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## Core Concepts
### Roles
**Players**
Every natural person playing the game.
**Adventurers**
- Players who undergo Expeditions
- Have access to Momentum [✠]
- Optional roles: Cartographer, Quartermaster, Archivist, Shotcaller, Marshall, Torchbearer
**Dungeon Master/Mistress (DM)**
- Controls Adversaries and Hazards
- Has access to Threat [✦]
**Models**
Any entity on the Game Board controlled by a Player, represented by a miniature.
### Model Types
**Party Models** (controlled by Adventurers)
- Characters: One per Adventurer; access to most Activities; evolve via Advances
- Followers: Follow a single Character; use Obedience to track loyalty
- Henchmen: Specialized hired help; use Morale to track loyalty
**Adversaries** (controlled by DM)
- Minion []: Basic Activities
- Elite [⁑]: Situational Activities
- Champion [⁂]: Wide array of Activities; can use Threat directly; can become Nemesis
- Nemesis [⋇]: Returning adversary; evolves like Characters
**Non-Player Characters (NPCs)**
- Spawned by Events, Hazards, or Scenarios
- Represent neutral parties or quest objectives
### Resources
**Character Resources**
- Luck Points: Re-roll checks
- Fate Points: Escape certain death
**Party Resources**
- Momentum [✠]: Used during Encounters; fuels Manoeuvres and tactical options; fluctuates throughout combat
**DM Resources**
- Threat [✦]: Used during Expeditions and Encounters; powers Adversary abilities and escalates Encounters
**Momentum Uses**
- Varies: Perform an Action
- 1pt: Decrease Check Difficulty by 2
- 1pt: Automatically perform Change Place Manoeuvre
- 2pt: Automatically perform Disengage Manoeuvre
- 2pt: Activate Weapon Quality requiring Critical Hit
- 2pt: Gain 1 additional Reaction until start of next Model's activation
- 4pt: Increase Attacks by 1 for next Action
### Time Structure
Nested scales from largest to smallest:
**Season**
- Consumed by Endeavours and Expeditions
- Represents weeks of activity
**Event**
- Immediately resolved incident
**Endeavour**
- Downtime activity characters undertake
**Expedition**
- Single delve into a Dungeon
- Contains one or more Encounters
**Encounter**
- Isolated interaction with Adversaries or Hazards
- Consists of one or more Rounds
**Round**
- Each Model acts once
- Consists of structured phases
**Activity**
- Single action taken by Model
- Interaction with location, Hazard, or other Models
### Locations
**Dungeon Structure**
- Dungeon: Confined locality where Expeditions take place; can have multiple Dungeon Levels
- Dungeon Level: Single floor/area; represented by Game Board; danger increases with depth
- Board Section: Physical tiles representing rooms and corridors
**Overland Locations**
- Region: Large area containing multiple location types
- Settlement: Safe haven for trading and Endeavours
- Wilderness: Dangerous areas connecting Settlements and Dungeons; contains Encounters and Hazards
**Hazards**
Catch-all term for interactive environmental dangers and obstacles.
**Keywords**
Used to signify synergies and antipodes; multiple occurrences usually beneficial for cost or outcome.
---
## Checks System
### Overview
- Always use D6
- Determines outcome of activities
- Rolled against Obstacle (Ob.)
- Three check types: Basic, Complex, Extended
### Check Components
**Reference Value**
Denotes the Skill or Characteristic used for calculating Target Number.
**Check Mode**
- Unopposed [⥤]: Reference Value based on Model's Skill
- Opposed [⇌]: Reference Value based on Target's skill
**Difficulty**
Always modifies Reference Value, never Obstacle:
- Very Easy [○]
- Easy [◔]
- Routine [◑]
- Challenging [●]
- Difficult []
- Hard [∵]
- Very Hard [∷]
- Impossible [∺]
**Notation Format**
`[Check Type] [Check Difficulty] [Check Mode]`
Examples:
- `Basic[] Cool` (unopposed marker usually omitted)
- `Extended[∷] Charm⇌Perception`
### Check Outcomes
**Bane [⊗]**
Check fails with dire consequences. If not specified, treat as Failure.
**Failure [⊖]**
Check simply fails.
**Complication [⊜]**
Check succeeds but with consequences. If not specified, treat as Success.
**Success [⊕]**
Check succeeds as intended.
**Boon [⊛]**
Check succeeds with additional benefits. If not specified, treat as Success.
### Favour & Peril
**Favour [⥣]**
Increases chances of success.
**Peril [⥥]**
Reduces chances of success.
**Resolution**
Multiple instances cancel each other:
- Peril > Favour: Roll is perilous
- Peril = Favour: Normal roll
- Favour > Peril: Roll is favourable
### Re-Rolls
**Limitation**
One attempt per check (except Dark Deal).
Re-rolled result is always final.
**Sources**
- Luck Points: Spend 1 LP
- Dark Deal: Suffer 1 Corruption
- Push: Suffer 1 Stress or Fatigue
### Basic Checks
**Procedure**
Single D6 roll against Obstacle.
**Outcomes**
- Bane: Roll = 1
- Failure: Roll < Obstacle
- Complication: Roll = Obstacle
- Success: Roll > Obstacle
- Boon: Roll = 6
**Note**
For Obstacle ≥6, Boon requires confirmation by rolling success again.
### Complex Checks
**Procedure**
Roll multiple D6 (number equals Reference Value).
Each die ≥ Target generates one Mark.
**Evaluation**
- Rolling 1: -1 Mark
- Rolling 6: Roll again for bonus Mark
**Resolution**
Compare total Marks to Obstacle for Outcome.
**Obstacle Determination**
- Unopposed: Fixed number (1-10)
- Opposed: Target's Reference Value
### Extended Checks
**Procedure**
Use Complex Check rules.
Multiple rolls allowed until Obstacle reached.
**Time Cost**
Each roll consumes 1 unit of Time.
**Failure Condition**
If Marks reach 0 or below, Check ends as Bane.
---
## Abilities
### Main Characteristics
Innate abilities of a Model. Each has 2 associated Skills.
**Weapon Skill (WS)**
Close combat aptitude. Governs Melee and Defense.
**Ballistic Skill (BS)**
Hand-eye coordination. Governs Shooting and Throwing.
**Strength (S)**
Brute force and stamina. Governs Brawn and Toil.
**Toughness (T)**
Physical resistance. Governs Consume Alcohol and Endurance.
**Initiative (I)**
Speed of thought and perception. Governs Perception and Dodge.
**Dexterity (Dex)**
Fine manual tasks. Governs Streetwise and Crafting.
**Agility (Ag)**
Physical coordination and athleticism. Governs Stealth and Athletics.
**Intelligence (Int)**
Analytical thinking. Governs Intuition and Education.
**Willpower (WP)**
Mental strength. Governs Cool and Animal Handling.
**Fellowship (Fel)**
Social aptitude. Governs Leadership and Charm.
### Secondary Characteristics
**Wounds (W)**
Number of Wounds before knocked out.
**Movement (M)**
Movement distance under normal conditions.
**Attacks (A)**
Number of attacks per round.
**Magic (Mag)**
Wizard level; determines Magic Pool for spellcasting.
**Corruption Threshold (CT)**
Ability to resist Corruption.
**Insanity Threshold (IT)**
Ability to resist Insanity.
**Fate Points (FP)**
Used to avoid death and dark fates.
**Luck Points (LP)**
Used for re-rolls.
### Skills
Skills are used in Checks. Each associated with a Main Characteristic.
**Melee (WS)**
Make Melee Attack actions.
**Defense (WS)**
Defend against Melee Attack actions.
**Shooting (BS)**
Make Ranged Attack actions with Missile weapons.
**Throwing (BS)**
Make Ranged Attack actions with Throwing weapons.
**Brawn (S)**
Immediate feats of strength.
**Toil (S)**
Prolonged manual labor.
**Consume Alcohol (T)**
Resist short-term hazards like alcohol and poison.
**Endurance (T)**
Endure hardship, withstand deprivation, survive harsh environments.
**Perception (I)**
Notice things.
**Dodge (I)**
Evade attacks and immediate hazards like traps.
**Stealth (Ag)**
Move quietly and conceal.
**Athletics (Ag)**
Running, jumping, climbing, swimming.
**Streetwise (Dex)**
Lockpicking, pickpocketing, disarming traps, sleight of hand.
**Crafting (Dex)**
Create trappings.
**Intuition (Int)**
Detect subterfuge and determine value of objects.
**Education (Int)**
Recall relevant information.
**Cool (WP)**
Remain calm under stress, resist fear and psychological coercion.
**Animal Handling (WP)**
Charm, train, and care for animals.
**Leadership (Fel)**
Intimidation, command, coerce obedience. Often resisted by Discipline.
**Charm (Fel)**
Deceiving, blathering, haggling, gossiping. Usually resisted by Intuition.
### Traits
Inherent abilities based on Species.
Examples: Flier, Dark Vision, Mutation.
### Lores
Define what a character knows and specialist skills.
**Categories**
- Academic: Various fields like Accountancy, Anatomy, History, Law
- Cultural: Knowledge of social groups and languages
- Enemy: Knowledge of adversaries and combat tactics against them
- Environment: Surviving in hazardous environments
- Magic Lores: Knowledge of magic forms; enables spell casting
- Specialist Weapon Groups: Training with special weapons (Polearms, Two-Handed Swords, Blackpowder Guns)
- Trade Lores: Knowledge to create trappings or work in fields (Blacksmith, Weaver, Engineer, Artist)
- Vehicle Lores: Operating vehicles and mounts
### Talents
Represent knacks, tricks, and innate abilities.
Examples: Ambidextrous, Aetheric Attunement, Menacing, Acute Senses.
### Manoeuvres
Special combat actions and tactics.
Examples: Formation Fighting, Disarm, Shield Bash.
### Careers
Building blocks of a character providing Skills, Lores, Talents, Manoeuvres, etc.
Only applicable for Player Characters.
---
## Encounters & Combat
### Overview
Encounter is a conflict between Adventurers and Adversaries.
Triggered by Event or Location.
### Turn Sequence
**1. Encounter Setup (First Round Only)**
_I. Determine Encounter Parameters_
- Encounters may have specific Effects
- DM spends Threat to modify duration/severity or buy additional Effects
_II. Determine Surprise_
Company Surprised:
- No Momentum in first round
- Henchmen and Followers receive no Activation
- Declare all actions before Adversaries
Adversaries Surprised:
- No Adversary Pool in first round
- Common Adversaries lose Activation
- Elite and Champion Adversaries use Basic Actions only
- Declare all actions after Company
_III. Calculate Initial Momentum_
Starting Momentum equals Company's current Fortune Pool.
_IV. Prepare Adversaries_
- DM selects Adversary Group and Models
- Spend Threat for Talents, better models, or additional Pool values
- Prepare Adversary Pool by summing A/C/E values of each Model
- Position Adversary Models on board
**2. Determine Winds of Magic**
See Magic Systems section.
**3. Declare Actions**
- Roll D6: Even = Explorers declare first, Odd = DM declares first
- Alternate declaring actions
- DM declares Adversary actions in Groups
**4. Determine Initiative**
Roll 1D6 + Initiative Characteristic - Action modifier
Resolve in descending order (highest first).
**5. Resolve Actions**
Each Model receives Activation in Initiative order.
**6. Bookkeeping**
_Update Momentum_
1. Torchbearer modifies Pool:
- +1 per Elite Adversary defeated
- +2 per Champion Adversary defeated
- +5 Nemesis Adversary defeated
- +2 if Company outnumbers Adversaries
- Varies for Action/Talent effects
2. Subtract Action costs from Pool
3. Result is Momentum Pool for next turn
4. If below 0: All Company Models gain Banes equal to deficit; set Pool to 0
_Refresh Adversary Pool_
Sum A/C/E values of remaining non-routed Adversaries.
_Apply Global Effects_
Resolve effects discreetly.
Reduce Duration trackers by 1.
Remove effects with Duration 0 after applying.
_Check Morale_
See Psychology & Leadership rules.
_End Condition_
Combat ends when no Adversaries remain on Board Section.
### Activation
**Structure**
Each Model receives one discrete Activation per Round.
Activation must finish before next begins.
**Exception**
Interrupts can occur during another Activation.
**Activation Sequence**
_1. Start Phase_
Apply condition effects.
_2. Action Phase_
- Perform one Major Action OR gain 2 free Minor Actions
- Perform one free Minor Action (before or after Major Action)
- Main Characters: Additional Minor Actions cost 1 Fatigue each
_3. End Phase_
- Reduce condition tracker by 1 (remove if zero)
- Gain Interrupts equal to Attacks Characteristic
### Actions
**Minor Actions [◇]**
Standard activities like Movement.
**Major Actions [⬡]**
Complex combat actions like Attacks and Spell Casting.
**Reactions [▽]**
Reactive activities that break normal turn order.
### Minor Actions
**Assist**
Aid another Model.
**Interact**
Open doors, grab items, use hazards/trappings.
**Movement**
- Advance: Move up to Movement (M)
- Drag: Move adjacent prone Model up to ½M
- Disengage: Challenging Opposed Athletics vs WS to leave enemy Danger Zone
- Change Place: Challenging Opposed Athletics vs WS to swap with adjacent engaged ally
- Reposition: Move to adjacent square within enemy Danger Zone
**Manage Equipment**
Switch weapon, sling/unsling shield, drink potion, draw from container.
**Recuperate**
- Recover Stress: Challenging Cool check to recover 1 Stress
- Recover Fatigue: Challenging Endurance check to recover 1 Fatigue
**Mount/Dismount**
Mount or dismount vehicle/creature.
**Prepare**
Reduce single check Difficulty by 1.
**Use a Skill**
Apply relevant skill to situation.
---
## Combat - Attacks
### Melee Attacks
**Overview**
Made with Melee Weapons against targets in Danger Zone (DZ).
Usually Opposed Simple Checks.
**Danger Zone**
Area controlled by weapon's Reach rating:
- Reach M: Ring of fields directly adjacent to Model
- Reach P: Squares directly front, back, left, right of Model
- Reach R: Reach M plus additional adjacent ring
**Engaged**
Models in enemy's Danger Zone.
Model stops when entering enemy DZ regardless of remaining Movement.
**Movement Restrictions**
Only Disengage, Change Place, or Reposition allowed in DZ.
Other Manoeuvres trigger Interrupts.
**Interrupts**
Actions with Interrupt keyword.
Performed during another Model's Activation by spending a Reaction.
Resolved before interrupted action.
**Two-Weapon Fighting**
- Use 1-H Melee Weapon, Shield, or Pistol in off-hand
- Off-hand actions: Difficulty +2
- Gain +1 additional Interrupt
### Ranged Attacks
**Overview**
Made with Ranged Weapons against targets in Line of Sight.
Usually Unopposed Simple Checks.
**Exceptions to Unopposed**
Opposed if target has Shield Rating 2+ or is in Point Blank Range.
**Engagement Restriction**
Cannot attack when Engaged unless weapon has Pistol Quality.
**Line of Sight**
Draw line from center of attacker's square to any point of target square.
Line must not cross walls, obstacles, or models.
**Shooting into Melee**
Each Model target is engaged with: Difficulty +1.
On miss: Randomly determine hit model.
**Size Modifiers (Attack Difficulty)**
- Tiny: +3
- Little: +2
- Small: +1
- Average: 0
- Large: -1
- Enormous: -2
- Monstrous: -3
**Template Attacks**
All Models in template affected unless specified otherwise.
---
## Wounds & Healing
### Damage Resolution
**Dealing Damage**
Opposed Damage vs Toughness check to cause a Wound.
Armor increases Toughness value.
**Wound Effects**
When Wound caused, draw Injury card with Severity rating and effects.
- Severity = Obstacle for healing
- Wounds < 0 = Death
- Wounds = 0 = Out-of-play
**Out-of-Play**
- Adversaries: Removed from board
- Characters: Must be dragged or abandoned (dire consequences)
### Soak Mechanic
Certain actions/armor provide Soak.
Soak cancels Wound before dealt (no Injury drawn).
Using Soak damages armor.
### Healing
Healing uses Extended Toughness check.
Usually performed as Endeavour in settlements.
### Additional Conditions
**Injuries**
Can become permanent.
**Disease/Poison**
Work similarly to Injuries with Severity rating.
---
## Conditions & Effects
### Duration Types
**Fleeting**
Ends at character's next End Phase.
**Persistent**
Has X counters.
Reduce by 1 each End Phase.
X = number of tokens/stacks.
**Ongoing**
Lasts until specific condition met.
### Common Conditions
**Staggered (Fleeting)**
Cannot perform Manoeuvres.
If X > 1: Limited actions.
**Hidden (Ongoing)**
Movement: ½M
Attacks vs ▷Hidden Model: Attacker treated as [*Blinded*]
[▷Hidden attacks] ⇒ Remove *Hidden* @End Phase
**Stunned (Fleeting)**
Miss next Activation.
**Surprised (Fleeting)**
Miss next Activation.
**Bleeding (Persistent)**
Start Phase: Automatic S[X] hit.
**Prone (Ongoing)**
Melee attacks against: Favour.
Ranged attacks against: Peril.
Remove: Spend Major Action to stand.
**Engaged (Ongoing)**
Cannot use Ranged actions.
Remove: Leave Danger Zone.
**Entangled (Ongoing)**
Movement -X.
Remove: Athletics check [X].
**Ablaze (Ongoing)**
Start Phase: Automatic S[varies] hit.
**Broken (Ongoing)**
Move away from enemies.
Cannot use Actions.
**Blinded (Ongoing)**
All checks: Peril.
Cannot use Ranged actions.
**Frenzied (Ongoing)**
Attacks ×2.
Attack nearest Model.
Only Melee Strike actions and Advance manoeuvres.
Immune to Psychology.
After removal: Fatigue [X].
**Hatred (Ongoing)**
Against specified target: Favour on Opposed checks.
Immunity to Fear of target.
**Distressed (Ongoing)**
Mental checks: Peril.
**Drained (Ongoing)**
Physical checks: Peril.
**Strained (Ongoing)**
All checks: Peril.
Start Phase: Cool check or gain Broken.
**Animosity (Ongoing)**
Against specified target: Cannot use Teamwork actions.
Social actions: +1 Difficulty.
**Deafened (Ongoing)**
Immune to Social actions.
**Weakened (Persistent)**
Strength -[X].
**Inspired (Persistent)**
All checks: -[X] Difficulty.
**Demoralized (Persistent)**
All checks: +[X] Difficulty.
**Cowed (Persistent)**
Against specified source: Opposed checks +[X] Difficulty.
---
## Magic Systems
### Arcane Magic
**Casting Procedure**
Extended Check using Magic Pool.
Magic Pool = number of dice equal to Mag attribute.
**Obstacle**
Casting Number of spell.
**Miscasts**
Count total 1s rolled across all attempts = Miscast Number.
**Miscast Severity**
- Miscast Number = Mag: Minor Miscast
- Miscast Number > Mag: Major Miscast
- Miscast Number ≥ Mag×2: Catastrophic Miscast
### Divine Magic
Handled as Manoeuvres.
Specific mechanics vary by deity and prayer.
---
## Keywords & Synergies
Keywords signify synergies and antipodes.
Multiple occurrences of same keyword usually beneficial for cost or outcome.
Used throughout Activities, Traits, Equipment, and Effects.
---
_End of Rules Reference Document_