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karbon:an_overview_of_contests

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karbon:an_overview_of_contests [2012/10/28 11:55] – [The Conclusion] JasonPkarbon:an_overview_of_contests [2012/11/18 17:55] (current) – [The Conclusion] JasonP
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 Once all the victory track of the contest is full of Wins(Xs) or Losses(Os) the contest is over. If the track has more X's than O's the Agent has won and reaches the Goal. If the track has more O's than X's the Agent has lost and not reached the Goal. In the case of a tie, the contest is just that and is unclear in outcome. In these cases a sudden death one victory track contest with the same stats as the first can be commenced by the player if they choose. Once all the victory track of the contest is full of Wins(Xs) or Losses(Os) the contest is over. If the track has more X's than O's the Agent has won and reaches the Goal. If the track has more O's than X's the Agent has lost and not reached the Goal. In the case of a tie, the contest is just that and is unclear in outcome. In these cases a sudden death one victory track contest with the same stats as the first can be commenced by the player if they choose.
  
-If an Agent reaches the conclusion of a contest with zero Fortune, they reclaim any depleted Fortune. When this happens on a win, its something promising and the Agent earns one additional Fortune in return. When this happens on a loss, something terrible has happened to the Agent as a result of losing. They either suffer a [[:karbon:basic rules:Blackout]] or a [[:karbon:basic rules:Moment of Madness]].+If an Agent reaches the conclusion of a contest with zero Fortune, they reclaim any depleted Fortune. When this happens on a win, its something promising and the Agent earns one additional Fortune in return. When this happens on a loss, something terrible has happened to the Agent as a result of losing. They either suffer a [[:karbon:basic rules:Blackout]] or a [[:karbon:basic rules:Moment of Madness]], as the player of that Agent chooses. 
 + 
 +The conclusion of a contest is also the time to discuss the purchase of an [[:karbon:Assets|Asset]].
 ===== Setting up a Contest ===== ===== Setting up a Contest =====
  
 +A contest is defined by a Goal, an Ability, and three stats: Challenge, Consequence, and Peril. The first two of these are worked out between the player of the primary acting Agent and the narrator. The last three stats a created by the narrator 
 +solely. Once defined, only Challenge and Peril can change for a contest without backing out of it.
 +
 +The Goal of a contest is what the player’s Agent hopes to achieve. In general this give you an idea 
 +of  what  they  are  doing  to  make  that happen. This leads into Ability. The Ability of a contest is the one that the Agent will bring to bear on it. When you have a Goal and determine how the Agent is approaching the contest, you can determine the Ability.
 +
 +The Challenge of  a contest is how difficult it is, and in general and level of the opposition. The narrator decides this as described under [[#Determining Challenge]]. If the contest has requisite assets, they are defined here.
 +
 +The Consequence of a contest is its breadth, how much is involved. The more consequence, the longer the contest and the more chance the Agent may suffer for it but the larger impact it will have. The narrator uses the rules provided in [[#Setting Consequence]].
 +
 +The Peril of a contest determines how likely the challenge will cause harm to the Agent. This is 
 +magnified by Consequence and ramped up by Challenge. The narrator uses the rules in [[#Picking Peril]] to determine the starting Peril of a contest.
 +
 +==== Determining Challenge ====
 +
 +The challenge of a contest is how difficult the Agent will find it, and is measured in dice. Here is how you determine this as narrator:
 +
 +  - Always start with one die of challenge for a goal you think is easy, or two dice of challenge for something moderate, and three if it seems particularly difficult.
 +  - If a profile is involved, add a die of challenge. 
 +  - If the profile has an applicable element, add another. 
 +  - If more than one person is opposing the Agent add a die, if many people, add two dice. 
 +  - For each significant other factor that makes the contest more difficult, add a die.
 +==== Setting Consequence ====
 +
 +The consequence of a contest is how reaching it is in scope, and how it may address the matters at hand. Here is how you determine this as narrator:
 +
 +  - If the contest won’t address the Agenda of the scene or directly make progress on a Mission, its minor. These contests are the stepping stones that earn the Assets for larger ones later. These require 1 Win.
 +  - If the contest won’t address the Agenda of the scene but makes progress towards a Mission or other important matters, its moderate. These require two wins.
 +  - If the contest would address the Agenda of the scene, resolves a Mission, or just seems really large in scope, its major. These require three or more wins.
 +  - Increase the Wins of the contest by one for each profile involved, and by one for each requisite asset (paid or not). 
 +  - Fictional aspects of the contest that make it more work but not harder may raise the wins one or two as the narrator chooses.
 +==== Picking Peril ====
 +
 +The peril of the contest is how likely it will cause harm to the Agent or Agent’s participating. The narrator assigns peril from zero to two dice. As narrator use the following guide to determine initial Peril.
 +
 +  - Contests with zero Peril offer no additional risk to the Agent. You set the contest to zero peril when the Agent is in little danger, such as when they have the drop on the situation. A great many contests will be rated zero peril. 
 +  - Contests with one Peril offer little additional risk to the Agent. These are more dangerous and more likely to harm the Agent. Assign one peril when clearly the Agent is heading into danger and is not fully prepared.
 +  - Contests with two Peril offer some additional risk to the Agent. These are quite dangerous and likely to harm the Agent. Assign two peril when clearly the Agent is heading into danger and is unprepared.
 +  - Any applicable injury for a contest will increase Peril by its value. An Agent in a fist fight with a street thug with 2 Physical injury would add two peril to the contest.
 +
 +===== Starting a Contest =====
 +
 +The player will be rolling dice for their agent based on the ability of the contest, there dice in that ability to be exact. The narrator will be rolling dice equal to the Challenge of the contest.
 +
 +  - First the player picks dice from the pool for themselves, choosing from the available dice based on the following conditions:
 +    * They may pick six-sided dice only if they deplete Fortune to do so, one Fortune for each six-sided die they choose to take for the contest.
 +    * They may elect to take either eight-sided or ten-sided dice freely. If they take eight-sided dice and have Training in the applicable ability, they earn one chip per die taken.
 +  - Second the narrator picks dice from the pool for themselves, choosing from the dice left in the pool based on the following conditions:
 +    * They earn one chip for each ten-sided die they choose to take.
 +    * The player earns one chip for each six-sided die they take.
 +
 +===== The Fallout Whammy =====
 +
 +When an Agent has Fallout that would or could work against them in a contest, it does. The narrator should then narrate how it comes into play, and then throw a Glitch in response. If the Agent wins the contest, remove the fallout and consider it addressed up.
karbon/an_overview_of_contests.1351450506.txt.gz · Last modified: 2012/10/28 11:55 by JasonP