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.obsidian/*
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Combat system that emphasizes creativity
Combat feels more realistic and risky (attacking body parts, [[Combat/Wounds/Wounds|serious wounds]])
[[Crafting/Materials/Materials|Material]] properties that allow for crafting of various equipment (armor, alchemy, weapons)
Mechanics that work in any setting (high and low magic, medieval and futuristic, scifi, etc)
Mechanics for social interaction, specifically consequences ([[Social/Reputation]]/renown)
d20 as the main dice
Emphasis on cooperation ([[Cooperative Maneuvers]])
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- [ ] Rolling Dice
- [ ] Types of checks
- [ ] Simple
- [ ] Saves
- [ ] Skills
- [ ] Attacks
- [ ] Opposed
- [ ] Extended
- [ ] Teamwork
- [ ] Trying Again
- [ ] Characters
- [ ] Attributes
- [ ] Attribute groups
- [ ] Physical
- [ ] Mental
- [ ] Magical/Soul
- [ ] Skills
- [ ] Roll able skills
- [ ] Skills to affect what you learn
- [ ] Languages
- [ ] Lineage
- [ ] Heritage
- [ ] Background
- [ ] Qualities
- [ ] Contacts
- [ ] Features
- [ ] Character Creation
- [ ] Character Progression
- [ ] Party Progression
- [ ] Game Timing
- [ ] Actions
- [ ] Encounters
- [ ] Combat
- [ ] Health
- [ ] Wounds
- [ ] Damage types
- [ ] Exploration
- [ ] Social
- [ ] Equipment
- [ ] Weapons
- [ ] Armor
- [ ] Gear
- [ ] Crafting
- [ ] Alchemy
- [ ] Materials
- [ ] Statuses
- [ ] Conditions
- [ ] Ailments
- [ ] Allies and Enemies
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![[01 Attributes|01 Attributes]]
![[Derived Attributes]]
![[03 Lineage]]
![[04 Heritage]]
![[06 Qualities]]
![[05 Background]]
![[07 Contacts|07 Contacts]]
![[08 Features]]
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[[Version 1/Notes/2 Attributes/Attributes|Attributes]] range from -10 to +10 but typical player characters won't have any [[Version 1/Notes/2 Attributes/Attributes|Attributes]] below 0. The attribute distribution for an average human is 2 in every [[Version 1/Notes/2 Attributes/Attributes|Attribute]].
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Skills are the next layer of ability placed on top of attributes. They are learned abilities, things characters gain through training and practice. Skills are used to fire weapons, sneak past guards, charm a grumpy guard, and many other things. They range from 0 to +5 but specializations can add an additional +3 or +5.
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Lineage represents the blood ties and hereditary traits of the a creature. Some lineage options are dwarf, elf, human, orc, etc.
# Lineage Elements
## Age
This represents the age when a member of the lineage grows into adulthood.
## Size
Most lineages are medium size category but some may be small. Large is not common
## Speed
Determines how far a creature can move over land by standard means (walking)
## Traits
Some lineages may have additional traits like Natural Adaptations (natural weapons or armor)
## Attributes
Lineages grant bonuses to specific Attributes. Typically a lineage will grant +2 to one Attribute, and +1 to two attributes.
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Heritage represents the upbringing and culture of a character. It dictates what [[Language Skills|Language]] and [[Knowledge Skills|Knowledge]] skills a character starts with and may grant other abilities too.
## Language Skills
Heritages grant 1 Native level Language Skill and either 2 Normal level Language Skills or 1 Expert level and 1 Novice level Language Skill.
## Knowledge Skills
Heritages grant up to 4 Knowledge Skills. These skills may be specified by the Heritage but all heritages offer at least 2 Knowledge skills of the players choice.
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Backgrounds help to define a character's personal history before becoming an adventurer. Backgrounds may grant [[Specialization|Skill Specializations]], [[Language Skills]], and [[Knowledge Skills]]. It also provides a starting set of [[Version 1/Notes/14 Equipment/Equipment]] and [[06 Qualities|Qualities]].
## Skills
Backgrounds grant +2 to 2 specific Skills and +1 to 2 other specific skills. Players also get to choose and additional skill to increase by 2 and two other skills to increase by 1
### Specialization
Backgrounds grant a single Novice skill specialization. The skill that this specialization is applied to is set to +5 and can not be increased by other benefits of this Background.
## Language Skills
Backgrounds can grant one additional [[Language Skills|Language Skill]]
## Knowledge Skills
Each background grants up to 4 [[Knowledge Skills]]. Two of these skills are the players choice.
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Characters often have innate characteristics or consequences from past experiences that shape the way they are today. These are represented as Qualities, which can be either positive or negative. Qualities are typically only gained during [[Character Creation]] but they may be awarded during play by the GM.
Characters may choose up to 3 qualities during character creation. Some qualities allow for players to increase this maximum number of chosen qualities.
There are three types of qualities, Innate (chosen during character creation), Purchased (bought using xp), and Story (granted by the gm)
Qualities with overall beneficial effects are called Merits and ones with overall detrimental effects are called Flaws
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Contacts are NPCs that characters know and can ask favors of. Often these are named NPCs but they could be known by their title like a guard or tavern keeper.
When characters select a background they also gain at least 2 contacts because of that background. Players may come up with the contacts but they should be approved by the GM before the first session the character is participating in.
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Features are abilities that characters gain as they become stronger. This is further explained in [[Character Progression]].
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---
meta: true
---
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---
meta: true
---
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Ability Features are standalone and can only be unlocked once. They don't have any prerequisites other than minimum attribute or skill values.
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Increases the value of an attribute or skill. The price of the upgrade increases based on the current value of the attribute or skill.
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You gain the [[Version 1/Notes/1 Characters/Features/Feature Trees/Martial Arts/Unarmed Strike]] feature. The damage dealt by this feature can be upgraded using the [[02 Damage Upgrade|Damage Upgrade]] feature as if it were a weapon that you have proficiency with.
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_Prerequisite:_ [[Version 1/Notes/1 Characters/Features/Feature Trees/Martial Arts/01 Martial Arts Initiate|Martial Arts Initiate]]
When you make an [[Unarmed Attacks|Unarmed Attack]] on your turn you may make a second [[Unarmed Attacks|Unarmed Attack]] for free during the same turn.
You may now upgrade your [[Unarmed Attacks]] with the [[05 Extra Attacks|Extra Attacks]] upgrade as if they were a weapon that you have proficiency with.
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_Prerequisite:_ [[Version 1/Notes/1 Characters/Features/Feature Trees/Martial Arts/01 Martial Arts Initiate|Martial Arts Initiate]]
When you hit a creature with an [[Version 1/Notes/1 Characters/Features/Feature Trees/Martial Arts/Unarmed Strike]] you may choose to push the creature 5 feet directly away from you. The creature must pass a [[Version 1/Notes/2 Attributes/1 Physical/Strength]] Save with a difficulty equal to your [[Version 1/Notes/2 Attributes/1 Physical/Agility]] or [[Version 1/Notes/2 Attributes/1 Physical/Strength]] + [[Martial Arts]] or be pushed 5 feet away from you. This movement does not allow for Opportunity Attacks.
Also you may add your [[Version 1/Notes/2 Attributes/1 Physical/Agility]] or [[Version 1/Notes/2 Attributes/1 Physical/Strength]] to the damage of your [[Version 1/Notes/1 Characters/Features/Feature Trees/Martial Arts/Unarmed Strike]].
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_Prerequisite:_ [[Version 1/Notes/1 Characters/Features/Feature Trees/Martial Arts/01 Martial Arts Initiate|Martial Arts Initiate]]
Your movement speed increase by 10 feet and difficult terrain does not slow you down. You still suffer from any other affects of the difficult terrain.
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_Prerequisite:_ [[Version 1/Notes/1 Characters/Features/Feature Trees/Martial Arts/02 Martial Arts Novice|Martial Arts Novice]]
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_Prerequisite:_ [[05 Martial Arts Expert|Martial Arts Competence]]
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_Prerequisite:_ [[06 Martial Arts Master|Martial Arts Expert]]
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Unarmed attacks count as magical damage.
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Better at avoiding AoE attacks
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Whenever you make an [[Unarmed Attacks|Unarmed Attack]] this feature allows you to treat the attack as a weapon attack using [[Version 1/Notes/2 Attributes/1 Physical/Agility]] or [[Version 1/Notes/2 Attributes/1 Physical/Strength]] and [[Martial Arts]]. This attack also has a base damage of 1d4 and you add your [[Martial Arts]] skill to the damage.
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Weapon features may be unlocked as many times as desired unless the weapon or feature says otherwise. Weapon features only apply to a single weapon type. E.g. if you unlock an extra attack for [[Knives]] you don't get an extra attack for [[One Handed Swords]].
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Before any weapon upgrades can be purchased for a weapon type the character must have a weapon proficiency with that weapon type.
Weapon proficiency allows for damage to include the character's strength modifier.
It also allows damage dice to explode.
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_Prerequisites:_ [[01 Weapon Proficiency|Weapon Proficiency]]
Increase the damage die to the next largest die available. If a weapon has multiple damage dice the dice must be upgraded individually. A die can only be upgraded twice from the base damage of the weapon and only the base damage dice may be upgraded. This means that a d4 can only be upgraded up to a d8 and a d10 can only be upgraded up to a d20.
If [[03 Extra Damage|Extra Damage]] upgrades are purchased each of those additional dice must be upgraded individually. Meaning that if you upgrade a sword with a base damage of 1d6 to the max damage of 1d10 and then get the Extra Damage upgrade the new dice starts as a d6 and must be upgraded separately.
| Initial | Next | Max |
| ------- | ---- | --- |
| d4 | d6 | d8 |
| d6 | d8 | d10 |
| d8 | d10 | d12 |
| d10 | d12 | d20 |
| d12 | d20 | d20 |
Cost: level of upgrade x 2
| Level | Cost |
| ----- | ---- |
| 1 | 2 |
| 2 | 4 |
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_Prerequisites:_ [[01 Weapon Proficiency|Weapon Proficiency]]
Add a new damage die for a specific weapon type. The new damage die is the base damage die for the weapon regardless of the current die used for the weapon. Each upgrade must be purchased individually meaning that you can't jump from upgrade level 1 to upgrade level 3. You have to purchase each individual level.
If the base damage of a weapon includes multiple dice an upgrade still only increases the number of dice by 1.
Cost: upgrade number x number damage dice
Example:
Sword has base damage of 1d6
| Upgrade Number | Cost | Equation | # of dice |
| -------------- | ---- | ----------------------------------- | --------- |
| 1 | 6 | upgrade number (1) x # of sides (6) | 2 |
| 2 | 12 | upgrade number (2) x # of sides (6) | 3 |
| 3 | 18 | upgrade number (3) x # of sides (6) | 4 |
Second example:
Better Sword has base damage of 2d6
| Upgrade Number | Cost | Equation | # of dice |
| -------------- | ---- | ----------------------------------- | --------- |
| 1 | 6 | upgrade number (1) x # of sides (6) | 3 |
| 2 | 12 | upgrade number (2) x # of sides (6) | 4 |
| 3 | 18 | upgrade number (3) x # of sides (6) | 5 |
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_Prerequisites:_ [[01 Weapon Proficiency|Weapon Proficiency]]
Can only be unlocked for [[00 Ranged Weapons|Ranged Weapons]]
If the range of the attack is beyond the ideal range of the weapon the difficulty of the attack decrease by 1 for every level of this upgrade.
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_Prerequisites:_ [[01 Weapon Proficiency|Weapon Proficiency]]
Increase the number of attacks a character can make when they take the [[Attack]] action. Each extra attack requires an additional [[3 Attack Roll|Attack Roll]] when making an attack.
Cost: upgrade level x base max damage / 2
Example 1
Sword does d6 base damage (max 6)
| Level | Cost | Additional Attacks |
| ----- | ---- | ------------------ |
| 1 | 3 | 1 |
| 2 | 6 | 2 |
| 3 | 9 | 3 |
Example 2
Better sword does 2d6 base damage (max 12)
| Level | Cost | Additional Attacks |
| ----- | ---- | ------------------ |
| 1 | 6 | 1 |
| 2 | 12 | 2 |
| 3 | 18 | 3 |
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# Intimacies
Intimacies represent loves, hatreds, ideals, and goals. They are important in Social Encounters. Intimacies come in three levels of intensity, Minor, Major, and Defining. Minor intimacies are notable parts of you character's worldview, but only come into play when the subject of the intimacy is directly relevant to the current situation. Major intimacies hold more influence over your character, coming into play even if the subject is only indirectly or tangentially related to the situation at hand. Defining intimacies play a part in every aspect of a character's life, they are pillars of their worldview.
## Gaining Intimacies
Characters start with whatever intimacies their players feel are appropriate, with a minimum of four Intimacies, of which at least one must be Defining, one must be Major, one must be in some way negative (a thing the character opposes or dislikes), and one must be positive (a thing the character likes or supports).
Characters may gain new Intimacies in several ways, all subject to GM approval. The key to changing intimacies is that the change must make sense given the roleplaying going on during the scene and in the broader context of the story. Character's can't gain new intimacies if it doesn't match how they've been played.
- Intimacies can be created at Minor intensity or strengthened by one level by the social influence of other characters.
- Whenever the player feels it is appropriate and the GM agrees, the character may add a new minor intimacy or intensify an existing intimacy by one level.
- In extraordinary situations, the character may gain a new intimacy at major or defining intensity based on the events of the story. If a character kills another character's family it's probably acceptable to go straight to a major or defining intimacy of hatred towards them.
## Losing Intimacies
Losing intimacies is similarly simple and subject to GM discretion.
- Intimacies can be degraded by one level or removed entirely (if minor) by the social influence of other characters.
- Whenever the player feels it is appropriate, **and the GM agrees**, the character may remove a minor intimacy or degrade an existing major or defining intimacy. Generally this should follow several sessions in which the subject of the intimacy hasn't come up; characters should rarely drop or degrade an intimacy right after it is created even if it is undesirable. Alternately, this might follow several sessions showing the character resolving or working to conquer unwanted intimacies, such as intimacies of fear or hatred.
- Whenever the GM judges that a player hasn't reflected the intimacy in their roleplaying for a while, they may declare that it has degraded or disappeared completely. This is mostly to keep characters from accumulating lots of defining intimacies, which should be reflected in the character's actions. Few characters can sustain the kind of intensity needed for more than a small handful of defining intimacies, and the GM's pruning help keeps down the clutter.
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Characters may purchase qualities during character creation. After character creation qualities are earned during role play and can only be distributed by the GM.
![[06 Qualities]]
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meta: true
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meta: true
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meta: true
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Any damage that gets through a Target's Armor does damage to the Target. If the damage dice of the attack is a d4 or d6 the damage is applied as [[Superficial Damage]]. If the weapon uses any other damage dice it is applied as [[Aggravated Damage]].
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![[Roll to Hit]]
![[Roll for Damage]]
![[Soak Damage]]
![[Apply Damage]]
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Once a hit has been landed the player rolls for damage based on the weapon they are using and any relative dice upgrades. The player also adds relevant modifiers like [[Attributes and Skills#Close Combat|Close Combat]] or [[Specialization]]. If any of the dice involved in a damage roll yield the maximum value that dice can roll a [[Wounds|Wound]] will be applied to the target as along as any damage gets through the Target's armor.
>[!info]
>Since John successfully hit Tom with his short sword he rolls a d6 for damage and then adds his [[Close Combat]] skill of +5. The dice rolled a 4 so his total is a 9.
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Rolling to hit consists of rolling a d20 and adding the relevant bonuses (likely [[Close Combat]] or [[Ranged Combat]]) as well as subtracting any penalties (from terrain or Actions taken by the Target) the total value is compared to the Weapon's DC which is based on the distance to the target.
>[!info}]
>**Example**:
>John is rolling to hit Tom.
>John grabs a d20 and rolls a 12 to hit with his short sword. Since he has a +5 to [[Close Combat]]. However, Tom used the [[Full Defense (A 2)]] Action which adds a -5 penalty to the Attack roll resulting in a value of 12. Which beats the DC of 10 for a short sword from 5 feet away so John misses his attack.
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Before Damage reaches the Target it has to get through the Target's Armor. Armor has a Defense Value which gets subtracted from the base damage of the attack. If the resultant value is negative no damage is dealt to the Target but, if there is still a positive value that damage gets dealt to the Target and the Target's Armor Value decreases by 1.
>[!info]
>Tom has leather armor which has an Armor Value of 3. Subtracting John's damage roll of 9 from that Armor Value gives a damage of 6 and Tom's armor loses 1 point of Armor Value.
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A Combat Round is approximately 5 seconds long in the game world. During a single Combat Round, each participant gets an allotment of Action Points (AP) to use on or around their turn. The basic allotment is 2 AP per Combat Round. Players get additional AP equal to their [[Reaction]] score as long as that score is above 0. A player can not start a Combat Round with less than 2 AP.
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---
meta: true
---
- [ ] Team Mechanics
- [ ] Action options to encourage team work
- [ ] Large scale conflicts
- [ ] Represent groups of troops rather than individuals
- [ ] Mounted combat
- [ ] Cars
- [ ] Horses
- [ ] Boats
- [ ] Planes
- [ ] Space stuffdcfv
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![[Combat Process]]
![[Initiative]]
![[Combat Round]]
![[Weapon Characteristics]]
![[Armor Characteristics]]
![[Barriers]]
![[Enemy Groups]]
![[Environment and Visibility]]
![[Damage]]
![[Healing]]
![[Large Scale Conflict]]
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Aggravated damage is dealt whenever the largest dice is a d8 or larger and there isn't a 1 on any of the dice.
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![[Ballistic|Ballistic]]
![[Bludgeoning|Bludgeoning]]
![[Piercing|Piercing]]
![[Slashing|Slashing]]
![[Acid]]
![[Cold]]
![[Electric]]
![[Fire]]
![[Poison]]
![[Force]]
![[Necrotic]]
![[Radiant]]
![[Thunder]]
![[Void]]
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Damage comes in two flavors Aggravated and Superficial. When a character's total received damage is equal to or greater than their max health they go Down. If they remain down for one full round of combat (5 seconds in game time) the character dies. If a character has Aggravated Damage greater than or equal to their max health they die with no chance of being picked up.
![[Superficial Damage]]
![[Aggravated Damage]]
![[Damage Types|Damage Types]]
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Superficial damage is dealt whenever a damage roll includes a 1 or the largest damage dice is a d6 or smaller.
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[[Aggravated Damage]] requires medical care and a [[Version 1/Notes/3 Skills/Skills/Medicine]] check to heal. To heal damage for different health thresholds requires different Medicine DCs as seen in the table below:
| Health Threshold | Medicine DC |
| ---------------- | ----------- |
| Above 75% | 10 |
| 75% to 50% | 15 |
| 50% to 25% | 22 |
| Below 35% | 30 |
If the Medicine Check is successful the character can convert a number of Aggravated damage to Superficial damage using the same healing rules as healing Superficial damage.
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[[Superficial Damage]] can be healed with rest. While resting for a full 8 hours a character can roll a dice to determine how much health they can heal. The size of the dice is determined by the character's [[Body]] Attribute as seen in the table below. The player can roll a number of dice equal to half their [[Stamina]] score rounded up. You can always roll a minimum of 1 die.
| Body Range | Dice |
| ---------- | ---- |
| -10 to -7 | d4 |
| -6 to -3 | d6 |
| -2 to +2 | d8 |
| +3 to +6 | 10 |
| +7 to +10 | d12 |
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![[Healing Superficial Damage]]
![[Healing Aggravated Damage]]
![[Healing Wounds]]
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At the start of Combat, each participant makes an Initiative Check to determine the order of characters in Combat. An Initiative Check is a d20 + [[Reaction]]. The highest value goes first the other characters follow in descending order. In case of a tie compare (in order) [[Reaction]], [[Version 1/Notes/2 Attributes/2 Mental/Memory]], Coin Flip. If at any point in this comparison you find that a character has one value higher than the other character they go first. If you make it to coin flip the winner goes first.
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![[Troops]]
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Troops have Talent, Discipline, and Moral stats which represent [[Physical Attributes|Physical]], [[Mental Attributes|Mental]], and [[Spiritual Attributes|Spiritual]] attributes respectively
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---
meta: true
---
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---
meta: true
---
- [ ] Everything
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Exploration encounters are any encounter where characters are not actively interacting with NPCs. This includes investigating rooms, sneaking through a castle, travelling through the wilderness, and any other activity that doesn't involve interacting with creatures outside of the party.
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Hazards are natural obstacles for the players to interact with. The most pervasive hazards are weather events which can scale from mild to extreme. Interacting with hazards leads to characters receiving statuses and conditions relevant to the hazard. For instance running from a forest fire may cause burning or the falling ash could cause exhaustion. Characters should always be given a chance to roll to avoid these statuses and conditions but the difficulty of the roll will vary based on the hazard. Trying to walk to the mouth of a volcano that is exuding ash will require high difficulty exhaustion checks where as walking through a small snow storm would require a pretty easy check to avoid freezing.
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# Social Encounters
The core of social encounters is the influence roll. The modifier for an influence roll is always Presence and a relevant skill. An additional bonus or detriment can be received based on the apparel score of the involved characters. These additional modifiers typically range from -3 to +3 and depend on the apparel of the characters and the target. This bonus is determined by the GM.
Social encounters revolve around intimacies. In terms of gameplay you're either going to be influencing someone's outlook or using intimacies to persuade someone to do what you want. A character's intimacies dictate what they believe and care about. Without exploiting an intimacy persuasion isn't possible. No matter how charismatic you might be, a stranger won't give over their life to your cause just because you say so; there has to be a reason to make them take such a course of action. You need to play on an intimacy to be able to talk people into doing the things you want them to do. The stronger an intimacy is the more you can convince people to do in its name. While PCs can influence NPCs, they may also be on the receiving end of social encounters using the same rules.
## Order of Actions
Social actions don't usually have special timing, there are no "Social turns." When a player's character tries to convince someone of something, they'll probably be the only person rolling dice, everything else is roleplay between the characters. When multiple characters attempt social actions in the same encounter, who rolls when can be decided by the natural flow of conversation or by procedure (in a court for example). If two characters are both trying to present different arguments to a single individual, then that individual's player decides who to listen to first. If it's still not clear who acts in which order, then the character with the highest Presence goes first, with the GM breaking any ties.
## Rolling Dice
When making checks in social encounters there are two typical target values these are the target's passive Resolve (10 + Resolve + Resolve) or their passive Composure (10 + Composure + Composure). Typically resolve is used as the target for instill, inspire, persuade, bargain, and threaten actions and Composure is used as the target for read intentions actions.
## Intimacies
Intimacies represent a character's relationships, beliefs, ideals, and goals. A character's intimacies help determine what types of influence will affect them.
### Intensity
The strength of an intimacy is defined by its intensity -- Minor, Major, or Defining. When a character is targeted by an influence roll that opposes one ore more of their intimacies, add a bonus to their resolve based on the intensity of the most applicable intimacy. On the other hand, if one or more of a character's intimacies supports an influence roll applied against them, then they suffer a corresponding penalty to Resolve based on the most applicable intimacy. If more than one intimacy supports or opposes a social action, only the most relevant intimacy modifies the target's Resolve.
The effects of the different intensities are listed below.
- **Minor** intimacies are notable relationships or beliefs that have some influence over a character's actions without being an integral part of who they are. Characters will usually let their minor intimacies dictate their behavior on situations where it is directly relevant, as long as it does not act against a stronger intimacy or their own self-interest.
- **Major** intimacies are relationships that influence the way characters act in many areas of life. Major intimacies influence the behavior of characters even in situations where they are only tangentially or indirectly relevant, and might lead to a character to act against their own self-interest as long as they do not face severe harm or life-altering inconveniences because of it.
- **Defining** intimacies represent the most important things in a character's life, the relationships or beliefs that they place above all others and refuse to compromise. Defining intimacies influence the greater part of a character's behavior in all field of life. If there's something for which a character is willing to lay down their life, then it is best represented by this level of intensity.
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# Social Actions
The following is a list of social encounter actions, what they can accomplish, and what conditions must be met to retry them after they fail.
## Instill
The instill action is used to change the feelings and beliefs of others. When a player takes an instill action, they declare what they want to make the target feel or believe. The GM may apply penalties to the roll if this belief is particularly implausible or hard to accept, up to a maximum penalty of -20 for truly unbelievable claims. On a successful roll, the target forms an intimacy towards that belief.
There are limits to what someone will believe when they already have strong opinions to the contrary. The character may need to lessen the existing intimacies before instilling new ones. While the instill action can always be used to create new minor intimacies, altering existing intimacies is more difficult:
- Strengthening a minor intimacy or weakening a major intimacy can only be done if the target has a different minor or better intimacy that supports the attempted influence.
- Raising a major intimacy or weakening a defining intimacy is only possible if the target has a different major or better intimacy that supports the attempted influence.
- Strengthening an existing intimacy requires that the evidence raised or argument made in favor of the strengthening be more compelling than whatever cause the intimacy to arrive at its current intensity.
## Persuade
The persuade action allows you to convince other characters to perform an action or task that you give to them. The extent of the action you can compel with persuade depends on the intimacies of your target.
Without an intimacy to support your influence roll, you can only convince others to take relatively trivial and risk free actions.
### Inconvenient Tasks
Characters who have an appropriate minor intimacy can be convinced to perform tasks that pose some mild danger or hinderance to them, as long as it is not severe enough to seriously disrupt their life or livelihood -- the prospect of a severe injury, an angry superior, or heavy financial loss is still more than they will allow. With this level of intimacy, you can persuade people to do things that take longer than an encounter to complete, if the amount of time needed is not so long as to disrupt the target's life.
### Serious Tasks
Characters who have an appropriate major intimacy can be convinced to perform even tasks that carry the risk of extreme harm or impediment. At this level, a farmer could be convinced to join your personal militia despite the risk of dying on the battlefield, while an apothecary might provide you with poisons even though he faces imprisonment or corporal punishment for doing so. However, they will still balk if the risk of death or ruin is almost certain. Tasks that take extended amounts of time are possible at this level, even if they require a long term commitment such as joining an organization.
### Life Changing Tasks
Characters who have a defining intimacy can be made to do almost anything. At this level, you could convince a devoted follower to hold off an enemy long enough to buy time for your escape, or make a wealthy noble donate the batter portion of their fortune to your personal cult. Only in cases where death or utter ruin are absolutely, unavoidably certain will they balk, and even then the GM might decide they're willing to do it despite all odds.
## Bargain
Bargaining is similar to the persuade action, but doesn't depend on your target's intimacies. Instead you must offer a bribe, gift, or favor that the character you're convincing believes is worth the difficulty or the task you're asking them to perform. The GM should take into account the intimacies, wealth, and social status of the target deciding what they will consider sufficient payment.
## Threaten
When all else fails, pain an intimidation are brutally effective motivators. Threaten works like a bargain: you can convince people to do things without having to appeal to their intimacies, only rather than offering something they want you present them with something they don't -- usually the threat of bodily harm, although social blackmail, economic ruin, and general intimidation will also do the job. It can also be used as an instill action which gives the target an intimacy of fear towards you, or intensifies such an intimacy they already have. For a threaten action to be effective, the target must be more afraid of the conseque3ncers of refusing you then they are of whatever you want them to do. If the target has any awe, or fear, based intimacies you're aware of, that's usually a good place to start.
Blackmail and bullying won't make you many friends. Using the threaten action on someone almost always causes them to form an immediate negative intimacy towards you, with a context chosen by the target's player, regardless of whether the attempt succeeds or fails. It can also weaken any existing positive intimacies the target might have.
## Inspire
The inspire action is used to incite emotions and strong passions in the hearts of others, usually with the Performance skill, which those others then act on. When a player takes an inspire action, they choose which emotion they are attempting to inspire. On a successful inspire roll, the target is impassioned according to the emotion evoked -- but the target's player chooses what form that passion takes.
An impassioned character might form a new passion, or act upon an existing intimacy that aligns with the emotion evoked. A character doesn't have to drop everything they're doing to act upon an inspire action, but they must be genuinely resolved to action.
Inspiration doesn't automatically create or strengthen intimacies, but it's often appropriate for it to do so as characters act upon their inflamed passions. An inflamed passion may be treated as a major intimacy for the purposes of modifying passive Resolve and enabling persuade actions, for as long as the character is acting on it.
The inspiring character doesn't automatically know what passions he has inspired in their audience; they must use read intentions to find out. Because a character does not, and cannot, tailor the outcome of an inspire action to a specific target, inspire actions aren't subject to penalty for group influence.
## Read Intentions
The read intentions action allows a character to discern what another character wants to achieve in an encounter or interaction. Reading someone's intentions is not an influence roll, instead it is a Awareness + Insight roll against the target's passive Composure. On a success, the GM should give a brief description of what the character wants out of some interaction.
Alternatively, this action can be used in order to determine what intimacies a character has. Before rolling for the action, the player should generally describe what kind of intimacy they want to discern. On a success, the GM chooses and reveals one of the target's intimacies that fit the criteria. If there is no intimacy that does, the GM should let the player know this.
The read intentions action is not a form of magic. The character using it is analyzing the target's words and behavior to get a better feel for their motives and intimacies, and the GM should use common sense in deciding how much information can be gleaned from a character's behavior and appearance.
Finally, a character who is unaware they are being observed suffers a -3 penalty to their passive Composure.
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# Resisting Influence Rolls
The base DV for an influence roll is always the passive Resolve of the character targeted by the roll. On a failed roll, the character is unimpressed or unmoved by whatever argument or offer was made. On a successful roll, the target is persuaded or moved by your words.
## Spending Willpower
Even if a character's Resolve is overcome, they may still have an opportunity to deny the influence. If the influence is trying to change how they feel, such as by creating, destroying, or changing their intimacies, they may spend a point of willpower to:
- Stop a new intimacy from being created. Although the character is moved, they just can't afford to invest themselves in a new person or cause.
- Stop a major or defining intimacy from being weakened. Even though the influence was convincing, the character just has too much invested in the intimacy to give up now, even if they want to.
- Reject a successful inspire action. The character uses their force of will to deny their swelling passions.
## Decision Points
Refusing successful influence to make the character do something is trickier. When a character fails to resist such influence with their Resolve, they enter into a special state called a Decision Point.
In the Decision Point, the player must choose an intimacy and explain how it justifies resisting that specific influence. The intimacy they choose must be of equal or greater intensity than the intimacy which supported the influence roll, and it can't be the one that strengthened their Resolve against the roll in the first place -- the influence already overcame that particular source of reluctance when it beat their Resolve.
If those requirements are met, and if the GM accepts the player's argument for why one of their intimacies would make them reject the influence, then the character may spend one willpower point to resist the influence roll. Otherwise, resistance is impossible.
## Lengthy Debates
Sometimes after a character has spent willpower in a decision point in order to reject influence, the initiate will return with a new or stronger argument. When this happens, the initiate is engaging the reset rules for social actions. If the same issue is being argued as a result, the target may not use an intimacy which boosted their resolve against the initial roll. After all, that logic was not enough to stop them from being forced in the decision point in the first place. To boost their resolve against the initiate's second attempt, they must find another intimacy to raise their resolve -- or use the one that allowed them to reject influence in the decision point. Remember that according to the rules of decision points, the intimacy a character uses to raise their resolve cannot be invoked in the decision point. This rule continues to apply throughout the story -- as long as the initiate can find new angles with which to demonstrate the rightness of her persuasion, they can cause their target to use up all of their valid excuses over the course of a story. When a character has no valid intimacies with which to enter a decision point, beating their resolve will finally convince them to agree with the initiate's arguments.
## Unacceptable Influence
There are limits on what can be achieved with social influence. No amount of charisma is sufficient to talk someone into suicide, or convince a die-hard patriot to betray their cause. If a request is so antithetical to the nature and personality of its target that it cannot possible succeed, it is said to be unacceptable influence. A character targeted by unacceptable influence may reject it outright without spending willpower, even if their resolve would not normally be high enough to defend against it. A player can still choose to have their character follow the course of action but forward by unacceptable influence, but only because they think it makes sense -- the character cannot be coerced into doing it.
Unacceptable influence includes:
- Any instill action to strengthen or weaken an intimacy which doesn't exploit an appropriately strong intimacy to do so.
- Any persuasion attempt which doesn't exploit an intimacy strong enough to support the proposed task.
- Any bargain attempt which fails to offer a properly enticing incentive or threaten action which is insufficiently threatening.
- Any influence that would cause a character to kill themselves, or to do something that they know would result in their certain death.
- Any influence that would cause a character to completely abandon or end one of their defining intimacies is unacceptable.
- Any seduction attempt that violates a character's sexual orientation (as defined by the player, or by the GM in the case of NPCs) is unacceptable.
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# Social Complications
A number of considerations may arise when winning friends and influencing people.
## One Target vs Multiple Targets
Much of the time, an influence roll only affects one character. Sometimes, however, a character may wish to make a single influence roll against multiple characters. The can choose to target only a select group, or to apply influence roll against anyone who hears them. However, people find it easier to ignore arguments that are not directly addressed to them. Whenever an influence roll targets more than one character, it suffers a -5 penalty.
Because the different targets of an influence roll can have varying passive Resolve scores, the success or failure of the action is determined separately for each target.
## Written Social Actions
The written word can be used to persuade or manipulate others just as easily as speech. Characters who wish to convey influence through a letter, pamphlet, book, or other written work do so as a written social action. The time taken to create a writing missive varies based on the form and length of the work. The GM decides how long it takes, with a minimum time of five minutes in most cases. Likewise, the time needed to read the missive is decided by the GM based on length.
The skill used when rolling for a written social action is always Culture. When a character reads the message, compare the result of the roll to the target's passive Resolve to determine if it succeeds, as with normal influence rolls. Written social actions can be written to apply either against a single intended reader or against anyone who reads them, with the usual effects for targeting multiple characters.
## Gestures and Body Language
When a character attempts to communicate through gestures, appearance, and body language alone, the target of such silent influence adds a +2 to their passive Resolve. This is normally only useful for attempts at intimidation or seduction, but players are free to be creative and think up other applications. Many things are impossible to communicate silently. No amount of handwaving or quirked eyebrows can explain the intricacies of court politics.
## Overturning Influence
Character's are generally loathe to abandon a course of action once they've set themselves upon it, and so overturning existing social influence with additional social influence is difficult. First, a character who has already been persuaded to do something receives a +5 bonus to their passive Resolve against any influence that would cause them to abandon or disregard that persuasion. This bonus stacks with the intimacy bonus from a relevant intimacy. Second, a petitioner who wishes to overturn existing persuasive influence must spend a point of willpower before making their argument and roll.
If the contradictory persuasion succeeds, the targeted character may use a decision point to resist by citing a conflicting intimacy, without spend a point of willpower to initiate the decision point because it's easier to stand by a hard fought decision than to abandon it and reverse yourself. Conversely, if a character wants to abandon their present course and accept a new influence, the character must spend a point of willpower and cite the intimacy which was used to change their mind.
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# Retrying Social Actions
When a character fails a social action they cannot simply repeat their old arguments and expect a different result. Instead, they must change the situation in a way that allows them to try again. Below are retry conditions for each of the social actions. Once this condition has been met, the character may attempt to retry. The GM should use common sense in adjudicating retry conditions.
## Instill
If you fail an instill action, you must present your target with substantially greater evidence for whatever you are trying to convince them of before you can retry.
## Persuade
There are two ways to retry a failed persuade action. One is by making a different argument, playing on a different intimacy of equal or greater strength than your previous one. The other is to wait until the intimacy that supported your influence roll has been strengthened to a higher level of intensity.
## Bargain
You can only retry a failed bargain roll by making a new offering that's substantially greater than your previous one.
## Threaten
You can only retry a failed threaten roll if you significantly escalate the threat used to coerce your target.
## Inspire
You must wait until an encounter has ended to retry the inspire action.
## Read Intentions
Once a read intentions action has failed, it can't be retried on the same target for the rest of the encounter.
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# Social Actions in Combat
All of the social actions described previously work normally during combat, within the dictates of common sense. You can certainly shout out an offer to triple a mercenaries pay if they'll switch sides but you likely can't engage in complex contractual negotiations over a single turn.
All social actions have an AP cost of 2 and can only be taken during your initiative turn.
Most social actions are resisted with normal with one special case being a little different. Pleading for mercy can convince enemies to accept your surrender rather than killing you. This might be a persuade action or even a bargain. On a successful roll, you r enemy will allow you to surrender, taking you captive, or letting you retreat rather than killing you. In most cases, this doesn't require an intimacy to exploit, letting a defeated stranger run away is no great hardship. Some cases may require exploiting an intimacy if the target has some reason to want you dead rather than captured or defeated.
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---
meta: true
---
+7
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---
meta: true
---
- [ ] Social System
- [ ] Reputation
- [ ] Contacts
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![[Armor Value]]
![[Material]]
![[Bulk]]
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This represents the total health of the Armor as well as the amount of damage the armor can soak when under attack.
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This values represents how heavy the armor is and the penalty to moving in the armor. This penalty applies to attack rolls as well as Actions that cause the player to move such as [[Move]]
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This tells what type of material the armor is made of. This comes into play when looking at armor weaknesses to different damage types.
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---
meta: true
---
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---
meta: true
---
- [x] Weapon types
- [ ] Gear

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