Endeavors
General Endeavor Rules
Sometimes, the player characters will need to race to be the first to reach some destination, be the first to acheive some action, escape without being caught, advance an objective before time runs out, or so on! Many such scenes where the tension is drawn out can be run as Endeavors.
There are several different types of Endeavors depending on the scenario. However, all Endeavors build on the same general rules covered below, which on their own are not enough to run an Endeavor. Specific types of Endeavors build upon those general rules to provide everything you need to run many kinds of high-tension scenes.
Unlock Stats: When an Endeavor begins, all characters involved unlock all their Stats.
Rounds: Endeavors are carried out over rounds in which characters attempt to drive the narrative tension, progress themselves, and slow their opponents. Each type of Endeavor specifies what characters are involved and how they win.
Temporary Blessings: At the start of each round, all characters in the Endeavor gain one temporary Blessing. Temporary Blessings disappear at the end of the Endeavor or when you take the special action, described below.
Turn Order: Each type of Endeavor specifies whose turn is first. Turns then move clockwise. If there is no clear clockwise seating order, such as when playing online, each character chooses whose turn will follow theirs during the first round, and in subsequent rounds this same order is followed.
Actions: During your turn each round, you may choose and perform one action from the action options for that Endeavor. You may activate your other effects as normal, whenever would be most appropriate before, during, or after your turn, which do not use your action for the round.
Requirement Tags: Action options may have tags that specify requirements for taking them. For example, the Head tag requires that you use Head or an unconventional Stat as though it were Head in the action's Check. In contrast, the Not Hurt tag prohibits you from using Hurt in the Check or an unconventional Stat as though it were Hurt. Within reason, History and optional Stats can be used to satisfy these requirements.
Special Actions: Actions with the Special tag cannot be performed during your turn. Instead, at the end of the round when all other actions are complete, whoever has the most temporary Blessings chooses a special action from the options provided by the Endeavor and performs it. If opponents are tied for most, no one takes the special action. After you perform a special action, your unspent temporary Blessings disappear, representing an unleashing of potential stored over the previous rounds.
Group Action: During your turn, you may call other willing characters who have not acted yet that round into your turn so that you may act together on a hard or complex action.
Tracks: Endeavors use movement tracks (simply called "tracks" in this chapter) to record character positions, scores, progress towards goals, or so on. Tracks begin at 0 and go up by whole numbers as high as needed. Each type of Endeavor describes where characters begin, and its action options describe how characters move.
Group Movement: If a group moves together an amount, they only move a total of that amount. Unless specified otherwise, how the group distributes this movement among its members is up to the group to decide.
Multiple Tracks: Some Endeavors span a large field or pull characters in different directions. Such situations can be represented with multiple tracks.
Nearby Influence Only: Characters and effects can only interact with what is on the same track as them.
Changing Tracks: Some Endeavor actions allow you to change tracks. Doing so changes your position to 0 on the new track, unless specified otherwise.
All Tracks are Connected: Regardless of narrative distance, for simplicity all tracks are equally "connected." When permitted, you may change from any track to any other track with a single action.
Buttons: Endeavors also add a number of buttons to the track, listed at the end of this chapter. Each type of Endeavor describe how its buttons are added, activated, and any effects that trigger as a result.
Personal and Global Scopes: Buttons have one of two scopes, personal and global. Personal buttons can only be activated by the character associated with them, whereas global buttons can be activated by any character.
Passive and Cumulative Effects: Some buttons have a passive effect that applies while the button is present, and some have a cumulative effect that activates only once if multiple instances of that effect would activate at the same time.
Printable Track: Two printable tracks, one for seven characters and a longer one for one character, are available in the Printables chapter.
Combat Endeavors
Some campaigns or sessions may involve the player characters facing off against zombies, robots, or the manifestation of someone's fear! These may be run as Combat Endeavors.
Combatants: You and your fellow "protagonists" are opposed by the "antagonists."
Antagonists: All antagonists have a Starting Position (SP), representing how hard they are to remove from the Endeavor. Some may also have a number of tags that affect their actions and buttons.
Antagonists cannot use unconventional Stats or take the Shine action unless they have the Unique tag.
When antagonists with the Revenge tag activate a Recovery Button, they may immediately take an additional action to Attack an opponent who caused them to move down that round.
While an antagonist with the Horde has a Recovery Button on their track, they do not lock their Stats.
Attacks against antagonists with the Immunity tag are not just made more complex by their Aptitudes—they automatically fail.
Antagonists with the Unrelenting tag may take an additional action to Attack an opponent at the end of each round, before the special action, for each time they've activated a Recovery Button.
Wounds: When you are "wounded," gain a Wound Button at the first position at or above your current track position without one already.
Setup: Protagonists begin at position 0. If an antagonist has an SP of 10 (3), for example, they begin at position 10 and add a Recovery Button 3 below that. All antagonists also add a Defeat Button at position 0. Whoever has the largest Hurt or Hurry Stat goes first, resolving ties at table discretion.
Combat Actions: Protagonists use the Generic and Protagonist Actions, listed at the end of this chapter. Antagonists use the Generic and Antagonist Actions.
Goal: Move all the antagonists to position 0 before they can give you three Wound Buttons in a row.
Racing Endeavors
Some campaigns or sessions may involve a prolonged scene where the player characters race against one another or their opponents, whether it be by foot, horseback, sled, racecar, or even spaceship! These may be run as Racing Endeavors.
Fatigue: When you willingly spend a Blessing during the race, gain a Fatigue Button, representing your need to regroup after a hard push.
Setup: All racers begin at position 0. At the top of the first round, the lay of the land will be provided at table discretion for the race course environment, including any terrain elements like hills, brush, holes, asteroid fields, or so on, represented by Terrain Buttons.
As the Endeavor progresses, additional areas may become available, each with their own track and lay of the land. Whoever has the largest Hand or Home Stat goes first, resolving ties at table discretion.
Racing Actions: Racers use the Generic and Protagonist Actions, listed at the end of this chapter.
Goal: Be the first to reach the finish line or the last one standing.
Rush Endeavors
Some scenes call for something between a Combat Endeavor and a Racing Endeavor, where the player characters must charge in and stop the enemy before they complete their plans, such as catching a thief before they can escape with a powerful artifact or infiltrating a star base before it can fire a large laser! These may be run as Rush Endeavors.
Adjusted Combat: Rush Endeavors are run as Combat Endeavors with the following adjustments.
Charge Leader: Before the first round, elect a "charge leader" from among you and your fellow protagonists. Only the charge leader and the antagonists are considered for determining who takes special actions.
Foiling: When a charge leader is "foiled," another protagonist is elected as the charge leader instead. Once you are foiled, you cannot become the charge leader again. The antagonists do not automatically win if your entire side has been foiled, but your victory will be much more difficult.
Simpler Turn Order: The charge leader acts first. If there is no charge leader, antagonists act first.
Rush Antagonist Actions: Antagonists use the Rush Antagonist Actions, listed at the end of this chapter.
Goal: Move all your opponents to position 0 before they can complete their scheme or foil your plans.
Stealth Endeavors
Some campaigns or sessions may involve prolonged tension where the player characters attempt to sneak past guards, escape a prison, perform a heist, or so on! These may be run as Stealth Endeavors.
Rogues vs. The Eye: The opposing side is represented by the "Eye." When the Endeavor begins, the Eye is in "warry mode" and on the lookout for you and your fellow "rogues." However, once the Eye has been alerted, it will enter the much more dangerous "wake mode." For the sake of rules, the Eye is a character, but it has only a single Watch Stat that never locks, has no track position, and it cannot be Attacked directly.
Setup: You and your fellow rogues begin at position 0. At the top of the first round, the lay of the land will be provided at table discretion for the guarded area, including any rooms, halls, obstacles to climb or hide behind, locking and security mechanisms, and so on.
The Eye's defenses in those areas are represented by Alarm Buttons, actions the rogues need to complete are represented by Objective Buttons, exit points are represented by Escape Buttons, and places safe from danger are represented by Sanctuary Buttons.
As the Endeavor progresses, additional areas may become available, each with their own track and lay of the land.
Stealth Actions: Rogues use the Generic and Rogue Actions, listed at the end of this chapter. The Eye uses the Eye Actions.
Goal: Remove all Objective Buttons and escape without alerting the Eye.
Unit Endeavors
Some campaigns or sessions may involve prolonged contests between "units" operated by the player characters and their opponents, such as ship-to-ship combat, a battle of the bands, or cheering on your magical creatures! These may be performed as Unit Endeavors.
Units and Operators: You are an "operator" of a "unit," alongside fellow and opposing operators and units.
For the sake of rules, a unit is a character with only a single Unit Stat that never locks, no track position, and they can only Attack and be Attacked by other units. Each unit is represented by a track, which ends at the position equal to the unit's Unit Stat size. Anything placed or moved beyond this is placed at the last track position instead.
Unit Size: Smaller units are harder to hit and move to. When Attacking a unit that has a smaller Unit Stat, or when moving to the track of a unit that has a smaller Unit Stat, increase the complexity of the action by one rank.
Hits: When a unit is "hit," choose a random position on its track. Add a Hit Button there if one is not there already.
Shields: At table discretion, some units may have Shield Buttons representing their defenses. At the start of the endeavor, add a number of Shield Buttons at random positions on the unit's track, depending on their Unit Stat size: ● 1, ■ 2, or ⬧ 3.
Setup: You and your fellow operators begin at position 0 on your unit's track. Effects may extend your unit's track during the Endeavor. If a unit is removed from the Endeavor while you're on its track, perform a Check to move to a different track. On a failure, you are removed from the Endeavor too.
Unit Actions: Operators use the Generic and Operator Actions, listed at the end of this chapter.
Units use the Unit Actions, but they do not have a turn as normal. Instead they act when one of their operators takes the Operate action to operate them. How many times a unit can act this way per round depends on their Unit Stat size: ● 1, ■ 2, or ⬧ 3.
Units also can't take special actions. They still gain temporary Blessings, but they are ignored when determining who has the most.
Goal: Place three Hit Buttons in a row on your opponents' units' tracks before they do the same to yours.