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audeo:terms [2013/04/20 07:36] – [Story] JasonP | audeo:terms [2013/06/23 09:48] (current) – [Merits] JasonP | ||
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Each player gets to play a character within the fiction of Audeo. These adventurous spirits are gifted or lucky people with the drive to dare the dangers posed by the world around them. The adventurers life is full of risk and reward, and sometimes they die trying to reach their goals. However, deaths are never random and each has meaning. | Each player gets to play a character within the fiction of Audeo. These adventurous spirits are gifted or lucky people with the drive to dare the dangers posed by the world around them. The adventurers life is full of risk and reward, and sometimes they die trying to reach their goals. However, deaths are never random and each has meaning. | ||
- | Each Adventurer is comprised of quite a few parts. | + | Each Adventurer is comprised of quite a few parts. |
Learn more in: [[: | Learn more in: [[: | ||
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Brilliance aura is light, full of revelation and hope. While accumulating brilliance is often good for the adventurer immediately, | Brilliance aura is light, full of revelation and hope. While accumulating brilliance is often good for the adventurer immediately, | ||
- | Protean aura unknown until the moment of destiny, and then all of these cards will align with Shadow or Brilliance as determined by a single roll. It is far more likely they will align with the type of card the adventurer has more of at a moment of Destiny. | + | Protean aura are unknown until the moment of destiny, and then all of these cards will align with Shadow or Brilliance as determined by chance. It is far more likely they will align with the type of card the adventurer has more of at a moment of Destiny. |
Learn more here: [[: | Learn more here: [[: | ||
+ | ==== Currency ==== | ||
+ | |||
+ | The game uses three currencies in play. Two of them have to do with turning potential into actual ability, and the other one is a kind of meta-game currency that indicates how well your adventurer is doing. | ||
+ | |||
+ | The two that turn potential into ability are called **Innate potential (Ip)** and **eXperience potential (Xp)**. They both have the same function in the game. You assign them to ability scores to give them dice ratings. For example if you had an adventurer with 3 hurry, and assigned 2 Ip to it, it counts as 2 dice. If you assigned none, it would count as 0 dice. You can assign Ip and Xp up to the limit of your potential. So with 3 Hurry you can assign a total of three Ip or Xp to it for 3 dice. | ||
+ | |||
+ | The meta-game currency is simply called Gold. The amount of Gold an adventurer has denotes how good they are doing in their current situation. The more Gold, the better things are looking for them. | ||
+ | |||
+ | Learn more in: [[audeo: | ||
==== Dice ==== | ==== Dice ==== | ||
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Learn more in: [[audeo: | Learn more in: [[audeo: | ||
- | ==== Generalized Potential (GP) ==== | ||
- | There are five abilities for Adventurers in Audeo. Each is a very broad definition of their level of prowess in some facet of adventuring. Three of these are action abilities, and two strength abilities. They are scored with a number, higher meaning your Adventurer has more potential in that area. Note this is potential and not pure ability, you will assign ability from time to time as you wish but never exceeding the potential of said ability. This means if you have a potential of 3 in an ability, it will never be higher than that. Here are the action abilities with a brief definition: | ||
- | |||
- | * Hurry: Physical speed and prowess all rolled into one. You use Hurry whenever your adventurer runs, jumps, swings, or otherwise does physical actions with haste. | ||
- | * Sharp: Mental speed and perception all rolled into one. You use Sharp whenever your adventurer thinks, looks, listens, or otherwise does mental actions with haste. | ||
- | * Trick: Not just the ability yo deceive, but to out-think and apply refined technique. You use Trick whenever your adventurer plans, talks, performs a trick, or otherwise applies genius to problems before them. | ||
- | |||
- | Here are the two force abilities with brief introduction: | ||
- | |||
- | * Push: This is physical strength and hardiness. Push applies when your adventurer is faced with physical challenges. | ||
- | * Drive: This is mental strength and toughness. Drive applies when your adventurer is faced with mental challenges. | ||
- | |||
- | All of this is managed by two types of points: XP and IP, the former representing experience and the latter innate potential. | ||
- | |||
- | Learn more in: [[: | ||
==== Impression ==== | ==== Impression ==== | ||
- | Every character in fiction has a few details | + | Every character in fiction has a general idea that defines |
- | At the start of play, each player | + | At the start of play, you creates one such Impression |
- | When a detail from Impression acts in a positive way, reinforcing the action of the Adventurer, they may draw Aura and re-roll the dice, saying: "but, < | + | When a detail from Impression acts in a positive way, reinforcing the action of the Adventurer, they may draw Aura and re-roll the dice, saying: "but, < |
==== Means ==== | ==== Means ==== | ||
- | Means are the important, broad resources of an Adventurer. Means, roughly defined, are each: //an agency, instrument, or method used to attain an end//. They are never specific, but broad ideas from which specific instances can be created in play. A sorcerer' | + | Means are the important, broad resources of an Adventurer. |
Learn more in: [[: | Learn more in: [[: | ||
==== Merits ==== | ==== Merits ==== | ||
- | Each Merit is something firmly defined (hard to change or lose) about an Adventurer that gives them power - advantage in specific situations. A Merit is generally a short phrase which describes some virtue of the Adventurer, but it does not always have to be what we think of classically as a virtue. It does however have to be something that motivates the Adventurer in their actions. " | + | Each Merit is something firmly defined (hard to change or lose) about an Adventurer that gives them power or advantage in specific situations. A Merit is generally a short phrase which describes some virtue of the Adventurer, but it does not always have to be what we think of classically as a virtue. It does however have to be something that motivates the Adventurer in their actions. " |
A Merit always gives the player an extra die to roll when they apply, and they can be exploited for additional dice. | A Merit always gives the player an extra die to roll when they apply, and they can be exploited for additional dice. | ||
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Learn more in: [[: | Learn more in: [[: | ||
+ | |||
+ | ==== Potential (Abilities) ==== | ||
+ | |||
+ | There are five abilities for Adventurers in Audeo. Each is a very broad definition of their level of prowess in some facet of adventuring. Three of these are action abilities, and two strength abilities. They are scored with a number, higher meaning your Adventurer has more potential in that area. Note this is potential and not pure ability, you will assign ability from time to time as you wish but never exceeding the potential of said ability. This means if you have a potential of 3 in an ability, it will never be higher than that. Here are the action abilities with a brief definition: | ||
+ | |||
+ | * **Hurry**: Physical speed and prowess all rolled into one. You use Hurry whenever your adventurer runs, jumps, swings, or otherwise does physical actions with haste. | ||
+ | * **Sharp**: Mental speed and perception all rolled into one. You use Sharp whenever your adventurer thinks, looks, listens, or otherwise does mental actions with haste. | ||
+ | * **Trick**: Not just the ability yo deceive, but to out-think and apply refined technique. You use Trick whenever your adventurer plans, talks, performs a trick, or otherwise applies genius to problems before them. | ||
+ | |||
+ | Here are the two force abilities with brief introduction: | ||
+ | |||
+ | * **Push**: This is physical strength and hardiness. Push applies when your adventurer is faced with physical challenges. | ||
+ | * **Drive**: This is mental strength and toughness. Drive applies when your adventurer is faced with mental challenges. | ||
+ | |||
+ | Currency interacts with potentials to give your adventure actual ability scores. | ||
+ | |||
+ | Learn more in: [[: | ||
+ | |||
==== Pursuit ==== | ==== Pursuit ==== | ||
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Every Adventurer has their story, and the current Pursuit is only the latest part of it. However, not all the parts of this story are important enough to make it on the Adventurer sheet. Instead, only the most sweeping and meaningful moments are placed there. These moments tie the Adventurer to the larger stories of the world in a meaningful way. | Every Adventurer has their story, and the current Pursuit is only the latest part of it. However, not all the parts of this story are important enough to make it on the Adventurer sheet. Instead, only the most sweeping and meaningful moments are placed there. These moments tie the Adventurer to the larger stories of the world in a meaningful way. | ||
- | There are many ways to earn Aura in Audeo, but few ways to remove it. One of these ways to spend it is on creating a Story point, which is then recorded into this part of an Adventurer' | + | There are many ways to earn Aura in Audeo, but few ways to remove it. One of these ways to spend it is on creating a Story point, which is then recorded into this part of an Adventurer' |
+ | |||
+ | Once on the sheet, a Story point gives the player narrative control when it can logically be connected to the unfolding story. At that point, the player can spend Aura to add or edit narration. | ||
+ | |||
+ | Learn more in: [[audeo: |