04-07-2020, 02:48 PM
This was added to our rulebook today by request - so all these things are in one place. It provides some clarity. What do you think?
There are some hard and fast rules for building hands. Hands are actions. Cards are used to build hands. Any hand with a power in it requires at least one control. And you may use multiple powers in one hand with one control or multiple controls. The next rule is that all modifiers require a control. Controls are the energy of the universe, so imagine a plasma laser cannon that strikes with an explosion (attack power, plasma control, range modifier, area of effect modifier). That is a “technological” way of explaining a power. The same thing can be accomplished with a fireball (attack power, fire control, ranged mod, aoe mod) or a plasma-ball, if you wish. That is a “magical” way of explaining a power. The end result is that they are both uses of the energy of the universe. Both are perfectly acceptable in Telken Lost. And you may call it anything you like (magic, tech, deity, etc.). I’m sure the list of options is long. That is why modifiers require controls.
The next rule is a skill may use a control if desired. This would make that skill “magical” because it’s using the energy of the universe. That’s how we built the system. A skill and a power may be played in the same hand if it they make sense together (eg picking locks using telekinesis). And what about modifiers with skills? If a skill uses a modifier, it must also have a control, because all modifiers require a control. Imagine ranged lockpicking without telekinesis; it could be done with a range mod, therefore requiring a control because it must be “magical” or “technological” or X. We want you to use cards in combinations – it’s one of the best things about the system. There are thousands times thousands of combinations, but your combinations need to make sense – but in a world of science fantasy … perhaps anything goes.
There are some hard and fast rules for building hands. Hands are actions. Cards are used to build hands. Any hand with a power in it requires at least one control. And you may use multiple powers in one hand with one control or multiple controls. The next rule is that all modifiers require a control. Controls are the energy of the universe, so imagine a plasma laser cannon that strikes with an explosion (attack power, plasma control, range modifier, area of effect modifier). That is a “technological” way of explaining a power. The same thing can be accomplished with a fireball (attack power, fire control, ranged mod, aoe mod) or a plasma-ball, if you wish. That is a “magical” way of explaining a power. The end result is that they are both uses of the energy of the universe. Both are perfectly acceptable in Telken Lost. And you may call it anything you like (magic, tech, deity, etc.). I’m sure the list of options is long. That is why modifiers require controls.
The next rule is a skill may use a control if desired. This would make that skill “magical” because it’s using the energy of the universe. That’s how we built the system. A skill and a power may be played in the same hand if it they make sense together (eg picking locks using telekinesis). And what about modifiers with skills? If a skill uses a modifier, it must also have a control, because all modifiers require a control. Imagine ranged lockpicking without telekinesis; it could be done with a range mod, therefore requiring a control because it must be “magical” or “technological” or X. We want you to use cards in combinations – it’s one of the best things about the system. There are thousands times thousands of combinations, but your combinations need to make sense – but in a world of science fantasy … perhaps anything goes.
more sushi please