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audeo:terms [2013/04/27 11:08] – [Story] JasonP | audeo:terms [2013/06/23 09:48] (current) – [Merits] JasonP | ||
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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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==== 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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* **Drive**: This is mental strength and toughness. Drive applies when your adventurer is faced with mental 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. | + | Currency interacts with potentials to give your adventure actual ability scores. |
Learn more in: [[: | Learn more in: [[: |