A Cleromancer: The Role Playing Game egy kiváló társasjáték, 2 - játékos részére, az átlagos játékidő rövidebb, csak 1 óra. A társast, 10 éves kortól ajánljuk kipróbálni.
Through centuries, the remnants of old eldritch and occult creatures, have corrupted our safe haven, our home. We have fought these strange encounters far into into our known...
Through centuries, the remnants of old eldritch and occult creatures, have corrupted our safe haven, our home. We have fought these strange encounters far into into our known future and evolved technology to stand the fight. Our most precious place of serenity and comfort, has become a fierce and predatory hunting ground, now govern by stronger singular minds.
The planet, our planet, has surpassed our known timeline and created a future, build on the ruins of eldritch war. Predicting the future, has become the only known weapon of survival, splitted between different perceptions. Desperate measures and primal instincts, has divided our known society into four distinct ideologies, each governing their societies from their perception.
Each ideology has cultivated and evolved a singular way of thinking, a way of being, known as their perception ability. Each ideology has century by century been growing stronger, focusing and evolving their perception ability into the only way of thinking, rejecting other ideologies.
Splitted between ideologies and societies, are people who embrace all four perceptions, adapting to the challenges at hand, as they hunt down the remnants of our past. They don’t conform to a singular perceptions and train their mind to be universal. These people are known as Cleromancers.
In Cleromancer: The Role Playing Game, our group of explorers and companions, travel the world to achieve strange and occult challenges; fighting, manipulating and exploring their way through each encounter they face.
An adventure deck is a scenario of cards, aiding the game master through his story, with immersive narrative and visualizing the journey with captivating artwork. Each adventure deck consist of a series of encounters, known as encounter decks. Each encounter deck has an order of approach. Some encounters are can be approached simultaneous or even optional. Other encounters require that previous encounters has been succeeded or failed, before they become available or unlocked.
When starting a new adventure, the game master can use an entire adventure deck and its encounters out of the box, or construct encounters from multiple adventures, creating an entirely unique and personalized adventure.
The adventure has a setup and story introduction, for the scenario at hand. In the setup, the encounters needed are listed together with their suggested placement on the table. When playing with encounter decks, the game master will place each deck on the table, forming a landscape, that players can explore. The encounter decks can visualize cities, rooms or other areas of interest, which the players can travel between and interact with.
Some adventures can be part of a campaign, where one unique encounter, might lead to a new adventure at a different place, creating a new set of encounters on the table to explore. Some encounters, might split the group of players into different adventures, fighting to get reunited.
The players can either select from predefined characters or create their own, based on the core rules. Each character will be given ten experience points to define their four perceptions; engineering, architecture, artistry and poetry. These perceptions, will define their subsequent skills and their available dice pool.
In Cleromancer, each player will receive dice, matching the perceptions, starting with ten dice. A dice is a mental struggle which will define the encounters ahead. At each challenge within their current encounter, the player can roll their dice available, to achieve the current challenge. The more dice available, the higher the chance of success. But as each dice is representing a mental process, the mind can also get stressed by the large dice pool and the player could potentially suffer strain, which limits the dice pool.
Each die has both successes and failures, which must match the current skill test. When rolled, the advantage and disadvantage symbols cancel each other out. The remaining advantages or disadvantage, are then matched to the challenge index. Regardless of the result, the players always succeed in their actions, though the game master might change the outcome, based on the advantage or disadvantage drawn from the challenge deck.
The players dice area consist of a ready dice pool, from which the player can freely choose any number of dice, to use in a skill test. The dice area also has an exhausted dice pool, where dice are stored until readied. The exhausted dice pool represent the amount of stress or mental burdens, that the player is currently suffering.
Besides the dice pool; encounter cards, advantage cards and disadvantage cards, can lock a play die to the card, with an either forced or optional condition. Limiting or strengthening the players skill tests.