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Change to Power Points, Added Bestiary, and Minor Fixes #117

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10 changes: 5 additions & 5 deletions 1_Mechanics/01_PlayerGuide_Brief.md
Original file line number Diff line number Diff line change
Expand Up @@ -68,8 +68,8 @@ signified by a number like +1.

Also on your character sheet are **Powers**. This is anything your character can do
that might not be accessible to others. Some Powers, labeled Minor and Major, take 1 or
2 *Fate Points* respectively to activate. Your character sheet shows your starting
number of Fate Points as your maximum. You'll need to keep track of how many Fate
2 *Power Points* respectively to activate. Your character sheet shows your starting
number of Power Points as your maximum. You'll need to keep track of how many Fate
Points you have left as you use Powers.

### Gameplay
Expand All @@ -80,8 +80,8 @@ would do. Creativity and thinking outside the box (i.e., exact rules) is encoura

The GM might announce an **Epic Event**, a series of trials in a tense scenario.

- The GM will reveal a TC and DR. One or more players can volunteer and decide the
relevant check.
- The GM will reveal a TC and DR. One or more players can volunteer and decide which
skill they want to use for the relevant check.

- Each player and the GM will take turns drawing on the TC to get a success with a
matching suit.
Expand All @@ -90,7 +90,7 @@ The GM might announce an **Epic Event**, a series of trials in a tense scenario.

### Resting

Your character may need to rest to recharge Fate Points or heal Health Points.
Your character may need to rest to recharge Power Points or heal Health Points.

- On a **Quick Rest** (30 minutes), each player can draw a number of **Rest Cards**.
- Each Rest Card can regain 1 Health or Fate Point, or be used to regain Armor Points.
Expand Down
39 changes: 21 additions & 18 deletions 1_Mechanics/01_PlayerGuide_Full.md
Original file line number Diff line number Diff line change
Expand Up @@ -63,10 +63,11 @@ to try and resolve disputes between players that may come up.
## The Action Deck

Deck of Adventures is based around a 54-card deck: 13 cards (2-10, J, Q, K, and A)
across 4 suits, as well as Jokers. Each player should have their own Deck.
across 4 suits, as well as Jokers. Each player should have their own Deck, with room
for a Discard Pile and Fate Card pile.

1. Actions with unknown outcomes will require a player to make a Check, which means
drawing from their respective decks to help determine the outcome.
drawing from their respective decks to inform the outcome.

2. Jokers and Aces are Fate Cards and should be reserved in one's hand, for both players
and the GM. All other cards go directly into a Discard Pile. Hold on to these Fate
Expand All @@ -86,7 +87,7 @@ to choose when they want a second chance at a key moment.
there already.

2. Aces drawn from the deck are played as usual, but remains in the player's hand as a
Fate Card.
Fate Card rather than going to the Discard Pile.

3. Any time a player or the GM draws a card, they may discard one held Fate Card and
redraw. Only one redraw is permitted per check.
Expand All @@ -96,7 +97,7 @@ redraw. Only one redraw is permitted per check.
1. *Toughen Up*: ignore damage equal to the number of Fate Cards used. This must be
done before the end of the Player's next turn after recieving damage.

2. *Exchange Fate*: gain Fate Points equal to the number of Fate Cards used.
2. *Exchange Fate*: gain Power Points equal to the number of Fate Cards used.

5. A GM may award a Fate Card (as pulled from the player's discard pile or signified by
another token) to a player for excellent play, including exemplifying their character’s
Expand Down Expand Up @@ -209,7 +210,7 @@ A Target Card (TC) is like the bullseye on a target you are hoping to hit. The
Difficulty Range (DR) is the range around the TC the player might hope to draw, like
the circles around the bullseye.

Once the DR has been announced, players must make this check. Players may consult with
Once the DR has been announced, players must make the check. Players may consult with
their GM to determine if another Attribute or Skill may be used instead. A player will
draw one or more cards. Immediately after drawing, a player will apply any relevant
Modifiers before reporting the outcome and whether or not they have successfully fallen
Expand Down Expand Up @@ -421,9 +422,9 @@ an Epic Event alone.
6. **Burned** As a Minor Action, a Dealer can make a DR 3 Intuition check to stop the
burning. On a failure, they take 1 damage bypassing AP.

7. **Poisoned N** Each poisoning effect adds +1 Poisoned. At the start of their turn, as a Free Action, a Dealer makes a
DR 3 Vitality Check to shake off the effects of the poison. On a failure,
they discard N+1 cards.
7. **Poisoned N** Each poisoning effect adds +1 Poisoned. At the start of their turn, as
a Free Action, a Dealer makes a DR 3 Vitality Check to shake off the effects of the
poison. On a failure, they discard N+1 cards.

8. **Frozen** Movement speed is reduced by half and all skill checks are drawn at Lower
Hand. A Dealer makes a DR 3 Strength Check as a Free Action at the end of their turn to
Expand Down Expand Up @@ -516,7 +517,7 @@ When a Dealer is Knocked Out in combat, their subsequent turns are replaced with
Event TCs of DR 4 Vitality Checks. If they take additional damage, they make these
checks at Lower Hand (+1). If they succeed on two TCs, they remain unconscious and the
Epic Event is concluded. For a Major Success (same value as TC), they recover 1 HP. For
a Critical Success, they recover 1 HP and up to 3 FP (FP max permitting). If they fail
a Critical Success, they recover 1 HP and up to 3 PP (PP max permitting). If they fail
two of these TCs, they are called to the great beyond.

### Rests
Expand All @@ -528,7 +529,7 @@ characters get some sleep and recover from a long day.

During a Quick Rest, each player who is resting draw from their deck using Rest Cards.
Players start with a number of Rest Cards equal to the sum of their maximum Health and
Fate Points. Each Rest Cards drawn regains 1 Health or Fate Point. If the card drawn is
Power Points. Each Rest Cards drawn regains 1 Health or Fate Point. If the card drawn is
the same as the players's Primary Suit, regain an additional 1 Health or Fate Point. To
recover Armor Points, a player may expend one Rest Card to make a Craft or Knowledge
Skill check of DR 7 minus the number of points they are attempting to recover. If the
Expand Down Expand Up @@ -556,7 +557,8 @@ every 2 cards discarded, up to a limit of 4, an Upper/Lower Hand +1 is
granted described below. These effects do not stack; only one may be applied
to a character at a time.

Below is a list of possible Burn Mechanics, determined by Role. Work with your GM if you would like to use a different Burn Mechanic instead.
Below is a list of possible Burn Mechanics, determined by Role. Work with your GM if you
would like to use a different Burn Mechanic instead.
<!-- Specifying in combat until we can revsit non-combat uses of agro and thwart -->

- Clubs ♣️, Aggro: Defense Dealers have a strong foundation and can take the big hits.
Expand Down Expand Up @@ -585,10 +587,11 @@ The discard limit increases with level according to the table below.

## Character Creation

Deck of Adventures offers both [premade characters](./PremadeCharacters/README.md) and a completely
customizable process. Consult with your GM for information about the setting and what
skills will be relevant for the story ahead. Custom creation starts with spending
Experience Points on Attributes, Skills, Powers, Vulnerabilities and/or Skills.
Deck of Adventures offers both [premade characters](./PremadeCharacters/README.md) and a
completely customizable process. Consult with your GM for information about the setting
and what skills will be relevant for the story ahead. Custom creation starts with
spending Experience Points on Attributes, Skills, Powers, Vulnerabilities and/or
Skills.

- A [Background](03_CharacterCreation#Decide-Your-Background) is descriptive about of
character's history and where they are when you begin your adventure.
Expand Down Expand Up @@ -617,9 +620,9 @@ For a full set of character creation options, see our

There are four steps to starting an adventure of Deck of Adventures:

1. **Find a group:** Deck of Adventures requires as few as two people, one Game Master (
GM) and one player, but richer stories can be told with more people bringing more to the
table. Join the Deck of Adventures [Discord Server](https://discord.gg/dk6RfWgPHF)! to find a group!
1. **Find a group:** Deck of Adventures requires as few as two people, one Game Master
( GM) and one player, but richer stories can be told with more people bringing more to
the table. Join the Deck of Adventures [Discord Server](https://discord.gg/dk6RfWgPHF) to find a group!

*If the above link is expired, please
[submit an issue](https://github.com/DeckofAdventures/TheGame/issues/new?assignees=&labels=bug&template=bug_report.md&title=Expired%20Discord%20Link!).*
Expand Down
65 changes: 40 additions & 25 deletions 1_Mechanics/02_GMGuide.md
Original file line number Diff line number Diff line change
Expand Up @@ -182,13 +182,12 @@ session to represent allies and enemies. More decks may be useful to
represent different groups in combat. If you only have one deck available,
split it into two 26-card decks and shuffle regularly.

One deck of cards should be designated the *Minion Deck* and one designated
the *World Deck*. Different color card backs will help distinguish the two
throughout play. The Minion Deck is used during combat and when applying
negative [Status Conditions](./01_PlayerGuide_Full.md#Status-Conditions). The World Deck is used to draw Target Cards for
NPCs, make social checks, and used for drawing a card based on a table out of
combat. Before each Combat, reshuffle the Minion Deck. You reshuffle the
World Deck when it is empty.
One deck of cards should be designated the *Minion Deck* and one designated the *World
Deck*. Different color card backs will help distinguish the two throughout play. The
Minion Deck is used during combat and when applying negative [Status Conditions](./01_PlayerGuide_Full.md#Status-Conditions). The World Deck is used to draw Target
Cards for NPCs, make social checks, and used for drawing a card based on a table out of
combat. Before each Combat, reshuffle the Minion Deck. You reshuffle the World Deck
when it is empty.

Most NPCs won't stick around long enough to use a deck completely, and
therefore won't shuffle prematurely, which would invoke Lower Hand on Checks.
Expand All @@ -201,15 +200,15 @@ behind the GM screen.
Adventures can also be designed to test different aspects of the Players and
characters. Each Player holds a single deck of 52 cards, with two Fate Cards
reserved at the beginning of play. Each character has statistics that include
total Health Points (HP), Fate Points (FP), and Armor Points (AP). Your focus
total Health Points (HP), Power Points (PP), and Armor Points (AP). Your focus
during a session will be balancing the expenditure of all of these
resources.

Absolute values are low in Deck of Adventures to promote speed of play and
simplicity of calculations. With that in mind, Player controlled Dealer HP
starts at 5, but scales with level and Vitality modifier.
The theoretical maximum is 21 HP, at level 10 with a +6 Vitality modifier. Armor Points are
similarly small, with a maximum of 3. Maximum Fate Points may be larger at
similarly small, with a maximum of 3. Maximum Power Points may be larger at
higher levels of play, the enemies that players face should require
higher level Powers that balance out this scaling.
Players will leverage all of their
Expand All @@ -231,11 +230,11 @@ developing Encounters to challenge different Players.

### Resting

Health and Fate Points are also balanced by Rests. Players can take a Quick
Health and Power Points are also balanced by Rests. Players can take a Quick
Rest using 30 minutes of in-game time, or a Full Rest using 8 hours.
Depending on the Encounters they face and the resources
expended, Players may try to Rest more often. While Resting, the Players will
regain their HP and FP, and expending Rest Cards. Keep these resources in mind when planning
regain their HP and PP, and expending Rest Cards. Keep these resources in mind when planning
Encounters that deal damage. Try to keep
Players motivated to press on, even without full resources.

Expand Down Expand Up @@ -640,7 +639,7 @@ An Adversary Action is a Boss ability that takes place outside their turn
during Combat to help balance encounters where a single Boss might be facing
up to 6 Players. This helps Players feel a sense of danger from a single
enemy. Adversary Actions may be related to resource replenishment, like
allowing a Boss to recover a small amount of HP or gain Fate Points. They may
allowing a Boss to recover a small amount of HP or gain Power Points. They may
allow for an additional attack, or an environmental effect involving a Check
for the Players. Players who fail might take damage or receive a Status
Condition like Entangled.
Expand Down Expand Up @@ -698,15 +697,18 @@ Here, the context is kept purposefully blank to fill in with your setting.

#### Stat Blocks

Every creature has a set of statistics that govern their actions in the game. Consult their stat block to learn their strengths and weaknesses, and what actions they can take in combat.
Every creature has a set of statistics that govern their actions in the game. Consult
their stat block to learn their strengths and weaknesses, and what actions they can
take in combat.

If you want to make your own custom creature, you can use the sample template provided below:
If you want to make your own custom creature, you can use the sample template provided
below:

##### Name

- **HP:** X
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- **AR:** X
- **FP:** X
- **PP:** X
- **Skill Mods:** ±X AGL, ±X CON, ±X GUT, ±X INT, ±X STR, ±X VIT
- **Passives:**
- *Passive*: Descrip
Expand All @@ -727,7 +729,7 @@ If you want to make your own custom creature, you can use the sample template pr

- **HP**: 5
- **AR**: 2
- **FP**: 2
- **PP**: 2
- **Skill Mods**: AGL +2, STR +2, VIT +2
- **Passives**:
- *Multiattack*: the Dealer can make two attacks on its turn.
Expand Down Expand Up @@ -809,7 +811,8 @@ simple armor, an Adventuring Pack, a Trinket and 50 gp.
- 1 Flint & Tinder
- 1 Flask

**Trinkets** are simple items, low in monetary value, that are meaninful to the character and may be a part of their backstory. Examples include:
**Trinkets** are simple items, low in monetary value, that are meaninful to the
character and may be a part of their backstory. Examples include:
- a small statue
- a bauble from childhood
- a broken dagger
Expand Down Expand Up @@ -867,10 +870,13 @@ Agility, Finesse, and Stealth Checks at Lower Hand.
| 1 | Massive | 3 | Strength ≥ 2 | 1500 gp |
| 1 | Gleaming | 2 | Agility ≥ 3 | 1500 gp |

Characters may start with Light Armor at Level 1, but must acquire other armor over the course of their Adventures, either through purchase or
reward.
Characters may start with Light Armor at Level 1, but must acquire other armor over the
course of their Adventures, either through purchase or reward.

Some armor and items also grant Armor Points (AP). Items like Shields can provide AP when readied using an Action, while other types of Armor may have magical effects that provide AP (see [Magic Items](#Magic-Items)). Shields can be purchased and can be found in varying quality.
Some armor and items also grant Armor Points (AP). Items like Shields can provide AP
when readied using an Action, while other types of Armor may have magical effects that
provide AP (see [Magic Items](#Magic-Items)). Shields can be purchased and can be found
in varying quality.

**Shield Quality Table**

Expand Down Expand Up @@ -914,7 +920,10 @@ a Check. These are listed below.

**Tools Table**

Various professions in the world require tools for their craft. To attempt a Check in a relevant profession, you must be in possession of that profession's tools or you make your Check at the Lower Hand. These tools can often be found in a General Store, though in some settings some professions' tools may be harder to find.
Various professions in the world require tools for their craft. To attempt a Check in a
relevant profession, you must be in possession of that profession's tools or you make
your Check at the Lower Hand. These tools can often be found in a General Store, though
in some settings some professions' tools may be harder to find.

| Profession Name | Cost |
| ------------------ | ------ |
Expand Down Expand Up @@ -972,8 +981,8 @@ create your own Consumables and ask the Community for help as needed.
| Charm of True Aim | 40 gp | All Attacks are made with Upper Hand | 1 hour |
| Charm of Amplification | 55 gp | All Upper Hand and Lower Hand effects are doubled | 1 hour |
| Charm of Wounding | 30 gp | When dealing damage with an Attack or Power, add +1 damage to the total | 1 hour |
| Hearty Stew | 10 gp | Gain +1 to your Maximum HP | 8 hours |
| Focusing Beverage | 10 gp | Gain +1 to your Maximum FP | 8 hours |
| Hearty Stew | 10 gp | Gain +1 HP and +1 to your Maximum HP | 8 hours |
| Focusing Beverage | 10 gp | Gain +1 HP and +1 to your Maximum PP | 8 hours |
| Fortifying Feast | 10 gp | Gain +3 AP immediately. For the duration, if you end your turn with 0 AP, return to 1 AP | 8 hours |

### Magic Items
Expand All @@ -984,7 +993,13 @@ Success.

### Upgrading Items

Some items can be upgraded with the proper materials. A Standard Weapon or Light Armor can be modified to higher quality levels, and they can also be outfitted with magical upgrade materials as well. These materials are an optional addition to any GM's setting, and they are very straightforward ways to reward your Players during an Adventure with clear upgrades to existing items so they don't have to replace items often. For example, a gemstone attached a weapon causes an additional 1 damage. Attached to armor, the same gemstone might grants +1 Max FP or HP.
Some items can be upgraded with the proper materials. A Standard Weapon or Light Armor
can be modified to higher quality levels, and they can also be outfitted with magical
upgrade materials as well. These materials are an optional addition to any GM's
setting, and they are very straightforward ways to reward your Players during an
Adventure with clear upgrades to existing items so they don't have to replace items
often. For example, a gemstone attached a weapon causes an additional 1 damage.
Attached to armor, the same gemstone might grants +1 Max PP or HP.

<!-- Future: add additional sections for World building -->

Expand Down Expand Up @@ -1031,7 +1046,7 @@ Other sections to build out

## Number Crunch

- General numbers on resources like FP/HP/AP/Stamina
- General numbers on resources like PP/HP/AP/Stamina
- Making stat decisions for your NPCs
- Balancing encounters (Difficulty Challenge Formula or advice)
- Scaling damage over time
Expand Down
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