Prefactor
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content/awq/articles/styleguide.md
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---
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title: AWQ Style Guide & Notation Reference
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description: Formatting standards, symbols, and notation conventions for Advanced Warhammer Quest documentation
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version: 1.1
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date: 2025-10-18
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purpose: Machine-readable reference for consistent rule documentation
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---
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# AWQ Style Guide & Notation Reference
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## Text Formatting Standards
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### Bold Text
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**Annotation:** `**bold**`
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**Usage:** Major gameplay mechanics and important terms
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**Examples:** Momentum, Character, Expedition, Dungeon, Encounter, Party, Magic Pool, Wounds, Stress, Threat
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### Italic Text
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**Annotation:** `*italics*`
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**Usage:** Individual skills, conditions, check types, and game states
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**Examples:** Melee, Poisoned, Basic Check, Out of Action, Engaged, Stunned, Blinded, Hidden
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### Code Text
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**Annotation:** `` `code` ``
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**Usage:** Dice notation, calculations, and specific values
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**Examples:** `2d6+3`, `TN 12`, `3W`, `[Movement]`, `D3`, `D6`
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### Pipes
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**Annotation:** `|`
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**Usage:** Separates inline information and alternatives
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**Examples:** Roll *Defense* | *Dodge* | Choose one option | Another option
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### Double Pipes
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**Annotation:** `||`
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**Usage:** Logical OR - one or the other, not both
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**Examples:** `WP → Career Characteristic || [WP = Career] ⇒ Advance Cost -1`
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### Brackets
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**Annotation:** `[optional information]`
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**Usage:** Indicate optional elements and situational information
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**Examples:** Move up to `[Movement]` and make attack | Gain `[X]` Wounds
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---
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## Visual Symbols Reference
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### Dice Results
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| Roll Result | Symbol |
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|-------------|--------|
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| 1 | ⚀ |
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| 2 | ⚁ |
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| 3 | ⚂ |
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| 4 | ⚃ |
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| 5 | ⚄ |
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| 6 | ⚅ |
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| Re-roll | ⧆ |
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### Check Outcomes
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| Outcome | Symbol |
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|--------------|--------|
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| Bane | ⊗ |
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| Failure | ⊖ |
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| Complication | ⊜ |
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| Success | ⊕ |
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| Boon | ⊛ |
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### Check Difficulty
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| Difficulty | Symbol |
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|--------------|--------|
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| Very Easy | ○ |
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| Easy | ◔ |
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| Routine | ◑ |
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| Challenging | ● |
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| Difficult | ∶ |
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| Hard | ∵ |
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| Very Hard | ∷ |
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| Impossible | ∺ |
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| Favour | ⇑ |
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| Peril | ⇓ |
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### Check Modes
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| Mode | Symbol |
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|------------|--------|
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| Unopposed | ⥤ |
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| Opposed | ⇌ |
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### Enemy Tiers
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| Tier | Symbol |
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|----------|--------|
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| Minion | ⁎ |
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| Elite | ⁑ |
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| Champion | ⁂ |
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| Nemesis | ⋇ |
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### Skill Ranks
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| Rank | Symbol |
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|-----------|--------|
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| Untrained | — |
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| Trained | ⁎ |
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| Expertise | ⁑ |
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| Mastery | ⁂ |
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### Action Types
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| Action Type | Symbol |
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|--------------|--------|
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| Minor Action | ◇ |
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| Major Action | ⬡ |
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| Reaction | ▽ |
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### Resources
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| Resource | Symbol |
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|------------|--------|
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| Threat | ✦ |
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| Momentum | ✠ |
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| Fatigue | ✱ |
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| Stress | ❖ |
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| Corruption | 🞼 |
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| Wounds | ❡ |
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### Area Effects
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| Effect | Symbol |
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|---------------|--------|
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| Radius | ⌀ |
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| Cone | ∢ |
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| Line | ⋮ |
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| Board Section | ▩ |
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---
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## Notation Conventions
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### Conditional Notation
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**If/Then Conditions**
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```
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[Condition] ⇒ Effect
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```
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**Usage:** Express conditional relationships where condition must be true for effect to occur.
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**Examples:**
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- `[*Engaged*] ⇒ Cannot use Ranged actions`
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- `[Wounds < 0] ⇒ Death`
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- `[Rolling 6] ⇒ Roll again for bonus Mark`
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- `[Two weapons] ⇒ **Attacks**: +1`
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**Trigger Events**
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```
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@Event: Effect
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```
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**Usage:** Express effects that occur when specific game events happen.
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**Examples:**
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- `@Start Phase: Apply condition effects`
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- `@End Phase: Reduce condition tracker by 1`
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- `@Entering DZ: Model stops movement`
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- `@Successful *Dispel* ⇒ **Magic Pool** +[Rank]`
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- `@Combat start ⇒ 1 ▽ → Free attack`
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- `@After Initiative ⇒ Move [Rank] positions`
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- `@Assisted ally hits ⇒ Free *Melee* vs target`
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- `@Enemy forces movement [Push | Drag | Knock back] ⇒ Free *Melee* vs ◁Enemy (before moving)`
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- `@First NPC meeting ⇒ **Disposition** +1`
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- `@End Round [*Frenzied*] ⇒ *Cool* check: [Success] ⇒ Remove [*Frenzied*]`
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**Requirements/Costs**
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```
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Cost → Action/Effect
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```
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**Usage:** Express costs or requirements needed to perform action or gain effect.
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**Examples:**
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- `1 **Fatigue** [✱] → Additional Minor Action`
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- `2 **Momentum** [✠] → Automatic Disengage`
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- `Challenging *Cool* check → Recover 1 **Stress**`
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- `1 ▽ → Pet: +1 action`
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- `1 LP → Cancel **Threat**`
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### Model Role Notation
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**Target (Receiving Action)**
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```
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◁ Model
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```
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**Usage:** Indicates model receiving action, effect, or being targeted.
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**Examples:**
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- `Melee Attack vs ◁Enemy`
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- `Damage check vs ◁Target's **Toughness**`
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- `Apply condition to ◁Model`
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- `◁Attacker: ⇓`
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- `◁Listeners: ⇓ on *Intuition*`
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**Instigator (Performing Action)**
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```
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▷ Model
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```
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**Usage:** Indicates model performing action or originating effect.
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**Examples:**
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- `▷Attacker makes WS check`
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- `▷Character rolls **Initiative**`
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- `▷Caster uses **Magic Pool**`
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- `▷Self: Free *Melee* vs target`
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- `▷Caster: S3 DMG ⇒ **Magic Pool** +1`
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**Combined Notation**
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```
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▷Model: Action ⇌ ◁Model
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```
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**Usage:** Express opposed actions clearly showing both parties.
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**Examples:**
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- `▷Attacker: *Melee* ⇌ ◁Defender: *Defense*`
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- `▷Character: *Charm* ⇌ ◁Target: *Intuition*`
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- `▷Model: *Athletics* ⇌ ◁Enemy: WS`
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### Value Placeholders
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**Variable Values**
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```
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[X]
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```
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**Usage:** Indicates value varies by circumstance, specified elsewhere, or scales.
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**Examples:**
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- `**Bleeding** [X]: Automatic S[X] hit`
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- `**Entangled**: **Movement** -[X]`
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- `**Inspired**: All checks -[X] **Difficulty**`
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**Rank-Based Scaling**
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```
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[Rank]
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```
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**Usage:** References talent rank for scaling effects.
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**Examples:**
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- `**Attacks**: +1/[Rank]`
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- `**Miscast Number**: -1/[Rank]`
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- `DMG +[Rank]`
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- `**Disease Severity**: -1/[Rank]`
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**Characteristic/Stat Reference**
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```
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[Characteristic Name]
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```
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**Usage:** References model's characteristic or stat value.
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**Examples:**
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- `Move up to [Movement]`
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- `Roll [Initiative] for turn order`
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- `**Magic Pool** = [Mag]`
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### Range Notation
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**Comparison Operators**
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```
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= (equals)
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< (less than)
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> (greater than)
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≤ (less than or equal)
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≥ (greater than or equal)
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± (plus or minus, up or down)
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```
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**Examples:**
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- `Roll = 1 ⇒ Bane`
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- `Roll > Obstacle ⇒ Success`
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- `**Miscast Number** ≥ Mag×2 ⇒ Catastrophic Miscast`
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- `[CN ≤ 3] ⇒ Does not count toward **Memory Limit**`
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- `Adjust position: ±[Rank] in order`
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---
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## Talent/Ability Notation Patterns
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### Bracket Types for Different Contexts
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**Square Brackets `[X]`:**
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- Conditions: `[*Blinded*]`, `[*Hidden*]`, `[*Frenzied*]`, `[*Engaged*]`
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- Keywords: `[Urban]`, `[Gunpowder]`, `[Touch]`, `[Chaos]`, `[Blessing]`, `[Psychological]`
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- Variable values: `[Rank]`, `[X]`
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- Comparisons: `[CN ≤ 3]`, `[X > 1]`
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- Target types: `[Origin | Faction | Region]`
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- Conditions for effects: `[Off-hand]`, `[Would gain *Stunned*]`, `[Two weapons]`
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**Curly Braces `{X}`:**
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- Equipment qualities: `{Brawling}`, `{Undamaging}`, `{Improvised}`, `{Grappling}`
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- Special weapon properties
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### Skill/Characteristic References
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**With Rank:**
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```
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Skill[Rank Symbol]
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```
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Examples: `*Melee*[⁑]`, `*Charm*[⁎]`, `*Endurance*[⁂]`
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**Minimum Value:**
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```
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Characteristic: Value+
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```
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Examples: `**Magic**: 2+`, `**Willpower**: 5+`, `**Initiative**: 4+`
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### Per-Rank Scaling
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```
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Effect: +X/[Rank]
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Effect: -X/[Rank]
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```
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Examples:
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- `**Attacks**: +1/[Rank]`
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- `**Movement**: +1/[Rank]`
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- `**Miscast Number**: -1/[Rank]`
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- `**Disease Severity**: -1/[Rank]`
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- `**Reload**: -1/[Rank]`
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---
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## Common Effect Patterns
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### Skill Bonus
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```
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*Skill*: +X ⇑
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```
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Examples:
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- `*Charm*: +1 ⇑`
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- `*Perception*: +1 ⇑`
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### Resource Cost to Benefit
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```
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X Resource [Symbol] → Effect
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```
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Examples:
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- `1 ❖ → Cast as ◇`
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- `1 LP → Cancel **Threat**`
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- `2 ✠ → **Critical Hit**`
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- `1 ▽ → Pet: +1 action`
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- `1 🞼 → **Magic Pool** +1`
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### Location-Based Effects
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```
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[Location Type] ⇒ Effect
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```
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Examples:
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- `[Urban] ⇒ [*Hidden*] ⇒ **Movement** (no penalty)`
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- `[Subterranean] ⇒ [*Hidden*] ⇒ **Movement** (no penalty)`
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- `[Wilderness] ⇒ [*Hidden*] ⇒ **Movement** (no penalty)`
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- `[Rural] ⇒ [*Hidden*] ⇒ **Movement** (no penalty)`
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### Weapon/Item Quality Effects
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```
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[Quality] ⇒ Effect
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```
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Examples:
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- `[Gunpowder] weapons ⇒ -1 **Reload**/[Rank]`
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- `[Touch] spells ⇒ +1 ⇑`
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- `[Brawling | Unarmed | Improvised] ⇒ Remove {Undamaging}`
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- `[Missile] weapons ⇒ -1 **Reload**/[Rank]`
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### Action Trigger Effects
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```
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@Action/Event ⇒ Effect
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```
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Examples:
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- `@Successful **Dispel Manoeuvre** ⇒ **Magic Pool** +[Rank]`
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- `@Successful *Disengage* ⇒ Free *Advance*`
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- `@Combat start (before Initiative) ⇒ 1 ▽ → Free attack`
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- `@After Initiative determined ⇒ Move [Rank] positions`
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- `@Assisted ally hits ⇒ Free *Melee* vs target`
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- `@Enemy forces movement [Push | Drag | Knock back] ⇒ Free *Melee* vs ◁Enemy (before moving)`
|
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- `@First NPC meeting ⇒ **Disposition** +1`
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- `@Successful **Melee** hit ⇒ 1 ✠ → +[Rank] DMG`
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- `@Successful *Defense* ⇒ Recover 1 ❖ | 1 ✱`
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- `@*Prepare* ◇ ⇒ **Stress** -1`
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### Conditional State Changes
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```
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[State] ⇒ Modified Effect
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```
|
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Examples:
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- `[*Broken*] ⇒ +1 **Movement**`
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- `[*Blinded*] ⇒ *Perception*: +1 ⇑`
|
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- `[*Frenzied*] @End Round ⇒ *Cool* check: [Success] ⇒ Remove [*Frenzied*]`
|
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- `[Psychological] **Conditions** (▷Self | Adjacent allies)`
|
||||
- `[*Hatred*] enemies ⇒ Offensive [Blessing]: +[Rank] DMG`
|
||||
|
||||
### Cost Reduction
|
||||
```
|
||||
Effect cost: Original → New
|
||||
Action: Cost (instead of Original Cost)
|
||||
```
|
||||
Examples:
|
||||
- `Stand from [*Prone*]: ⬡ → ◇`
|
||||
- `Command pet attack: ⬡ → ◇`
|
||||
- `**Attacks** +1 via ✠: Cost 3 (instead of 4)`
|
||||
|
||||
### Immunity/Negation
|
||||
```
|
||||
[Condition/Effect]: Immune
|
||||
[Quality/Penalty] ⇒ Negated/Removed/0
|
||||
```
|
||||
Examples:
|
||||
- `[*Broken*]: Immune`
|
||||
- `[*Surprised*]: Immune`
|
||||
- `[Distance | Size] penalties ⇒ 0`
|
||||
- `**Armor** ⇒ No **Movement** penalty`
|
||||
- `{Undamaging} ⇒ Removed`
|
||||
- `[Dim Light | Darkness] ⇒ No penalty`
|
||||
|
||||
### Substitution
|
||||
```
|
||||
[Condition] ⇒ May substitute *Skill A* for *Skill B*
|
||||
```
|
||||
Examples:
|
||||
- `[Relevant academic knowledge] ⇒ May substitute *Education* for *Int*/*WP* skills`
|
||||
- `[Intimidate] ⇒ May substitute with **Strength**`
|
||||
|
||||
### Persistent Conditions
|
||||
```
|
||||
**Condition** (Persistent)
|
||||
Stacks: [X]
|
||||
```
|
||||
Note: Stacks represent both duration and severity. Reduced by 1 each End Phase.
|
||||
|
||||
Examples:
|
||||
- `**Bleeding** [3]: @Start Phase: S3 hit | @End Phase: -1 Stack`
|
||||
- `**Persistent**: -1 Stack (min 1)`
|
||||
- `**Entangled** +[Rank] **Severity**`
|
||||
- `[Psychological **Persistent**] ⇒ -1 Stack`
|
||||
|
||||
### Automatic Success
|
||||
```
|
||||
Effect: Auto-success
|
||||
[Condition] ⇒ Automatic
|
||||
```
|
||||
Examples:
|
||||
- `**Recuperate** (*Stress*) ⇒ Auto-success`
|
||||
- `Standard doors/locks ⇒ Auto-success (no check)`
|
||||
|
||||
### Multiple Targets/Effects
|
||||
```
|
||||
Effect (▷Self | Allies | Enemies)
|
||||
```
|
||||
Examples:
|
||||
- `**Conditions** (▷Self | Adjacent allies)`
|
||||
- `[Blessing] (▷Self | Allies) ⇒ +1 Round duration`
|
||||
- `[*Charm* to lie] ⇒ ◁Listeners: ⇓ on *Intuition*`
|
||||
|
||||
### Replacement/Instead Of
|
||||
```
|
||||
Original → New
|
||||
Effect: New (instead of Original)
|
||||
[Condition] ⇒ Replace with [New Condition]
|
||||
```
|
||||
Examples:
|
||||
- `[*Stunned*] incoming ⇒ *Endurance* check: [Success] ⇒ [*Staggered*] instead`
|
||||
- `Command pet attack: ⬡ → ◇`
|
||||
- `Treat **Terror** as **Fear**`
|
||||
|
||||
### Free Actions
|
||||
```
|
||||
Free Action
|
||||
+X Free Action (per Y)
|
||||
Action: 0 cost
|
||||
```
|
||||
Examples:
|
||||
- `Free *Manage Equipment*`
|
||||
- `+1 Free *Parry* **Reaction** per **Activation**`
|
||||
- `Free *Melee* vs target`
|
||||
- `Free attack (before moving)`
|
||||
- `@Assisted ally hits ⇒ Free *Melee* vs target`
|
||||
|
||||
### Permanent Effects
|
||||
```
|
||||
Permanent [Condition]
|
||||
[Condition] (cannot be removed)
|
||||
[Condition] (Permanent) vs [Target]
|
||||
```
|
||||
Examples:
|
||||
- `Permanent [*Hatred*] vs chosen [Origin | Faction | Region]`
|
||||
|
||||
### Does Not Count Toward Limits
|
||||
```
|
||||
[Condition] ⇒ Does not count toward [Limit]
|
||||
[Condition] ⇒ Exempt from [Limit]
|
||||
```
|
||||
Examples:
|
||||
- `[CN ≤ 2] ⇒ Does not count toward **Memory Limit**`
|
||||
- `[CN ≤ 3] ⇒ Does not count toward **Memory Limit**`
|
||||
|
||||
### Duration Extension
|
||||
```
|
||||
Effect: +X Round/Turn duration
|
||||
```
|
||||
Examples:
|
||||
- `[Blessing] (▷Self | Allies) when fighting [*Hatred*] ⇒ +1 Round duration`
|
||||
|
||||
### Enable/Can Use
|
||||
```
|
||||
Can [Action/Spell Type]
|
||||
Enables [Action/Spell Type]
|
||||
```
|
||||
Examples:
|
||||
- `Can cast [Blessing] spells`
|
||||
- `Can use *Skirmish*`
|
||||
|
||||
### Advance/XP Cost Modification
|
||||
```
|
||||
Effect ⇒ **Advance Cost** ±X
|
||||
Lore Type ⇒ -X **Advance Cost**
|
||||
```
|
||||
Examples:
|
||||
- `**Cultural Lores** ⇒ -1 **Advance Cost**`
|
||||
- `[WP = Career] ⇒ **Advance Cost** -1`
|
||||
|
||||
### Character Creation Effects
|
||||
```
|
||||
@Character creation ⇒ Effect
|
||||
```
|
||||
Examples:
|
||||
- `@Character creation ⇒ Roll **Dooming Table**: [Location | Enemy | Circumstance]`
|
||||
- `@Death ⇒ Replacement **Advances**: 0/1/4/1/2/3/4 (per match)`
|
||||
|
||||
---
|
||||
|
||||
## Writing Guidelines
|
||||
|
||||
### Capitalization Rules
|
||||
|
||||
**Always Capitalize:**
|
||||
- Major game terms: Character, Party, Dungeon, Encounter, Expedition, Settlement, Round, Turn, Phase, Activation
|
||||
- Model types: Adventurer, Adversary, Minion, Elite, Champion, Nemesis, Caster, Pet, Companion, NPC
|
||||
- Resources: Momentum, Threat, Fate Points, Luck Points, Stress, Fatigue, Corruption, Wounds, Magic Pool
|
||||
- Game mechanics: Attacks, Movement, Magic, Initiative, Difficulty, Severity, Disposition, Obedience, Morale, Reload, Miscast Number, Casting Number, Marks
|
||||
- Locations: Dungeon Level, Board Section, Wilderness, Region, Zone, Danger Zone, DZ
|
||||
- Important terms: Instigator, Target, Critical Hit, Memory Limit, Advance Cost, Career Characteristic, Encumbrance, Dooming Table
|
||||
- Specific tables/systems: Dooming Table
|
||||
|
||||
**Never Capitalize:**
|
||||
- General actions: attack, move, roll, cast
|
||||
- Conditions (use italics): *engaged*, *prone*, *stunned*, *hidden*, *frenzied*, *bleeding*, *blinded*, *broken*
|
||||
- Skills (use italics): *melee*, *perception*, *cool*, *charm*, *athletics*, *defense*, *education*, *intuition*
|
||||
- Check types (use italics): *Basic Check*, *Complex Check*, *Extended Check*
|
||||
- Manoeuvres (use italics): *Disengage*, *Advance*, *Prepare*, *Assist*, *Dispel*, *Parry*
|
||||
|
||||
### Dice Notation
|
||||
|
||||
**Standard Format:** `XdY+Z` or `DX`
|
||||
- X = number of dice
|
||||
- Y = die type (always 6 for AWQ)
|
||||
- Z = modifier (optional)
|
||||
|
||||
**Examples:**
|
||||
- `1d6` (single die)
|
||||
- `2d6` (two dice)
|
||||
- `1d6+2` (single die plus two)
|
||||
- `3d6-1` (three dice minus one)
|
||||
- `D3` (single d3)
|
||||
- `D6` (single d6)
|
||||
|
||||
### Consistency Requirements
|
||||
|
||||
1. Use established symbols consistently throughout documentation
|
||||
2. Always provide text alternative after symbol on first use in section
|
||||
3. Maintain consistent terminology for same concepts
|
||||
4. Link to definitions on first mention in document
|
||||
5. Use same notation patterns for similar mechanical structures
|
||||
6. Bold major game mechanics and resources
|
||||
7. Italicize skills, conditions, and manoeuvres
|
||||
8. Use code formatting for dice notation and specific values
|
||||
|
||||
### Accessibility Standards
|
||||
|
||||
1. Symbols enhance but do not replace clear writing
|
||||
2. Provide text alternatives when needed for clarity
|
||||
3. Use descriptive language alongside notation
|
||||
4. Maintain reading flow - notation should clarify, not obscure
|
||||
5. Consider screen reader compatibility
|
||||
|
||||
---
|
||||
|
||||
## Notation Examples in Context
|
||||
|
||||
### Simple Action
|
||||
```
|
||||
◇ *Advance*: ▷Model moves up to [Movement]
|
||||
```
|
||||
|
||||
### Opposed Check
|
||||
```
|
||||
⬡ **Melee Attack:** ▷Attacker: *Melee* ⇌ ◁Defender: *Defense*
|
||||
[Success] ⇒ Roll Damage vs ◁Defender's **Toughness**
|
||||
```
|
||||
|
||||
### Conditional Effect
|
||||
```
|
||||
**Frenzied** (Ongoing):
|
||||
- **Attacks** ×2
|
||||
- [Nearest enemy in range] ⇒ Must attack that enemy
|
||||
- @Removal: Gain ✱[X]
|
||||
```
|
||||
|
||||
### Extended Process
|
||||
```
|
||||
**Arcane Casting:**
|
||||
1. ▷Caster: Extended Check using **Magic Pool** ([Mag] dice)
|
||||
2. @Each roll: Count 1s = **Miscast Number**
|
||||
3. [**Miscast Number** ≥ Mag×2] ⇒ Catastrophic Miscast
|
||||
4. [Total **Marks** ≥ **Casting Number**] ⇒ Spell succeeds
|
||||
```
|
||||
|
||||
### Resource Expenditure
|
||||
```
|
||||
**Momentum Spending:**
|
||||
- 1 ✠ → Reduce Check **Difficulty** by 2
|
||||
- 2 ✠ → Automatic Disengage
|
||||
- 4 ✠ → **Attacks** +1 for next action
|
||||
```
|
||||
|
||||
### Complex Talent
|
||||
```
|
||||
**Longbeard:**
|
||||
[Psychological] **Conditions** (▷Self | Adjacent allies):
|
||||
- **Persistent**: -1 Stack (min 1)
|
||||
- **Ongoing**: ⇑ removal
|
||||
```
|
||||
|
||||
### Reaction Trigger
|
||||
```
|
||||
**Intercept:**
|
||||
@Ally charged (in Zone) ⇒ ▽: ◁Attacker: ⇓ on attack
|
||||
```
|
||||
|
||||
### Multi-Effect Talent
|
||||
```
|
||||
**Holy Hatred:**
|
||||
vs [*Hatred*] enemies:
|
||||
- Offensive [Blessing]: +[Rank] DMG
|
||||
- Friendly [Blessing]: +1 Round duration
|
||||
```
|
||||
|
||||
### Characteristic Bonus
|
||||
```
|
||||
**Resolute:**
|
||||
**Willpower**: +1 Max, Career Characteristic || [Already Career] ⇒ **Advance Cost** -1
|
||||
```
|
||||
|
||||
### Complex Condition Talent
|
||||
```
|
||||
**Unyielding:**
|
||||
[*Stunned*] incoming ⇒ *Endurance* check: [Success] ⇒ [*Staggered*] instead
|
||||
```
|
||||
|
||||
### Free Attack Trigger
|
||||
```
|
||||
**Resolute:**
|
||||
@Enemy forces movement [Push | Drag | Knock back] ⇒ Free *Melee* vs ◁Enemy (before moving)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Version History
|
||||
|
||||
**v1.1 (2025-10-18)**
|
||||
- Added Skill Ranks notation (Trained/Expertise/Mastery)
|
||||
- Added Persistent Condition Stacks concept
|
||||
- Expanded talent notation patterns significantly
|
||||
- Added examples for: free actions, permanent effects, immunity, substitution
|
||||
- Added double pipe (||) for logical OR
|
||||
- Clarified bold formatting for major game mechanics and resources
|
||||
- Added comprehensive trigger event patterns (@)
|
||||
- Added examples for cost reduction, duration extension, and limit exemptions
|
||||
- Refined model role notation with more examples
|
||||
- Added patterns for multiple targets and conditional replacements
|
||||
- Added advance/XP cost modification patterns
|
||||
- Added character creation effect patterns
|
||||
|
||||
**v1.0 (2025-10-14)**
|
||||
- Initial style guide creation
|
||||
- Added conditional notation (⇒, @, →)
|
||||
- Added model role notation (◁, ▷)
|
||||
- Established symbol reference tables
|
||||
- Defined formatting standards
|
||||
|
||||
---
|
||||
|
||||
*This style guide is a living document and will be updated as notation conventions evolve.*
|
||||
Reference in New Issue
Block a user