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title, description, version, date, purpose
| title | description | version | date | purpose |
|---|---|---|---|---|
| AWQ Style Guide & Notation Reference | Formatting standards, symbols, and notation conventions for Advanced Warhammer Quest documentation | 1.1 | 2025-10-18 | Machine-readable reference for consistent rule documentation |
AWQ Style Guide & Notation Reference
Text Formatting Standards
Bold Text
Annotation: **bold**
Usage: Major gameplay mechanics and important terms
Examples: Momentum, Character, Expedition, Dungeon, Encounter, Party, Magic Pool, Wounds, Stress, Threat
Italic Text
Annotation: *italics*
Usage: Individual skills, conditions, check types, and game states
Examples: Melee, Poisoned, Basic Check, Out of Action, Engaged, Stunned, Blinded, Hidden
Code Text
Annotation: `code`
Usage: Dice notation, calculations, and specific values
Examples: 2d6+3, TN 12, 3W, [Movement], D3, D6
Pipes
Annotation: |
Usage: Separates inline information and alternatives
Examples: Roll Defense | Dodge | Choose one option | Another option
Double Pipes
Annotation: ||
Usage: Logical OR - one or the other, not both
Examples: WP → Career Characteristic || [WP = Career] ⇒ Advance Cost -1
Brackets
Annotation: [optional information]
Usage: Indicate optional elements and situational information
Examples: Move up to [Movement] and make attack | Gain [X] Wounds
Visual Symbols Reference
Dice Results
| Roll Result | Symbol |
|---|---|
| 1 | ⚀ |
| 2 | ⚁ |
| 3 | ⚂ |
| 4 | ⚃ |
| 5 | ⚄ |
| 6 | ⚅ |
| Re-roll | ⧆ |
Check Outcomes
| Outcome | Symbol |
|---|---|
| Bane | ⊗ |
| Failure | ⊖ |
| Complication | ⊜ |
| Success | ⊕ |
| Boon | ⊛ |
Check Difficulty
| Difficulty | Symbol |
|---|---|
| Very Easy | ○ |
| Easy | ◔ |
| Routine | ◑ |
| Challenging | ● |
| Difficult | ∶ |
| Hard | ∵ |
| Very Hard | ∷ |
| Impossible | ∺ |
| Favour | ⇑ |
| Peril | ⇓ |
Check Modes
| Mode | Symbol |
|---|---|
| Unopposed | ⥤ |
| Opposed | ⇌ |
Enemy Tiers
| Tier | Symbol |
|---|---|
| Minion | ⁎ |
| Elite | ⁑ |
| Champion | ⁂ |
| Nemesis | ⋇ |
Skill Ranks
| Rank | Symbol |
|---|---|
| Untrained | — |
| Trained | ⁎ |
| Expertise | ⁑ |
| Mastery | ⁂ |
Action Types
| Action Type | Symbol |
|---|---|
| Minor Action | ◇ |
| Major Action | ⬡ |
| Reaction | ▽ |
Resources
| Resource | Symbol |
|---|---|
| Threat | ✦ |
| Momentum | ✠ |
| Fatigue | ✱ |
| Stress | ❖ |
| Corruption | 🞼 |
| Wounds | ❡ |
Area Effects
| Effect | Symbol |
|---|---|
| Radius | ⌀ |
| Cone | ∢ |
| Line | ⋮ |
| Board Section | ▩ |
Notation Conventions
Conditional Notation
If/Then Conditions
[Condition] ⇒ Effect
Usage: Express conditional relationships where condition must be true for effect to occur.
Examples:
[*Engaged*] ⇒ Cannot use Ranged actions[Wounds < 0] ⇒ Death[Rolling 6] ⇒ Roll again for bonus Mark[Two weapons] ⇒ **Attacks**: +1
Trigger Events
@Event: Effect
Usage: Express effects that occur when specific game events happen.
Examples:
@Start Phase: Apply condition effects@End Phase: Reduce condition tracker by 1@Entering DZ: Model stops movement@Successful *Dispel* ⇒ **Magic Pool** +[Rank]@Combat start ⇒ 1 ▽ → Free attack@After Initiative ⇒ Move [Rank] positions@Assisted ally hits ⇒ Free *Melee* vs target@Enemy forces movement [Push | Drag | Knock back] ⇒ Free *Melee* vs ◁Enemy (before moving)@First NPC meeting ⇒ **Disposition** +1@End Round [*Frenzied*] ⇒ *Cool* check: [Success] ⇒ Remove [*Frenzied*]
Requirements/Costs
Cost → Action/Effect
Usage: Express costs or requirements needed to perform action or gain effect.
Examples:
1 **Fatigue** [✱] → Additional Minor Action2 **Momentum** [✠] → Automatic DisengageChallenging *Cool* check → Recover 1 **Stress**1 ▽ → Pet: +1 action1 LP → Cancel **Threat**
Model Role Notation
Target (Receiving Action)
◁ Model
Usage: Indicates model receiving action, effect, or being targeted.
Examples:
Melee Attack vs ◁EnemyDamage check vs ◁Target's **Toughness**Apply condition to ◁Model◁Attacker: ⇓◁Listeners: ⇓ on *Intuition*
Instigator (Performing Action)
▷ Model
Usage: Indicates model performing action or originating effect.
Examples:
▷Attacker makes WS check▷Character rolls **Initiative**▷Caster uses **Magic Pool**▷Self: Free *Melee* vs target▷Caster: S3 DMG ⇒ **Magic Pool** +1
Combined Notation
▷Model: Action ⇌ ◁Model
Usage: Express opposed actions clearly showing both parties.
Examples:
▷Attacker: *Melee* ⇌ ◁Defender: *Defense*▷Character: *Charm* ⇌ ◁Target: *Intuition*▷Model: *Athletics* ⇌ ◁Enemy: WS
Value Placeholders
Variable Values
[X]
Usage: Indicates value varies by circumstance, specified elsewhere, or scales.
Examples:
**Bleeding** [X]: Automatic S[X] hit**Entangled**: **Movement** -[X]**Inspired**: All checks -[X] **Difficulty**
Rank-Based Scaling
[Rank]
Usage: References talent rank for scaling effects.
Examples:
**Attacks**: +1/[Rank]**Miscast Number**: -1/[Rank]DMG +[Rank]**Disease Severity**: -1/[Rank]
Characteristic/Stat Reference
[Characteristic Name]
Usage: References model's characteristic or stat value.
Examples:
Move up to [Movement]Roll [Initiative] for turn order**Magic Pool** = [Mag]
Range Notation
Comparison Operators
= (equals)
< (less than)
> (greater than)
≤ (less than or equal)
≥ (greater than or equal)
± (plus or minus, up or down)
Examples:
Roll = 1 ⇒ BaneRoll > Obstacle ⇒ Success**Miscast Number** ≥ Mag×2 ⇒ Catastrophic Miscast[CN ≤ 3] ⇒ Does not count toward **Memory Limit**Adjust position: ±[Rank] in order
Talent/Ability Notation Patterns
Bracket Types for Different Contexts
Square Brackets [X]:
- Conditions:
[*Blinded*],[*Hidden*],[*Frenzied*],[*Engaged*] - Keywords:
[Urban],[Gunpowder],[Touch],[Chaos],[Blessing],[Psychological] - Variable values:
[Rank],[X] - Comparisons:
[CN ≤ 3],[X > 1] - Target types:
[Origin | Faction | Region] - Conditions for effects:
[Off-hand],[Would gain *Stunned*],[Two weapons]
Curly Braces {X}:
- Equipment qualities:
{Brawling},{Undamaging},{Improvised},{Grappling} - Special weapon properties
Skill/Characteristic References
With Rank:
Skill[Rank Symbol]
Examples: *Melee*[⁑], *Charm*[⁎], *Endurance*[⁂]
Minimum Value:
Characteristic: Value+
Examples: **Magic**: 2+, **Willpower**: 5+, **Initiative**: 4+
Per-Rank Scaling
Effect: +X/[Rank]
Effect: -X/[Rank]
Examples:
**Attacks**: +1/[Rank]**Movement**: +1/[Rank]**Miscast Number**: -1/[Rank]**Disease Severity**: -1/[Rank]**Reload**: -1/[Rank]
Common Effect Patterns
Skill Bonus
*Skill*: +X ⇑
Examples:
*Charm*: +1 ⇑*Perception*: +1 ⇑
Resource Cost to Benefit
X Resource [Symbol] → Effect
Examples:
1 ❖ → Cast as ◇1 LP → Cancel **Threat**2 ✠ → **Critical Hit**1 ▽ → Pet: +1 action1 🞼 → **Magic Pool** +1
Location-Based Effects
[Location Type] ⇒ Effect
Examples:
[Urban] ⇒ [*Hidden*] ⇒ **Movement** (no penalty)[Subterranean] ⇒ [*Hidden*] ⇒ **Movement** (no penalty)[Wilderness] ⇒ [*Hidden*] ⇒ **Movement** (no penalty)[Rural] ⇒ [*Hidden*] ⇒ **Movement** (no penalty)
Weapon/Item Quality Effects
[Quality] ⇒ Effect
Examples:
[Gunpowder] weapons ⇒ -1 **Reload**/[Rank][Touch] spells ⇒ +1 ⇑[Brawling | Unarmed | Improvised] ⇒ Remove {Undamaging}[Missile] weapons ⇒ -1 **Reload**/[Rank]
Action Trigger Effects
@Action/Event ⇒ Effect
Examples:
@Successful **Dispel Manoeuvre** ⇒ **Magic Pool** +[Rank]@Successful *Disengage* ⇒ Free *Advance*@Combat start (before Initiative) ⇒ 1 ▽ → Free attack@After Initiative determined ⇒ Move [Rank] positions@Assisted ally hits ⇒ Free *Melee* vs target@Enemy forces movement [Push | Drag | Knock back] ⇒ Free *Melee* vs ◁Enemy (before moving)@First NPC meeting ⇒ **Disposition** +1@Successful **Melee** hit ⇒ 1 ✠ → +[Rank] DMG@Successful *Defense* ⇒ Recover 1 ❖ | 1 ✱@*Prepare* ◇ ⇒ **Stress** -1
Conditional State Changes
[State] ⇒ Modified Effect
Examples:
[*Broken*] ⇒ +1 **Movement**[*Blinded*] ⇒ *Perception*: +1 ⇑[*Frenzied*] @End Round ⇒ *Cool* check: [Success] ⇒ Remove [*Frenzied*][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-successStandard 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*] insteadCommand 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 targetFree 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] spellsCan 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
- Use established symbols consistently throughout documentation
- Always provide text alternative after symbol on first use in section
- Maintain consistent terminology for same concepts
- Link to definitions on first mention in document
- Use same notation patterns for similar mechanical structures
- Bold major game mechanics and resources
- Italicize skills, conditions, and manoeuvres
- Use code formatting for dice notation and specific values
Accessibility Standards
- Symbols enhance but do not replace clear writing
- Provide text alternatives when needed for clarity
- Use descriptive language alongside notation
- Maintain reading flow - notation should clarify, not obscure
- 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.