One town. A thousand possible calamities.
HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in


 4. The Turn Structure and Explications

Go down 

Posts : 1541
Join date : 2017-01-28

4. The Turn Structure and Explications Empty
PostSubject: 4. The Turn Structure and Explications   4. The Turn Structure and Explications I_icon_minitimeSat Jan 28, 2017 8:05 pm

4. The Turn Structure and Explications

The game consists of 12 weeks of real time, which corresponds broadly to 12 weeks of in game time (hand-waving any temporal inconsistencies). Each turn lasts a week.

Unlike other forum games, this game is relatively free-form. This means there is no limit to the amount of projects you can begin or complete in a week (with the exception of Explications, which will be explained below). Given that you all (technically) are working towards the same goal of saving the world, there is less of an issue with some players 'getting ahead' of others and doing more in the week. As such, the primary limit which the turn structure places on you is limiting the amount of fate points you can spend: fate points refresh at the end of the turn.  

In addition, players may work towards something known as 'Explications'. An Explication is the process of researching the unknown. For example, let's say that Tech-Priest Joe has discovered a brood of an unknown xenos race nesting in the basement of the local church. He decides he wishes to learn more about them. He would set himself one of five goals, which will determine the fruits of any successful research:

  1. Eradication: Through study of the enemy’s biology, preferred armour, or other methods of defence, Joe aims to prepare weapons and approaches to lay low and exterminate his foes. The fruits of this research will be some sort of mechanical benefit to fighting the foe in future.

  2. Aegis: By understanding the nature of the enemy’s weaponry and preferred methods of attack, Joe can better defend himself against the strange attacks of an abnormal foe. The fruits of this research will be some sort of mechanical benefit to defending against the foe.

  3. Detection: Some enemies, whether due to innate abilities, esoteric technology, or mere skill, are particularly adept at evading retribution. To track such foes, Joe must understand the nature of the foe. The fruits of this research will be some mechanical benefit to tracking and detecting the foe.

  4. Communication: Some potential threats to Mankind are not so clear-cut. If Joe is of a more radical bent, he might seek to learn an alien or non-Imperial culture’s language or customs, or otherwise find a way to communicate. The fruits of this research might be a mechanical benefit to communication, or the possibility of purchasing a Linguistics skill allowing full communication.

  5. Comprehension: Sometimes, an entity is so ill-understood that Joe must further investigate its nature and intentions to simply judge the threat it poses to Mankind. Only then can he determine how to proceed. The fruits of this research might be to allow the character to buy a Lore skill for less xp than they might be able to do otherwise, as well as justifying the purchase of skills that the character otherwise has no reason to possess.

The GM will then determine the complexity of the research, in order to set the type of time commitment involved. This will determine the total degrees of success needed to complete the Explication, as well as how often tests can be made (daily, weekly or monthly). It will also determine how difficult the tests involved are.

The time increment of the Explication will determine how often the player can test. For example, for a weekly Explication, the player can test on day 1, day 8, and day 15 and so on until complete. For a daily explication, the player can test each day. For a monthly explication, the player can test on the first day of each 30 day period.

For example, Joe may begin an Explication of easy difficulty. He is allowed to test once a day, and must achieve 7 cumulative degrees of success. On the first day, he passes by 3 degrees of success. On the second day, he fails. On the third day, he succeeds by 4 degrees, and therefore completes the Explication.

Only one Explication can be pursued in any given time increment per character leading the Explication. This means that if Joe has two daily Explications on the go, he can only test for one of them each day and must choose which he devotes his attention to. If he has a daily Explication and a weekly Explication on the go, if he pursues the weekly Explication he will roll his first test on day one, and cannot test for any other Explication (including the current Explication) until day 8. If he pursues the daily Explication, he will not be able to test on the weekly Explication until the next day.

It is possible to speed up the explication. For each time increment you wish to speed up the Explication, the difficulty increases and you gain one level of fatigue which cannot be recovered by normal means until the Explication is complete or you have spent sufficient time not engaging in the Explication. For example, if you are doing a monthly explication and you want to test daily, the test will be at -20 and you will have 2 levels of fatigue.

Both the leading and the secondary character can each have their own Explication. However, if one character has tested for an Explication in the relevant time period, they will not be able to mechanically assist the other character in their Explications (by granting a +10).

Explications are not a necessary part of play, so don't worry if none of the above seems appealing.
Back to top Go down
View user profile
4. The Turn Structure and Explications
Back to top 
Page 1 of 1
 Similar topics
» Volt Switch, U-Turn, and Constructing a VoltTurn Team using Newton's Second Law
» It's My Turn (Intro/Open)

Permissions in this forum:You cannot reply to topics in this forum
Midnight Town :: Public :: Rules-
Jump to: