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| under_fantastic_skies:under_fantastic_skies_system [2026/01/12 23:33] – mike_holmes | under_fantastic_skies:under_fantastic_skies_system [2026/01/14 21:39] (current) – [Select Asset Levels] mike_holmes | ||
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| This system is being playtested in the [[Barony of Valcaryn]] game. | This system is being playtested in the [[Barony of Valcaryn]] game. | ||
| + | {{https:// | ||
| + | ---- | ||
| ===== Character Generation ===== | ===== Character Generation ===== | ||
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| See [[Background Packages]] | See [[Background Packages]] | ||
| - | ==== Starting VIM ==== | + | ==== Select Asset Levels ==== |
| + | |||
| + | After deciding what assets your character has, from backgrounds or just adding them in, spend the points in each category from the distribution package you've selected buying levels in each Asset. | ||
| + | |||
| + | Here's a scale to show what each level of an asset means: | ||
| + | ^Asset Level^Stat^Lifepath^Skill^Distinction^Gear^ | ||
| + | |0|Disabled|No experience|None|Unhelpful|Common| | ||
| + | |1|Feeble|Familiarity|Familiarity|Noted|Servicable| | ||
| + | |2|Below Average|Apprentice|Novice|Recognized|Quality| | ||
| + | |3|Average|Journeyman|Intermediate|Established|Fine| | ||
| + | |4|Good|Veteran|Proficient|Prominent|Excellent| | ||
| + | |5|Exceptional|Seasoned|Advanced|Influential|Superior| | ||
| + | |6|Great|Master|Masterful|Significant|Masterwork| | ||
| + | |7|Formidable|Expert|Expert|Extreme|Refined| | ||
| + | |8|Remarkable|Adept|Renowned|Eminent|Potent| | ||
| + | |9|Amazing|Elite|Extraordinary|Iconic|Famed| | ||
| + | |10|Legendary|Legendary|Peerless|Apex|Fabled| | ||
| + | |11+|Super-human|Super-human|Super-human|Myth-marked|Mythic| | ||
| + | |||
| + | Note that 10 is not a limit for player characters, they may take more than this level, if they can explain what special circumstances lead to the asset in question being super-human. | ||
| + | |||
| + | |||
| + | ==== Starting VIM, FATE, and Medals | ||
| + | === VIM === | ||
| The players and GM should come up with an interesting starting situation based on character passions, and rule that they all start with 10 VIM. If you want a more sedate start, create a less exciting situation, and start with an appropriately lower amount of VIM. | The players and GM should come up with an interesting starting situation based on character passions, and rule that they all start with 10 VIM. If you want a more sedate start, create a less exciting situation, and start with an appropriately lower amount of VIM. | ||
| + | === FATE === | ||
| + | |||
| + | Players always start with 5 FATE points, which are used to manipulate character destinies. (Considering this rule: FATE may be used wherever VIM is used if the character is lucky rather than putting effort into something, but this is an inefficient use of FATE.) | ||
| + | |||
| + | === Medals === | ||
| + | |||
| + | Players and the GM begin each session with 2 Medals, which are given by the player or GM to other players to reward them for any reason. Upon receiving a Medal a player increases their FATE by one. Medals may not be accumulated from session to session, you start each session with 2 Medals, so "use them or lose them." | ||
| + | |||
| + | ---- | ||
| ===== Resolution ===== | ===== Resolution ===== | ||
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| ==== Overview ==== | ==== Overview ==== | ||
| + | The basic process is as follows: | ||
| + | - GM asks if Medals are awarded | ||
| + | - Players involved may avoid conflict by spending FATE equal to the level of any goals assets they wish to obtain. The conflict may still occur fictionally, | ||
| + | - Players involved may acceed (they may ask how dangerous the conflict is) | ||
| + | - If at least one player has not acceeded, each that has not draws cards based on assets they can bring to bear, and how they' | ||
| + | - The GM places dangers in each player' | ||
| + | - The Pace is set. | ||
| + | - Cards equal to the Pace are drawn each round, and their effects resolved. | ||
| + | - Rounds continue to be played as necessary, until no players want to continue to try to achieve their goals. | ||
| + | - GM asks again if Medals are awarded | ||
| - | When a conflict | + | ==== Medals ==== |
| + | Medals may be given at any time during play, but the GM should ask players if they want to give any Medals out before | ||
| - | ==== Pace ==== | + | ==== Acceeding |
| + | A player may decide to simply fail to achieve any goals for the conflict (including avoiding damage) and thus avoid paying any VIM to engage in it. If there are dangers, the player may only acceed if they are willing to accept the results of ALL of the dangers that them GM is going to assign to the deck (simply draw all of the danger cards, and assign all of the repercussions that result). As the player gets no cards for their resolution deck, they may not convert any to cautions, though they still get whatever passive caution cards they would normally get. | ||
| - | The pace of a conflict | + | If multiple players have their character participating in a conflict, |
| - | 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 Building ==== |
| + | === Players === | ||
| + | To engage in a conflict by adding benefit cards into the "resolution deck," | ||
| - | *Alternate rule to try: If not enough | + | == Additional Assets == |
| + | The player may add cards for additional assets by paying 1 VIM per asset that they want to activate. These are still subject to the rule that assets that are not totally appropriate will result in the GM adding additional danger | ||
| + | |||
| + | == Preparation and Aid == | ||
| + | Preparaton | ||
| + | |||
| + | == Pushing == | ||
| + | A character may attempt to do better by pushing hard to get it done. Add one benefit card to the deck, and one Exhaustion card to the deck. | ||
| + | |||
| + | == Recklessness == | ||
| + | A character may approach the contest recklessly. They may add up to three benefit cards, and for each they add, the opposition adds two danger cards. | ||
| + | |||
| + | == Taking Care == | ||
| + | Players may elect to take any of their cards as Caution cards and set these aside. These are played to cancel Danger deck cards. Note this limits how much the character may be able to produce cards to cement their goals. | ||
| + | |||
| + | Usually a character may only be either reckless OR take care, not both, but if they can explain | ||
| + | |||
| + | == Defensive Assets == | ||
| + | The player may give the player additional Caution cards for gear such as armor or other gear that would work defensively in the conflict at hand that has not been invoked to draw benefit cards to the deck. These cards may be taken even if a character is acting recklessly. | ||
| + | |||
| + | === GM === | ||
| + | The GM adds cards to the resolution deck as follows. | ||
| + | |||
| + | == Shuffle Card == | ||
| + | One shuffle card is added to every deck. | ||
| + | |||
| + | == Dangers == | ||
| + | |||
| + | The GM adds cards from the “danger deck,” the number of which are based on how dangerous the situation is rated in his estimation. Once the GM has added the danger cards to each resolution deck, deck building is complete. Any conditions that the character has that negatively impact the character' | ||
| + | |||
| + | == Fatigue == | ||
| + | Players whose characters have fatigue when a conflict starts will have additional dangers added to the resolution deck, one per fatigue. | ||
| + | |||
| + | A player with no VIM may pay for things normally paid for with VIM by accumulating fatigue instead. | ||
| + | |||
| + | If a player ends a round with more fatigue than the character' | ||
| + | |||
| + | == Interrupt == | ||
| + | |||
| + | If the conflict is the sort that takes enough time that something may interrupt the conflict, then the GM places this card in the deck. | ||
| + | |||
| + | ==== 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. | ||
| ==== PvP ==== | ==== 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. | 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. | ||
| + | |||
| + | === Resolution === | ||
| + | |||
| + | Once the resolution deck is built, the player then draws a number of cards each round of resolution equal to the pace, and resolves all of the drawn cards. The player and the opposition player should narrate the their interpretation of the results of the draw. The player may then proceed to another round, or declare the resolution to be complete. | ||
| ==== Card Types ==== | ==== Card Types ==== | ||
| - | Below are the various cards that are in each of the decks. | + | Below are the various cards that are in each of the decks. |
| + | |||
| + | === The Shuffle Card === | ||
| + | |||
| + | When this card is drawn, at the end of the round, that resolution deck is shuffled. | ||
| === Benefit Deck Card Types === | === Benefit Deck Card Types === | ||
| - | When any benefit card type is drawn that is not an Advance, if the player chooses to use any of it's functions instead of turning it into an Advance (which costs one energy), the player gains one Fate. | + | The benefit |
| == Boon Card == | == Boon Card == | ||
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| == Position == | == Position == | ||
| - | The character takes a stride that positions them more favorably towards a goal. Place the card in front of the player | + | The character takes a stride that positions them more favorably towards a goal. Place the card in front of the one of the involved players |
| + | |||
| + | *You' | ||
| == Cement/ | == Cement/ | ||
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| == Caution == | == Caution == | ||
| - | Caution cards are not put into the deck, but are kept in the player' | + | Caution cards are not put into the resolution |
| === Danger Card Types === | === Danger Card Types === | ||
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| * 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. | * 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. | ||
| * The conflict is getting away from the character, and they are not able to quit it. | * The conflict is getting away from the character, and they are not able to quit it. | ||
| + | * The character becomes somehow helpless, and must address this situation before advancing any other positions. | ||
| == Danger == | == Danger == | ||
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| == Interruption == | == Interruption == | ||
| - | Something happens to cause the conflict to cease immediately, | + | Something happens to cause the conflict to cease immediately, |
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| - | === Orthogonal | + | === Mutually Exclusive |
| - | If the goals of each side are opposing and mutually exclusive (it's not possible for both to happen), then this is an orthogonal goal. This will be the case most of the time. In this case, the goals are achieved when one side can create a complication or cement an asset to represent the goal being met. If both sides manage to do this at the same time, then the smaller is subtracted from the larger goal, and the remainder of the larger shows the magnitude of the asset. | + | Most of the time the goals of each side are opposing and mutually exclusive (it's not possible for both to happen). In this case, the goals are achieved when one side can create a complication or cement an asset to represent the goal being met. If both sides manage to do this at the same time, then the smaller is subtracted from the larger goal, and the remainder of the larger shows the magnitude of the asset created. |
| - | === Parallel | + | === Inclusive |
| - | + | ||
| - | If both sides are able to accomplish their goals, then it's possible both sides manage to accomplish their goals, and each gets them if they have accomplished them before the conflict ends. | + | |
| - | + | ||
| - | ==== Other Deck Building Options ==== | + | |
| - | + | ||
| - | + | ||
| - | === Preparation and Aid === | + | |
| - | + | ||
| - | Gain cards to be added to the resolution deck associated with the resolution for which preparations are being made. Occasionally a contest may be required to gain the cards. | + | |
| - | + | ||
| - | === Pushing === | + | |
| - | + | ||
| - | A character may attempt to do better by pushing hard to get it done. Add one benefit card to the deck, and one Exhaustion card to the deck. | + | |
| - | + | ||
| - | === Recklessness === | + | |
| - | + | ||
| - | A character may approach the contest recklessly. They may add up to three benefit cards, and for each they add, the opposition adds two danger cards. | + | |
| - | + | ||
| - | === Taking Care === | + | |
| - | Players may elect to take any of their cards as Caution cards and set these aside. These are played to cancel Danger deck cards. Note this limits how much the character may be able to produce cards to cement their goals. | + | |
| + | If both sides are able to accomplish their goals, then each gets them if they have accomplished them before the conflict ends. Note that if players have their characters disengage with their goals complete, unless they have also done something to stop the opposition, the opposition will likely achieve their goal in short order. | ||
| ==== Failure ==== | ==== Failure ==== | ||
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| When position is cemented, it is turned into a temporary asset equal to the level of the position cards cemented. Temporary assets may be cemented into permanent assets with another contest. | When position is cemented, it is turned into a temporary asset equal to the level of the position cards cemented. Temporary assets may be cemented into permanent assets with another contest. | ||
| + | === Medals === | ||
| + | Once a conflict is over, the GM should (assuming any player has medals to give) prompt players to see if they have any Medals they would like to bestow, perhaps based on fun resolution. This is yet another prompt to ensure that players aren't missing out on opportunities to use Medals. | ||