OpenFray

Appendix C

Running the counts in OpenFray

This book runs in the OpenFray console as spells and presets rather than as stat blocks, because an apothecary’s book has no creatures in it. Nothing in this appendix is a new rule. The counts are the ones the first chapter and the fourth set out, and what follows only says where each of them sits on the screen.

Turning the book on

The library is off until a Game Master asks for it:

  1. Open the gear menu at the top right of the console, and choose Settings.
  2. On the Libraries tab, tick On Strong Waters and Potent Simples.
  3. Close with Done.

Its eleven spells join the Cast spell list and its presets join the Presets picker inside Apply effect. It ships no creatures, so the Add creature list is unchanged.

Which preset is which

Eight presets carry the three counts. They are found by opening Apply effect on any creature or player character and searching the Presets picker at the top of the box:

In the bookThe presetWhat it is
Intoxication, levels 1 to 4Intoxication 1 to Intoxication 4One at a time, each adding to the ones below
CravingCravingA counter, raised and lowered by hand
The three degreesAddicted 1, Addicted 2, Addicted 3A record, left on the creature between fights

Each preset applies as one bundle named for its step: one badge on the tracker row, and one entry under Applied effects with the step’s parts listed beneath it. A condition is carried only where the book gives one: Intoxication 3 applies Poisoned and Intoxication 4 applies Unconscious. The ladder in full is the waters card in appendix B, which is where it is read; a badge on a tracker row has space for one line.

The Advantage and Disadvantage in these rules is tied to particular abilities — Wisdom checks, Dexterity saving throws — and the levels carry those lines as real modifiers, scoped to those abilities, along with the blind levels’ 10 feet of Speed. The console works them into a creature’s own rolls and numbers; a player’s dice stay the player’s. One line has no modifier to carry it — Advantage on saving throws against being Frightened — and stays a reminder the table reads.

An evening

Intoxication moves in one direction over a few hours and then goes. A level applied to a combatant appears under Applied effects, and on the creature’s row in the tracker:

  1. Apply Intoxication 1 on the first failed saving throw past capacity.
  2. On the next failed saving throw, apply the next level and Clear the one below it. A creature holds one level at a time, and the effects of the levels below it hold too.
  3. Clear the last of it when the evening has worn off. A creature that reached level 4 is owed 1 Exhaustion level, which the console does not add on its own.

However many parts a level carries, it lands as one badge, and one press clears the whole step — the badge itself, or Clear all beside the level’s name under Applied effects. A part can still be cleared on its own from its line there.

Days, and what is kept between them

Craving and the degrees outlast a fight, so they are kept on a player character’s row rather than on a creature that will be gone by the next session.

Apply Craving once, and it sits under Applied effects with −1, +1 and Reset beside it, reading its count on the creature’s row. Raise it by what an entry names, lower it by 1 for a day gone entirely without, and at 6 press Reset and apply the degree the count has reached. Applying Addicted 1, 2 or 3 records the degree, and it stays until the addiction ends.

The console keeps a count, not a substance. A creature that wants two things needs two counters, and two badges both reading Craving are not told apart. A Game Master tracking more than one can stage a counter by hand and press Save as preset to name it for the substance, which needs an account.

The spells

The eleven spells of the eighth chapter appear in Cast spell, badged SW&PS and linked back to the book. Casting one shows its card and records the cast in the game log, and does nothing else: none of them rolls damage or asks for a target, because none of them does anything to the board. What each does afterwards is settled at the table.

What the console does not do

Three of the book’s clocks are the Game Master’s, and the console holds none of them:

  • The hour. Intoxication falls by a level for each hour without drinking. Nothing ticks it down; the level is replaced or cleared by hand.
  • The day. Craving falls by 1 for each full day gone entirely without, and a degree ends on successes counted across days. Days pass between sessions, and a counter that moved on its own would be wrong more often than right.
  • The saving throw. The one that refuses a measure and the one that ends an addiction are both made at the table, by whoever the day belongs to.