Level Current XP Needed XP Resets MP HP Res Total Current (Armor) Current Total (Regen) Err. Baseline Exub. Priority Strike!
Character Name
Style Class
Char. Species Char. Size Char. Age Char. Pronouns
Player Name Status Effect(s)
Agility
Composure
Charm
Knowledge
Strength
Equipment
Name
Armor Stat.
Mod.
Quick
Access
Description
Equipment
Name
Armor Stat.
Mod.
Quick
Access
Description
Equipment
Name
Armor Stat.
Mod.
Quick
Access
Description
Equipment
Name
Armor Stat.
Mod.
Quick
Access
Description
Actions
Move/Run
Range Priority

O

R

Climb
Height Priority

OR

Action Name
MP Priority
Type
Action Text

O

R

Action Name
MP Priority
Type
Action Text

OR

Action Name
MP Priority
Type
Action Text

O

R

Action Name
MP Priority
Type
Action Text

OR

Action Name
MP Priority
Type
Action Text

O

R

Action Name
MP Priority
Type
Action Text

OR

Push/Pull/Grab
Max. Size Priority

O

R

Crouch/Prone
Cover Size Priority
Action Memory
Actions Actions
Inventory & Notes
Bag
Bag Name Used Cap.
[+ Wallet]
Max. Capacity
Item Size QA? Item Size QA?
Item Size QA? Item Size QA?
Item Size QA? Item Size QA?
Item Size QA? Item Size QA?
Item Size QA? Item Size QA?
Item Size QA? Item Size QA?
Item Size QA? Item Size QA?
Item Size QA? Item Size QA?
Item Size QA? Item Size QA?
Item Size QA? Item Size QA?
Bag Notes Bag Quick Access Slots
Wallet
Currency Amount Other Items
Currency Amount
Currency Amount
Currency Amount
Currency Amount Wallet Active? Wallet Size
Notes
Character Notes
Class Notes
Priority Strike! Quickstart

A world shattered into twelve by the Gods. Despots deified for their power and immortality. Rumors now spread among the peoples of the shards. That one of them has fallen. That they can fall to mortals. You have heard these rumors. What will you now do?

Introduction

Like all table-top role-playing games, Priority Strike! has a Narrator describing events in a game world while other Players responding as their Character would, rolling dice (of the common 7-dice set) and choosing Actions as needed.

Priority Strike! also has a Action Text grammar, a fluctuating Resilience meter based on critical dice rolls, and a combat system where you have to choose Actions before you even know the order in which they will be resolved.

Character Creation

Choose a Species, Age, Class, and Style and record your Total HP, Total MP, Needed XP, Resets (2), Level (1), Size, Ability Scores, Roll Modifiers (Score - 5, this may be negative), and chosen Skills, Equipment and Actions resulting from that combination to the character sheet on the other side, along with the starting Inventory and some Currency of the shard of your character's first game. Don't forget to name your character! (This requires the Priority Strike! Standard Library)

Game Flow

Within the game, your character and party will be shifting how they interact with the world between one of these four structured styles of play:

Exploration Seeing sights, getting trapped
Conversation Talking and influencing NPCs
Combat Fighting and running
Downtime Recovering your resources
Criticals, Advantage, & Disadvantage

If the dice used is a d12, or d20, rolling a 1 is a Critical Failure while rolling the highest number is a Critical Success. Rolling with Advantage means rolling the dice twice and taking the higher number while Disadvantage means taking the lower number.

Unless specified a Critical Failure causes your character to fail whatever they wanted to do and a Critical Success makes them succeed, and this rule disregards modifiers.

Resilience
Res Err. Baseline Exub. On Critical Success On Critical Failure The Narrator gives your character a random effect from the Exuberance table that affects your next Action or Dice Roll. Reset the meter back to Baseline. (Start Here) The Narrator gives your character a random effect from the Erratic table that affects your next Action or Dice Roll. Reset the meter back to Baseline
Ability Scores, Modifiers, Skills, & Checks

When your character attempts something, if the narrator deems it necessary, they may ask for a Ability Check. If your character knows a Skill that is relevant that can change to a Skill Check of a target Proficiency

Player: I would like to disarm the trap attached to the vehicle controls.
Narrator: This seems to your characters like a really complex trap and dangerous to try to disarm.
Player: My character is quite good at the Traps skill
Narrator: In that case, give me a Traps check for 15.
Skilled? Proficiency How to beat the check?
Yes >= (target - 10) Immediately pass
Yes < (target - 10) (d20 + Skill Proficiency)
No - (d20 + Roll Modifier)
Exploration
  • Characters move arbitrary but reasonable distances per described action when exploring.
  • Time flows as it does in real life unless the Narrator says otherwise (like for downtime or travel time)
Conversation
  • Characters can notice any player character's Resilience level as their mood. This affects the conversation.
  • Multiple skill checks can occur in one conversation.
Combat
All Characters in Combat choose the Action they want to perform, in a Narrator chosen order. Pay all costs (MP/HP) associated with the Action, roll any dice, choose the position, direction, or target specified in the Action Text. Everyone rolls the Priority Dice associated with the action, apply all modifiers, and determine the Priority of their action. A Critical Failure makes the character skip the round while a Critical Success has the highest Priority The action with the highest Priority resolves first, and further Actions resolve after in order of Priority. If an Action with a higher Priority Cancels an Action with a lower Priority, the second Action does not occur in this round. Effects on Characters like Statuses, Heals, and Death apply immediately in the round they occur. Continuous effects (including future Status Effects) retain their initial Priority for all Rounds they apply. Or try to escape Any character may choose to skip their Action to roll a d20 to beat (10 + highest Level among characters in opposing party). A success for a player character means the entire party can escape.

In combat, 1 round is 10 seconds of in-game time.

Priority

Priority is not your Character's Agility. It is (dice +/- modifiers) associated with every action that determines when that action occurs in a combat round. If the Priority dice is not a d20 that just means that action has a low max Priority.

Resources & Downtime
  • Hit Points or HP represents your character's health and is recovered fully after a uninterrupted 8 hour period of downtime.
  • Mana Points or MP represents the abundant mana your character has access to and is recovered slowly if your character has a specified mana regen or recovered fully after a uninterrupted 8 hour period of downtime.
  • Downtime is a uninterrupted period of time where the character is not doing strenuous actions, in a safe place.
Damage, Armor, Resets, & Death

When a character is targeted by an action or environmental effect with some Damage, then the character's HP is reduced by (Armor - Damage) where negative values are considered zero. If the character's HP falls below zero, they fall unconscious. If they are not revived within that combat or within 15 minutes when outside combat, they lose a Reset and recover 20% of their HP and MP rounded down. If they have no Resets left they are Dead.

Status Effects

Characters can gain Status Effects from Actions or environmental effects like Poison, Burn, HP Regen, etc. Each Effect has a number, and that number reduces every combat round (15 minutes if outside combat) until that number is zero, then that effect dissipates.

Example: Poison 3 deals total damage (3 + 2 + 1 = 6) in 3 rounds or 45 minutes
Items, Inventory, & Quick Access
  • Items have a size and specified effects when used.
  • Items that have the Equipment type can grant Armor, Actions to Add, change your Ability Scores and other effects when Equipped (upto 4 per character).
  • The Bag your character carries has a maximum Capacity (the total size of all items in the Bag.)
  • In a world with abundant replication magic, Currencies are not linked to any metal and are linked to a God and/or existing polities. They have varied exchange rates and can have emotional effects when used in the wrong place. Currencies are stored in the Wallet
  • Your Bag and Equipment can also have Quick Access slots, of particular sizes. Items in those slots can be used immediately, while items in the Bag take 1 round/1 minute to be taken out of the Bag. Equipment with Quick Access slots also increase your total Capacity.