0.2. Save Time Reading

This book is divided into 2 parts. They are as follows:

For simplicity, the first two Parts of this book will be written directly to the Players (not the Game Master.)

Glossary

This book assumes that you have some knowledge of Tabletop Roleplaying Games. As such, you may come across terms that you do not recognize. All of those terms can be found in the Glossary with a full description and some examples. If you are reading this book digitally, you can also click on a term to go to its Glossary definition.

Appendix

Most of this book will go over the general rules and guidelines for the game. The Appendix, on the other hand, contains the lists of content for the game, such as Abilities, Conditions, map features (like Zones), and so much more.

Callouts

Callouts can help you save time while reading.

Below are examples of each type of callout and how it is used:

Caution: ...

Cautionary notes on pitfalls or common mistakes. Caution Boxes are more important to read than other boxes.

Tip: ...

The "Tip" boxes point out strategies and rule implications that may not be immediately apparent.

Novice Note: ...

The "Novice Note" boxes are mainly for those new to Table Top Roll Playing Games.

Veteran Note: ...

The "Veteran Note" boxes are for those familiar with TTRPGs. These often explain things more succinctly using other TTRPGs as examples.

GM Note: ...

Most of this book is written for and to the Players except for the "GM Note" boxes. GM Notes provide tips or rule details that the "Game Master" may need to know, but that Players can generally skip reading.

Example(s)

The "Example(s)" boxes show examples of the game in action.

Most examples will use the characters #Alice, #Bob, #Carol, and #David to describe situations. These characters also have complete character sheets found in the Appendix.

Blocks

Blocks will be used for things like Items and Abilities. These blocks will look similar to callouts, but will contain everything you need to know about the Ability, Item, etc.

For example, here is the Melee Attack from the Basic Ability List Appendix (the details of how to read these blocks will be explored in later chapters):

Melee Attack

[Time:: Action] [Target:: any in Swinging Distance]
[Trigger:: When the target leaves Swinging Distance of you and is not Sneaky]
[Test:: Fighter Stat]
[Effect:: Attack]

Fighter Stat Score:

Bonuses:

Penalties:

  • Forced Entry. This attack counts as Loud when attacking an object or attempting to force your way into a container, through a door, etc.
  • Improvised Maneuver. Disadvantage when attempting an improvised maneuver to trip or shove an opponent. The GM will describe what may be possible and if there will be a saving throw for your target before you commit to using this Ability.
  • Improvised Weapon. If you are using an improvised weapon, gain the benefits of a Melee Weapon, but a Disadvantage on the Test.
Melee Weapons. When you Wield and weapon, such as the Melee Weapon, gain the benefits described by that weapon, including increased damage.

Fighter Upgrades:

Next Up: 0.3. Why Play Kleptonomicon