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 | ||
Move/Run | |
---|---|
Range | Priority |
O
R
Climb | |
---|---|
Height | Priority |
Action Name | |
MP | Priority |
Type | |
Action Text | |
O
R
Action Name | |
MP | Priority |
Type | |
Action Text | |
Action Name | |
MP | Priority |
Type | |
Action Text | |
O
R
Action Name | |
MP | Priority |
Type | |
Action Text | |
Action Name | |
MP | Priority |
Type | |
Action Text | |
O
R
Action Name | |
MP | Priority |
Type | |
Action Text | |
Push/Pull/Grab | |
---|---|
Max. Size | Priority |
O
R
Crouch/Prone | |
---|---|
Cover Size | Priority |
Action Memory | |
---|---|
Actions | Actions |
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 |
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?
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.
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)
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 |
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.
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 skillNarrator: 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) |
- 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)
- Characters can notice any player character's Resilience level as their mood. This affects the conversation.
- Multiple skill checks can occur in one conversation.
In combat, 1 round is 10 seconds of in-game time.
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.
- 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.
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.
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 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.