Post by Alter on May 9, 2015 2:55:33 GMT 9
When trying to determine what happens in a challenge the first question is a challenge needed. A challenge shouldn`t only be made if a chance of failure is interesting. So you don`t have to roll to drive every time you get into a car, but you may need to roll on a high speed chase.
Social rolls should only be made on players if another player asks for it, I want to know how calmed down I am, I want to know how charming you are etc. Social Rolls are used on NPCs as normal.
Once a Challenge is determined the base difficulty is decided. This could be a Card Chosen by the person running the challenge or another person`s trait.
The Player can decided to react with what they like as long as it makes sense, if say an NPC is trying to hit you for example, you could try to hit back faster using Swords, you could block and try and outlast him Stamina wise using Coins, you could remember that a teacher is suppose to be in the area soon and move there using Wands, you could talk him down using Cups.
After all this is decided everyone pulls a card, you then get to add bonuses based on the card. To pull a card use the white roll button.
Your Strength +1
Matches your Trait you are using + 1
Matches Opponent`s Weakness + 1
An NPC`s Strength is determined by their Card type, if they are not a named Character, someone who`s name is not listed under Minor Arcana, they have no Strength. A weakness is gadget by the Named Character`s Card or if the challenge is unnamed then the initial Challenge Card.
Fire - Water
Earth - Air
What ever collection of Cards and bonuses are highest wins.
Combat
During Combat Initiative is Decided by the type of turn you want to take, Using a Physical Action you pick your Swords, a mental action like using a Power from your Arcana, you use your Wands.
You draw a card for each level you have in that stat and keep the highest. The turn goes Highest Card to Lowest Card, you may go out of turn if you would like to hold your action to go later in the round.
Example: If you have a 3 in Swords you draw three cards.
Characters have Physical Points and Mental Points. Physical Points are your Swords and Coins added together. Mental Points are your Wands and Cups added together. You can take Physical and Mental damage, if any of these totals go to zero you are considered passed out.
Challenges that do damage to a character pulls against the defense card, Coins for Physical and Wands for Mental. If the total of the cards drawn by your opponent is higher than your defense card then the remainder is taken off of your points.
Damage done to Monsters uses their challenge card in place of Coin Trait Card, once the Damage equals the Monster Challenge card it`s dead.
Wait What are Trait Elements
Swords - Fire
Coins - Earth
Wands - Wind
Cups - Water
[HASH]Rules
Social rolls should only be made on players if another player asks for it, I want to know how calmed down I am, I want to know how charming you are etc. Social Rolls are used on NPCs as normal.
Once a Challenge is determined the base difficulty is decided. This could be a Card Chosen by the person running the challenge or another person`s trait.
The Player can decided to react with what they like as long as it makes sense, if say an NPC is trying to hit you for example, you could try to hit back faster using Swords, you could block and try and outlast him Stamina wise using Coins, you could remember that a teacher is suppose to be in the area soon and move there using Wands, you could talk him down using Cups.
After all this is decided everyone pulls a card, you then get to add bonuses based on the card. To pull a card use the white roll button.
Your Strength +1
Matches your Trait you are using + 1
Matches Opponent`s Weakness + 1
An NPC`s Strength is determined by their Card type, if they are not a named Character, someone who`s name is not listed under Minor Arcana, they have no Strength. A weakness is gadget by the Named Character`s Card or if the challenge is unnamed then the initial Challenge Card.
Fire - Water
Earth - Air
What ever collection of Cards and bonuses are highest wins.
Combat
During Combat Initiative is Decided by the type of turn you want to take, Using a Physical Action you pick your Swords, a mental action like using a Power from your Arcana, you use your Wands.
You draw a card for each level you have in that stat and keep the highest. The turn goes Highest Card to Lowest Card, you may go out of turn if you would like to hold your action to go later in the round.
Example: If you have a 3 in Swords you draw three cards.
Characters have Physical Points and Mental Points. Physical Points are your Swords and Coins added together. Mental Points are your Wands and Cups added together. You can take Physical and Mental damage, if any of these totals go to zero you are considered passed out.
Challenges that do damage to a character pulls against the defense card, Coins for Physical and Wands for Mental. If the total of the cards drawn by your opponent is higher than your defense card then the remainder is taken off of your points.
Damage done to Monsters uses their challenge card in place of Coin Trait Card, once the Damage equals the Monster Challenge card it`s dead.
Wait What are Trait Elements
Swords - Fire
Coins - Earth
Wands - Wind
Cups - Water
[HASH]Rules