From 6305b436ec76e2cb850fa98775f7ddb51e1a5f5a Mon Sep 17 00:00:00 2001 From: Zachary Vance Date: Mon, 8 Feb 2021 18:26:45 -0800 Subject: [PATCH] Reduce repetition --- archive/invincible.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/archive/invincible.md b/archive/invincible.md index 7879248..d45b947 100644 --- a/archive/invincible.md +++ b/archive/invincible.md @@ -41,11 +41,9 @@ Choose or randomly roll your character's starting **Approach**. - Heroes start with 2 HP, or Health Points. If the Heroes fail against an Obstacle, they lose 1 HP. If you are reduced to 0 HP, you die and the game is over for everyone. - Write down the six approaches: **Physical, Smarts, Spirit, Charm, Energy, Coolness**. Put a checkmark next to your starting **approach**. This is the only approach you can use right now. - As you adventure, you will may get sweet loot. Loot gives you additional **Approaches**. -- Loot - Each Loot gives the Hero one additional approach. You roll randomly to see what approach the loot give you. - If you're unlucky, you may get an approach you already have. You can give away loot when you get it, but you can't reroll. - Once a Hero gets loot, you put a checkmark next to your new approach. You can now use that approach to beat Obstacles. -- Whenever you try to overcome an Obstacle, you pick one of your available **approaches**. Each Obstacle will either be vulnerable to that approach, or strong against it. If the Obstacle is vulnerable to your approach, you succeed. Otherwise, you fail. A Villain's description of the Obstacle will give you clues about its vulnerabilites. - If you beat a Villain on the last level of their lair, you and the Villain both win and stop playing. You can relax and watch the rest of the game. - If the Heroes collectively beat all the Villains, the land is safe. All Heroes and Villains win, even if you didn't beat a Villain. @@ -114,7 +112,9 @@ Make up a weak spot and a goal, or roll randomly for them. "I sure hope no one.. - Select which Hero goes first however you like. - For the remainder of play, each Hero in turn selects a visible **Obstacle**. After they beat it or fail, play passes to the next Hero. This continues until the game is won or lost. - Obstacles (Success and Failure) - - Each Hero in turn selects one Obstacle, indicating it. The Hero states which of six approaches they use: **Physical**, **Smarts**, **Spirit**, **Charm**, **Energy**, or **Coolness** they use. For example "Gertie uses Spirit on the flock of seagulls." Heroes can only use the approaches marked on their character sheet. + - Each Hero in turn selects one Obstacle, indicating it. The Hero states which of six approaches they use: **Physical**, **Smarts**, **Spirit**, **Charm**, **Energy**, or **Coolness** they use. For example "Gertie uses Spirit on the flock of seagulls." + - Heroes can only use the approaches marked on their character sheet. + - Villain descriptions give Heroes clues about which approaches will work. - The Villain gives a thumbs up if the Obstacle is weak against that approach, or a thumbs down if it is not. The Villain never describes the action after they set the scene. - If the Hero failed, another hero can choose to jump in and help. They should use a different approach. If the second hero fails, the attempt is over. If multiple heroes want to help, the failing Hero selects who helps. - Obstacles (Failure) -- 2.47.3