System Overview
- Cards dictate all mechanical action
- Three main encounter types
- Turn Based: Most often corresponds to combat
- Group Turns: Most often corresponds to exploration
- Free Flow: Most often corresponds to social interaction
- Cards have either generic, or specific fuel costs
- E.g. a card could simply cost "3 Points" or specifically "3 Rapport Points" or "3 Stamina Points"
- Classes provide unique 'fuels' which allow the play of class specific cards
- Some class specific cards allow the character to gain limited access to the fuel of a different class
- For example, a Mage might have a card that allows them to cast a spell called "invigorate" which grants them some amount of Stamina
- As an additional example, a Fighter may have a card which allows them to spend their turn focusing on their future strikes to gain a Spirit Point for each successful hit on the next turn
- Players build up to 3 decks (one for each pillar: Social Interaction, Exploration, Combat); at the beginning of an encounter, players can substitute up to three cards in their deck on alternate cards which they possess
- Players can build/reorganize their decks to a greater degree only under specific circumstances (Only while in town? Every long rest? Just takes X amount of time?)
- Action economy tied to the number of dice you roll on your turn
- Cards contain both guaranteed effects, as well as rolled bonus/detriment effects
- Choose the number of dice you roll, and roll them at the beginning of your turn; any unsued dice come with a negative consequence (maybe you regain that many fewer fuel on the next turn)
Classes
- Bard (Rapport Points)
- Social based class
- Brute (Fortitude Points)
- High damage class
- Cleric (Light Points)
- Healing/support class
- Fighter (Stamina Points)
- Consistent damage class
- Mage (Mana Points)
- Utility class
- Mystic (Spirit Points)
- Coordination class
- Psychic (Will Points)
- Control class
- Ranger (Breath Points)
- Ranged combat class
- Rogue (Sneak Points)
- Skill monkey class