Outcomes
These are things that happen! Generally (always?) you'll be seeing these in the context of Effects. For some less technical descriptions, take a look at the Types of Outcomes we support.
Mission
Starts a fight to the death. A fair amount of stuff can be specified here.
- sitePlanOverride: Overrides the site plan (environment) that the mission takes place in (cave, forest shrine, library, etc.)
- format: Overrides the format of the mission (assault, defense, ambushed, or arena)
Combatants
The people and monsters fighting in this battle.
You can set the role of a combatant and their side. You don't need to use party or foes, so if you want an event with only one player fighting, go for it. You can also put NPCs on your side, which you'll be able to control. (Even monsters! Though, maybe use with caution? It's not really supported right now?)
Use roles (instead of the above role) to group several roles into a single combatant; useful for displaying multiple roles on a single enemy card.
You can specify a customThreat, which can include a flavor and strength (if not set, they use the defaults), or you can specify specific monsterTracks.
You can add custom items to humans, either via ID or by Role. By ID is nice and easy, standard items. By Role is probably for when you want an item to have certain aspects, and you create it beforehand in the implications. In both cases, items will be equipped to the combatant for the duration of the mission. If you want a player to keep an item afterward, you can add an AddGear Outcome to manage that.
Specify a customCard if you want to override the default way the enemy shows up in cards at the start of a mission.
Combat Modifiers
Add advantages or disadvantages to the player faction
- type: Should the player have an advantage, or a disadvantage?
- number: How many advantages/disadvantages should the player have? (This many will be picked randomly based on the type)
- specificModifiers: If set, these specific modifiers will override the type and number fields.
Modifiers include the following:
Advantages:
- Fortitude: All party members gain 1 temporary hitpoint
- Courage: All party members gain +1 damage/potency (3 turns)
- Cunning: Flanking attacks this combat deal +1 damage
- Intimidation: All foes suffer 2 damage to start the mission
- Insight: Double the stunt chance for all party members
- Endurance: All party members gain 1 armor and 1 warding (2 turns)
Disadvantages:
- Nausea: All party members lose 1 hitpoint.
- Disorder: Walling provides no armor this combat.
- Misalignment: All augment bonuses are nullified this combat.
- Dismay: All foes gain 1 hitpoint to start the mission.
- Wound: One party member loses half hit points to start combat.
- Disable: One party member gains stun(2) to begin combat
Some Other Notes on Missions
- If you want to fight someone from your party (as a doppelganger or possessed or whatever), don't just put the actual player on the enemy side, because then they'll actually die. Instead, make a clone of them in Implications!
ChangeControl
Used to assign control of the given target to a given controller.
Using something like becomeAllyOf: party and makeHero: true will recruit the given role to your party!
AllowFollowup
See Tidings