(Covenant’s playtest rules are out! Download a copy now and tell us what you think! If you like what you see, think about becoming a patron!)
Featured Image Credit: NASA/JPL-Caltech
We’ve finished taking notes for the Archimedean Confederation! Find out more below the fold.
Here’s what we want to talk about this week:
- The Archimedean Confederation
- The game mechanic of the week, ties
- How to become a playtester
Well, we’re finally done with our notetaking for the Archimedean Confederation. We finished up with details of the company-state and indigenous state militaries there, including all the mercenary companies. It should serve as a good blueprint for the various enemies and hired guns that you’ll find there.
Now we have to transcribe these notes to index cards. We find it easier to take our notes in a notebook, then transcribe those notes to an index card file. Once we have that file written out and organized, we’ll use that to actually write the Archimedean Confederation’s summary.
The Archimedean Confederation’s summary is the third of six domain summaries for Covenant. We still need to write the ones for the Covenant, Dominion, and Matriarchy, which we’ll probably finish early next year.
Remember, we’ll be making these domain summaries available to the public when we finish all of them. However, if you become a patron, you’ll get each one as we finish it!
GAME MECHANIC OF THE WEEK: NEGATIVE TRAITS
Each of your character’s traits give you 1 advantage to xir bids when you tap them. However, there are times when your traits will hinder you instead of help you. Luckily, Covenant has rules for that.
Here’s an example. Your character is a soldier with the Fighting trait. It represents, not just your character’s ability to fight, but also the aggressive attitude and mindset that xi needs to fight effectively.
Now xi has to negotiate with the NPCs instead of fighting with them. In this case, your character’s Fighting trait is a hindrance. This is because xir aggressive mindset isn’t what xi needs during diplomacy. Instead, xi needs empathy and sincerity.
The same goes if your character was a diplomat with the Convincing trait. The empathy that comes with this trait may hinder xir if xi ever got into a fight.
We call traits in these situations negative traits. The Force Majeure (FM) must determine what kinds of bids turn your traits into negative traits. This has two effects:
- Each of xir negative traits gives xir 1 disadvantage when making these bids, even when these traits are tapped.
- Xi can’t tap these traits to add advantages when making these bids.
BECOMING A PLAYTESTER
Have you downloaded Covenant’s playtest rules yet? Did we mention that they’re free? If not, do it now! They’re free! All we ask is that you tell us what you think about them. You can send your feedback in two ways:
- Email us at email@example.com
- Join our Discord server
That’s about it for now. Talk to you next Friday!