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 these general rules to provide everything you need to run many kinds of high-tension scenes. The Endeavor types provided here are listed from least to most complex.
Unlock Stats: When you enter an Endeavor, unlock your 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, 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 can only be performed at the end of the round when all other actions are complete, by whoever has the most temporary Blessings. If allies are tied for most they choose who takes the special action, but if opponents are tied for most no one takes it. After you perform a special action, your unspent temporary Blessings disappear, representing an unleashing of potential stored over the previous rounds. You may choose not to take the special action, but your temporary Blessings still disappear.
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 is up to the group to decide.
Buttons: Endeavors may add a number of buttons to the track to represent effects that are triggered as characters move along it. Each type of Endeavor describes how its buttons are added, and the end of this chapter lists how each type of button is activated and what effects are triggered as a result.
Tokens: Characters in Endeavors may gain a number of tokens to represent status effects, good or bad. Each type of Endeavor describes how its tokens are gained, and the end of this chapter lists their effects.
Multiple Tracks: Some Endeavors span a large field or pull characters in different directions. Such situations can be represented with multiple tracks.
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.
Nearby Influence Only: Unless otherwise stated, characters, buttons, and effects can only interact with what is on the same track as them.
Printable Track: Two printable tracks, one for seven characters and a longer one for one character, are available in the Printables chapter.
Violence: Most Endeavors can be "won" with incredible violence. However, remember that actions during the Endeavor have consequences for the narrative that follows.
Wounds: Some Endeavor types involve protecting yourself from danger. When you are "wounded," gain a Wound Token.
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 normally. For example, an SP of 3 (5/10) represents that the antagonist begins at position 3 and has two Reset Tokens, one that resets the antagonist to 5 when it would be removed from the Endeavor normally and one that resets it to 10. More complex antagonists may have effects that reference how many Reset Tokens they still have. For simplicity, multiple antagonists can be treated as a single antagonist with multiple actions per round.
Setup: Protagonists begin at position 0. Antagonists are placed according to their SP. A Defeat Button is placed 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: Remove all antagonists from the Endeavor before they can do the same to you. You remove antagonists by moving them to 0 or by moving yourself to 30+ and declaring victory. They remove you by giving you 3+ Wound Tokens or by lining up 10+ Scheme Buttons and declaring victory.
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 Token, representing your need to regroup after a hard push.
Setup: All racers begin at position 0. At the top of the first round, a description is given of the race course environment, including any terrain details like hills, brush, holes, asteroid fields, or so on, represented by Terrain Buttons. Whoever has the largest Hand or Hurry 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 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 Generic and Rush Antagonist Actions, listed at the end of this chapter.
Goal: Remove all antagonists from the Endeavor before they can do the same to you. You remove antagonists by moving them to 0 or by moving yourself to 30+ and declaring victory. They remove you by giving you 3+ Wound Tokens or by foiling your plans, lining up 10+ Scheme Buttons, and declaring victory.
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 unlocks after use, 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, a descrition is given of 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.
Stealth Actions: Rogues use the Generic and Rogue Actions, listed at the end of this chapter. The Eye uses only the Eye Actions.
Goal: Remove all Objective Buttons and escape without alerting the Eye.
Unfolding Endeavors
Some campaigns or sessions may involve a growing or sudden tension as the player characters explore a new area, revise their plans in response to what they find, and unfold the story around them together. These may be run as Unfolding Endeavors.
Explorers vs. Pressure: You and your fellow "explorers" have goals you want to achieve, requiring visiting somewhere unfamiliar. Each group of explorers has their own track, and each track has its own "pressure" representing unforeseen obstacles. While pressure is not a character, it does gain temporary Blessings, take actions, and has a single Pressure Stat that unlocks after use.
Setup: You and your fellow explorers decide how you split up (if you do) and state your objectives. Then you begin at position 0 on your group's track. At the top of the first round, a description is given of the unexplored area, including any rooms, mechanisms, objects, smells, sounds, people, or other features you notice right away.
Your goals you want to achieve are represented by Objective Buttons. More ambitious goals have their buttons placed higher up, using the Progress Scale table from the Actions chapter as a guide.
As the Endeavor progresses, additional tracks may be added as explorer split up.
Managing Tracks: When you change tracks, your position is halved (rounded down) instead of being set to 0 as usual.
If you split off on your own, create a new track, move or place Objective Buttons there as necessary, and that track's pressure then gains two temporary Blessings.
If two groups merge, don't remove the abandoned track. Pressure continues on abandoned tracks.
Resting: As usual, when you Rest the story progresses around you. This can complicate or shift your goals, causing relevant Objective Buttons at table discretion to move or the Checks associated with them to change.
Unfolding Actions: Explorers use the Generic and Explorer Actions, listed at the end of this chapter. Pressure only uses the Pressure Actions.
Goal: Explore while chasing your own shifting objectives before other pressing matters interrupt you.
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 unlocks after use, 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, the action is one rank more complex.
Hits: When a unit is "hit," choose a random position on its track. Add a Hit Button there if one is not there already.
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 only 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: Remove opposing units from the Endeavor before they do the same to your units. You remove units from the Endeavor by giving them 3+ contiguous Hit Buttons or by moving yourself to 30+ on your own unit's track and declaring victory.