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-rw-r--r--src/running-the-game/abilities.md32
-rw-r--r--src/running-the-game/checks.md21
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-rw-r--r--src/running-the-game/combat.md32
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-rw-r--r--src/running-the-game/fate-deck.md14
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-rw-r--r--src/running-the-game/social.md74
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-rw-r--r--src/running-the-game/spellcasting.md19
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-rw-r--r--src/running-the-game/travel.md3
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-rw-r--r--src/running-the-game/weapons.md20
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diff --git a/src/running-the-game/abilities.md b/src/running-the-game/abilities.md
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+# Abilities
+
+Abilities are represented as cards which your character can learn, equip, and/or use. Spells, weapons, and racial feats are just some of the things which are represented as ability cards. Many of these cards follow shorthand for mechanics which are common throught the game. Here they are:
+
+## Symbols
+
+### Tap
+![tap_symbol](tap_symbol.png)
+This symbol represents an ability which can be used once before requiring to be recharged. When a card is "tapped" place it sideways to signify this state. Once the card becomes [refreshed](/running-the-game/abilities.md#refresh) place it regularly. Unless otherwise stated, these cards [refresh](/running-the-game/abilities.md#refresh) at the start of your turn, or within a couple of in game seconds. If there is a set of brackets immediatly after the symbol they denotes the restrictions that must be met to use the ability.
+
+These abilities can be used in reactions on other's turns.
+
+### Suit Card Cost
+![heart_symbol](heart_symbol.png) ![spade_symbol](spade_symbol.png) ![diamond_symbol](diamond_symbol.png) ![club_symbol](club_symbol.png)
+Each of these 4 symbols represent an ability where you must play a matching card to use it. If there is a set of brackets immediatly after the symbol it denotes an additional restrictions the card played must meet. for example if the symbol is a heart followed by the word "even" in brackets then to activate the ability you must play heart card that has an even number to activate the ability.
+
+These abilities **can not** be used in reactions on other's turns unless otherwise stated.
+
+### Any Card Cost
+![joker_symbol](joker_symbol.png)
+This symbol represents an ability where you can play a card of any suit. Like the previous explanation, a set of brackets afterwards will denote any additional restrictions.
+
+These abilities **can not** be used in reactions on other's turns unless otherwise stated.
+
+### Blood Cost
+
+This symbol represents an ability where you must use a blood spellcasting tool(unless otherwise specified) and pay for the cost to cast the spell.
+
+## Key Words
+
+### Refresh
+To refresh a card means to undo its [tapped state](/running-the-game/abilities.md#tap) state into untapped. This means the card can once again be tapped. \ No newline at end of file
diff --git a/src/running-the-game/checks.md b/src/running-the-game/checks.md
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+# Resolving Checks
+When the player attempts to do an action and the GM has determined it is not trivial(e.g failure is possible and not insignificant) the GM should give the player a check which will determine the fate of their action.
+
+Here is an explanation of each step of a check.
+
+---
+
+### 1. Action Request
+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
+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 |
+
+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 rolling. If the result is higher or equal to the difficulty then they succeed. Otherwise they fail.
+
diff --git a/src/running-the-game/club_symbol.png b/src/running-the-game/club_symbol.png
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diff --git a/src/running-the-game/combat.md b/src/running-the-game/combat.md
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+# Combat
+
+## Start of Combat
+
+GM places enemies on board, draws from environment deck and places them in play as well.
+
+Turn order will be determined by some way in the future(not yet sure)
+
+All enemy turns are interlaced between player turns
+
+All abilities are tapped or "deactivated"
+
+## Player Turn
+
+At the start of the player turn abilities that are applicable are refreshed. Now the player can use their abilities or tap.
+
+## Other Player's or Enemy's Turns
+
+Only tappable abilities are allowed to be used, in reaction to another player or enemy declaring an action.
+
+---
+
+Magic always hits but damage is unpredictable(roll for damage)
+Physical can sometimes miss(roll for hit) but has consistant damage
+
+---
+
+A combat game will be structured in a way inspired by binding of issac board game
+
+Player card vs enemy cards.
+
+The location the players are in will determine what doodads are availible (doodads are things like furniture)
diff --git a/src/running-the-game/diamond_symbol.png b/src/running-the-game/diamond_symbol.png
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diff --git a/src/running-the-game/fate-deck.md b/src/running-the-game/fate-deck.md
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+# Fate Deck
+
+The fate deck is a single playing card deck which is used by all the players of the game to build their respective deck. The cards from this deck are used by players to do actions or abilities of their characters. The players individual decks are rebuilt every once in a while.[TODO: how often?]
+
+## Building the Fate Decks
+
+The GM separates the face cards from the fate deck(kings, queens, jacks and aces). These face cards are then shuffled and one is dealt out to each player. The remaining numbered cards are then selected according to each players respective character's rules for selecting fate cards. Once selected the remaining numbered cards are shuffled and dealt out evenly among the players. Finally any relevant character abilities for further modifying the player Fate Decks are put into play. Once this is done the player Fate Decks are ready for play.
+
+-- new idea --
+
+- Whenever the players long rest, reset all cards into a single deck. Each player pick 5 cards from the deck, then distribute the remaining cards randomly. Players have X amount of cards in their hand and draw more whenever it goes below that limit. Players get some kind of punishment/detriment for having an empty deck(this is the in game mechanic representing exaustion)
+
+- When players use an action or ability they roll a d10. The resulting roll value can be used in place of a card. The suit of the roll depends on the class of the roller. Some classes can use an extra d4 which they can use the result of the roll to add or subtract any of their cards or rolls once that action.
+
diff --git a/src/running-the-game/heart_symbol.png b/src/running-the-game/heart_symbol.png
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diff --git a/src/running-the-game/joker_symbol.png b/src/running-the-game/joker_symbol.png
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diff --git a/src/running-the-game/social.md b/src/running-the-game/social.md
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+# Social
+
+Social checks take into account 3 different factors in addition to the regular ones.
+
+## Factors
+
+### Difficulty
+How difficult the given persuasion attempt is.
+
+#### 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.
+
+### 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
+
+The difficulty of a given social combat is decided by the GM by weighing several factors. Factors that matter are reputation in the community, appearance(how you dress and your race) The GM then lays out 1-3+ cards(more is higher difficulty) face down and only reveals one. The next card is only revealed when the current card is "overcome".
+
+To "overcome" a card one of the players must give a convincing argument/plea/threat/etc correlating to one of their stats. When they do they can play a card matching the number or the suit and thus the card is overcome, causing the next card to be revealed.
+
+Each individual stat can only be used once in a social encounter.
+
+
+<!--
+Math notes:
+Encounter deck doesnt use faces, but player deck does.
+Estimated odds for player hand of 8:
+| Encounter Cards | Player Skill Bonus | Chance of Success|
+| -- | -- | -- |
+| 1 | 0 | 52.1% |
+| 2 | 0 | 24.9% |
+| 3 | 0 | 10.7% |
+| 4 | 0 | 4.0% |
+| 5 | 0 | 1.3% |
+| 6 | 0 | 0.3% |
+
+| Encounter Cards | Player Skill Bonus | Chance of Success|
+| -- | -- | -- |
+| 1 | 1 | 88.5% |
+| 2 | 1 | 74.0% |
+| 3 | 1 | 57.4% |
+| 4 | 1 | 40.7% |
+| 5 | 1 | 25.5% |
+| 6 | 1 | 13.5% |
+
+| Encounter Cards | Player Skill Bonus | Chance of Success|
+| -- | -- | -- |
+| 1 | 2 | 97.1% |
+| 2 | 2 | 91.6% |
+| 3 | 2 | 82.9% |
+| 4 | 2 | 70.3% |
+| 5 | 2 | 54.7% |
+| 6 | 2 | 37.1% |
+
+| Encounter Cards | Player Skill Bonus | Chance of Success|
+| -- | -- | -- |
+| 1 | 3 | 99.1% |
+| 2 | 3 | 96.9% |
+| 3 | 3 | 92.6% |
+| 4 | 3 | 85.3% |
+| 5 | 3 | 73.7% |
+| 6 | 3 | 57.9% |
+--> \ No newline at end of file
diff --git a/src/running-the-game/spade_symbol.png b/src/running-the-game/spade_symbol.png
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diff --git a/src/running-the-game/spellcasting.md b/src/running-the-game/spellcasting.md
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+# Spellcasting
+
+## Types of Spells
+
+### Blood Spells
+Blood spells are the most common and accessable type of magic. These are spells that require blood to power them.
+
+To cast a blood spell a "spell casting" medium may be needed. A given spellcasting medium will have a dice associated with it. When casting a spell this dice is rolled. If the result is greater then the blood cost of a spell then you dont pay anything. However if the number rolled is equal to or less then the value then you pay 1 blood. If the spell cost is higher then the dice of your casting medium then the medium is too weak to cast the spell. Using no casting medium is possible, instead of rolling a dice the result is always 1 and you cannot cast spells higher then this cost.
+
+### Divine Spells
+Divine spells use magic that originates from a god. The rules of these spells vary wildly and can depend on various different factors. These are forbidden in most places so if you somehow get access to one, be careful with how you use it.
+
+### Alchemy
+Alchemy is a form of magic which involves the preparation of various ingredients which form compounds that perform spell effects.
+
+## Spell Keywords
+
+### Concentration
+When you get damaged while concentrating, you need to reroll the blood die. If you fail the roll you pay the cost and your concentration ends. \ No newline at end of file
diff --git a/src/running-the-game/tap_symbol.png b/src/running-the-game/tap_symbol.png
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diff --git a/src/running-the-game/travel.md b/src/running-the-game/travel.md
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+# 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.
diff --git a/src/running-the-game/weapon_example.png b/src/running-the-game/weapon_example.png
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diff --git a/src/running-the-game/weapons.md b/src/running-the-game/weapons.md
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+# Weapons
+
+## Example
+
+![weapon](weapon_example.png)
+
+
+1. The top box which contains the name of the weapon as well as possibly a few stats.
+2. This is the damage stat. The weapon will deal this much damage in an attack(unless otherwise stated) and will deal half of this(rounded down) in a reposte.
+3. This is how much this weapon raises your defensive roll target for repostes. If it is unlisted then the weapon does not have a reposte.
+4. This is the ability box, which lists out all the active and passive abilities this weapon has seperated by a bold line. This example weapon has 2 abilities.
+5. The [symbol means you need to tap](running-the-game/abilities.md#Tap) to use this ability. The ["to hit" wording signifies it is an attack](running-the-game/weapons.md#To%20Hit)
+7. The [symbol](running-the-game/abilities.md#Suit%20Card%20Cost) in front of this ability signifies that you must play a specific card to play it. [Refresh](running-the-game/abilities.md#Refresh) is a specific keyword.
+9. This text states what type of card this is. Note that the colour of the card corresponds with the type of card. In this example the card is a Weapon, or a Dagger Weapon to be specific and the card is a purple colour.
+10. This faded text is flavour.
+
+## Key Words
+
+### To Hit
+These words are used in conjunction with a dice roll. It signifies that this ability is an attack and that this is how the attack roll is determined for it. If damage is unlisted then it is equal to the damage stat listed in the top box of the card. \ No newline at end of file