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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
14 changes: 7 additions & 7 deletions 1_Mechanics/01_PlayerGuide_Full.md
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Expand Up @@ -63,10 +63,10 @@ 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 +86,7 @@ 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 +96,7 @@ 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 +209,7 @@ 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 @@ -516,7 +516,7 @@ 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 +528,7 @@ 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
20 changes: 10 additions & 10 deletions 1_Mechanics/02_GMGuide.md
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Expand Up @@ -201,15 +201,15 @@ 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 +231,11 @@ 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 +640,7 @@ 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 @@ -706,7 +706,7 @@ If you want to make your own custom creature, you can use the sample template pr

- **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 +727,7 @@ 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 @@ -973,7 +973,7 @@ create your own Consumables and ask the Community for help as needed.
| 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 |
| Focusing Beverage | 10 gp | Gain +1 to your Maximum PP | 8 hours |
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| 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 +984,7 @@ 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 +1031,7 @@ 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
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29 changes: 20 additions & 9 deletions 1_Mechanics/03_CharacterCreation.md
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@@ -1,5 +1,17 @@
# Character Creation

## Create Your Dealer
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Players and GMs both control Dealers. A Dealer is someone who is in charge of their own
fate, and likely plays using their own unique deck. Players are able to level up their Dealers
by playing in Adventures, and GMs can set the level of their Dealers to best balance
the Encounter during a session.

Every Dealer can take Powers and Vulnerabilities, and has Skill Modifiers that impact
their ability to interact with the world around them. These are the steps to building a
Dealer as part of Character Creation. GMs can find additional advice on how to create a
GM Dealer in the [GM Guide](../02_GMGuide.md)

## Decide Your Background

First, choose where your character is coming from including your lived experiences that
Expand Down Expand Up @@ -51,7 +63,7 @@ forfeit Powers with that prerequisite in exchange for the points previously spen
Both at character creation (6) and at the GM's discretion for each level up (3), you are
awarded Experience Points. These can be spent to gain additional Powers, boost an
Attribute, a Skill, or remove a Vulnerability. Total XP is
equal to 6 + (level * 3). DM permitting, you may respec, or exchange powers for their
equal to 6 + (level * 3). GM permitting, you may respec, or exchange powers for their
equivalent XP value.

### Choose Your Powers
Expand All @@ -63,14 +75,13 @@ Modifiers.

Each Power has an associated XP cost. Passive mechanics, or Minor magical tricks
typically cost 1 XP. Big, character-altering feats will cost more. Major Powers are
tiresome and require a limited resource to use: Fate Points(FP). Each Power will list
the range of FP that can be spent (e.g., 1 FP to target one enemy vs. 2 FP to target
multiple). The more FP spent, the bigger the effect. Numbers separated by `/` in the
mechanics description indicate different effects depending on FP spent.

Adding a Power with an FP cost raises the character's maximum FP by the largest number
of FP listed for that Power. FP are replenished on a [Rest]
(01_PlayerGuide_Full.md#Rests).
tiresome and require a limited resource to use: Power Points (PP). Each Power will list
the range of PP that can be spent (e.g., 1 PP to target one enemy vs. 2 PP to target
multiple). The more PP spent, the bigger the effect. Numbers separated by `or` in the
mechanics description indicate different effects depending on PP spent.

Adding a Power with an PP cost raises the character's maximum PP by the largest number
of PP listed for that Power. PP are replenished on a [Rest](01_PlayerGuide_Full.md#Rests).

Unless otherwise noted, Powers...
1. Take a Major Action to perform and use a Dealer's Primary
Expand Down
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