Files
blog_bricked/content/awq/articles/styleguide.md
2025-11-11 09:26:19 +01:00

18 KiB
Raw Blame History

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 Action
  • 2 **Momentum** [✠] → Automatic Disengage
  • Challenging *Cool* check → Recover 1 **Stress**
  • 1 ▽ → Pet: +1 action
  • 1 LP → Cancel **Threat**

Model Role Notation

Target (Receiving Action)

◁ Model

Usage: Indicates model receiving action, effect, or being targeted.

Examples:

  • Melee Attack vs ◁Enemy
  • Damage 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 ⇒ Bane
  • Roll > 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 action
  • 1 🞼 → **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-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.