From 8cbf802f68278ece245ac57812082c5c0111c3ae Mon Sep 17 00:00:00 2001 From: bombasticSlacks Date: Sun, 17 Dec 2023 13:42:02 -0400 Subject: [PATCH] Linting --- Game/Academic.md | 64 ++++++++-------- Game/Activities.md | 20 ++--- Game/Adventurers.md | 10 +-- Game/Arcanist.md | 16 ++-- Game/Assets.md | 4 +- Game/Bits.md | 2 +- Game/Brawler.md | 46 ++++++------ Game/Character-Development.md | 12 +-- Game/Character-Milestones.md | 20 ++--- Game/Creature-Traits.md | 2 +- Game/Designing-Armour.md | 16 ++-- Game/Designing-Comestibles.md | 4 +- Game/Designing-Storage.md | 12 +-- Game/Designing-Weapons.md | 30 ++++---- Game/Dynamist.md | 28 +++---- Game/Example-Armour.md | 68 ++++++++--------- Game/Example-Comestibles.md | 2 +- Game/Example-Gear.md | 74 +++++++++---------- Game/Example-Storage.md | 12 +-- Game/Example-Transhumanist-Effects.md | 10 +-- Game/Example-Weapons.md | 64 ++++++++-------- Game/Hide.md | 2 +- Game/Home.md | 2 +- Game/How-To-Play.md | 16 ++-- Game/Knight.md | 42 +++++------ Game/Labourer.md | 30 ++++---- Game/Liquid.md | 2 +- Game/Magic-Items.md | 8 +- Game/Magic-Modifiers.md | 26 +++---- Game/Magic.md | 12 +-- Game/Materials.md | 2 +- Game/Mercenary.md | 50 ++++++------- Game/Metal.md | 2 +- Game/Monster-Types/Beast.md | 2 +- Game/Monster-Types/Elemental.md | 18 ++--- Game/Monster-Types/People.md | 12 +-- Game/Monster-Types/Undead.md | 30 ++++---- Game/Mounts.md | 14 ++-- Game/Mystic.md | 22 +++--- Game/Resonant.md | 2 +- Game/Rogue.md | 50 ++++++------- Game/Services.md | 8 +- Game/Shaper.md | 26 +++---- Game/Star.md | 46 ++++++------ Game/Storage.md | 6 +- Game/Tables.md | 4 +- Game/Telling-The-Story.md | 4 +- Game/Textiles.md | 2 +- Game/Training-Chopping-Block.md | 26 +++---- Game/Wanderer.md | 32 ++++---- Game/Wood.md | 2 +- Game/Worlds/Post-Calamity/Breckles-Pass.md | 8 +- Game/Worlds/Post-Calamity/Hooks.md | 4 +- Game/Worlds/Post-Calamity/Projects.md | 2 +- Game/Worlds/Post-Calamity/Session-03.md | 4 +- Game/Worlds/Post-Calamity/Session-10.md | 8 +- Game/Worlds/Post-Calamity/Session-11.md | 26 +++---- .../Post-Calamity/Tennens-Settlement.md | 12 +-- Game/Worlds/Post-Calamity/Wayside.md | 2 +- Templates/Boss.template.md | 6 +- Templates/Elite.template.md | 4 +- Templates/Fodder.template.md | 2 +- 62 files changed, 547 insertions(+), 547 deletions(-) diff --git a/Game/Academic.md b/Game/Academic.md index 603b224..70e156f 100644 --- a/Game/Academic.md +++ b/Game/Academic.md @@ -19,77 +19,77 @@ They can generally teach the following training: ## Basic ### Apophenia -Spend a [Power](Core/Stats.md#Max%20Power), you can declare your far-fetched theory about what is really going on. Rolls you make which help confirm or refute your theory receive +1. +Spend a [Power](Core/Stats#Max%20Power), you can declare your far-fetched theory about what is really going on. Rolls you make which help confirm or refute your theory receive +1. -Your far-fetched theory can help progress [Projects](Core/Skills.md#Project) only tangentially related. +Your far-fetched theory can help progress [Projects](Core/Skills#Project) only tangentially related. ### Autodoc -You can perform invasive [Surgeon](#Surgeon) work on yourself and ignore your own [Injury Penalty](Core/Injury.md#Injury%20Penalty) when performing [Application](Core/Intelligence.md#Application) skill tests. +You can perform invasive [Surgeon](#Surgeon) work on yourself and ignore your own [Injury Penalty](Core/Injury#Injury%20Penalty) when performing [Application](Core/Intelligence#Application) skill tests. ### Brilliant Bastard -You have a [Critical Success](Core/Skills.md#Critical%20Success) on [Action](Core/Terminology.md#Action) on a dice roll of double 1’s. +You have a [Critical Success](Core/Skills#Critical%20Success) on [Action](Core/Terminology#Action) on a dice roll of double 1’s. ### Doctors Eye -You can always tell how injured a person is (and where). When starting a health/medicine related [Project](Core/Skills.md#Project) you always succeed with at least 1 [Step Of Success](Core/Skills.md#Step%20Of%20Success). +You can always tell how injured a person is (and where). When starting a health/medicine related [Project](Core/Skills#Project) you always succeed with at least 1 [Step Of Success](Core/Skills#Step%20Of%20Success). ### Intellectual Leap -When you use [Insight](Core/Intelligence.md#Insight) to gain information, you can spend 1 [Power](Core/Stats.md#Max%20Power) to infer another useful fact about the thing. Ask another question and the [GM](How-To-Play#GM) should answer honestly. +When you use [Insight](Core/Intelligence#Insight) to gain information, you can spend 1 [Power](Core/Stats#Max%20Power) to infer another useful fact about the thing. Ask another question and the [GM](How-To-Play#GM) should answer honestly. ### Kill Switch -While controlling a [Grapple](Core/Special-Combat-Actions.md#grapple) you can perform an [Application](Core/Intelligence.md#Application) skill test to disable automata and machines. +While controlling a [Grapple](Core/Special-Combat-Actions#grapple) you can perform an [Application](Core/Intelligence#Application) skill test to disable automata and machines. ### Knowledgeable Cryptozoologist -You're knowledgeable about all animals and monsters and can make [Memory](Core/Intelligence.md#Memory) tests to know about them. +You're knowledgeable about all animals and monsters and can make [Memory](Core/Intelligence#Memory) tests to know about them. ### Knowledgeable Geographer -You're knowledgeable about all geography and can make [Memory](Core/Intelligence.md#Memory) tests to know about them. +You're knowledgeable about all geography and can make [Memory](Core/Intelligence#Memory) tests to know about them. ### Knowledgeable Historian -You're knowledgeable about all history and can make [Memory](Core/Intelligence.md#Memory) tests to know about them. +You're knowledgeable about all history and can make [Memory](Core/Intelligence#Memory) tests to know about them. ### Knowledgeable Interpreter -You're knowledgeable about all religious groups, otherworldly entities and superstitions and can make [Memory](Core/Intelligence.md#Memory) tests to know about them. +You're knowledgeable about all religious groups, otherworldly entities and superstitions and can make [Memory](Core/Intelligence#Memory) tests to know about them. ### Knowledgeable Laws and Customs -You're knowledgeable about the nuanced laws and customs of areas and can make [Memory](Core/Intelligence.md#Memory) tests to know about them. +You're knowledgeable about the nuanced laws and customs of areas and can make [Memory](Core/Intelligence#Memory) tests to know about them. ### Knowledgeable Magi -You're knowledgeable about all magic, spells, rituals, and places of power and can make [Memory](Core/Intelligence.md#Memory) tests to know about them. +You're knowledgeable about all magic, spells, rituals, and places of power and can make [Memory](Core/Intelligence#Memory) tests to know about them. ### Knowledgeable Materialist -You're knowledgeable about all [Materials](Materials) and can make [Memory](Core/Intelligence.md#Memory) tests to know about them. +You're knowledgeable about all [Materials](Materials) and can make [Memory](Core/Intelligence#Memory) tests to know about them. ### Knowledgeable Tactician -You're knowledgeable about historical and strategic military knowledge and can make [Memory](Core/Intelligence.md#Memory) tests to know about them. +You're knowledgeable about historical and strategic military knowledge and can make [Memory](Core/Intelligence#Memory) tests to know about them. ### Long Term Care -As a [Travel Activity](Activities#Travel%20Activity) you can declare you are going to heal peoples wounds. Your [Allies](Core/Terminology.md#Ally) travelling with you can perform the [Injury Recovery](Activities#Injury%20Recovery) action. +As a [Travel Activity](Activities#Travel%20Activity) you can declare you are going to heal peoples wounds. Your [Allies](Core/Terminology#Ally) travelling with you can perform the [Injury Recovery](Activities#Injury%20Recovery) action. ### Macguffin You know just the thing to solve this problem. It might take time to find or build, but once per session you know just the thing to resolve an issue and the answer will be relatively on hand. -Start a [Project](Core/Skills.md#Project) with a number of steps required by the GM, this project doesn't require an initial skill test to work towards a solution to the problem. +Start a [Project](Core/Skills#Project) with a number of steps required by the GM, this project doesn't require an initial skill test to work towards a solution to the problem. ### On Ice -You have twice as long to perform [Managing Injuries](Core/Injury.md#Managing%20Injuries) skill tests on characters before it becomes impossible. +You have twice as long to perform [Managing Injuries](Core/Injury#Managing%20Injuries) skill tests on characters before it becomes impossible. ### Parabolic Targeting -You can make ranged attack skill tests using the [Application](Core/Intelligence.md#Application) skill. +You can make ranged attack skill tests using the [Application](Core/Intelligence#Application) skill. ### Photographic Memory Your character memorizes any document you get to see. ### Problem Solver -You receive a +2 to all skill tests to start a [Project](Core/Skills.md#Project) +You receive a +2 to all skill tests to start a [Project](Core/Skills#Project) ### Scientific Activation -You can attempt to activate magical items, places of power, and other magical things using [Application](Core/Intelligence.md#Application). This includes [Bind](Core/Terminology.md#Bind) when [Using Magic Items](Magic-Items#Using%20Magic%20Items). +You can attempt to activate magical items, places of power, and other magical things using [Application](Core/Intelligence#Application). This includes [Bind](Core/Terminology#Bind) when [Using Magic Items](Magic-Items#Using%20Magic%20Items). ### Speculative Medicine -At the beginning of any combat encounter, you can name a character who you think will be injured during the encounter. Any medical tests you make on that person during and after this combat gets a +3. The person you select also gets +1 to [Identity](Core/Spirit.md#Identity) skill tests for the duration of the encounter. +At the beginning of any combat encounter, you can name a character who you think will be injured during the encounter. Any medical tests you make on that person during and after this combat gets a +3. The person you select also gets +1 to [Identity](Core/Spirit#Identity) skill tests for the duration of the encounter. ### Sword Surgeon -While holding a rending weapon you can [Substitute](Core/Terminology.md#Substitute) [Application](Core/Intelligence.md#Application) for [Strike](Core/Strength.md#Strike). +While holding a rending weapon you can [Substitute](Core/Terminology#Substitute) [Application](Core/Intelligence#Application) for [Strike](Core/Strength#Strike). ### Your Money Is Good Here You always receive full value when exchanging currency. @@ -100,7 +100,7 @@ You always receive full value when exchanging currency. ## Advanced ### Do No Harm -You receive a (+1) to all [Non-Combat](Core/Terminology.md#Non-Combat) [Actions](Core/Terminology.md#Action), however to directly harm another [Character](Core/Terminology.md#Character), you need to succeed an [Identity](Core/Spirit.md#Identity) [Fixed Difficulty(0)](Core/Skills.md#Fixed%20Difficulty). +You receive a (+1) to all [Non-Combat](Core/Terminology#Non-Combat) [Actions](Core/Terminology#Action), however to directly harm another [Character](Core/Terminology#Character), you need to succeed an [Identity](Core/Spirit#Identity) [Fixed Difficulty(0)](Core/Skills#Fixed%20Difficulty). ### Exact Dosage Whenever you administer an alchemical solution with a duration, if the duration is rolled for in rounds, roll twice and take the result of your choice. If the solution's duration is not rolled for, you can choose for it to last either half or twice as long. If the solution's effect is immediate, you can choose to use only half the amount. @@ -108,17 +108,17 @@ Whenever you administer an alchemical solution with a duration, if the duration ### I Packed It Once per [Downtime](Telling-The-Story#Downtime), you can declare after the fact that you purchased an item while you were last resting in a settlement. The item would have to have been available, and you need to spend the equivalent currency it would have cost. -You also count as having an [Explorers Kit](Example-Gear#Explorers%20Kit), you can use it for [Power](Core/Stats.md#Max%20Power) instead of silver. +You also count as having an [Explorers Kit](Example-Gear#Explorers%20Kit), you can use it for [Power](Core/Stats#Max%20Power) instead of silver. ### Surgeon You may perform surgery on someone who has suffered lasting injuries to treat them. -Surgery, at a minimum, requires a flat surface and [Surgeons Tool Set](Example-Gear#Surgeons%20Tool%20Set). It is a [Application](Core/Intelligence.md#Application) [Opposed Difficulty](Core/Skills.md#Opposed%20Difficulty)([Injury Penalty](Core/Injury.md#Injury%20Penalty)), you receive a: +Surgery, at a minimum, requires a flat surface and [Surgeons Tool Set](Example-Gear#Surgeons%20Tool%20Set). It is a [Application](Core/Intelligence#Application) [Opposed Difficulty](Core/Skills#Opposed%20Difficulty)([Injury Penalty](Core/Injury#Injury%20Penalty)), you receive a: * (+2) for a sterile environment. * (+1) for monitoring equipment. -A successful surgery removes the person's [Injury Penalty](Core/Injury.md#Injury%20Penalty). If you have access to any replacement body parts, or mostly intact severed limbs, they can be reapplied as part of surgery. +A successful surgery removes the person's [Injury Penalty](Core/Injury#Injury%20Penalty). If you have access to any replacement body parts, or mostly intact severed limbs, they can be reapplied as part of surgery. -Surgery takes 20 minutes per [Injury](Core/Injury.md) the person has sustained, with [Vitals](Core/Injury.md#Vitals) injuries taking twice as long. The total time in surgery is equal to the sum of all injuries. +Surgery takes 20 minutes per [Injury](Core/Injury) the person has sustained, with [Vitals](Core/Injury#Vitals) injuries taking twice as long. The total time in surgery is equal to the sum of all injuries. Surgery can only be attempted once, per person, per [Downtime](Telling-The-Story#Downtime). @@ -130,10 +130,10 @@ Surgery can only be attempted once, per person, per [Downtime](Telling-The-Story ### Multitasker Once per [Downtime](Telling-The-Story#Downtime), you can opt to take a second combat action after your first or expedite / multitask two narrative actions. ### Playing God -*[Requirement](Core/Terminology.md#Requirement): [Surgeon](#Surgeon)* -You cannot have [Critical Failure](Core/Skills.md#Critical%20Failure) in surgery. +*[Requirement](Core/Terminology#Requirement): [Surgeon](#Surgeon)* +You cannot have [Critical Failure](Core/Skills#Critical%20Failure) in surgery. -You can also attempt to bring someone who has died from an injury back to life. This is an [Application](Core/Intelligence.md#Application) [Fixed Difficulty](Core/Skills.md#Fixed%20Difficulty) (-3), and anyone [Aiding](Core/Skills.md#Aid%20and%20Hindrance) you must also have Playing God. It must be performed within 10 minutes of the injury occurring and is surgery. +You can also attempt to bring someone who has died from an injury back to life. This is an [Application](Core/Intelligence#Application) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty) (-3), and anyone [Aiding](Core/Skills#Aid%20and%20Hindrance) you must also have Playing God. It must be performed within 10 minutes of the injury occurring and is surgery. ### Trauma Doc -If you successfully use a [Trauma Kit](Example-Gear#Trauma%20Kit) on someone, their [Injury Penalty](Core/Injury.md#Injury%20Penalty) goes away. You can also make a medical test to treat ongoing negatives that were caused by someone else's medical work. +If you successfully use a [Trauma Kit](Example-Gear#Trauma%20Kit) on someone, their [Injury Penalty](Core/Injury#Injury%20Penalty) goes away. You can also make a medical test to treat ongoing negatives that were caused by someone else's medical work. diff --git a/Game/Activities.md b/Game/Activities.md index bc94b66..3f51b95 100644 --- a/Game/Activities.md +++ b/Game/Activities.md @@ -15,7 +15,7 @@ Perform a [Travel Activity](#Travel%20Activity) --- ### Injury Recovery -Remove your [Injury Penalty](Core/Injury.md#Injury%20Penalty). +Remove your [Injury Penalty](Core/Injury#Injury%20Penalty). --- ### Interview @@ -49,7 +49,7 @@ These are actions that a character can do while travelling somewhere, your spare ### Good Night's Rest *You focus on sleeping and being prepared for what lies ahead.* * +1 to a single skill test the next day, declared before rolling. -* Refresh your [Power](Core/Stats.md#Max%20Power) to maximum. +* Refresh your [Power](Core/Stats#Max%20Power) to maximum. --- ### Do Production Work @@ -59,10 +59,10 @@ These are actions that a character can do while travelling somewhere, your spare --- ### On Watch *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.md#Grace) provide a penalty to the roll. -* You receive a +3 on any [Insight](Core/Intelligence.md#Insight) tests during [Ambush Encounter](Telling-The-Story#Ambush%20Encounter). +* 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. +* 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](Core/Stats.md#Max%20Power) +* You regain 1 [Power](Core/Stats#Max%20Power) --- ### Scavenge @@ -72,15 +72,15 @@ These are actions that a character can do while travelling somewhere, your spare --- ### Scout *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.md#Grace) 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.md#Scene) begins. +* 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. +* 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) --- ### Socialize *You share stories, play games, or train with your friends.* -* Any time you [Aid](Core/Skills.md#Aid%20and%20Hindrance) a character who also Socialized when selecting [Activities](Activities), you get a (+2) instead of a (+1). -* You may spend up to 2XP [Learning](Character-Development#Learning), a skill or training another [Character](Core/Terminology.md#Character) also socializing has [Known](Character-Development#Known). +* Any time you [Aid](Core/Skills#Aid%20and%20Hindrance) a character who also Socialized when selecting [Activities](Activities), you get a (+2) instead of a (+1). +* You may spend up to 2XP [Learning](Character-Development#Learning), a skill or training another [Character](Core/Terminology#Character) also socializing has [Known](Character-Development#Known). --- ### Night Learning @@ -100,6 +100,6 @@ Your character has a specific skill or talent that they are trained to leverage. ### Production Work Your character has a specific skill or talent and can create a certain amount of goods ready to be traded based on succeeding on a skill test of some kind. Similar to Skilled work, but your compensation will usually not be in silver, and instead in something that will need to be exchanged. -Any production work you do, assuming you succeed, will pay similarly to what it costs in [Costs Of Services](Services#Costs%20Of%20Services). When you arrive in a town for the first time every week, the town should perform a [Variable Difficulty](Core/Skills.md#Variable%20Difficulty) [Wealth](Core/Running-The-Game.md#Wealth) test to determine how many people in town want production work done. If the town succeeds, 1 job + 1 per [Step Of Success](Core/Skills.md#Step%20Of%20Success) is available. +Any production work you do, assuming you succeed, will pay similarly to what it costs in [Costs Of Services](Services#Costs%20Of%20Services). When you arrive in a town for the first time every week, the town should perform a [Variable Difficulty](Core/Skills#Variable%20Difficulty) [Wealth](Core/Running-The-Game#Wealth) test to determine how many people in town want production work done. If the town succeeds, 1 job + 1 per [Step Of Success](Core/Skills#Step%20Of%20Success) is available. The GM may put limits on what sorts of work the locals want done, but shouldn't be too conservative. Even a small, poor village might put their money together to get a powerful ritualist to make sure they have rain in the coming weeks. diff --git a/Game/Adventurers.md b/Game/Adventurers.md index 8c8e094..e9c234b 100644 --- a/Game/Adventurers.md +++ b/Game/Adventurers.md @@ -18,14 +18,14 @@ To create a character who is already a knowledgeable adventurer.  * Finalize your character ## Determine Your Total XP -First talk to your GM and other players to determine if there is a limit to how much XP the character should spend right now. This can be marked on your sheet as your [Total XP](Core/Stats.md#Total%20XP). +First talk to your GM and other players to determine if there is a limit to how much XP the character should spend right now. This can be marked on your sheet as your [Total XP](Core/Stats#Total%20XP). ## Determine Your Attributes -Assign your [Attributes](Core/Stats.md#Attributes) placing one of the two sets of values in each of the 5 attributes. +Assign your [Attributes](Core/Stats#Attributes) placing one of the two sets of values in each of the 5 attributes. * 4,3,2,2,2 * 3,3,3,2,2 -> So, 4 [Strength](Core/Strength.md), 3 [Agility](Core/Agility.md), 2 [Intelligence](Core/Intelligence.md), 2 [Spirit](Core/Spirit.md), 2 [Communication](Core/Communication.md) is a valid stat line +> So, 4 [Strength](Core/Strength), 3 [Agility](Core/Agility), 2 [Intelligence](Core/Intelligence), 2 [Spirit](Core/Spirit), 2 [Communication](Core/Communication) is a valid stat line ## Determine Your Skills You can put 7 ranks into skills of your choice, no skill may go above rank 2. @@ -42,7 +42,7 @@ Your characters are guaranteed to begin play with: * 4 storage [Belt](Storage#Belt). * 10 storage [Saddlebag](Storage#Saddlebag). * [Camping Gear](Example-Gear#Camping%20Gear). -* Size 1, 2, or 3 [Basic](Core/Weapons.md#Basic) Weapon. +* Size 1, 2, or 3 [Basic](Core/Weapons#Basic) Weapon. * Set of [Clothing](Example-Gear#Clothing) covering your entire body. * A wild horse [Mount](Mounts) with 1 mobility, 1 toughness, 1 combat. * $Silver = 50 + 10 * Total\ XP$ @@ -54,7 +54,7 @@ You also, at any point during purchasing get 5 [Downtime Activities](Activities# > So, you could craft an item you then buy some stuff to upgrade. ## Finalize Your Character -Finally calculate your character other [Additional Attributes](Core/Stats.md#Additional%20Attributes) and make note of your items and abilities. +Finally calculate your character other [Additional Attributes](Core/Stats#Additional%20Attributes) and make note of your items and abilities. If you have any unspent XP you start with an additional $5 \times unspent\ XP$ silver diff --git a/Game/Arcanist.md b/Game/Arcanist.md index f7717f8..26fc8e7 100644 --- a/Game/Arcanist.md +++ b/Game/Arcanist.md @@ -26,9 +26,9 @@ Your character can perform [Ritual Magic](Magic#Ritual%20Magic) to: * Summon a familiar that obeys * Conjure simple items that won't be missed (from wherever you take them). - [Crafting Cost](Core/Terminology.md#Crafting%20Cost): 1 size of [Artisan](Materials#Artisan) [Materials](Materials) + a [Reagent Bag](Example-Gear#Reagent%20Bag) charge. + [Crafting Cost](Core/Terminology#Crafting%20Cost): 1 size of [Artisan](Materials#Artisan) [Materials](Materials) + a [Reagent Bag](Example-Gear#Reagent%20Bag) charge. ### Bewitched -You can imbue magic into people as you can permanent [Equipment](Core/Equipment.md). +You can imbue magic into people as you can permanent [Equipment](Core/Equipment). People count as Size 5, body parts as size 2 @@ -36,12 +36,12 @@ People count as Size 5, body parts as size 2 You may attempt a ritual without 1 of the requirements and replace it with an amount of blood. ### Hallowed Ground -You can imbue magic into places as you can permanent [Equipment](Core/Equipment.md). +You can imbue magic into places as you can permanent [Equipment](Core/Equipment). Places count as Size 5 ### Intellectual Methods -[Attunement](Core/Spirit.md#Attunement) is an [Intelligence](Core/Intelligence.md) skill for you. +[Attunement](Core/Spirit#Attunement) is an [Intelligence](Core/Intelligence) skill for you. @@ -50,14 +50,14 @@ Places count as Size 5 ## Advanced ### Expert Arcana -*[Requirement](Core/Terminology.md#Requirement): [Amateur Arcana](#Amateur%20Arcana)* +*[Requirement](Core/Terminology#Requirement): [Amateur Arcana](#Amateur%20Arcana)* Your character can perform [Ritual Magic](Magic#Ritual%20Magic) to: * Create [Harmonic](Magic-Items#Harmonic) [Magic-Items](Magic-Items). * Summon an animal that obeys. * Conjure more complex items that will be missed. * Teleport an exact item to yourself. - [Crafting Cost](Core/Terminology.md#Crafting%20Cost): Size of target item in [Exotic](Materials#Exotic) [Materials](Materials) + Size of target item in [Artisan](Materials#Artisan) [Materials](Materials) + a [Reagent Bag](Example-Gear#Reagent%20Bag) charge. + [Crafting Cost](Core/Terminology#Crafting%20Cost): Size of target item in [Exotic](Materials#Exotic) [Materials](Materials) + Size of target item in [Artisan](Materials#Artisan) [Materials](Materials) + a [Reagent Bag](Example-Gear#Reagent%20Bag) charge. ### Invigorated Enchantment You can imbue two separate magical effects into an item. @@ -71,11 +71,11 @@ You can hold an additional $2 \times Spirit$ Size of items. These items can be a ## Master ### Master Arcana -*[Requirement](Core/Terminology.md#Requirement): [Expert Arcana](#Expert%20Arcana)* +*[Requirement](Core/Terminology#Requirement): [Expert Arcana](#Expert%20Arcana)* Your character can perform [Ritual Magic](Magic#Ritual%20Magic) to: * Create [Discordant](Magic-Items#Discordant) [Magic-Items](Magic-Items). * Summon a magical creature that obeys. * Conjure an exact item of need (the owner may be angry about this). - [Crafting Cost](Core/Terminology.md#Crafting%20Cost): Size of target item in [Exotic](Materials#Exotic) [Materials](Materials), but must be two separate [Materials](Materials) + Size of target item in [Artisan](Materials#Artisan) [Materials](Materials) + a [Reagent Bag](Example-Gear#Reagent%20Bag) charge. + [Crafting Cost](Core/Terminology#Crafting%20Cost): Size of target item in [Exotic](Materials#Exotic) [Materials](Materials), but must be two separate [Materials](Materials) + Size of target item in [Artisan](Materials#Artisan) [Materials](Materials) + a [Reagent Bag](Example-Gear#Reagent%20Bag) charge. diff --git a/Game/Assets.md b/Game/Assets.md index b82df8c..2a45b65 100644 --- a/Game/Assets.md +++ b/Game/Assets.md @@ -6,7 +6,7 @@ nav_order: 2 has_children: true --- # Assets -Asset [Equipment](Core/Equipment.md) is your more abstract holdings. If you own a house, business, manage a keep etc. Some of these will require active management to maintain, or have maintenance costs and potential earnings. +Asset [Equipment](Core/Equipment) is your more abstract holdings. If you own a house, business, manage a keep etc. Some of these will require active management to maintain, or have maintenance costs and potential earnings. ## Land #TODOcopy @@ -18,7 +18,7 @@ These are large pieces of equipment, machines, or other things that could assist Some infrastructure will require being placed on [Land](#Land) to be usable. At worst, space can generally be rented for space requirement silver per day. ## Acquiring Infrastructure -* [Found through play](Core/Equipment.md#Looting) +* [Found through play](Core/Equipment#Looting) * [Purchased](Example-Infrastructure) diff --git a/Game/Bits.md b/Game/Bits.md index a507b6c..e308e55 100644 --- a/Game/Bits.md +++ b/Game/Bits.md @@ -8,7 +8,7 @@ nav_order: 2 # Bits One of the [Materials](Materials) used for crafting and trading. -After killing a creature you can, unless it’s been annihilated, usually [harvest](Core/Equipment.md#Looting) some bits. Bits are a generalization of organs, glands, bones, and other valuables. Your character would intuitively know what parts of a creature are valuable, even if you don’t yet. +After killing a creature you can, unless it’s been annihilated, usually [harvest](Core/Equipment#Looting) some bits. Bits are a generalization of organs, glands, bones, and other valuables. Your character would intuitively know what parts of a creature are valuable, even if you don’t yet. ## Basic Bits Simple unimpressive creature viscera, not useful for much more than cooking or filler. diff --git a/Game/Brawler.md b/Game/Brawler.md index 3c179f3..acbf30e 100644 --- a/Game/Brawler.md +++ b/Game/Brawler.md @@ -20,13 +20,13 @@ They can generally teach the following training: ## Basic ### Black Belt -Your [Unarmed Attack](Core/Terminology.md#Unarmed%20Attack), have a [Damage Bonus](Core/Weapons.md#Damage%20Bonus) of $2 \times Strength$. +Your [Unarmed Attack](Core/Terminology#Unarmed%20Attack), have a [Damage Bonus](Core/Weapons#Damage%20Bonus) of $2 \times Strength$. ### Bushwhacker -Whenever someone you are [In Melee](Core/Effects.md#In%20Melee) with performs a [Mitigated Attack](Core/Terminology.md#Mitigated%20Attack) against you, you may spend a [Reaction](Core/Terminology.md#Reaction) to make an [Attack](Core/Terminology.md#Attack) with a hit location of the limb they attacked with. +Whenever someone you are [In Melee](Core/Effects#In%20Melee) with performs a [Mitigated Attack](Core/Terminology#Mitigated%20Attack) against you, you may spend a [Reaction](Core/Terminology#Reaction) to make an [Attack](Core/Terminology#Attack) with a hit location of the limb they attacked with. ### Flesh Prison -When you are controlling a [Grapple](Core/Special-Combat-Actions.md#grapple), you always count as pinning the person being grappled. +When you are controlling a [Grapple](Core/Special-Combat-Actions#grapple), you always count as pinning the person being grappled. ### Giants Hands You can comfortably wield weapons one size larger in one hand or two. @@ -38,11 +38,11 @@ Your character always counts as armed and can, as long as they are conscious, al You can throw weapons and objects designed to be thrown twice the normal range. You can throw any object not designed to be thrown your normal thrown range with no penalty. ### Terrify -After a [Successful Attack](Core/Terminology.md#Successful%20Attack) [In Melee](Core/Effects.md#In%20Melee), you can spend a [Reaction](Core/Terminology.md#Reaction) to intimidate an enemy with a [Mannerism](Core/Communication.md#Mannerism) [Opposed Difficulty](Core/Skills.md#Opposed%20Difficulty)([Identity](Core/Spirit.md#Identity)). If you succeed, they surrender; otherwise, they take a -2 to all actions until your next turn. +After a [Successful Attack](Core/Terminology#Successful%20Attack) [In Melee](Core/Effects#In%20Melee), you can spend a [Reaction](Core/Terminology#Reaction) to intimidate an enemy with a [Mannerism](Core/Communication#Mannerism) [Opposed Difficulty](Core/Skills#Opposed%20Difficulty)([Identity](Core/Spirit#Identity)). If you succeed, they surrender; otherwise, they take a -2 to all actions until your next turn. Some enemies are not intelligent enough or just refuse to surrender under any circumstances. ### Throw -Your [Shoves](Core/Special-Combat-Actions.md#Shove) make people travel twice the distance. +Your [Shoves](Core/Special-Combat-Actions#Shove) make people travel twice the distance. @@ -51,49 +51,49 @@ Your [Shoves](Core/Special-Combat-Actions.md#Shove) make people travel twice the ## Advanced ### Adrenaline Response -After suffering an [Injury](Core/Injury.md) that would make you [Wounded](Core/Effects.md#Wounded), you immediately get to take an additional [Combat Turn](Core/Terminology.md#Combat%20Turn) (in addition to your regular turn). After this [Combat Turn](Core/Terminology.md#Combat%20Turn), you then return to the standard [Combat Round](Core/Terminology.md#Combat%20Round) order, including resolving the results of your injuries. +After suffering an [Injury](Core/Injury) that would make you [Wounded](Core/Effects#Wounded), you immediately get to take an additional [Combat Turn](Core/Terminology#Combat%20Turn) (in addition to your regular turn). After this [Combat Turn](Core/Terminology#Combat%20Turn), you then return to the standard [Combat Round](Core/Terminology#Combat%20Round) order, including resolving the results of your injuries. ### Cleave -If you cause an [Injuring Attack](Core/Terminology.md#Injuring%20Attack) on a [Character](Core/Terminology.md#Character) you are [In Melee](Core/Effects.md#In%20Melee) with that causes a [Critical Injury](Core/Injury.md#Critical%20Injury) or more severe, you may make an additional [Attack](Core/Terminology.md#Attack) against another enemy with the same weapon and [Combat Modifiers](Core/Attacks.md#Combat%20Modifiers). +If you cause an [Injuring Attack](Core/Terminology#Injuring%20Attack) on a [Character](Core/Terminology#Character) you are [In Melee](Core/Effects#In%20Melee) with that causes a [Critical Injury](Core/Injury#Critical%20Injury) or more severe, you may make an additional [Attack](Core/Terminology#Attack) against another enemy with the same weapon and [Combat Modifiers](Core/Attacks#Combat%20Modifiers). ### Clothesline -If an [Opponent](Core/Terminology.md#Opponent) moves within [Reach](Core/Movement.md#Reach) of you, you may spend a [Reaction](Core/Terminology.md#Reaction) to make a [Strike](Core/Strength.md#Strike) [Opposed Difficulty](Core/Skills.md#Opposed%20Difficulty)([Strike](Core/Strength.md#Strike)+2), that if successful causes their attack to fail and knocks them prone. +If an [Opponent](Core/Terminology#Opponent) moves within [Reach](Core/Movement#Reach) of you, you may spend a [Reaction](Core/Terminology#Reaction) to make a [Strike](Core/Strength#Strike) [Opposed Difficulty](Core/Skills#Opposed%20Difficulty)([Strike](Core/Strength#Strike)+2), that if successful causes their attack to fail and knocks them prone. -> So the skill test would be at a (-4) penalty against someone with 2 ranks in [Strike](Core/Strength.md#Strike) +> So the skill test would be at a (-4) penalty against someone with 2 ranks in [Strike](Core/Strength#Strike) ### Dragon Rush -After doing an [Attack](Core/Terminology.md#Attack) while unarmed, if you haven’t already used this training this [Combat Turn](Core/Terminology.md#Combat%20Turn), you may use a [Reaction](Core/Terminology.md#Reaction) to perform another attack or manoeuvre. +After doing an [Attack](Core/Terminology#Attack) while unarmed, if you haven’t already used this training this [Combat Turn](Core/Terminology#Combat%20Turn), you may use a [Reaction](Core/Terminology#Reaction) to perform another attack or manoeuvre. ### Drunk Boxing -You may [Parry](Core/Special-Combat-Actions.md#Parry) with a [Mannerism](Core/Communication.md#Mannerism) [Fixed Difficulty(-2)](Core/Skills.md#Fixed%20Difficulty). +You may [Parry](Core/Special-Combat-Actions#Parry) with a [Mannerism](Core/Communication#Mannerism) [Fixed Difficulty(-2)](Core/Skills#Fixed%20Difficulty). ### Enrage -When you make a [Strike](Core/Strength.md#Strike) skill test, spend a [Power](Core/Stats.md#Max%20Power) to become enraged. While enraged, you have: -* +1 [Strength](Core/Strength.md) -* -1 [Intelligence](Core/Intelligence.md) -* +2 to [Endurance](Core/Strength.md#Endurance) tests -* Ignore [Being Wounded](Core/Effects.md#Wounded) +When you make a [Strike](Core/Strength#Strike) skill test, spend a [Power](Core/Stats#Max%20Power) to become enraged. While enraged, you have: +* +1 [Strength](Core/Strength) +* -1 [Intelligence](Core/Intelligence) +* +2 to [Endurance](Core/Strength#Endurance) tests +* Ignore [Being Wounded](Core/Effects#Wounded) -On any [Combat Turn](Core/Terminology.md#Combat%20Turn) where you don't make an [Attack](Core/Terminology.md#Attack), you must roll a d6, on a 1-3 you stop being enraged. +On any [Combat Turn](Core/Terminology#Combat%20Turn) where you don't make an [Attack](Core/Terminology#Attack), you must roll a d6, on a 1-3 you stop being enraged. ### Relentless Attack -When making an [All Out Attack](Core/Reacting-To-Attacks.md#All%20Out%20Attack), if it is an [Injuring Attack](Core/Terminology.md#Injuring%20Attack) you deal the next more severe type of [Injury](Core/Injury.md#Injury). +When making an [All Out Attack](Core/Reacting-To-Attacks#All%20Out%20Attack), if it is an [Injuring Attack](Core/Terminology#Injuring%20Attack) you deal the next more severe type of [Injury](Core/Injury#Injury). ### Thunderous Charge -Your [Charging](Core/Attack-Bonuses.md#Charging) attacks have the [Penetrating](Core/Weapon-Traits.md#Penetrating) trait. +Your [Charging](Core/Attack-Bonuses#Charging) attacks have the [Penetrating](Core/Weapon-Traits#Penetrating) trait. --- ## Master ### Bone Crushing -When in a [Grapple](Core/Special-Combat-Actions.md#grapple) with an opponent, and you opt to inflict an injury, it is a [Critical Injury](Core/Injury.md#Critical%20Injury). +When in a [Grapple](Core/Special-Combat-Actions#grapple) with an opponent, and you opt to inflict an injury, it is a [Critical Injury](Core/Injury#Critical%20Injury). ### Rip and Tear -Your [Unarmed Attack](Core/Terminology.md#Unarmed%20Attack) get the [Penetrating](Core/Weapon-Traits.md#Penetrating) quality, and +2 damage bonus. +Your [Unarmed Attack](Core/Terminology#Unarmed%20Attack) get the [Penetrating](Core/Weapon-Traits#Penetrating) quality, and +2 damage bonus. ### Shake it off -Whenever a negative [Effect](Core/Effects.md) happens to you, roll 1d6 on a roll of 4-6 you ignore the effect. +Whenever a negative [Effect](Core/Effects) happens to you, roll 1d6 on a roll of 4-6 you ignore the effect. ### Vivisector -When you make a [Melee Attack](Core/Terminology.md#Melee%20Attack), if you [Injury](Core/Injury.md) an arm or leg #TODOLocations, the person also takes an equivalent severity [Injury](Core/Injury.md) to the chest. +When you make a [Melee Attack](Core/Terminology#Melee%20Attack), if you [Injury](Core/Injury) an arm or leg #TODOLocations, the person also takes an equivalent severity [Injury](Core/Injury) to the chest. diff --git a/Game/Character-Development.md b/Game/Character-Development.md index 68adad8..0f7d5ca 100644 --- a/Game/Character-Development.md +++ b/Game/Character-Development.md @@ -10,7 +10,7 @@ As you adventure, your character will become stronger. This can happen in a numb When you rest, based on the length of the rest, you will have time which could be spent training. Spending XP to train is either a [downtime activity](Activities#Downtime%20Activity) or [travel activity](Activities#Travel%20Activity). ## Learning -Aside from inherent progression, the experts of the world have much to teach your character. As you travel you should learn everything you can spending your XP to gain new [Skills](Core/Skills.md) and [Training](#Training). +Aside from inherent progression, the experts of the world have much to teach your character. As you travel you should learn everything you can spending your XP to gain new [Skills](Core/Skills) and [Training](#Training). You can learn using: * [Supervised Training](Activities#Supervised%20Learning). @@ -32,9 +32,9 @@ A skill or training is considered in progress if you have spent some XP, but not A skill or training is considered known if you have spent the required XP on it. At this point you benefit from it. ## Progression -As your characters gain [Total XP](Core/Stats.md#Total%20XP) you gain additional benefits beyond your [Learning](#Learning). These are called [Character-Milestones](Character-Milestones) and you receive them as follows: +As your characters gain [Total XP](Core/Stats#Total%20XP) you gain additional benefits beyond your [Learning](#Learning). These are called [Character-Milestones](Character-Milestones) and you receive them as follows: -| [Total XP](Core/Stats.md#Total%20XP) | Reward | +| [Total XP](Core/Stats#Total%20XP) | Reward | | ---------------------------- | ----------------------------------------------------------------- | | 10 | [Basic Milestones](Character-Milestones#Basic%20Milestones) | | 15 | [Basic Milestones](Character-Milestones#Basic%20Milestones) | @@ -47,7 +47,7 @@ As your characters gain [Total XP](Core/Stats.md#Total%20XP) you gain additional Basic, advanced, and master training represents powerful new abilities that your character can learn to possess. Trainings can either be: * Passive - just does something all the time for you. * Elective - gives you a new ability/option you can use at will. -* Power Based - Requires spending [Power](Core/Stats.md#Max%20Power) to activate. +* Power Based - Requires spending [Power](Core/Stats#Max%20Power) to activate. * Once Per Downtime - Very powerful abilities that can only be used once before resting in a city. ### Basic Level Training @@ -57,7 +57,7 @@ Basic training should fundamentally be known by any practitioners of the trainin Advanced training should be known only be those with experience, but should still be relatively ubiquitous. ### Master Level Training -Master level trainers should be rare and not readily available. A master should be a person of notoriety, and gaining training from them should require more than just an exchange of [Currency](Core/Equipment.md#Currency). +Master level trainers should be rare and not readily available. A master should be a person of notoriety, and gaining training from them should require more than just an exchange of [Currency](Core/Equipment#Currency). ### Types Of Training There are a number of standard character archetypes and group archetypes you will run into in Aspirant. These will make up the bulk of training you can learn and have available. Some characters and groups will notably fit into more than one of these archetypes, in that case they could teach trainings from any school they fit into. @@ -92,7 +92,7 @@ Characters in Aspirant may suffer from debilitating injury. To combat this, pros ### Acquiring Transhumanist Effects * Purchased: [Buying](#Buying) -* Found through play: [Looting](Core/Equipment.md#Looting) +* Found through play: [Looting](Core/Equipment#Looting) * Crafted: [Designing-Weapons](Designing-Weapons) * Examples can be found in the #TODOINDEX diff --git a/Game/Character-Milestones.md b/Game/Character-Milestones.md index 4b85810..b59183e 100644 --- a/Game/Character-Milestones.md +++ b/Game/Character-Milestones.md @@ -6,7 +6,7 @@ grand_parent: Telling The Story nav_order: 2 --- # Character Milestones -These rewards become available as your [Character](Core/Terminology.md#Character) gains [Total XP](Core/Stats.md#Total%20XP) and has [Progression](Character-Development#Progression). +These rewards become available as your [Character](Core/Terminology#Character) gains [Total XP](Core/Stats#Total%20XP) and has [Progression](Character-Development#Progression). Each milestone can be selected only once. @@ -15,24 +15,24 @@ The rewards are as follows: ## Basic Milestones ### Harmful -Your [Damage Bonus](Core/Weapons.md#Damage%20Bonus) is +1 with all attacks. +Your [Damage Bonus](Core/Weapons#Damage%20Bonus) is +1 with all attacks. ### Inspired -You have 1 additional [Max Influence](Core/Stats.md#Max%20Influence), you also gain 1 influence right now. +You have 1 additional [Max Influence](Core/Stats#Max%20Influence), you also gain 1 influence right now. ### Magical -You have 1 additional [Max Affinity](Core/Stats.md#Max%20Affinity). +You have 1 additional [Max Affinity](Core/Stats#Max%20Affinity). ### Mobile -Your [Agility](Core/Agility.md) counts as 1 higher for [Movement Distance](Core/Stats.md#Movement%20Distance). +Your [Agility](Core/Agility) counts as 1 higher for [Movement Distance](Core/Stats#Movement%20Distance). ### Powerful -You have 1 additional [Max Power](Core/Stats.md#Max%20Power). +You have 1 additional [Max Power](Core/Stats#Max%20Power). ### Skilful You gain a rank in a skill of your choice, this cannot bring a skill to rank 3. ### Threatening -You have 2 additional [Threat](Core/Stats.md#Threat). +You have 2 additional [Threat](Core/Stats#Threat). ### Trained Select and learn a single [Basic Level Training](Character-Development#Basic%20Level%20Training). @@ -52,12 +52,12 @@ You can select a piece of gear that you are known for using. This piece of gear * Becomes a [Harmonic](Magic-Items#Harmonic) magical item [Designed](Magic-Items#Designing%20Magic%20Items) with the way you use it in mind. * Loses its [Drawback](Magic-Items#Drawback). -If your piece of iconic gear is permanently lost, you can select a new piece of [Equipment](Core/Equipment.md) to become iconic during the next [Downtime](Telling-The-Story#Downtime). +If your piece of iconic gear is permanently lost, you can select a new piece of [Equipment](Core/Equipment) to become iconic during the next [Downtime](Telling-The-Story#Downtime). ### Limit Breaker -+1 to an [Attribute](Core/Stats.md#Attributes) of your choice. ++1 to an [Attribute](Core/Stats#Attributes) of your choice. ### Very Skilful You gain a rank in a skill of your choice. ### Very Magical -You have 2 additional [Max Affinity](Core/Stats.md#Max%20Affinity). +You have 2 additional [Max Affinity](Core/Stats#Max%20Affinity). diff --git a/Game/Creature-Traits.md b/Game/Creature-Traits.md index 5903c60..860d3ce 100644 --- a/Game/Creature-Traits.md +++ b/Game/Creature-Traits.md @@ -9,4 +9,4 @@ nav_order: 2 ## Maul *Worth 20 silver for mounts* -When this creature makes a [Non-mitigated Attack](Core/Terminology.md#Non-mitigated%20Attack) the target is knocked prone. \ No newline at end of file +When this creature makes a [Non-mitigated Attack](Core/Terminology#Non-mitigated%20Attack) the target is knocked prone. \ No newline at end of file diff --git a/Game/Designing-Armour.md b/Game/Designing-Armour.md index 60356b0..c040e2d 100644 --- a/Game/Designing-Armour.md +++ b/Game/Designing-Armour.md @@ -5,44 +5,44 @@ parent: Armour grand_parent: Equipment nav_order: 2 --- -# Designing [Armour](Core/Armour.md) +# Designing [Armour](Core/Armour) Through play and when creating a character, you may desire to protect yourself with armour. You can use one of the [Example-Armour](Example-Armour) or design your own. Perhaps your village or character has a unique type of armour, or you encounter a blacksmith who has an idea for a unique piece of armour.  To build a piece of armour: - Choose the [Quality](#Quality) - Choose [Materials](#Materials) -- Select a number of [Armour Traits](Core/Armour-Traits.md) for the armour equal to the amount available based on [Quality](#Quality) and [Materials](#Materials) +- Select a number of [Armour Traits](Core/Armour-Traits) for the armour equal to the amount available based on [Quality](#Quality) and [Materials](#Materials) ## Quality Armour comes in a variety of qualities based on the skill required to craft. ### Basic Basic armour is improvised, hastily constructed, or primitive in nature, but may save your life when no other options are available. * Use a single material of at least [Artisan](Materials#Artisan) quality. -* Have 0 [Armour-Traits](Core/Armour-Traits.md). +* Have 0 [Armour-Traits](Core/Armour-Traits). ### Artisan Artisan armour is expressly built for the hardships of battle. When compared to basic armour, artisan armour is more complex and more meticulously constructed, often with specific functions in mind. * Use 2 materials, at least 1 of which is [Artisan](Materials#Artisan). -* Have 1 [Armour-Traits](Core/Armour-Traits.md). +* Have 1 [Armour-Traits](Core/Armour-Traits). ### Exotic Exotic armours incorporate additional complexity of both materials and design allowing for further specialization of enhanced functionality thanks to the use of rare and advanced materials and expert craftsmanship. * Use 2 materials, at least 1 of which is [Exotic](Materials#Exotic). -* Have 2 [Armour-Traits](Core/Armour-Traits.md). +* Have 2 [Armour-Traits](Core/Armour-Traits). ### Masterwork Master worked armour is an artisan or exotic armour of exceptional craftsmanship and design. * A piece of masterwork armour gains 1 additional trait point. -* May take a single [Armour-Trait](Core/Armour-Traits.md) it does not meet the material requirement for. +* May take a single [Armour-Trait](Core/Armour-Traits) it does not meet the material requirement for. * Must include at least one [Exotic](Materials#Exotic) material in its construction. ## Materials -Armour is made of [Materials](Materials), which determine its characteristics, see [Materials](Core/Armour.md#Materials) for more details. Artisan or Exotic [Quality](Core/Armour.md#Quality) armour will require a small amount of secondary material to reinforce, pad, or affix the primary material to. Materials, whether they be the primary or secondary material, will also provide access to material specific [Armour-Traits](Core/Armour-Traits.md) for Artisan and Exotic armours. +Armour is made of [Materials](Materials), which determine its characteristics, see [Materials](Core/Armour#Materials) for more details. Artisan or Exotic [Quality](Core/Armour#Quality) armour will require a small amount of secondary material to reinforce, pad, or affix the primary material to. Materials, whether they be the primary or secondary material, will also provide access to material specific [Armour-Traits](Core/Armour-Traits) for Artisan and Exotic armours. ### Material Table This is a list of the base values an armour with each primary material will have. @@ -60,7 +60,7 @@ This is a list of the base values an armour with each primary material will have When multiple materials are used, one is treated as the primary material and the other as the secondary material. The armour's base attributes (Weakness, Resistance, Structure, and Max Skill) are determined by the primary material, while the secondary material represents the increase in complexity and robustness of higher quality gear. ## Crafting -A character looking to craft a specific armour requires relevant training as a [Craftsman](Craftsman), requires 3 size worth of the primary material, and 1 size worth of secondary material where applicable. Other bits, unless narratively relevant, are a negligible portion of the cost. Then, the character, as [Production Work](Activities#Production%20Work), may spend a day crafting. If they succeed on the [Application](Core/Intelligence.md#Application) test, the item is created successfully. If not, they must try again in the future; however, materials are not lost, just time.  +A character looking to craft a specific armour requires relevant training as a [Craftsman](Craftsman), requires 3 size worth of the primary material, and 1 size worth of secondary material where applicable. Other bits, unless narratively relevant, are a negligible portion of the cost. Then, the character, as [Production Work](Activities#Production%20Work), may spend a day crafting. If they succeed on the [Application](Core/Intelligence#Application) test, the item is created successfully. If not, they must try again in the future; however, materials are not lost, just time.  The difficulty of the test is modified as follows: diff --git a/Game/Designing-Comestibles.md b/Game/Designing-Comestibles.md index d0f9665..62084f2 100644 --- a/Game/Designing-Comestibles.md +++ b/Game/Designing-Comestibles.md @@ -5,11 +5,11 @@ parent: Comestibles grand_parent: Equipment nav_order: 2 --- -# Designing [Comestibles](Core/Comestibles.md) +# Designing [Comestibles](Core/Comestibles) ## Alchemy Alchemy, otherwise known as pharmacy, is the act of preparing plants, animal bits, and other sources of compounds for consumption. These alchemical mixtures will usually have positive effects, but poisons can potentially be crafted. Remember that Aspirant is a magical world and medicine should be similarly magical. Even compounds resembling real-world effects should work faster, with less side effects, and provide more effective solutions. ## Enchanting -Similarly to the above, enchanters can produce similar items with similar effects using [Attunement](Core/Spirit.md#Attunement) instead of [Application](Core/Intelligence.md#Application). \ No newline at end of file +Similarly to the above, enchanters can produce similar items with similar effects using [Attunement](Core/Spirit#Attunement) instead of [Application](Core/Intelligence#Application). \ No newline at end of file diff --git a/Game/Designing-Storage.md b/Game/Designing-Storage.md index b1e0dd5..13ede35 100644 --- a/Game/Designing-Storage.md +++ b/Game/Designing-Storage.md @@ -10,7 +10,7 @@ nav_order: 2 ## Crafting Storage Efficient storage requires numerous small latches and fixings and meticulous tailored pieces to come together into a functional piece. General costs for crafting different pieces of storage are as follows: * Belts: Base cost of 10 silver for 4 units of storage. -* Bags: Base cost of 5 silver for 4 + [Strength](Core/Strength.md) units of storage. +* Bags: Base cost of 5 silver for 4 + [Strength](Core/Strength) units of storage. * Saddlebags: Base cost of 10 silver for 10 units of storage Every type of storage can have up to 4 additional size. @@ -27,9 +27,9 @@ Every type of storage can have up to 4 additional size. ## Customized Storage Any bag can have its storage customized for a specific thing. This activity takes a tailor a day and allows you to convert 1 size of generic storage into 2 size of specialized storage or the other way. The types of specialized storage are: * [Materials](Materials) -* [Munitions](Core/Comestibles.md#Munitions) -* [Weapons](Core/Weapons.md) -* [Alchemy](Core/Comestibles.md#Alchemy) -* [Toolkits](Core/Gear.md#Toolkits) -* [Currency](Core/Equipment.md#Currency) +* [Munitions](Core/Comestibles#Munitions) +* [Weapons](Core/Weapons) +* [Alchemy](Core/Comestibles#Alchemy) +* [Toolkits](Core/Gear#Toolkits) +* [Currency](Core/Equipment#Currency) Only items of that type can be stored in the related specialized storage. \ No newline at end of file diff --git a/Game/Designing-Weapons.md b/Game/Designing-Weapons.md index 9961559..31f0804 100644 --- a/Game/Designing-Weapons.md +++ b/Game/Designing-Weapons.md @@ -5,36 +5,36 @@ parent: Weapons grand_parent: Equipment nav_order: 2 --- -# Designing [Weapons](Core/Weapons.md) +# Designing [Weapons](Core/Weapons) Through play and when creating a character, you may be asked to select a weapon. You can use one of the [Example-Weapons](Example-Weapons) or design your own. Perhaps your character hales from a distant land which uses a unique weapon, or a blacksmith has an idea for a specialized weapon for your character's fighting style.  To build a weapon: - Choose the [Quality](#Quality). -- Choose a [Size](Core/Weapons.md#Size). -- Select a [Damage Type](Core/Weapons.md#Damage%20Type). +- Choose a [Size](Core/Weapons#Size). +- Select a [Damage Type](Core/Weapons#Damage%20Type). - Include the [[]] -- Select a number of [Weapon Traits](Core/Weapon-Traits.md) for the weapon equal to the amount available based on [Quality](#Quality). +- Select a number of [Weapon Traits](Core/Weapon-Traits) for the weapon equal to the amount available based on [Quality](#Quality). ## Quality Weapons come in a variety of qualities based on the skill required to craft. ### Basic Basic weapons are simple tools, improvised items, rudimentary weapons or other implements not built intentionally for harm. -* -1 [Damage Bonus](Core/Weapons.md#Damage%20Bonus) -* 0 [Weapon Traits](Core/Weapon-Traits.md) +* -1 [Damage Bonus](Core/Weapons#Damage%20Bonus) +* 0 [Weapon Traits](Core/Weapon-Traits) ### Artisan Artisan weapons are properly built tools of war. They require some training to use properly and have unique advantages over using a basic weapon. -* +1 [Damage Bonus](Core/Weapons.md#Damage%20Bonus) -* 1 [Weapon Traits](Core/Weapon-Traits.md) +* +1 [Damage Bonus](Core/Weapons#Damage%20Bonus) +* 1 [Weapon Traits](Core/Weapon-Traits) ### Exotic Exotic weapons have additional complexity over basic artisan weapons. Their mechanisms are more complex or their chance of self injury is higher. They require additional training on top of the training required for artisan weapons to be used successfully. To wield an exotic weapon, you need [Exotic Expert](Combat-Training#Exotic%20Expert). -* +1 [Damage Bonus](Core/Weapons.md#Damage%20Bonus) -* 2 [Weapon Traits](Core/Weapon-Traits.md) +* +1 [Damage Bonus](Core/Weapons#Damage%20Bonus) +* 2 [Weapon Traits](Core/Weapon-Traits) ### Master Work A masterful blacksmith can do a lot to imbue an item with additional power and versatility. -* A masterwork weapon has +1 [Weapon Traits](Core/Weapon-Traits.md). +* A masterwork weapon has +1 [Weapon Traits](Core/Weapon-Traits). * It must be made of materials of similar quality to an exotic weapon. ## Material @@ -44,21 +44,21 @@ One benefit to exotic materials, however, is their potential for harming monster ## Default Traits By default, all weapons have: -* [Strength](Core/Weapon-Traits.md#Strength). -* [Size Matters](Core/Weapon-Traits.md#Size%20Matters). +* [Strength](Core/Weapon-Traits#Strength). +* [Size Matters](Core/Weapon-Traits#Size%20Matters). ## Calculating Damage Bonus A weapons damage bonus is equal to: $traits + quality$ -> A [Size](Core/Weapons.md#Size) 3 [Artisan](#Artisan) weapon, with the [Lethal](Core/Weapon-Traits.md#Lethal) [Weapon Trait](Core/Weapon-Traits.md) would have a damage bonus of 8, 6 from [Size Matters](Core/Weapon-Traits.md#Size%20Matters), 1 from [Artisan](#Artisan), 1 from [Lethal](Core/Weapon-Traits.md#Lethal). +> A [Size](Core/Weapons#Size) 3 [Artisan](#Artisan) weapon, with the [Lethal](Core/Weapon-Traits#Lethal) [Weapon Trait](Core/Weapon-Traits) would have a damage bonus of 8, 6 from [Size Matters](Core/Weapon-Traits#Size%20Matters), 1 from [Artisan](#Artisan), 1 from [Lethal](Core/Weapon-Traits#Lethal). ## Crafting A character looking to craft a specific weapon first requires 2x the size worth of materials and [Craftsman](Craftsman) training saying they are able to make what they want. > So, a silver sword of size 3 would require 6 size worth of pure silver, or 60 silver coins. -Other bits, unless narratively relevant, are a negligible portion of the cost. Then, the character, as [Production Work](Activities#Production%20Work), may spend a day crafting. If they succeed on the [Application](Core/Intelligence.md#Application) test, the item is created successfully. If not, they must try again in the future, however materials are not lost, just time.  +Other bits, unless narratively relevant, are a negligible portion of the cost. Then, the character, as [Production Work](Activities#Production%20Work), may spend a day crafting. If they succeed on the [Application](Core/Intelligence#Application) test, the item is created successfully. If not, they must try again in the future, however materials are not lost, just time.  The difficulty of the test is modified as follows: * Traits -1 per each diff --git a/Game/Dynamist.md b/Game/Dynamist.md index 0460108..4cdf9da 100644 --- a/Game/Dynamist.md +++ b/Game/Dynamist.md @@ -25,25 +25,25 @@ Your character can perform [Channelled Magic](Magic#Channelled%20Magic) to: * Disrupt a spell of an amateur level. * Weaken the abilities or powers of a character/creature. * Create a shield against a specific element around yourself. -* Attack with magical energy. This attack deals an [Heat](Core/Injury.md#Heat)/[Cold](Core/Injury.md#Cold) [Severe Injury](Core/Injury.md#Severe%20Injury), with [Magic Attack](Magic-Modifiers#Magic%20Attack), and [Multiple Damage Types](Core/Weapon-Traits.md#Multiple%20Damage%20Types). +* Attack with magical energy. This attack deals an [Heat](Core/Injury#Heat)/[Cold](Core/Injury#Cold) [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: [Burning](Magic-Modifiers#Burning), [Lethal](Magic-Modifiers#Lethal), and [Slowing](Magic-Modifiers#Slowing) [Magic-Modifiers](Magic-Modifiers). Requires 1 [Magical Energy](Magic#Magical%20Energy) and a [Focus](Example-Gear#Focus) ### Magical Artillery -Anyone targeted by your [Channelled Magic](Magic#Channelled%20Magic) [Ranged Attack](Core/Terminology.md#Ranged%20Attack) suffers a (-1) to all [Actions](Core/Terminology.md#Action) until your next [Combat Turn](Core/Terminology.md#Combat%20Turn). +Anyone targeted by your [Channelled Magic](Magic#Channelled%20Magic) [Ranged Attack](Core/Terminology#Ranged%20Attack) suffers a (-1) to all [Actions](Core/Terminology#Action) until your next [Combat Turn](Core/Terminology#Combat%20Turn). ### Magical Dulling -All magical abilities used [Close](Core/Movement.md#Close) to you, including your own, are at a -1. +All magical abilities used [Close](Core/Movement#Close) to you, including your own, are at a -1. ### Magic Perception -You can detect magic without needing to look for it with [Insight](Core/Intelligence.md#Insight). +You can detect magic without needing to look for it with [Insight](Core/Intelligence#Insight). ### Spell Sword -You may use any [Artisan](Materials#Artisan) or greater [Quality](Core/Weapons.md#Quality) weapon as a [Focus](Example-Gear#Focus). +You may use any [Artisan](Materials#Artisan) or greater [Quality](Core/Weapons#Quality) weapon as a [Focus](Example-Gear#Focus). ### Vibe Casting -[Will](Core/Spirit.md#Will) is a [Communication](Core/Communication.md) skill for you. +[Will](Core/Spirit#Will) is a [Communication](Core/Communication) skill for you. --- @@ -51,14 +51,14 @@ You may use any [Artisan](Materials#Artisan) or greater [Quality](Core/Weapons.m ## Advanced ### Counter Spell -*[Requirement](Core/Terminology.md#Requirement): [Amateur Dynamancy](#Amateur%20Dynamancy)* -If another [Character](Core/Terminology.md#Character) you can see, casts a spell, you may spend a [Reaction](Core/Terminology.md#Reaction) to disrupt the spell assuming you have the appropriate training. The [Channelled Magic](Magic#Channelled%20Magic) action is at a (-2). This action has a range of [Close](Core/Movement.md#Close), but can suffer a [Distance Penalty](Core/Attack-Bonuses.md#Distance%20Penalty). +*[Requirement](Core/Terminology#Requirement): [Amateur Dynamancy](#Amateur%20Dynamancy)* +If another [Character](Core/Terminology#Character) you can see, casts a spell, you may spend a [Reaction](Core/Terminology#Reaction) to disrupt the spell assuming you have the appropriate training. The [Channelled Magic](Magic#Channelled%20Magic) action is at a (-2). This action has a range of [Close](Core/Movement#Close), but can suffer a [Distance Penalty](Core/Attack-Bonuses#Distance%20Penalty). ### Elemental Strike -You may have weapons you [Attack](Core/Terminology.md#Attack) with have the [Hot](Core/Injury.md#Hot) or [Cold](Core/Injury.md#Cold) [Types of Damage](Core/Injury.md#Types%20of%20Damage). +You may have weapons you [Attack](Core/Terminology#Attack) with have the [Hot](Core/Injury#Hot) or [Cold](Core/Injury#Cold) [Types of Damage](Core/Injury#Types%20of%20Damage). ### Expert Dynamancy -*[Requirement](Core/Terminology.md#Requirement): [Amateur Dynamancy](#Amateur%20Dynamancy)* +*[Requirement](Core/Terminology#Requirement): [Amateur Dynamancy](#Amateur%20Dynamancy)* Your character can perform [Channelled Magic](Magic#Channelled%20Magic) to: * Change the weather and environment. * Disrupt a spell of an expert level. @@ -66,13 +66,13 @@ Your character can perform [Channelled Magic](Magic#Channelled%20Magic) to: * Disable the abilities or powers of a character/creature. * Create a shield against a specific element around an area. * Create a simple rule that manipulates reality near you. -* When attacking with a [Magic Attack](Magic-Modifiers#Magic%20Attack) you get +1 [Damage Bonus](Core/Weapons.md#Damage%20Bonus), you can use the: [Area](Magic-Modifiers#Area), and [EMP](Magic-Modifiers#EMP) [Magic-Modifiers](Magic-Modifiers). +* When attacking with a [Magic Attack](Magic-Modifiers#Magic%20Attack) you get +1 [Damage Bonus](Core/Weapons#Damage%20Bonus), you can use the: [Area](Magic-Modifiers#Area), and [EMP](Magic-Modifiers#EMP) [Magic-Modifiers](Magic-Modifiers). Requires 2 [Magical Energy](Magic#Magical%20Energy) and a [Focus](Example-Gear#Focus) ### Overcharge *You can pull a dangerous amount of magical energy into yourself.* -You may suffer a [Vitals](Core/Injury.md#Vitals) [Severe Injury](Core/Injury.md#Severe%20Injury) to automatically succeed on any [Will](Core/Spirit.md#Will) [Action](Core/Terminology.md#Action). +You may suffer a [Vitals](Core/Injury#Vitals) [Severe Injury](Core/Injury#Severe%20Injury) to automatically succeed on any [Will](Core/Spirit#Will) [Action](Core/Terminology#Action). @@ -81,14 +81,14 @@ You may suffer a [Vitals](Core/Injury.md#Vitals) [Severe Injury](Core/Injury.md# ## Master ### Master Dynamancy -*[Requirement](Core/Terminology.md#Requirement): [Expert Dynamancy](#Expert%20Dynamancy)* +*[Requirement](Core/Terminology#Requirement): [Expert Dynamancy](#Expert%20Dynamancy)* Your character can perform [Channelled Magic](Magic#Channelled%20Magic) to: * Change the environment and weather in unnatural and unbelievable ways. * Disrupt a spell of a master level or a permanent curse/enchantment. * Reverse the abilities or powers of a character/creature making it a weakness. * Create more general wards of protection. * Create a complex / powerful rule that manipulates reality near you. -* When attacking with a [Magic Attack](Magic-Modifiers#Magic%20Attack) you get +2 [Damage Bonus](Core/Weapons.md#Damage%20Bonus), you can use the: [Explosion](Magic-Modifiers#Explosion) [Magic-Modifiers](Magic-Modifiers). +* When attacking with a [Magic Attack](Magic-Modifiers#Magic%20Attack) you get +2 [Damage Bonus](Core/Weapons#Damage%20Bonus), you can use the: [Explosion](Magic-Modifiers#Explosion) [Magic-Modifiers](Magic-Modifiers). Requires 3 [Magical Energy](Magic#Magical%20Energy) and a [Focus](Example-Gear#Focus) diff --git a/Game/Example-Armour.md b/Game/Example-Armour.md index 3f10184..c038e53 100644 --- a/Game/Example-Armour.md +++ b/Game/Example-Armour.md @@ -5,7 +5,7 @@ parent: Armour grand_parent: Equipment nav_order: 2 --- -# Example [Armour](Core/Armour.md) +# Example [Armour](Core/Armour) {: .no_toc } * This list is non-exhaustive you can instead design your own [Designing-Armour](Designing-Armour). * Armour sells for 5 less than the listed cost. @@ -39,9 +39,9 @@ See [Commissions](Services#Crafting%20Commissions) for details. [Exotic](Designing-Armour#Exotic) armour made from [Exotic Hide](Hide#Exotic%20Hide), and [Exotic Hide](Hide#Exotic%20Hide). -| [Skill Penalty](Core/Armour.md#Skill%20Penalty) | [Armour Integrity](Core/Armour.md#Armour%20Integrity) | Weakness | Resistance | Traits | +| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | | --------------------------------------- | --------------------------------------------- | -------- | ------------------------- | -------------------------------------- | -| (-1) | 2 | | [Rending](Core/Injury.md#Rending) | [Natural Resilience](Core/Armour-Traits.md#Natural%20Resilience) | +| (-1) | 2 | | [Rending](Core/Injury#Rending) | [Natural Resilience](Core/Armour-Traits#Natural%20Resilience) | --- @@ -50,9 +50,9 @@ See [Commissions](Services#Crafting%20Commissions) for details. [Masterwork](Designing-Armour#Masterwork) [Artisan](Designing-Armour#Artisan) armour made from [Artisan Textiles](Textiles#Artisan%20Textiles), and [Exotic Metals](Metal#Exotic%20Metals). -| [Skill Penalty](Core/Armour.md#Skill%20Penalty) | [Armour Integrity](Core/Armour.md#Armour%20Integrity) | Weakness | Resistance | Traits | +| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | | --------------------------------------- | --------------------------------------------- | ------------------- | ----------------------- | -------------------------------------- | -| (0) | 2 | [Heat](Core/Injury.md#Heat) | [Impact](Core/Injury.md#Impact) | [Lightweight Materials](Core/Armour-Traits.md#Lightweight%20Materials), [Padded](Core/Armour-Traits.md#Padded) | +| (0) | 2 | [Heat](Core/Injury#Heat) | [Impact](Core/Injury#Impact) | [Lightweight Materials](Core/Armour-Traits#Lightweight%20Materials), [Padded](Core/Armour-Traits#Padded) | --- @@ -61,9 +61,9 @@ See [Commissions](Services#Crafting%20Commissions) for details. [Basic](Designing-Armour#Basic) armour made from [Artisan Textiles](Textiles#Artisan%20Textiles). -| [Skill Penalty](Core/Armour.md#Skill%20Penalty) | [Armour Integrity](Core/Armour.md#Armour%20Integrity) | Weakness | Resistance | Traits | +| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | | --------------------------------------- | --------------------------------------------- | ------------------- | ---------- | ------ | -| (0) | 1 | [Cold](Core/Injury.md#Cold) | - | | +| (0) | 1 | [Cold](Core/Injury#Cold) | - | | --- @@ -72,9 +72,9 @@ See [Commissions](Services#Crafting%20Commissions) for details. [Masterwork](Designing-Armour#Masterwork) [Exotic](Designing-Armour#Exotic) armour made from [Exotic Hide](Hide#Exotic%20Hide), and [Exotic Metals](Metal#Exotic%20Metals). -| [Skill Penalty](Core/Armour.md#Skill%20Penalty) | [Armour Integrity](Core/Armour.md#Armour%20Integrity) | Weakness | Resistance | Traits | +| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | | --------------------------------------- | --------------------------------------------- | ------------------- | ---------------------------------------------- | ------------------------------------------------------------------------------------ | -| (0) | 2 | [Life](Core/Injury.md#Life) | [Rending](Core/Injury.md#Rending), [Heat](Core/Injury.md#Heat) | [Mail](Core/Armour-Traits.md#Mail), [Natural Resilience](Core/Armour-Traits.md#Natural%20Resilience) | +| (0) | 2 | [Life](Core/Injury#Life) | [Rending](Core/Injury#Rending), [Heat](Core/Injury#Heat) | [Mail](Core/Armour-Traits#Mail), [Natural Resilience](Core/Armour-Traits#Natural%20Resilience) | --- @@ -83,9 +83,9 @@ See [Commissions](Services#Crafting%20Commissions) for details. [Exotic](Designing-Armour#Exotic) armour made from [Exotic Wood](Wood#Exotic%20Wood), and [Exotic Wood](Wood#Exotic%20Wood). -| [Skill Penalty](Core/Armour.md#Skill%20Penalty) | [Armour Integrity](Core/Armour.md#Armour%20Integrity) | Weakness | Resistance | Traits | +| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | | --------------------------------------- | --------------------------------------------- | ------------------- | ---------- | -------------------------------------- | -| (-1) | 3 | [Heat](Core/Injury.md#Heat) | | [Ironbark](Core/Armour-Traits.md#Ironbark) | +| (-1) | 3 | [Heat](Core/Injury#Heat) | | [Ironbark](Core/Armour-Traits#Ironbark) | --- @@ -94,9 +94,9 @@ See [Commissions](Services#Crafting%20Commissions) for details. [Masterwork](Designing-Armour#Masterwork) [Exotic](Designing-Armour#Exotic) armour made from [Exotic Metals](Metal#Exotic%20Metals), and [Exotic Metals](Metal#Exotic%20Metals). -| [Skill Penalty](Core/Armour.md#Skill%20Penalty) | [Armour Integrity](Core/Armour.md#Armour%20Integrity) | Weakness | Resistance | Traits | +| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | | --------------------------------------- | --------------------------------------------- | -------- | ------------------------------------------------------ | ------------------------------------------------------------------------ | -| (-1) | 3 | | [Rending](Core/Injury.md#Rending), [Piercing](Core/Injury.md#Piercing) | [Insulated](Core/Armour-Traits.md#Insulated), [Tempered](Core/Armour-Traits.md#Tempered) | +| (-1) | 3 | | [Rending](Core/Injury#Rending), [Piercing](Core/Injury#Piercing) | [Insulated](Core/Armour-Traits#Insulated), [Tempered](Core/Armour-Traits#Tempered) | ## Hammered Iron @@ -104,9 +104,9 @@ See [Commissions](Services#Crafting%20Commissions) for details. [Basic](Designing-Armour#Basic) armour made from [Artisan Metals](Metal#Artisan%20Metals) -| [Skill Penalty](Core/Armour.md#Skill%20Penalty) | [Armour Integrity](Core/Armour.md#Armour%20Integrity) | Weakness | Resistance | Traits | +| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | | --------------------------------------- | --------------------------------------------- | ------------------- | ---------- | ------ | -| (-1) | 2 | [Cold](Core/Injury.md#Cold) | - | | +| (-1) | 2 | [Cold](Core/Injury#Cold) | - | | --- @@ -115,9 +115,9 @@ See [Commissions](Services#Crafting%20Commissions) for details. [Artisan](Designing-Armour#Artisan) armour made from [Artisan Hide](Hide#Artisan%20Hide), and [Liquid](Liquid) -| [Skill Penalty](Core/Armour.md#Skill%20Penalty) | [Armour Integrity](Core/Armour.md#Armour%20Integrity) | Weakness | Resistance | Traits | +| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | | --------------------------------------- | --------------------------------------------- | ------------------- | ------------------------- | ---------------------------------- | -| (0) | 1 | [Life](Core/Injury.md#Life) | [Rending](Core/Injury.md#Rending) | [Hardened](Core/Armour-Traits.md#Hardened) | +| (0) | 1 | [Life](Core/Injury#Life) | [Rending](Core/Injury#Rending) | [Hardened](Core/Armour-Traits#Hardened) | --- @@ -126,9 +126,9 @@ See [Commissions](Services#Crafting%20Commissions) for details. [Basic](Designing-Armour#Basic) armour made from [Artisan Hide](Hide#Artisan%20Hide) -| [Skill Penalty](Core/Armour.md#Skill%20Penalty) | [Armour Integrity](Core/Armour.md#Armour%20Integrity) | Weakness | Resistance | Traits | +| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | | --------------------------------------- | --------------------------------------------- | ------------------- | ---------- | ------ | -| (0) | 1 | [Life](Core/Injury.md#Life) | - | | +| (0) | 1 | [Life](Core/Injury#Life) | - | | --- @@ -137,9 +137,9 @@ See [Commissions](Services#Crafting%20Commissions) for details. [Basic](Designing-Armour#Basic) armour made from [Artisan Wood](Wood#Artisan%20Wood). -| [Skill Penalty](Core/Armour.md#Skill%20Penalty) | [Armour Integrity](Core/Armour.md#Armour%20Integrity) | Weakness | Resistance | Traits | +| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | | --------------------------------------- | --------------------------------------------- | ------------------- | ---------- | ------ | -| (-1) | 2 | [Heat](Core/Injury.md#Heat) | - | | +| (-1) | 2 | [Heat](Core/Injury#Heat) | - | | --- @@ -148,9 +148,9 @@ See [Commissions](Services#Crafting%20Commissions) for details. [Artisan](Designing-Armour#Artisan) armour made from [Artisan Fabric](Textiles#Artisan%20Fabric) and [Artisan Metals](Metal#Artisan%20Metals) -| [Skill Penalty](Core/Armour.md#Skill%20Penalty) | [Armour Integrity](Core/Armour.md#Armour%20Integrity) | Weakness | Resistance | Traits | +| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | | --------------------------------------- | --------------------------------------------- | ------------------- | ---------- | -------------------------- | -| (0) | 1 | [Heat](Core/Injury.md#Heat) | - | [Fine](Core/Armour-Traits.md#Fine) | +| (0) | 1 | [Heat](Core/Injury#Heat) | - | [Fine](Core/Armour-Traits#Fine) | --- @@ -160,9 +160,9 @@ See [Commissions](Services#Crafting%20Commissions) for details. [Artisan](Designing-Armour#Artisan) armour made from [Artisan Textiles](Textiles#Artisan%20Textiles), and [Basic Textiles](Textiles#Basic%20Textiles). -| [Skill Penalty](Core/Armour.md#Skill%20Penalty) | [Armour Integrity](Core/Armour.md#Armour%20Integrity) | Weakness | Resistance | Traits | +| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | | --------------------------------------- | --------------------------------------------- | ------------------- | ----------------------- | ------------------------------ | -| (-1) | 2 | [Heat](Core/Injury.md#Heat) | [Impact](Core/Injury.md#Impact) | [Padded](Core/Armour-Traits.md#Padded) | +| (-1) | 2 | [Heat](Core/Injury#Heat) | [Impact](Core/Injury#Impact) | [Padded](Core/Armour-Traits#Padded) | --- @@ -171,9 +171,9 @@ See [Commissions](Services#Crafting%20Commissions) for details. [Artisan](Designing-Armour#Artisan) armour made from [Artisan Metals](Metal#Artisan%20Metals), and [Basic Metal](Metal#Basic%20Metal). -| [Skill Penalty](Core/Armour.md#Skill%20Penalty) | [Armour Integrity](Core/Armour.md#Armour%20Integrity) | Weakness | Resistance | Traits | +| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | | --------------------------------------- | --------------------------------------------- | ------------------------------------------------ | ------------------------- | -------------------------- | -| (0) | 2 | [Cold](Core/Injury.md#Cold), [Piercing](Core/Injury.md#Piercing) | [Rending](Core/Injury.md#Rending) | [Mail](Core/Armour-Traits.md#Mail) | +| (0) | 2 | [Cold](Core/Injury#Cold), [Piercing](Core/Injury#Piercing) | [Rending](Core/Injury#Rending) | [Mail](Core/Armour-Traits#Mail) | --- @@ -182,9 +182,9 @@ See [Commissions](Services#Crafting%20Commissions) for details. [Artisan](Designing-Armour#Artisan) armour made from [Artisan Hide](Hide#Artisan%20Hide), and [Basic Metal](Metal#Basic%20Metal) -| [Skill Penalty](Core/Armour.md#Skill%20Penalty) | [Armour Integrity](Core/Armour.md#Armour%20Integrity) | Weakness | Resistance | Traits | +| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | | --------------------------------------- | --------------------------------------------- | ------------------- | ---------- | -------------------------------------- | -| (0) | 2 | [Life](Core/Injury.md#Life) | | [Reinforced](Core/Armour-Traits.md#Reinforced) | +| (0) | 2 | [Life](Core/Injury#Life) | | [Reinforced](Core/Armour-Traits#Reinforced) | --- @@ -193,9 +193,9 @@ See [Commissions](Services#Crafting%20Commissions) for details. [Artisan](Designing-Armour#Artisan) armour made from [Artisan Hide](Hide#Artisan%20Hide), and [Basic Metal](Metal#Basic%20Metal). -| [Skill Penalty](Core/Armour.md#Skill%20Penalty) | [Armour Integrity](Core/Armour.md#Armour%20Integrity) | Weakness | Resistance | Traits | +| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | | --------------------------------------- | --------------------------------------------- | ------------------- | ---------- | -------------------------------------- | -| (0) | 2 | [Life](Core/Injury.md#Life) | - | [Reinforced](Core/Armour-Traits.md#Reinforced) | +| (0) | 2 | [Life](Core/Injury#Life) | - | [Reinforced](Core/Armour-Traits#Reinforced) | --- @@ -204,7 +204,7 @@ See [Commissions](Services#Crafting%20Commissions) for details. The absence of armour. -| [Skill Penalty](Core/Armour.md#Skill%20Penalty) | [Armour Integrity](Core/Armour.md#Armour%20Integrity) | Weakness | Resistance | Traits | +| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | | --------------------------------------- | --------------------------------------------- | -------- | ---------- | ------ | | - | 0 | All | - | | @@ -215,8 +215,8 @@ The absence of armour. [Masterwork](Designing-Armour#Masterwork) [Exotic](Designing-Armour#Exotic) armour made from [Exotic Textiles](Textiles#Exotic%20Textiles), and [Exotic Textiles](Textiles#Exotic%20Textiles). -| [Skill Penalty](Core/Armour.md#Skill%20Penalty) | [Armour Integrity](Core/Armour.md#Armour%20Integrity) | Weakness | Resistance | Traits | +| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | | --------------------------------------- | --------------------------------------------- | -------- | ---------------------------------------- | ---------------------------------------------------------- | -| (0) | 1 | | [Cold](Core/Injury.md#Cold), [Life](Core/Injury.md#Life) | [Fine](Core/Armour-Traits.md#Fine), [Warded](Core/Armour-Traits.md#Warded) | +| (0) | 1 | | [Cold](Core/Injury#Cold), [Life](Core/Injury#Life) | [Fine](Core/Armour-Traits#Fine), [Warded](Core/Armour-Traits#Warded) | --- diff --git a/Game/Example-Comestibles.md b/Game/Example-Comestibles.md index d42d54a..93de391 100644 --- a/Game/Example-Comestibles.md +++ b/Game/Example-Comestibles.md @@ -5,7 +5,7 @@ parent: Comestibles grand_parent: Equipment nav_order: 2 --- -# Example [Comestibles](Core/Comestibles.md) +# Example [Comestibles](Core/Comestibles) * This is a non-exhaustive list of the sort of comestibles you can create. You can also design your own [Designing-Comestibles](Designing-Comestibles). ## Alchemy diff --git a/Game/Example-Gear.md b/Game/Example-Gear.md index 2cddd1a..9925337 100644 --- a/Game/Example-Gear.md +++ b/Game/Example-Gear.md @@ -5,9 +5,9 @@ parent: Gear grand_parent: Equipment nav_order: 2 --- -# Example [Gear](Core/Gear.md) +# Example [Gear](Core/Gear) {: .no_toc } -This is a non-exhaustive list of the sort of gear your characters may need. If something isn't on this list work with your GM to come up with values for it, remember to [Obey Conservation Of Mass](Core/Terminology.md#Obey%20Conservation%20Of%20Mass). +This is a non-exhaustive list of the sort of gear your characters may need. If something isn't on this list work with your GM to come up with values for it, remember to [Obey Conservation Of Mass](Core/Terminology#Obey%20Conservation%20Of%20Mass). * Cost is the expected cost to purchase from a merchant, commissioning also requires the commissioning fee from the tradesman.
@@ -124,13 +124,13 @@ Size 2 --- -## [Toolkits](Core/Gear.md#Toolkits) +## [Toolkits](Core/Gear#Toolkits) ### Alchemist's Tool Set *A collection of tools for measuring solutions, heating and diffusing materials. 3 size of [Artisan](Materials#Artisan)* materials. * Size 3. * Cost 15. -* Used for crafting [Alchemy](Core/Comestibles.md#Alchemy). +* Used for crafting [Alchemy](Core/Comestibles#Alchemy). * Used for crafting [Transhumanism](Character-Development#Transhumanism) processes. --- @@ -138,9 +138,9 @@ Size 2 *A collection of tools for customizing, creating, and forging weapons and armour. 3 size of [Artisan](Materials#Artisan)* materials. * Size 3. * Cost 15. -* Used for crafting [Weapons](Core/Weapons.md). -* Used for crafting [Armour](Core/Armour.md). -* Used for crafting [Munitions](Core/Comestibles.md#Munitions). +* Used for crafting [Weapons](Core/Weapons). +* Used for crafting [Armour](Core/Armour). +* Used for crafting [Munitions](Core/Comestibles#Munitions). --- ### Camping Gear @@ -156,7 +156,7 @@ Size 2 *A collection of items required to make the road or a traumatic event easier. Consisting of a weighted blanket, sanitary napkins, sweets, and other comforts not normally seen on the road. 1 size of [Exotic](Materials#Exotic) + charges.* * Size 2. * Cost 13. -* 3(1) [Charges](Core/Terminology.md#Charges). +* 3(1) [Charges](Core/Terminology#Charges). * Anyone you help with your comfort kit, you receive a +1 to social skill tests with. @@ -166,7 +166,7 @@ Size 2 *A musical tool of complex design. Complex instruments are expensive and produce nuanced and complex sounds. 3 size of [Artisan](Materials#Artisan) materials.* * Size 3. * Cost 15. -* A complex instrument provides a +2 to [Confidence](Core/Communication.md#Confidence) checks to use it. +* A complex instrument provides a +2 to [Confidence](Core/Communication#Confidence) checks to use it. > Examples would include: Bagpipes, Dulcimer, Lute, Viol. @@ -181,11 +181,11 @@ Size 2 --- ### Explorers Kit -*A collection of generic items an adventurer should have packed. Whether it be rope, a specific tool, climbing pitons, a torch etc. This kit is by far the most generic, but also any use of the explorers' kit should expend a use and require refilling, as the tools will be subpar. 1 size of [Artisan Metals](Metal#Artisan%20Metals) + [Charges](Core/Terminology.md#Charges).* +*A collection of generic items an adventurer should have packed. Whether it be rope, a specific tool, climbing pitons, a torch etc. This kit is by far the most generic, but also any use of the explorers' kit should expend a use and require refilling, as the tools will be subpar. 1 size of [Artisan Metals](Metal#Artisan%20Metals) + [Charges](Core/Terminology#Charges).* * Size 3. * Cost 11. -* 3(2) [Charges](Core/Terminology.md#Charges). -* Can be used as a 1 use substitute tool you need for an [Action](Core/Terminology.md#Action). +* 3(2) [Charges](Core/Terminology#Charges). +* Can be used as a 1 use substitute tool you need for an [Action](Core/Terminology#Action). --- @@ -197,11 +197,11 @@ Size 2 --- ### Forgery Kit -*A collection of stamps, plates, glossy paper and inks required to forge official documents. 1 size of [Exotic](Materials#Exotic) material + [Charges](Core/Terminology.md#Charges).* +*A collection of stamps, plates, glossy paper and inks required to forge official documents. 1 size of [Exotic](Materials#Exotic) material + [Charges](Core/Terminology#Charges).* * Size 2. * Cost 25. -* Creating a forgery is a [Accuracy](Core/Agility.md#Accuracy) [Fixed Difficulty](Core/Skills.md#Fixed%20Difficulty) skill test with a [Difficulty Value](Core/Terminology.md#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.md#Difficulty%20Value). -* 15(1) [Charges](Core/Terminology.md#Charges). +* 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). +* 15(1) [Charges](Core/Terminology#Charges). > So, a -4 difficulty test would result in a forgery costing 8 silver. @@ -223,11 +223,11 @@ Size 2 --- ### Light Kit -*A light source and necessary fuel, whether it is from treated torches or some form of lantern. 1 size of [Artisan](Materials#Artisan) materials + [Charges](Core/Terminology.md#Charges).* +*A light source and necessary fuel, whether it is from treated torches or some form of lantern. 1 size of [Artisan](Materials#Artisan) materials + [Charges](Core/Terminology#Charges).* * Size 2. * Cost 10. -* 5(1) [Charges](Core/Terminology.md#Charges). -* Every 2 hours this provides light expends a [Charge](Core/Terminology.md#Charges) +* 5(1) [Charges](Core/Terminology#Charges). +* Every 2 hours this provides light expends a [Charge](Core/Terminology#Charges) --- @@ -249,20 +249,20 @@ Size 2 --- ### Patching Kit -*A collection of pins, patches, bolts and metal bits used to repair armour in the field. 1 size of [Artisan Metals](Metal#Artisan%20Metals) + [Charges](Core/Terminology.md#Charges).* +*A collection of pins, patches, bolts and metal bits used to repair armour in the field. 1 size of [Artisan Metals](Metal#Artisan%20Metals) + [Charges](Core/Terminology#Charges).* * Size 2. * Cost 15. -* 5(2) [Charges](Core/Terminology.md#Charges). -* Given 5 minutes, you can repair 1 integrity on a suit of armour for a [charge](Core/Terminology.md#Charges). +* 5(2) [Charges](Core/Terminology#Charges). +* Given 5 minutes, you can repair 1 integrity on a suit of armour for a [charge](Core/Terminology#Charges). --- ### Reagent Bag -*A well constructed satchel of elixirs, dried powdered items, and other small bits of magic that can be used to perform [Rituals](Core/Spirit.md#Attunement). 1 size [Artisan Hide](Hide#Artisan%20Hide) + [Charges](Core/Terminology.md#Charges).* +*A well constructed satchel of elixirs, dried powdered items, and other small bits of magic that can be used to perform [Rituals](Core/Spirit#Attunement). 1 size [Artisan Hide](Hide#Artisan%20Hide) + [Charges](Core/Terminology#Charges).* * Size 2. * Cost 15. -* 5(2) [Charges](Core/Terminology.md#Charges). -* You can spend a [charge](Core/Terminology.md#Charges) to perform [Ritual Magic](Magic#Ritual%20Magic). +* 5(2) [Charges](Core/Terminology#Charges). +* You can spend a [charge](Core/Terminology#Charges) to perform [Ritual Magic](Magic#Ritual%20Magic). A reagent bag contains 5 uses, and replenishing a use costs 2 silver. @@ -294,41 +294,41 @@ A reagent bag contains 5 uses, and replenishing a use costs 2 silver. ### Tinker's Kit *Size 2 Cost 15* -*A collection of scrap bits, odds and ends, adhesive and other consumables you might need to fix or quickly construct something. Any time you need scrap, replacement parts, or other machined parts you can use a tinkers kit. 1 size of [Artisan](Materials#Artisan) + [Charges](Core/Terminology.md#Charges).* +*A collection of scrap bits, odds and ends, adhesive and other consumables you might need to fix or quickly construct something. Any time you need scrap, replacement parts, or other machined parts you can use a tinkers kit. 1 size of [Artisan](Materials#Artisan) + [Charges](Core/Terminology#Charges).* * Size 2. * Cost 15. -* [Charges](Core/Terminology.md#Charges) 5(2). +* [Charges](Core/Terminology#Charges) 5(2). * A tinkers kit charge can be used to have a bauble or small part on hand for repairs or crafting. --- ### Trap Kit -*A collection of materials, triggers, sensors and payloads that can be used to create and customize traps on the go. 1 size of [Artisan Metals](Metal#Artisan%20Metals) + [Charges](Core/Terminology.md#Charges).* +*A collection of materials, triggers, sensors and payloads that can be used to create and customize traps on the go. 1 size of [Artisan Metals](Metal#Artisan%20Metals) + [Charges](Core/Terminology#Charges).* * Size 2. * Cost 10. -* [Charges](Core/Terminology.md#Charges) 5(1). -* Can expend a [charge](Core/Terminology.md#Charges) to set up a trap to trigger based on certain conditions. +* [Charges](Core/Terminology#Charges) 5(1). +* Can expend a [charge](Core/Terminology#Charges) to set up a trap to trigger based on certain conditions. --- ### Trauma Kit -*A collection of simple medicines, bandages, synthetic skin, coagulating powder, splints, and other things required to keep people alive after a severe or critical injury and treat the issues. 1 size of [Artisan](Materials#Artisan) + [Charges](Core/Terminology.md#Charges)* +*A collection of simple medicines, bandages, synthetic skin, coagulating powder, splints, and other things required to keep people alive after a severe or critical injury and treat the issues. 1 size of [Artisan](Materials#Artisan) + [Charges](Core/Terminology#Charges)* * Size 2. * Cost 15. -* [Charges](Core/Terminology.md#Charges) 5(2). -* A trauma kit charge can be used to provide (+1) to [stabilization](Core/Injury.md#Stabilization) and [Surgery](Core/Injury.md#Surgery). -* A trauma kit [charge](Core/Terminology.md#Charges) can be used to perform first aid to alleviate the immediate effects of injuries. This is a [Application](Core/Intelligence.md#Application) [Opposed Difficulty](Core/Skills.md#Opposed%20Difficulty)([Injury Penalty](Core/Injury.md#Injury%20Penalty)). If you succeed, reduce their injury penalty by 1. If you fail a first aid test, the person still counts as [stabilized](Core/Injury.md#Stabilization). +* [Charges](Core/Terminology#Charges) 5(2). +* A trauma kit charge can be used to provide (+1) to [stabilization](Core/Injury#Stabilization) and [Surgery](Core/Injury#Surgery). +* A trauma kit [charge](Core/Terminology#Charges) can be used to perform first aid to alleviate the immediate effects of injuries. This is a [Application](Core/Intelligence#Application) [Opposed Difficulty](Core/Skills#Opposed%20Difficulty)([Injury Penalty](Core/Injury#Injury%20Penalty)). If you succeed, reduce their injury penalty by 1. If you fail a first aid test, the person still counts as [stabilized](Core/Injury#Stabilization). --- ### Wrangler's Kit *Size 2 Cost 20* -*A collection of restraints, blinders, keys, and other bindings usable to bind creatures and humans. 1 size of [Artisan Metals](Metal#Artisan%20Metals) + [Charges](Core/Terminology.md#Charges).* +*A collection of restraints, blinders, keys, and other bindings usable to bind creatures and humans. 1 size of [Artisan Metals](Metal#Artisan%20Metals) + [Charges](Core/Terminology#Charges).* * Size 2. * Cost 15. -* [Charges](Core/Terminology.md#Charges) 5(2). -* Using a wranglers kit on a humanoid requires 2 [Charges](Core/Terminology.md#Charges), anything smaller would be 1, larger entities up to 5. -* A [Character](Core/Terminology.md#Character) who is secured with a wranglers kit cannot escape without external aid. +* [Charges](Core/Terminology#Charges) 5(2). +* Using a wranglers kit on a humanoid requires 2 [Charges](Core/Terminology#Charges), anything smaller would be 1, larger entities up to 5. +* A [Character](Core/Terminology#Character) who is secured with a wranglers kit cannot escape without external aid. --- diff --git a/Game/Example-Storage.md b/Game/Example-Storage.md index 4fe9c27..180c26e 100644 --- a/Game/Example-Storage.md +++ b/Game/Example-Storage.md @@ -28,7 +28,7 @@ nav_order: 2 * [Backpack](Storage#Backpack). * Commission 20 Silver. * Sells for 15 Silver. -* Holds 6 + [Strength](Core/Strength.md) size. +* Holds 6 + [Strength](Core/Strength) size. --- @@ -37,7 +37,7 @@ nav_order: 2 * [Backpack](Storage#Backpack). * Commission 45 Silver. * Sells for 15 Silver. -* Holds 1 + [Strength](Core/Strength.md) size. +* Holds 1 + [Strength](Core/Strength) size. * Holds an additional 10 size of [Materials](Materials). --- @@ -47,8 +47,8 @@ nav_order: 2 * [Backpack](Storage#Backpack). * Commission 20 Silver. * Sells for 5 Silver. -* Holds 2 + [Strength](Core/Strength.md) size. -* Holds an additional 4 size of [Weapons](Core/Weapons.md). +* Holds 2 + [Strength](Core/Strength) size. +* Holds an additional 4 size of [Weapons](Core/Weapons). --- @@ -57,7 +57,7 @@ nav_order: 2 * [Backpack](Storage#Backpack). * Commission 10 Silver. * Sells for 5 Silver. -* Holds 4 + [Strength](Core/Strength.md) size. +* Holds 4 + [Strength](Core/Strength) size. --- @@ -82,7 +82,7 @@ nav_order: 2 * Commission 20 Silver. * Sells for 10 Silver. * Holds 3 size. -* Holds an additional 2 size of [Munitions](Core/Comestibles.md#Munitions). +* Holds an additional 2 size of [Munitions](Core/Comestibles#Munitions). --- diff --git a/Game/Example-Transhumanist-Effects.md b/Game/Example-Transhumanist-Effects.md index 2e1a127..84a1541 100644 --- a/Game/Example-Transhumanist-Effects.md +++ b/Game/Example-Transhumanist-Effects.md @@ -26,11 +26,11 @@ nav_order: 2 | Infused Body | Your body is a focus for magical energy. | You don’t need a focus to perform channelling. | | Inscribed Body | Your body is covered in inscriptions and reminders. | You don’t need a [Reagent Bag](Example-Gear#Reagent%20Bag) to perform rituals. | | Lightning Reflexes | Your eyes dart and body twitches, constantly in a heightened state of being. | You always roll maximum for initiative. | -| Mutated Agility | Your body twitches with speed. | +1 [Agility](Core/Agility.md) | -| Mutated Fellowship | You radiate friendliness. | +1 [Communication](Core/Communication.md) | -| Mutated Intelligence | Your brain has swollen. | +1 [Intelligence](Core/Intelligence.md) | -| Mutated Resolve | You stand straighter and are unblinking. | +1 [Spirit](Core/Spirit.md) | -| Mutated Strength | Your muscles bulge. | +1 [Strength](Core/Strength.md) | +| Mutated Agility | Your body twitches with speed. | +1 [Agility](Core/Agility) | +| Mutated Fellowship | You radiate friendliness. | +1 [Communication](Core/Communication) | +| Mutated Intelligence | Your brain has swollen. | +1 [Intelligence](Core/Intelligence) | +| Mutated Resolve | You stand straighter and are unblinking. | +1 [Spirit](Core/Spirit) | +| Mutated Strength | Your muscles bulge. | +1 [Strength](Core/Strength) | | Mycelian | You have small fibers coming off every part of your body which you leave on objects you touch lasting a few moments before withering to nothing. | If you die or for any other reason you may regrow yourself somewhere you have recently been, this process takes a few minutes. | | Philosopher's Stone | You have been treated with a serum that is said to bring everlasting life. | You no longer age naturally. Your physical flaws are removed as you take the treatment. You are incredibly beautiful. You regrow lost limbs over about 10 minutes of time. | | Redundant Organs | | Critical injuries to the chest no longer have a chance to kill you. Critical injuries to the head behave like normal critical injuries to the torso. | diff --git a/Game/Example-Weapons.md b/Game/Example-Weapons.md index 97966ff..11677d6 100644 --- a/Game/Example-Weapons.md +++ b/Game/Example-Weapons.md @@ -14,36 +14,36 @@ nav_order: 2 | Name | Quality | Materials | Cost | Sell | Size | Damage Type | Damage Bonus | Traits | | ---------------- | -------------------------------------------- | ------------- | ---- | ---- | ---- | -------------------------- | ------------ | -------------------------------------------------------------------------------------------------------- | -| Battle Axe | [Martial](Core/Weapons.md#Martial) | Simple Metals | 25 | 10 | 2 | Rending | +5 (+6) | [Hand and a Half](Core/Weapon-Traits.md#Hand%20and%20a%20Half) | -| Bayonet Crossbow | [Masterwork Martial](Core/Weapons.md#Master%20Work) | Steel | 80 | 30 | 3 | Ranged Piercing / Piercing | +10 (+7) | [Crossbow](Core/Weapon-Traits.md#Crossbow) and [Multiple Damage Types](Core/Weapon-Traits.md#Multiple%20Damage%20Types) | -| Bladed Crossbow | [Exotic Weapons](Core/Weapons.md#Exotic) | Steel | 70 | 30 | 3 | Ranged Piercing / Rending | +10 (+7) | [Crossbow](Core/Weapon-Traits.md#Crossbow) and [Multiple Damage Types](Core/Weapon-Traits.md#Multiple%20Damage%20Types) | -| Club | [Basic](Core/Weapons.md#Basic) | Hard Wood | 10 | 5 | 2 | Impact | +3 | - | -| Combat Knife | [Masterwork Martial](Core/Weapons.md#Master%20Work) | Steel | 40 | 10 | 1 | Piercing | +4 | [Perfect](Core/Weapon-Traits.md#Perfect) | -| Compound Bow | [Masterwork Martial](Core/Weapons.md#Master%20Work) | Machinery | 110 | 45 | 3 | Ranged Piercing | +8 | [Bow](Core/Weapon-Traits.md#Bow), [Lethal](Core/Weapon-Traits.md#Lethal) | -| Crossbow | [Martial](Core/Weapons.md#Martial) | Simple Metal | 35 | 15 | 3 | Ranged Piercing | +10 | [Crossbow](Core/Weapon-Traits.md#Crossbow) | -| Dagger | [Basic](Core/Weapons.md#Basic) | Scrap Metal | 5 | 3 | 1 | Piercing | +1 | - | -| Estoc | [Exotic Weapons](Core/Weapons.md#Exotic) | Steel | 50 | 20 | 2 | Rending / Piercing | +5 | [Balanced](Core/Weapon-Traits.md#Balanced), and [Multiple Damage Types](Core/Weapon-Traits.md#Multiple%20Damage%20Types) | -| Flail | [Martial](Core/Weapons.md#Martial) | Simple Metal | 25 | 10 | 2 | Impact | +5 | [Momentum](Core/Weapon-Traits.md#Momentum) | -| Great Axe | [Martial](Core/Weapons.md#Martial) | Simple Metal | 45 | 20 | 4 | Rending | +10 | [Lethal](Core/Weapon-Traits.md#Lethal) | -| Great Bow | [Martial](Core/Weapons.md#Martial) | Treated Wood | 55 | 25 | 5 | Ranged Pierce | +11 | [Bow](Core/Weapon-Traits.md#Bow) | -| Great Club | [Basic](Core/Weapons.md#Basic) | Hard Wood | 20 | 10 | 4 | Impact | +7 | - | -| Great Sword | [Exotic Weapons](Core/Weapons.md#Exotic) | Steel | 110 | 50 | 5 | Rending | +14 | [Overweight](Core/Weapon-Traits.md#Overweight) | -| Halberd | [Exotic Weapons](Core/Weapons.md#Exotic) | Steel | 90 | 40 | 4 | Rending / Piercing | +9 | [Reach](Core/Weapon-Traits.md#Reach), and [Multiple Damage Types](Core/Weapon-Traits.md#Multiple%20Damage%20Types) | -| Hand Axe | [Basic](Core/Weapons.md#Basic) | Scrap Metal | 5 | 3 | 1 | Rending | +1 | - | -| Hooked Dagger | [Exotic Weapons](Core/Weapons.md#Exotic) | Steel | 30 | 10 | 1 | Rending | +3 | [Penetrating](Core/Weapon-Traits.md#Penetrating) | -| Javelin | [Martial](Core/Weapons.md#Martial) | Treated Wood | 25 | 10 | 2 | Piercing | +5 | [Throwable](Core/Weapon-Traits.md#Throwable) | -| Katana | [Exotic Weapons](Core/Weapons.md#Exotic) | Steel | 70 | 30 | 3 | Rending | +8 | [Lethal](Core/Weapon-Traits.md#Lethal), and [Deadly Draw](Core/Weapon-Traits.md#Deadly%20Draw) | -| Lance | [Martial](Core/Weapons.md#Martial) | Simple Metal | 45 | 20 | 4 | Piercing | +9 | [Reach](Core/Weapon-Traits.md#Reach) | -| Light Hammer | [Basic](Core/Weapons.md#Basic) | Scrap Metal | 5 | 3 | 1 | Impact | +1 | - | -| Long Bow | [Martial](Core/Weapons.md#Martial) | Treated Wood | 45 | 20 | 4 | Ranged Piercing | +9 | [Bow](Core/Weapon-Traits.md#Bow) | -| Long Sword | [Master Work Martial](Core/Weapons.md#Master%20Work) | Steel | 80 | 30 | 3 | Rending / Piercing | +7 | [Balanced](Core/Weapon-Traits.md#Balanced), and [Multiple Damage Types](Core/Weapon-Traits.md#Multiple%20Damage%20Types) | -| Mace | [Martial](Core/Weapons.md#Martial) | Simple Metal | 25 | 10 | 2 | Impact | +5 | [Lethal](Core/Weapon-Traits.md#Lethal) | -| Machete | [Martial](Core/Weapons.md#Martial) | Simple Metal | 25 | 10 | 2 | Rending | +5 | [Balanced](Core/Weapon-Traits.md#Balanced) | -| Quarterstaff | [Martial](Core/Weapons.md#Martial) | Treated Wood | 35 | 15 | 3 | Impact | +7 | [Balanced](Core/Weapon-Traits.md#Balanced) | -| Scimitar | [Exotic Weapons](Core/Weapons.md#Exotic) | Steel | 50 | 20 | 2 | Rending | +5 | [Balanced](Core/Weapon-Traits.md#Balanced), and [Momentum](Core/Weapon-Traits.md#Momentum) | -| Serrated Sword | [Masterwork Martial](Core/Weapons.md#Master%20Work) | Steel | 60 | 20 | 2 | Rending | +5 | [Penetrating](Core/Weapon-Traits.md#Penetrating) | -| Shield | [Martial](Core/Weapons.md#Martial) | Treated Wood | 25 | 10 | 2 | - | - | [Shield](Core/Weapon-Traits.md#Shield) | -| Short Bow | [Martial](Core/Weapons.md#Martial) | Treated Wood | 35 | 15 | 3 | Ranged Piercing | +7 | [Bow](Core/Weapon-Traits.md#Bow) | -| Spear | [Martial](Core/Weapons.md#Martial) | Treated Wood | 35 | 15 | 3 | Piercing | +7 | [Reach](Core/Weapon-Traits.md#Reach) | -| Zweihänder | [Masterwork Martial](Core/Weapons.md#Master%20Work) | Steel | 100 | 40 | 4 | Rending / Piercing | +9 | [Reach](Core/Weapon-Traits.md#Reach), and [Multiple Damage Types](Core/Weapon-Traits.md#Multiple%20Damage%20Types) | +| Battle Axe | [Martial](Core/Weapons#Martial) | Simple Metals | 25 | 10 | 2 | Rending | +5 (+6) | [Hand and a Half](Core/Weapon-Traits#Hand%20and%20a%20Half) | +| Bayonet Crossbow | [Masterwork Martial](Core/Weapons#Master%20Work) | Steel | 80 | 30 | 3 | Ranged Piercing / Piercing | +10 (+7) | [Crossbow](Core/Weapon-Traits#Crossbow) and [Multiple Damage Types](Core/Weapon-Traits#Multiple%20Damage%20Types) | +| Bladed Crossbow | [Exotic Weapons](Core/Weapons#Exotic) | Steel | 70 | 30 | 3 | Ranged Piercing / Rending | +10 (+7) | [Crossbow](Core/Weapon-Traits#Crossbow) and [Multiple Damage Types](Core/Weapon-Traits#Multiple%20Damage%20Types) | +| Club | [Basic](Core/Weapons#Basic) | Hard Wood | 10 | 5 | 2 | Impact | +3 | - | +| Combat Knife | [Masterwork Martial](Core/Weapons#Master%20Work) | Steel | 40 | 10 | 1 | Piercing | +4 | [Perfect](Core/Weapon-Traits#Perfect) | +| Compound Bow | [Masterwork Martial](Core/Weapons#Master%20Work) | Machinery | 110 | 45 | 3 | Ranged Piercing | +8 | [Bow](Core/Weapon-Traits#Bow), [Lethal](Core/Weapon-Traits#Lethal) | +| Crossbow | [Martial](Core/Weapons#Martial) | Simple Metal | 35 | 15 | 3 | Ranged Piercing | +10 | [Crossbow](Core/Weapon-Traits#Crossbow) | +| Dagger | [Basic](Core/Weapons#Basic) | Scrap Metal | 5 | 3 | 1 | Piercing | +1 | - | +| Estoc | [Exotic Weapons](Core/Weapons#Exotic) | Steel | 50 | 20 | 2 | Rending / Piercing | +5 | [Balanced](Core/Weapon-Traits#Balanced), and [Multiple Damage Types](Core/Weapon-Traits#Multiple%20Damage%20Types) | +| Flail | [Martial](Core/Weapons#Martial) | Simple Metal | 25 | 10 | 2 | Impact | +5 | [Momentum](Core/Weapon-Traits#Momentum) | +| Great Axe | [Martial](Core/Weapons#Martial) | Simple Metal | 45 | 20 | 4 | Rending | +10 | [Lethal](Core/Weapon-Traits#Lethal) | +| Great Bow | [Martial](Core/Weapons#Martial) | Treated Wood | 55 | 25 | 5 | Ranged Pierce | +11 | [Bow](Core/Weapon-Traits#Bow) | +| Great Club | [Basic](Core/Weapons#Basic) | Hard Wood | 20 | 10 | 4 | Impact | +7 | - | +| Great Sword | [Exotic Weapons](Core/Weapons#Exotic) | Steel | 110 | 50 | 5 | Rending | +14 | [Overweight](Core/Weapon-Traits#Overweight) | +| Halberd | [Exotic Weapons](Core/Weapons#Exotic) | Steel | 90 | 40 | 4 | Rending / Piercing | +9 | [Reach](Core/Weapon-Traits#Reach), and [Multiple Damage Types](Core/Weapon-Traits#Multiple%20Damage%20Types) | +| Hand Axe | [Basic](Core/Weapons#Basic) | Scrap Metal | 5 | 3 | 1 | Rending | +1 | - | +| Hooked Dagger | [Exotic Weapons](Core/Weapons#Exotic) | Steel | 30 | 10 | 1 | Rending | +3 | [Penetrating](Core/Weapon-Traits#Penetrating) | +| Javelin | [Martial](Core/Weapons#Martial) | Treated Wood | 25 | 10 | 2 | Piercing | +5 | [Throwable](Core/Weapon-Traits#Throwable) | +| Katana | [Exotic Weapons](Core/Weapons#Exotic) | Steel | 70 | 30 | 3 | Rending | +8 | [Lethal](Core/Weapon-Traits#Lethal), and [Deadly Draw](Core/Weapon-Traits#Deadly%20Draw) | +| Lance | [Martial](Core/Weapons#Martial) | Simple Metal | 45 | 20 | 4 | Piercing | +9 | [Reach](Core/Weapon-Traits#Reach) | +| Light Hammer | [Basic](Core/Weapons#Basic) | Scrap Metal | 5 | 3 | 1 | Impact | +1 | - | +| Long Bow | [Martial](Core/Weapons#Martial) | Treated Wood | 45 | 20 | 4 | Ranged Piercing | +9 | [Bow](Core/Weapon-Traits#Bow) | +| Long Sword | [Master Work Martial](Core/Weapons#Master%20Work) | Steel | 80 | 30 | 3 | Rending / Piercing | +7 | [Balanced](Core/Weapon-Traits#Balanced), and [Multiple Damage Types](Core/Weapon-Traits#Multiple%20Damage%20Types) | +| Mace | [Martial](Core/Weapons#Martial) | Simple Metal | 25 | 10 | 2 | Impact | +5 | [Lethal](Core/Weapon-Traits#Lethal) | +| Machete | [Martial](Core/Weapons#Martial) | Simple Metal | 25 | 10 | 2 | Rending | +5 | [Balanced](Core/Weapon-Traits#Balanced) | +| Quarterstaff | [Martial](Core/Weapons#Martial) | Treated Wood | 35 | 15 | 3 | Impact | +7 | [Balanced](Core/Weapon-Traits#Balanced) | +| Scimitar | [Exotic Weapons](Core/Weapons#Exotic) | Steel | 50 | 20 | 2 | Rending | +5 | [Balanced](Core/Weapon-Traits#Balanced), and [Momentum](Core/Weapon-Traits#Momentum) | +| Serrated Sword | [Masterwork Martial](Core/Weapons#Master%20Work) | Steel | 60 | 20 | 2 | Rending | +5 | [Penetrating](Core/Weapon-Traits#Penetrating) | +| Shield | [Martial](Core/Weapons#Martial) | Treated Wood | 25 | 10 | 2 | - | - | [Shield](Core/Weapon-Traits#Shield) | +| Short Bow | [Martial](Core/Weapons#Martial) | Treated Wood | 35 | 15 | 3 | Ranged Piercing | +7 | [Bow](Core/Weapon-Traits#Bow) | +| Spear | [Martial](Core/Weapons#Martial) | Treated Wood | 35 | 15 | 3 | Piercing | +7 | [Reach](Core/Weapon-Traits#Reach) | +| Zweihänder | [Masterwork Martial](Core/Weapons#Master%20Work) | Steel | 100 | 40 | 4 | Rending / Piercing | +9 | [Reach](Core/Weapon-Traits#Reach), and [Multiple Damage Types](Core/Weapon-Traits#Multiple%20Damage%20Types) | diff --git a/Game/Hide.md b/Game/Hide.md index 046856d..50df0ae 100644 --- a/Game/Hide.md +++ b/Game/Hide.md @@ -8,7 +8,7 @@ nav_order: 2 # Hide One of the [Materials](Materials) used for crafting and trading. -Repurposed skin of creatures, leather makes an excellent material for [Storage](Storage), and [Armour](Core/Armour.md). +Repurposed skin of creatures, leather makes an excellent material for [Storage](Storage), and [Armour](Core/Armour). ## Basic Hide Simple animal leathers. diff --git a/Game/Home.md b/Game/Home.md index 2125a0b..89a79c1 100644 --- a/Game/Home.md +++ b/Game/Home.md @@ -9,7 +9,7 @@ Inspired by PBtA systems, classic fantasy RPGs, and worlds where all labour has * Learn the [Lore](Lore). * Learn to [How To Play](How-To-Play). -* Remember to respect the [Code Of Conduct](https://github.com/bombasticSlacks/Aspirant/blob/main/CODE_OF_CONDUCT.md). +* Remember to respect the [Code Of Conduct](https://github.com/bombasticSlacks/Aspirant/blob/main/CODE_OF_CONDUCT). * If you are going to approach difficult topics, make sure that everyone has [consented](https://www.montecookgames.com/store/product/consent-in-gaming/). ![Campfire](Content/Campfire.svg) diff --git a/Game/How-To-Play.md b/Game/How-To-Play.md index 4a798c0..25f49a2 100644 --- a/Game/How-To-Play.md +++ b/Game/How-To-Play.md @@ -10,7 +10,7 @@ The players, characters, heroes, adventurers etc. refers to the group of people ## First Time Players If it is your first time playing Aspirant, you should do the following: -* Read up on [Stats](Core/Stats.md) and [Skills](Core/Skills.md). These are critical to playing the game +* Read up on [Stats](Core/Stats) and [Skills](Core/Skills). These are critical to playing the game * Create characters from [Humble Beginnings](Humble-Beginnings) * Have a [First Session](First-Session) to discuss your histories * Get into the game and start [Telling The Story](Telling-The-Story) @@ -18,30 +18,30 @@ If it is your first time playing Aspirant, you should do the following: ## GM The GM, or, game master is the person who directs the flow of the game. They set up the initial state of the world, potentially with [help from the players](First-Session), then control every non-player character and entity in it. -More guidelines for the GM are provided in [Running The Game](Core/Running-The-Game.md). +More guidelines for the GM are provided in [Running The Game](Core/Running-The-Game). ## Dice ![dice-icons](Content/dice-icons.svg) -In Aspirant, every [Action](Core/Terminology.md#Action) is resolved by rolling 2d6 + modifier. In every case, there will be a relevant [Skill](Core/Skills.md) and [Stat](Core/Stats.md) associated with the action being attempted. To obtain your modifier +In Aspirant, every [Action](Core/Terminology#Action) is resolved by rolling 2d6 + modifier. In every case, there will be a relevant [Skill](Core/Skills) and [Stat](Core/Stats) associated with the action being attempted. To obtain your modifier $$skill\ value + stat\ value - difficulty = modifier$$ Difficulty is assigned by the GM and defaults to 0. After determining the modifier, you then roll. * If roll + modifier >= 10 you succeed. * Otherwise, you fail. * Players should not get to make skill tests for impossible actions. -Common modifiers include: rushed (-1), high pressure (-1), non-trivial (-1), complicated task (-2), challenging (-3), hellish task (-5), impossible task (-7). [Skills](Core/Skills.md) will also provide some examples. +Common modifiers include: rushed (-1), high pressure (-1), non-trivial (-1), complicated task (-2), challenging (-3), hellish task (-5), impossible task (-7). [Skills](Core/Skills) will also provide some examples. **NOTE**, The rules provided within this section are not supposed to be exhaustive. This is a set of guidelines to give players and game masters an idea of what is possible, and how it should be determined. Generally, you should try to never say “no” to a player's impulse. You should inform them of the difficulty of a task and from there they can make an informed decision on if they want to progress. ## Making Characters To make a character, you should refer to: - * [Stats](Core/Stats.md) - * [Skills](Core/Skills.md) + * [Stats](Core/Stats) + * [Skills](Core/Skills) * [Character-Creation](Character-Creation) ## Playing The Game To play the game, you should refer to: * [First Session](First-Session) * [Telling The Story](Telling-The-Story) -* [Combat](Core/Combat.md) -* [Injury](Core/Injury.md) +* [Combat](Core/Combat) +* [Injury](Core/Injury) diff --git a/Game/Knight.md b/Game/Knight.md index b5bef1e..1e0f218 100644 --- a/Game/Knight.md +++ b/Game/Knight.md @@ -19,40 +19,40 @@ They can generally teach the following training: ## Basic ### Bury Them -If an enemy is on the ground, and you make a [Melee Attack](Core/Terminology.md#Melee%20Attack) against them, you deal +1 [Damage](Core/Terminology.md#Damage). +If an enemy is on the ground, and you make a [Melee Attack](Core/Terminology#Melee%20Attack) against them, you deal +1 [Damage](Core/Terminology#Damage). ### Blocking -When someone performs an [Attack](Core/Terminology.md#Attack) where you are the [Opponent](Core/Terminology.md#Opponent), if you are [In Melee](Core/Effects.md#In%20Melee) you may [Substitute](Core/Terminology.md#Substitute) your [Strike](Core/Strength.md#Strike) for [Reflexes](Core/Agility.md#Reflexes). +When someone performs an [Attack](Core/Terminology#Attack) where you are the [Opponent](Core/Terminology#Opponent), if you are [In Melee](Core/Effects#In%20Melee) you may [Substitute](Core/Terminology#Substitute) your [Strike](Core/Strength#Strike) for [Reflexes](Core/Agility#Reflexes). ### Fight Defensively -You may declare you are fighting in a defensive stance as a [Free Action](Core/Terminology.md#Free%20Action) at the beginning of your [Combat Turn](Core/Terminology.md#Combat%20Turn), you remain in a defensive stance until the start of your next [Combat Turn](Core/Terminology.md#Combat%20Turn). While fighting defensively, you receive a +2 to all skill tests that are [Reaction](Core/Terminology.md#Reaction), and a -2 to all attack skill tests. +You may declare you are fighting in a defensive stance as a [Free Action](Core/Terminology#Free%20Action) at the beginning of your [Combat Turn](Core/Terminology#Combat%20Turn), you remain in a defensive stance until the start of your next [Combat Turn](Core/Terminology#Combat%20Turn). While fighting defensively, you receive a +2 to all skill tests that are [Reaction](Core/Terminology#Reaction), and a -2 to all attack skill tests. ### Knight's Vow -You receive a (+1) on all [Combat Skill Test](Core/Terminology.md#Combat%20Action), but can never attack an unarmed, unaware or unable to defend themselves [Opponent](Core/Terminology.md#Opponent). +You receive a (+1) on all [Combat Skill Test](Core/Terminology#Combat%20Action), but can never attack an unarmed, unaware or unable to defend themselves [Opponent](Core/Terminology#Opponent). ### Mounted Expert No penalties for performing [Character Activity On Mount](Mounts#Character%20Activity%20On%20Mount), while riding on ground. ### Perfect Fit -You have 1 additional [Armour Integrity](Core/Armour.md#Armour%20Integrity). +You have 1 additional [Armour Integrity](Core/Armour#Armour%20Integrity). ### Phalanx -When wielding a [Shield](Core/Terminology.md#Shield), and [In Melee](Core/Effects.md#In%20Melee) with an [Ally](Core/Terminology.md#Ally), you and [Allies](Core/Terminology.md#Ally) you are in melee with get a +1 to [Reflexes](Core/Agility.md#Reflexes) skill tests. +When wielding a [Shield](Core/Terminology#Shield), and [In Melee](Core/Effects#In%20Melee) with an [Ally](Core/Terminology#Ally), you and [Allies](Core/Terminology#Ally) you are in melee with get a +1 to [Reflexes](Core/Agility#Reflexes) skill tests. ### Protector -You can spend a [Reaction](Core/Terminology.md#Reaction) to retarget an attack targeting another [Character](Core/Terminology.md#Character) you are [In Melee](Core/Effects.md#In%20Melee) with. You can then do another [Reaction](Core/Terminology.md#Reaction) without spending a [Reaction](Core/Terminology.md#Reaction). +You can spend a [Reaction](Core/Terminology#Reaction) to retarget an attack targeting another [Character](Core/Terminology#Character) you are [In Melee](Core/Effects#In%20Melee) with. You can then do another [Reaction](Core/Terminology#Reaction) without spending a [Reaction](Core/Terminology#Reaction). ### Taunt -During your [Combat-Turn](Core/Combat-Turn.md), you may spend a [Power](Core/Stats.md#Power) to cause a character to have to target you with any abilities on it's next [Combat Turn](Core/Terminology.md#Combat%20Turn). +During your [Combat-Turn](Core/Combat-Turn), you may spend a [Power](Core/Stats#Power) to cause a character to have to target you with any abilities on it's next [Combat Turn](Core/Terminology#Combat%20Turn). ### Quick Saddles -While [Mounted](Core/Terminology.md#Mounted), you may draw from your [Saddlebag](Storage#Saddlebag) as you would draw from your [Belt](Storage#Belt). +While [Mounted](Core/Terminology#Mounted), you may draw from your [Saddlebag](Storage#Saddlebag) as you would draw from your [Belt](Storage#Belt). ### Shield Expert -While wielding a [Shield](Core/Terminology.md#Shield), it also protects against [Ancillary](Core/Injury.md#Ancillary) [Ranged Attack](Core/Terminology.md#Ranged%20Attack). +While wielding a [Shield](Core/Terminology#Shield), it also protects against [Ancillary](Core/Injury#Ancillary) [Ranged Attack](Core/Terminology#Ranged%20Attack). ### Steel Wall -If a [Character](Core/Terminology.md#Character) performs a [Mitigated Attack](Core/Terminology.md#Mitigated%20Attack) on you, that enemy cannot perform attacks against you until your next turn. +If a [Character](Core/Terminology#Character) performs a [Mitigated Attack](Core/Terminology#Mitigated%20Attack) on you, that enemy cannot perform attacks against you until your next turn. ### Terminator You cannot be forced to move or knocked over. @@ -63,40 +63,40 @@ You cannot be forced to move or knocked over. ## Advanced ### Bash -When you [Avoid](Core/Reacting-To-Attacks.md#Avoid) attacks from opponents [In Melee](Core/Effects.md#In%20Melee), if you succeed, the opponent must pass a [Grace](Core/Agility.md#Grace) [Opposed Difficulty(strike)](Core/Skills.md#Opposed%20Difficulty) or be knocked prone. +When you [Avoid](Core/Reacting-To-Attacks#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. ### Battle Mount -When [In Melee](Core/Effects.md#In%20Melee) and [Mounted](Core/Terminology.md#Mounted), you may as a [Free Action](Core/Terminology.md#Free%20Action) have the [Mount](Mounts) [Attack](Core/Terminology.md#Attack). +When [In Melee](Core/Effects#In%20Melee) and [Mounted](Core/Terminology#Mounted), you may as a [Free Action](Core/Terminology#Free%20Action) have the [Mount](Mounts) [Attack](Core/Terminology#Attack). ### Iron Curtain -If you have not made an [Attack](Core/Terminology.md#Attack) during your [Combat Turn](Core/Terminology.md#Combat%20Turn) and are wielding a [Shield](Core/Terminology.md#Shield), you may [Parry](Core/Special-Combat-Actions.md#Parry) as a [Free Action](Core/Terminology.md#Free%20Action) as your turn ends. +If you have not made an [Attack](Core/Terminology#Attack) during your [Combat Turn](Core/Terminology#Combat%20Turn) and are wielding a [Shield](Core/Terminology#Shield), you may [Parry](Core/Special-Combat-Actions#Parry) as a [Free Action](Core/Terminology#Free%20Action) as your turn ends. ### Mount Control -When you or your [Mount](Mounts) are attacked while [Mounted](Core/Terminology.md#Mounted), you may choose which of you any attack targets. Your mount also gets a [Reaction](Core/Terminology.md#Reaction). +When you or your [Mount](Mounts) are attacked while [Mounted](Core/Terminology#Mounted), you may choose which of you any attack targets. Your mount also gets a [Reaction](Core/Terminology#Reaction). ### Roll With The Punches -After you opponent achieves a [Non-mitigated Attack](Core/Terminology.md#Non-mitigated%20Attack), you may drop prone to reduce the [Damage](Core/Terminology.md#Damage) by 1. +After you opponent achieves a [Non-mitigated Attack](Core/Terminology#Non-mitigated%20Attack), you may drop prone to reduce the [Damage](Core/Terminology#Damage) by 1. ### Second Skin -You ignore [Max Skill](Core/Armour.md#Skill%20Penalty) for any [Armour](Core/Armour.md) you wear. +You ignore [Max Skill](Core/Armour#Skill%20Penalty) for any [Armour](Core/Armour) you wear. ### Strange Riding -Your [Mounted Expert](#Mounted%20Expert) training applies to exotic forms of travel while [Mounted](Core/Terminology.md#Mounted). +Your [Mounted Expert](#Mounted%20Expert) training applies to exotic forms of travel while [Mounted](Core/Terminology#Mounted). > Flight, Swimming, Teleporting, Scaling Walls, Burrowing ### Sweep -As a [Melee Attack](Core/Terminology.md#Melee%20Attack), you may make a [Strike](Core/Strength.md#Strike) [[Core/Skills#Fixed Difficulty]](0). If this is a [Non-mitigated Attack](Core/Terminology.md#Non-mitigated%20Attack), all [Opponents](Core/Terminology.md#Opponent) within [Reach](Core/Movement.md#Reach) of you are knocked [Prone](Core/Effects.md#Prone), they don't suffer [Injury](Core/Injury.md). +As a [Melee Attack](Core/Terminology#Melee%20Attack), you may make a [Strike](Core/Strength#Strike) [[Core/Skills#Fixed Difficulty]](0). If this is a [Non-mitigated Attack](Core/Terminology#Non-mitigated%20Attack), all [Opponents](Core/Terminology#Opponent) within [Reach](Core/Movement#Reach) of you are knocked [Prone](Core/Effects#Prone), they don't suffer [Injury](Core/Injury). ### Trampler -While [Mounted](Core/Terminology.md#Mounted) if you move within [Reach](Core/Movement.md#Reach) of an [Opponent](Core/Terminology.md#Opponent), you can perform a [Mannerism](Core/Communication.md#Mannerism) [Fixed Difficulty](Core/Skills.md#Fixed%20Difficulty)(0) to [Attack](Core/Terminology.md#Attack) for an [Impact](Core/Injury.md#Impact) [Ancillary](Core/Injury.md#Ancillary) [Critical Injury](Core/Injury.md#Critical%20Injury). +While [Mounted](Core/Terminology#Mounted) if you move within [Reach](Core/Movement#Reach) of an [Opponent](Core/Terminology#Opponent), you can perform a [Mannerism](Core/Communication#Mannerism) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty)(0) to [Attack](Core/Terminology#Attack) for an [Impact](Core/Injury#Impact) [Ancillary](Core/Injury#Ancillary) [Critical Injury](Core/Injury#Critical%20Injury). --- ## Master ### Master Block -You get an additional [Reaction](Core/Terminology.md#Reaction) on each of your [Combat Turns](Core/Terminology.md#Combat%20Turn). +You get an additional [Reaction](Core/Terminology#Reaction) on each of your [Combat Turns](Core/Terminology#Combat%20Turn). ### People’s Champion Once per [Downtime](Telling-The-Story#Downtime), may ignore any injury as though it didn’t occur. diff --git a/Game/Labourer.md b/Game/Labourer.md index c7c03b3..fdfc529 100644 --- a/Game/Labourer.md +++ b/Game/Labourer.md @@ -25,24 +25,24 @@ After [Downtime](Telling-The-Story#Downtime), your armour has 2 additional max i As [Production Work](Activities#Production%20Work), using an [Alchemists Tool Set](Example-Gear#Alchemists%20Tool%20Set) you can craft an alchemical potion, medicine or other mixture. ### Armour Smith -As [Production Work](Activities#Production%20Work), you can craft or modify [Basic](Designing-Armour#Basic) and [Artisan](Designing-Armour#Artisan) [Armour](Core/Armour.md) using an [Armourers Tool Set](Example-Gear#Armourers%20Tool%20Set) using [Application](Core/Intelligence.md#Application). More details in [Designing-Armour](Designing-Armour). +As [Production Work](Activities#Production%20Work), you can craft or modify [Basic](Designing-Armour#Basic) and [Artisan](Designing-Armour#Artisan) [Armour](Core/Armour) using an [Armourers Tool Set](Example-Gear#Armourers%20Tool%20Set) using [Application](Core/Intelligence#Application). More details in [Designing-Armour](Designing-Armour). -You can also as [Production Work](Activities#Production%20Work) craft and modify storage items using [Application](Core/Intelligence.md#Application), more details in [Designing-Storage](Designing-Storage). +You can also as [Production Work](Activities#Production%20Work) craft and modify storage items using [Application](Core/Intelligence#Application), more details in [Designing-Storage](Designing-Storage). ### Buddy Up -As a [Travel Activity](Activities#Travel%20Activity) you can select another [Character](Core/Terminology.md#Character) to assist. They automatically succeed on any skill tests they do related to their current [Activities](Activities). +As a [Travel Activity](Activities#Travel%20Activity) you can select another [Character](Core/Terminology#Character) to assist. They automatically succeed on any skill tests they do related to their current [Activities](Activities). ### Carrier -You can perform [Actions](Core/Terminology.md#Action) while carrying an item or items that would normally require two hands. In combat, you can move a willing character with you as you move. +You can perform [Actions](Core/Terminology#Action) while carrying an item or items that would normally require two hands. In combat, you can move a willing character with you as you move. ### Exotic Crafting -When crafting you can use [Exotic](Materials#Exotic) [Materials](Materials) and make exotic [Equipment](Core/Equipment.md). +When crafting you can use [Exotic](Materials#Exotic) [Materials](Materials) and make exotic [Equipment](Core/Equipment). ### Food Prep As [Production Work](Activities#Production%20Work) you can prepare food for your party. When you do food prep, each member of your party doesn't need to pay for food during your next [Travel Segment](Telling-The-Story#Travel%20Segment). ### Haggling -You may use converse to attempt to get better deals when commissioning items. This is an opposed [Connection](Core/Communication.md#Connection) test against the craftsman. For every [Step Of Success](Core/Skills.md#Step%20Of%20Success) you receive 1 silver off the asking price. +You may use converse to attempt to get better deals when commissioning items. This is an opposed [Connection](Core/Communication#Connection) test against the craftsman. For every [Step Of Success](Core/Skills#Step%20Of%20Success) you receive 1 silver off the asking price. ### Hard Worker When being paid for [Day Work](Activities#Day%20Work), you receive 1 additional silver. @@ -51,20 +51,20 @@ When being paid for [Day Work](Activities#Day%20Work), you receive 1 additional When you perform [Day Work](Activities#Day%20Work) you can ask the GM one question about the city you are in. ### Routine Maintenance -As a [Travel Activity](Activities#Travel%20Activity) you may repair 2 points of armour integrity to each ally's armour. Each ally's weapon has +1 [Damage Bonus](Core/Weapons.md#Damage%20Bonus) until the next [Travel Segment](Telling-The-Story#Travel%20Segment). +As a [Travel Activity](Activities#Travel%20Activity) you may repair 2 points of armour integrity to each ally's armour. Each ally's weapon has +1 [Damage Bonus](Core/Weapons#Damage%20Bonus) until the next [Travel Segment](Telling-The-Story#Travel%20Segment). ### Suburbanite You receive a +1 to all skill tests related to surviving and navigating urban areas. ### Tool Master -Whenever performing an [Action](Core/Terminology.md#Action) that requires tools of some kind, you receive a (+1). +Whenever performing an [Action](Core/Terminology#Action) that requires tools of some kind, you receive a (+1). ### Weak Spot -You know the [Armour Integrity](Core/Armour.md#Armour%20Integrity), and [Weakness and Resistance](Core/Armour.md#Weakness%20and%20Resistance), of any [Character](Core/Terminology.md#Character) that you can see. +You know the [Armour Integrity](Core/Armour#Armour%20Integrity), and [Weakness and Resistance](Core/Armour#Weakness%20and%20Resistance), of any [Character](Core/Terminology#Character) that you can see. ### Weapon Smithing -As [Production Work](Activities#Production%20Work), using a [Armourers Tool Set](Example-Gear#Armourers%20Tool%20Set) you can use [Application](Core/Intelligence.md#Application) to craft [Basic](Designing-Weapons#Basic) and [Artisan](Designing-Weapons#Artisan) weapons, more details are available in [Designing-Weapons](Designing-Weapons). +As [Production Work](Activities#Production%20Work), using a [Armourers Tool Set](Example-Gear#Armourers%20Tool%20Set) you can use [Application](Core/Intelligence#Application) to craft [Basic](Designing-Weapons#Basic) and [Artisan](Designing-Weapons#Artisan) weapons, more details are available in [Designing-Weapons](Designing-Weapons). -You can also as [Production Work](Activities#Production%20Work) craft [Munitions](Core/Comestibles.md#Munitions) using [Application](Core/Intelligence.md#Application). This costs half the price as the ammo normally would, and you can create up to 10 per [Production Work](Activities#Production%20Work). +You can also as [Production Work](Activities#Production%20Work) craft [Munitions](Core/Comestibles#Munitions) using [Application](Core/Intelligence#Application). This costs half the price as the ammo normally would, and you can create up to 10 per [Production Work](Activities#Production%20Work). @@ -78,7 +78,7 @@ You can also as [Production Work](Activities#Production%20Work) craft [Munitions Any weapon you craft for personal use can have one additional trait. Anyone else using this weapon suffers a -2 to skill tests and does not benefit from the additional trait. ### Efficient Patterns -Your [Crafting Cost](Core/Terminology.md#Crafting%20Cost) are 1 less size of the highest amount of material required. +Your [Crafting Cost](Core/Terminology#Crafting%20Cost) are 1 less size of the highest amount of material required. > Example if a craft requires 3 artisan metal and 1 basic leather, for you, it would require 2 artisan metal and 1 basic leather. @@ -89,7 +89,7 @@ You can perform [On Watch](Activities#On%20Watch) while doing another [Travellin Up to two of your weapons of size 3 or less are integrated into your armour / clothing. They cannot be dropped, are concealed, and don’t take up space. ### Jury Rigging -As a [Travel Activity](Activities#Travel%20Activity) or with significant [Narrative Time](Telling-The-Story#Narrative%20Time), using a [Tinkers Kit](Example-Gear#Tinkers%20Kit), you can construct single-use [Gear](Core/Gear.md), [Weapons](Core/Weapons.md), [Comestibles](Core/Comestibles.md) and other narrative devices using exceptionally basic materials, simpler than would otherwise be allowed with [Application](Core/Intelligence.md#Application). +As a [Travel Activity](Activities#Travel%20Activity) or with significant [Narrative Time](Telling-The-Story#Narrative%20Time), using a [Tinkers Kit](Example-Gear#Tinkers%20Kit), you can construct single-use [Gear](Core/Gear), [Weapons](Core/Weapons), [Comestibles](Core/Comestibles) and other narrative devices using exceptionally basic materials, simpler than would otherwise be allowed with [Application](Core/Intelligence#Application). The player will need some narrative justification for what they are using, then 1 charge from their [Tinkers Kit](Example-Gear#Tinkers%20Kit). @@ -97,7 +97,7 @@ The player will need some narrative justification for what they are using, then Any people you hire at a day rate, [Costs Of Services](Services#Costs%20Of%20Services), are hired at half the price (rounding up). ### Prep Cook -You can as [Production Work](Activities#Production%20Work) create a meal to share. preparing this meal costs 1 silver per person who will share as well as some sort of [Comestible](Core/Comestibles.md). This meal will have a size of 2 and when shared everyone gains the benefit of the [Comestible](Core/Comestibles.md) that was included. +You can as [Production Work](Activities#Production%20Work) create a meal to share. preparing this meal costs 1 silver per person who will share as well as some sort of [Comestible](Core/Comestibles). This meal will have a size of 2 and when shared everyone gains the benefit of the [Comestible](Core/Comestibles) that was included. ### Transhumanist #TODOtranshumanism @@ -114,7 +114,7 @@ As [Production Work](Activities#Production%20Work), using an [Alchemists Tool Se ## Master ### Masters Touch -[Equipment](Core/Equipment.md) you create in a [Workshop](Example-Infrastructure#Workshop) are masterwork quality. +[Equipment](Core/Equipment) you create in a [Workshop](Example-Infrastructure#Workshop) are masterwork quality. ### Overtime Your character get an extra [Downtime Activity](Activities#Downtime%20Activity) while [Resting](Telling-The-Story#Downtime) and an additional [Travelling Activity](Activities#Travelling%20Activity) per [Travel Segment](Telling-The-Story#Travel%20Segment). diff --git a/Game/Liquid.md b/Game/Liquid.md index 0ea84b9..2a7d789 100644 --- a/Game/Liquid.md +++ b/Game/Liquid.md @@ -8,7 +8,7 @@ nav_order: 2 # Liquid One of the [Materials](Materials) used for crafting and trading. -Spirits, elixirs, strange fluids, or anything that can be used to dissolve, treat, or lubricate materials. Useful in crafting [Comestibles](Core/Comestibles.md). +Spirits, elixirs, strange fluids, or anything that can be used to dissolve, treat, or lubricate materials. Useful in crafting [Comestibles](Core/Comestibles). ## Basic Liquid Simple bases, acids, binding agents, lubricants, Ale. diff --git a/Game/Magic-Items.md b/Game/Magic-Items.md index ba33046..700bdaa 100644 --- a/Game/Magic-Items.md +++ b/Game/Magic-Items.md @@ -13,13 +13,13 @@ In Aspirant magic items should be unique, interesting and full of lore. There ar * A torch that never goes out. ## Using Magic Items -Enchanted and magical items need to be grounded to a [Character](Core/Terminology.md#Character) to work. The process to [Bind](Core/Terminology.md#Bind) an item to you requires either: -* A successful [Will](Core/Spirit.md#Will) [Fixed Difficulty](Core/Skills.md#Fixed%20Difficulty)(0). +Enchanted and magical items need to be grounded to a [Character](Core/Terminology#Character) to work. The process to [Bind](Core/Terminology#Bind) an item to you requires either: +* A successful [Will](Core/Spirit#Will) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty)(0). * An [Expert Commission](Services#Expert%20Commissions). -A [Character](Core/Terminology.md#Character) can [Bind](Core/Terminology.md#Bind) to a number of items up to their [Affinity](Core/Stats.md#Max%20Affinity). +A [Character](Core/Terminology#Character) can [Bind](Core/Terminology#Bind) to a number of items up to their [Affinity](Core/Stats#Max%20Affinity). -You can [Bind](Core/Terminology.md#Bind) to an item once per [Downtime](Telling-The-Story#Downtime). +You can [Bind](Core/Terminology#Bind) to an item once per [Downtime](Telling-The-Story#Downtime). ## Categories Magic items come in three categories based on their power. diff --git a/Game/Magic-Modifiers.md b/Game/Magic-Modifiers.md index c04c708..26b86d3 100644 --- a/Game/Magic-Modifiers.md +++ b/Game/Magic-Modifiers.md @@ -11,51 +11,51 @@ These are modifiers you can add to your magical attacks based on your training. ## Area *Action modifier (-2)* -The attack affects everyone in within [Reach](Core/Movement.md#Reach) of the target (everyone gets a reaction). +The attack affects everyone in within [Reach](Core/Movement#Reach) of the target (everyone gets a reaction). ## Burning *Action modifier (-1)* -If this is a [Successful Attack](Core/Terminology.md#Successful%20Attack) the [Opponent](Core/Terminology.md#Opponent) becomes [On Fire](Core/Effects.md#On%20Fire). +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.md#Successful%20Attack) the [Opponent](Core/Terminology.md#Opponent) performs a [Grace](Core/Agility.md#Grace) [Fixed Difficulty(0)](Core/Skills.md#Fixed%20Difficulty), if they fail, they become [Prone](Core/Effects.md#Prone). +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). ## Cone *Action modifier (-3)* -The attack affects everyone in a cone directed at a target [Close](Core/Movement.md#Close) to you. +The attack affects everyone in a cone directed at a target [Close](Core/Movement#Close) to you. ## EMP *Action modifier (-1)* -If this is a [Successful Attack](Core/Terminology.md#Successful%20Attack) and the opponent is a machine or automata, the [Opponent](Core/Terminology.md#Opponent) becomes [Stunned](Core/Effects.md#Stunned). +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)* -This attack hits everyone [Close](Core/Movement.md#Close) to your target. +This attack hits everyone [Close](Core/Movement#Close) to your target. ## Lethal *Action modifier varies* -Your [Attack](Core/Terminology.md#Attack) does 1 additional [Damage](Core/Terminology.md#Damage). The penalty for this is variable, see [Calculating Damage](#Calculating%20Damage). +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)* -This attack does not cause [Injury](Core/Injury.md) +This attack does not cause [Injury](Core/Injury) ## Magic Attack *Mandatory* -This attacks adds $2 \times$ [Spirit](Core/Spirit.md) to [Damage Bonus](Core/Weapons.md#Damage%20Bonus) instead of [Strength](Core/Strength.md) and has a [Range](Core/Weapons.md#Range) of [Close](Core/Movement.md#Close). +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.md#Successful%20Attack) the [Opponent](Core/Terminology.md#Opponent) is [Slowed](Core/Effects.md#Slowed). +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.md#Successful%20Attack) the [Opponent](Core/Terminology.md#Opponent) performs a [Endurance](Core/Strength.md#Endurance) [Fixed Difficulty](Core/Skills.md#Fixed%20Difficulty)(0), if they fail, they become [Stunned](Core/Effects.md#Stunned). +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)* -This attack has a penalty to [Avoid](Core/Reacting-To-Attacks.md#Avoid) equal to the selected modifier. +This attack has a penalty to [Avoid](Core/Reacting-To-Attacks#Avoid) equal to the selected modifier. ## Unavoidable *Action modifier (-5)* -The [Opponent](Core/Terminology.md#Opponent) cannot perform [Reactions](Core/Terminology.md#Reaction) in response to this attack. \ No newline at end of file +The [Opponent](Core/Terminology#Opponent) cannot perform [Reactions](Core/Terminology#Reaction) in response to this attack. \ No newline at end of file diff --git a/Game/Magic.md b/Game/Magic.md index 925b300..ffddbfe 100644 --- a/Game/Magic.md +++ b/Game/Magic.md @@ -6,17 +6,17 @@ nav_order: 2 has_children: true --- # Magic -Magic in aspirant is free flowing and should be created during the [Scene](Core/Terminology.md#Scene). Certain trainings will explain broadly the sort of effects a magic wielder can perform, but there is no explicit spell list. Generally, magic comes in two broad categories: +Magic in aspirant is free flowing and should be created during the [Scene](Core/Terminology#Scene). Certain trainings will explain broadly the sort of effects a magic wielder can perform, but there is no explicit spell list. Generally, magic comes in two broad categories: ## Channelled Magic which is performed on the spot and manipulates the world using [Resonant](Resonant) material to cause temporary changes. Its effects should be instant and related to the moment in which it happens. -Channelling magic is a [Will](Core/Spirit.md#Will) [Fixed Difficulty](Core/Skills.md#Fixed%20Difficulty) skill test with a difficulty based on circumstances. +Channelling magic is a [Will](Core/Spirit#Will) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty) skill test with a difficulty based on circumstances. Channelled Magic requires: * A [Focus](Example-Gear#Focus). * [Resonant](Resonant) [Materials](Materials) to power it. -* Training in [Will](Core/Spirit.md#Will). +* Training in [Will](Core/Spirit#Will). * Additional training to do more than simple parlour tricks. ### Magical Energy @@ -25,7 +25,7 @@ Channelled magic requires magical energy. Focused magic that can be expended to ## Concentration You can only maintain one instance of channelled magic at a time. You can still perform instantaneous magic while concentrating. -For every hour you are concentrating on a magical effect you need to perform a [Will](Core/Spirit.md#Will) [Fixed Difficulty](Core/Skills.md#Fixed%20Difficulty)(0) skill test, if you fail, the magical effect ends. +For every hour you are concentrating on a magical effect you need to perform a [Will](Core/Spirit#Will) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty)(0) skill test, if you fail, the magical effect ends. ### Examples * Throwing a fireball. @@ -34,12 +34,12 @@ For every hour you are concentrating on a magical effect you need to perform a [ # Ritual Magic Which is performed using advanced rituals, rites, and performances along with specific materials to permanently change the world or perceive the flow of magic itself. -Ritual magic is a [Attunement](Core/Spirit.md#Attunement) [Fixed Difficulty](Core/Skills.md#Fixed%20Difficulty) skill test with a difficulty based on circumstances. +Ritual magic is a [Attunement](Core/Spirit#Attunement) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty) skill test with a difficulty based on circumstances. Ritual Magic requires: * A [Reagent Bag](Example-Gear#Reagent%20Bag). * Additional [Materials](Materials). -* Training in [Attunement](Core/Spirit.md#Attunement). +* Training in [Attunement](Core/Spirit#Attunement). * Additional training to do more than follow a ritual from a manual or book. ## Examples diff --git a/Game/Materials.md b/Game/Materials.md index 173a054..15a5db9 100644 --- a/Game/Materials.md +++ b/Game/Materials.md @@ -33,4 +33,4 @@ Unless the task you need a material for is exceptionally powerful, you should tr # Acquiring Materials * Purchased [Costs Of Materials](Services#Costs%20Of%20Materials) -* [Found through play](Core/Equipment.md#Looting) \ No newline at end of file +* [Found through play](Core/Equipment#Looting) \ No newline at end of file diff --git a/Game/Mercenary.md b/Game/Mercenary.md index 55a78fd..94d1dcc 100644 --- a/Game/Mercenary.md +++ b/Game/Mercenary.md @@ -19,40 +19,40 @@ They can generally teach the following training: ## Basic ### Defensive Combatant -You receive a (+1) to [Avoid](Core/Reacting-To-Attacks.md#Avoid) and [Parry](Core/Special-Combat-Actions.md#Parry) skill tests. +You receive a (+1) to [Avoid](Core/Reacting-To-Attacks#Avoid) and [Parry](Core/Special-Combat-Actions#Parry) skill tests. ### Defensive Offhand -When wielding two weapons of [Size](Core/Weapons.md#Size) 2 or less, the smaller of the two counts as having the [Balanced](Core/Weapon-Traits.md#Balanced) trait. +When wielding two weapons of [Size](Core/Weapons#Size) 2 or less, the smaller of the two counts as having the [Balanced](Core/Weapon-Traits#Balanced) trait. ### Deflect -You receive the benefits of your wielded weapon traits to [Avoid](Core/Reacting-To-Attacks.md#Avoid) non-[Melee Attacks](Core/Terminology.md#Melee%20Attack). +You receive the benefits of your wielded weapon traits to [Avoid](Core/Reacting-To-Attacks#Avoid) non-[Melee Attacks](Core/Terminology#Melee%20Attack). ### Feint -Enemies receive a (-1) to [Reaction](Core/Terminology.md#Reaction) skill tests against you. +Enemies receive a (-1) to [Reaction](Core/Terminology#Reaction) skill tests against you. ### Fight Smart -You may use your [Intelligence](Core/Intelligence.md) instead of [Strength](Core/Strength.md) for [Attacks](Core/Terminology.md#Attack) and [Calculating Damage](Core/Attacks.md#Calculating%20Damage). +You may use your [Intelligence](Core/Intelligence) instead of [Strength](Core/Strength) for [Attacks](Core/Terminology#Attack) and [Calculating Damage](Core/Attacks#Calculating%20Damage). ### Flowing Defence -You receive a (+1) to [Reaction](Core/Terminology.md#Reaction) skill tests per [Mitigated Attack](Core/Terminology.md#Mitigated%20Attack) targeting you this [Combat Round](Core/Terminology.md#Combat%20Round). +You receive a (+1) to [Reaction](Core/Terminology#Reaction) skill tests per [Mitigated Attack](Core/Terminology#Mitigated%20Attack) targeting you this [Combat Round](Core/Terminology#Combat%20Round). ### Head Down -If you move during your [Combat Turn](Core/Terminology.md#Combat%20Turn), [Characters](Core/Terminology.md#Character) suffer a (-2) to skill tests for ranged attacks targeting you until your next [Combat Turn](Core/Terminology.md#Combat%20Turn). +If you move during your [Combat Turn](Core/Terminology#Combat%20Turn), [Characters](Core/Terminology#Character) suffer a (-2) to skill tests for ranged attacks targeting you until your next [Combat Turn](Core/Terminology#Combat%20Turn). ### Lash Out -After performing a [Melee Attack](Core/Terminology.md#Melee%20Attack) you may perform a [Thrown Attack](Core/Terminology.md#Thrown%20Attack). +After performing a [Melee Attack](Core/Terminology#Melee%20Attack) you may perform a [Thrown Attack](Core/Terminology#Thrown%20Attack). ### Pit Fighter -You may your [Agility](Core/Agility.md) instead of [Strength](Core/Strength.md) for [Combat Skill Test](Core/Terminology.md#Combat%20Action) and [Calculating Damage](Core/Attacks.md#Calculating%20Damage). +You may your [Agility](Core/Agility) instead of [Strength](Core/Strength) for [Combat Skill Test](Core/Terminology#Combat%20Action) and [Calculating Damage](Core/Attacks#Calculating%20Damage). ### Sole Combatant -You receive a (+1) to all [Combat Skill Test](Core/Terminology.md#Combat%20Action) when [In Melee](Core/Effects.md#In%20Melee) with only 1 other [Character](Core/Terminology.md#Character). -Enemies don’t receive benefits for [Outnumbering](Core/Attack-Bonuses.md#Outnumbered) you. +You receive a (+1) to all [Combat Skill Test](Core/Terminology#Combat%20Action) when [In Melee](Core/Effects#In%20Melee) with only 1 other [Character](Core/Terminology#Character). +Enemies don’t receive benefits for [Outnumbering](Core/Attack-Bonuses#Outnumbered) you. ### Weapon Expert -You receive a (+1) to all [Actions](Core/Terminology.md#Action) involving weapons. +You receive a (+1) to all [Actions](Core/Terminology#Action) involving weapons. ## Head On A Swivel -You may [Substitute](Core/Terminology.md#Substitute) [Insight](Core/Intelligence.md#Insight) for [Reflexes](Core/Agility.md#Reflexes) when calculating [Initiative Value](Core/Combat.md#Initiative%20Value). +You may [Substitute](Core/Terminology#Substitute) [Insight](Core/Intelligence#Insight) for [Reflexes](Core/Agility#Reflexes) when calculating [Initiative Value](Core/Combat#Initiative%20Value). @@ -61,16 +61,16 @@ You may [Substitute](Core/Terminology.md#Substitute) [Insight](Core/Intelligence ## Advanced ### Ambidextrous -When holding two weapons/items during combat, you can take a single [Action](Core/Terminology.md#Action) with each weapon, though any skill test suffers a (-1). +When holding two weapons/items during combat, you can take a single [Action](Core/Terminology#Action) with each weapon, though any skill test suffers a (-1). ### Bashing -You can opt to make the damage type of any [Rending](Core/Injury.md#Rending) or [Piercing](Core/Injury.md#Piercing) weapon cause [Impact](Core/Injury.md#Impact) injuries instead. +You can opt to make the damage type of any [Rending](Core/Injury#Rending) or [Piercing](Core/Injury#Piercing) weapon cause [Impact](Core/Injury#Impact) injuries instead. ### Circle Parry -When you [Parry](Core/Special-Combat-Actions.md#Parry) your opponent suffers a (-2). +When you [Parry](Core/Special-Combat-Actions#Parry) your opponent suffers a (-2). ### Quick Draw -During your [Combat Turn](Core/Terminology.md#Combat%20Turn) you may spend 2 [Power](Core/Stats.md#Max%20Power) to make an attack with a [Size](Core/Weapons.md#Size) 1 [Weapon](Core/Weapons.md) as a [Free Action](Core/Terminology.md#Free%20Action). +During your [Combat Turn](Core/Terminology#Combat%20Turn) you may spend 2 [Power](Core/Stats#Max%20Power) to make an attack with a [Size](Core/Weapons#Size) 1 [Weapon](Core/Weapons) as a [Free Action](Core/Terminology#Free%20Action). --- @@ -78,21 +78,21 @@ During your [Combat Turn](Core/Terminology.md#Combat%20Turn) you may spend 2 [Po ## Master ### Dance Of Death -While armed with only a one-handed [Weapon](Core/Weapons.md), you can Dance Of Death. +While armed with only a one-handed [Weapon](Core/Weapons), you can Dance Of Death. -Dance Of Death - On your [Combat Turn](Core/Terminology.md#Combat%20Turn), as a [Free Action](Core/Terminology.md#Free%20Action), you may declare you are using dance of death and every [Opponent](Core/Terminology.md#Opponent) [In Melee](Core/Effects.md#In%20Melee) with you must make a [Grace](Core/Agility.md#Grace) [Fixed Difficulty(0)](Core/Skills.md#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.md#Severe%20Injury) to the legs. -* If they fail, they suffer a [Severe Injury](Core/Injury.md#Severe%20Injury) to the legs. -Dance of death lasts until your next [Combat Turn](Core/Terminology.md#Combat%20Turn). +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). +* 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. +Dance of death lasts until your next [Combat Turn](Core/Terminology#Combat%20Turn). ### Master Of Arms -You can declare a weapon you are using has an additional trait worth up to 2 trait points. It has that trait for the rest of an encounter. Using this ability costs [Power](Core/Stats.md#Max%20Power) equal to the trait value. If this is used additional times in a single encounter only the most recently declared Master Of Arms trait counts. +You can declare a weapon you are using has an additional trait worth up to 2 trait points. It has that trait for the rest of an encounter. Using this ability costs [Power](Core/Stats#Max%20Power) equal to the trait value. If this is used additional times in a single encounter only the most recently declared Master Of Arms trait counts. ### Riposte -After an [Opponent](Core/Terminology.md#Opponent) [In Melee](Core/Effects.md#In%20Melee) with you, makes a [Mitigated Attack](Core/Terminology.md#Mitigated%20Attack) against you, you may make an [Attack](Core/Terminology.md#Attack) against them. +After an [Opponent](Core/Terminology#Opponent) [In Melee](Core/Effects#In%20Melee) with you, makes a [Mitigated Attack](Core/Terminology#Mitigated%20Attack) against you, you may make an [Attack](Core/Terminology#Attack) against them. ### Whirlwind -On your [Combat Turn](Core/Terminology.md#Combat%20Turn) can make an attack against a number of [Characters](Core/Terminology.md#Character) you are [In Melee](Core/Effects.md#In%20Melee) with, up to your [Agility](Core/Agility.md) in total characters. +On your [Combat Turn](Core/Terminology#Combat%20Turn) can make an attack against a number of [Characters](Core/Terminology#Character) you are [In Melee](Core/Effects#In%20Melee) with, up to your [Agility](Core/Agility) in total characters. --- diff --git a/Game/Metal.md b/Game/Metal.md index aefd48f..1f60699 100644 --- a/Game/Metal.md +++ b/Game/Metal.md @@ -8,7 +8,7 @@ nav_order: 2 # Metal One of the [Materials](Materials) used for crafting and trading. -Rigid workable materials, making great [Armour](Core/Armour.md), [Gear](Core/Gear.md), and [Weapons](Core/Weapons.md). Generally harvested from deposits in the ground or reclaimed. +Rigid workable materials, making great [Armour](Core/Armour), [Gear](Core/Gear), and [Weapons](Core/Weapons). Generally harvested from deposits in the ground or reclaimed. ## Basic Metal Poorly sourced metal that isn't very useful for working. diff --git a/Game/Monster-Types/Beast.md b/Game/Monster-Types/Beast.md index 5705b92..7306ddf 100644 --- a/Game/Monster-Types/Beast.md +++ b/Game/Monster-Types/Beast.md @@ -41,7 +41,7 @@ Boss | ---------- | ---- | ------ | --------- | -------- | ---------- | | | | | | | | -* [Resistance(X)](../Core/Character-Actions.md#Resistance(X)) +* [Resistance(X)](../Core/Character-Actions#Resistance(X)) * Ability 1 * Ability 2 diff --git a/Game/Monster-Types/Elemental.md b/Game/Monster-Types/Elemental.md index 53ac4ef..faf1dd6 100644 --- a/Game/Monster-Types/Elemental.md +++ b/Game/Monster-Types/Elemental.md @@ -32,11 +32,11 @@ Elite | Initiative | Move | Threat | Integrity | Weakness | Resistance | | ---------- | -------------------------- | ------ | --------- | -------------------------- | ---------------------- | -| 6 | [Short](../Core/Movement.md#Short) | 3 | 2 | [Impact](../Core/Injury.md#Impact) | [Life](../Core/Injury.md#Life) | +| 6 | [Short](../Core/Movement#Short) | 3 | 2 | [Impact](../Core/Injury#Impact) | [Life](../Core/Injury#Life) | -* [Attack(4, Impact, 2)](../Core/Character-Actions.md#Attack(X,%20TYPE,%20DAMAGE)) -* [Avoid(4)](../Core/Character-Actions.md#Avoid(X)) -* [Eruption(Close, Rending, 3)](../Core/Character-Actions.md#Eruption(RANGE,%20TYPE,%20DAM)) +* [Attack(4, Impact, 2)](../Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)) +* [Avoid(4)](../Core/Character-Actions#Avoid(X)) +* [Eruption(Close, Rending, 3)](../Core/Character-Actions#Eruption(RANGE,%20TYPE,%20DAM)) #### Rewards {: .no_toc } @@ -49,18 +49,18 @@ Elite | Initiative | Move | Threat | Integrity | Weakness | Resistance | | ---------- | ----------------------------- | ------ | --------- | ---------------------------------------------- | ------------------------------------------------------------ | -| 2 | [Reach](../Core/Movement.md#Reach) | 3 | 2 | [Heat](../Core/Injury.md#Heat), [Life](../Core/Injury.md#Life) | [Piercing](../Core/Injury.md#Piercing), [Cold](../Core/Injury.md#Cold) | +| 2 | [Reach](../Core/Movement#Reach) | 3 | 2 | [Heat](../Core/Injury#Heat), [Life](../Core/Injury#Life) | [Piercing](../Core/Injury#Piercing), [Cold](../Core/Injury#Cold) | -* [Attack(3, impact, 2)](../Core/Character-Actions.md#Attack(X,%20TYPE,%20DAMAGE)) -* [Grapple(3)](../Core/Character-Actions.md#Grapple(X,%20OPPOSED)) -* [Avoid(1)](../Core/Character-Actions.md#Avoid(X)) +* [Attack(3, impact, 2)](../Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)) +* [Grapple(3)](../Core/Character-Actions#Grapple(X,%20OPPOSED)) +* [Avoid(1)](../Core/Character-Actions#Avoid(X)) Trait {: .label .label-purple } #### Rooted {: .no_toc } -While controlling a [Grapple](../Core/Character-Actions.md#Grapple(X,%20OPPOSED)) this creature can perform [Action](../Core/Terminology.md#Action) as normal. +While controlling a [Grapple](../Core/Character-Actions#Grapple(X,%20OPPOSED)) this creature can perform [Action](../Core/Terminology#Action) as normal. #### Rewards {: .no_toc } diff --git a/Game/Monster-Types/People.md b/Game/Monster-Types/People.md index ca37e03..6a758de 100644 --- a/Game/Monster-Types/People.md +++ b/Game/Monster-Types/People.md @@ -31,22 +31,22 @@ Elite | Initiative | Move | Threat | Integrity | Weakness | Resistance | | ---------- | ----------------------------- | ------ | --------- | ------------------------- | ---------- | -| 2 | [Close](../Core/Movement.md#Close) | 2 | 2 | [Heat](../Core/Injury.md#Heat) | | +| 2 | [Close](../Core/Movement#Close) | 2 | 2 | [Heat](../Core/Injury#Heat) | | -* [Attack(2, Rending, 2)](../Core/Character-Actions.md#Attack(X,%20TYPE,%20DAMAGE)) -* [Avoid(1)](../Core/Character-Actions.md#Avoid(X)) -* [Grapple(3, 1)](../Core/Character-Actions.md#Grapple(X,%20OPPOSED)) +* [Attack(2, Rending, 2)](../Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)) +* [Avoid(1)](../Core/Character-Actions#Avoid(X)) +* [Grapple(3, 1)](../Core/Character-Actions#Grapple(X,%20OPPOSED)) Attack {: .label .label-red } #### Flesh Offering *The cultist pulls at you, tearing your body apart.* -* If the monster is controlling a [Grapple](../Core/Special-Combat-Actions.md#Grapple), they may break the [Grapple](../Core/Special-Combat-Actions.md#Grapple) to deal 3 [Rending](../Core/Injury.md#Rending) [Ancillary](../Core/Injury.md#Ancillary) [Damage](../Core/Terminology.md#Damage). +* If the monster is controlling a [Grapple](../Core/Special-Combat-Actions#Grapple), they may break the [Grapple](../Core/Special-Combat-Actions#Grapple) to deal 3 [Rending](../Core/Injury#Rending) [Ancillary](../Core/Injury#Ancillary) [Damage](../Core/Terminology#Damage). #### Rewards {: .no_toc } * [Cloth](../Example-Armour#Cloth) armour. -* Size 2 [Metal](../Metal) [Artisan](../Designing-Weapons#Artisan) weapons with [Lethal](../Core/Weapon-Traits.md#Lethal) +* Size 2 [Metal](../Metal) [Artisan](../Designing-Weapons#Artisan) weapons with [Lethal](../Core/Weapon-Traits#Lethal) --- diff --git a/Game/Monster-Types/Undead.md b/Game/Monster-Types/Undead.md index d6eeba1..198c6d6 100644 --- a/Game/Monster-Types/Undead.md +++ b/Game/Monster-Types/Undead.md @@ -30,10 +30,10 @@ Fodder | Initiative | Move | Threat | Integrity | Weakness | Resistance | | ---------- | ----------------------------- | ------ | --------- | -------- | ---------- | -| 2 | [Close](../Core/Movement.md#Close) | 2 | - | - | - | +| 2 | [Close](../Core/Movement#Close) | 2 | - | - | - | -* [Attack(3, Rending, 1)](../Core/Character-Actions.md#Attack(X,%20TYPE,%20DAMAGE)) -* [Phobia(Sunlight)](../Core/Character-Actions.md#Phobia(FEAR)) +* [Attack(3, Rending, 1)](../Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)) +* [Phobia(Sunlight)](../Core/Character-Actions#Phobia(FEAR)) #### Rewards {: .no_toc } @@ -51,17 +51,17 @@ Elite | Initiative | Move | Threat | Integrity | Weakness | Resistance | | ---------- | ----------------------------- | ------ | --------- | -------- | ---------- | -| 3 | [Close](../Core/Movement.md#Close) | 4 | 3 | Magic | Physical | +| 3 | [Close](../Core/Movement#Close) | 4 | 3 | Magic | Physical | -* [Attack(5, Impact, 2)](../Core/Character-Actions.md#Attack(X,%20TYPE,%20DAMAGE)) -* [Phobia(Sunlight)](../Core/Character-Actions.md#Phobia(FEAR)) +* [Attack(5, Impact, 2)](../Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)) +* [Phobia(Sunlight)](../Core/Character-Actions#Phobia(FEAR)) Trait {: .label .label-purple } #### Crumbling Flesh {: .no_toc} *The creature's flesh is separate with large gushing streams of black ooze infecting everything nearby.* -* On taking [Damage](../Core/Terminology.md#Damage) for every damage taken up to one character in [Reach](../Core/Movement.md#Reach), determined randomly, takes 2 damage. Defeated undead can be selected for this ability and if targeted are revived at full power. +* On taking [Damage](../Core/Terminology#Damage) for every damage taken up to one character in [Reach](../Core/Movement#Reach), determined randomly, takes 2 damage. Defeated undead can be selected for this ability and if targeted are revived at full power. #### Rewards {: .no_toc } @@ -78,18 +78,18 @@ Boss | Initiative | Move | Threat | Integrity | Weakness | Resistance | | ---------- | ----------------------------- | ------ | --------- | ------------------------- | ------------------------- | -| 3,3 | [Close](../Core/Movement.md#Close) | 3 | 6 | [Life](../Core/Injury.md#Life) | [Heat](../Core/Injury.md#Heat) | +| 3,3 | [Close](../Core/Movement#Close) | 3 | 6 | [Life](../Core/Injury#Life) | [Heat](../Core/Injury#Heat) | -* [Avoid(4)](../Core/Character-Actions.md#Avoid(X)) -* [Attack(5, Impact, 2)](../Core/Character-Actions.md#Attack(X,%20TYPE,%20DAMAGE)) -* [Ranged Attack(5, Heat, 3, Short)](../Core/Character-Actions.md#Ranged%20Attack(X,%20TYPE,%20DAMAGE,%20RANGE)) +* [Avoid(4)](../Core/Character-Actions#Avoid(X)) +* [Attack(5, Impact, 2)](../Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)) +* [Ranged Attack(5, Heat, 3, Short)](../Core/Character-Actions#Ranged%20Attack(X,%20TYPE,%20DAMAGE,%20RANGE)) Reaction {: .label .label-yellow } #### Rich Blood {: .no_toc } *The air around the cardinal wreaks with an almost maddening scent that can stop you dead in your tracks.* -* When a target moves within [Reach](../Core/Movement.md#Reach) of The Cardinal, they must succeed an [Identity](../Core/Spirit.md#Identity) [Fixed Difficulty](../Core/Skills.md#Fixed%20Difficulty)(0) or end their turn. This effect persists until The Cardinals next [Combat Turn](../Core/Terminology.md#Combat%20Turn). +* When a target moves within [Reach](../Core/Movement#Reach) of The Cardinal, they must succeed an [Identity](../Core/Spirit#Identity) [Fixed Difficulty](../Core/Skills#Fixed%20Difficulty)(0) or end their turn. This effect persists until The Cardinals next [Combat Turn](../Core/Terminology#Combat%20Turn). Trait {: .label .label-purple } @@ -97,9 +97,9 @@ Trait {: .no_toc } *You've ripped the hand apart, but something is underneath!* * This effect only happens once The Cardinal is at 0 integrity. -* Anyone [Close](../Core/Movement.md#Close) to The Cardinal at the end of its [Combat Turn](../Core/Terminology.md#Combat%20Turn) suffers a 1 [Damage](../Core/Terminology.md#Damage) [Heat](../Core/Injury.md#Heat) [Vitals](../Core/Injury.md#Vitals) [Injury](../Core/Injury.md) that can be mitigated by armour. -* The [Injury-Effects](../Core/Injury-Effects.md) is scorched lungs leaving the [Character](../Core/Terminology.md#Character) unable to breath and [Stunned](../Core/Effects.md#Stunned). -* If you suffer this injury twice in a row you are [On Fire](../Core/Effects.md#On%20Fire). +* Anyone [Close](../Core/Movement#Close) to The Cardinal at the end of its [Combat Turn](../Core/Terminology#Combat%20Turn) suffers a 1 [Damage](../Core/Terminology#Damage) [Heat](../Core/Injury#Heat) [Vitals](../Core/Injury#Vitals) [Injury](../Core/Injury) that can be mitigated by armour. +* The [Injury-Effects](../Core/Injury-Effects) is scorched lungs leaving the [Character](../Core/Terminology#Character) unable to breath and [Stunned](../Core/Effects#Stunned). +* If you suffer this injury twice in a row you are [On Fire](../Core/Effects#On%20Fire). #### Rewards {: .no_toc } diff --git a/Game/Mounts.md b/Game/Mounts.md index aca0c37..2645c7c 100644 --- a/Game/Mounts.md +++ b/Game/Mounts.md @@ -6,14 +6,14 @@ nav_order: 2 has_children: true --- # Mounts -A mount is critical [Equipment](Core/Equipment.md) for an adventurer. Moving with just the storage on your back would waste precious time and space. Generally, mounts consist of different breeds of horses, however more exotic mounts with special abilities aren’t unheard of. +A mount is critical [Equipment](Core/Equipment) for an adventurer. Moving with just the storage on your back would waste precious time and space. Generally, mounts consist of different breeds of horses, however more exotic mounts with special abilities aren’t unheard of. Mounts provide a few core benefits - Faster land travel - Additional storage - Potential combat use -Mounts of all kinds have 3 primary stats. When you need to make a skill test on behalf of your mount, you will generally roll Relevant Stat + [Mannerism](Core/Communication.md#Mannerism) +Mounts of all kinds have 3 primary stats. When you need to make a skill test on behalf of your mount, you will generally roll Relevant Stat + [Mannerism](Core/Communication#Mannerism) ## Mobility How well your mount moves. Any time your mount needs to avoid something, jump, rush to a location, this is the relevant attribute. @@ -36,7 +36,7 @@ While mounted and moving around any non-riding activities your character makes a > This includes combat, skilled labour, and even awareness ## Mount Prices -A mount's value in [Currency](Core/Equipment.md#Currency) is determined by its stats. +A mount's value in [Currency](Core/Equipment#Currency) is determined by its stats. | Stat Value | Price | | ---------- | ----- | @@ -50,11 +50,11 @@ A mount's value in [Currency](Core/Equipment.md#Currency) is determined by its s ## Exotic Mounts Sometimes something other than a horse is used. -* An exotic mount requires [Mannerism](Core/Communication.md#Mannerism) to be trained as a [Skills](Core/Skills.md) to be able to ride at all. +* An exotic mount requires [Mannerism](Core/Communication#Mannerism) to be trained as a [Skills](Core/Skills) to be able to ride at all. * Exotic mounts can have additional [Creature-Traits](Creature-Traits) which will cost between 10-50 silver. -* Exotic mounts attributes can be determined from their [Creatures](Core/Running-The-Game.md#Creatures) attributes. +* Exotic mounts attributes can be determined from their [Creatures](Core/Running-The-Game#Creatures) attributes. ## Acquiring Mounts * Purchased from a merchant [Mount Prices](#Mount%20Prices) -* [Found through play](Core/Equipment.md#Looting) -* Training with [Mannerism](Core/Communication.md#Mannerism) \ No newline at end of file +* [Found through play](Core/Equipment#Looting) +* Training with [Mannerism](Core/Communication#Mannerism) \ No newline at end of file diff --git a/Game/Mystic.md b/Game/Mystic.md index e74e502..ab23a81 100644 --- a/Game/Mystic.md +++ b/Game/Mystic.md @@ -26,25 +26,25 @@ Your character can perform [Ritual Magic](Magic#Ritual%20Magic) to: * Gather information about things you could not otherwise know. * Command and manipulate unintelligent spirits and undead. * Hex something that you have a piece of. -* Heal [Injury](Core/Injury.md). +* Heal [Injury](Core/Injury). - [Crafting Cost](Core/Terminology.md#Crafting%20Cost): 1 size of [Artisan](Materials#Artisan) [Materials](Materials) + a [Reagent Bag](Example-Gear#Reagent%20Bag) charge. + [Crafting Cost](Core/Terminology#Crafting%20Cost): 1 size of [Artisan](Materials#Artisan) [Materials](Materials) + a [Reagent Bag](Example-Gear#Reagent%20Bag) charge. ### Army Of The Dead -You can consider allied undead and spirits to be [Followers](Core/Terminology.md#Follower) +You can consider allied undead and spirits to be [Followers](Core/Terminology#Follower) ### Danger Sense -* You may [Substitute](Core/Terminology.md#Substitute) [Attunement](Core/Spirit.md#Attunement) for [Reflexes](Core/Agility.md#Reflexes) when calculating [Initiative Value](Core/Combat.md#Initiative%20Value). +* You may [Substitute](Core/Terminology#Substitute) [Attunement](Core/Spirit#Attunement) for [Reflexes](Core/Agility#Reflexes) when calculating [Initiative Value](Core/Combat#Initiative%20Value). * You cannot be surprised. ### Dead Tongues -You can speak to spirits and undead even if you wouldn't otherwise share a language. This includes unintelligent or non-communicative [Characters](Core/Terminology.md#Character). +You can speak to spirits and undead even if you wouldn't otherwise share a language. This includes unintelligent or non-communicative [Characters](Core/Terminology#Character). ### Foresight -You may [Substitute](Core/Terminology.md#Substitute) [Attunement](Core/Spirit.md#Attunement) for [Avoid](Core/Reacting-To-Attacks.md#Avoid) [Action](Core/Terminology.md#Action). +You may [Substitute](Core/Terminology#Substitute) [Attunement](Core/Spirit#Attunement) for [Avoid](Core/Reacting-To-Attacks#Avoid) [Action](Core/Terminology#Action). ### True Sight -You can perceive things supernaturally within [Spirit](Core/Spirit.md) x 10m. +You can perceive things supernaturally within [Spirit](Core/Spirit) x 10m. --- @@ -52,14 +52,14 @@ You can perceive things supernaturally within [Spirit](Core/Spirit.md) x 10m. ## Advanced ### Expert Mysticism -*[Requirement](Core/Terminology.md#Requirement): [Amateur Mysticism](#Amateur%20Mysticism)* +*[Requirement](Core/Terminology#Requirement): [Amateur Mysticism](#Amateur%20Mysticism)* Your character can perform [Ritual Magic](Magic#Ritual%20Magic) to: * See into the future what may happen. * See into the past what has happened. * Create undead, and transplant souls between vessels. * Regrow lost flesh. - [Crafting Cost](Core/Terminology.md#Crafting%20Cost): 1 size of [Exotic](Materials#Exotic) [Materials](Materials) + a [Reagent Bag](Example-Gear#Reagent%20Bag) charge. + [Crafting Cost](Core/Terminology#Crafting%20Cost): 1 size of [Exotic](Materials#Exotic) [Materials](Materials) + a [Reagent Bag](Example-Gear#Reagent%20Bag) charge. ### Oracle During [Good Night's Rest](Activities#Good%20Night's%20Rest) roll 2d6. At any point before the next meditation, you may choose to have any skill test use that roll result. @@ -69,11 +69,11 @@ During [Good Night's Rest](Activities#Good%20Night's%20Rest) roll 2d6. At any po ## Master ### Master Mysticism -*[Requirement](Core/Terminology.md#Requirement): [Expert Mysticism](#Expert%20Mysticism)* +*[Requirement](Core/Terminology#Requirement): [Expert Mysticism](#Expert%20Mysticism)* Your character can perform [Ritual Magic](Magic#Ritual%20Magic) to: * Effect what has already happened. * Get accurate information about the state of something. * Manipulate life itself and control intelligent undead. * Teleport yourself and others. - [Crafting Cost](Core/Terminology.md#Crafting%20Cost): 1 size of [Exotic](Materials#Exotic) [Materials](Materials) + 1 size of [Artisan](Materials#Artisan) [Materials](Materials) + a [Reagent Bag](Example-Gear#Reagent%20Bag) charge. + [Crafting Cost](Core/Terminology#Crafting%20Cost): 1 size of [Exotic](Materials#Exotic) [Materials](Materials) + 1 size of [Artisan](Materials#Artisan) [Materials](Materials) + a [Reagent Bag](Example-Gear#Reagent%20Bag) charge. diff --git a/Game/Resonant.md b/Game/Resonant.md index fd65653..e4593b9 100644 --- a/Game/Resonant.md +++ b/Game/Resonant.md @@ -8,7 +8,7 @@ nav_order: 2 # Resonant One of the [Materials](Materials) used for crafting and trading. -Items with a clear magical attunement, pieces of magical items, mundane items collected from places of power and rare gemstones. Useful in powering [Focus](Example-Gear#Focus), [Attunement](Core/Spirit.md#Attunement), and advanced crafting. +Items with a clear magical attunement, pieces of magical items, mundane items collected from places of power and rare gemstones. Useful in powering [Focus](Example-Gear#Focus), [Attunement](Core/Spirit#Attunement), and advanced crafting. ## Basic Resonant Otherwise unusable pieces of damaged artifacts, fetishes, and other superstitious items. diff --git a/Game/Rogue.md b/Game/Rogue.md index 6e16f02..d8614eb 100644 --- a/Game/Rogue.md +++ b/Game/Rogue.md @@ -20,47 +20,47 @@ They can generally teach the following training: ## Basic ### Armed To The Teeth -You can carry twice the [Comestibles](Core/Comestibles.md) in the same amount of size on your [Belt](Storage#Belt). +You can carry twice the [Comestibles](Core/Comestibles) in the same amount of size on your [Belt](Storage#Belt). > if 10 arrows are 2 size, you may carry 20 arrows as 2 size. ### Bow Expert -When using a weapon with the [Bow](Core/Weapon-Traits.md#Bow) [Weapon Trait](Core/Weapons.md#[Weapon-Traits](Weapon-Traits)) you no longer receive a -1 to readying and firing the weapon in the same turn. +When using a weapon with the [Bow](Core/Weapon-Traits#Bow) [Weapon Trait](Core/Weapons#[Weapon-Traits](Weapon-Traits)) you no longer receive a -1 to readying and firing the weapon in the same turn. ### Crossbow Expert -Weapons you use with the [Crossbow](Core/Weapon-Traits.md#Crossbow) [Weapon-Traits](Core/Weapon-Traits.md) have [Loading](Core/Terminology.md#Loading)(0). +Weapons you use with the [Crossbow](Core/Weapon-Traits#Crossbow) [Weapon-Traits](Core/Weapon-Traits) have [Loading](Core/Terminology#Loading)(0). ### Defy Death -You can [Avoid](Core/Reacting-To-Attacks.md#Avoid) anything, even if it would seem impossible. +You can [Avoid](Core/Reacting-To-Attacks#Avoid) anything, even if it would seem impossible. ### Disarming Shot -You can [Disarm](Core/Special-Combat-Actions.md#Disarm) someone at range, using a ranged weapon, expending 1 ammunition in the process. +You can [Disarm](Core/Special-Combat-Actions#Disarm) someone at range, using a ranged weapon, expending 1 ammunition in the process. ### Efficient Rounds -When you perform a [Mitigated Attack](Core/Terminology.md#Mitigated%20Attack) with [Comestibles](Core/Comestibles.md) , it is always [salvageable](Core/Comestibles.md#Salvaging) +When you perform a [Mitigated Attack](Core/Terminology#Mitigated%20Attack) with [Comestibles](Core/Comestibles) , it is always [salvageable](Core/Comestibles#Salvaging) ### Exotic Expert -You can use any [Exotic](Core/Weapons.md#Exotic) weapon without penalty. +You can use any [Exotic](Core/Weapons#Exotic) weapon without penalty. ### Fast Hands -You may [Disarm](Core/Special-Combat-Actions.md#Disarm) using a [Reflexes](Core/Agility.md#Reflexes) [Fixed Difficulty(-1)](Core/Skills.md#Fixed%20Difficulty). +You may [Disarm](Core/Special-Combat-Actions#Disarm) using a [Reflexes](Core/Agility#Reflexes) [Fixed Difficulty(-1)](Core/Skills#Fixed%20Difficulty). ### Hit And Run -On your [Combat Turn](Core/Terminology.md#Combat%20Turn), you may make an [Attack](Core/Terminology.md#Attack) at (-2) additional penalty, and then perform a non-attack action or movement. +On your [Combat Turn](Core/Terminology#Combat%20Turn), you may make an [Attack](Core/Terminology#Attack) at (-2) additional penalty, and then perform a non-attack action or movement. ### Light Step -You never trigger traps by moving over them. You also receive a +1 to [Grace](Core/Agility.md#Grace) skill tests related to moving silently. +You never trigger traps by moving over them. You also receive a +1 to [Grace](Core/Agility#Grace) skill tests related to moving silently. ### Long Shot -When making a [Ranged Attack](Core/Terminology.md#Ranged%20Attack), you may spend a [Power](Core/Stats.md#Max%20Power) to ignore any [Distance Penalty](Core/Attack-Bonuses.md#Distance%20Penalty). +When making a [Ranged Attack](Core/Terminology#Ranged%20Attack), you may spend a [Power](Core/Stats#Max%20Power) to ignore any [Distance Penalty](Core/Attack-Bonuses#Distance%20Penalty). ### Lost in the Crowd -If you are [In Melee](Core/Effects.md#In%20Melee) you have a [Threat](Core/Stats.md#Threat) of 0 to [Characters](Core/Terminology.md#Character) not [In Melee](Core/Effects.md#In%20Melee) with you. +If you are [In Melee](Core/Effects#In%20Melee) you have a [Threat](Core/Stats#Threat) of 0 to [Characters](Core/Terminology#Character) not [In Melee](Core/Effects#In%20Melee) with you. ### Olympian -Your [Thrown Attack](Core/Terminology.md#Thrown%20Attack) count as having a range of 1 additional [Distance Increment](Core/Movement.md#Distance%20Increments). +Your [Thrown Attack](Core/Terminology#Thrown%20Attack) count as having a range of 1 additional [Distance Increment](Core/Movement#Distance%20Increments). ### Pin Down -After performing a [Ranged Attack](Core/Terminology.md#Ranged%20Attack), the target must pass a [Identity](Core/Spirit.md#Identity) [Fixed Difficulty(+0)](Core/Skills.md#Fixed%20Difficulty) or be unable to move until your next [Combat Turn](Core/Terminology.md#Combat%20Turn). +After performing a [Ranged Attack](Core/Terminology#Ranged%20Attack), the target must pass a [Identity](Core/Spirit#Identity) [Fixed Difficulty(+0)](Core/Skills#Fixed%20Difficulty) or be unable to move until your next [Combat Turn](Core/Terminology#Combat%20Turn). ### Poisoner -You can apply poisons and oils to a weapon during your [Combat Turn](Core/Terminology.md#Combat%20Turn) as a [Free Action](Core/Terminology.md#Free%20Action). +You can apply poisons and oils to a weapon during your [Combat Turn](Core/Terminology#Combat%20Turn) as a [Free Action](Core/Terminology#Free%20Action). ### Strapped You get an additional 4 size worth of [Belt](Storage#Belt) space. @@ -71,30 +71,30 @@ You get an additional 4 size worth of [Belt](Storage#Belt) space. ## Advanced ### Assassination -While not in combat, you can make a [Grace](Core/Agility.md#Grace) [Opposed Difficulty](Core/Skills.md#Opposed%20Difficulty)([Insight](Core/Intelligence.md#Insight)) test against a [Character](Core/Terminology.md#Character) that is unaware of you, if you succeed, they either receive a [Lethal Injury](Core/Injury.md#Lethal%20Injury) to the torso, or become [Defeated](Core/Effects.md#Defeated). +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). ### Cold Steel -If you have a [Threat](Core/Stats.md#Threat) of 0, your attacks have the [Penetrating](Core/Weapon-Traits.md#Penetrating) trait. +If you have a [Threat](Core/Stats#Threat) of 0, your attacks have the [Penetrating](Core/Weapon-Traits#Penetrating) trait. ### Constant Movement You can perform reactions during your own turn. ### Fleet Footed -[Overwatch](Core/Special-Combat-Actions.md#Overwatch) [Attacks](Core/Terminology.md#Attack) against you are at an additional -2. You can get out of being [In Melee](Core/Effects.md#In%20Melee) without triggering any [Reactions](Core/Terminology.md#Reaction). +[Overwatch](Core/Special-Combat-Actions#Overwatch) [Attacks](Core/Terminology#Attack) against you are at an additional -2. You can get out of being [In Melee](Core/Effects#In%20Melee) without triggering any [Reactions](Core/Terminology#Reaction). ### Meat Shield -If you [Avoid](Core/Reacting-To-Attacks.md#Avoid) an [Attack](Core/Terminology.md#Attack) while [In Melee](Core/Effects.md#In%20Melee), you may have that [Attack](Core/Terminology.md#Attack) target someone, other than yourself or the attacker, [In Melee](Core/Effects.md#In%20Melee). The new target may use [Reactions](Core/Terminology.md#Reaction) as normal. +If you [Avoid](Core/Reacting-To-Attacks#Avoid) an [Attack](Core/Terminology#Attack) while [In Melee](Core/Effects#In%20Melee), you may have that [Attack](Core/Terminology#Attack) target someone, other than yourself or the attacker, [In Melee](Core/Effects#In%20Melee). The new target may use [Reactions](Core/Terminology#Reaction) as normal. ### Point Man -You have no penalty on [Overwatch](Core/Special-Combat-Actions.md#Overwatch) attacks, receive no negative for delaying your action, and can perform a number of [Overwatch](Core/Special-Combat-Actions.md#Overwatch) attacks on a number of enemies in a turn up to your [Agility](Core/Agility.md). +You have no penalty on [Overwatch](Core/Special-Combat-Actions#Overwatch) attacks, receive no negative for delaying your action, and can perform a number of [Overwatch](Core/Special-Combat-Actions#Overwatch) attacks on a number of enemies in a turn up to your [Agility](Core/Agility). ### Preternatural Senses You can manoeuvre perfectly well in the dark or when your vision is otherwise impaired. ### Shadow Combatant -Your character's [Threat](Core/Stats.md#Threat) is reduced by your ranks in [Grace](Core/Agility.md#Grace). +Your character's [Threat](Core/Stats#Threat) is reduced by your ranks in [Grace](Core/Agility#Grace). ### Vanish -If within [Reach](Core/Movement.md#Reach) of something you could use to hide, as a [Free Action](Core/Terminology.md#Free%20Action) you can spend 2 [Power](Core/Stats.md#Max%20Power) to lose all attention. If you perform any [Action](Core/Terminology.md#Action) you will need to continue to hide, move silently, etc. to remain hidden. +If within [Reach](Core/Movement#Reach) of something you could use to hide, as a [Free Action](Core/Terminology#Free%20Action) you can spend 2 [Power](Core/Stats#Max%20Power) to lose all attention. If you perform any [Action](Core/Terminology#Action) you will need to continue to hide, move silently, etc. to remain hidden. --- @@ -102,14 +102,14 @@ If within [Reach](Core/Movement.md#Reach) of something you could use to hide, as ## Master ### Fan Fire -You may make a [Ranged Attack](Core/Terminology.md#Ranged%20Attack) on up to an [Agility](Core/Agility.md) number of targets within a 45-degree cone. Each [Action](Core/Terminology.md#Action) suffers a (-2). +You may make a [Ranged Attack](Core/Terminology#Ranged%20Attack) on up to an [Agility](Core/Agility) number of targets within a 45-degree cone. Each [Action](Core/Terminology#Action) suffers a (-2). ### Hide in Plain Sight You do not need an item or object to hide behind when attempting to hide. ### Marksman -No negative on [Vitals Hit](Core/Attacks.md#Vitals%20Hit) with [Ranged Attack](Core/Terminology.md#Ranged%20Attack) if you do nothing else during your [Combat Turn](Core/Terminology.md#Combat%20Turn). +No negative on [Vitals Hit](Core/Attacks#Vitals%20Hit) with [Ranged Attack](Core/Terminology#Ranged%20Attack) if you do nothing else during your [Combat Turn](Core/Terminology#Combat%20Turn). ### Master Thief -In combat you can perform a [Grace](Core/Agility.md#Grace) [Opposed Difficulty](Core/Skills.md#Opposed%20Difficulty)([Reflexes](Core/Agility.md#Reflexes)) to immediately use a piece of [Equipment](Core/Equipment.md) stored on another character [In Melee](Core/Effects.md#In%20Melee). You still need to perform any additional skill checks to use the item. +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. diff --git a/Game/Services.md b/Game/Services.md index 254a85a..44ce19e 100644 --- a/Game/Services.md +++ b/Game/Services.md @@ -22,12 +22,12 @@ Aspirant is a world of tradespeople, experts with something to offer a prospecti ### Crafting Commissions -Getting a craftsman to make you a piece of [Equipment](Core/Equipment.md). +Getting a craftsman to make you a piece of [Equipment](Core/Equipment). | Service | Cost | | ------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | -| Commissioning Creating A [Weapon](Core/Weapons.md) | $5 + 20 \times size \times material\ ratio$ | -| Commissioning Creating [Armour](Core/Armour.md) | $5 + 30 \times primary\ material\ ratio + 10 \times secondary\ material\ ratio$ | +| Commissioning Creating A [Weapon](Core/Weapons) | $5 + 20 \times size \times material\ ratio$ | +| Commissioning Creating [Armour](Core/Armour) | $5 + 30 \times primary\ material\ ratio + 10 \times secondary\ material\ ratio$ | | Commissioning Master Worked Service | $base\ Commission + 10$ | | Commissioning Storage | $5$ + [Crafting Storage](Designing-Storage#Crafting%20Storage) | | Commissioning creating comestibles | $4 + reagents$ | @@ -42,7 +42,7 @@ Requesting an expert to do something for you. | Commissioning Performing a complex ritual | $12 + reagents$ | | Commissioning Performing a simple ritual | $5 + reagents$ | | Commissioning surgery | $8$ | -| Commissioning someone to [Bind](Core/Terminology.md#Bind) an item to you | 5 | +| Commissioning someone to [Bind](Core/Terminology#Bind) an item to you | 5 | ### Teaching Getting an expert to help you to become better. diff --git a/Game/Shaper.md b/Game/Shaper.md index fd4be88..fb18bbb 100644 --- a/Game/Shaper.md +++ b/Game/Shaper.md @@ -24,22 +24,22 @@ 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.md#Impact)/[Rending](Core/Injury.md#Rending) [Severe Injury](Core/Injury.md#Severe%20Injury), with [Magic Attack](Magic-Modifiers#Magic%20Attack), and [Multiple Damage Types](Core/Weapon-Traits.md#Multiple%20Damage%20Types). +* 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.md#Defeated) or distracted, your traps fail. +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.md#Grace) [Opposed Difficulty](Core/Skills.md#Opposed%20Difficulty)([Insight](Core/Intelligence.md#Insight)) to make it seem like no magic took place. +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. ### Mage Hand -You can levitate things up to your [Spirit](Core/Spirit.md) in size and [Close](Core/Movement.md#Close) as naturally as picking them up normally. +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.md#Will) tests to sneak, move silently, hide and do other duplicitous acts. +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). @@ -50,14 +50,14 @@ You do not need to move your hands to perform [Channelled Magic](Magic#Channelle 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.md) instead of [Agility](Core/Agility.md) to Calculate [Movement Distance](Core/Stats.md#Movement%20Distance). +You Can Use [Spirit](Core/Spirit) instead of [Agility](Core/Agility) to Calculate [Movement Distance](Core/Stats#Movement%20Distance). --- ## Advanced ## Expert Shaping -*[Requirement](Core/Terminology.md#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. @@ -66,13 +66,13 @@ Your character can perform [Channelled Magic](Magic#Channelled%20Magic) to: * 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.md#Damage%20Bonus), you can use the: [Cone](Magic-Modifiers#Cone), and [Stunning](Magic-Modifiers#Stunning) [Magic-Modifiers](Magic-Modifiers) +* 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.md#Requirement): [Black Belt](Brawler#Black%20Belt)* -While holding nothing but a [Focus](Example-Gear#Focus) you can [Substitute](Core/Terminology.md#Substitute) [Will](Core/Spirit.md#Will) for [Strike](Core/Strength.md#Strike). While doing this, your [Unarmed Attack](Core/Terminology.md#Unarmed%20Attack) has a [Damage Bonus](Core/Weapons.md#Damage%20Bonus) of $2 \times Spirit$ and a range of [Close](Core/Movement.md#Close). +*[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. @@ -83,13 +83,13 @@ You can [Concentrate](Magic#Concentration) on two spells simultaneously. ## Master ## Master Shaping -*[Requirement](Core/Terminology.md#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.md#Character) as though they were real if the [Character](Core/Terminology.md#Character) believes it is real. +* 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.md#Damage%20Bonus), you can use the: [Unavoidable](Magic-Modifiers#Unavoidable) [Magic-Modifiers](Magic-Modifiers) +* 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) diff --git a/Game/Star.md b/Game/Star.md index a62112e..515ead1 100644 --- a/Game/Star.md +++ b/Game/Star.md @@ -20,46 +20,46 @@ They can generally teach the following training: ## Basic ### Battle Music -If you have an [Simple Instrument](Example-Gear#Simple%20Instrument), or [Complex Instrument](Example-Gear#Complex%20Instrument) on you, every ally gets a (+1) to determining [Initiative Value](Core/Combat.md#Initiative%20Value). +If you have an [Simple Instrument](Example-Gear#Simple%20Instrument), or [Complex Instrument](Example-Gear#Complex%20Instrument) on you, every ally gets a (+1) to determining [Initiative Value](Core/Combat#Initiative%20Value). ### Busking -As [Skilled Work](Activities#Skilled%20Work), you can busk. Make a [Confidence](Core/Communication.md#Confidence) [Variable Difficulty](Core/Skills.md#Variable%20Difficulty), you receive 2 silver per [Step Of Success](Core/Skills.md#Step%20Of%20Success). +As [Skilled Work](Activities#Skilled%20Work), you can busk. Make a [Confidence](Core/Communication#Confidence) [Variable Difficulty](Core/Skills#Variable%20Difficulty), you receive 2 silver per [Step Of Success](Core/Skills#Step%20Of%20Success). ### Come In Peace -[Allies](Core/Terminology.md#Ally) and yourself gain a (+1) to [Social Skill Test](Core/Terminology.md#Social%20Action) when interacting with residents of an area. +[Allies](Core/Terminology#Ally) and yourself gain a (+1) to [Social Skill Test](Core/Terminology#Social%20Action) when interacting with residents of an area. ### Decadent -You never suffer penalties due to intoxication, you also receive a (+2) to [Terminology](Core/Terminology.md) actions related to resisting [Comestibles](Core/Comestibles.md) downsides. +You never suffer penalties due to intoxication, you also receive a (+2) to [Terminology](Core/Terminology) actions related to resisting [Comestibles](Core/Comestibles) downsides. ### Faithful -You receive a +1 to all [Social Skill Test](Core/Terminology.md#Social%20Action) against any [Opponent](Core/Terminology.md#Opponent) who shares similar beliefs to your [Character](Core/Terminology.md#Character). +You receive a +1 to all [Social Skill Test](Core/Terminology#Social%20Action) against any [Opponent](Core/Terminology#Opponent) who shares similar beliefs to your [Character](Core/Terminology#Character). ### Heartthrob -Your character receives a (+2) to [Actions](Core/Terminology.md#Action) against people that are sexually attracted to you. +Your character receives a (+2) to [Actions](Core/Terminology#Action) against people that are sexually attracted to you. ### Inspiring Presence -You can control an additional 2 [Followers](Core/Terminology.md#Follower). +You can control an additional 2 [Followers](Core/Terminology#Follower). ### Inspiring Strike -After a successful [Strike](Core/Strength.md#Strike), all your allies receive a +1 to all attack rolls until your next [Combat Turn](Core/Terminology.md#Combat%20Turn). +After a successful [Strike](Core/Strength#Strike), all your allies receive a +1 to all attack rolls until your next [Combat Turn](Core/Terminology#Combat%20Turn). ### Lookout Sir -If a [Follower](Core/Terminology.md#Follower) #TODOFollowers under your control is within [Reach](Core/Movement.md#Reach) of you, they may spend a [Reaction](Core/Terminology.md#Reaction) to move to your character and become the target of the attack. They may still perform an [Avoid](Core/Reacting-To-Attacks.md#Avoid) [Reaction](Core/Terminology.md#Reaction). +If a [Follower](Core/Terminology#Follower) #TODOFollowers under your control is within [Reach](Core/Movement#Reach) of you, they may spend a [Reaction](Core/Terminology#Reaction) to move to your character and become the target of the attack. They may still perform an [Avoid](Core/Reacting-To-Attacks#Avoid) [Reaction](Core/Terminology#Reaction). ### Lover Not A Fighter -You receive a (+1) to all [Actions](Core/Terminology.md#Action) in situations where your life isn’t in danger, and you are not rushed. However, you receive a (-1) to all [Actions](Core/Terminology.md#Action) while in combat. +You receive a (+1) to all [Actions](Core/Terminology#Action) in situations where your life isn’t in danger, and you are not rushed. However, you receive a (-1) to all [Actions](Core/Terminology#Action) while in combat. ### Name Your Price You can buy any item, even a person's personal equipment. ### Second Identity -You have a second identity which you can assume at any time. You don't need to make [Confidence](Core/Communication.md#Confidence) skill tests to pretend to be them. +You have a second identity which you can assume at any time. You don't need to make [Confidence](Core/Communication#Confidence) skill tests to pretend to be them. ### Tinge Of Truth -After successfully lying to a [Character](Core/Terminology.md#Character) about something, you may spend [Influence](Core/Stats.md#Max%20Influence) to make it true or at least partially true. The GM should attempt to make this the case and give you a reasonable cost. +After successfully lying to a [Character](Core/Terminology#Character) about something, you may spend [Influence](Core/Stats#Max%20Influence) to make it true or at least partially true. The GM should attempt to make this the case and give you a reasonable cost. ### White Lie -You don’t need to roll [Confidence](Core/Communication.md#Confidence) to lie about small, insignificant things. +You don’t need to roll [Confidence](Core/Communication#Confidence) to lie about small, insignificant things. --- @@ -67,30 +67,30 @@ You don’t need to roll [Confidence](Core/Communication.md#Confidence) to lie a ## Advanced ### Conscription -At the beginning of combat, you may opt to make neutral characters within [Communication](Core/Communication.md) x 10m [Follower](Core/Terminology.md#Follower), up to your limit. They may become angry and hostile if put in suicidal situations. +At the beginning of combat, you may opt to make neutral characters within [Communication](Core/Communication) x 10m [Follower](Core/Terminology#Follower), up to your limit. They may become angry and hostile if put in suicidal situations. ### Contacts As a [Downtime Activity](Activities#Downtime%20Activity), you can spend a day setting up contacts in any location. This contact network can be queried for information and will send relevant info your way. ### Editorializing -Once per [Downtime](Telling-The-Story#Downtime), if they are willing, you may give any [Character](Core/Terminology.md#Character) a single [Re-roll](Core/Terminology.md#Re-roll) for any dice roll. +Once per [Downtime](Telling-The-Story#Downtime), if they are willing, you may give any [Character](Core/Terminology#Character) a single [Re-roll](Core/Terminology#Re-roll) for any dice roll. ### Grand Leadership -When a [Follower](Core/Terminology.md#Follower) or [Ally](Core/Terminology.md#Ally) is performing an [Action](Core/Terminology.md#Action) spend a [Power](Core/Stats.md#Max%20Power) to have them use your relevant skills for that [Action](Core/Terminology.md#Action). +When a [Follower](Core/Terminology#Follower) or [Ally](Core/Terminology#Ally) is performing an [Action](Core/Terminology#Action) spend a [Power](Core/Stats#Max%20Power) to have them use your relevant skills for that [Action](Core/Terminology#Action). ### Hard Sell A merchant will never refuse to buy items from you, even if they have no interest in them. ### Heretic -Spend a [Power](Core/Stats.md#Max%20Power), you may designate a target as a heretic of the cause. They receive a (-1) to all [Actions](Core/Terminology.md#Action). Any [Action](Core/Terminology.md#Action) an [Ally](Core/Terminology.md#Ally) makes against an [Opponent](Core/Terminology.md#Opponent) who is marked as a heretic is at a (+1). +Spend a [Power](Core/Stats#Max%20Power), you may designate a target as a heretic of the cause. They receive a (-1) to all [Actions](Core/Terminology#Action). Any [Action](Core/Terminology#Action) an [Ally](Core/Terminology#Ally) makes against an [Opponent](Core/Terminology#Opponent) who is marked as a heretic is at a (+1). ### Inspiring Shout -Spend 3 [Power](Core/Stats.md#Max%20Power), you may as a [Free Action](Core/Terminology.md#Free%20Action) cause one of your [Allies](Core/Terminology.md#Ally) to stop being [Defeated](Core/Effects.md#Defeated). The target retains all injuries and effects, but no longer counts as [Wounded](Core/Effects.md#Wounded) until they suffer another [Injury](Core/Injury.md). +Spend 3 [Power](Core/Stats#Max%20Power), you may as a [Free Action](Core/Terminology#Free%20Action) cause one of your [Allies](Core/Terminology#Ally) to stop being [Defeated](Core/Effects#Defeated). The target retains all injuries and effects, but no longer counts as [Wounded](Core/Effects#Wounded) until they suffer another [Injury](Core/Injury). ### Understudy During [Socialize](Activities#Socialize), you can select a training that another member of your party has, which you count as having until your next [Downtime](Telling-The-Story#Downtime), or [Socialize](Activities#Socialize). ### What I Meant Was -Spend 2 [Power](Core/Stats.md#Max%20Power) during [Narrative Time](Telling-The-Story#Narrative%20Time), after speaking to someone and hearing how they react, you may say “what I meant to say was…” and continue the conversation as though what you originally said *never* happened. +Spend 2 [Power](Core/Stats#Max%20Power) during [Narrative Time](Telling-The-Story#Narrative%20Time), after speaking to someone and hearing how they react, you may say “what I meant to say was…” and continue the conversation as though what you originally said *never* happened. @@ -103,12 +103,12 @@ Spend 2 [Power](Core/Stats.md#Max%20Power) during [Narrative Time](Telling-The-S ### Holy Spirit Your character is partially controlled by another force, which helps you out with multitasking. -* You have an additional [Reaction](Core/Terminology.md#Reaction). -* If you are [Stunned](Core/Effects.md#Stunned) or [Defeated](Core/Effects.md#Defeated), you may opt to continue fighting or acting with the spirit controlling your body. +* You have an additional [Reaction](Core/Terminology#Reaction). +* If you are [Stunned](Core/Effects#Stunned) or [Defeated](Core/Effects#Defeated), you may opt to continue fighting or acting with the spirit controlling your body. You count as having 2 in each attribute and 1 in each skill while the force is in control or performing a reaction. ### Perform As The Legends -Spend 1 [Power](Core/Stats.md#Max%20Power), instead of the normal skill for any [Action](Core/Terminology.md#Action) you could perform, substitute a [Confidence](Core/Communication.md#Confidence) skill test. +Spend 1 [Power](Core/Stats#Max%20Power), instead of the normal skill for any [Action](Core/Terminology#Action) you could perform, substitute a [Confidence](Core/Communication#Confidence) skill test. ### Unending Fury -You and your [Allies](Core/Terminology.md#Ally) get a (+2) to [Identity](Core/Spirit.md#Identity) and [Endurance](Core/Strength.md#Endurance) skill tests. +You and your [Allies](Core/Terminology#Ally) get a (+2) to [Identity](Core/Spirit#Identity) and [Endurance](Core/Strength#Endurance) skill tests. diff --git a/Game/Storage.md b/Game/Storage.md index 30e7e60..22d4f2d 100644 --- a/Game/Storage.md +++ b/Game/Storage.md @@ -6,19 +6,19 @@ nav_order: 2 has_children: true --- # Storage -Your character in general will have 20 size worth of storage on their character which is how you hold [Equipment](Core/Equipment.md). That’s 6 in a bag, 4 on a belt and 10 in your horse's saddlebags. In Aspirant, we aren’t concerned with the weight of items, size is a fair enough abstraction and any incredibly heavy items can be handled narratively. Storage specifics are also not relevant. If your characters divide a pot of 3 size of oil 3 ways, it is assumed you had containers on hand to store it. Similarly, if you pick up a new weapon and want to put it on your belt, it is assumed you can adjust your belt loops to support it. +Your character in general will have 20 size worth of storage on their character which is how you hold [Equipment](Core/Equipment). That’s 6 in a bag, 4 on a belt and 10 in your horse's saddlebags. In Aspirant, we aren’t concerned with the weight of items, size is a fair enough abstraction and any incredibly heavy items can be handled narratively. Storage specifics are also not relevant. If your characters divide a pot of 3 size of oil 3 ways, it is assumed you had containers on hand to store it. Similarly, if you pick up a new weapon and want to put it on your belt, it is assumed you can adjust your belt loops to support it. ## Belt Items readily available to your character. Belted items can be drawn/stowed for free, but will put any actions in a combat turn at a -1. Default storage for a belt is 4 size of items. ## Backpack -Items stowed for longer storage using the support of your core. Bag items can be drawn/stowed as an action in combat. Default storage for a backpack is 4 + [Strength](Core/Strength.md) size of items. +Items stowed for longer storage using the support of your core. Bag items can be drawn/stowed as an action in combat. Default storage for a backpack is 4 + [Strength](Core/Strength) size of items. ## Saddlebag Storage bags using the strength of your horse. If you are with your horse, it will take a combat action to retrieve or stow to saddle bags. Default storage for saddlebags is 10 size of items. ## Acquiring Storage * [Purchased](Example-Storage) -* [Found through play](Core/Equipment.md#Looting) +* [Found through play](Core/Equipment#Looting) * [Crafted](Designing-Storage) * Commissioned [Costs Of Services](Services#Costs%20Of%20Services) \ No newline at end of file diff --git a/Game/Tables.md b/Game/Tables.md index 8beabfb..30b3625 100644 --- a/Game/Tables.md +++ b/Game/Tables.md @@ -12,5 +12,5 @@ has_children: true ## [Example Transhumanist Effects](Example-Transhumanist-Effects) ## [Example Weapons](Example-Weapons) ## [Example-Infrastructure](Example-Infrastructure) -## [Weapon Traits](Core/Weapon-Traits.md) -## [Armour-Traits](Core/Armour-Traits.md) +## [Weapon Traits](Core/Weapon-Traits) +## [Armour-Traits](Core/Armour-Traits) diff --git a/Game/Telling-The-Story.md b/Game/Telling-The-Story.md index a856d62..3a4af34 100644 --- a/Game/Telling-The-Story.md +++ b/Game/Telling-The-Story.md @@ -8,7 +8,7 @@ nav_order: 0 Gameplay in Aspirant is generally split into a few different types of gameplay: Combat, Narrative Time, Travelling, Resting. ## Combat -Combat is the most rigorously kept time in Aspirant; as it is when you are most likely to be injured and die. Combat is covered in more detail [here](Core/Combat.md), but in general, characters take turns acting in 5 second increments.  +Combat is the most rigorously kept time in Aspirant; as it is when you are most likely to be injured and die. Combat is covered in more detail [here](Core/Combat), but in general, characters take turns acting in 5 second increments.  ## Narrative Time Narrative time in aspirant involves characters in a place of interest doing activities, exploring, and progressing the story directly. The passage of narrative time can be a bit more ambiguous compared with combat. There aren’t rules for narrative time, this is when characters will be directing the focus and the story themselves. @@ -32,7 +32,7 @@ At the end of each segment: - Characters at the start of each travel segment declare a [Travelling Activity](Activities#Travelling%20Activity) they will focus on during the travel. ### Travel Encounter -During travel, characters may encounter other travellers, enemies or a point of interest. These will be handled by the GM and should lend to the danger and intrigue of the surrounding world. Generally, the world is sparse and most characters should only have 1 travel encounter per [Travel Segment](#Travel%20Segment), though in very dense or dangerous areas the GM can roll for more. If your players were attacked by wolves a number of times travelling through a forest instead, that should be handled as one extended narrative / combat [Scene](Core/Terminology.md#Scene) where they realize they’ve entered dangerous territory and need to navigate out of it. +During travel, characters may encounter other travellers, enemies or a point of interest. These will be handled by the GM and should lend to the danger and intrigue of the surrounding world. Generally, the world is sparse and most characters should only have 1 travel encounter per [Travel Segment](#Travel%20Segment), though in very dense or dangerous areas the GM can roll for more. If your players were attacked by wolves a number of times travelling through a forest instead, that should be handled as one extended narrative / combat [Scene](Core/Terminology#Scene) where they realize they’ve entered dangerous territory and need to navigate out of it. ### Ambush Encounter Similarly, during travel, the party may be ambushed while camping. These should be high stakes encounters that put the players in danger. Generally, danger isn't lurking around every corner and the characters should only have 1 ambush encounter per [Travel Segment](#Travel%20Segment). diff --git a/Game/Textiles.md b/Game/Textiles.md index 248f17d..cfc6b82 100644 --- a/Game/Textiles.md +++ b/Game/Textiles.md @@ -8,7 +8,7 @@ nav_order: 2 # Textiles One of the [Materials](Materials) used for crafting and trading. -Thin strands of material carefully assembled into weaves, fabric makes an exceptional material for [Storage](Storage), and [Armour](Core/Armour.md). +Thin strands of material carefully assembled into weaves, fabric makes an exceptional material for [Storage](Storage), and [Armour](Core/Armour). ## Basic Textiles Basic poorly made fabrics. diff --git a/Game/Training-Chopping-Block.md b/Game/Training-Chopping-Block.md index 86bd875..e6862d0 100644 --- a/Game/Training-Chopping-Block.md +++ b/Game/Training-Chopping-Block.md @@ -12,10 +12,10 @@ You may opt to take a negative on an attack to get an equivalent bonus to damage If you have [Cleave](#Cleave) training, when making a charge you may target anyone with cleave who was in weapon range along the path. ### Tumbling -As skilled work, you can do acrobatic routines / dance. Make a [Variable Difficulty](Core/Skills.md#Variable%20Difficulty) [reflexes](Core/Agility.md#Reflexes) skill test, you receive 2 silver per [Step Of Success](Core/Skills.md#Step%20Of%20Success). +As skilled work, you can do acrobatic routines / dance. Make a [Variable Difficulty](Core/Skills#Variable%20Difficulty) [reflexes](Core/Agility#Reflexes) skill test, you receive 2 silver per [Step Of Success](Core/Skills#Step%20Of%20Success). ### Heavy Hitter -While wearing metal arm armour, you can parry and block using your arms and all of your attacks may knock back enemies [Strength](Core/Strength.md) meters. +While wearing metal arm armour, you can parry and block using your arms and all of your attacks may knock back enemies [Strength](Core/Strength) meters. ### Cross Arm Block You may spend a reaction to force an incoming attack to hit you in one of your arms. You do not get to further defend against the attack. @@ -44,16 +44,16 @@ When you roll a 6 for damage, increase the severity of the injury by one level. As a free action once per round, you can exchange places with another character in melee. You receive a +1 to rolls against this person during this combat round. After you enter a melee, you can reposition all the characters in it as long as they all remain in melee range (2m). ### Thievery -As [Skilled Work](Activities#Skilled%20Work), you can pickpocket. Make a [Variable Difficulty](Core/Skills.md#Variable%20Difficulty) [Grace](Core/Agility.md#Grace) skill test, you receive settlement wealth - 1 silver per [Step Of Success](Core/Skills.md#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) [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. ### Improvised Munitions As an [evening activities](Activities#Travel%20Activity), you can scavenge 1d6 ammunition for a ranged weapon. This ammo makes the weapon deal 2 less damage, and may potentially remove traits, though that is at the discretion of the GM. ### Double Tap -As a [Special Manoeuvre](Core/Combat.md#Special%20Manoeuvres), make two ranged attacks on the same person at a -2 to each. The enemy can as a single reaction attempt to avoid both attacks. +As a [Special Manoeuvre](Core/Combat#Special%20Manoeuvres), make two ranged attacks on the same person at a -2 to each. The enemy can as a single reaction attempt to avoid both attacks. ### Eradicate -As a [Special Manoeuvre](Core/Combat.md#Special%20Manoeuvres) you can make a ranged attack that costs 3 ammo is at a -2 for the skill test, can’t be combined with any other special manoeuvres, you can’t apply the called shot combat modifier to it, and you always count as rolling a 6 on the damage for this attack. +As a [Special Manoeuvre](Core/Combat#Special%20Manoeuvres) you can make a ranged attack that costs 3 ammo is at a -2 for the skill test, can’t be combined with any other special manoeuvres, you can’t apply the called shot combat modifier to it, and you always count as rolling a 6 on the damage for this attack. ### Bound Summon You can maintain one summoned creature long term without requiring skill tests or active focus. @@ -72,10 +72,10 @@ You can visualize what nearby characters are doing even if you can’t directly ### Alchemical Traps -If your character has a [Trap Kit](Example-Gear#Trap%20Kit), your payloads can be much more exotic, but the skill test becomes [Application](Core/Intelligence.md#Application), and they take longer to prepare. They can include things like: +If your character has a [Trap Kit](Example-Gear#Trap%20Kit), your payloads can be much more exotic, but the skill test becomes [Application](Core/Intelligence#Application), and they take longer to prepare. They can include things like: Gravity destabilize: Everything in the trap area loses gravity for 1d3 rounds. Or gravity shifts in a direction for the same duration. Stasis discharge: Everything in the area is stunned for a turn. -Magnesium Bomb: Everything in the area suffers an [Hot](Core/Injury.md#Hot) attack that causes a critical injury to a location and is on fire. +Magnesium Bomb: Everything in the area suffers an [Hot](Core/Injury#Hot) attack that causes a critical injury to a location and is on fire. Corrosive Gas: Everything in the area loses all resistance for its armour @@ -90,7 +90,7 @@ When crafting a weapon, instead of providing materials, you may provide another As [Production Work](Activities#Production%20Work), you can repair a damaged item or up to 5 rounds of ammunition. This requires a [Weapons Tool Set](Example-Gear#Weapons%20Tool%20Set), but no additional materials or currency. ### The Muscle -You may perform [Connection](Core/Communication.md#Connection) skill tests to interact with people using [Strength](Core/Strength.md). +You may perform [Connection](Core/Communication#Connection) skill tests to interact with people using [Strength](Core/Strength). ### Explorer You ignore terrain effects and obstacles in combat. @@ -100,7 +100,7 @@ You may keep someone's attention and interest, even in a topic you know nothing ### Resilient -Your character may add their [Athletics](Core/Strength.md#Athletics) skill to rolls for immediate effects of injuries, resist death from critical injuries to the chest, and to not collapse from being wounded. +Your character may add their [Athletics](Core/Strength#Athletics) skill to rolls for immediate effects of injuries, resist death from critical injuries to the chest, and to not collapse from being wounded. --- @@ -109,7 +109,7 @@ Your character may add their [Athletics](Core/Strength.md#Athletics) skill to ro When caught doing something illegal, as long as you are not captured, it won’t be tied back to you (though may otherwise raise suspicion). ### Obfuscate -Spend 2 [Power](Core/Stats.md#Max%20Power), you can make any character/settlement re-roll a skill test related to discovering the party or their involvement in something. +Spend 2 [Power](Core/Stats#Max%20Power), you can make any character/settlement re-roll a skill test related to discovering the party or their involvement in something. ### Driver You can drive a [Cart](Example-Infrastructure#Cart) alone. @@ -145,11 +145,11 @@ You gain access to the Far magical trait for spell attacks. Your narrative magic You are an expert in a specific ritual of your choice, which you can perform at will. If this ritual is simple enough, you may also not need the reagents. ### Find A Buyer -As a [Downtime Activities](Activities#Downtime%20Activity), you can spend a day finding someone interested in purchasing an item for full price (materials + labour). This is a skill test based on the settlement's Wealth + your [Connection](Core/Communication.md#Connection), and a difficulty based on the rarity of the item. +As a [Downtime Activities](Activities#Downtime%20Activity), you can spend a day finding someone interested in purchasing an item for full price (materials + labour). This is a skill test based on the settlement's Wealth + your [Connection](Core/Communication#Connection), and a difficulty based on the rarity of the item. ### Protect the Head -You may change the [Hit Locations](Core/Combat.md#Hit%20Locations) of any attack from the head, to the body. +You may change the [Hit Locations](Core/Combat#Hit%20Locations) of any attack from the head, to the body. ### Strike True -No negative for [Called Shot](Core/Combat.md#Called%20Shot) with [Melee Attacks](Core/Terminology.md#Melee%20Attack). +No negative for [Called Shot](Core/Combat#Called%20Shot) with [Melee Attacks](Core/Terminology#Melee%20Attack). diff --git a/Game/Wanderer.md b/Game/Wanderer.md index ddb84c3..d9c67c4 100644 --- a/Game/Wanderer.md +++ b/Game/Wanderer.md @@ -20,7 +20,7 @@ They can generally teach the following training: ## Basic ### Check Again -Spend a [Power](Core/Stats.md#Max%20Power), you can ask the [GM](How-To-Play#GM) if there is anything of interest you haven't noticed in a room, or area. The [GM](How-To-Play#GM) will not tell you what it is, just you should continue looking. +Spend a [Power](Core/Stats#Max%20Power), you can ask the [GM](How-To-Play#GM) if there is anything of interest you haven't noticed in a room, or area. The [GM](How-To-Play#GM) will not tell you what it is, just you should continue looking. ### Clever Packer Your [Backpack](Storage#Backpack) can hold an additional 6 size worth of items. @@ -32,22 +32,22 @@ You can comfortably ride with an additional person or thing restrained on your [ You can fit into impractically small spaces comfortably. ### Fast Learner -After the [Travel Activity](Activities#Travel%20Activity) [Socialize](Activities#Socialize), you can attempt [Application](Core/Intelligence.md#Application), [Confidence](Core/Communication.md#Confidence), skill tests with the same skill level as the person with the highest skill rank in your party who also socialized. +After the [Travel Activity](Activities#Travel%20Activity) [Socialize](Activities#Socialize), you can attempt [Application](Core/Intelligence#Application), [Confidence](Core/Communication#Confidence), skill tests with the same skill level as the person with the highest skill rank in your party who also socialized. ### Gatherer -As [Skilled Work](Activities#Skilled%20Work), you can harvest [Basic Flora](Flora#Basic%20Flora). Perform a [Variable Difficulty](Core/Skills.md#Variable%20Difficulty) [Application](Core/Intelligence.md#Application) skill test to look for [Basic Flora](Flora#Basic%20Flora) or [Artisan Flora](Flora#Artisan%20Flora). The test for artisan flora is at a -2. If you succeed, you receive 1 size of [Materials](Materials) plus 1 additional per 2 [Steps Of Success](Core/Skills.md#Step%20Of%20Success). +As [Skilled Work](Activities#Skilled%20Work), you can harvest [Basic Flora](Flora#Basic%20Flora). Perform a [Variable Difficulty](Core/Skills#Variable%20Difficulty) [Application](Core/Intelligence#Application) skill test to look for [Basic Flora](Flora#Basic%20Flora) or [Artisan Flora](Flora#Artisan%20Flora). The test for artisan flora is at a -2. If you succeed, you receive 1 size of [Materials](Materials) plus 1 additional per 2 [Steps Of Success](Core/Skills#Step%20Of%20Success). ### Holistic Tools -You can perform [Application](Core/Intelligence.md#Application) skill tests without needing any tools or kits; however, you receive a (-2) to related [Action](Core/Terminology.md#Action) while not having appropriate gear. +You can perform [Application](Core/Intelligence#Application) skill tests without needing any tools or kits; however, you receive a (-2) to related [Action](Core/Terminology#Action) while not having appropriate gear. ### Home In Nature -You receive a (+1) to all [Actions](Core/Terminology.md#Action) related to surviving and navigating natural environments. +You receive a (+1) to all [Actions](Core/Terminology#Action) related to surviving and navigating natural environments. ### Hound Master -You can consider tamed animals to be [Followers](Core/Terminology.md#Follower). +You can consider tamed animals to be [Followers](Core/Terminology#Follower). ### Internal Monologue -You receive hints and tips from the GM in the form of an internal monologue. Spend 1 [Power](Core/Stats.md#Max%20Power) to receive some info from the GM. +You receive hints and tips from the GM in the form of an internal monologue. Spend 1 [Power](Core/Stats#Max%20Power) to receive some info from the GM. ### Leave No Trace You and those travelling with you cannot be tracked. @@ -56,15 +56,15 @@ You and those travelling with you cannot be tracked. Tamed animals you own that are not horses may be fit with saddlebags. ### Pin And Restrain -While you are successfully grappling someone on your turn, you may as an action attempt to more permanently restrain them with [Manacles](Example-Gear#Manacles) or an equivalent item. This is an [Athletics](Core/Strength.md#Athletics) [Opposed Difficulty](Core/Skills.md#Opposed%20Difficulty)([Athletics](Core/Strength.md#Athletics)). +While you are successfully grappling someone on your turn, you may as an action attempt to more permanently restrain them with [Manacles](Example-Gear#Manacles) or an equivalent item. This is an [Athletics](Core/Strength#Athletics) [Opposed Difficulty](Core/Skills#Opposed%20Difficulty)([Athletics](Core/Strength#Athletics)). ### Promissory Note -You can go into debt an amount of silver equal to 10 x [Communication](Core/Communication.md) by writing promissory notes to merchants. You need to pay this off before you can use this ability again. +You can go into debt an amount of silver equal to 10 x [Communication](Core/Communication) by writing promissory notes to merchants. You need to pay this off before you can use this ability again. ### Proper Packing Your saddlebags can hold an additional 6 size of items. ### Take Them Alive -After [Injuring](Core/Injury.md) someone, if they would die, you may opt for them to become [Defeated](Core/Effects.md#Defeated) instead. +After [Injuring](Core/Injury) someone, if they would die, you may opt for them to become [Defeated](Core/Effects#Defeated) instead. --- @@ -72,7 +72,7 @@ After [Injuring](Core/Injury.md) someone, if they would die, you may opt for the ## Advanced ### Ambusher -If characters hostile to you, are not aware of you at the start of combat, you get a [Combat Turn](Core/Terminology.md#Combat%20Turn) before the first [Combat Round](Core/Terminology.md#Combat%20Round). +If characters hostile to you, are not aware of you at the start of combat, you get a [Combat Turn](Core/Terminology#Combat%20Turn) before the first [Combat Round](Core/Terminology#Combat%20Round). ### Cram Session During [Good Night's Rest](Activities#Good%20Night's%20Rest), you can select any one of your skills that isn’t already at 3 ranks to count as being one rank higher until the next meditation. @@ -84,18 +84,18 @@ When collecting bits from creatures after an encounter, you may collect one addi If you have someone detained for any meaningful amount of time, they can hide nothing from you. ### Kryptonite -If you succeed on a [Memory](Core/Intelligence.md#Memory) skill test to know about an enemy animal or monster, you also know about how to defeat them. Your [Allies](Core/Terminology.md#Ally) gain a (+1) to all combat [Actions](Core/Terminology.md#Action) targeting the enemy. +If you succeed on a [Memory](Core/Intelligence#Memory) skill test to know about an enemy animal or monster, you also know about how to defeat them. Your [Allies](Core/Terminology#Ally) gain a (+1) to all combat [Actions](Core/Terminology#Action) targeting the enemy. ### Live off the Land You can [Scavenge](Activities#Scavenge) while doing another [Travelling Activity](Activities#Travelling%20Activity). ### Non-Target -As long as you have a [Threat](Core/Stats.md#Threat) value of 0 or less, enemies don’t consider you a threat until you attack. +As long as you have a [Threat](Core/Stats#Threat) value of 0 or less, enemies don’t consider you a threat until you attack. ### Peacekeeper -Your inflicted [Minimal Injury](Core/Injury.md#Minimal%20Injury) cause opponents to become [Wounded](Core/Effects.md#Wounded). +Your inflicted [Minimal Injury](Core/Injury#Minimal%20Injury) cause opponents to become [Wounded](Core/Effects#Wounded). ### Tour Guide -You ignore [Hindrance](Core/Skills.md#Aid%20and%20Hindrance) when performing skill tests. +You ignore [Hindrance](Core/Skills#Aid%20and%20Hindrance) when performing skill tests. ### Travel the Shadows You can [Scout](Activities#Scout) while doing another [Travelling Activity](Activities#Travelling%20Activity). @@ -107,7 +107,7 @@ You can [Scout](Activities#Scout) while doing another [Travelling Activity](Acti ## Master ### Anthropologist -You no longer have [Restrictions](Character-Development#Restrictions) when doing [Supervised Training](Activities#Supervised%20Learning). In other words, you do not need a trainer or reference to train, just [Activities](Activities) time and [Total XP](Core/Stats.md#Total%20XP) +You no longer have [Restrictions](Character-Development#Restrictions) when doing [Supervised Training](Activities#Supervised%20Learning). In other words, you do not need a trainer or reference to train, just [Activities](Activities) time and [Total XP](Core/Stats#Total%20XP) ### Take Down Expert After successfully performing a grapple special manoeuvre against someone, you may perform one grapple action on them immediately. diff --git a/Game/Wood.md b/Game/Wood.md index ba96713..c4d3c68 100644 --- a/Game/Wood.md +++ b/Game/Wood.md @@ -8,7 +8,7 @@ nav_order: 2 # Wood One of the [Materials](Materials) used for crafting and trading. -Sturdy natural resource generally reclaimed or harvested from trees, useful for the construction of some [Weapons](Core/Weapons.md), and [Assets](Assets). +Sturdy natural resource generally reclaimed or harvested from trees, useful for the construction of some [Weapons](Core/Weapons), and [Assets](Assets). ## Basic Wood High-quality wood that can be worked (anything worse than a hard wood isn't useful for crafting). diff --git a/Game/Worlds/Post-Calamity/Breckles-Pass.md b/Game/Worlds/Post-Calamity/Breckles-Pass.md index 8ffccab..fddf893 100644 --- a/Game/Worlds/Post-Calamity/Breckles-Pass.md +++ b/Game/Worlds/Post-Calamity/Breckles-Pass.md @@ -43,7 +43,7 @@ Skeptical. | Move | Initiative | Integrity | Weakness | Resistance | | --------------------------------------------------------- | ---------- | --------- | ------------------------- | ---------- | -| [Close](../../Core/Movement.md#Close) / [Far](../../Core/Movement.md#Far) | 3 | 2 | [Heat](../../Core/Injury.md#Heat) | | +| [Close](../../Core/Movement#Close) / [Far](../../Core/Movement#Far) | 3 | 2 | [Heat](../../Core/Injury#Heat) | | #### Actions * Knife Attack (4, Rending, 1). * Bite Attack (3, Rending, 2). @@ -64,10 +64,10 @@ This character gains a (+2) on actions when unseen. | Move | Initiative | Integrity | Weakness | Resistance | | ----------------------- | ---------- | --------- | -------- | ---------- | -| [Short](../../Core/Movement.md#Short) | 0 | - | - | - | +| [Short](../../Core/Movement#Short) | 0 | - | - | - | #### Actions -* Attack (3) [Minimal Injury](../../Core/Injury.md#Minimal%20Injury) [Impact](../../Core/Injury.md#Impact) -* Ranged Attack (3) [Severe Injury](../../Core/Injury.md#Severe%20Injury) [Piercing](../../Core/Injury.md#Piercing). +* Attack (3) [Minimal Injury](../../Core/Injury#Minimal%20Injury) [Impact](../../Core/Injury#Impact) +* Ranged Attack (3) [Severe Injury](../../Core/Injury#Severe%20Injury) [Piercing](../../Core/Injury#Piercing). #### Reactions * Avoid (-2) diff --git a/Game/Worlds/Post-Calamity/Hooks.md b/Game/Worlds/Post-Calamity/Hooks.md index d0f5576..7a7f47a 100644 --- a/Game/Worlds/Post-Calamity/Hooks.md +++ b/Game/Worlds/Post-Calamity/Hooks.md @@ -33,7 +33,7 @@ Setting out, [Simple-Joe](Simple-Joe), [Alexander-Aurelius](Alexander-Aurelius), **COMPLETE** 1XP ## Something Underground -There is a civilization under the mines according to [Tellian](Session-02.md#Tellian) +There is a civilization under the mines according to [Tellian](Session-02#Tellian) **COMPLETE 1XP** @@ -43,7 +43,7 @@ An elemental boar has taken control of the waterway south of Tennens **Complete 2XP** ## The Manticore -[Arturas-Gabrys](Arturas-Gabrys) knows there is a manticore broken free from a wizard tower NE of [Crosshaven](Crosshaven). [Argent-Hold](Argent-Hold) needs experts to track and deal with it. Grey and brown sell swords from [Session-01](Session-01.md) were travelling in that direction. +[Arturas-Gabrys](Arturas-Gabrys) knows there is a manticore broken free from a wizard tower NE of [Crosshaven](Crosshaven). [Argent-Hold](Argent-Hold) needs experts to track and deal with it. Grey and brown sell swords from [Session-01](Session-01) were travelling in that direction. **Complete 2XP** diff --git a/Game/Worlds/Post-Calamity/Projects.md b/Game/Worlds/Post-Calamity/Projects.md index 8b8ea2f..67d9c18 100644 --- a/Game/Worlds/Post-Calamity/Projects.md +++ b/Game/Worlds/Post-Calamity/Projects.md @@ -11,7 +11,7 @@ grand_parent: Worlds ## Greg's Taking Life *Completed* Greg was worried about his first time killing a person. -* Started a project with **2 steps required**, to find meaning in killing, reward is a single use auto-pass on a [Identity](../../Core/Spirit.md#Identity) test. +* Started a project with **2 steps required**, to find meaning in killing, reward is a single use auto-pass on a [Identity](../../Core/Spirit#Identity) test. ## Peace Talks *complete* diff --git a/Game/Worlds/Post-Calamity/Session-03.md b/Game/Worlds/Post-Calamity/Session-03.md index 6a6b5e7..99afdc2 100644 --- a/Game/Worlds/Post-Calamity/Session-03.md +++ b/Game/Worlds/Post-Calamity/Session-03.md @@ -10,7 +10,7 @@ grand_parent: Worlds # Segment 3 Spring 6 - 8 * Found a glowing symbol on the wall -* Started a [Project](../../Core/Skills.md#Project) to clear the rubble, needed only 1 additional step +* Started a [Project](../../Core/Skills#Project) to clear the rubble, needed only 1 additional step * Found the boat, * Greg swam across, [Alexander-Aurelius](Alexander-Aurelius) followed * [Arturas-Gabrys](Arturas-Gabrys) hates swimming @@ -38,7 +38,7 @@ grand_parent: Worlds * [Greg-Colter](Greg-Colter) [Socialize](../../Activities#Socialize) ## Rewards -* Telescoping baton MW Artisan - [Folding](../../Core/Weapon-Traits.md#Folding), 1 size [Disguised](../../Core/Weapon-Traits.md#Disguised), 2 size [Lethal](../../Core/Weapon-Traits.md#Lethal), Archeo-brass +* Telescoping baton MW Artisan - [Folding](../../Core/Weapon-Traits#Folding), 1 size [Disguised](../../Core/Weapon-Traits#Disguised), 2 size [Lethal](../../Core/Weapon-Traits#Lethal), Archeo-brass * The Generator * Torso is 2 size worth of Archeo-brass (exotic metal) * Arm is a prosthetic arm with a retractable size 2 balanced sword diff --git a/Game/Worlds/Post-Calamity/Session-10.md b/Game/Worlds/Post-Calamity/Session-10.md index da65170..981e1bd 100644 --- a/Game/Worlds/Post-Calamity/Session-10.md +++ b/Game/Worlds/Post-Calamity/Session-10.md @@ -99,11 +99,11 @@ Traveling to Breckles | Move | Initiative | Resistance | Integrity | Weakness | Resistance | | ----------------------------- | ---------- | ---------- | --------- | ------------------- | ---------- | -| [Reach](../../Core/Movement.md#Reach) | 2 | - | 2 | [Heat](../../Core/Injury.md#Heat), [Life](../../Core/Injury.md#Life) | [Piercing](../../Core/Injury.md#Piercing), [Cold](../../Core/Injury.md#Cold) | +| [Reach](../../Core/Movement#Reach) | 2 | - | 2 | [Heat](../../Core/Injury#Heat), [Life](../../Core/Injury#Life) | [Piercing](../../Core/Injury#Piercing), [Cold](../../Core/Injury#Cold) | -* [Attack(3, impact, 2)](../../Core/Character-Actions.md#Attack(X,%20TYPE,%20DAMAGE)) -* [Grapple(3)](../../Core/Character-Actions.md#Grapple(X,%20OPPOSED)) -* [Avoid(1)](../../Core/Character-Actions.md#Avoid(X)) +* [Attack(3, impact, 2)](../../Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)) +* [Grapple(3)](../../Core/Character-Actions#Grapple(X,%20OPPOSED)) +* [Avoid(1)](../../Core/Character-Actions#Avoid(X)) ### Rooted Trait when grappling they can act normally. diff --git a/Game/Worlds/Post-Calamity/Session-11.md b/Game/Worlds/Post-Calamity/Session-11.md index 95bf9e8..f98a3dd 100644 --- a/Game/Worlds/Post-Calamity/Session-11.md +++ b/Game/Worlds/Post-Calamity/Session-11.md @@ -45,11 +45,11 @@ grand_parent: Worlds | Move | Initiative | Integrity | Weakness | Resistance | | ----------------------------- | ---------- | --------- | ---------------------------------------------- | ------------------------------------------------------------ | -| [Reach](../../Core/Movement.md#Reach) | 2 | 2 | [Heat](../../Core/Injury.md#Heat), [Life](../../Core/Injury.md#Life) | [Piercing](../../Core/Injury.md#Piercing), [Cold](../../Core/Injury.md#Cold) | +| [Reach](../../Core/Movement#Reach) | 2 | 2 | [Heat](../../Core/Injury#Heat), [Life](../../Core/Injury#Life) | [Piercing](../../Core/Injury#Piercing), [Cold](../../Core/Injury#Cold) | -* [Attack(3, impact, 2)](../../Core/Character-Actions.md#Attack(X,%20TYPE,%20DAMAGE)) -* [Grapple(3)](../../Core/Character-Actions.md#Grapple(X,%20OPPOSED)) -* [Avoid(1)](../../Core/Character-Actions.md#Avoid(X)) +* [Attack(3, impact, 2)](../../Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)) +* [Grapple(3)](../../Core/Character-Actions#Grapple(X,%20OPPOSED)) +* [Avoid(1)](../../Core/Character-Actions#Avoid(X)) ##### Rooted Trait when grappling they can act normally. @@ -59,10 +59,10 @@ Trait when grappling they can act normally. | Move | Initiative | Integrity | Weakness | Resistance | | ---- | ---------- | --------- | ---------------------------------------------- | ------------------------------------------------------------ | -| - | 2, 2 | 5 | [Heat](../../Core/Injury.md#Heat), [Life](../../Core/Injury.md#Life) | [Piercing](../../Core/Injury.md#Piercing), [Cold](../../Core/Injury.md#Cold) | +| - | 2, 2 | 5 | [Heat](../../Core/Injury#Heat), [Life](../../Core/Injury#Life) | [Piercing](../../Core/Injury#Piercing), [Cold](../../Core/Injury#Cold) | -* [Multi Attack(3, impact, 2)](../../Core/Character-Actions.md#Attack(X,%20TYPE,%20DAMAGE)) -* [Multi Grapple(3)](../../Core/Character-Actions.md#Grapple(X,%20OPPOSED)) +* [Multi Attack(3, impact, 2)](../../Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)) +* [Multi Grapple(3)](../../Core/Character-Actions#Grapple(X,%20OPPOSED)) * Wake The Dead * Resistance(1) @@ -73,22 +73,22 @@ Trait when grappling they can act normally. | Move | Initiative | Integrity | Weakness | Resistance | | ----------------------------- | ---------- | --------- | -------- | ---------- | -| [Reach](../../Core/Movement.md#Reach) | 1 | - | - | - | +| [Reach](../../Core/Movement#Reach) | 1 | - | - | - | -* [Attack(2, impact, 1)](../../Core/Character-Actions.md#Attack(X,%20TYPE,%20DAMAGE)) +* [Attack(2, impact, 1)](../../Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)) ##### Biting -If already in melee with an opponent, they can [Attack(4, rending, 2)](../../Core/Character-Actions.md#Attack(X,%20TYPE,%20DAMAGE)). +If already in melee with an opponent, they can [Attack(4, rending, 2)](../../Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)). #### Wooly Thing *Large megafauna like a moose covered in mushrooms and moss.* | Move | Initiative | Integrity | Weakness | Resistance | | ----------------------------- | ---------- | --------- | ------------------------------------------------------ | -------------------------------------------------------------- | -| [Close](../../Core/Movement.md#Close) | 4 | 5 | [Heat](../../Core/Injury.md#Heat), [Piercing](../../Core/Injury.md#Piercing) | [Impact](../../Core/Injury.md#Impact), [Rending](../../Core/Injury.md#Rending) | +| [Close](../../Core/Movement#Close) | 4 | 5 | [Heat](../../Core/Injury#Heat), [Piercing](../../Core/Injury#Piercing) | [Impact](../../Core/Injury#Impact), [Rending](../../Core/Injury#Rending) | -* [Attack(5, impact, 3)](../../Core/Character-Actions.md#Attack(X,%20TYPE,%20DAMAGE)) -* [Avoid(2)](../../Core/Character-Actions.md#Avoid(X)) +* [Attack(5, impact, 3)](../../Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)) +* [Avoid(2)](../../Core/Character-Actions#Avoid(X)) ##### Pounce As the [Trampler](../../Knight#Trampler) training. skill test is at a (+5). diff --git a/Game/Worlds/Post-Calamity/Tennens-Settlement.md b/Game/Worlds/Post-Calamity/Tennens-Settlement.md index 82b6ec1..0e88186 100644 --- a/Game/Worlds/Post-Calamity/Tennens-Settlement.md +++ b/Game/Worlds/Post-Calamity/Tennens-Settlement.md @@ -76,11 +76,11 @@ Serving earthy, mossy ale. | Move | Initiative | Resistance | Integrity | Weakness | Resistance | | ----------------------- | ---------- | ---------- | --------- | ------------------------- | ---------- | -| [Short](../../Core/Movement.md#Short) | 3 | 3 | 3 | [Heat](../../Core/Injury.md#Heat) | | +| [Short](../../Core/Movement#Short) | 3 | 3 | 3 | [Heat](../../Core/Injury#Heat) | | #### Actions * Attack (4, Rending, 2). -* [Attack(2, Rending, 3)](../../Core/Character-Actions.md#Attack(X,%20TYPE,%20DAMAGE)). -* Ranged Attack (3) [Severe Injury](../../Core/Injury.md#Severe%20Injury) [Piercing](../../Core/Injury.md#Piercing). +* [Attack(2, Rending, 3)](../../Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)). +* Ranged Attack (3) [Severe Injury](../../Core/Injury#Severe%20Injury) [Piercing](../../Core/Injury#Piercing). #### Reactions * Avoid (1) @@ -91,10 +91,10 @@ Serving earthy, mossy ale. | Move | Initiative | Resistance | Integrity | Weakness | Resistance | | ----------------------- | ---------- | ---------- | --------- | -------- | ---------- | -| [Close](../../Core/Movement.md#Close) | 0 | Troop | | | | +| [Close](../../Core/Movement#Close) | 0 | Troop | | | | #### Actions -* Attack (3) [Minimal Injury](../../Core/Injury.md#Minimal%20Injury) [Rending](../../Core/Injury.md#Rending). -* Ranged Attack (3) [Severe Injury](../../Core/Injury.md#Severe%20Injury) [Piercing](../../Core/Injury.md#Piercing). +* Attack (3) [Minimal Injury](../../Core/Injury#Minimal%20Injury) [Rending](../../Core/Injury#Rending). +* Ranged Attack (3) [Severe Injury](../../Core/Injury#Severe%20Injury) [Piercing](../../Core/Injury#Piercing). #### Reactions * Avoid (-2) \ No newline at end of file diff --git a/Game/Worlds/Post-Calamity/Wayside.md b/Game/Worlds/Post-Calamity/Wayside.md index 2de934f..092e074 100644 --- a/Game/Worlds/Post-Calamity/Wayside.md +++ b/Game/Worlds/Post-Calamity/Wayside.md @@ -7,7 +7,7 @@ grand_parent: Worlds --- # Wayside -Training for [Application](../../Core/Intelligence.md#Application), and [Chronicler](../../Chronicler) +Training for [Application](../../Core/Intelligence#Application), and [Chronicler](../../Chronicler) Small Size 2 city, diff --git a/Templates/Boss.template.md b/Templates/Boss.template.md index c8d6765..7bad06e 100644 --- a/Templates/Boss.template.md +++ b/Templates/Boss.template.md @@ -7,9 +7,9 @@ Boss | ---------- | ---- | ------ | --------- | -------- | ---------- | | | | | | | | -* [Resistance(X)](../Game/Core/Character-Actions.md#Resistance(X)) -* [Attack(X, Y, Z)](../Game/Core/Character-Actions.md#Attack(X,%20TYPE,%20DAMAGE)) -* [Avoid(X)](../Game/Core/Character-Actions.md#Avoid(X)) +* [Resistance(X)](../Game/Core/Character-Actions#Resistance(X)) +* [Attack(X, Y, Z)](../Game/Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)) +* [Avoid(X)](../Game/Core/Character-Actions#Avoid(X)) #### Rewards {: .no_toc } diff --git a/Templates/Elite.template.md b/Templates/Elite.template.md index 2f7151a..c710a7f 100644 --- a/Templates/Elite.template.md +++ b/Templates/Elite.template.md @@ -7,8 +7,8 @@ Elite | ---------- | ---- | ------ | --------- | -------- | ---------- | | | | | | | | -* [Attack(X, Y, Z)](../Game/Core/Character-Actions.md#Attack(X,%20TYPE,%20DAMAGE)) -* [Avoid(X)](../Game/Core/Character-Actions.md#Avoid(X)) +* [Attack(X, Y, Z)](../Game/Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)) +* [Avoid(X)](../Game/Core/Character-Actions#Avoid(X)) #### Rewards {: .no_toc } diff --git a/Templates/Fodder.template.md b/Templates/Fodder.template.md index 29c6080..4cf6748 100644 --- a/Templates/Fodder.template.md +++ b/Templates/Fodder.template.md @@ -7,7 +7,7 @@ Fodder | ---------- | ---- | ------ | --------- | -------- | ---------- | | | | | - | - | - | -* [Attack(X, Y, Z)](../Game/Core/Character-Actions.md#Attack(X,%20TYPE,%20DAMAGE)) +* [Attack(X, Y, Z)](../Game/Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)) #### Rewards {: .no_toc }