Polemos: 8th Age - Play Guide

Play Guide

Rounding

Unless otherwise specified, all fractions are rounded down.

Taking Action

Players choose the actions their characters take - both large and small. Character actions are most often taken through abilities.

Skill Rolls

The most basic way to determine if a character succeeds at what they are doing is through a skill roll. Skill rolls can be called by the Game Master for all sorts of activities, and skill rolls are often used when performing more complicated abilities.

See the section on character skills for details on how to "roll a skill."

Ability Time

Some actions take longer than others. Here's a list of time scales referenced throughout the rules:

Ability Range/Distance

Some actions have a maximum range or affect a maximum distance.

Ability Targets

Abilities can target various kinds of objects:

Target Requirments

Sometimes abilities have additional requirements to determine whether a given target is valid. While the Game Master should always use best judgment to determine whether a target is valid or not, there are some formal keywords for target validity that have specific meanings.

Trivial Object Selection

While many abilities have users choose targets, some abilities choose targets based on some other criteria. For example an ability might apply some effect to the "nearest 3 bodies." For these selections the Game Master should take care not to include trivial, irrelevant, or uninteresting objects, and avoid getting bogged down in legalistic or metaphysical arguments. For example, a fire spell burning the "nearest 3 bodies" would be better suited to burn the nearby tree, bandit, and tent rather than burn the nearest set of pebbles on the ground or leaves floating in the air.

Attacks

For the purposes of effects, an attack occurs whenever an action targets an unwilling target, and has the opportunity to apply an effect to that unwilling target, regardless of what it actually does. Actions that target a willing target are not attacks.

For example, if an action targets an enemy and moves them if the ability user succeeds an opposed skill check, then that is considered an attack even if the opposed skill check fails. If the same action is used against an willing ally, then it is not an attack because the target was willing. If, instead, an action targets an enemy but allows the ability user to move themselves if they succeed an opposed skill check, then that is not considered an attack even if the skill check succeeds, because the unwilling target had no effect or change applied to them. Lastly, if an action is able to apply a beneficial magical condition to the target from a distance without a skill check but the target was unwilling, that still counts as an attack because the target was unwilling and could have an effect applied, even though it wasn't physical, couldn't be resisted, and was at a distance.

If abilities apply multiple effects to an unwilling target, that is considered only a single attack for the purposes of effects.

For example, if an ability allows making multiple 'attacks' using a weapon as a primary action, that terminology is used for convenience, and the target still only received one attack for the purposes of making counterattacks/etc.

Implicit Requirements

Some requirements are unstated - unless otherwise specified they always apply:

Detected

Unless otherwise specified, all abilities require targets to be detected, meaning the actor must be aware of the presence of the target. Some abilities (like stealth, etc.) can cause someone to be temporarily undetected, and thus cannot be targeted.

A major exception would be abilities that target areas or locations, as they usually include all objects in those locations. As always the Game Master should use their best judgment when determining detection. For example, a character might know that an enemy is somewhere on a nearby mountain, but that doesn't mean they have actually detected the enemy's position to cast a spell on them.

Explicit Requirements

Other requirement keywords only apply if they are stated:

Visible

Visible targets must be both detected and also in direct line-of-sight. Some abilities (like invisibility) can cause someone to be either temporarily undetected, and thus cannot be targeted. While the Game Master can use their best judgment, targets are in line of sight if you can draw a straight line from the actor's square to the target's that is free of line-of-sight-breaking obstructions.

Reachable

The target must be both detected and also the path to the target must be reasonably free of obstacles and other physical hindrances. Things like terrain or structures (walls, etc.) could prevent someone from being reachable, even if they are otherwise in range of an action, and thus cannot be targeted. In other words, the target must be detected and able to be physically interacted with given the context of the action. Reachability doesn't necessarily imply that it is within reach of an actor's hands, but for most physical actions that don't use tools it can be a handy short-hand. For example, when shooting a bow a target is reachable if a arrow can reach the target, not the shooter, but to be reachable for an unarmed attack the target would need to be within reach of a hand or foot. Unless otherwise specified (e.g. weapon ranges) creatures can reach 1 square with their hands, feet, or with items they're holding.

Containers can also prevent reachability. For example, a character can't reload a crossbow that is packed under the gear in his backpack without first removing it, making it reachable.

If items are being held or carried on another creature then the creature decides whether the item is reachable as a target.

Usable

Particularly in trade or crafting scenarios, various objects like tools will need to be "usable". Usable objects don't have to be equipped during the entire time an ability takes, but need to be generally reachable by traveling short distances, and accessible to use without significant delay. For example, ingredients in a locked container are not usable unless the character has a key, or a facility might only be usable with the owner's permission.

Communicable

The target must have the ability to perform rich communication with the actor, such as through spoken language, through written letters, through telepathy, etc. This presumes a commonly understood language between the parties, and the GM may modify, miscommunicate, obfuscate, or disallow certain communication based on difference in fluency level and the complexity of the communication.

8th Age: Connectable

For network interactions, such as connecting to networks, or using information systems, all actions require targets to be connectable. See the computers and networks section below for more general information. Networks are connectable if the actor has knowledge of the existence of the network, and has either the proper wired connections or wireless signal strength available. Processes and systems are not connectable if the actor is not connected to their network. Furthermore, systems require the actor to have discovered its network address before it is connectable. This is usually done through an ability like network mapping, and is comparable to detected in physical terms, except that when first connecting the addresses of other connected systems are not usually known. Network addresses for processes running on a network are always known to all connected systems, and thus are always connectable.

Action Ordering

Actions can be taken free-form (i.e. each player chooses when they take action) or on a more formal turn-by-turn basis.

Turn-by-Turn Actions

During turn-by-turn situations, such as during combat, a character will only be able to take a certain number of actions per turn.

Dice Bonuses & Penalties

Sometimes characters receive bonus or penalty dice as part of a roll.

Dangers

In their adventures, characters will likely encounter many dangers to their body, mind, and soul. Characters can quickly find themselves injured, dead, or worse- however, with preparation, cunning, and a bit of luck they can avoid this fate.

Conditions

Conditions are effects a character is currently under. They may be physical or supernatural in nature, and can be helpful, hurtful, or a combination of both.

Field Conditions

Some conditions are added to characters simply based on the location they are in. For example, a character entering a shadowy corner may have the 'low light' condition added, but have it removed when they exit. The GM determines what locations have field conditions.

Wounds

Wounds are (hopefully) short-term physical effects a character suffers from.

Bleeding

Bleeding conditions cause damage that can spread to harm other body areas, and can easily become fatal if it is not dealt with quickly.

Afflictions

Afflictions are long-term or permanent disabilities a character suffers from.

Fatigue

Not all injuries are from lethal damage- some come from simple exhaustion. Fatigue, if not managed, will cause severe problems.

Fatigue comes from a character's wounds, but its worst effects are staved off by a character's focus or stamina.

Thankfully, fatigue wounds are relatively easy to remove.

Stress

The worries and woes of life are a burden that, left unchecked, can spiral out of control and lead to consequences both personal and social.

Stealth & Detection

While many adventures call for direct (and violent) action, there are also times when discretion is the better part of valor or when violence might cause more problems than it solves. In those instances stealth can be a vital tool. Conversely, trying to detect hidden objects (traps, creatures, etc.) is a common task to avoid ambushes.

Persuasion & Attitude

When trying to persuade or deceive people in social situations, a large factor before the persuasion even starts is the reputation of the speaker. A character may have attitude modifiers towards individuals or groups of people. For example, a serf may have negative attitude modifiers with members of the aristocracy.

The GM may use a variety of factors when determining attitude modifiers for NPCs, but there are some ways (e.g. clothing) that may give explicit attitude modifiers. These explicit attitude modifiers are cumulative, though the GM may tweak, invert, or ignore them depending on the situation. For example, consider a feathered helmet that gives +2 attitude towards "military." A GM might have the full modifier apply when persuading a fellow solider, but only apply +1 when persuading a nobleman, or apply -3 when persuading an anti-war peasant.

Restricted Items

In many social situations the items a character wears and carries can bring consequences, though the rules are always heavily contextual, and often there are exceptions. For example, it could be considered overly militaristic or barbaric to wear weapons and armor to a king's feast, but everyone expects the old Colonel to wear his polished helmet from when he won the jousting tournament. If characters do not obey the social rules around clothing and items the GM might apply attitude modifiers or simply disallow access to certain areas.

Some items have tags (e.g. military, civilian, tool, magic, etc.) to help the GM guide broad rules on restricted items. Particularly in one's home culture the characters should normally be able to know rules on restricted items before entering a social situation without a skill roll. In a foreign culture or inexperienced situation a character can attempt a community, commerce, or similar knowledge skill roll.

Damage

During adventures of derring-do it's very likely that someone will get hurt. Hopefully it's not your character, but you should be ready to both deal and receive damage.

Damage Types

Damage Points

Critical Damage Points

8th Age: High Impact Armor

Damage can sometimes be reduced or negated through the use of armor.

8th Age: Concealment & Cover

Due to the high effectiveness of firearms in 8th Age combat, most combatants will use terrain and other objects to gain concealment or cover as often as they are able.

8th Age: Computers and Networks

People in the 8th Age live in a world filled with computers and information networks. While most people use them only for basic mundane tasks like banking, some individuals specialize in fighting to secure or break into these systems. Whether for civilian or military purposes this is commonly referred to as information warfare, or IWAR.

Systems and Devices

There are an astounding variety of computer systems (or just systems for short) in the 8th Age that fulfill a myriad of functions for modern life.

Networks

Examples of Networks

Network Administration

Network Connectability

Connecting to Networks

Processes

Personal Networks

8th Age: Automotive Vehicles

With advanced industry and technology, people of the 8th Age commonly experience a variety of mechanical vehicles. While the GM and players are never required to track details about these vehicles, if desired vehicle characteristics can be listed, or detailed module layout can be used.

Vehicle Components

8th Age: Combat Spheres

Warfare in the 8th Age often operates at a terrifying and incomprehensible scale. Artillery shells fly with pinpoint accuracy from over the horizon to kill hundreds of men in an instant; Armored machines weighing thousands of tons move easily across craggy terrain faster than any horse; Forces spread over many miles coordinate simultaneous attacks using real-time, high-resolution video and audio. While many battle do not require dealing with such scale, the GM may decide to use the following combat spheres to help track large-scale warfare: contact, battle, and support.

Contact Sphere

Combat Spheres

Support Sphere