to take effect. Damage rolled is subtracted from the target HP, EP, or WP; if it reaches 0 the target is defeated (negative values are not tracked). Defense values are special in that they take effect even if the play as a whole does not. Defense results subtract from any incoming enemy damage, reducing the total suffered. So, a Damage roll of 4 and a Defense roll of 2 would result in 4-2= 2 total damage taken.
-Defense values are special in that they take effect even if the play as a whole does not.  Defense results subtract from any incoming enemy damage, reducing the total suffered. ​ So, a Damage roll of 4 and a Defense roll of 2 would result in 4-2= 2 total damage taken.+
  
-If the Damage entry has the [[piercing|Piercing]] property, any enemy Defense entry is reduced a number of dice levels equal to the Piercing number. ​ Unlike other dice level reductions, Piercing can reduce Defense to no dice rolled (by reducing further than d2).+If the Damage entry has the [[piercing|Piercing]] property, any enemy Defense entry is reduced a number of dice levels equal to the Piercing number. Unlike other dice level reductions, Piercing can reduce Defense to no dice rolled (by reducing further than d2).
  
-If the Damage entry has a type (such as Fire), and the enemy has a [[weakness|Weakness]] value to that type, the Damage entry is increased a number of dice levels equal to the Weakness number. ​ If the enemy has a [[resistance|Resistance]] value to that type, the Damage entry is instead decreased a number of dice levels (min d2).+If the Damage entry has a type (such as Fire), and the enemy has a [[weakness|Weakness]] value to that type, the Damage entry is increased a number of dice levels equal to the Weakness number. If the enemy has a [[resistance|Resistance]] value to that type, the Damage entry is instead decreased a number of dice levels (min d2).
  
 ==== Combat ==== ==== Combat ====
-Combat scenarios include a tactical battle map that displays the terrain divided into [[section|sections]]. ​ Every entity (PC or NPC) occupies a section on the map.  You can only make [[melee|melee]] [[attack|attacks]] against enemies in your occupied section. ​ [[reach|Reach]],​ [[range|Ranged]],​ and [[thrown|Thrown]] attacks can cross a number of section borders equal to the number displayed on the entry. ​ However, you cannot play Actions with a Range entry greater than 1 if there is an enemy in your occupied section.+Combat scenarios include a tactical battle map that displays the terrain divided into [[section|sections]]. ​ Every entity (PC or NPC) occupies a section on the map.  You can only perform ​[[melee|melee]] [[attack|attacks]] against enemies in your occupied section. ​ [[reach|Reach]],​ [[range|Ranged]],​ and [[thrown|Thrown]] attacks can cross a number of section borders equal to the number displayed on the entry. ​ However, you cannot play Actions with a Range entry greater than 1 if there is an enemy in your occupied section.
  
 Actions with the Area Attack descriptor target all entities in a section instead of a single entity. Actions with the Area Attack descriptor target all entities in a section instead of a single entity.
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 Some section borders have a [[height|Height]] value. ​ Crossing such borders in a downward direction results in falling, taking #d6 damage where # is equal to the Height value. ​ You need special equipment to cross such borders in an upward direction. ​ Additionally,​ some movement may require making [[acrobatics|Acrobatics]] rolls to succeed; this value is found on the Class card.  Failure may result in no movement or falling into another section, taking damage. Some section borders have a [[height|Height]] value. ​ Crossing such borders in a downward direction results in falling, taking #d6 damage where # is equal to the Height value. ​ You need special equipment to cross such borders in an upward direction. ​ Additionally,​ some movement may require making [[acrobatics|Acrobatics]] rolls to succeed; this value is found on the Class card.  Failure may result in no movement or falling into another section, taking damage.
  
-Some Actions in combat include an [[incantation|Incantation]] entry. ​ A PC can spend their Action Phase to incant; at the start of their next turn they'​ll accumulate 1 Incantation charge, which can be immediately spent to play an Action with the corresponding ​Incantation ​value. ​ An entity that takes damage while incanting loses the incantation ​and all charges accumulated.+Some Actions in combat include an [[incantation|Incant]] entry. ​ A PC can spend their Action Phase to incant; at the start of their next turn they'​ll accumulate 1 Incantation charge, which can be immediately spent to play an Action with the corresponding ​Incant ​value. ​ An entity that takes damage while incanting loses the Incantation ​and all charges accumulated.
  
 ==== Exploration ==== ==== Exploration ====
-Exploration scenarios feature an area map with connected nodes that PCs and some [[challenge|challenges]] move between. Players must explore to uncover the map and find the goal in order to win the scenario.+Exploration scenarios feature an area map with connected nodes called [[region|regions]] ​that PCs and some [[challenge|Challenges]] move between. Players must explore to uncover the map and find the goal in order to win the scenario.
  
-On the way, PCs will encounter [[obstacle|Obstacle]] challenges that block connections between ​nodes; [[creature|Creature]] challenges that move around and harass the PCs; [[environ|Environ]] challenges that make attacks every round against all PCs in the node; and hidden [[trap|Trap]] challenges that make attacks off triggered Interrupts. ​ Obstacles that Persist have a separate EP pool for each PC, and a pool is restored to full whenever the corresponding PC moves.+On the way, PCs will encounter [[obstacle|Obstacle]] challenges that block connections between ​regions; [[creature|Creature]] challenges that move around and harass the PCs; [[environ|Environ]] challenges that make attacks every round against all PCs in the region; and hidden [[trap|Trap]] challenges that make attacks off triggered Interrupts. Obstacles that Persist have a separate EP pool for each PC, and a pool is restored to full whenever the corresponding PC moves.
  
-PCs can [[search|Search]] as an Action, using the Search entry on their Craft card.  This is opposed by a Hidden roll; success can result in finding secret exits and other useful things. ​ Additionally,​ some PC Actions include a [[lockpick|Lockpick]] entry; these can be played against Obstacles having a Lock entry. ​ Success on a Lockpick roll results in that Obstacle being instantly defeated.+PCs can [[search|Search]] as an Action, using the Search entry on their Craft card. This is opposed by a [[hidden|Hidden]] roll; success can result in finding secret exits and other useful things. Additionally,​ some PC Actions include a [[lockpick|Lockpick]] entry; these can be played against Obstacles having a Lock entry. Success on a Lockpick roll results in that Obstacle being instantly defeated.
  
 ==== Interaction ==== ==== Interaction ====
-Interaction scenarios consist of a one-dimensional ​[[stage|Stage]] of [[position|positions]]. Actions can only affect targets in the same position unless they are Ranged. If an entity attempts to Move, one enemy in the same position can make an opposed [[charisma|Charisma]] roll to stop the movement, with ties favoring the moving entity.+Interaction scenarios consist of a [[stage|Stage]] of [[position|positions]]. Actions can only affect targets in the same position unless they are Ranged. If an entity attempts to Move, one enemy in the same position can perform ​an opposed [[charisma|Charisma]] roll to stop the movement, with ties favoring the moving entity.
  
 Interaction scenarios also include a Debate Axis, a number axis used for special victory and defeat conditions. ​ The maximum value on the Debate Axis is equal to 2 + the number of players; likewise the minimum value is equal to -1 * (2 + the number of players). ​ So for four players, the Debate Axis ranges from -6 to +6. Interaction scenarios also include a Debate Axis, a number axis used for special victory and defeat conditions. ​ The maximum value on the Debate Axis is equal to 2 + the number of players; likewise the minimum value is equal to -1 * (2 + the number of players). ​ So for four players, the Debate Axis ranges from -6 to +6.
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 ==== Injuries ==== ==== Injuries ====
-Scenario failure often results in [[injury|Injuries]]. ​ Each Injury reduces a PC's maximum HP, EP, and WP by 2.  A PC that reaches a maximum of 0 in any of those values dies from the injuries Injuries last until healed, which usually requires healing services from a city (not included in the sample adventures) A PC at 0EP in exploration ​receives 1 injury at the start of their next turn and recovers to their new max value.+Scenario failure often results in [[injury|Injuries]]. Each Injury reduces a PC's maximum HP, EP, and WP by 5.  A PC that reaches a maximum of 0 in any of those values dies from the Injuries. Injuries last until healed, which usually requires healing services from a city and cost 1 [[valuable|Valuable]] each to heal. A PC that starts their turn in exploration scenarios ​at 0EP receives 1 Injury ​and recovers to their new max value.
  
 ==== Karma ==== ==== Karma ====
 Each PC has an additional [[karma|Karma]] value used across all scenarios. ​ Some special cards require spending Karma in order to play.  Life-or-death scenarios (where defeat ends the game) also permit defeated PCs to spend Karma to regain HP, EP, or WP.  Karma is usually gained from selfless acts.  In addition to the spending options above, Karma can be lost by engaging in selfish or brutal behavior that unnecessarily harms others. ​ Karma can go into the negative from such acts, but a PC can never spend Karma to play cards or regain HP, EP, or WP if the expenditure would result in a negative Karma value. Each PC has an additional [[karma|Karma]] value used across all scenarios. ​ Some special cards require spending Karma in order to play.  Life-or-death scenarios (where defeat ends the game) also permit defeated PCs to spend Karma to regain HP, EP, or WP.  Karma is usually gained from selfless acts.  In addition to the spending options above, Karma can be lost by engaging in selfish or brutal behavior that unnecessarily harms others. ​ Karma can go into the negative from such acts, but a PC can never spend Karma to play cards or regain HP, EP, or WP if the expenditure would result in a negative Karma value.
quickstartguide.1549381088.txt.gz · Last modified: 2019/02/05 07:38 by triptycho