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Agility Update
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bombasticSlacks committed Apr 16, 2024
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4 changes: 2 additions & 2 deletions Game/Activities.md
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@@ -101,7 +101,7 @@ _You tinker and work away in the evenings, maybe even while riding._

_You organize watch for the team, taking extra shifts when necessary._

- When the GM rolls to determine if an [Ambush Encounter](Telling-The-Story#Ambush%20Encounter) occurs, you may have your [Grace](Core/Agility#Grace) provide a penalty to the roll.
- When the GM rolls to determine if an [Ambush Encounter](Telling-The-Story#Ambush%20Encounter) occurs, you may have your [Coordination](Core/Agility#Coordination) provide a penalty to the roll.
- You receive a +3 on any [Insight](Core/Intelligence#Insight) tests during [Ambush Encounter](Telling-The-Story#Ambush%20Encounter).
- You are not surprised if ambushed.
- You regain 1 [Power](Game/Core/Blocks/Power)
@@ -120,7 +120,7 @@ _You hunt, forage, and provide for the group._

_You travel ahead, and plan the journey._

- When your GM rolls to see if you have a [Travel Encounter](Telling-The-Story#Travel%20Encounter) you may have your [Grace](Core/Agility#Grace) provide a penalty to the roll.
- When your GM rolls to see if you have a [Travel Encounter](Telling-The-Story#Travel%20Encounter) you may have your [Coordination](Core/Agility#Coordination) provide a penalty to the roll.
- The [GM](How-To-Play#GM) will describe any [Travel Encounter](Telling-The-Story#Travel%20Encounter) that occurs to you, before the [Scene](Core/Terminology#Scene) begins.
- You also gain 1 [Influencing the Story](Telling-The-Story#Influencing%20the%20Story)

2 changes: 1 addition & 1 deletion Game/Example-Gear.md
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@@ -202,7 +202,7 @@ Size 2
*A collection of stamps, plates, glossy paper and inks required to forge official documents. 1 size of [Exotic](Materials#Exotic) material + [Charges](Core/Gear#Charges).*
* Size 2.
* Cost 25.
* Creating a forgery is a [Accuracy](Core/Agility#Accuracy) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty) skill test with a [Difficulty Value](Core/Terminology#Difficulty%20Value) assigned based on the complexity of the forgery. The cost in charges for the forgery is equal to 2 * the [Difficulty Value](Core/Terminology#Difficulty%20Value).
* Creating a forgery is a [Application](Game/Core/Intelligence#Application) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty) skill test with a [Difficulty Value](Core/Terminology#Difficulty%20Value) assigned based on the complexity of the forgery. The cost in charges for the forgery is equal to 2 * the [Difficulty Value](Core/Terminology#Difficulty%20Value).
* [Charges](Core/Gear#Charges)(15).
* [Charges](Core/Gear#Charges) cost 1 silver to replace.

2 changes: 1 addition & 1 deletion Game/Knight.md
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@@ -79,7 +79,7 @@ You cannot be forced to move or knocked over.

### Bash

When you [Avoid](Core/Reacting#Avoid) attacks from opponents [In Melee](Core/Effects#In%20Melee), if you succeed, the opponent must pass a [Grace](Core/Agility#Grace) [Opposed Difficulty(strike)](Core/Skills#Opposed%20Difficulty) or be knocked prone.
When you [Avoid](Core/Reacting#Avoid) attacks from opponents [In Melee](Core/Effects#In%20Melee), if you succeed, the opponent must pass a [Coordination](Core/Agility#Coordination) [Opposed Difficulty(strike)](Core/Skills#Opposed%20Difficulty) or be knocked prone.

### Battle Mount

51 changes: 34 additions & 17 deletions Game/Magic-Modifiers.md
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@@ -6,55 +6,72 @@ nav_order: 2
has_children: false
parent: Magic
---

# Magic Modifiers

These are modifiers you can add to your magical attacks based on your training. None of these are available by default, all are provided with training.

## Area
*Action modifier (-2)*

_Action modifier (-2)_
The attack affects everyone in within [Reach](Core/Movement#Reach) of the target (everyone gets a reaction).

## Burning
*Action modifier (-1)*

_Action modifier (-1)_
If this is a [Successful Attack](Core/Terminology#Successful%20Attack) the [Opponent](Core/Terminology#Opponent) becomes [On Fire](Core/Effects#On%20Fire).

## Concussive
*Action modifier (-1)*
After a [Successful Attack](Core/Terminology#Successful%20Attack) the [Opponent](Core/Terminology#Opponent) performs a [Grace](Core/Agility#Grace) [Fixed Difficulty(0)](Core/Skills#Fixed%20Difficulty), if they fail, they become [Prone](Core/Effects#Prone).

_Action modifier (-1)_
After a [Successful Attack](Core/Terminology#Successful%20Attack) the [Opponent](Core/Terminology#Opponent) performs a [Coordination](Core/Agility#Coordination) [Fixed Difficulty(0)](Core/Skills#Fixed%20Difficulty), if they fail, they become [Prone](Core/Effects#Prone).

## Cone
*Action modifier (-3)*

_Action modifier (-3)_
The attack affects everyone in a cone directed at a target [Close](Core/Movement#Close) to you.

## EMP
*Action modifier (-1)*

_Action modifier (-1)_
If this is a [Successful Attack](Core/Terminology#Successful%20Attack) and the opponent is a machine or automata, the [Opponent](Core/Terminology#Opponent) becomes [Stunned](Core/Effects#Stunned).

## Explosion
*Action modifier (-4)*

_Action modifier (-4)_
This attack hits everyone [Close](Core/Movement#Close) to your target.

## Lethal
*Action modifier varies*

_Action modifier varies_
Your [Attack](Core/Terminology#Attack) does 1 additional [Damage](Core/Terminology#Damage). The penalty for this is variable, see [Calculating Damage](#Calculating%20Damage).

## Painless
*Action modifier (0)*

_Action modifier (0)_
This attack does not cause [Injury](Core/Injury)

## Magic Attack
*Mandatory*

_Mandatory_
This attacks adds $2 \times$ [Spirit](Core/Spirit) to [Damage Bonus](Core/Weapons#Damage%20Bonus) instead of [Strength](Core/Strength) and has a [Range](Core/Weapons#Range) of [Close](Core/Movement#Close).

## Slowing
*Action modifier (-1)*
If this is a [Successful Attack](Core/Terminology#Successful%20Attack) the [Opponent](Core/Terminology#Opponent) is [Slowed](Core/Effects#Slowed).

_Action modifier (-1)_
If this is a [Successful Attack](Core/Terminology#Successful%20Attack) the [Opponent](Core/Terminology#Opponent) is [Slowed](Core/Effects#Slowed).

## Stunning
*Action modifier (-1)*
If this is a [Successful Attack](Core/Terminology#Successful%20Attack) the [Opponent](Core/Terminology#Opponent) performs a [Endurance](Core/Strength#Endurance) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty)(0), if they fail, they become [Stunned](Core/Effects#Stunned).

_Action modifier (-1)_
If this is a [Successful Attack](Core/Terminology#Successful%20Attack) the [Opponent](Core/Terminology#Opponent) performs a [Endurance](Core/Strength#Endurance) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty)(0), if they fail, they become [Stunned](Core/Effects#Stunned).

## Surprising
*Action modifier (-1,-3,-5)*

_Action modifier (-1,-3,-5)_
This attack has a penalty to [Avoid](Core/Reacting#Avoid) equal to the selected modifier.

## Unavoidable
*Action modifier (-5)*
The [Opponent](Core/Terminology#Opponent) cannot perform [Reactions](Core/Terminology#Reaction) in response to this attack.

_Action modifier (-5)_
The [Opponent](Core/Terminology#Opponent) cannot perform [Reactions](Core/Terminology#Reaction) in response to this attack.
2 changes: 1 addition & 1 deletion Game/Mercenary.md
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@@ -102,7 +102,7 @@ During your [Combat Turn](Core/Terminology#Combat%20Turn) you may spend 2 [Power

While armed with only a one-handed [Weapon](Core/Weapons), you can Dance Of Death.

Dance Of Death - On your [Combat Turn](Core/Terminology#Combat%20Turn), as a [Free Action](Core/Terminology#Free%20Action), you may declare you are using dance of death and every [Opponent](Core/Terminology#Opponent) [In Melee](Core/Effects#In%20Melee) with you must make a [Grace](Core/Agility#Grace) [Fixed Difficulty(0)](Core/Skills#Fixed%20Difficulty).
Dance Of Death - On your [Combat Turn](Core/Terminology#Combat%20Turn), as a [Free Action](Core/Terminology#Free%20Action), you may declare you are using dance of death and every [Opponent](Core/Terminology#Opponent) [In Melee](Core/Effects#In%20Melee) with you must make a [Coordination](Core/Agility#Coordination) [Fixed Difficulty(0)](Core/Skills#Fixed%20Difficulty).

- If they succeed, whenever you move any distance they must choose to either move with you or take an immediate [Severe Injury](Core/Injury#Severe%20Injury) to the legs.
- If they fail, they suffer a [Severe Injury](Core/Injury#Severe%20Injury) to the legs.
8 changes: 4 additions & 4 deletions Game/Rogue.md
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@@ -62,7 +62,7 @@ On your [Combat Turn](Core/Terminology#Combat%20Turn), you may make an [Attack](

### Light Step

You never trigger traps by moving over them. You also receive a +1 to [Grace](Core/Agility#Grace) skill tests related to moving silently.
You never trigger traps by moving over them. You also receive a +1 to [Coordination](Core/Agility#Coordination) skill tests related to moving silently.

### Long Shot

@@ -94,7 +94,7 @@ You get an additional 4 size worth of [Belt](Storage#Belt) space.

### Assassination

While not in combat, you can make a [Grace](Core/Agility#Grace) [Opposed Difficulty](Core/Skills#Opposed%20Difficulty)([Insight](Core/Intelligence#Insight)) test against a [Character](Core/Terminology#Character) that is unaware of you, if you succeed, they either receive a [Lethal Injury](Core/Injury#Lethal%20Injury) to the torso, or become [Defeated](Core/Effects#Defeated).
While not in combat, you can make a [Coordination](Core/Agility#Coordination) [Opposed Difficulty](Core/Skills#Opposed%20Difficulty)([Insight](Core/Intelligence#Insight)) test against a [Character](Core/Terminology#Character) that is unaware of you, if you succeed, they either receive a [Lethal Injury](Core/Injury#Lethal%20Injury) to the torso, or become [Defeated](Core/Effects#Defeated).

### Cold Steel

@@ -122,7 +122,7 @@ You can manoeuvre perfectly well in the dark or when your vision is otherwise im

### Shadow Combatant

Your character's [Threat](Core/Weapons#Threat) is reduced by your ranks in [Grace](Core/Agility#Grace).
Your character's [Threat](Core/Weapons#Threat) is reduced by your ranks in [Coordination](Core/Agility#Coordination).

### Vanish

@@ -146,4 +146,4 @@ You do not need an item or object to hide behind when attempting to hide.

### Master Thief

In combat you can perform a [Grace](Core/Agility#Grace) [Opposed Difficulty](Core/Skills#Opposed%20Difficulty)([Reflexes](Core/Agility#Reflexes)) to immediately use a piece of [Equipment](Core/Equipment) stored on another character [In Melee](Core/Effects#In%20Melee). You still need to perform any additional skill checks to use the item.
In combat you can perform a [Coordination](Core/Agility#Coordination) [Opposed Difficulty](Core/Skills#Opposed%20Difficulty)([Reflexes](Core/Agility#Reflexes)) to immediately use a piece of [Equipment](Core/Equipment) stored on another character [In Melee](Core/Effects#In%20Melee). You still need to perform any additional skill checks to use the item.
89 changes: 54 additions & 35 deletions Game/Shaper.md
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@@ -5,91 +5,110 @@ parent: Character Development
grand_parent: Telling The Story
nav_order: 2
---

# Shaper

Character who specializes in shifting reality temporarily. Creating illusions, transforming objects, and manipulating perception.

Magicians are:
* Illusionists
* Tricksters
* Magic Assassins
* Shapeshifters
* Magicians
Magicians are:

- Illusionists
- Tricksters
- Magic Assassins
- Shapeshifters
- Magicians

They can generally teach the following training:

## Basic

### Amateur Shaping

Your character can perform [Channelled Magic](Magic#Channelled%20Magic) to:
* Create the illusion of something that isn’t there: noise, visuals, smell.
* Change a comestible into something more useful.
* Alter yourself in simple ways.
* Attack with magical energy. This attack deals an [Impact](Core/Injury#Impact)/[Rending](Core/Injury#Rending) [Severe Injury](Core/Injury#Severe%20Injury), with [Magic Attack](Magic-Modifiers#Magic%20Attack), and [Multiple Damage Types](Core/Weapon-Traits#Multiple%20Damage%20Types).
* When attacking with a [Magic Attack](Magic-Modifiers#Magic%20Attack) you can use the: [Concussive](Magic-Modifiers#Concussive), [Painless](Magic-Modifiers#Painless), and [Surprising](Magic-Modifiers#Surprising) [Magic-Modifiers](Magic-Modifiers)

Requires 1 [Magical Energy](Magic#Magical%20Energy) and a [Focus](Example-Gear#Focus)
- Create the illusion of something that isn’t there: noise, visuals, smell.
- Change a comestible into something more useful.
- Alter yourself in simple ways.
- Attack with magical energy. This attack deals an [Impact](Core/Injury#Impact)/[Rending](Core/Injury#Rending) [Severe Injury](Core/Injury#Severe%20Injury), with [Magic Attack](Magic-Modifiers#Magic%20Attack), and [Multiple Damage Types](Core/Weapon-Traits#Multiple%20Damage%20Types).
- When attacking with a [Magic Attack](Magic-Modifiers#Magic%20Attack) you can use the: [Concussive](Magic-Modifiers#Concussive), [Painless](Magic-Modifiers#Painless), and [Surprising](Magic-Modifiers#Surprising) [Magic-Modifiers](Magic-Modifiers)

Requires 1 [Magical Energy](Magic#Magical%20Energy) and a [Focus](Example-Gear#Focus)

### Focus Trap

You can set magical abilities you are focussed on to trigger in response to something (a person walking through a door, saying a word etc.) if you are [Defeated](Core/Effects#Defeated) or distracted, your traps fail.

### Mage Assassin
When you perform a magical effect you can roll [Grace](Core/Agility#Grace) [Opposed Difficulty](Core/Skills#Opposed%20Difficulty)([Insight](Core/Intelligence#Insight)) to make it seem like no magic took place.

When you perform a magical effect you can roll [Coordination](Core/Agility#Coordination) [Opposed Difficulty](Core/Skills#Opposed%20Difficulty)([Insight](Core/Intelligence#Insight)) to make it seem like no magic took place.

### Mage Hand

You can levitate things up to your [Spirit](Core/Spirit) in size and [Close](Core/Movement#Close) as naturally as picking them up normally.

### Shadow Illusionist

As long as you have a focus, you can perform [Will](Core/Spirit#Will) tests to sneak, move silently, hide and do other duplicitous acts.

### Silent Channelling

You do not need to speak to perform [Channelled Magic](Magic#Channelled%20Magic).

### Still Channelling

You do not need to move your hands to perform [Channelled Magic](Magic#Channelled%20Magic).

### Wild Casting

You can cast spells normally while transformed into a non-humanoid creature, even if you couldn't hold a [Focus](Example-Gear#Focus). You can also speak normally.

### Wire Fight
You Can Use [Spirit](Core/Spirit) instead of [Agility](Core/Agility) to Calculate [Movement Distance](Core/Movement#Movement%20Distance).

You Can Use [Spirit](Core/Spirit) instead of [Agility](Core/Agility) to Calculate [Movement Distance](Core/Movement#Movement%20Distance).

---

## Advanced

## Expert Shaping
*[Requirement](Core/Terminology#Requirement): [Amateur Shaping](#Amateur%20Shaping)

\*[Requirement](Core/Terminology#Requirement): [Amateur Shaping](#Amateur%20Shaping)
Your character can perform [Channelled Magic](Magic#Channelled%20Magic) to:
* Do more with combat #TODO
* Produce something that isn’t there, but is only perceived by some.
* Create smart illusions that can respond to the world.
* Change a tool, weapon, or armour into something more useful.
* Alter the world around you.
* Alter yourself in meaningful ways, including transforming into animals.
* Alter others in simple ways.
* When attacking with a [Magic Attack](Magic-Modifiers#Magic%20Attack) you get +1 [Damage Bonus](Core/Weapons#Damage%20Bonus), you can use the: [Cone](Magic-Modifiers#Cone), and [Stunning](Magic-Modifiers#Stunning) [Magic-Modifiers](Magic-Modifiers)

Requires 2 [Magical Energy](Magic#Magical%20Energy) and a [Focus](Example-Gear#Focus)
- Do more with combat #TODO
- Produce something that isn’t there, but is only perceived by some.
- Create smart illusions that can respond to the world.
- Change a tool, weapon, or armour into something more useful.
- Alter the world around you.
- Alter yourself in meaningful ways, including transforming into animals.
- Alter others in simple ways.
- When attacking with a [Magic Attack](Magic-Modifiers#Magic%20Attack) you get +1 [Damage Bonus](Core/Weapons#Damage%20Bonus), you can use the: [Cone](Magic-Modifiers#Cone), and [Stunning](Magic-Modifiers#Stunning) [Magic-Modifiers](Magic-Modifiers)

Requires 2 [Magical Energy](Magic#Magical%20Energy) and a [Focus](Example-Gear#Focus)

### Kinetic Monk
*[Requirement](Core/Terminology#Requirement): [Black Belt](Brawler#Black%20Belt)*

_[Requirement](Core/Terminology#Requirement): [Black Belt](Brawler#Black%20Belt)_
While holding nothing but a [Focus](Example-Gear#Focus) you can [Substitute](Core/Terminology#Substitute) [Will](Core/Spirit#Will) for [Strike](Core/Strength#Strike). While doing this, your [Unarmed Attack](Core/Terminology#Unarmed%20Attack) has a [Damage Bonus](Core/Weapons#Damage%20Bonus) of $2 \times Spirit$ and a range of [Close](Core/Movement#Close).

### Powerful Mind
You can [Concentrate](Magic#Concentration) on two spells simultaneously.

You can [Concentrate](Magic#Concentration) on two spells simultaneously.

---

## Master

## Master Shaping
*[Requirement](Core/Terminology#Requirement): [Expert Shaping](#Expert%20Shaping)

\*[Requirement](Core/Terminology#Requirement): [Expert Shaping](#Expert%20Shaping)
Your character can perform [Channelled Magic](Magic#Channelled%20Magic) to:
* Do more with combat #TODO
* Create illusions that effect an intelligent [Character](Core/Terminology#Character) as though they were real if the [Character](Core/Terminology#Character) believes it is real.
* Change yourself into incredible forms, including magical creatures.
* Alter others in meaningful ways.
* Transform an item into something completely unrelated.
* When attacking with a [Magic Attack](Magic-Modifiers#Magic%20Attack) you get +2 [Damage Bonus](Core/Weapons#Damage%20Bonus), you can use the: [Unavoidable](Magic-Modifiers#Unavoidable) [Magic-Modifiers](Magic-Modifiers)

Requires 3 [Magical Energy](Magic#Magical%20Energy) and a [Focus](Example-Gear#Focus)

- Do more with combat #TODO
- Create illusions that effect an intelligent [Character](Core/Terminology#Character) as though they were real if the [Character](Core/Terminology#Character) believes it is real.
- Change yourself into incredible forms, including magical creatures.
- Alter others in meaningful ways.
- Transform an item into something completely unrelated.
- When attacking with a [Magic Attack](Magic-Modifiers#Magic%20Attack) you get +2 [Damage Bonus](Core/Weapons#Damage%20Bonus), you can use the: [Unavoidable](Magic-Modifiers#Unavoidable) [Magic-Modifiers](Magic-Modifiers)

Requires 3 [Magical Energy](Magic#Magical%20Energy) and a [Focus](Example-Gear#Focus)
2 changes: 1 addition & 1 deletion Game/Training-Chopping-Block.md
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@@ -62,7 +62,7 @@ As a free action once per round, you can exchange places with another character

### Thievery

As [Skilled Work](Activities#Skilled%20Work), you can pickpocket. Make a [Variable Difficulty](Core/Skills#Variable%20Difficulty) [Grace](Core/Agility#Grace) skill test, you receive settlement wealth - 1 silver per [Step Of Success](Core/Skills#Step%20Of%20Success). If you fail this skill test you may be in trouble with the law.
As [Skilled Work](Activities#Skilled%20Work), you can pickpocket. Make a [Variable Difficulty](Core/Skills#Variable%20Difficulty) [Coordination](Core/Agility#Coordination) skill test, you receive settlement wealth - 1 silver per [Step Of Success](Core/Skills#Step%20Of%20Success). If you fail this skill test you may be in trouble with the law.

### Improvised Munitions

3 changes: 3 additions & 0 deletions Templates/Advancement.template.md
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@@ -2,6 +2,9 @@
ARCH
{: .label .label-blue }

General/Specialized
{: .label .label-green }

Basic/Advanced/Master
{: .label .label-purple }
#### Name

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