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Core RulesOverworld PlayTaking Action

Strategic Action

Taking strategic action is much like using a fate point, in the sense that you are adding something to the fiction that wasn't narrated by the GM in the form of an overworld tag. The GM may call for a success check to determine how successful you are in your effort, or whether things have gone awry (in which case, your overworld tag may be used against you).

As a rule of thumb, use the Mechanical Strength table to determine the value of any overworld tag you create on the map.

Creating Overworld Tags

Creating overworld tags is about adding narrative advantage to the map, that you or other players may take advantage of as the campaign progresses.

You only need to create a tag if the effect of your action is persistent from round to round; in this case put it in the story tag track, but remember that overworld tags can only be used in the overworld.

What you create doesn't have to be physical, either: if you narrate that a rebellion is brewing due to rumors you spread in the capital, players may take advantage of that in future overworld action.

Mechanical Strength

Poor (6 or less)-2 to the roll; GM creates tag
Average (7+)Confers advantage; GM creates tag
Good (11+)Confers advantage
Exceptional (13+)+2 to the roll
Extraordinary (17+)+2 and GM Advantage
Legendary (21+)+2 and Player Advantage
(The results are not cumulative.)

Examples of Overworld Tags

Like fate points, the type of result you want to achieve with strategic action is limited only by your imagination, and how well you roll. You do not need to move units on the overworld map in order to take strategic action, and your hero generally does not need to be in a specific hex on the map to achieve your aims.

You predict that a hurricane is brewing near the enemy camp.

You place a peril unit on the map.

Your scouts have spotted supplies crucial to the war effort.

You place a cache unit on the map.

Saboteurs have infiltrated an enemy army and caused chaos among their ranks.

You create an overworld tag that confers a penalty on the next military action they take.

Your spies sneak behind enemy lines to discover intel about battle plans that will help you in the war effort.

You create an overworld tag that confers a bonus on the next military action you take.

You send a diplomatic envoy to a neutral unit on the map to broker an alliance.

You take control of the neutral unit.

Adjudicating Diplomacy

If your overworld map features neutral units who are not aligned with the PCs or their enemies (e.g., a local militia belonging to townspeople), they may be available for you to broker an alliance through strategic action. The GM in this case may require that you send an attaché or commander unit to the hex adjacent to the unaligned army unit in order to initiate the action. The GM may also require a roll for the action to succeed: for example, an opposed Influence check vs. the leader of the unaligned unit.

Success could mean that the army unit joins your forces and you now control it. A close but unsuccessful result may mean that they have chosen to stand down and avoid becoming entangled with either side. Be careful though: a critical failure might make the neutral army your enemy!

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