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authorrealtradam <[email protected]>2022-05-28 02:40:30 -0400
committerrealtradam <[email protected]>2022-05-28 02:40:30 -0400
commit11646e108799725c75dfdbd8231642b322b42467 (patch)
treeedc4cb81276a55b339150647101ead314f4529f1
parent98af088eef5daead2d4c5dbd0bb4b6967a076ed2 (diff)
downloadPlore-Tabletop-Game-11646e108799725c75dfdbd8231642b322b42467.tar.gz
Plore-Tabletop-Game-11646e108799725c75dfdbd8231642b322b42467.zip
:)
-rw-r--r--src/checks.mdown9
-rw-r--r--src/combat.mdown21
-rw-r--r--src/social.mdown23
-rw-r--r--src/travel.mdown3
4 files changed, 46 insertions, 10 deletions
diff --git a/src/checks.mdown b/src/checks.mdown
index de5c053..f8c553a 100644
--- a/src/checks.mdown
+++ b/src/checks.mdown
@@ -9,10 +9,13 @@ Here is an explanation of each step of a check.
Player asks to do an action or ability, naming a relevant discipline and/or object if applicable which would assist them(players are **NOT** to state they are 'using' or 'intending to use' a stat)
### 2. Determine Difficulties and Advantages
-The base point difficulty of a check is 5. Then a GM adds points for each 'hurdle' or two points if the hurdle is especially difficult. For example if you had to swing a weapon in a tight corridor(+1 difficulty) against a shielded enemy(+2 difficulty) then the check would have a +3 difficulty totalling to 8.
+GM determines how difficult a check is and what the relevant skill is.
+| Medium | Hard | Extreme | Borderline Impossible |
+| --- | --- | --- | --- |
+| 3-4 | 5-7 | 8-10 | 11-12 |
-However a player will likewise have advantages which will help then succeed. A character may have a discipline or object which is relevant to the check being made at hand. When using an object then the GM will choose to give either a +1 advantage or if the object is particularly effective in this situation may give a +2 advantage instead. Disciplines instead give an advantage equal to the stat relevant to the check being made. Continuing upon the example above the character may be a solider(+3 advantage as they have 3 strength) and using a spear which is effective in corridors(+1 advantage)
+Subtract the player's relevant skill from the difficulty. If they are using a relevant skill then subtract 2 more.
### 3. Resolve the Check
-The player resolves the check by drawing or playing a card from their fate deck. If the card is equal or higher then the player's character has succeeded in the check.
+The player resolves the check by rolling. If the result is higher or equal to the difficulty then they succeed. Otherwise they fail.
diff --git a/src/combat.mdown b/src/combat.mdown
index 9e903a3..9f4b289 100644
--- a/src/combat.mdown
+++ b/src/combat.mdown
@@ -1,5 +1,20 @@
- # Combat
+# Combat
+
+## Bargain
+
+At any point during combat the players and the enemies can bargain with eachother to cease fighting.
- ## Your Turn
+## Start of Combat
+
+GM places enemies on board, draws from environment deck and places them in play as well. GM Rolls to determine which player goes first.
+
+## A Round
+A single round starts from the first player's turn and goes clockwise until all players have gone once. Then the enemy's actions are resolved. Once they are resolved a new round can begin.
+
+## A Player Turn
+
+Regain all energy and draw a card from the player deck. During their turn players can spend their energy however they would like. Once they end their turn the player must discard down to their max hand size(default 3)
+
+## Enemy Turn
- At the start of your turn you draw one card from deck. You have 3 stamina to spend as you see fit during your turn. Your stamina is restored at the end of each of your turns so it is best to spend it. it costs stamina to move, attack, casts spells, etc. The card you drew from your deck can be applied to any appropriate spell or ability that you wish to use.
+The GM resolved the enemy effects in any order they wish. Any enemy that was not targeted this round by a player attack deals damage to a player of the GMs choice equal to the enemy's attack stat. Once all of these are resolve then the enemy turn ends.
diff --git a/src/social.mdown b/src/social.mdown
index 81e97ac..d9ccc92 100644
--- a/src/social.mdown
+++ b/src/social.mdown
@@ -2,11 +2,26 @@
Social checks take into account 3 different factors in addition to the regular ones.
-## Bargain Chips/Favours
-Things you learn about characters can be used to your advantage. Not necessarily something negative, could be for example doing a task for someone as a favour.
+## Factors
+
+### Difficulty
+How difficult the given persuasion attempt is.
-## Social Status
+#### Resilience
+How resilient the person you are talking to is to persuasion of the given thing.
+
+#### Reputation
This is how you are viewed in the community. It is determine by the actions you commit toward those in the community. Harassing people increases the negative view while helping people increases the positive view. It is tracked by the GM by using a 4x4 grid where one axis is "good" and the other axis is "evil". Staying between makes you considered as "chaotic". Generally not possible to revert the good or evil status, they only increase the more respective actions you do towards the community.
-## Apparel and Presentation
+### Persuasion
+Your persuasion stat is dependant on some of the following factors.
+
+#### Bargain Chips/Favours
+Things you learn about characters can be used to your advantage. Not necessarily something negative, could be for example doing a task for someone as a favour.
+
+
+#### Apparel, Presentation, Relevant Skill
The way you dress, as well as the race you play also has an effect on how receptive others are toward your social attempts. As a possible example: wearing expensive fancy attire may make you more trustworthy to rich socialites but could make you less convincing to those less fortunate. Wearing armour may make your appear like a "dumb brute" which can incentivize characters to take it off. Some settlements also could be predisposed to trusting or distrusting certain races, factors that affect your odds of success.
+
+## Resolution
+If the difference between difficulty and persuasion is between 1 and 6 then the player must roll to make up the difference. The result of this roll will determine if there is a cost to pay for the success. If the difference is greater then 6 then the persuasion fails. If the difference is 0 or negative then the attempt succeeds.
diff --git a/src/travel.mdown b/src/travel.mdown
new file mode 100644
index 0000000..e4a3efb
--- /dev/null
+++ b/src/travel.mdown
@@ -0,0 +1,3 @@
+# Travel
+
+When travelling, each day spent in travel is resolved by the GM drawing event cards that are put in play and need to be resolved before proceeding. If the GM draws an enemy then they draw again until they draw an event. The players must fight the group of enemies and then after the combat they must resolve the event.