roleplaying:capesturnsequence
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— | roleplaying:capesturnsequence [2013/03/13 00:36] (current) – created - external edit 127.0.0.1 | ||
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+ | ======Turn Sequence====== | ||
+ | {{parent page=Capes}} | ||
+ | | ||
+ | - **Page** --- The first person to start a new page is known as the Starter. | ||
+ | - **Free Conflicts** --- At the start of each Page, going clockwise around the table, players may add Free Conflicts and Claim one side of a Conflict. They may add or Claim more Conflicts for a Story Token each. | ||
+ | - **Free Narration** --- After all players have had a chance to Claim, there is a period of free narration. Anyone can narrate, just as they would using an Ability, so long as it does not require rules arbitration. This is a good time for characters to have conversations, | ||
+ | - **Actions** --- In the same order, they get an action for each of their characters. Players may then buy more Actions for a Story Token each. In their Action a player may either use an Ability or create a Conflict. Before and after, they may Stake Debt, Split Dice and/or spend an Inspiration to raise a die to the Inspiration' | ||
+ | * **Conflicts** --- Conflicts start with a die for each side. These start at 1 and change through play. The highest side controls and narrates the Conflict. There are two kinds of Conflict - Events and Goals. | ||
+ | * | ||
+ | * **Goals** --- By declaring a Goal you say some characters are trying to do something. The Resolver narrates whether they succeed. | ||
+ | * **Abilities** --- A super-ability earns a Debt Token each time it is used. Other abilities are used only once per Scene, but effect no resources. --- The ability either raises an Inspiration by a point or rolls any one die on a Conflict. The ability score must be at least the value of the Inspiration or die. If they roll a Conflict die then they choose whether to accept the roll or turn the die back to its original value. | ||
+ | * **Stake Debt** --- Players Stake by moving Debt onto Conflicts. Each character may Stake one Drive per Conflict, no more Debt than Drive Strength. | ||
+ | * **Split Dice** --- Players may evenly split any die they own into dice totaling the same value. A side may split to as many dice as it has Stakes. | ||
+ | * Use **Ability** | ||
+ | * On a **Conflict** --- The ability score must be at least the value of the die in the Conflict you wish to change. | ||
+ | * **Reaction** --- Any time a roll is accepted, any player (not just the acting one) may roll that die again by using an Ability of equal or greater value as a Reaction. No player may React twice on the same action. | ||
+ | * To **raise Inspiration** --- The ability score must be at least the value of the Inspiration. Add one to your Inspiration. | ||
+ | * Use **Inspiration** --- If a character has inspiration points then they can be spent to raise a die up to the level of Inspiration spent. | ||
+ | * | ||
+ | * Conflicts in which the side with the highest total (the Controlled side) is not Claimed, cannot be Resolved. | ||
+ | * Conflicts where the sides have the same totals, cannot be Resolved. | ||
+ | - **End of the Page** --- After all the Conflicts that can be Resolved, have been, the player to the left of the previous Starter becomes the new Starter for the next page. --- All Claims are then removed before the next Page. | ||
+ | | ||
roleplaying/capesturnsequence.txt · Last modified: by 127.0.0.1