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deck_builder_resolution_system [2019/12/26 18:04] – [Deck Builder Resolution System] mike_holmes | deck_builder_resolution_system [2019/12/29 15:54] – [Benefits] mike_holmes | ||
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===== Overview ===== | ===== Overview ===== | ||
- | When a conflict begins, the player whose character is involved builds a deck comprised of the positive outcomes which their assets provide, called " | + | When a conflict begins, the player whose character is involved builds a deck comprised of the positive outcomes which their assets |
===== Card Types ===== | ===== Card Types ===== | ||
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==== Benefits ==== | ==== Benefits ==== | ||
+ | === Benefit Card Types === | ||
+ | |||
+ | == Caution == | ||
+ | |||
+ | This card can be used to cancel any other danger that occurs during the draw, or to slow the pace of the resolution by one. | ||
- | === Continuity | + | == Continuity == |
The effects of your actions last longer, or create ongoing trouble for your opposition. | The effects of your actions last longer, or create ongoing trouble for your opposition. | ||
| | ||
- | === Cooperation | + | == Cooperation == |
Your actions create a benefit or bonus, or grant some other assistance to your allies. (May need to eliminate) | Your actions create a benefit or bonus, or grant some other assistance to your allies. (May need to eliminate) | ||
- | === Effectiveness === | + | == Impression |
- | Your action is especially forceful or adroit or somesuch, and thus more effective | + | Your actions create a stir, aggravating |
- | === Observation === | + | == Impetus |
- | You are especially observant in your action, learning anything of note that can be learned as you act. | + | Things |
- | === Impression === | + | == Observation |
- | Your actions create a stir, aggravating or impressing some subject | + | You are especially observant in your action, learning something |
- | === Impetus === | + | == Scope == |
- | Things are going your way for some reason. The player may draw cards until they get a positive card, and if any negative cards were drawn, they may choose only one of them to take effect. | + | Your action will affect more subjects, |
- | === Scope === | + | == Speed == |
- | Your action affects more subjects, | + | Your actions take place in a much shorter span than others would expect. Counters a delay drawn in the same round. |
- | === Speed === | + | == Subtlety |
- | Your actions | + | Your actions |
- | === Subtlety === | + | == Advance |
- | Your actions appear other than they are, whether by being hidden or disguised in some way. | + | The character takes a stride towards their goal. If the conflict ends with the player holding more advance cards than the opposition, they obtain their primary goal for the contest. |
+ | |||
+ | == Toughness == | ||
- | === Caution === | + | This card can be used to resist any injury from the same draw. If the player has two toughness cards from a previous draw, these can be used to cancel an injury from a later draw. |
- | This card can be used to cancel any other danger that occurs after it is drawn. | + | === Obtaining Benefit Cards for the Resolution Deck === |
- | === Toughness === | + | For each level in the character' |
- | This card can be used to resist any injury from the same draw. | + | For each level in the character' |
+ | For any gear that applies, put the relevant cards for that gear in the deck. | ||
==== Dangers ==== | ==== Dangers ==== | ||
+ | === Danger Card Types === | ||
- | === Injury === | + | == Affliction |
- | This card or another is reshuffled back into the deck when this is drawn to represent the danger posed by the new condition. This card is then noted in the injuries section, added to every deck where the injury in qestion would matter, until the injury is healed. An injury card being drawn again after a first one often represents the injury getting worse. A good technique is to alter the addition of injury cards and others to represent other affects of the injury. | + | Adds a temporary scene-related negative Aspect. (needs fix) |
- | === Affliction === | + | == Block == |
- | Adds a temporary scene-related negative Aspect | + | Something new stands in the way of the character accomplishing their goal. If the conflict ends with more Blocks than Successes, the character does not achieve their goal. |
+ | |||
+ | == Chaos == | ||
- | === Exhaustion === | + | Draw additional cards until a danger card is drawn. If the player draws any positive cards, determine randomly which one of them applies and the others have no effect. |
- | Cancels the effect of the next positive card drawn. Can be cleared out by resting, but otherwise are retained if drawn, and added to every following deck. | + | == Delay == |
- | + | ||
- | === Delay === | + | |
More time is used up than might be expected. Use Peril instead if a delay would cause a new danger to appear. | More time is used up than might be expected. Use Peril instead if a delay would cause a new danger to appear. | ||
- | === Helplessness === | + | == Displacement |
- | You are out of the action, and need assistance to get free (or survive). | + | Something |
- | === Peril === | + | == Exhaustion |
- | A new threat appears! | + | Cancels the effect of the next positive card drawn. Can be cleared out by resting between conflicts, but otherwise are retained if drawn, and added to every following deck. |
- | === Strangeness === | + | == Expense |
- | Something odd or unpredictable happens, which is a detriment. Added as a danger for many conflicts, but almost always when magic is involved. | + | An item or resource you have is broken or lost or used up entirely. |
- | === Failure === | + | == Helplessness |
- | You don't manage to accomplish | + | You are out of the action, and need assistance |
- | === Displacement === | + | == Injury |
- | Something (you, your target, or your aim) winds up somewhere | + | This card or another is reshuffled back into the deck when this is drawn to represent the danger posed by the new condition. This card is then noted in the injuries section, and then added to every deck where the injury in question would matter, until the injury is healed. An injury card being drawn again after a first one often represents the injury getting worse. A good technique is to alter the addition of injury cards and others to represent |
- | === Expense === | + | == Interruption |
- | An item or resource you have is broken or lost or used up entirely. | + | Something happens to cause the conflict to cease immediately, |
- | === Interruption === | + | == Peril == |
- | Something happens to cause the conflict to cease immediately, | + | A new threat appears! |
- | === Chaos === | + | == Runaway |
- | Draw additional cards until a danger card is drawn. If the player draws any positive cards, determine randomly which one of them applies and the others have no effect. | + | The player may not quit after a round during which this is drawn, |
- | === Runaway === | + | == Strangeness |
- | The player may not quit now, and must draw at least two more cards if they exist. If both are positive, the player may only keep one of them. | + | Something odd or unpredictable happens, which is a detriment. Added as a danger for many conflicts, but almost always when magic is involved. |
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==== Preparation and Aid ==== | ==== Preparation and Aid ==== | ||
- | Gain cards to be added to the current | + | Gain cards to be added to the resolution |
==== Pushing ==== | ==== Pushing ==== | ||
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==== Recklessness ==== | ==== Recklessness ==== | ||
- | A character may approach the contest recklessly. They may add up to three augments, and for each they add, the opposition may add two dangers. A character being reckless may not add any caution cards to the deck. | + | A character may approach the contest recklessly. They may add up to three augments, and for each they add, the opposition may add two dangers. A character being reckless may not add any caution cards to the deck using skills. |