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centaurus_gate:basic_rules [2015/02/08 02:48] – [Storytelling] JasonP | centaurus_gate:basic_rules [2015/02/15 01:32] (current) – [Aspects, Attributes and Abilities] JasonP | ||
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===== Players and Executives ===== | ===== Players and Executives ===== | ||
- | When you play a game using CGG, you will have several players. All but one player creates a character to play in a fictional world. Game play it not unlike childern' | + | When you play a game using CGG, you will have several players. All but one player creates a character to play in a fictional world. Game play it not unlike childern' |
===== Player Dice, Rolling, and Risk ===== | ===== Player Dice, Rolling, and Risk ===== | ||
CGG uses [[http:// | CGG uses [[http:// | ||
- | You will **roll dice** when your character | + | You will **roll dice** when your explorer |
- | You will see that there is all kinds of risk in the game. What is at **risk** for your character | + | You will see that there is all kinds of risk in the game. What is at **risk** for your explorer |
- | If nothing says otherwise, the dice you roll will be a **die code** on your character | + | If nothing says otherwise, the dice you roll will be a **die code** on your explorer |
After you roll you'll decide how to use your Venture, which lets you affect the game overall through the current situation and action (see Venture below). Mostly though, in order to use Venture, you have to pay a Drama or Experience price (see Drama and Experience below). If you have any unused venture, tell the Exec, who then may choose to use it or not (see Venture). | After you roll you'll decide how to use your Venture, which lets you affect the game overall through the current situation and action (see Venture below). Mostly though, in order to use Venture, you have to pay a Drama or Experience price (see Drama and Experience below). If you have any unused venture, tell the Exec, who then may choose to use it or not (see Venture). | ||
- | When you roll high enough the Exec will tell you that your character | + | When you roll high enough the Exec will tell you that your explorer |
===== Exec Dice, Rolling, and Success ===== | ===== Exec Dice, Rolling, and Success ===== | ||
- | While the player is responsible to roll for risk, the Exec's duty is to roll for success. They roll to see if the player' | + | While the player is responsible to roll for risk, the Exec's duty is to roll for success. They roll to see if the player' |
- | In order to determine the die difficulty, the Exec has three options. They can either: try and guess a challenge level, determine an action class, or figure out a force factor. To determine a challenge level, think about how hard it would be for someone just competent in that ability. To determine an action class, think about how often and how complicated the action is for someone capable in that ability. Figure out a force factor when some force is acting on the character. This will give them a base difficulty die, like so: | + | In order to determine the die difficulty, the Exec has three options. They can either: try and guess a challenge level, determine an action class, or figure out a force factor. To determine a challenge level, think about how hard it would be for someone just competent in that ability. To determine an action class, think about how often and how complicated the action is for someone capable in that ability. Figure out a force factor when some force is acting on the explorer. This will give them a base difficulty die, like so: |
^ Difficulty Die Code Base^ Base Risk ^Challenge Level ^Action Class ^Force Factor | ^ Difficulty Die Code Base^ Base Risk ^Challenge Level ^Action Class ^Force Factor | ||
- | | 3| | + | | 3| |
- | | 4| | + | | 4| |
- | | 5| | + | | 5| |
- | | 6| | + | | 6| |
- | | 7| | + | | 7| |
- | | 8| | + | | 8| |
- | | 9| | + | | 9| |
- | Second, they must consider if the character | + | Second, they must consider if the explorer |
^ Difficulty Die Adjustment^Situation | ^ Difficulty Die Adjustment^Situation | ||
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| -1|Technological/ | | -1|Technological/ | ||
- | Finally remove the dice of the Attribute die code of the character | + | Finally remove the dice of the Attribute die code of the explorer |
The initial question is simple, is there any risk? Its totally possible you can have a situation without any at all, and if that is the case you declare it no risk. Otherwise there is a risk base target from the Difficulty Base Die Code given on the earlier chart. If the Difficulty Die Base was 4d, risk base is 9. | The initial question is simple, is there any risk? Its totally possible you can have a situation without any at all, and if that is the case you declare it no risk. Otherwise there is a risk base target from the Difficulty Base Die Code given on the earlier chart. If the Difficulty Die Base was 4d, risk base is 9. | ||
- | Now you can roll those remaining difficulty dice, discarding all the dice that come up six or more. Increase the risk by the highest remaining die. If you rolled 3, 2, 7, and 8, you would keep the two dice 3 and 2, and raise the risk 3 because that is the highest die. The count of the dice is Failure, and the risk total is what they roll against with their die code. | + | Now you can roll those remaining difficulty dice, discarding all the dice that come up four or more. Increase the risk by the total of the dice you keep. If you rolled 3, 2, 6, and 5, you would keep the two dice 3 and 2, and raise the risk 5 because that is the total of those dice. The count of the dice is Failure, and the risk total is what they roll against with their die code. |
Always keep in mind this is only base risk, and you can increase it based on situation elements just like the player can with Risk Roll Modifiers (see below). The rule is that if something in the situation increases the risk, it offers a bonus to the risk equal to its number of dice. | Always keep in mind this is only base risk, and you can increase it based on situation elements just like the player can with Risk Roll Modifiers (see below). The rule is that if something in the situation increases the risk, it offers a bonus to the risk equal to its number of dice. | ||
- | If the roll is a contest between two characters, pure and simple, the difficulty base die code is the number of dice the opponent has in the proper attribute plus 1. If they have 3d+2 in that attribute, that is a difficulty die code of 4d above. | + | If the roll is a contest between two characters/explorers, pure and simple, the difficulty base die code is the number of dice the opponent has in the proper attribute plus 1. If they have 3d+2 in that attribute, that is a difficulty die code of 4d above. |
If you need more advice, such as determining risks from common actions, look towards [[Centaurus Gate:The Executive' | If you need more advice, such as determining risks from common actions, look towards [[Centaurus Gate:The Executive' | ||
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| 3+|Failed horribly, something really bad happens with lasting effects. | | 3+|Failed horribly, something really bad happens with lasting effects. | ||
- | When something somewhat bad happens, you as the player must create something bad as the result of the action that seems reasonable to you. This something will impact one or two coming actions most likely, as the Exec sees fit. Note that this doesn' | + | When something somewhat bad happens, you as the player must create something bad as the result of the action that seems reasonable to you. This something will impact one or two coming actions most likely, as the Exec sees fit. Note that this doesn' |
- | When something really bad happens, you as the player must create something bad as the result of the action that seems pretty horrible to you. This something will impact all coming actions in the current course of events, as the Exec sees fit. If you make up something particularly cool and terrible, the Exec may award you a Drama point. | + | When something really bad happens, you as the player must create something bad as the result of the action that seems pretty horrible to you. This something will impact all coming actions in the current course of events, as the Exec sees fit. If you make up something particularly cool and terrible, the Exec may pay you one. |
===== Risk Roll Modifiers ===== | ===== Risk Roll Modifiers ===== | ||
- | Elements of situations, special | + | Elements of situations, special |
- | You combine the die codes for gear and situation elements with the following simple, but sometimes taxing, process: The die code is always the highest die code, plus the die count bonus pips of the assisting codes. For an armor example, if your character's Strength was 2d and they were wearing 3d armor, you would keep the 3D of the armor and add 2 bonus pips = 3d+2. Every three bonus pips increases the die one count, but resets to zero pips. If the Armor before was 3d+1 and the Strength was 2d, it would be 3d+3 = 4d die code. If you had 3d Armor jacket, 2d Armor shirt, and 2d strength, that would be 3d + 4 pips = 4d + 1. | + | You combine the die codes for gear and situation elements with the following simple, but sometimes taxing, process: The die code is always the highest die code, plus the die count bonus pips of the assisting codes. For an armor example, if your explorer's Strength was 2d and they were wearing 3d armor, you would keep the 3D of the armor and add 2 bonus pips = 3d+2. Every three bonus pips increases the die one count, but resets to zero pips. If the Armor before was 3d+1 and the Strength was 2d, it would be 3d+3 = 4d die code. If you had 3d Armor jacket, 2d Armor shirt, and 2d strength, that would be 3d + 4 pips = 4d + 1. |
Special rules are almost always written with bonus pips listed, so just add those to the current die code to get the end code. +3 BP and 2d = 3d, +5 BP and 2d = 3d+2 and so on. Use the handy reference here to simply things (can also be used for combining codes above!): | Special rules are almost always written with bonus pips listed, so just add those to the current die code to get the end code. +3 BP and 2d = 3d, +5 BP and 2d = 3d+2 and so on. Use the handy reference here to simply things (can also be used for combining codes above!): | ||
- | ^ Total Pips^Die Code ^ | + | ^ Total Pips^Die Code |
- | | 0|0d | | + | | 0|0d |
- | | 1|0d+1 | + | | 1|0d+1 |
- | | 2|0d+2 | + | | 2|0d+2 |
- | | 3|1d | | + | | 3|1d | 19|6d+1 |
- | | 4|1d+1 | + | | 4|1d+1 |
- | | 5|1d+2 | + | | 5|1d+2 |
- | | 6|2d | | + | | 6|2d | 22|7d+1 |
- | | 7|2d+1 | + | | 7|2d+1 |
- | | 8|2d+2 | + | | 8|2d+2 |
- | | 9|3d | | + | | 9|3d | |
- | | | + | | |
- | | | + | | |
- | | 12|4d | | + | | |
- | | 13|4d+1 | | + | | |
- | | | + | | |
- | | | + | | |
- | | 16|5d+1 | | + | |
- | | | + | |
- | | | + | |
- | | | + | |
- | | | + | |
- | | 21|7d | | + | |
- | | 22|7d+1 | | + | |
- | | | + | |
- | | | + | |
- | | 25|8d+1 | + | |
- | | 26|8d+2 | | + | |
- | | | + | |
- | | | + | |
- | | | + | |
- | | 30|10d | + | |
===== Crisis Clock ===== | ===== Crisis Clock ===== | ||
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* **Gain one/X**, **earn one/X**: Put those hours on the clock (add). | * **Gain one/X**, **earn one/X**: Put those hours on the clock (add). | ||
- | The clock can't have more than 12 (or 9) hours on it, and never less than zero. Once a character's clock has run out, they have a period of weakness before and during their crisis. The player of that character | + | The clock can't have more than 12 (or 9) hours on it, and never less than zero. Once an explorer's clock has run out, they have a period of weakness before and during their crisis. The player of that explorer |
===== Venture as a Player' | ===== Venture as a Player' | ||
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* **Gotta make it!** - Pay one, remove one Failure from the roll, describe how you avoid failure using your experience. | * **Gotta make it!** - Pay one, remove one Failure from the roll, describe how you avoid failure using your experience. | ||
* **I'm that good!** - Pay one, Exec re-rolls failure dice, describe how you use natural talent. | * **I'm that good!** - Pay one, Exec re-rolls failure dice, describe how you use natural talent. | ||
- | * **Alright, time to get serious.** - Pay two, count any die code on your character | + | * **Alright, time to get serious.** - Pay two, count any die code on your explorer |
* **Its not as bad as I thought.** - Pay two, remove any one impairment Condition until end of scene (or permanently as the Exec wishes), describe how you manage to bounce back from it. | * **Its not as bad as I thought.** - Pay two, remove any one impairment Condition until end of scene (or permanently as the Exec wishes), describe how you manage to bounce back from it. | ||
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===== Diligence Rolls ===== | ===== Diligence Rolls ===== | ||
- | Not everything is risky action. Sometimes an explorer is gathering intelligence, | + | Not everything is risky action. Sometimes an explorer is gathering intelligence, |
When Diligence is called into play, first the Exec must decide on the proper Ability and Attribute to use and then let the player see if they can find anything combine with it as assistance. Here is a quick guide on how to determine the attribute based on the type of activity: | When Diligence is called into play, first the Exec must decide on the proper Ability and Attribute to use and then let the player see if they can find anything combine with it as assistance. Here is a quick guide on how to determine the attribute based on the type of activity: | ||
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Once the player has a die code for their explorer, they can make a Diligence roll. This means they roll the dice just like they do for Risk, except they may not use Venture as Wrench uses and the Exec may not use Venture as Hammer uses. You simply discard all dice that create venture, they don't count towards the total. The player takes the final total and then counts that as pips towards a die code for the reward earned. If they are enhancing a die code already created, use 1/3 of the rolled pips as bonus pips to increase the existing code (round up). | Once the player has a die code for their explorer, they can make a Diligence roll. This means they roll the dice just like they do for Risk, except they may not use Venture as Wrench uses and the Exec may not use Venture as Hammer uses. You simply discard all dice that create venture, they don't count towards the total. The player takes the final total and then counts that as pips towards a die code for the reward earned. If they are enhancing a die code already created, use 1/3 of the rolled pips as bonus pips to increase the existing code (round up). | ||
- | The Diligence roll resultant die code is called leverage and can be used to assist the player | + | The Diligence roll resultant die code is called leverage and can be used to assist the player |
===== Leverage Die Codes ===== | ===== Leverage Die Codes ===== | ||
- | A Leverage die code is normally created from one or more Diligence rolls. Leverage always has a purpose attached, as the Exec and the player creating the Leverage decide together. If the character | + | A Leverage die code is normally created from one or more Diligence rolls. Leverage always has a purpose attached, as the Exec and the player creating the Leverage decide together. If the explorer |
* Leverage die codes always expire when the goal is attained or the Exec deems the goal lost. If the starship explodes, the Leverage towards Starship Repair: 2d+2 expires. | * Leverage die codes always expire when the goal is attained or the Exec deems the goal lost. If the starship explodes, the Leverage towards Starship Repair: 2d+2 expires. | ||
* Each time a player uses Leverage for an action, they either pay one or the Leverage loses 1d. If the Leverage is reduced to less than 0d, count it as expired. | * Each time a player uses Leverage for an action, they either pay one or the Leverage loses 1d. If the Leverage is reduced to less than 0d, count it as expired. | ||
- | Using Leverage to assist your action works in the same way as an assisting | + | Using Leverage to assist your action works in the same way as an assisting |
===== Advancements, | ===== Advancements, | ||
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- 6th: 70 die pips, +1 Endeavor | - 6th: 70 die pips, +1 Endeavor | ||
- | You must place advancements in order for each role, and you get them when the Exec can fit them into play. You must have all the 1st role Advancements filled on your roles to get the 2nd, and so on. An advancement is each something significant for your character, something meaningful in their lives. After the sixth advancement, | + | You must place advancements in order for each role, and you get them when the Exec can fit them into play. You must have all the 1st role Advancements filled on your roles to get the 2nd, and so on. An advancement is each something significant for your explorer, something meaningful in their lives. After the sixth advancement, |
* 7th+: 40 die pips | * 7th+: 40 die pips | ||
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You spend die pips to raise die codes at the cost of the current amount of dice in the code. This means 1D costs 1 per pip, and 3D costs 3 per pip. You buy +1 as one pip, +2 as another pip, and move to the next higher die code as another pip. In this way you pay three times the current die code to move to the next. Imagine 2D. You pay 2 for 2d+1, 2 for 2d+2, and 2 for 3d = 6 pips or three times the die code. | You spend die pips to raise die codes at the cost of the current amount of dice in the code. This means 1D costs 1 per pip, and 3D costs 3 per pip. You buy +1 as one pip, +2 as another pip, and move to the next higher die code as another pip. In this way you pay three times the current die code to move to the next. Imagine 2D. You pay 2 for 2d+1, 2 for 2d+2, and 2 for 3d = 6 pips or three times the die code. | ||
- | Endeavors are all defined loosely under your roles, and created between yourself and the Game's Exec when achieved. An endeavor is something interesting in play that may create complications and rewards for your character. " | + | Endeavors are all defined loosely under your roles, and created between yourself and the Game's Exec when achieved. An endeavor is something interesting in play that may create complications and rewards for your explorer. " |
===== Storytelling ===== | ===== Storytelling ===== | ||
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In the second situation, when a milestone is reached in a mission or agenda, the Exec may give out an Advancement to the explorers. This is a period of narrative " | In the second situation, when a milestone is reached in a mission or agenda, the Exec may give out an Advancement to the explorers. This is a period of narrative " | ||
+ | |||
===== Aspects, Attributes and Abilities ===== | ===== Aspects, Attributes and Abilities ===== | ||
- | Every character | + | Every explorer |
- | * **Dexterity**: | + | * **Dexterity**: |
- | * **Strength**: | + | * **Strength**: |
- | * **Perception**: | + | * **Perception**: |
- | * **Knowledge**: | + | * **Knowledge**: |
- | * **Technical**: | + | * **Technical**: |
- | * **Mechanical**: | + | * **Mechanical**: |
- | Each also has these Secondary die codes: | + | Explorers |
- | + | ||
- | * **Physical**: | + | |
- | * **Mental**: Usually the highest of Perception and Knowledge, though it could be modified. You use Mental when an Ability strengthens your mental actions. | + | |
- | * **Savvy**: Usually the highest of Technical and Mechanical, though it could be modified. You use Savvy when an Ability strengthens your mental actions. | + | |
- | * **Dash**: Usually the lowest of Dexterity and Mechanical, though it can be modified. You use Dash when operating unknown devices. | + | |
- | * **Tinker**: Usually the lowest of Knowledge and Technical, though it can be modified. You use Tinker when manipulating unknown devices. | + | |
- | * **Judge**: Usually the lowest of Perception and Knowledge, though it can be modified. You use Judge when dealing with unknown intelligence. | + | |
- | + | ||
- | Note: Once Secondary die codes are set during character creation, they are no longer linked to Attributes. Changing Attributes does not adjust them, they must be increased as their own die codes. | + | |
- | + | ||
- | Characters | + | |
- | Characters | + | Explorers |
Abilities have no die code, but can be taken multiple times. Having as X2 or X3 (for twice or three times) on an ability gives the explorer mastery of the ability and allows them to use [[#Stunts]] more effectively. | Abilities have no die code, but can be taken multiple times. Having as X2 or X3 (for twice or three times) on an ability gives the explorer mastery of the ability and allows them to use [[#Stunts]] more effectively. | ||
- | Characters | + | Explorers |
- | ===== Roles and Character | + | ===== Roles and Explorer |
A Role is a broad definition of the character' | A Role is a broad definition of the character' | ||
- | You may take one or two roles for your character, though taking two means you'll have a modified (for the worse) [[#Crisis Clock]] for your explorer. | + | You may take one or two roles for your explorer, though taking two means you'll have a modified (for the worse) [[#Crisis Clock]] for your explorer. |
+ | |||
+ | You can find the overview of explorer Creation on the page: [[Getting Started]]. | ||
- | You can find the overview of Character Creation on the page: [[Getting Started]]. | ||
===== Fallout and Conditions ===== | ===== Fallout and Conditions ===== | ||
- | A Condition is a state applied to a character. Each is an adjective, like Sleepy, and has rules for what that means. Conditions can be anything from simple status such as Fatigued, to Gravely Injured. Each has its own rules that apply while a character | + | A Condition is a state applied to an explorer. Each is an adjective, like Sleepy, and has rules for what that means. Conditions can be anything from simple status such as Fatigued, to Gravely Injured. Each has its own rules that apply while an explorer |
- | Fallout from missing the mark on a risk roll is graded into three+ levels: Minor, Moderate, Major, and Critical. It is only three+ instead of 4 grade because Critical is just Major with additional numerical weight behind it. The Exec needs a die code in order to create a fallout condition from an action. Many times this code might be obvious, like the damage of the weapon that hits a character. Other times it might be less obvious. In these cases it is wise to simply carry over the die code that caused the risk, and take this as your fallout die code. Regardless you then subtract an attribute of the player from this die code and roll the remaining dice (if any) as d10s like you are creating failure, but counting each success | + | Fallout from missing the mark on a risk roll is graded into three+ levels: Minor, Moderate, Major, and Critical. It is only three+ instead of 4 grade because Critical is just Major with additional numerical weight behind it. The Exec needs a die code in order to create a fallout condition from an action. Many times this code might be obvious, like the damage of the weapon that hits a character. Other times it might be less obvious. In these cases it is wise to simply carry over the die code that caused the risk, and take this as your fallout die code. Regardless you then subtract an attribute of the player from this die code and roll the remaining dice (if any) as dice like you are creating failure, but counting each one that is less than four as +1 fallout grade. It always starts as Minor and increases from there. Here is the table for the normal die codes to use (resistance) for each arena of fallout/ |
^ Arena^Attribute | ^ Arena^Attribute | ||
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The arena is the kind of fallout being inflicted. Material covers the physical, you'd get fallout from that when taking risky physical actions (athletics, combat, etc). Public and Private are two sides of the social coin, you'd get fallout from that when taking risky social actions (convince, etc). Intellectual covers the workings of the mind and intellect, you'd get fallout from that when taking risky knowledge actions (learning, etc). ISOtech covers all the hacking kinds of fallout you'd get fallout from that when taking risky ISOtech actions. For more in-depth rules and explanations, | The arena is the kind of fallout being inflicted. Material covers the physical, you'd get fallout from that when taking risky physical actions (athletics, combat, etc). Public and Private are two sides of the social coin, you'd get fallout from that when taking risky social actions (convince, etc). Intellectual covers the workings of the mind and intellect, you'd get fallout from that when taking risky knowledge actions (learning, etc). ISOtech covers all the hacking kinds of fallout you'd get fallout from that when taking risky ISOtech actions. For more in-depth rules and explanations, | ||
- | Fallout grades cause one of two things to happen: A Condition gets applied to the character | + | Fallout grades cause one of two things to happen: A Condition gets applied to the explorer |
There are three tracks for conditions on the CGG character sheet: Harm, Persuasion, and Alteration. Each begins with 3 open ' | There are three tracks for conditions on the CGG character sheet: Harm, Persuasion, and Alteration. Each begins with 3 open ' | ||
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- **Crippling Wound**: HI3; The wound is dire and causes the continuous loss of 1D from a die code of the Exec's choosing. | - **Crippling Wound**: HI3; The wound is dire and causes the continuous loss of 1D from a die code of the Exec's choosing. | ||
- | - **Dire Injury**: HI3; The extreme injury sure looks bleak. When the Exec deems fit, she pays 1 DP to cancel the action of the explorer and remove 1D from a die code of her choice until the end of tension. | + | - **Dire Injury**: HI3; The extreme injury sure looks bleak. When the Exec deems fit, she pays one to cancel the action of the explorer and remove 1D from a die code of her choice until the end of tension. |
- | - **Distracting Injury**: HI2; The injury is distracting and when the Exec deems fit, he pays 1 XP to add 1D for any one difficulty test. | + | - **Distracting Injury**: HI2; The injury is distracting and when the Exec deems fit, he pays one to add 1D for any one difficulty test. |
- **Painful Harm**: HI1; The harm is very painful, on any roll that creates Venture, discard the first Venture rolled. | - **Painful Harm**: HI1; The harm is very painful, on any roll that creates Venture, discard the first Venture rolled. | ||
- | - **Paralyzing Injury**: HI2; The injury is serious and causes the loss of a die as the Exec deems fit and pays 2 XP. | + | - **Paralyzing Injury**: HI2; The injury is serious and causes the loss of a die as the Exec deems fit and pays one. |
- **Surface Wound**: HI1; While the wound looks minor, it may get worse. Whenever risk is rolled for the explorer, and Venture is earned there is a chance this condition becomes HI2. | - **Surface Wound**: HI1; While the wound looks minor, it may get worse. Whenever risk is rolled for the explorer, and Venture is earned there is a chance this condition becomes HI2. | ||
==== Persuasion Core Conditions ==== | ==== Persuasion Core Conditions ==== | ||
- | - **Confused**: | + | - **Confused**: |
- | - **Consumed**: | + | - **Consumed**: |
- | - **Eager**: PE1; The explorer has found excess motivation and can pan 2 XP to earn 1D for any action during this state. | + | - **Eager**: PE1; The explorer has found excess motivation and can pay one to earn 1D for any action during this state. |
- | - **Transcendent**: | + | - **Transcendent**: |
- | - **Troubled**: | + | - **Troubled**: |
- **Questioning**: | - **Questioning**: | ||
==== Alteration Core Conditions ==== | ==== Alteration Core Conditions ==== | ||
- | - **Improved**: | + | - **Improved**: |
- **Weakened**: | - **Weakened**: | ||
- | - **Augmented**: | + | - **Augmented**: |
- **Hindered**: | - **Hindered**: | ||
- | - **Enhanced**: | + | - **Enhanced**: |
- | - **Restrained**: | + | - **Restrained**: |
===== Tension Mode ===== | ===== Tension Mode ===== | ||
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Actions taken by player' | Actions taken by player' | ||
- | At the start of Tension, the Exec must determine who has the Edge. This will determine the player that decides who acts first, and who gets the bonus die for a Tension round. The Edge rules of the character | + | At the start of Tension, the Exec must determine who has the Edge. This will determine the player that decides who acts first, and who gets the bonus die for a Tension round. The Edge rules of the explorer |
- | Tension is done in rounds, during which every player' | + | Tension is done in rounds, during which every player' |
- | ===== Story Break ===== | + | |
+ | - Player whose explorer has Edge: | ||
+ | - Selects an explorer (or their own) and an attribute to get a cumulative +1d bonus (for the duration of this Tension Mode). | ||
+ | - Selects the explorer that will go first (This explorer can be helped by everyone, but help no one). | ||
+ | - First player takes action: | ||
+ | - Decides to do one of the following: | ||
+ | - **Act!** Address the situation directly in some way, roll the dice to see what happens (see Success and Risk rolling). | ||
+ | - Perhaps elicit help from one or more explorers that have not yet acted, an explorer can help once in a round. | ||
+ | - Perhaps stunt? | ||
+ | - If you helped someone this round count your risk roll as -1d. | ||
+ | - Exec will lower Tension 1 for successful actions, 2 for particularly effective ones (2/3 for first player). | ||
+ | - **Idle!** Gain one or allow the First player to gain one, describe how your explorer isn't helpful. | ||
+ | - If the Exec feels you are in immediate jeopardy, a risk roll may be required to address that. | ||
+ | - **Ready!** Make a diligence roll to create Leverage that will help address the situation. | ||
+ | - Perhaps cue the Exec to make things worse if you want for +1d to the result, look below for those Exec rules. | ||
+ | - Decides which explorer takes next action that hasn't already done so. | ||
+ | - Repeat #2 until all players have taken action. | ||
+ | - Exec spins the world, deciding what happens around the players (usually not good) | ||
+ | - Expect the Tension on one Pitfall to increase 1 to 3. The Exec makes a dice roll using their rules that determines this, and narrates how things get worse or remain unfixed. See below. | ||
+ | - Repeat 1-4 until one Pitfall Tension score reaches 0 or 15. | ||
+ | - If it reaches 15 the Pitfall happens and is resolved, Exec redefines the situation. | ||
+ | - If it reaches 0 the Pitfall is avoided, remove it from the table, narrate how it has been avoided. | ||
+ | |||
+ | |||
+ | You can find a tutorial for Tension Mode play [[tension_mode_an_introduction|here]]. | ||
+ | |||
+ | ==== Exec Spins The World ==== | ||
+ | |||
+ | This is a hard step for the player that took on the roll of the exec. They first have a set number of Tension dice to roll and adjust that based on how bleak the situation looks based on the character' | ||
+ | |||
+ | * The base Tension dice is determined by how bad the situation looks: | ||
+ | * Bad, moderate chance of success: 2 dice. | ||
+ | * Horrible, poor chance of success: 3 dice. | ||
+ | * Doomed, minimal chance of success: 4 dice. | ||
+ | * Then the Exec adds one die for every two players of the game, rounding down. | ||
+ | |||
+ | Once the Tension Dice are established, | ||
+ | |||
+ | - **Slide**: Raise the Tension one on Pitfall up to three times, +1 per success. You only do one Pitfall, regardless of how many are in play. | ||
+ | - **Slip**: Remove a +1d bonus assigned by the person with Edge, one time for two successes (one time only). | ||
+ | - **Spotlight**: | ||
+ | |||
+ | Once you spend all your successes, you need to narrate something happening that justifies the changes: | ||
+ | |||
+ | * Slide: Things are heading towards the pitfall, compare if you have moved towards or away from it (current Tension total) over the round. Describe that. | ||
+ | * Slip: Things aren't going the player' | ||
+ | * Spotlight: Things are looking pretty bad for that explorer, introduce something that puts them in jeopardy. | ||
+ | |||
+ | ==== Exec Makes Things Worse ==== | ||
- | At a story break the following things happen, in order, for each player' | + | When a player |
- | | + | |
- | - Convert up to 12 of that into DP as possible, at 1 DP per XP. This is not optional, it always happens. | + | |
- | | + | |
- | - If DP is higher than the next Advancement, | + | |
- | - Spend pips on abilities and die codes from Advancement. | + | |
- | - Introduce an endeavor if the Advancement provides an introduction. | + | |
- | - Increase XP with the payout from the Advancement if it provided any. | + | |
- | - Cap total XP at 20 if it is higher. | + | |
- | | + | |
- | When an explorer has two roles, they must buy all their 1st Advancements before any of their 2nd Advancements and so on. When you earn Endeavors from your roles during advancement with two roles, you only earn one per step of Advancement. This means on 2nd Advancement you only get one Endeavor from one of your two roles, but not both. | ||
===== Gear and Situation ===== | ===== Gear and Situation ===== | ||
- | You also have notable equipment for your character. Notable equipment is special stuff they have which may impact play, and often has stats of its own. Normal equipment is always assumed to be available unless the Exec deems that for some reason in the story it is not available. If your character | + | You also have notable equipment for your explorer. Notable equipment is special stuff they have which may impact play, and often has stats of its own. Normal equipment is always assumed to be available unless the Exec deems that for some reason in the story it is not available. If your explorer |