> [!info] Work In Progress ## Contributing Factors Optional factors that can make scenes more complex and tactical. ### Strategies Some situations will be easier or more difficult to resolve with different strategies. These should be communicated to the players at the beginning of the scene. - Violence: use force or the threat of force to force a solution. - Negotiation: use discussion and social interactions to persuade a solution. - Subterfuge: use deception and trickery to find a solution. - Investigation: use technical and logical methods to solve a problem. - Avoidance: use stealth and obscurity to circumvent a problem. ### Conditions Conditions are a narrative description of what happens during an encounter and how it affects the characters and the scene. Characters acquire conditions instead of "taking damage". When an NPC receives a condition it reduces their devotion and when a PC gets a condition it limits their actions. **Condition Levels** Conditions levels don't stack, each condition affects characters in a different way. | Effect | Description | | -------- | --------------------------------------------------------------------------------------- | | Partial | **Distracted** Attention is split. Your movements are slightly off but fully functional | | Standard | **Impaired** You struggle to focus and actions are limited. | | Complete | **Controlled** Movement and action are severely limited and dictated by the condition. | Each condition can be "cured" in some way. Action used to "cure" conditions reduce the condition level. The specific action and difficulty depends on the condition and must be described. Tactical conditions can usually be cured during a scene, dramatic conditions require more time and concentration to cure. **Tactical Conditions** Tactical conditions can be exploited to provide a bonus to some actions, determined by the type and level of the condition. | Condition | Exploitable Angle | | ----------- | ----------------------------------------------- | | Exposed | easier to directly pressure or attack | | Distracted | easier to deceive, bypass, or reposition around | | Unstable | easier to force movement, disarm, or escalate | | Pinned | easier to contain or overwhelm | | Pressured | easier to break resolve or force mistakes | | Isolated | easier to overwhelm without interference | | Vulnerable | easier to exploit a known weakness | | Cornered | easier to force concessions or desperation | | Tracked | easier to pursue, predict, or target | | Hesitant | easier to seize initiative from | | Shaken | easier to intimidate or demoralize | | Entangled | easier to restrain or immobilize | | Exhausted | easier to outlast or overpower | | Guarded | harder to directly pressure | | Hidden | harder to target or predict | | Prepared | harder to surprise or disrupt | | Coordinated | easier to support allies or chain actions | | Empowered | stronger leverage over the scene | **Dramatic Conditions** Dramatic conditions are usually enough to take a character out of the conflict. | Condition | Meaning | | ---------- | --------------------------------- | | Wounded | physical impairment | | Exhausted | reduced stamina/focus | | Restrained | ongoing physical limitation | | Broken | severe morale collapse | | Corrupted | supernatural/mental contamination | ### Terrain Features Terrain Features are optional traits and aspects of a zone. Everybody in the zone is affected by the feature. When a new feature is applied to a zone it usually replaces the previous one. TODO: > Many small zones that have tactical features. > features affect how characters interact with the battlefield. > features evolve during the conflict. | feature | Exploitable Angle | | -------------- | ---------------------------------------------- | | Elevated | gain visibility, dominance, momentum | | Cramped | easier to trap, pressure, or block movement | | Obscured | easier to hide, ambush, or escape | | Fragile | easier to collapse, break, or create hazards | | Volatile | easier to trigger chaos or escalation | | Exposed | easier to target anyone inside | | Crowded | easier to blend in or create confusion | | Isolated | harder to receive support | | Defensible | easier to hold or resist pressure | | Hazardous | easier to injure or exhaust occupants | | Loud | easier to conceal noise or confusion | | Silent | easier to detect movement or deception | | Unstable | easier to shift terrain or force repositioning | | Narrow | easier to bottleneck or pin | | Open | easier to maneuver or flank | | Concealed | easier to prepare or remain unnoticed | | Sacred | easier to invoke authority, fear, or ritual | | Corrupted | easier to invoke supernatural effects | | Flammable | easier to threaten or reshape the zone | | Flooded | easier to slow or trap movement | | Slippery | easier to destabilize or disarm | | Dark | easier to hide or misdirect | | Bright | harder to conceal intent | | Connected | easier to reinforce or escape | | Broken | easier to improvise tools or cover | | Active | machinery/crowds/noise create opportunities | | Claustrophobic | easier to intimidate or panic occupants | | Reverberant | easier to amplify fear, sound, influence | | Sacred | easier to rally or condemn | | Watched | harder to act subtly | ## License Asmythe TTRPG is published under the [Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.](https://creativecommons.org/licenses/by-nc-sa/4.0/)