This week we give you more news. We re-designing all our 3D models of the plastic figures we have shown you so far. Please see below and compare old render with the new one. Do you find plenty of differences?
As we mentioned previously, we will be explaining some of the rules and game playing within the coming weeks by using some graphical examples.
This week we start with actions that characters may carry out and its cost in Actions Points (PA).
As we play the game we shall make use of two type of dice rolls; difficulty dice rolls and opposing dice rolls.
In difficulty dice rolls both a value and a character´s attribute are given, then character has to score higher than that value by using his attribute.
Example; A “difficulty dice roll Agility 4” means player would roll as many dices as the value given by his character´s agility, and he would have to score higher than 4 to pass the test, in this case either 5 or 6.
In a opposing dice roll we would just use the attribute given and we would have to score higher than the attribute of our opponent, while our opponent would have to score higher than the value of our attribute being tested. Finally all success rolls are taken into account, if the character trying to carry out the action score more successes than his opponent the action is a success and proceed with it. If it is a draw or opponent has more successes then this action fails.
Example; Our character rolls an opposing dice roll Intelligence versus intelligence against a NPC (Non Playable Character, e.g. an enemy) to find out whether this NPC is lying or telling the truth. Character´s Intelligence is 3 while a NPC has a intelligence value of 2. Our character would roll 3 dices and have to score higher than 2 – NPC intelligence – and NPC would roll just 2 dices and have to score higher than 3 to have any sucess. Let us say we got the following results;
Character: 2, 3 y 5 NPC: 2 y 4
Intelligence: 3 Intelligence: 2
In this case, character would have had 2 success and NPC just one success, so in this case our character would have found out whether this NPC is lying or telling the truth.
What may characters do during the adventure phase?
Characters may spend their Action Points (AP) to move over the tile maps, fight, explore, … by using different actions.
Movement (1 AP per square space); characters have to follow this rule save exceptions related to certain skills.
In the first example Lookout spend all his 6 AP to advance 6 square spaces.
Characters might move horizontally and vertically. It is possible to move diagonally if the two square spaces which the diagonal crosses is not occupied by another plastic figure nor by a blocking movement line.
A character may go through a square space where another character is, however the first character moving will need permission from the second standing character, otherwise follow an opposing dice roll using the action “Push” (1 PA) and the attribute Strength. If Push is carried out successfully, the first character will push aside the second character to an adjacent empty square of his choice
Doctor wants to reach the exit square, but Lookout refuse to grant him permission to go through the square he is on, thus Doctor decides to “Push” Lookout by spending 1 PA. Both characters do their dice rolls using Strength and Doctor scores 2 successes versus Lookout´s 1 success; Doctor may move Lookout to any adjacent square he chooses.
Water areas (dotted lines) slow down movement, characters must spend 2 AP per water square area.
Doctor crosses a map tile through water square areas, so he spend 1 AP to enter the water and then 2 AP per water square area. This character would have spent all his AP this turn.
Whenever a character moves to a square with an adjacent enemy, he will stop immediately. It is not possible to cross a square area already occupied by an enemy.
Jump (2PA); Sometimes characters may interact with map tiles and jump to cross an abyss, or jump at different highs, so character may follow an alternative path.
Dashed lines refers to an abyss, character must jump or use an item (e.g. a rope) to cross the abyss. If a character falls into the abyss he is KO and his plastic figure is placed in the square area where he jumped from.
When jumping horizontally an agility dice roll must be done. Difficulty is given by an agility icon with number. If a success character is placed on the other side of the abyss.
Lookout spend2 AP and decide to jump the lava abysm, his agility is 3 so he rolls 3 dices against a difficulty Agility 4 to be able to cross the abysm. Lookout rolls the dices and get one 6, a success so he crosses the lava safely.
Disengage (2AP); A character may try getting away from one or more adjacent enemies. To do so, character must spend2 AP and do an opposing dice roll using Agility versus Strength of the enemy with highest Strength. If the dice roll succeeds, character will move 1 square away, if it fails, character remains on the same position although may try another disengage action if he has enough AP points left to do so (2 AP). Once character succeeds on a disengage action, he can move through square areas adjacent to enemies during this turn.
Cutthroat decides to try a disengage action from the Officer and spend 2 AP, rolls 4 dices (Agility value) against 2 dices (Officer´s Strength value) and get 3 success versus Officer´s success. Cutthroat managed to disengage and during this turn moves through squares adjacent to the enemy, escaping.
In the next up date, we will explain you all the other actions that characters may perform.
We wait for your comments and suggestions.
Greetings and Sail-well!