Anda di halaman 1dari 42

the basic game

Credits
Written and designed by:

Ben Dutter

Freeform Universal,
OneDice Universal, Fate,
Wushu, Apocalypse World
,
and many others

Inspirations:

Playtesters:

Guillaume St-Pierre, Rick


Cope, Karl Larsson, Brandon
Franklin, Jessica Dutter,
and many others

Artwork:

Alex Boca, Lee Che, Winston


Lew, Robert Treherne III,
Emily Renner

Special thanks:

The game design


communities of rpg.net,
Story Games, Google+, and
reddit

Published by Sigil Stone Publishing 2015


Copyright Sigil Stone and Ben Dutter 2015. All rights reserved.

Contents
Getting Started

Gameplay

What is this?

What you need

Describe the action

17

A universal toolbox

Roll 1d6

17

As a group

And or But

18

Pick the GM

Game Concept

Add two Skills

As a player

Doing stuff

16

Traits
Is it relevant?
Abilities

17

19
19
20

10

Unique talents

20

Character concept

10

Dont roll when

20

Three Core Traits

10

Advantage when

20

Ability

11

Permission when

20

Rank Skills

11

Vitality

12

Adv: best of 2d6

23

As the GM

13

Dis: worst of 2d6

23

Character creation

13

Cancel, dont stack

24

Inciting incident

13

Starting Play

Advantage

Difficulty

23

25

14

GM Gauges

25

Set the Scene

14

Assign a modifier

25

Hammers and nails

14

Cancel, dont stack

25

What do you do?

15

Stack with Traits

25

Advancement

27

Source

27

Items Purpose

35

Frequency

27

Items Traits

35

Gain with Advance

28

Items Abilities

35

New Abilities

29

Mechanical impact

36

30

Weapon damage

37

Most are Tasks

30

NPC damage

38

The outcome

31

Damage reduction

38

Defeating NPCs

31

Effect of hits

39

Detailed conflict

32

Suffering wounds

40

Damage

34

Healing

41

Conflict

Equipment

35

G
ETTING
S
TARTED

One of your regular group members couldnt make it, or you


want an impromptu session, or you want to try some zany
mashup of ideas. What do you do? Play Cornerstone! Heres
how to get a game going.

What is this?
Cornerstone is a tabletop roleplaying game. You and at least
one other friend take on the role of characters in the
in-game universe, essentially cooperating to create a story.
Get a group of 2-6 people together with some dice, paper, and
pencils. One player is the
Game Master (GM)
, who runs all of
the
non-player characters (NPCs)
, describes the
environment, and determines what happens when your
character
fails
.
The rest of the players make one

character
.

Agree upon a
Game Concept (adventurers exploring
dungeons, an elite sci-fi military unit, the crew of a 15th
Century merchant vessel), then each player will come up
with a
character concept
that fits.
Most of the game itself is played through a dialogue. You and
the other players say what you want your characters to do,
and the GM will take care of the rest. The group of characters
the players control is sometimes called a
party or a
group
.
Your party will interact with one another, the NPCs, and the
world, all under the guidance of the GM, the dice, and the
rules.

What you need

Playing a game of Cornerstone is extremely easy. All you


really
need is at least one other person, one of you will be the
GM and the other will play as a character (or two.)
The only other tools that you need to play are these rules,
some regular
six sided dice (abbreviated as
D
), and
something to take notes on. If you dont have any physical
dice, paper, or pencils, theres plenty of digital resources that
can roll dice and store game notes.
Once the group of players is corralled, each of you should
read these rules. The GM should be familiar enough with
how to make characters and how the game works. Ill get to
that in a bit.

Youll need to collaborate on what your particular version of


a Cornerstone game looks like, where it's set, whats the
tone, what type of issues youre interested in exploring, etc.

A universal toolbox
Cornerstone is built to be a universal, generic toolkit
designed to get you and your friends quickly and easily into
your preferred setting. It does fantasy, modern, action, sci fi,
supers, or just about any other common genre.
That means that Cornerstone can be your groups foundation
to cover a variety of different game types. If youre anything
like me, you constantly get inspiration to run a new game in
the setting of your favorite universe, or want to create some
kind of mashup that is too obscure to warrant its own book,
or play in a new setting. Thats what Cornerstone is for.

As a Group
Agree on who is going to
GM
Decide on the
Game Concept
Heroic fantasy, space opera, sci fi, supers, horror, or
your favorite book or movie or video game setting
Pick the partys
Purpose
(heroes, mercs, cops)

Decide the partys


Place
(Space, England, NYC)

Agree on the
Color
(gritty, silly, gonzo, epic)

Add
two Skills
to the

Standard Eight
Awareness

Coordination Influence

Knowledge

Logic

Might

Stealth

Resistance

These two Skills should fit with the


Game Concept
.

Example Additional Skills


Magic, Psychic, Computers, Melee, Ranged, Guns, Vehicles,
Demolitions, Wilderness, or anything that makes sense for
your agreed upon
Game Concept
. Talk it through as a group!

As a Player
Come up with your
Character Concept
Think of your
Background (distant history) and
Foreground
(recent history)
.
Stick to the Game Concept and openly
collaborate with the other players about your character.

Define or pick your


Three Core Traits
1. Ideals
:
your morality, motivation, or personality
2. Method
: t
he way in which you approach obstacles
3. History
:
your training, proficiency, or past

10

Example Ideals
Honor, selfishness, might makes right, ambition, protect the
innocent, justice, vengeance, duty, freedom, redemption.

Example Method
Direct, passionate, logical, careful, brutal, efficient, heroic,
flamboyant, dishonest, selfish, cowardly, valorous, patient.

Example History
Barbarian, second son of the King, served hard time, escaped
from a slave camp, life among the stars, hullborn, outcast.
Share, collaborate with, and get approval from the rest of the
players - especially the GM.

Define your
Ability
Create your characters
Ability - something theyre uniquely
skilled at. Your Ability allows you to
never fail certain
actions, do
better than others with certain actions, and some
actions that
you can do but
others cant
. This
must be
approved by the GM. Read more on
Abilities
(pg 20).

Rank your ten


Skills

Two
Skills are
Bad
Four
Skills are
Average
Two
Skills are
Capable
Two
Skills are
Great

11

(success on 5-6)
(success on 4-6)
(success on 3-6)
(success on 2-6)

Calculate your
Vitality
Every character starts out with 5 Vitality, but adds 1 Vitality
for each
Skill Rank
their
Resistance
is above
Bad
.

Resistance is Bad:
Resistance is Average:
Resistance is Capable:
Resistance is Great:

+0 Vitality
+1 Vitality
+2 Vitality
+3 Vitality

If one of the two Skills you added to the Standard Eight is


more appropriate for a characters toughness, willpower, and
overall ability to survive in the game, use that instead of
Resistance.

12

As the GM
Guide
the groups character creation
Curate and
collaborate with the group on their characters.
Dont be afraid to
ask questions
,
add complications
, or
veto
.

Create an
inciting incident
Cornerstone games should start with a bang. Theres nothing
worse than an awkward, slow-moving first session.

Heroic fantasy
Fight a dragon. Delve a dungeon. Prepare for and defend a
city from a horde of orcs. Stop a dark ritual.

Space opera
Rescue captured royalty from a space station. Discover a
new planet. Use a time machine. Crash land your ship.

Sci fi
Wake up early from cryosleep, only to find 90% of the ships
crew is dead or missing. Stop an asteroid impact.

Supers
Assemble the super team to stop the super villain. Save a
city from an alien invasion. Try to end World War III.

13

Starting Play
The GM
sets
the
scene
Throw the characters into the determined
inciting incident
right away. Give a succinct and intense description of the
relevant variables.

Give
their hammers
nails
In order to proactively engage with the scene, the players
need some nails to hammer. What are the
immediate and
pressing issues,
obstacles
, or enemies that are threatening
the characters? What are some obvious
options
?

14

What do you
do

?
After the
inciting incident has been revealed, the GM should
ask the players
What do you do? Initially focus on their
characters thoughts and conversation, then dive straight
into the action.
Ask them specific questions about their actions and
intentions. Establish connections to the
Game Concept
.
Bring up a
Trait
for each player if necessary.
Most importantly: get them talking, asking questions, and
doing stuff
.

15

G
AMEPLAY

16

Doing Stuff
Describe
what youre trying to do
Players describe their characters
actions
,
intended outcome
,
and
approach
.
Player:
Ishkhan tries to efficiently chop the bandits arm
off with his axe so that she cant attack Barina.

Roll
1d6
Only roll when an action:
is
possible
has a chance of
failure
has an
interesting
consequence or outcome
The player
rolls 1d6. Compare the
face-value (1-6) to the most
appropriate
Skills Rank
to determine
success
or
failure
.

Success
What the player wants to happen, happens.

Failure
The GM narrates what
actually happens, usually not what
the character wanted to happen.

17

Player:
My Might is Capable (3+), and I rolled a 4. Thats a
success, so off goes the bandits arm!

Determine
And
or
But
If the roll is
Even
(2, 4, 6), modify the outcome with an
And
. If
the roll is
Odd
(1, 3, 5), modify it with a
But
. Players can
suggest
Ands
and
Buts
, but the GM has the final say.

Failure And

Failure But

The action fails


and
you suffer a setback.

The action fails


but
you gain a benefit.

Success But

Success And

The action succeeds


but
you suffer a setback.

The action succeeds


and
you gain a benefit.

Player:
And since I rolled a 4, I got a
Success And
!
GM: Ishkhans axe lops off the bandits arm,
And hes able
to knock her down prone.
If the Player had rolled a 5 (
Success But
) instead:
GM:
Ishkhans axe lodges in the bandits arm, mangling it
severely,
But
it gets stuck and pulled down with the limb.
Note: always read the
adjusted value of the dice after
applying any modifiers (such as from Traits).

18

Traits
Is a Trait
relevant
to your action?
If one of your
Three Core Traits is beneficial and relevant to
your attempted action, you can
trigger
before the roll and:

Add
+1
to your roll
Add
an extra
And
or
But
Cancel
out an
And
or
But
Only
one Trait can be used
per action
. GMs can trigger a
characters Trait if it is
detrimental and relevant to their
action, applying the
reverse
of the options above.
Player: I want to use Ishkhans
Battlefield Commander
Trait to add another
And
to my success.
GM:
Okay, what do you want that to be?
Player: Ishkhan would give an intimidating battlecry,
making the other bandits possibly freeze, surrender, or
flee.
GM: Sure that works. After they see Ishkhan chop off one
of their members arms and hear his ferocious battlecry,
the ragtag group of bandits hesitates in springing their
ambush. Barina gets to act before them now.

19

Abilities
Define
your unique suite of
talents
Each character starts out with one
Ability - something that
sets them apart from the rest of their group and helps to
define their connection to the
Game Concept
.
Think about a word or phrase that really encapsulates what
your character is capable of - their role in the team, their
profession, the name of their ancient Order, whatever.

You
dont
have to roll
Define a specific type of Task that
never requires a roll from
your character. It cant be an attack or defend, but some
simple action youre expected to accomplish routinely.

You roll with


Advantage
Define a few specific types of Task or one broad type of Task
in which you excel. Roll with
Advantage
for these Tasks.

Only
you have
permission
to roll
Figure out a specific type of Task that others would find
impossible - only you can roll for this type of Task.
Remember, it should still be
somewhat
conceivable.

20

Example: Elite Legionnaire


You dont need to roll when marching long distances. Roll
with Advantage when building fortifications. You can
attempt impossible defends when surrounded by enemies.

Example: Honorbound Arbiter


You dont need to roll when gaining others trust. Roll with
Advantage when demonstrating the Tenets of Honor. You
can attempt impossible Influence Tasks to pacify others.

21

Example: Grizzled Galactic Bounty Hunter


You dont need to roll to learn your quarrys rough location.
Roll with Advantage when attempting to detain your quarry.
You can attempt impossible quarry-tracking Tasks.

Example: Master Arcane Controller


You dont need to roll when executing simple and minor
feats of magic. Roll with Advantage when using Control to
sculpt physical material. You can attempt impossible
Control Tasks related to sculpting material.

Example: Strongest Woman in the Galaxy


You dont need to roll to lift or move anything that weighs
less than a 1000kg. Roll with Advantage when leveraging
your extreme Might. You can attempt impossible Might
Tasks related to your incredible, godlike, brute strength.
Player: I want Ishkhan to forge a new suit of armor while
were at the castle for the next few weeks.
GM: Okay, you have access to the proper materials and
resources. Youll need to roll a Knowledge to not mess up.
Player: Actually, since I have the
Razmehk Battle Smith
Ability
, can I just do it without rolling? I trained in forges
and armorsmithing most of my youth.
GM: Yeah sure, that makes sense. Itll take you two weeks,
working eight hours a day.

22

Advantage
Advantage:
roll
twice
, pick the
best
If you have an
advantage
toward completing an action (good
position, helpful item, etc)
roll two dice
and

pick the best


.
Murasada chops at the prone marauder, and has
advantage due to him being tripped the previous round.
She rolls twice and gets a 4 and 5 (her Might is Capable.)
She picks the 4, since it delivers a
Success And
.

23

Disadvantage:
roll
twice
, take the
worst
If youre at a
disadvantage
, roll twice and
take the worst
.
Kettefiss tries to hotwire an airlock, but has
disadvantage
from improper tools. She rolls Knowledge twice and gets 2
and 5. Since she has disadvantage
she has to pick the 2, a
Fail And
.

Cancel
, but dont
stack
Multiple sources of advantage and disadvantage
cancel each
other out, but
dont stack
. A character with three advantages
and two disadvantages rolls as if they had one advantage.

Example Sources of Advantage


Outnumber the enemy, superior tactical position, ideal tools
for the job, prior knowledge of the obstacle, a map of the
area, the machines schematics, a successful feint prior to an
attack, a well crafted disguise, a shot of magical potion,
extremely high morale, favorable environmental conditions.
The inverse of the above serve as excellent sources of
Disadvantage
.

24

Difficulty
The GM
gauges
the Tasks
Difficulty
The vast majority of Tasks fall within an actions normal
range, but at times the GM might judge whether a particular
warrants a
Difficulty modifier
or not.

Assign a
modifier
Easy:
Possible:
Difficult:

+1 bonus to roll
requires a roll
-1 penalty to roll

GMs, make sure you alert the player whether their intended
action has earned a Difficulty modifier.

Cancel
, but
dont stack
Just like Advantage and Disadvantage, multiple sources of a
Difficulty Modifier can
cancel each other out, but
dont stack
.
Players never apply more than a
+1 or
-1 to their roll from
Difficulty Modifier.

Stack
with
Traits
Difficulty modifiers
stack with
Trait modifiers up to a
maximum bonus or penalty of
+2
or
-2
.

25

Player:
I want Ishkhan to melt through the stone wall with
his Sculpting Magic.
GM:
This flagstone is massive and dense, so thatll be
Difficult with a -1 modifier to the roll.
Player:
Okay, can I use my
Tenacious Trait to cancel that
penalty out?
GM:
Yep, but I just realized youre also shackled and in a
lot of pain, so thats another source of Difficulty. Go ahead
and roll with a total -1 modifier.

26

Advancement
Most stories told with Cornerstone involve the characters
changing and growing over time - this growth is called
Advancement
.

Discuss the
source
of Advancement
As a group, talk about what type of
actions and
factors
contribute to a characters Advancement, and how those
factors originate from and align with the Game Concept.
The
source drives and motivates character action - so it
should be something defining of the genre and the type of
stories your game focuses on.

Example sources of Advancement


Completing sessions, completing scenes, completing major
arcs, overcoming obstacles, winning fights, exploring new
territories, learning ancient secrets, completing bounties,
observing ideals, retrieving lost treasures.

Determine Advancement
frequency
How many sessions or scenes or obstacles need to be
completed in order for characters to Advance? Is it a flat
number each time? Does it increase each time the
characters Advance? Keep it simple and easy to track.

27

Each time you


Advance
, you
gain
When a character Advances, they gain a few
improvements
that they can apply immediately to their character:

Rank Up
one
Skill Rank
(Good to Great)
Gain
+1 Vitality
Gain one new
descriptive Trait
The option of
changing
one
Core Trait

Skills cant be Ranked above Great. Descriptive Traits


function just like Core Traits, but describe the characters
reputation, status (physical, mental, social, etc), addictions,
or talents that theyve picked up during play.
Kettefiss just collected her third
bounty
, earning herself
an
Advance
. She
improves her Awareness Skill Rank from
Good to Great, and writes down
Careful Technician
as a
new
descriptive Trait
.
Finally, since shes changed the primary way she handles
conflict, she decides to
swap out her
Fearless Core Trait to
Cautious
. It fits her more methodical nature.

28

Gaining new
Abilities
If the group agrees and the game concept allows, every few
Advances characters can gain access to new
Abilities
. These
need to make sense in the narrative, and should be on par
with the rest of the characters Abilities.
If allowed, its recommended that every
three Advances
grants a new Ability, or the option to change an existing one.

29

Conflict
Most conflicts are
Tasks
Usually when a characters action
opposes an NPC - such as
combat, an argument, a chase, a battle of wits, whatever - the
GM can treat it as a normal
Task
. The player states their
action and intent, rolls, and determines the outcome.
Most NPCs wont apply a modifier to the characters roll, but
especially weak or powerful enemies can add +1 or -1 just
like an Easy or Difficult Task.

30

The conflicts
outcome
The point of most conflicts is to achieve some kind of
mutually exclusive
goal (get there first, exert more force).
Strictly the players roll determines if their character - or
their opponent - achieved the desired
outcome
. Players roll
their characters
attacks
and
defends
- the GM never rolls.

Defeating
NPCs
NPCs have
Vitality just like characters. Most NPCs are
fodder
, and only have 1 Vitality, while
tougher opponents
have 5 to 10 Vitality. An NPC is
defeated when they reach 0
Vitality. The nature of their defeat depends on what manner
of conflict is taking place - killed or knocked out in combat,
captured, persuaded, outrun, or outmatched in some way.

31

Actions
during
detailed
conflict
Sometimes a conflict requires a great amount of detail,
zooming in to blow-by-blow combat or a tit-for-tat repartee.
In these cases, those involved in the conflict take one
action
per
turn
, and one turn per
round
.
An action consists of one roll
- essentially a Task. Who goes
when largely depends on what makes
sense in the narrative
,
the aggressor goes first, their allies can jump in to protect
them, their opponents respond when possible, quick actions
take less time than long actions, etc.
Whenever a character
attacks or
defends themselves, the
player must
roll
. The GM, and by extension NPCs,
never roll
.
Defending - or any
reaction to an NPCs action -
doesnt
count as the characters one allotted action per turn. If a
character has to roll Might in order to catch themselves after
the floor collapses - thats a reaction and doesnt count
toward their limit.
As the GM, make sure you highlight every player and
combatant
equally
, prompting others to speak to their
characters actions if they havent already.
If your group isnt comfortable with this fluid method of
taking turns, you can base the
order of actions
off of a Skill
or a roll of said Skill (such as Awareness or Coordination.)

32

GM:
The Carhai Raiders grip their spears and draw their
bows, preparing to strike out against the Arbiters and their
caravan.
Player:
Can Murasada quickly step forward and speak
before they attack?
GM:
Sure, talking is quicker than charging with a spear.
What do you say or do in character?
Player:
Murasada wants to stop the Raiders in their tracks
with the gravitas of her words and the potency of her
presence.
GM:
Okay, go ahead and roll Influence. Thatll be your one
action this turn, thats all you can do for now.
Player:
Okay. I rolled and got a 6! Success And! Not only
do I want them to stop charging, I want my allies to have
ample time to prepare for battle!
GM:
Your allies are ready, the enemy has stopped. Not
waiting for the negotiations, one of the caravaneers looses
a quarrel from their arbalest! A raider falls and dies off of
his steed. Enraged, the raiders draw steel against the
caravaneers and battle erupts. An arrow whooshes
through the field toward your head, youll need to roll a
Defend.
Player:
Ack, okay. I will roll Awareness so I can try to see
the raider about to shoot and move out of his line of fire in
time. Darn, a 2 - thats a Fail And.
GM:
You get hit in the shoulder,
and you drop your shield
from the pain in your joint.

33

Dealing and taking


damage
When an attacker succeeds in
hitting their opponent, they
deal
damage according to their
weapon
. An attacking
characters
Success And deals more damage than a
Success
But
. A defending characters
Fail But
takes less damage than
a
Fail And
.
Kettefiss has a 3/7 damage SMG. She shoots - gets a
Success And - and deals 7 damage to her target. She has
1/2 DR Armor. She dodges enemy fire - gets a Fail But - and
only reduces the incoming damage by 1.
This is explained in more detail in the
Equipment
section.

34

Equipment
Whats the equipments
purpose
?
Is a piece of gear meant for
combat
? Is it meant to kill or to
capture? Is it a helpful
tool
, or a defensive shield, or an
ancient and puzzling artifacts cipher?
Ishkhans
Volcano Forged Poleaxe is a
weapon of war and
a
symbol
of Clan Razmehks power and authority.

Equipment can have


Traits
Just like a character, gear can have one or more
Traits
.
These can simply
describe the equipment, or it can be
something more specific about the item. These Traits
provide the same triggerable
+1 or -1
, or extra / one less
And
or
But
to a roll.
Ishkhans Poleaxe has the
Versatile Weapon Trait,
triggerable
when fighting against different types of armor.

Equipment can have


Abilities
And again, just like a character, equipment can grant a
character unique
permissions and rules
exceptions due to
its unique
Ability
.

35

The young warriors Poleaxe gives him


Permission to
attack and puncture through incredibly tough surfaces
that others would find impossible - the benefit of the
Poleaxes
Ability
.

Only
some
gear has mechanical
impact
Only when equipment is
significant to the narrative and the
current Tasks does it have some measure of mechanical
impact -
Traits
,
Abilities
, that sort of thing.

36

Character weapon
damage
Character weapons deal
damage when they
hit (the result of
a
successful attack
) their
target
. Weapon damage is listed
with two values - the amount of damage dealt with a
Hit And
and the amount dealt with a
Hit But
.

37

Kettefiss SMG deals


3 / 7 Damage
. If she gets a
Hit But
, she
only deals 3 damage to her target; and a
Hit And deals 7
damage to her target.
Weapon damage values range from
1 to 10
, typically hovering
between
2 and 5
. As a typical rule of thumb, weapons
Hit
And value is around
double its
Hit But value. The bigger the
difference between a Hit But and a Hit And, the more volatile
and skill-based the weapon is.

NPCs deal
flat damage
The partys opponents and allies simply deal a
flat number
of damage, as the And or But is related to the characters
defend roll and
damage reduction
. Most enemies deal
around 2 damage, tough around 4, and deadly around 6.

Character
damage reduction
Characters can have
damage reduction
(
DR
)
, often granted
by some form of ablative or defensive equipment - armor,
shields, kinetic absorbers, etc.
DR
reduces the amount of
damage a character takes when
they fail a
defend roll. Just like weapons, DR is usually listed
with a
Got Hit And (Fail And) value and a
Got Hit But (Fail
But) value. The Got Hit And DR value is less than the Got Hit
But DR value.

38

Ishkhan wears a
Mastercraft Plate Harness
, which grants
him 2 / 4 DR. If he rolls a
Fail And on a defend, he only
reduces the incoming damage by 2, and a
Fail But reduces
it by 4.

The
effects
of
getting hit
The majority of combat and conflict will have semi-abstract,
narrative
effects based upon the characters intended
outcome and the status of their roll.

39

When Ishkhan chops off the bandits arm - part of how he


stated his attempted action prior to the roll - the bandit is
less capable (shes down an arm after all). This is the effect
of the wound, regardless of the damage dealt from Ishkhans
attack.
The GM - and even the rest of the players around the table can discuss what narrative impacts this has on the scene.
Perhaps the characters have all gained
Advantage against
the one-armed bandit, or perhaps shes unable to attack and
only try to run away.
When a
character gets hit, they can have similar narrative
effects placed upon them - loss of permission,
disadvantages, roll modifiers, etc - as well as suffer Vitality
loss. Of course, to speed up gameplay, characters can be
largely immune to such effects.

Suffering
wounds
When a character reaches 0 or less Vitality and is
defeated
,
they can choose to
keep fighting and
suffer a wound or
succumb to defeat
.
A
Got Hit But
delivers a
minor wound, while a
Got Hit And
delivers a
major wound. Minor wounds serve as
negative
Traits - they are triggerable by the GM when appropriate and
give a
roll penalty
. Major wounds serve as
negative Abilities
- blocking permissions, downgrading a Skill Rank, making
certain actions with Disadvantage, etc.

40

Healing
Damage can be
healed - wounds reversed, Vitality restored as a
Task
. The amount that is healed depends on the
equipment being used for healing (treated just like weapon
damage, with an And and But value). Certain
Abilities or
other narrative effects might affect healing (such as Magic).
The
severity of the injury takes more time to heal, which
largely depends on your
Game Concept
. Characters in a high
power fantasy setting will heal and behave very differently
than a gritty war simulation.

Common healing speeds


:

Immediate
:
Post-scene
:
Post-session
:
Post-arc
:

the effects of healing are instant


healing applies after a scene
healing applies after a session
healing applies after an arc

Magical and high-tech healing is usually immediate,


narrative and hand-waved healing is post-scene, common
pulp or high-action healing is post-session, and gritty and
slow-paced healing is usually post-arc.

41

Anda mungkin juga menyukai