intercession/base draft.txt
2026-07-28 14:59:52 +10:00

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Gameplay takes place across three phases:
- Calm
- Tension
- Battle
Calm is everyday life.
During Calm, any challenging tasks are handled by having the player roll a single d12. If the result of the roll is 6 or higher, the task is successful. If the result is lower, the task is unsuccessful.
However, if a character can perform a Skill or Tactic that will help them resolve the task, they do not need to roll, and their player may narrate the characters successful completion of the task.
Tension is when there is the threat of harm. When the players are threatened by consequences, it begins.
When Tension begins, the GM should declare the consequences that players are threatened by.
During Tension, challenging tasks are also handled by having the player roll a single d12. The minimum target number is decided by the difficulty:
- 3 for trivial tasks
- 6 for human limits
- 9 for exceptional, storied feats
- 12 for the nigh-inconcievable.
However, if a character can perform a Skill or Tactic that will help them resolve the task, they may roll 2d12 instead.
Battle is when weapons are drawn, and lives threatened.
At the start of Battle, the game shifts from freeform roleplay into maps. A map is made up of Zones discrete areas in the fiction, that all characters must occupy. Position is initially decided based on the fiction, but from there, if players wish to move from one Zone to another, they must do so
During Battle, challenging tasks are handled by having the player roll a single d12. If their target is another character, the minimum target number is decided by their Presence.
Every character has a Presence value. Player characters add their weapons Presence to any other permanent Presence bonuses. Non-player characters have their Presence set directly by the GM.
Actions can only be performed once per round.
Roll 2d6 for your Chance. This is a resource you can spend to perform any one of your Tactics as well as a Bonus Tactic.
- If you are at a disadvantage, roll 1d6.
- If you are have created an advantage, roll 3d6.
After any Tactics are performed, the character will Attack any enemies they are engaged with. Add any Attack bonuses to their Presence, and distribute the result as evenly as possible across the enemies.
Non-Player Combatants are built with Weaknesses and Attacks. A Weakness is something that can be leveraged in combat against an NPC. If Weaknesses are spotted, and a relevant action is taken to target them, they will (take a penalty), and respond by performing a specific Attack at the next available opportunity.
Attacks are specifc actions that NPCs will take against their enemies. Certain Tactics will allow an Attack to be prevented, if it is accurately described.