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| deck_builder_resolution_system [2019/12/29 15:54] – [Benefits] mike_holmes | deck_builder_resolution_system [2025/10/05 21:21] (current) – mike_holmes | ||
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| Largely inspired by Levi Kornelsen' | Largely inspired by Levi Kornelsen' | ||
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| + | Original version (with actual deck building) here: {{Original Deck Builder Resolution System}} | ||
| ===== Overview ===== | ===== Overview ===== | ||
| - | When a conflict begins, the player whose character is involved builds a deck comprised of the positive outcomes which their assets might provide, called | + | When a conflict begins, the player whose character is involved builds a deck comprised of one card per asset level that they bring to bear, drawn randomly and secretly from the " |
| - | ===== Card Types ===== | + | ==== Pace ==== |
| + | The pace of a conflict is decided by the GM, but is normally 3, unless the characters involved are all agreeing to go much more cautiously or recklessly than normal, and the situation would allow for this. This determines how many cards will be drawn from the resolution deck each round, though this may vary due to some cards drawn. | ||
| + | If the resolution deck is depleted when drawing, put the discarded cards back into their respective decks, and then draw up a new resolution deck using the same method as the first deck was drawn up, and continue drawing from the new deck until a number of cards equal to the pace has been drawn for the round. | ||
| - | ==== Benefits ==== | + | Alternate rule to try: If not enough cards can be drawn, treat this as if an Interrupt card has been drawn. |
| - | === Benefit Card Types === | + | ===== PvP ===== |
| + | If more than one PC is involved in a conflict, they each draw up a deck in the same fashion. The GM will determine the number of Danger cards to add to each deck based not on the quality of the opponents, but on other external factors that make the situation dangerous... it's possible that the GM will add no dangers to reflect that the only danger in the situation comes from the opponents inflicting consequences on each other, or preventing each other from reaching their goals. | ||
| - | == Caution | + | ===== Card Types ===== |
| - | This card can be used to cancel any other danger | + | Below are the various cards that are in each of the decks. |
| - | == Continuity | + | ==== Benefit Deck Card Types ==== |
| - | The effects | + | When any benefit card type is drawn that is not an Advance, if the player chooses to use any of it's functions instead |
| - | + | ||
| - | == Cooperation == | + | |
| - | Your actions create a benefit or bonus, or grant some other assistance to your allies. (May need to eliminate) | + | === Continuity === |
| - | == Impression == | + | The effects of your actions last longer, or create ongoing trouble for your opposition. This can pertain to an effect placed on a target, or to the goal, if the character eventually succeeds in achieving it. What it affects is determined by the fiction generated. |
| - | Your actions create a stir, aggravating or impressing some subject of your choice. | + | === Defense === |
| - | == Impetus == | + | This card can be used to cancel any active danger, or held to cancel a future danger drawn, or it can be used to slow the pace of the resolution by one. |
| - | Things are going your way for some reason. If the contest goes another round, the player can hold this card and use it to negate two negative cards in the next draw. | + | === Impression === |
| - | == Observation == | + | Your actions create a stir, aggravating or impressing some subject of your choice that is observing the goings on, or creating an impression of themselves on themselves. |
| - | You are especially observant in your action, learning something of importance that can be learned during the conflict. | + | === Impetus === |
| - | == Scope == | + | Things are going your way for some reason. If the contest goes additional rounds, the pace increases by one, and the player may discard one danger drawn per round. |
| - | Your action will affect more subjects, a wider area, or is otherwise undertaken more grandly, if you succeed. | + | === Observation === |
| - | == Speed == | + | You are especially observant in your action, learning something of importance that can be discerned during the conflict, usually as a result of some event that has occurred during the conflict. |
| - | Your actions take place in a much shorter span than others would expect. Counters a delay drawn in the same round. | + | === Scope === |
| - | == Subtlety == | + | Your action will affect more subjects, a wider area, or is otherwise undertaken more grandly. This can pertain to an effect placed on a target, or to the goal, if the character eventually succeeds in achieving it. What it affects is determined by the fiction generated. |
| - | Your actions appear other than they are, whether by being hidden or disguised in some way. | + | === Speed === |
| - | == Advance == | + | Your actions take place in a much shorter span than others would expect, or use to counter a delay card in play this round, or one drawn later. |
| - | 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. | + | === Subtlety === |
| - | == Toughness == | + | Your actions appear other than they are, whether by being hidden or disguised in some way. If there are no observers, this card may be used as an advance instead without paying the usual energy cost of one. |
| - | 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. | + | === Toughness === |
| - | === Obtaining Benefit Cards for the Resolution Deck === | + | This card can be used to resist any consequence from the same draw, or held to cancel a consequence from a later draw. Only those consequences that a character is fictionally positioned to avoid may be resisted this way. |
| - | For each level in the character' | + | === Advance === |
| - | For each level in the character's defensive ability, they can take one toughness card. | + | The character |
| - | For any gear that applies, put the relevant cards for that gear in the deck. | + | Note that any other benefit card type may be used as an Advance instead of it's regular action, if the character expends an energy point. |
| - | ==== Dangers ==== | ||
| - | === Danger Card Types === | ||
| - | == Affliction | + | ==== Danger Card Types ==== |
| - | Adds a temporary scene-related negative Aspect. (needs fix) | + | The GM may either use the effect of a Danger card, or use it as an Advance for opposition goals, or may use it to drain the character of one energy instead. |
| - | == Block == | + | === Chaos === |
| - | + | ||
| - | 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 == | + | |
| 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. | 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. | ||
| - | == Delay == | + | === Delay === |
| - | More time is used up than might be expected. | + | More time is used up than might be expected. |
| - | == Displacement == | + | === Displacement |
| - | Something (you, your target, or your aim) winds up somewhere other than planned | + | Something (you, your target, or your aim) winds up somewhere other than planned. |
| - | == Exhaustion == | + | === Exhaustion |
| 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. | 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. | ||
| - | == Expense == | + | === Expense === |
| + | |||
| + | A gear or resource asset you have is broken or lost or used up entirely. If a resource was in use in the conflict as part of the resolution, that is likely the resource lost. | ||
| + | |||
| + | === Helplessness === | ||
| + | |||
| + | You are out of the action, and may need assistance to continue. The GM decides if further rounds occur, rather than the player. If they do, the player must discard all benefits drawn until they are no longer helpless, but dangers continue to affect them as normal. | ||
| + | |||
| + | === Consequence === | ||
| + | |||
| + | The character gains one level of a Consequence. If the consequence is dangerous in the context of the current conflict, add one danger card to the deck and reshuffle. | ||
| - | An item or resource you have is broken or lost or used up entirely. | + | === Interruption === |
| - | == Helplessness == | + | Something happens to cause the conflict to cease immediately, |
| - | You are out of the action, and need assistance to get free (or survive). | + | === Peril === |
| - | == Injury == | + | A new threat appears! Add danger cards to the deck to represent the new danger, and reshuffle. |
| - | 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 other affects of the injury. | + | === Runaway === |
| - | == Interruption == | + | The player may not quit after a round during which this is drawn, another round must occur, and the pace increases by one. |
| - | Something happens to cause the conflict to cease immediately, | + | === Strangeness === |
| - | == Peril == | + | Something odd or unpredictable happens, which is a detriment. When relatively wild assets like magic or untested technology are being employed, the strangeness will usually be as a result of the asset behaving outside normal parameters. |
| - | A new threat appears! | + | === Danger Advances === |
| - | == Runaway == | + | The opposition' |
| - | The player may not quit after a round during which this is drawn, another round must occur. | ||
| - | == Strangeness == | ||
| - | Something odd or unpredictable happens, which is a detriment. Added as a danger for many conflicts, but almost always when magic is involved. | + | ===== Goal Resolution ===== |
| + | ==== Orthogonal Goals ==== | ||
| + | If the goals of each side are opposing and mutually exclusive, then this is an orthogonal goal. This will be the case most of the time. In this case, once no side wishes to continue the resolution, compare the number of Advances each side has (Danger Advances for general dangers). If the character has more Advances than the opposition, then they have achieved their goal. The level of the success is equal to the number of surpluss advantages they have over the opposition. | ||
| + | ==== Parallel Goals ==== | ||
| + | If both sides are able to accomplish their goals, then each side may choose to use their Advances to cancel the other side's when they are drawn, but gains all of their Advances still present at resolution as successes. | ||
| ===== Other Deck Building Options ===== | ===== Other Deck Building Options ===== | ||
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| ==== Pushing ==== | ==== Pushing ==== | ||
| - | A character may attempt to do better by pushing hard to get it done. Add one augment | + | A character may attempt to do better by pushing hard to get it done. Add one benefit |
| ==== Recklessness ==== | ==== Recklessness ==== | ||
| - | A character may approach the contest recklessly. They may add up to three augments, and for each they add, the opposition | + | A character may approach the contest recklessly. They may add up to three benefit cards, and for each they add, the opposition |