Wednesday, July 4, 2007

Basic Gameplay Mechanics

The gameplay in Tempus Tempera is twofold: Open Ended Roleplaying and Table Top Strategy (without the table).

The Roleplaying segments uses very minimal rules. The Strategy segments (known as Missions), however, are very structured. This article is all about how they run.

Pre-Mission
Before a Mission starts, a few things are established: Scenario, Objectives, Initiative and Placement.

Scenario
The Scenario is what we use to refer to the segment of roleplay leading up to a Mission. This is a precursor to potential objectives and lays out potential tactics and may gloss of details of the upcoming Mission.

Objectives
All Missions are action segments where Players have goals or stakes in mind. Typically players will receive objectives to complete during the mission; these are typically best outcome objectives, but not always. (Ie: completing this objective will produce the best possible outcome for the character completing it) Completing Objectives earns you bonus Experience points. Players may have Alternate and Secondary Objectives, and their objectives may be contrary to those received by other players.

Initiative
As Missions are turn-based, the order in which everyone acts is important. While turn order is flexible, the initial order is determined at the very beginning. Initiative is determined for Characters (unique individuals, such as Players, who usually have plot importance) and Mobs (groups of similar or generally non-unique creatures or people) in the same way.

Each Character or Mob rolls a d10, and adds to that their SPEED and their WITS. (Mobs use the lowest SPD/WIT in their group)

Whoever has the highest value for Initiative goes first. In the case of a tie, who ever has the highest SPD+WIT gets higher priority. If there is still a tie, all those tied should roll an additional d10 until they have a distinct order, then place themselves in that order in the initiative.

Placement
Players will be given the opportunity to elect their starting placement after initiative is decided. Non-Player Characters and Mobs will be placed by the GM; Player Characters and Allied Mobs are placed by their controlling Players. Characters and Mobs are placed by their position in the Initiative. The GM will illustrate a Placement Zone, where you may place you may begin.

After placement is completed, the Mission begins!


Missions: Endless Options
Missions are all about action. Once a mission starts, each Character and Mob is given an opportunity to act each round, starting from the highest on Initiative and progressing to the bottom of that list. (Even if someone's Initiative changes mid-battle, they cannot act twice in the same round,unless specifically stated otherwise; changes to initiative do not count towards turn order until the start of the round)

Actions
When a Character (or Mob) gets their turn, it's all about their actions. Specifically, how many actions they may take. There are two stats important to how many actions you can take; Speed and Wits. Speed lets you do more physical things and Wits lets you perform more mental things. Both are important. You get one Physical Action point for each point in Speed and one Mental Action point for each point in Wits; most actions will require more than one action point.

Physical Actions
Physical actions are performed using Physical Action Points alone. This includes most things like movement and simple attacks as well as anything without a significant mental component.

Mental Actions
Mental actions are done using strictly Mental Action Points. This includes anything thing primarily mental in nature, such as talking, making observations and spell casting.

Dynamic Actions
Dynamic actions are hybrid actions which are neither strictly mental or physical, and consequently consume both Mental and Physical Actions Points. This includes any kind of physical action that requires careful consideration, like called shots, operating mechanical devices, and dancing, as well as including any mental action that requires significant physical effort, like timed movements, preparatory stances and writing.

Extended Actions

Some characters may not be very fast or quick witted, but this doesn't deny them the ability to use more complicated actions. If a character performs an action that requires more Action Points (Mental or Physical) than they are alloted each round, then they may expend Action Points over multiple turns to perform their action. Once the character has spent enough Action Points to perform the ability, they execute the action. Some actions cannot be done as Extended Actions. Mobs generally cannot do Extended Actions unless the whole group is performing an Extended Action.

You cannot perform other actions of the same type while performing an Extended action. If a Character stops their Extended Action, all Action Points spent thus far are lost. Extended Actions can be interrupted by outside forces (such as being attacked mid-action); a willpower roll may be required, lest the Character stops and loses their action.

Examples
Some Examples of various actions and their cost in Action Points.

Move: Move Character of Mob Members up to 3 spaces horizontally or vertically, or up to two spaces if including a diagonal. (1 PA)
Use Simple Item: Quaff a potion, eat some food, zap a wand -- consume or activate any simple item that is ready at hand. (1 PA)
Simple Attack: Perform a basic proficient attack, such as a punch, kick, scratch or bite. (2 PA)
Power Attack: Wind up and perform a heavy attack, such as an axe kick, haymaker punch, or shoulder check. (3 PA)
Talk: Say up to 5 words. This can be in any normal volume (whisper, speak, yell). (1 MA)
Aim: Carefully analyze your target and local conditions to improve your next shot. (1MA)
Cast Lit1: Utilize the power of Lightning with this simple spell. (2 MA)
Read Level 1 Manual: Look up instructions on how to perform a simple skill you don't know. (2 MA)
Search: Search the nearby area for hidden people and items. (2 MA)
Defensive Stance: Adopt a defensive position. (1PA, 1MA)
Called Strike: Make a basic attack, aimed at somewhere specific for greater effect. (2 PA, 1MA)
Scribble Notes: Make notes on the fly. Legibility may vary. (2MA, 1PA)
Acrobatics: Make two normal movements; you can cross through spaces occupied by other people during this movement, though you must end in an unoccupied space. (2 PA, 1MA)

Interrupt Actions (Acting Out of Turn)
While very convenient, most people won't wait for you to do everything you want to do before acting themselves, and sometimes you won't want to wait yourself. This is where you need to act out of turn. Interrupt Actions are the method at which you act out of turn, and it comes in two flavors: Prepared Actions and Reflex Actions.

Prepared Actions are all about timing and precision. During your turn, you may spend Action Points to Prepare actions, which you set aside for later. You must declare what this action is as specifically as you can, even if it is currently impossible. You may use a less specific declaration, but you will be treated with a penalty to your action; extremely specific actions may be given a bonus. (For example, you can declare you are going to move to a specific point, attack a specific space, or cast a spell at a creature that is still out of range. 'Attack an enemy' would be given a penalty to its check, where 'Cast Lit2 at the second Nyghre while he's occupying THAT space' would be given a bonus.)

At any point turn the rest of the round, you may declare your Interrupt and perform your action. Unless your action will have an immediate effect on other actions already in progress, it will be delayed until all current actions are resolved.

If you prepare multiple actions, they must be performed in order. You may do multiple interrupts at completely different times, but they actions themselves must be done in the order they were prepared. You may skip a prepared action, but skipped actions are discarded and lost. And unused prepared actions are lost once your turn resumes. You may only prepare as many actions as you have Wits. (For example, you could prepare Move, Attack, Move, Drink Potion. You could Move and Drink the Potion, Move Twice, or Attack, Move and Drink the Potion. But you could not Drink the Potion and then Move.)

Reflex Actions are performed spontaneously and always with risk. A character with unspent Mental Action Points may attempt to perform a Reflex Action out of turn. You may interrupt any action in your line of sight for a Reflex Action.

To perform a Reflex Action, you declare your interrupt and roll a d10. If the result is equal to or less than how many Mental Action Points you have remaining, you may spend one Mental Action Point in addition to the cost of whichever action you wish to perform, then execute your action immediately. If the roll is higher than the number of Mental Action Points you have remaining, all your remaining Mental Action Points are depleted and you lose d4 Mental and D4 Physical Action Points next turn.

Some kinds of actions can't be interrupted. Some actions can only be used as an interrupt (such as Counter Attack). Divine Powers can only be interrupted by other Divine Powers.

Unused Physical Action Points contribute a +1 bonus per point to your DEF. Unspent Mental Action Points can be spent to improve your initiative by one per point for next turn.

Post-Mission
A mission ends when each of the main objectives are undeniably completed or failed. This may mean victory, or all Player Characters are rendered unconscious. Any secondary or personal objectives left incomplete when the mission ends are generally considered failed, though exceptions will occur.

Missions are generally followed by a roleplaying segment which will lead to some length of in-game downtime. At this point, any experience points and leveling will be completed.

Addendum I: Skill Types
There are several kinds of skills in Tempus Tempera, some of which are characterized more in some Skill Sets than in others. Each of these skill types have their own generic properties which apply to all skills of that type, though many skills have differences, exceptions and unique factors which apply only to themselves and are dealt with on a skill to skill basis.

Physical, Mental and Dynamic Skills
These skills are what they sound like. Performed as Physical, Mental or Dynamic Actions, these are generally basic skills. Physical Skills require a skill check based on one of the physical stats, STR, DEX, or SPD. Mental Skills require a skill check based on mental stats, INT or WIT. Dynamic Skills use whatever is most predominant, though they may require a Compound Check (Where two stats are tested for the skill by adding them together and dividing in half for an average). Dynamic skills are found across the board, though Ascendants typically see less Physical Skills and Monsters typically see less Mental Skills.

Social Skills
Often more indirect than other skills, Social Skills are generally based on impressions. While often fitting the category of Dynamic Skills, Social Skills virtually always reference CHA in their skill checks. These skills are often seen in a few general flavors, including Charming, Manipulating and Performing. Charming skills are more common amongst Monsters, Manipulating Skills are more frequently seen amongst Ascendants, and Performing Skills amongst Humans, though the individual lines between these skills are blurry, and each race has access to some of each.

Bonuses
Almost exclusive to Monsters, Bonuses are not skills within themselves and almost never require checks. Bonuses are normally always on, and offer a flat benefit to another stat or skill. On a few occasion Bonuses are circumstantial and may only work if a particular requirement is met.

Supernatural Abilities

Strange abilities that defy the physical order, Supernatural Abilities are potent and unique. They come in three main varieties; Aura, Activated, and Burst. Auras are always on; they have an effect that is continuous and generally applies within an area of effect of the person with the ability. Activated Supernatural Abilities are similar to Auras, but they are typically toggled on or off, though they occasionally are turned on and allowed to burn out. Bursts are one shot effects, more like other skills.

Auras only require check to suppress or assert, both of which are temporary. In each case they rely on willpower -- suppression is the more common use, to shut your ability down for a bit. Sometimes Auras can be externally suppressed, and willpower roll can be used to reassert it.

Activated skills normally require a check to assert. Sometimes these abilities may impose a penalty or cost in their activation, or some similar drawback which typically reflects how powerful the ability is.

Bursts almost always require a check. These are often aggressive abilities, and may require both a check to manifest as well as one to target a location or person. More potent bursts may require a cost.

Supernatural abilities are rarely seen amongst Humans, and are very common amongst Ascendants.

Magic
Magic is quite common on Arae Rul. These powers abide by natural law not present in our world. Spells are in majority entirely Mental Actions, but that's not always the case. Different races, different sub-groups, different people cast spells differently. Spells will require the same roll from that same person each time, but between people they can be completely different.

Magic spells consume Spell Points. Each spell has a level, which indicates its cost to cast; For every level a spell has, it costs 5 Magic Points to cast. Level one spells cost 5, level 5 spells cost 25. These points are consumed when the spell casting is complete. If the spell is fails, only half (rounded up) of the MP is consumed. At the start of your turn, you get back 20% of your MP.

Addendum II: Skill Ranks and Proficiency
Not everyone can do everything, there are limits. For that reason, skills are usually measured in Ranks. Ranks in skills measure from 0 to 10 and 'P', and are earned from your Skill Sets. Rank 'P' is for proficiency; characters with Rank 'P' may use a skill, but earn no bonus for it. Characters can sometimes attempt skills they do not have, but they will be at a penalty based on their race. Monsters and Half Monsters suffer a -5 penalty, Humans suffer -4, Ascendants and Half Ascendants suffer a -3. People with rank 'P' do not suffer these penalties.

Addendum III: Skill Checks
What do most all skills have in common? Checks!
Most everything in Tempus Tempera is based around Checks. Checks, or Rolls, determine weather or not the actions you attempt succeed or fail and if they do, by how much. All Checks are done in the same fashion and in two parts; Attempt and Effectiveness.

Attempts
Attempts are determining what happens when you try to do something. Do you manage to execute your action, or does it fail? First, identify the skill you're attempting and how many ranks you have in that skill, as well as what stat(s) you need to check.

For example, a Monster has two ranks in the attack skill 'Claw'. Because this is an attack, the character is rolling to hit something and the DEX stat (for accuracy) is checked, which in this case is 3.

Once you know your ranks and the appropriate stat, apply and bonuses, penalties or other modifiers that are currently effecting your character. Then you need to establish the Difficulty, which is done by the GM.

Back to our example, the creature being attacked has a DEF of 2, and was running this past turn. The GM decides that the moving target gets a +5 DEF bonus for being so swift, making the difficulty for this action 7. Our attacker has no other modifiers, so a d10 is rolled and added to the Monster's ranks in Claw and DEX. This is an easy hit, and our Monster rolled a three which spells success! 2 (Claw) + 3 (DEX) + 3 (1d10) beats 2 (DEF) + 5 (Mod); 8 beats 7.

Whenever your beat your difficulty, your action succeeds. Sometimes there will be Versus Actions, which set their difficulty on a roll by another character (such as with grappling).

For example: Two Humans are wrestling, the first has 1 rank in Grappling, the other has none. Their respective strengths are 3 and 5. The first Human initiates the grapple and rolls his d10, netting 9(1+3+5). His opponent resists, rolling as well and netting 10(-4+5+9). The defender wins and the grapple fails.

Criticals: The Power of Zero
When rolling an attempt, every once in a while, the zero (or ten) will show up on the die. When this happens, roll another d10. If the result is between 1-3 or 8-10, the action succeeds or fails critically. (Some abilities and effects will change these ranges.) If the remaining4-7 shows up instead, reroll the die and use the value that shows up. (zero/ten counts as ten)

One the 1-3 is a Critical Failure (also known as botching). Here, something went drastically wrong, and there'll be consequences! The effects vary based on the skill and the severity of the failure, which require an Effectiveness roll. The GM will interpret the result. On the other hand, a Critical Success (also known as a crit) is a sign that luck is shining in your favor as things went better than planned. Like a botch, crits require an effectiveness roll to determine their additional benefits.

Effectiveness

When an action succeeds, you get to see how profoundly it works. Despite doing everything right, sometimes you may still have no effect.

Back to our Monster Example, our Monster friend rolls Effectiveness to see how much damage he deals to his target. For this he gets to use his Strength (2) and his claws get him a +2 bonus again. He rolls a 4 on the d10 and nets a result of 9 damage! Unfortunately, his target has a soak of 12, and nothing happens. Soak reduces the Effectiveness of damage, leaving our Monster with an effectiveness of zero on this action.

Some actions may require a different die or dice for effectiveness. In combat, for example, fists normally use d8 for effectiveness where normal claws use d10 and sharp claws use d12!

In some actions success or failure is all that matters and Effectiveness is ignored. Otherwise, the measure of Effectiveness is interpreted by the GM who explains the results of the action. Sometimes Effectiveness is rolled for failed actions to gauge how badly they slipped up -- this can sometimes net a bonus if the same character tries the action again.

Addendum IV: Inventory and Items
Almost everyone has stuff, some of which might come in handy when you lug it about. Using items is often the key between achieving your goals and failing.

The Pack
Every Character is assumed to have an Inventory, also called their Pack. You may be lugging around a bag or a knapsack, the Pack is with you all the time, though even if you're nude! (Don't ask where they're storing those things!)

By default, everyone has a pack that holds 5 items. There are some abilities and items that can increase this limit. Some items, like rations for example, can stack, fitting up to five of the same item in the same slot in your Pack. Some items will be denoted as 'big', 'very big', 'huge' or 'enormous', which indicates that they take up 2, 3, 4 or 5 slots on their own. Most items will only take up one slot.

Of course, stowing things in your Pack makes it easy to travel, but not convenient to pull out on the fly. During Missions you can access your Pack (Search Inventory), which costs 4 Physical Action Points, and put in or take out anything you want. You may also spend 1 Mental Action Point and 2 Physical Action Points (Quick Stash) to take out up to one item and put in up to one item.

Ready Items and Hands
Of course, not everything you carry will be in your Pack; you'll likely be carrying things too, either in your hands or otherwise at the ready. Any items you have immediate access to are called Ready Items.

Ready Items include wielded weapons, things in your offhand, and things worn about the body that are not equipment (ie: clothes, armor, etc) of some kind. Most items can't be worn, but some special items and equipment can be combined with others to make them wearable (like a sheath). Ready Items can be used so long as you have hands free to manipulate them.

Hands are another important factor. Each hand normal hand can hold two slots of items. If a hand is unoccupied, it can manipulate objects without trouble. If one of the slots is consumed, you can manipulate objects, but at a -3 penalty. If both slots are full, you'll have to drop or put away the items to use your hand.

Most people have only two hands, meaning four items tops. Some abilities will modify the properties of your hands. Some Ascendants can use their telekinesis to carry additional ready items, and some Monsters have more than two hands naturally. On the other hand, some Monsters have claws which reduce the slots available to their hands by one permanently (this normally leaves them with a permanent -3 penalty to manual dexterity checks) and some Humans and Ascendants alike have suffered hand injuries with similar consequences.


And that... Should be the basics of gameplay! Hooray!
Questions? Comments? Need clarification? Just ask here!
[End]
[Next Up: Island Overview, then the Character Creation Guide!]