diff --git a/.github/workflows/jekyll-gh-pages.yml b/.github/workflows/jekyll-gh-pages.yml index 5c06c99..193b67d 100644 --- a/.github/workflows/jekyll-gh-pages.yml +++ b/.github/workflows/jekyll-gh-pages.yml @@ -39,14 +39,18 @@ jobs: run: cp -rv /home/runner/work/Aspirant/Aspirant/Jekyl/* ./Game - name: remove core files with conflicts run: rm ./Game/Core/Home.md ./Game/Core/README.md ./Game/Core/CONTRIBUTING.md ./Game/Core/CODE_OF_CONDUCT.md + - name: Create indexes + run: bash lists_build.sh + - name: insert core rules blocks + run: python3 ./Game/Core/Scripts/replace.py Game/Core/Blocks + - name: insert rules blocks + run: python3 ./Game/Core/Scripts/replace.py Game/Blocks - name: manipulate anchors run: python3 ./convert.py $(find ./Game -type f -name "*.md") - name: manipulate anchors strip %20 run: sed -i 's/%20/-/g' $(find ./Game -type f -name "*.md") - name: manipulate anchors strip Game run: sed -i 's/(Game/(/g' $(find ./Game -type f -name "*.md") - - name: insert rules blocks - run: python3 ./replace.py - name: create index run: cp ./Game/Home.md ./Game/index.md - name: Setup Pages diff --git a/.github/workflows/space-check.yml b/.github/workflows/space-check.yml index 78deece..08c4275 100644 --- a/.github/workflows/space-check.yml +++ b/.github/workflows/space-check.yml @@ -7,5 +7,7 @@ jobs: steps: - name: Checkout uses: actions/checkout@v3 + - name: List Errors + run: find . -type f -name '* *' - name: Validate White Space run: if [ ! `find . -type f -name '* *' | wc -l` -eq 0 ]; then exit 1; fi diff --git a/Game/Academic.md b/Game/Academic.md index 6ae8dab..ebae031 100644 --- a/Game/Academic.md +++ b/Game/Academic.md @@ -13,48 +13,3 @@ Academics are: * Doctors * Scientists * Librarians - -They can generally teach the following training: - -## Basic - -![Apophenia](Game/Blocks/Apophenia) -![Autodoc](Game/Blocks/Autodoc) -![Brilliant-Bastard](Game/Blocks/Brilliant-Bastard) -![Doctors-Eye](Game/Blocks/Doctors-Eye) -![Intellectual-Leap](Game/Blocks/Intellectual-Leap) -![Kill-Switch](Game/Blocks/Kill-Switch) -![Knowledgeable-Cryptozoologist](Game/Blocks/Knowledgeable-Cryptozoologist) -![Knowledgeable-Customs](Game/Blocks/Knowledgeable-Customs) -![Knowledgeable-Geographer](Game/Blocks/Knowledgeable-Geographer) -![Knowledgeable-Historian](Game/Blocks/Knowledgeable-Historian) -![Knowledgeable-Interpreter](Game/Blocks/Knowledgeable-Interpreter) -![Knowledgeable-Magi](Game/Blocks/Knowledgeable-Magi) -![Knowledgeable-Materialist](Game/Blocks/Knowledgeable-Materialist) -![Knowledgeable-Tactician](Game/Blocks/Knowledgeable-Tactician) -![Long-Term-Care](Game/Blocks/Long-Term-Care) -![Macguffin](Game/Blocks/Macguffin) -![On-Ice](Game/Blocks/On-Ice) -![Parabolic-Targeting](Game/Blocks/Parabolic-Targeting) -![Photographic-Memory](Game/Blocks/Photographic-Memory) -![Problem-Solver](Game/Blocks/Problem-Solver) -![Scientific-Activation](Game/Blocks/Scientific-Activation) -![Speculative-Medicine](Game/Blocks/Speculative-Medicine) -![Sword-Surgeon](Game/Blocks/Sword-Surgeon) -![Your-Money-Is-Good-Here](Game/Blocks/Your-Money-Is-Good-Here) - ---- - -## Advanced - -![Do-No-Harm](Game/Blocks/Do-No-Harm) -![Exact-Dosage](Game/Blocks/Exact-Dosage) -![I-Packed-It](Game/Blocks/I-Packed-It) -![Surgeon](Game/Blocks/Surgeon) - ---- - -## Master -![Multitasker](Game/Blocks/Multitasker) -![Playing-God](Game/Blocks/Playing-God) -![Trauma-Doc](Game/Blocks/Trauma-Doc) \ No newline at end of file diff --git a/Game/Activities.md b/Game/Activities.md index cb1320b..e4e9ef8 100644 --- a/Game/Activities.md +++ b/Game/Activities.md @@ -4,133 +4,167 @@ title: Activities parent: Telling The Story nav_order: 2 --- + # Activities -During [Downtime](Telling-The-Story#Downtime), or [Travelling](Telling-The-Story#Travelling) you will get a chance to do some activities. These are simple declarations of how you spend a large chunk of time, culminating in some benefit to the player. +During [Downtime](Telling-The-Story#Downtime), or [Travelling](Telling-The-Story#Travelling) you will get a chance to do some activities. These are simple declarations of how you spend a large chunk of time, culminating in some benefit to the player. ## Downtime Activity + These are actions a character could spend a day doing. All characters have access to a number of these, others can be gained with [Training](Character-Development#Training). + ### Perform Travelling Activity -*Just because you are in a city doesn't mean you can't do the same things you do on the road!* + +_Just because you are in a city doesn't mean you can't do the same things you do on the road!_ Perform a [Travel Activity](#Travel%20Activity) --- + ### Involved Task -*You've been busy working on something that isn't exactly a job.* + +_You've been busy working on something that isn't exactly a job._ When you do an involved task, you dedicate yourself to resolving something your character needs to deal with. At the end of the task you will either get to [Influencing the Story](Telling-The-Story#Influencing%20the%20Story) without a cost, gaining some tangible benefit, or asking the GM some direct questions. In all cases, there shouldn't be a skill test involved. Some example tasks would be. -* Hiring a specific expert to aid on a job. -* Researching a specific topic in depth. -* Finding a really specific rare item. + +- Hiring a specific expert to aid on a job. +- Researching a specific topic in depth. +- Finding a really specific rare item. --- + ### Supervised Learning -*You use a trainer or reference to gain new skills or training.* -* You may start [Learning](Character-Development#Learning) something you have [Unknown](Character-Development#Unknown). -* You can spend as much XP as you want, up to the total required to have it [Known](Character-Development#Known). If you don't spend the required amount of XP it is considered [In Progress](Character-Development#In%20Progress). -* For pricing, see [Teaching](Services#Teaching). +_You use a trainer or reference to gain new skills or training._ + +- You may start [Learning](Character-Development#Learning) something you have [Unknown](Character-Development#Unknown). +- You can spend as much XP as you want, up to the total required to have it [Known](Character-Development#Known). If you don't spend the required amount of XP it is considered [In Progress](Character-Development#In%20Progress). +- For pricing, see [Teaching](Services#Teaching). --- + ### Work -*You use your abilities to work a job.* + +_You use your abilities to work a job._ Perform either: -* [Day Work](#Day%20Work) -* [Skilled Work](#Skilled%20Work) -* [Production Work](#Production%20Work) + +- [Day Work](#Day%20Work) +- [Skilled Work](#Skilled%20Work) +- [Production Work](#Production%20Work) --- + ### Call On The City -*You are interested in what this city has to offer. You busy yourself learning its workings and what is going on.* -* You may ask the GM a direct question about the place you are. -Then you may do one of the following: -* Ask the GM another question about the city. -* Invent something about the city, with it costing 1 less [Influence](Additional-Attributes#Influence) to do so. -* Gain an [Ally](Core/Terminology#Ally) for the duration of your stay. Work with the GM to determine who this is (potentially costing influence). -* Gain an [Influence](Additional-Attributes#Influence). +_You are interested in what this city has to offer. You busy yourself learning its workings and what is going on._ + +- You may ask the GM a direct question about the place you are. + Then you may do one of the following: +- Ask the GM another question about the city. +- Invent something about the city, with it costing 1 less [Influence](Game/Blocks/Influence) to do so. +- Gain an [Ally](Core/Terminology#Ally) for the duration of your stay. Work with the GM to determine who this is (potentially costing influence). +- Gain an [Influence](Game/Blocks/Influence). --- + ### Hone Your Skills -*You dedicate your spare time to bettering yourself.* -* Select a [Skill](Core/Skills) you will receive a (+1) on all related skill tests until your next [Downtime](Telling-The-Story#Downtime). - ---- +_You dedicate your spare time to bettering yourself._ +- Select a [Skill](Core/Skills) you will receive a (+1) on all related skill tests until your next [Downtime](Telling-The-Story#Downtime). +--- ## Travel Activity + These are actions that a character can do while travelling somewhere, your spare time in the evenings or additional brain power on the road are dedicated to whatever you do. All characters have access to a number of these, others can be gained with [Training](Character-Development#Training). + ### 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](Additional-Attributes#Power) to maximum. +_You focus on sleeping and being prepared for what lies ahead._ + +- Refresh your [Reaction](Game/Core/Blocks/Reaction) +- Refresh your [Power](Game/Core/Blocks/Power) to maximum. --- + ### Do Production Work -*You tinker and work away in the evenings, maybe even while riding.* -* Do everything required for some [Production Work](#Production%20Work). +_You tinker and work away in the evenings, maybe even while riding._ + +- Do everything required for some [Production Work](#Production%20Work). --- + ### 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#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](Additional-Attributes#Power) +_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 [Coordination](Core/Agility#Coordination) provide a penalty to the roll. +- You receive a +3 on any [Understanding](Core/Intelligence#Understanding) tests during [Ambush Encounter](Telling-The-Story#Ambush%20Encounter). +- You are not surprised if ambushed. +- You regain 1 [Power](Game/Core/Blocks/Power) --- + ### Scavenge -*You hunt, forage, and provide for the group.* -* No one needs to spend money on food during this [Travel Segment](Telling-The-Story#Travel%20Segment). +_You hunt, forage, and provide for the group._ + +- No one needs to spend money on food during this [Travel Segment](Telling-The-Story#Travel%20Segment). --- + ### 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#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) +_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 [Coordination](Core/Agility#Coordination) provide a penalty to the roll. +- The [GM](How-To-Play#GM) will describe any [Travel Encounter](Telling-The-Story#Travel%20Encounter) that occurs to you, before the [Scene](Core/Terminology#Scene) begins. +- You also gain 1 [Influencing the Story](Telling-The-Story#Influencing%20the%20Story) --- + ### Socialize -*You share stories, play games, or train with your friends.* -* 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). +_You share stories, play games, or train with your friends._ + +- 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 -*You work on reinforcing your learning.* -* You may spend up to 2XP on [Learning](Character-Development#Learning) something [In Progress](Character-Development#In%20Progress), or something [Unknown](Character-Development#Unknown) if you have a [Training Manual](Example-Gear#Training%20Manual). +_You work on reinforcing your learning._ + +- You may spend up to 2XP on [Learning](Character-Development#Learning) something [In Progress](Character-Development#In%20Progress), or something [Unknown](Character-Development#Unknown) if you have a [Training Manual](Example-Gear#Training%20Manual). --- + ## Working a Job + Jobs are ways to spend days and supplement your income. They come in 3 variants. ### Day Work -* Depending on the settlement, any area will have specific types of labour available. These will be associated with each of the 5 [Attributes](Core/Attributes). -* You earn silver equal to your [Attributes](Core/Attributes) value associated with the work. + +- Depending on the settlement, any area will have specific types of labour available. These will be associated with each of the 5 [Attributes](Core/Attributes). +- You earn silver equal to your [Attributes](Core/Attributes) value associated with the work. > If a character was in a lumber and trapping settlement, they may have physical labour (strength) available as well as tracking labour (agility). A character could choose to do physical labour, making their strength value in silver. ### Skilled Work -*Your character has a specific skill or talent that they are trained to leverage.* -* You can make the amount of silver that a [Service](Services), normally costs, that your character is capable of performing. -* This will require succeeding at an appropriate skill test. With failure resulting in 0 silver. +_Your character has a specific skill or talent that they are trained to leverage._ + +- You can make the amount of silver that a [Service](Services), normally costs, that your character is capable of performing. +- This will require succeeding at an appropriate skill test. With failure resulting in 0 silver. ### 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#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. +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/Additional-Attributes.md b/Game/Additional-Attributes.md deleted file mode 100644 index 69044ae..0000000 --- a/Game/Additional-Attributes.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -layout: default -title: Additional Attributes -parent: How To Play -grand_parent: -nav_order: 0 -has_children: false ---- -# Additional Attributes -{: .no_toc } - -On top of the above attributes, your character also has a few additional values: -### Power -A stat tracking how many times your character can perform certain powerful abilities. Some [Training](Character-Development#Training) will require you to expend this resource. It can be regained using the [Good Night's Rest](Activities#Good%20Night's%20Rest) [Travel Activity](Activities#Travel%20Activity). - -Your Maximum Power is equal to [Intelligence](Intelligence) + 1 per [Training](Character-Development#Training) that requires power. - -### Total XP -An abstraction of your characters' potential to learn and gain new abilities. [Character-Development](Character-Development) has details on how to spend this. - -### Spent XP -Aspirants will not immediately spend experience as they gain it, expertise comes from the knowledge of others, so your spent XP should be tracked separately from your total. - -### Affinity -The number of magic items you can [Bind](Magic-Items#Binding). - -Affinity is equal to your [Spirit](Spirit). - -### Influence -A measure of the influence you as a player have over the story. See [Influencing the Story](Telling-The-Story#Influencing%20the%20Story) for more details. - -You start with [Communication](Communication) influence, and can have a maximum influence equal to [Communication](Communication). diff --git a/Game/Adventurers.md b/Game/Adventurers.md index 1a8dd50..917aef2 100644 --- a/Game/Adventurers.md +++ b/Game/Adventurers.md @@ -5,58 +5,67 @@ parent: Character Creation nav_order: 2 grand_parent: How To Play --- + # Adventurers + A way to do [Character-Creation](Character-Creation). -To create a character who is already a knowledgeable adventurer.  -* Determine your XP target -* Determine your attributes -* Determine your skills -* Determine starter training -* Purchase progression -* Purchase any gear and work -* Finalize your character +To create a character who is already a knowledgeable adventurer. + +- Determine your XP target +- Determine your attributes +- Determine your skills +- Determine starter training +- Purchase progression +- Purchase any gear and work +- 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](Additional-Attributes#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](Game/Blocks/Total-XP). ## Determine Your Attributes + Assign your [Attributes](Core/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), 3 [Agility](Core/Agility), 2 [Intelligence](Core/Intelligence), 2 [Spirit](Core/Spirit), 2 [Communication](Core/Communication) is a valid stat line +- 4,3,2,2,2 +- 3,3,3,2,2 + +> 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. ## Determine Starter Training + All characters begin play with 2 basic [Training](Character-Development#Training) of their choice. ## Purchase Progression + At this point, you can spend as much of your remaining XP as you would like to. Each training / skill you take does not require spending money, the assumption being you already would have spent it: [Costs Of Services](Services#Costs%20Of%20Services). Your character can also decide to start with [Cultural-Mutations](Cultural-Mutations). ## Purchase Any Gear And Work + Your characters are guaranteed to begin play with: -* 6 storage [Backpack](Storage#Backpack). -* 4 storage [Belt](Storage#Belt). -* 10 storage [Saddlebag](Storage#Saddlebag). -* [Camping Gear](Example-Gear#Camping%20Gear). -* 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. -* $Silver = 50 + 10 * Total\ XP$ + +- 6 storage [Backpack](Storage#Backpack). +- 4 storage [Belt](Storage#Belt). +- 10 storage [Saddlebag](Storage#Saddlebag). +- [Camping Gear](Example-Gear#Camping%20Gear). +- 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. +- $Silver = 50 + 10 * Total\ XP$ You may now, with any remaining money, purchase any equipment your character desires. All equipment should be purchased at full price as though it were commissioned. If you wish to upgrade a piece of gear you were given for free, you only need to pay the difference in commissioning. -You also, at any point during purchasing get 5 [Downtime Activities](Activities#Downtime%20Activity) with which you can either make money, craft equipment, or do something else relevant. They don't need to all be done at once. +You also, at any point during purchasing get 5 [Downtime Activities](Activities#Downtime%20Activity) with which you can either make money, craft equipment, or do something else relevant. They don't need to all be done at once. > So, you could craft an item you then buy some stuff to upgrade. ## Finalize Your Character + Finally calculate your character other [Attributes](Core/Attributes) 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/All-Trainings.md b/Game/All-Trainings.md deleted file mode 100644 index a15cd22..0000000 --- a/Game/All-Trainings.md +++ /dev/null @@ -1,61 +0,0 @@ ---- -layout: default -title: All Trainings -grand_parent: Telling The Story -nav_order: 0 -has_children: false -parent: Character Development ---- -# All Trainings -{: .no_toc } - -
- - Table of contents - - {: .text-delta } -- TOC -{:toc} -
- - -![Amateur-Arcana](Game/Blocks/Amateur-Arcana) -![Apophenia](Game/Blocks/Apophenia) -![Autodoc](Game/Blocks/Autodoc) -![Bewitched](Game/Blocks/Bewitched) -![Blood-Rituals](Game/Blocks/Blood-Rituals) -![Brilliant-Bastard](Game/Blocks/Brilliant-Bastard) -![Doctors-Eye](Game/Blocks/Doctors-Eye) -![Do-No-Harm](Game/Blocks/Do-No-Harm) -![Exact-Dosage](Game/Blocks/Exact-Dosage) -![Expert-Arcana](Game/Blocks/Expert-Arcana) -![Hallowed-Ground](Game/Blocks/Hallowed-Ground) -![Intellectual-Leap](Game/Blocks/Intellectual-Leap) -![Intellectual-Methods](Game/Blocks/Intellectual-Methods) -![Invigorated-Enchantment](Game/Blocks/Invigorated-Enchantment) -![I-Packed-It](Game/Blocks/I-Packed-It) -![Kill-Switch](Game/Blocks/Kill-Switch) -![Knowledgeable-Cryptozoologist](Game/Blocks/Knowledgeable-Cryptozoologist) -![Knowledgeable-Customs](Game/Blocks/Knowledgeable-Customs) -![Knowledgeable-Geographer](Game/Blocks/Knowledgeable-Geographer) -![Knowledgeable-Historian](Game/Blocks/Knowledgeable-Historian) -![Knowledgeable-Interpreter](Game/Blocks/Knowledgeable-Interpreter) -![Knowledgeable-Magi](Game/Blocks/Knowledgeable-Magi) -![Knowledgeable-Materialist](Game/Blocks/Knowledgeable-Materialist) -![Knowledgeable-Tactician](Game/Blocks/Knowledgeable-Tactician) -![Long-Term-Care](Game/Blocks/Long-Term-Care) -![Macguffin](Game/Blocks/Macguffin) -![Master-Arcana](Game/Blocks/Master-Arcana) -![Multitasker](Game/Blocks/Multitasker) -![On-Ice](Game/Blocks/On-Ice) -![Parabolic-Targeting](Game/Blocks/Parabolic-Targeting) -![Photographic-Memory](Game/Blocks/Photographic-Memory) -![Playing-God](Game/Blocks/Playing-God) -![Pocket-Dimension](Game/Blocks/Pocket-Dimension) -![Problem-Solver](Game/Blocks/Problem-Solver) -![Scientific-Activation](Game/Blocks/Scientific-Activation) -![Speculative-Medicine](Game/Blocks/Speculative-Medicine) -![Surgeon](Game/Blocks/Surgeon) -![Sword-Surgeon](Game/Blocks/Sword-Surgeon) -![Trauma-Doc](Game/Blocks/Trauma-Doc) -![Your-Money-Is-Good-Here](Game/Blocks/Your-Money-Is-Good-Here) \ No newline at end of file diff --git a/Game/Arcanist.md b/Game/Arcanist.md index 5c4d951..7c7ce47 100644 --- a/Game/Arcanist.md +++ b/Game/Arcanist.md @@ -14,27 +14,3 @@ Arcanists are: * Druids * Conjurers * Fairies - -They can generally teach the following training: - -## Basic -![Amateur-Arcana](Game/Blocks/Amateur-Arcana) -![Bewitched](Game/Blocks/Bewitched) -![Blood-Rituals](Game/Blocks/Blood-Rituals) -![Hallowed-Ground](Game/Blocks/Hallowed-Ground) -![Intellectual-Methods](Game/Blocks/Intellectual-Methods) - - ---- - -## Advanced -![Expert-Arcana](Game/Blocks/Expert-Arcana) -![Invigorated-Enchantment](Game/Blocks/Invigorated-Enchantment) -![Pocket-Dimension](Game/Blocks/Pocket-Dimension) - - ---- - -## Master -![Master-Arcana](Game/Blocks/Master-Arcana) - diff --git a/Game/Armour-Templates.md b/Game/Armour-Templates.md index 7837a73..a969f9d 100644 --- a/Game/Armour-Templates.md +++ b/Game/Armour-Templates.md @@ -11,116 +11,3 @@ parent: Armour Specialized material treatments providing your [Designed-Armour](Designing-Armour) with modified stats and [Armour-Traits](Core/Armour-Traits). -## 1 Cost Templates - -### Fine -*Your armour incorporates fine linens, silks, furs or other more exotic fibres, which impress and captivate with their dazzling colours and flowing motions.* -* Requires [Textiles](Textiles). -* Gives the [Dazzling](Core/Armour-Traits#Dazzling) trait. -* This trait does not [Stack](Terminology#Stack). - -### Fortified -*Your armour has been affixed with additional plates and bands of metal strengthening it and creating new layers of protection.* -* Requires [Metal](Metal). -* [Armour Integrity](Armour#Armour%20Integrity) +1. -* [Skill Penalty](Armour#Skill%20Penalty) -1. - -### Hardened -*Your armour includes carefully hardened and moulded leather, shaped into rigid pieces.* -* Requires [Hide](Hide) -* [Resistance](Armour#Weakness%20and%20Resistance) [Rending](Injury#Rending). - -### Insulated -*Your armour incorporates thick, insulating layers of furs or textiles that protect against harsh winter conditions and icy attacks.* -* Requires [Textiles](Textiles). -* [Resistance](Armour#Weakness%20and%20Resistance) [Cold](Injury#Cold). - -### Lightweight Materials -*Your armour swaps out heavy, awkward pieces and components for lighter more flexible alternatives at key locations.* -* Requires [Textiles](Textiles), or [Hide](Hide) -* [Armour Integrity](Armour#Armour%20Integrity) -1. -* [Skill Penalty](Armour#Skill%20Penalty) fixed at (0). - -### Mail -Material: Metal -Your armour is constructed of distinct interlocking rings or scales, reducing weight and providing excellent flexibility when compared to plates of the same material. Reduce the [Skill Penalty](Armour#Skill%20Penalty) by (+1) to a minimum of 0, and gain [Resistance](Armour#Weakness%20and%20Resistance) [Rending](Injury#Rending), but gain [Weakness](Armour#Weakness%20and%20Resistance) [Piercing](Injury#Piercing). - -### Ornate -*Your armour includes ornate details such as elaborate patterns, intricate engravings, or precise coloration that makes it impressive to behold.* -* (+1) to [Connection](Communication#Connection). -* This trait does not [Stack](Terminology#Stack). - -### Padded -*Your armour includes extra layers of thick, durable padding which reduce the risk of blunt force trauma.* -* Requires [Textiles](Textiles). -* [Resistance](Armour#Weakness%20and%20Resistance) [Impact](Injury#Impact). -* [Skill Penalty](Armour#Skill%20Penalty) -1. -* [Armour Integrity](Armour#Armour%20Integrity) +1. - -### Practical -*Your armour is built fit for the user's purpose as well as protection.* -* Increase [Belt](Storage#Belt) [Storage](Storage) by 2. - -### Reinforced -*Your armour utilizes additional banded plates, rivets, latches, or planks to reinforce the existing structural integrity of your armour.* -* Requires [Metal](Metal), or [Wood](Wood). -* [Armour Integrity](Armour#Armour%20Integrity) is at least 2. - -### Runic -*Through arcane ritual and carefully handiwork, your armour has had runes chiselled into its structure.* -* Requires [Metal](Metal), or [Wood](Wood). -* This armour counts as a [Focus](Example-Gear#Focus). - -### Spiked -*Your armour includes spines, brambles, or razor sharp edges.* which may be used to perform an unarmed [Strike](Strength#Strike) attack that deals Piercing damage. This attack occurs automatically when a [Grapple](Special-Combat-Actions#grapple) is initiated involving the character wearing this armour. -* Requires [Metal](Metal), or [Wood](Wood). -* Unarmed attacks may deal [Piercing](Injury#Piercing). -* After an unarmed [Successful Attack](Terminology#Successful%20Attack) you may start a [Grapple](Special-Combat-Actions#Grapple) on the [Opponent](Terminology#Opponent) as a free action. - -### Well-fitted -*Your armour has been custom-made to fit your profile.* -* [Skill Penalty](Armour#Skill%20Penalty) +1. - -## 2 Cost Templates - -### Impervious -*Your armour possesses special material properties, linings, treatments, or other countermeasures to prevent opponents from exploiting weaknesses.* -* Remove one [Weakness](Armour#Weakness%20and%20Resistance). - -### Ironbark -*The wood your armour is made of has extraordinary properties, giving it steel like strength.* -* Requires [Wood](Wood). -* [Armour Integrity](Armour#Armour%20Integrity) +1. - -### Mechanical Strength -Material: Machinery -* [Skill Penalty](Core/Armour#Skill%20Penalty) -1. -* Gain the [Mechanized](Core/Armour-Traits#Mechanized) trait. - -### Natural Resilience -*Your armour is constructed of the hide of a monstrous or mythical creature and benefits from that creature's natural protection.* -* Requires [Hide](Hide) -* [Armour Integrity](Armour#Armour%20Integrity) +1. -* [Skill Penalty](Armour#Skill%20Penalty) -1. -* 2 [Resistances](Armour#Weakness%20and%20Resistance) of your choice. - -### Oversized -*Your armour incorporates excessive volumes of additional defensive layers to protect the user at great cost to their mobility.* -* [Armour Integrity](Armour#Armour%20Integrity) +2. -* [Skill Penalty](Armour#Skill%20Penalty) -2. - -### Perfect Fit -*Your armour has been crafted with your precise measures, exact range of motion, and training, techniques, and skill set in mind.* -* [Skill Penalty](Armour#Skill%20Penalty) +2. - -### Tempered -*Your armour has been hardened and strengthened through masterful forcing and precise quenching of the metal.* -* [Resistance](Armour#Weakness%20and%20Resistance) [Rending](Injury#Rending). -* [Resistance](Armour#Weakness%20and%20Resistance) [Piercing](Injury#Piercing). -* [Armour Integrity](Armour#Armour%20Integrity) +1. - -### Warded -*Your armour is covered in runes marking you as protected from the otherworldly.* -* [Resistance](Armour#Weakness%20and%20Resistance) [Heat](Injury#Heat). -* [Resistance](Armour#Weakness%20and%20Resistance) [Cold](Injury#Cold). -* [Resistance](Armour#Weakness%20and%20Resistance) [Life](Injury#Life). \ No newline at end of file diff --git a/Game/Blocks/Ablative-Armour.md b/Game/Blocks/Ablative-Armour.md new file mode 100644 index 0000000..66e37a9 --- /dev/null +++ b/Game/Blocks/Ablative-Armour.md @@ -0,0 +1,11 @@ + +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Ablative Armour +After [Downtime](Telling-The-Story#Downtime), your armour has 2 additional max integrity that isn’t otherwise repairable. \ No newline at end of file diff --git a/Game/Blocks/Adrenaline-Response.md b/Game/Blocks/Adrenaline-Response.md new file mode 100644 index 0000000..d4e8349 --- /dev/null +++ b/Game/Blocks/Adrenaline-Response.md @@ -0,0 +1,11 @@ + +[Brawler](Game/Brawler) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +#### Adrenaline Response +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). After this [Combat Turn](Core/Terminology#Combat%20Turn), you then return to the standard [Action Order](Game/Core/Combat#Action%20Order) ignoring your last action. diff --git a/Game/Blocks/Affinity.md b/Game/Blocks/Affinity.md new file mode 100644 index 0000000..7618299 --- /dev/null +++ b/Game/Blocks/Affinity.md @@ -0,0 +1,7 @@ +[Secondary Attributes](Game/Core/Attributes#Secondary%20Attributes) +{: .label .label-blue } + +### Affinity +The number of magic items you can [Bind](Magic-Items#Binding). + +Affinity is equal to your [Spirit](Spirit). \ No newline at end of file diff --git a/Game/Blocks/Alchemy.md b/Game/Blocks/Alchemy.md new file mode 100644 index 0000000..ad38a59 --- /dev/null +++ b/Game/Blocks/Alchemy.md @@ -0,0 +1,12 @@ + +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Alchemy +#TODOcopy +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. \ No newline at end of file diff --git a/Game/Blocks/Amateur-Arcana.md b/Game/Blocks/Amateur-Arcana.md index 2feea60..c2845ae 100644 --- a/Game/Blocks/Amateur-Arcana.md +++ b/Game/Blocks/Amateur-Arcana.md @@ -2,6 +2,9 @@ Arcanist {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } ### Amateur Arcana diff --git a/Game/Blocks/Amateur-Dynamancy.md b/Game/Blocks/Amateur-Dynamancy.md new file mode 100644 index 0000000..6579f59 --- /dev/null +++ b/Game/Blocks/Amateur-Dynamancy.md @@ -0,0 +1,28 @@ + +[Dynamist](Game/Dynamist) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +#### Amateur Dynamancy +Your character can perform [Channelled Magic](Magic#Channelled%20Magic) to: + +- Change the temperature of an item abruptly. +- 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. +- When attacking with a [Magical-Attacks](Game/Core/Magical-Attacks) you can use: [Burning](Game/Core/Magical-Attacks#Burning), and [Slowing](Game/Core/Magical-Attacks#Slowing). +- You can attack with the following profile: + +| Default [Damage](Game/Core/Weapons#Damage) | 3 | +| :-------------------------------------------------------- | :--------------------------------------------------------------------------------------------------------------------------- | +| [Extra Damage](Game/Core/Attacks#Extra%20Damage) Modifier | (-2) | +| [Damage Type](Core/Weapons#Damage%20Type) | [Heat](Game/Core/Injury#Heat) or [Cold](Game/Core/Injury#Cold) | +| [Range](Core/Weapons#Range) | [Close](Game/Core/Movement#Close) | +| [Weapon Traits](Core/Weapon-Traits) | [One-Handed](Game/Core/Blocks/One-Handed), [Otherworldly](Game/Core/Blocks/Otherworldly) [Magical](Game/Core/Blocks/Magical) | + + +Requires 1 [Magical Energy](Magic#Magical%20Energy) and a [Focus](Example-Gear#Focus) diff --git a/Game/Blocks/Amateur-Mysticism.md b/Game/Blocks/Amateur-Mysticism.md new file mode 100644 index 0000000..ebda70f --- /dev/null +++ b/Game/Blocks/Amateur-Mysticism.md @@ -0,0 +1,20 @@ + +[Mystic](Game/Mystic) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Amateur Mysticism + +Your character can perform [Ritual Magic](Magic#Ritual%20Magic) to: + +- Detect the unseen. +- 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). + +[Crafting Cost](Core/Terminology#Crafting%20Cost): 1 size of [Artisan](Materials#Artisan) [Materials](Materials) + a [Reagent Bag](Example-Gear#Reagent%20Bag) charge. \ No newline at end of file diff --git a/Game/Blocks/Amateur-Shaping.md b/Game/Blocks/Amateur-Shaping.md new file mode 100644 index 0000000..e78c0fd --- /dev/null +++ b/Game/Blocks/Amateur-Shaping.md @@ -0,0 +1,27 @@ + +Shaper +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Amateur Shaping + +Your character can perform [Channelled Magic](Magic#Channelled%20Magic) to: + +- Create the illusion of something that isn’t there: noise, visuals, smell. +- Change a comestible into something more useful. +- Alter yourself in simple ways. +- When attacking with [Magical-Attacks](Game/Core/Magical-Attacks) you can use: [Concussive](Game/Core/Magical-Attacks#Concussive), and [Painless](Game/Core/Magical-Attacks#Painless). +- You can attack with the following profile: + +| Default [Damage](Game/Core/Weapons#Damage) | 3 | +| :-------------------------------------------------------- | :--------------------------------------------------------------------------------------------------------------------------- | +| [Extra Damage](Game/Core/Attacks#Extra%20Damage) Modifier | (-2) | +| [Damage Type](Core/Weapons#Damage%20Type) | [Impact](Game/Core/Injury#Impact) or [Piercing](Game/Core/Injury#Piercing) | +| [Range](Core/Weapons#Range) | [Close](Game/Core/Movement#Close) | +| [Weapon Traits](Core/Weapon-Traits) | [One-Handed](Game/Core/Blocks/One-Handed), [Otherworldly](Game/Core/Blocks/Otherworldly) [Magical](Game/Core/Blocks/Magical) | + +Requires 1 [Magical Energy](Magic#Magical%20Energy) and a [Focus](Example-Gear#Focus) \ No newline at end of file diff --git a/Game/Blocks/Ambidextrous.md b/Game/Blocks/Ambidextrous.md new file mode 100644 index 0000000..a906797 --- /dev/null +++ b/Game/Blocks/Ambidextrous.md @@ -0,0 +1,12 @@ + +[Mercenary](Game/Mercenary) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Ambidextrous + +When holding two weapons/items during combat, you can perform the same [Action](Game/Core/Terminology#Action) with both things as a single [Action](Game/Core/Terminology#Action), however any skill tests suffer a (-1) penalty. \ No newline at end of file diff --git a/Game/Blocks/Ambusher.md b/Game/Blocks/Ambusher.md new file mode 100644 index 0000000..aad126b --- /dev/null +++ b/Game/Blocks/Ambusher.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Ambusher + +If characters hostile to you, are not aware of you at the start of combat, you get an [Action](Game/Core/Terminology#Action) before anything else happens. \ No newline at end of file diff --git a/Game/Blocks/Anthropologist.md b/Game/Blocks/Anthropologist.md new file mode 100644 index 0000000..53a51c0 --- /dev/null +++ b/Game/Blocks/Anthropologist.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } +### 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](Game/Blocks/Total-XP). \ No newline at end of file diff --git a/Game/Blocks/Apophenia.md b/Game/Blocks/Apophenia.md index e8cf757..09f4390 100644 --- a/Game/Blocks/Apophenia.md +++ b/Game/Blocks/Apophenia.md @@ -1,10 +1,14 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Apophenia -Spend a [Power](Game/Additional-Attributes#Power), 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](Game/Core/Blocks/Power), 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](Game/Core/Skills#Project) only tangentially related. diff --git a/Game/Blocks/Armed-To-The-Teeth.md b/Game/Blocks/Armed-To-The-Teeth.md new file mode 100644 index 0000000..3f8bc7c --- /dev/null +++ b/Game/Blocks/Armed-To-The-Teeth.md @@ -0,0 +1,13 @@ + +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Armed To The Teeth +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. \ No newline at end of file diff --git a/Game/Blocks/Armour-Smith.md b/Game/Blocks/Armour-Smith.md new file mode 100644 index 0000000..6f2a744 --- /dev/null +++ b/Game/Blocks/Armour-Smith.md @@ -0,0 +1,13 @@ + +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### 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) 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#Application), more details in [Designing-Storage](Designing-Storage). \ No newline at end of file diff --git a/Game/Blocks/Assassination.md b/Game/Blocks/Assassination.md new file mode 100644 index 0000000..f774722 --- /dev/null +++ b/Game/Blocks/Assassination.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Assassination + +While not in combat, you can make a [Coordination](Core/Agility#Coordination) [Fixed Difficulty](Game/Core/Skills#Fixed%20Difficulty) test against a [Character](Core/Terminology#Character) that is unaware of you, if you succeed, they either receive the [System-Failure](Game/Core/Blocks/System-Failure) injury effect, or become [Defeated](Core/Effects#Defeated). \ No newline at end of file diff --git a/Game/Blocks/Autodoc.md b/Game/Blocks/Autodoc.md index 09de3e6..453a6b4 100644 --- a/Game/Blocks/Autodoc.md +++ b/Game/Blocks/Autodoc.md @@ -2,6 +2,9 @@ Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } ### Autodoc diff --git a/Game/Blocks/Bash.md b/Game/Blocks/Bash.md new file mode 100644 index 0000000..c45ecb0 --- /dev/null +++ b/Game/Blocks/Bash.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Bash + +When you [Avoid](Core/Reacting#Avoid) attacks from opponents [In Melee](Core/Effects#In%20Melee), if you succeed by two [Step](Game/Core/Skills#Step), the [Opponent](Game/Core/Terminology#Opponent) becomes [Prone](Game/Core/Effects#Prone). \ No newline at end of file diff --git a/Game/Blocks/Bashing.md b/Game/Blocks/Bashing.md new file mode 100644 index 0000000..54bfebd --- /dev/null +++ b/Game/Blocks/Bashing.md @@ -0,0 +1,12 @@ + +[Mercenary](Game/Mercenary) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Bashing + +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. \ No newline at end of file diff --git a/Game/Blocks/Battle-Mount.md b/Game/Blocks/Battle-Mount.md new file mode 100644 index 0000000..999be1a --- /dev/null +++ b/Game/Blocks/Battle-Mount.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Battle Mount + +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). \ No newline at end of file diff --git a/Game/Blocks/Bewitched.md b/Game/Blocks/Bewitched.md index 9029314..8dc67be 100644 --- a/Game/Blocks/Bewitched.md +++ b/Game/Blocks/Bewitched.md @@ -1,10 +1,14 @@ - Arcanist {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Bewitched + You can imbue magic into people as you can permanent [Equipment](Game/Core/Equipment). -People count as Size 5, body parts as size 2 \ No newline at end of file +People count as Size 5, body parts as size 2 diff --git a/Game/Blocks/Black-Belt.md b/Game/Blocks/Black-Belt.md new file mode 100644 index 0000000..83fc888 --- /dev/null +++ b/Game/Blocks/Black-Belt.md @@ -0,0 +1,11 @@ + +[Brawler](Game/Brawler) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +#### Black Belt +Your unarmed attacks deal [Strength](Game/Core/Strength) [Damage](Game/Core/Terminology#Damage) and have a [Extra Damage](Game/Core/Attacks#Extra%20Damage) modifier of (-2). diff --git a/Game/Blocks/Black-Powder.md b/Game/Blocks/Black-Powder.md new file mode 100644 index 0000000..812fb0d --- /dev/null +++ b/Game/Blocks/Black-Powder.md @@ -0,0 +1,11 @@ + +[Weapon-Templates](Game/Weapon-Templates) +{: .label .label-purple } + +### Black Powder +*Your weapon fires balls of lead propelled by incendiary powder.* +* +6 [Damage Bonus](Game/Core/Weapons#Damage%20Bonus). +* [Loading](Game/Core/Blocks/Loading)(2). +* Range of [Far](Game/Core/Movement#Far). +* [Capacity](Game/Core/Blocks/Capacity)(1, [Ammunition](Game/Example-Gear#Ammunition)). +* Loses [Striking](Game/Core/Blocks/Striking) and gains [Targeted](Game/Core/Blocks/Targeted). \ No newline at end of file diff --git a/Game/Blocks/Blocking.md b/Game/Blocks/Blocking.md new file mode 100644 index 0000000..559c6a4 --- /dev/null +++ b/Game/Blocks/Blocking.md @@ -0,0 +1,12 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Blocking + +When performing an [Avoid](Game/Core/Reacting#Avoid) you may [Substitute](Game/Core/Terminology#Substitute) [Physique](Game/Core/Strength#Physique) for [Reflexes](Game/Core/Agility#Reflexes). diff --git a/Game/Blocks/Blood-Rituals.md b/Game/Blocks/Blood-Rituals.md index 9dfde9f..ffb9f20 100644 --- a/Game/Blocks/Blood-Rituals.md +++ b/Game/Blocks/Blood-Rituals.md @@ -1,8 +1,12 @@ - Arcanist {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Blood Rituals -You may attempt a ritual without 1 of the requirements and replace it with an amount of blood. \ No newline at end of file + +You may attempt a ritual without 1 of the requirements and replace it with an amount of blood. diff --git a/Game/Blocks/Bow-Expert.md b/Game/Blocks/Bow-Expert.md new file mode 100644 index 0000000..0901e43 --- /dev/null +++ b/Game/Blocks/Bow-Expert.md @@ -0,0 +1,12 @@ + +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Bow Expert + +When using a weapon with the [Bow](Game/Blocks/Bow) [Weapon Trait]() you no longer receive a -1 to readying and firing the weapon in the same turn. \ No newline at end of file diff --git a/Game/Blocks/Bow.md b/Game/Blocks/Bow.md new file mode 100644 index 0000000..80205e5 --- /dev/null +++ b/Game/Blocks/Bow.md @@ -0,0 +1,14 @@ + +[Weapon-Templates](Game/Weapon-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } + +### Bow +*This weapon fires arrows.* +* [Loading](Game/Core/Blocks/Loading)(0). +* Range of [Short](Game/Core/Movement#Short). +* [Capacity](Game/Core/Blocks/Capacity) 1([Ammunition](Game/Example-Gear#Ammunition)). +* Gains [Salvageable](Game/Core/Blocks/Salvageable). +* Loses [Striking](Game/Core/Blocks/Striking) and gains [Targeted](Game/Core/Blocks/Targeted). \ No newline at end of file diff --git a/Game/Blocks/Brilliant-Bastard.md b/Game/Blocks/Brilliant-Bastard.md index 4d5255e..15d414a 100644 --- a/Game/Blocks/Brilliant-Bastard.md +++ b/Game/Blocks/Brilliant-Bastard.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Brilliant Bastard + You have a [Critical Success](Game/Core/Skills#Critical%20Success) on [Action](Game/Core/Terminology#Action) on a dice roll of double 1’s. diff --git a/Game/Blocks/Buddy-Up.md b/Game/Blocks/Buddy-Up.md new file mode 100644 index 0000000..d6787ba --- /dev/null +++ b/Game/Blocks/Buddy-Up.md @@ -0,0 +1,12 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Buddy Up + +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). diff --git a/Game/Blocks/Bushwhacker.md b/Game/Blocks/Bushwhacker.md new file mode 100644 index 0000000..f7b8b22 --- /dev/null +++ b/Game/Blocks/Bushwhacker.md @@ -0,0 +1,11 @@ + +[Brawler](Game/Brawler) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +#### Bushwhacker +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](Game/Core/Blocks/Reaction) to make an [Attack](Core/Terminology#Attack) with a guaranteed [Hit Locations](Game/Core/Injury#Hit%20Locations) of [Ancillary](Game/Core/Injury#Ancillary). diff --git a/Game/Blocks/Busking.md b/Game/Blocks/Busking.md new file mode 100644 index 0000000..35cbda2 --- /dev/null +++ b/Game/Blocks/Busking.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Busking + +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). \ No newline at end of file diff --git a/Game/Blocks/Carrier.md b/Game/Blocks/Carrier.md new file mode 100644 index 0000000..d0a00ea --- /dev/null +++ b/Game/Blocks/Carrier.md @@ -0,0 +1,12 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Carrier + +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. diff --git a/Game/Blocks/Check-Again.md b/Game/Blocks/Check-Again.md new file mode 100644 index 0000000..79e0cf6 --- /dev/null +++ b/Game/Blocks/Check-Again.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Check Again + +Spend a [Power](Game/Core/Blocks/Power), 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. \ No newline at end of file diff --git a/Game/Blocks/City-Soul.md b/Game/Blocks/City-Soul.md new file mode 100644 index 0000000..4bf8386 --- /dev/null +++ b/Game/Blocks/City-Soul.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### City Soul + +When doing [Call On The City](Activities#Call%20On%20The%20City), you can select an additional option from the list. \ No newline at end of file diff --git a/Game/Blocks/Cleave.md b/Game/Blocks/Cleave.md new file mode 100644 index 0000000..573b606 --- /dev/null +++ b/Game/Blocks/Cleave.md @@ -0,0 +1,11 @@ + +[Brawler](Game/Brawler) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +#### Cleave +If you cause a [wounding attack](Core/Terminology#Wounding%20Attack) with a [Striking](Game/Core/Blocks/Striking) weapon, you may make an additional [Attack](Game/Core/Terminology#Attack) [Action](Game/Core/Terminology#Action). diff --git a/Game/Blocks/Clever-Packer.md b/Game/Blocks/Clever-Packer.md new file mode 100644 index 0000000..ea49de6 --- /dev/null +++ b/Game/Blocks/Clever-Packer.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Clever Packer + +Your [Backpack](Storage#Backpack) can hold an additional 6 size worth of items. \ No newline at end of file diff --git a/Game/Blocks/Clothesline.md b/Game/Blocks/Clothesline.md new file mode 100644 index 0000000..f46af26 --- /dev/null +++ b/Game/Blocks/Clothesline.md @@ -0,0 +1,14 @@ + +[Brawler](Game/Brawler) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +#### Clothesline +If an [Opponent](Core/Terminology#Opponent) moves within [Reach](Core/Movement#Reach) of you, you may spend a [Reaction](Game/Core/Blocks/Reaction) to make a [Physique](Core/Strength#Physique) [Fixed Difficulty](Game/Core/Skills#Fixed%20Difficulty)(0), that if successful causes their attack to fail and knocks them prone. + +This doesn't work against enemies immune to being [Prone](Game/Core/Effects#Prone). + diff --git a/Game/Blocks/Cold-Steel.md b/Game/Blocks/Cold-Steel.md new file mode 100644 index 0000000..c9cb598 --- /dev/null +++ b/Game/Blocks/Cold-Steel.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Cold Steel + +If you have a [Threat](Game/Core/Combat#Threat) of 0 to an [Opponent](Game/Core/Terminology#Opponent), your attacks have the [Penetrating](Game/Core/Blocks/Penetrating) trait against them. \ No newline at end of file diff --git a/Game/Blocks/Collector.md b/Game/Blocks/Collector.md new file mode 100644 index 0000000..912d561 --- /dev/null +++ b/Game/Blocks/Collector.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Collector + +You can comfortably ride with an additional person or thing restrained on your [Mount](Mounts). \ No newline at end of file diff --git a/Game/Blocks/Come-In-Peace.md b/Game/Blocks/Come-In-Peace.md new file mode 100644 index 0000000..da962af --- /dev/null +++ b/Game/Blocks/Come-In-Peace.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Come In Peace + +[Allies](Core/Terminology#Ally) and yourself gain a (+1) to [Social Skill Test](Core/Terminology#Social%20Action) when interacting with residents of an area. \ No newline at end of file diff --git a/Game/Blocks/Command.md b/Game/Blocks/Command.md new file mode 100644 index 0000000..a75554e --- /dev/null +++ b/Game/Blocks/Command.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Command + +During an [Action](Game/Core/Terminology#Action) spend a [Power](Game/Core/Blocks/Power) to have a [Follower](Game/Core/Terminology#Follower) perform an [Action](Game/Core/Terminology#Action) after this. \ No newline at end of file diff --git a/Game/Blocks/Conditioning.md b/Game/Blocks/Conditioning.md new file mode 100644 index 0000000..aa8d5ff --- /dev/null +++ b/Game/Blocks/Conditioning.md @@ -0,0 +1,12 @@ + +[Mercenary](Game/Mercenary) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Conditioning + +When you perform [Hone Your Skills](Activities#Hone%20Your%20Skills) you may select an [Attributes](Core/Attributes) to consider as 1 greater instead of a [Skill](Core/Skills). diff --git a/Game/Blocks/Conscription.md b/Game/Blocks/Conscription.md new file mode 100644 index 0000000..7ce3a0d --- /dev/null +++ b/Game/Blocks/Conscription.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Conscription + +At the beginning of combat, you may opt to make neutral characters within a [Far](Game/Core/Movement#Far) distance [Followers](Core/Terminology#Follower). They may become angry and hostile if put in suicidal situations. \ No newline at end of file diff --git a/Game/Blocks/Contacts.md b/Game/Blocks/Contacts.md new file mode 100644 index 0000000..b755311 --- /dev/null +++ b/Game/Blocks/Contacts.md @@ -0,0 +1,14 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Contacts + +When performing [Call On The City](Activities#Call%20On%20The%20City) you may choose to establish a contact network, instead of one of the other options. + +This contact network can be queried for information and will send relevant info your way. \ No newline at end of file diff --git a/Game/Blocks/Contortionist.md b/Game/Blocks/Contortionist.md new file mode 100644 index 0000000..101a5ff --- /dev/null +++ b/Game/Blocks/Contortionist.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Contortionist + +You can fit into impractically small spaces comfortably. \ No newline at end of file diff --git a/Game/Blocks/Counter-Spell.md b/Game/Blocks/Counter-Spell.md new file mode 100644 index 0000000..3e186f4 --- /dev/null +++ b/Game/Blocks/Counter-Spell.md @@ -0,0 +1,14 @@ + +[Dynamist](Game/Dynamist) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Counter Spell + +**[Requirement](Core/Terminology#Requirement): [Amateur Dynamancy](#Amateur%20Dynamancy)** +If another [Character](Core/Terminology#Character) within [Eye Line](Game/Core/Terminology#Eye%20Line), casts a spell, you may spend a [Reaction](Game/Core/Blocks/Reaction) to disrupt the spell. This is an [Ascendancy](Game/Core/Spirit#Ascendancy) [Fixed Difficulty](Game/Core/Skills#Fixed%20Difficulty) test with difficulty based on the complexity of the spell. \ No newline at end of file diff --git a/Game/Blocks/Cram-Session.md b/Game/Blocks/Cram-Session.md new file mode 100644 index 0000000..407f90f --- /dev/null +++ b/Game/Blocks/Cram-Session.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### 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. \ No newline at end of file diff --git a/Game/Blocks/Crossbow-Expert.md b/Game/Blocks/Crossbow-Expert.md new file mode 100644 index 0000000..e13be12 --- /dev/null +++ b/Game/Blocks/Crossbow-Expert.md @@ -0,0 +1,12 @@ + +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Crossbow Expert + +Weapons you use with the [Crossbow](Game/Blocks/Crossbow) [Weapon-Traits](Core/Weapon-Traits) have [Loading](Game/Core/Blocks/Loading)(0). \ No newline at end of file diff --git a/Game/Blocks/Crossbow.md b/Game/Blocks/Crossbow.md new file mode 100644 index 0000000..ea26eb7 --- /dev/null +++ b/Game/Blocks/Crossbow.md @@ -0,0 +1,15 @@ + +[Weapon-Templates](Game/Weapon-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } + +### Crossbow +*Your weapon fires bolts of metal.* +* Adds 3 times size to damage bonus instead of 2 times. +* [Loading](Game/Core/Blocks/Loading)(1). +* Range of [Short](Game/Core/Movement#Short). +* [Capacity](Game/Core/Blocks/Capacity) 1([Ammunition](Game/Example-Gear#Ammunition)). +* Gains [Salvageable](Game/Core/Blocks/Salvageable). +* Loses [Striking](Game/Core/Blocks/Striking) and gains [Targeted](Game/Core/Blocks/Targeted). \ No newline at end of file diff --git a/Game/Blocks/Custom-Job.md b/Game/Blocks/Custom-Job.md new file mode 100644 index 0000000..ee0e306 --- /dev/null +++ b/Game/Blocks/Custom-Job.md @@ -0,0 +1,12 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Custom Job + +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. diff --git a/Game/Blocks/Dance-Of-Death.md b/Game/Blocks/Dance-Of-Death.md new file mode 100644 index 0000000..1c1d261 --- /dev/null +++ b/Game/Blocks/Dance-Of-Death.md @@ -0,0 +1,16 @@ + +[Mercenary](Game/Mercenary) +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } +### Dance Of Death + +While armed with only a one-handed [Weapon](Core/Weapons), you can as an action perform a [Coordination](Game/Core/Agility#Coordination) [Fixed Difficulty](Game/Core/Skills#Fixed%20Difficulty)(0), if you succeed you may do any number of the following: +* Deal 2 [Impact](Game/Core/Injury#Impact) [Damage](Game/Core/Terminology#Damage) to all [Opponent](Game/Core/Terminology#Opponent) [In Melee](Game/Core/Effects#In%20Melee) with you. +* Force any [Opponent](Game/Core/Terminology#Opponent) [In Melee](Game/Core/Effects#In%20Melee) with you, to stay [In Melee](Game/Core/Effects#In%20Melee) with you, even if this requires moving. +* Move. + diff --git a/Game/Blocks/Danger-Sense.md b/Game/Blocks/Danger-Sense.md new file mode 100644 index 0000000..b4d6d6c --- /dev/null +++ b/Game/Blocks/Danger-Sense.md @@ -0,0 +1,13 @@ + +[Mystic](Game/Mystic) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Danger Sense + +- You cannot be surprised. +- You recieve a (+2) to [Understanding](Game/Core/Intelligence#Understanding) when attempting to recognize danger. \ No newline at end of file diff --git a/Game/Blocks/Dead-Tongues.md b/Game/Blocks/Dead-Tongues.md new file mode 100644 index 0000000..1a1b24e --- /dev/null +++ b/Game/Blocks/Dead-Tongues.md @@ -0,0 +1,12 @@ + +[Mystic](Game/Mystic) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### 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#Character). \ No newline at end of file diff --git a/Game/Blocks/Decadent.md b/Game/Blocks/Decadent.md new file mode 100644 index 0000000..2cb150d --- /dev/null +++ b/Game/Blocks/Decadent.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Decadent + +You never suffer penalties due to intoxication, you also receive a (+2) to [Action](Game/Core/Terminology#Action) related to resisting [Comestibles](Core/Comestibles) downsides. diff --git a/Game/Blocks/Defensive-Combatant.md b/Game/Blocks/Defensive-Combatant.md new file mode 100644 index 0000000..923d161 --- /dev/null +++ b/Game/Blocks/Defensive-Combatant.md @@ -0,0 +1,12 @@ + +[Mercenary](Game/Mercenary) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Defensive Combatant + +You receive a (+1) to [Avoid](Core/Reacting#Avoid) and [Parry](Core/Special-Combat-Actions#Parry) skill tests. \ No newline at end of file diff --git a/Game/Blocks/Defensive-Offhand.md b/Game/Blocks/Defensive-Offhand.md new file mode 100644 index 0000000..2d21449 --- /dev/null +++ b/Game/Blocks/Defensive-Offhand.md @@ -0,0 +1,12 @@ + +[Mercenary](Game/Mercenary) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Defensive Offhand + +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. \ No newline at end of file diff --git a/Game/Blocks/Defy-Death.md b/Game/Blocks/Defy-Death.md new file mode 100644 index 0000000..1053a88 --- /dev/null +++ b/Game/Blocks/Defy-Death.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Defy Death + +You can [Avoid](Core/Reacting#Avoid) anything, even if it would seem impossible. \ No newline at end of file diff --git a/Game/Blocks/Disarming-Shot.md b/Game/Blocks/Disarming-Shot.md new file mode 100644 index 0000000..8a03b36 --- /dev/null +++ b/Game/Blocks/Disarming-Shot.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Disarming Shot + +You can [Disarm](Core/Special-Combat-Actions#Disarm) someone at range, using a ranged weapon, expending 1 ammunition in the process. diff --git a/Game/Blocks/Do-No-Harm.md b/Game/Blocks/Do-No-Harm.md index 102772d..e9d6e10 100644 --- a/Game/Blocks/Do-No-Harm.md +++ b/Game/Blocks/Do-No-Harm.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Advanced {: .label .label-purple } + ### Do No Harm -You receive a (+1) to all [Non-Combat](Game/Core/Terminology#Non-Combat) [Actions](Game/Core/Terminology#Action), however to directly harm another [Character](Game/Core/Terminology#Character), you need to succeed an [Identity](Game/Core/Spirit#Identity) [Fixed Difficulty(0)](Game/Core/Skills#Fixed%20Difficulty). \ No newline at end of file + +You receive a (+1) to all [Non-Combat](Game/Core/Terminology#Non-Combat) [Actions](Game/Core/Terminology#Action), however to directly harm another [Character](Game/Core/Terminology#Character), you need to succeed an [Volition](Game/Core/Spirit#Volition) [Fixed Difficulty(0)](Game/Core/Skills#Fixed%20Difficulty). diff --git a/Game/Blocks/Doctors-Eye.md b/Game/Blocks/Doctors-Eye.md index cc34d49..3a8c083 100644 --- a/Game/Blocks/Doctors-Eye.md +++ b/Game/Blocks/Doctors-Eye.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Doctors Eye + You can always tell how injured a person is (and where). When starting a health/medicine related [Project](Game/Core/Skills#Project) you always succeed with at least 1 [Step](Game/Core/Skills#Step) of success. diff --git a/Game/Blocks/Dragon-Rush.md b/Game/Blocks/Dragon-Rush.md new file mode 100644 index 0000000..3ce6d8a --- /dev/null +++ b/Game/Blocks/Dragon-Rush.md @@ -0,0 +1,11 @@ + +[Brawler](Game/Brawler) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +#### Dragon Rush +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 spend a [Reaction](Game/Core/Blocks/Reaction) to perform another [Action](Game/Core/Terminology#Action). diff --git a/Game/Blocks/Editorializing.md b/Game/Blocks/Editorializing.md new file mode 100644 index 0000000..ec33415 --- /dev/null +++ b/Game/Blocks/Editorializing.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Editorializing + +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. \ No newline at end of file diff --git a/Game/Blocks/Efficient-Patterns.md b/Game/Blocks/Efficient-Patterns.md new file mode 100644 index 0000000..ac09b51 --- /dev/null +++ b/Game/Blocks/Efficient-Patterns.md @@ -0,0 +1,14 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Efficient Patterns + +Your [Crafting Cost](Core/Terminology#Crafting%20Cost) are 1 less size of the most 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. diff --git a/Game/Blocks/Efficient-Rounds.md b/Game/Blocks/Efficient-Rounds.md new file mode 100644 index 0000000..a6f66f3 --- /dev/null +++ b/Game/Blocks/Efficient-Rounds.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Efficient Rounds + +You can always salvage [Munitions](Core/Comestibles#Munitions) from weapons with [Salvageable](Game/Core/Blocks/Salvageable). \ No newline at end of file diff --git a/Game/Blocks/Elemental-Strike.md b/Game/Blocks/Elemental-Strike.md new file mode 100644 index 0000000..0d84453 --- /dev/null +++ b/Game/Blocks/Elemental-Strike.md @@ -0,0 +1,12 @@ +[Dynamist](Game/Dynamist) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Elemental Strike + +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). \ No newline at end of file diff --git a/Game/Blocks/Enrage.md b/Game/Blocks/Enrage.md new file mode 100644 index 0000000..c6b7ad5 --- /dev/null +++ b/Game/Blocks/Enrage.md @@ -0,0 +1,19 @@ + +[Brawler](Game/Brawler) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +#### Enrage +When you make a [Physique](Core/Strength#Physique) skill test, spend a [Power](Game/Core/Blocks/Power) 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) +- Deal +1 [Damage](Game/Core/Weapons#Damage) + +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. diff --git a/Game/Blocks/Exact-Dosage.md b/Game/Blocks/Exact-Dosage.md deleted file mode 100644 index a679c0c..0000000 --- a/Game/Blocks/Exact-Dosage.md +++ /dev/null @@ -1,8 +0,0 @@ - -Academic -{: .label .label-blue } - -Advanced -{: .label .label-purple } -### 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. \ No newline at end of file diff --git a/Game/Blocks/Exotic-Crafting.md b/Game/Blocks/Exotic-Crafting.md new file mode 100644 index 0000000..fbbcb46 --- /dev/null +++ b/Game/Blocks/Exotic-Crafting.md @@ -0,0 +1,12 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Exotic Crafting + +When crafting you can use [Exotic](Materials#Exotic) [Materials](Materials) and make exotic [Equipment](Core/Equipment). diff --git a/Game/Blocks/Exotic-Expert.md b/Game/Blocks/Exotic-Expert.md new file mode 100644 index 0000000..95c915f --- /dev/null +++ b/Game/Blocks/Exotic-Expert.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Exotic Expert + +You can use any [Exotic](Game/Designing-Weapons#Exotic) weapon without penalty. \ No newline at end of file diff --git a/Game/Blocks/Expert-Arcana.md b/Game/Blocks/Expert-Arcana.md index 9501c70..63bb400 100644 --- a/Game/Blocks/Expert-Arcana.md +++ b/Game/Blocks/Expert-Arcana.md @@ -1,15 +1,20 @@ - Arcanist {: .label .label-blue } +General +{: .label .label-green } + Advanced {: .label .label-purple } + ### Expert Arcana -*[Requirement](Game/Core/Terminology#Requirement): [Amateur-Arcana](Game/Blocks/Amateur-Arcana)* + +_[Requirement](Game/Core/Terminology#Requirement): [Amateur-Arcana](Game/Blocks/Amateur-Arcana)_ Your character can perform [Ritual Magic](Game/Magic#Ritual%20Magic) to: -* Create [Harmonic](Game/Magic-Items#Harmonic) [Magic-Items](Game/Magic-Items). -* Summon an animal that obeys. -* Conjure more complex items that will be missed. -* Teleport an exact item to yourself. - [Crafting Cost](Game/Core/Terminology#Crafting%20Cost): Size of target item in [Exotic](Game/Materials#Exotic) [Materials](Game/Materials) + Size of target item in [Artisan](Game/Materials#Artisan) [Materials](Game/Materials) + a [Reagent Bag](Game/Example-Gear#Reagent%20Bag) charge. \ No newline at end of file +- Create [Harmonic](Game/Magic-Items#Harmonic) [Magic-Items](Game/Magic-Items). +- Summon an animal that obeys. +- Conjure more complex items that will be missed. +- Teleport an exact item to yourself. + +[Crafting Cost](Game/Core/Terminology#Crafting%20Cost): Size of target item in [Exotic](Game/Materials#Exotic) [Materials](Game/Materials) + Size of target item in [Artisan](Game/Materials#Artisan) [Materials](Game/Materials) + a [Reagent Bag](Game/Example-Gear#Reagent%20Bag) charge. diff --git a/Game/Blocks/Expert-Dynamancy.md b/Game/Blocks/Expert-Dynamancy.md new file mode 100644 index 0000000..c848b1b --- /dev/null +++ b/Game/Blocks/Expert-Dynamancy.md @@ -0,0 +1,23 @@ +[Dynamist](Game/Dynamist) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Expert Dynamancy + +_[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. +- Temporarily disrupt a curse or enchantment. +- 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. +- Your [Magical-Attacks](Game/Core/Magical-Attacks) gain +1 [Damage](Game/Core/Weapons#Damage), you can use: [Area](Game/Core/Magical-Attacks#Area), and [EMP](Game/Core/Magical-Attacks#EMP). + +Requires 2 [Magical Energy](Magic#Magical%20Energy) and a [Focus](Example-Gear#Focus) \ No newline at end of file diff --git a/Game/Blocks/Expert-Mysticism.md b/Game/Blocks/Expert-Mysticism.md new file mode 100644 index 0000000..c492ca2 --- /dev/null +++ b/Game/Blocks/Expert-Mysticism.md @@ -0,0 +1,20 @@ + +[Mystic](Game/Mystic) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Expert Mysticism + +_[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#Crafting%20Cost): 1 size of [Exotic](Materials#Exotic) [Materials](Materials) + a [Reagent Bag](Example-Gear#Reagent%20Bag) charge. \ No newline at end of file diff --git a/Game/Blocks/Expert-Shaping.md b/Game/Blocks/Expert-Shaping.md new file mode 100644 index 0000000..0e18310 --- /dev/null +++ b/Game/Blocks/Expert-Shaping.md @@ -0,0 +1,23 @@ + +Shaper +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +## Expert Shaping + +\*[Requirement](Core/Terminology#Requirement): [Amateur Shaping](#Amateur%20Shaping) +Your character can perform [Channelled Magic](Magic#Channelled%20Magic) to: + +- Produce something that isn’t there, but is only perceived by some. +- Create smart illusions that can respond to the world. +- Change a tool, weapon, or armour into something more useful. +- Alter the world around you. +- Alter yourself in meaningful ways, including transforming into animals. +- Alter others in simple ways. +- Your [Magical-Attacks](Game/Core/Magical-Attacks) gain +1 [Damage](Game/Core/Weapons#Damage), you can use the: [Cone](Game/Core/Magical-Attacks#Cone), and [Stunning](Game/Core/Magical-Attacks#Stunning). + +Requires 2 [Magical Energy](Magic#Magical%20Energy) and a [Focus](Example-Gear#Focus) \ No newline at end of file diff --git a/Game/Blocks/Faithful.md b/Game/Blocks/Faithful.md new file mode 100644 index 0000000..3e10621 --- /dev/null +++ b/Game/Blocks/Faithful.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Faithful + +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). \ No newline at end of file diff --git a/Game/Blocks/Fan-Fire.md b/Game/Blocks/Fan-Fire.md new file mode 100644 index 0000000..895fbe3 --- /dev/null +++ b/Game/Blocks/Fan-Fire.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } +### Fan Fire + +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). \ No newline at end of file diff --git a/Game/Blocks/Fast-Learner.md b/Game/Blocks/Fast-Learner.md new file mode 100644 index 0000000..e065714 --- /dev/null +++ b/Game/Blocks/Fast-Learner.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Fast Learner + +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 until your next [Downtime](Game/Telling-The-Story#Downtime). \ No newline at end of file diff --git a/Game/Blocks/Fast-Reloading.md b/Game/Blocks/Fast-Reloading.md new file mode 100644 index 0000000..96cdf9a --- /dev/null +++ b/Game/Blocks/Fast-Reloading.md @@ -0,0 +1,9 @@ + +[Weapon-Templates](Game/Weapon-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } + +### Fast Reloading +If your weapon requires [Loading](Game/Core/Blocks/Loading), it takes half the time rounding down. \ No newline at end of file diff --git a/Game/Blocks/Field-Dressing.md b/Game/Blocks/Field-Dressing.md new file mode 100644 index 0000000..065236e --- /dev/null +++ b/Game/Blocks/Field-Dressing.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Field Dressing + +When collecting bits from creatures after an encounter, you may collect one additional from any monster you choose. \ No newline at end of file diff --git a/Game/Blocks/Field-Maintenance.md b/Game/Blocks/Field-Maintenance.md new file mode 100644 index 0000000..cf2e65c --- /dev/null +++ b/Game/Blocks/Field-Maintenance.md @@ -0,0 +1,12 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Field 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#Damage%20Bonus) until the next [Travel Segment](Telling-The-Story#Travel%20Segment). diff --git a/Game/Blocks/Fight-Smart.md b/Game/Blocks/Fight-Smart.md new file mode 100644 index 0000000..8343979 --- /dev/null +++ b/Game/Blocks/Fight-Smart.md @@ -0,0 +1,12 @@ + +[Mercenary](Game/Mercenary) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Fight Smart + +You may use your [Intelligence](Core/Intelligence) instead of [Strength](Core/Strength) for [Attacks](Core/Terminology#Attack). \ No newline at end of file diff --git a/Game/Blocks/Fine.md b/Game/Blocks/Fine.md new file mode 100644 index 0000000..6a0e464 --- /dev/null +++ b/Game/Blocks/Fine.md @@ -0,0 +1,11 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } + +### Fine +*Your armour incorporates fine linens, silks, furs or other more exotic fibres, which impress and captivate with their dazzling colours and flowing motions.* +* Requires [Textiles](Game/Textiles). +* Gives the [Dazzling](Game/Core/Blocks/Dazzling) trait. \ No newline at end of file diff --git a/Game/Blocks/Focus-Trap.md b/Game/Blocks/Focus-Trap.md new file mode 100644 index 0000000..6d10031 --- /dev/null +++ b/Game/Blocks/Focus-Trap.md @@ -0,0 +1,12 @@ + +Shaper +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Focus Trap + +You can set magical abilities you are focussed on to trigger in response to something (a person walking through a door, saying a word etc.) if you are [Defeated](Core/Effects#Defeated) or distracted, your traps fail. \ No newline at end of file diff --git a/Game/Blocks/Folding.md b/Game/Blocks/Folding.md new file mode 100644 index 0000000..f50e166 --- /dev/null +++ b/Game/Blocks/Folding.md @@ -0,0 +1,9 @@ + +[Weapon-Templates](Game/Weapon-Templates) +{: .label .label-purple } + +[2 Crafting Points](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } + +### Folding +* This weapon works as two seperate weapons. Design two seperate weapons each with[Crafting Points](Game/Designing-Weapons#Crafting%20Points) equal to 1 less than the overall weapon has. at the end of an [Attack](Game/Core/Terminology#Attack), or as an [Action](Game/Core/Terminology#Action) you can change forms. It counts as the size of the smaller weapon. \ No newline at end of file diff --git a/Game/Blocks/Food-Prep.md b/Game/Blocks/Food-Prep.md new file mode 100644 index 0000000..8f3c156 --- /dev/null +++ b/Game/Blocks/Food-Prep.md @@ -0,0 +1,12 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Food Prep + +Whenever you have [Downtime](Game/Telling-The-Story#Downtime), you can prepare food. Each member of your party doesn't need to pay for food during your next [Travel Segment](Telling-The-Story#Travel%20Segment). diff --git a/Game/Blocks/Foresight.md b/Game/Blocks/Foresight.md new file mode 100644 index 0000000..3222040 --- /dev/null +++ b/Game/Blocks/Foresight.md @@ -0,0 +1,12 @@ + +[Mystic](Game/Mystic) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Foresight + +You may [Substitute](Core/Terminology#Substitute) [Ascendancy](Core/Spirit#Ascendancy) for [Reflexes](Game/Core/Agility#Reflexes) when you [Avoid](Core/Reacting#Avoid). \ No newline at end of file diff --git a/Game/Blocks/Fortified.md b/Game/Blocks/Fortified.md new file mode 100644 index 0000000..f219669 --- /dev/null +++ b/Game/Blocks/Fortified.md @@ -0,0 +1,11 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Fortified +*Your armour has been affixed with additional plates and bands of metal strengthening it and creating new layers of protection.* +* Requires [Metal](Game/Metal). +* [Armour Integrity](Game/Core/Armour#Armour%20Integrity) +4. +* [Skill Penalty](Game/Core/Armour#Skill%20Penalty) -1. \ No newline at end of file diff --git a/Game/Blocks/Gatherer.md b/Game/Blocks/Gatherer.md new file mode 100644 index 0000000..da90e90 --- /dev/null +++ b/Game/Blocks/Gatherer.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Gatherer + +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). diff --git a/Game/Blocks/Giants-Hands.md b/Game/Blocks/Giants-Hands.md new file mode 100644 index 0000000..f971ee9 --- /dev/null +++ b/Game/Blocks/Giants-Hands.md @@ -0,0 +1,11 @@ + +[Brawler](Game/Brawler) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +#### Giants-Hands +Weapons count as 1 size smaller when you are determining number of required hands. diff --git a/Game/Blocks/Grand-Leadership.md b/Game/Blocks/Grand-Leadership.md new file mode 100644 index 0000000..7fd89c1 --- /dev/null +++ b/Game/Blocks/Grand-Leadership.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Grand Leadership + +When a [Follower](Core/Terminology#Follower) or [Ally](Core/Terminology#Ally) is performing an [Action](Core/Terminology#Action) spend a [Power](Game/Core/Blocks/Power) to have them use your relevant skills for that [Action](Core/Terminology#Action). \ No newline at end of file diff --git a/Game/Blocks/Guardsman.md b/Game/Blocks/Guardsman.md new file mode 100644 index 0000000..ad8d487 --- /dev/null +++ b/Game/Blocks/Guardsman.md @@ -0,0 +1,12 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Guardsman + +You can perform [On Watch](Activities#On%20Watch) while doing another [Travelling Activity](Activities#Travelling%20Activity). diff --git a/Game/Blocks/Haggling.md b/Game/Blocks/Haggling.md new file mode 100644 index 0000000..ee174bb --- /dev/null +++ b/Game/Blocks/Haggling.md @@ -0,0 +1,12 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Haggling + +You may use converse to attempt to get better deals when commissioning or purchasing items. This is a [Connection](Game/Core/Communication#Connection) [Variable Difficulty](Game/Core/Skills#Variable%20Difficulty) with an initial penalty based on the craftsmans desire to sell the item. For every [Step Of Success](Core/Skills#Step%20Of%20Success) you receive 1 silver off the asking price. diff --git a/Game/Blocks/Hallowed-Ground.md b/Game/Blocks/Hallowed-Ground.md index c67beec..c91ebf3 100644 --- a/Game/Blocks/Hallowed-Ground.md +++ b/Game/Blocks/Hallowed-Ground.md @@ -1,10 +1,14 @@ - Arcanist {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Hallowed Ground + You can imbue magic into places as you can permanent [Equipment](Game/Core/Equipment). -Places count as Size 5 \ No newline at end of file +Places count as Size 5 diff --git a/Game/Blocks/Hand-And-A-Half.md b/Game/Blocks/Hand-And-A-Half.md new file mode 100644 index 0000000..5363f09 --- /dev/null +++ b/Game/Blocks/Hand-And-A-Half.md @@ -0,0 +1,9 @@ + +[Weapon-Templates](Game/Weapon-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } + +### Hand and a Half +If this weapon is otherwise usable in one hand, the weapon deals 1 additional [Damage](Game/Core/Weapons#Damage) while wielded in 2 hands. \ No newline at end of file diff --git a/Game/Blocks/Hard-Sell.md b/Game/Blocks/Hard-Sell.md new file mode 100644 index 0000000..9b37790 --- /dev/null +++ b/Game/Blocks/Hard-Sell.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Hard Sell + +A merchant will never refuse to buy items from you, even if they have no interest in them. \ No newline at end of file diff --git a/Game/Blocks/Hard-Worker.md b/Game/Blocks/Hard-Worker.md new file mode 100644 index 0000000..21b383d --- /dev/null +++ b/Game/Blocks/Hard-Worker.md @@ -0,0 +1,12 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Hard Worker + +When being paid for [Day Work](Activities#Day%20Work), you receive 1 additional silver. diff --git a/Game/Blocks/Hardened.md b/Game/Blocks/Hardened.md new file mode 100644 index 0000000..6a6e4e0 --- /dev/null +++ b/Game/Blocks/Hardened.md @@ -0,0 +1,10 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Hardened +*Your armour includes carefully hardened and moulded leather, shaped into rigid pieces.* +* Requires [Hide](Game/Hide) +* [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) [Rending](Game/Core/Injury#Rending). \ No newline at end of file diff --git a/Game/Blocks/Head-Down.md b/Game/Blocks/Head-Down.md new file mode 100644 index 0000000..989bc6e --- /dev/null +++ b/Game/Blocks/Head-Down.md @@ -0,0 +1,12 @@ + +[Mercenary](Game/Mercenary) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Head Down + +If you move during an [Action](Game/Core/Terminology#Action), [Characters](Core/Terminology#Character) suffer a (-2) to skill tests for ranged attacks targeting you until your next [Action](Game/Core/Terminology#Action). diff --git a/Game/Blocks/Heartseeker.md b/Game/Blocks/Heartseeker.md new file mode 100644 index 0000000..a8f29fc --- /dev/null +++ b/Game/Blocks/Heartseeker.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Heartseeker + +No negative on [Vitals Hit](Core/Attacks#Vitals%20Hit) if you do nothing else during an [Action](Game/Core/Terminology#Action). \ No newline at end of file diff --git a/Game/Blocks/Heartthrob.md b/Game/Blocks/Heartthrob.md new file mode 100644 index 0000000..5b8f90d --- /dev/null +++ b/Game/Blocks/Heartthrob.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Heartthrob + +Your character receives a (+2) to [Actions](Core/Terminology#Action) against people that are sexually attracted to you. \ No newline at end of file diff --git a/Game/Blocks/Heretic.md b/Game/Blocks/Heretic.md new file mode 100644 index 0000000..2069fd7 --- /dev/null +++ b/Game/Blocks/Heretic.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Heretic + +As a [Free Action](Game/Core/Terminology#Free%20Action), spend a [Power](Game/Core/Blocks/Power), 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). \ No newline at end of file diff --git a/Game/Blocks/Hide-In-Plain-Sight.md b/Game/Blocks/Hide-In-Plain-Sight.md new file mode 100644 index 0000000..4705034 --- /dev/null +++ b/Game/Blocks/Hide-In-Plain-Sight.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } +### Hide in Plain Sight + +You do not need an item or object to hide behind when attempting to hide. diff --git a/Game/Blocks/Hit-And-Run.md b/Game/Blocks/Hit-And-Run.md new file mode 100644 index 0000000..ebee3a2 --- /dev/null +++ b/Game/Blocks/Hit-And-Run.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Hit And Run + +When performing an [Action](Game/Core/Terminology#Action), you may do [Movement](Game/Core/Movement) after performing it. \ No newline at end of file diff --git a/Game/Blocks/Holistic-Tools.md b/Game/Blocks/Holistic-Tools.md new file mode 100644 index 0000000..bd401d9 --- /dev/null +++ b/Game/Blocks/Holistic-Tools.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Holistic Tools + +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. \ No newline at end of file diff --git a/Game/Blocks/Holy-Spirit.md b/Game/Blocks/Holy-Spirit.md new file mode 100644 index 0000000..96d214b --- /dev/null +++ b/Game/Blocks/Holy-Spirit.md @@ -0,0 +1,15 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } +### Holy Spirit + +Your character is partially controlled by another force, which helps you out with multitasking. + +- 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. \ No newline at end of file diff --git a/Game/Blocks/Home-In-Nature.md b/Game/Blocks/Home-In-Nature.md new file mode 100644 index 0000000..b9cddd9 --- /dev/null +++ b/Game/Blocks/Home-In-Nature.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Home In Nature + +You receive a (+1) to all [Actions](Core/Terminology#Action) related to surviving and navigating natural environments. \ No newline at end of file diff --git a/Game/Blocks/I-Packed-It.md b/Game/Blocks/I-Packed-It.md index 67dba4a..b82acd4 100644 --- a/Game/Blocks/I-Packed-It.md +++ b/Game/Blocks/I-Packed-It.md @@ -1,10 +1,14 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Advanced {: .label .label-purple } + ### I Packed It + Once per [Downtime](Game/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](Game/Example-Gear#Explorers%20Kit), you can use it for [Power](Game/Additional-Attributes#Power) instead of silver. \ No newline at end of file +You also count as having an [Explorers Kit](Game/Example-Gear#Explorers%20Kit), you can use it for [Power](Game/Core/Blocks/Power) instead of silver. diff --git a/Game/Blocks/Impervious.md b/Game/Blocks/Impervious.md new file mode 100644 index 0000000..33be6f7 --- /dev/null +++ b/Game/Blocks/Impervious.md @@ -0,0 +1,9 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[2 Crafting Points](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Impervious +*Your armour possesses special material properties, linings, treatments, or other countermeasures to prevent opponents from exploiting weaknesses.* +* Remove one [Weakness](Game/Core/Armour#Weakness%20and%20Resistance) diff --git a/Game/Blocks/Influence.md b/Game/Blocks/Influence.md new file mode 100644 index 0000000..4df2ecb --- /dev/null +++ b/Game/Blocks/Influence.md @@ -0,0 +1,7 @@ +[Secondary Attributes](Game/Core/Attributes#Secondary%20Attributes) +{: .label .label-blue } + +### Influence +A measure of the influence you as a player have over the story. See [Influencing the Story](Telling-The-Story#Influencing%20the%20Story) for more details. + +You start with [Communication](Communication) influence, and can have a maximum influence equal to [Communication](Communication). \ No newline at end of file diff --git a/Game/Blocks/Inscribed.md b/Game/Blocks/Inscribed.md new file mode 100644 index 0000000..4dcac0c --- /dev/null +++ b/Game/Blocks/Inscribed.md @@ -0,0 +1,9 @@ +[Weapon-Templates](Game/Weapon-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } + +### Inscribed + +This weapon counts as a Focus for [Ascendancy](Game/Core/Spirit#Ascendancy) skill tests. diff --git a/Game/Blocks/Inspiring-Shout.md b/Game/Blocks/Inspiring-Shout.md new file mode 100644 index 0000000..2fa2334 --- /dev/null +++ b/Game/Blocks/Inspiring-Shout.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Inspiring Shout + +Spend 3 [Power](Game/Core/Blocks/Power), 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). \ No newline at end of file diff --git a/Game/Blocks/Inspiring-Strike.md b/Game/Blocks/Inspiring-Strike.md new file mode 100644 index 0000000..c8159b6 --- /dev/null +++ b/Game/Blocks/Inspiring-Strike.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Inspiring Strike + +After a [Successful Attack](Game/Core/Terminology#Successful%20Attack), all your allies receive a +1 to all [Attack](Game/Core/Terminology#Attack) until your next [Action](Game/Core/Terminology#Action). \ No newline at end of file diff --git a/Game/Blocks/Insulated.md b/Game/Blocks/Insulated.md new file mode 100644 index 0000000..5c5de9c --- /dev/null +++ b/Game/Blocks/Insulated.md @@ -0,0 +1,10 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Insulated +*Your armour incorporates thick, insulating layers of furs or textiles that protect against harsh winter conditions and icy attacks.* +* Requires [Textiles](Game/Textiles). +* [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) [Cold](Game/Core/Injury#Cold). \ No newline at end of file diff --git a/Game/Blocks/Integrated-Weapons.md b/Game/Blocks/Integrated-Weapons.md new file mode 100644 index 0000000..cdcf23d --- /dev/null +++ b/Game/Blocks/Integrated-Weapons.md @@ -0,0 +1,12 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Integrated Weapons + +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. diff --git a/Game/Blocks/Intellectual-Leap.md b/Game/Blocks/Intellectual-Leap.md index 6ff2cb6..daefbcb 100644 --- a/Game/Blocks/Intellectual-Leap.md +++ b/Game/Blocks/Intellectual-Leap.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Intellectual Leap -When you use [Insight](Game/Core/Intelligence#Insight) to gain information, you can spend 1 [Power](Game/Additional-Attributes#Power) to infer another useful fact about the thing. Ask another question and the [GM](Game/How-To-Play#GM) should answer honestly. + +When you use [Understanding](Game/Core/Intelligence#Understanding) to gain information, you can spend 1 [Power](Game/Core/Blocks/Power) to infer another useful fact about the thing. Ask another question and the [GM](Game/How-To-Play#GM) should answer honestly. diff --git a/Game/Blocks/Intellectual-Methods.md b/Game/Blocks/Intellectual-Methods.md index 41a6863..0abd810 100644 --- a/Game/Blocks/Intellectual-Methods.md +++ b/Game/Blocks/Intellectual-Methods.md @@ -1,8 +1,12 @@ - Arcanist {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Intellectual Methods -[Attunement](Game/Core/Spirit#Attunement) is an [Intelligence](Game/Core/Intelligence) skill for you. \ No newline at end of file + +[Ascendancy](Game/Core/Spirit#Ascendancy) is an [Intelligence](Game/Core/Intelligence) skill for you. diff --git a/Game/Blocks/Internal-Monologue.md b/Game/Blocks/Internal-Monologue.md new file mode 100644 index 0000000..184431b --- /dev/null +++ b/Game/Blocks/Internal-Monologue.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Internal Monologue + +You receive hints and tips from the GM in the form of an internal monologue. Spend 1 [Power](Game/Core/Blocks/Power) to receive some info from the GM. \ No newline at end of file diff --git a/Game/Blocks/Interrogator.md b/Game/Blocks/Interrogator.md new file mode 100644 index 0000000..53269b9 --- /dev/null +++ b/Game/Blocks/Interrogator.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Interrogator + +If you have someone detained for any meaningful amount of time, they can hide nothing from you. \ No newline at end of file diff --git a/Game/Blocks/Invigorated-Enchantment.md b/Game/Blocks/Invigorated-Enchantment.md index 9b6beb6..b25d5da 100644 --- a/Game/Blocks/Invigorated-Enchantment.md +++ b/Game/Blocks/Invigorated-Enchantment.md @@ -1,8 +1,12 @@ - Arcanist {: .label .label-blue } +General +{: .label .label-green } + Advanced {: .label .label-purple } + ### Invigorated Enchantment -You can imbue two separate magical effects into an item. \ No newline at end of file + +You can imbue two separate magical effects into an item. diff --git a/Game/Blocks/Iron-Curtain.md b/Game/Blocks/Iron-Curtain.md new file mode 100644 index 0000000..a165b95 --- /dev/null +++ b/Game/Blocks/Iron-Curtain.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Iron Curtain + +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. \ No newline at end of file diff --git a/Game/Blocks/Ironbark.md b/Game/Blocks/Ironbark.md new file mode 100644 index 0000000..eca1f22 --- /dev/null +++ b/Game/Blocks/Ironbark.md @@ -0,0 +1,10 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[2 Crafting Points](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Ironbark +*The wood your armour is made of has extraordinary properties, giving it steel like strength.* +* Requires [Wood](Game/Wood). +* [Armour Integrity](Game/Core/Armour#Armour%20Integrity) +2. \ No newline at end of file diff --git a/Game/Blocks/Jury-Rigging.md b/Game/Blocks/Jury-Rigging.md new file mode 100644 index 0000000..83d44d7 --- /dev/null +++ b/Game/Blocks/Jury-Rigging.md @@ -0,0 +1,14 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### 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), [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). diff --git a/Game/Blocks/Kill-Switch.md b/Game/Blocks/Kill-Switch.md index c93d728..a10b3a4 100644 --- a/Game/Blocks/Kill-Switch.md +++ b/Game/Blocks/Kill-Switch.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Kill Switch + While controlling a [Grapple](Game/Core/Special-Combat-Actions#grapple) you can perform an [Application](Game/Core/Intelligence#Application) skill test to disable automata and machines. diff --git a/Game/Blocks/Kinetic-Monk.md b/Game/Blocks/Kinetic-Monk.md new file mode 100644 index 0000000..fce60ff --- /dev/null +++ b/Game/Blocks/Kinetic-Monk.md @@ -0,0 +1,19 @@ + +Shaper +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Kinetic Monk + +While holding nothing but a [Focus](Example-Gear#Focus) you can [Substitute](Core/Terminology#Substitute) [Ascendancy](Core/Spirit#Ascendancy) for [Physique](Core/Strength#Physique). While doing this, you have the following weapon profile: + +| Default [Damage](Core/Weapons#Damage) | 4 | +| :-------------------------------------------------------- | :--------------------------------------------------------------------------- | +| [Extra Damage](Game/Core/Attacks#Extra%20Damage) Modifier | (-1) | +| [Damage Type](Core/Weapons#Damage%20Type) | [Impact](Core/Injury#Impact) | +| [Range](Core/Weapons#Range) | [Close](Game/Core/Movement#Close) | +| [Weapon Traits](Core/Weapon-Traits) | [Handless](Game/Core/Blocks/Handless), [Striking](Game/Core/Blocks/Striking) | diff --git a/Game/Blocks/Knights-Vow.md b/Game/Blocks/Knights-Vow.md new file mode 100644 index 0000000..1a39375 --- /dev/null +++ b/Game/Blocks/Knights-Vow.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Knight's Vow + +You receive a (+1) on all [Combat Skill Test](Core/Terminology#Combat%20Action), but can never [Attack](Game/Core/Terminology#Attack) an unarmed, unaware or unable to defend themselves [Opponent](Core/Terminology#Opponent). \ No newline at end of file diff --git a/Game/Blocks/Knowledgeable-Cryptozoologist.md b/Game/Blocks/Knowledgeable-Cryptozoologist.md index 6f9c831..68742f3 100644 --- a/Game/Blocks/Knowledgeable-Cryptozoologist.md +++ b/Game/Blocks/Knowledgeable-Cryptozoologist.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Knowledgeable Cryptozoologist -You're knowledgeable about all animals and monsters and can make [Memory](Game/Core/Intelligence#Memory) tests to know about them. + +You're knowledgeable about all animals and monsters and can make [Understanding](Game/Core/intelligence#Understanding) tests to know about them. diff --git a/Game/Blocks/Knowledgeable-Customs.md b/Game/Blocks/Knowledgeable-Customs.md index c0aa515..b049779 100644 --- a/Game/Blocks/Knowledgeable-Customs.md +++ b/Game/Blocks/Knowledgeable-Customs.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Knowledgeable Customs -You're knowledgeable about the nuanced laws and customs of areas and can make [Memory](Game/Core/Intelligence#Memory) tests to know about them. \ No newline at end of file + +You're knowledgeable about the nuanced laws and customs of areas and can make [Understanding](Game/Core/intelligence#Understanding) tests to know about them. diff --git a/Game/Blocks/Knowledgeable-Geographer.md b/Game/Blocks/Knowledgeable-Geographer.md index 1d63eab..5a9b359 100644 --- a/Game/Blocks/Knowledgeable-Geographer.md +++ b/Game/Blocks/Knowledgeable-Geographer.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Knowledgeable Geographer -You're knowledgeable about all geography and can make [Memory](Game/Core/Intelligence#Memory) tests to know about them. + +You're knowledgeable about all geography and can make [Understanding](Game/Core/intelligence#Understanding) tests to know about them. diff --git a/Game/Blocks/Knowledgeable-Historian.md b/Game/Blocks/Knowledgeable-Historian.md index 92b7dab..e34e2cc 100644 --- a/Game/Blocks/Knowledgeable-Historian.md +++ b/Game/Blocks/Knowledgeable-Historian.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Knowledgeable Historian -You're knowledgeable about all history and can make [Memory](Game/Core/Intelligence#Memory) tests to know about them. \ No newline at end of file + +You're knowledgeable about all history and can make [Understanding](Game/Core/intelligence#Understanding) tests to know about them. diff --git a/Game/Blocks/Knowledgeable-Interpreter.md b/Game/Blocks/Knowledgeable-Interpreter.md index 2d0d4be..82720bb 100644 --- a/Game/Blocks/Knowledgeable-Interpreter.md +++ b/Game/Blocks/Knowledgeable-Interpreter.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Knowledgeable Interpreter -You're knowledgeable about all religious groups, otherworldly entities and superstitions and can make [Memory](Game/Core/Intelligence#Memory) tests to know about them. \ No newline at end of file + +You're knowledgeable about all religious groups, otherworldly entities and superstitions and can make [Understanding](Game/Core/intelligence#Understanding) tests to know about them. diff --git a/Game/Blocks/Knowledgeable-Magi.md b/Game/Blocks/Knowledgeable-Magi.md index 36e3831..eb58eae 100644 --- a/Game/Blocks/Knowledgeable-Magi.md +++ b/Game/Blocks/Knowledgeable-Magi.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Knowledgeable Magi -You're knowledgeable about all magic, spells, rituals, and places of power and can make [Memory](Game/Core/Intelligence#Memory) tests to know about them. \ No newline at end of file + +You're knowledgeable about all magic, spells, rituals, and places of power and can make [Understanding](Game/Core/intelligence#Understanding) tests to know about them. diff --git a/Game/Blocks/Knowledgeable-Materialist.md b/Game/Blocks/Knowledgeable-Materialist.md index 4408f9d..3a6ba5e 100644 --- a/Game/Blocks/Knowledgeable-Materialist.md +++ b/Game/Blocks/Knowledgeable-Materialist.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Knowledgeable Materialist -You're knowledgeable about all [Game/Materials](Materials) and can make [Memory](Game/Core/Intelligence#Memory) tests to know about them. \ No newline at end of file + +You're knowledgeable about all [Game/Materials](Materials) and can make [Understanding](Game/Core/intelligence#Understanding) tests to know about them. diff --git a/Game/Blocks/Knowledgeable-Tactician.md b/Game/Blocks/Knowledgeable-Tactician.md index 1c6e672..b6ab86f 100644 --- a/Game/Blocks/Knowledgeable-Tactician.md +++ b/Game/Blocks/Knowledgeable-Tactician.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Knowledgeable Tactician -You're knowledgeable about historical and strategic military knowledge and can make [Memory](Game/Core/Intelligence#Memory) tests to know about them. \ No newline at end of file + +You're knowledgeable about historical and strategic military knowledge and can make [Understanding](Game/Core/intelligence#Understanding) tests to know about them. diff --git a/Game/Blocks/Kryptonite.md b/Game/Blocks/Kryptonite.md new file mode 100644 index 0000000..77fb40f --- /dev/null +++ b/Game/Blocks/Kryptonite.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Kryptonite + +If you know about an enemy, your [Allies](Core/Terminology#Ally) gain a (+1) to all combat [Actions](Core/Terminology#Action) targeting the enemy. \ No newline at end of file diff --git a/Game/Blocks/Lash-Out.md b/Game/Blocks/Lash-Out.md new file mode 100644 index 0000000..2e282d8 --- /dev/null +++ b/Game/Blocks/Lash-Out.md @@ -0,0 +1,12 @@ + +[Mercenary](Game/Mercenary) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Lash Out + +After performing a [Melee Attack](Core/Terminology#Melee%20Attack) you may perform a [Thrown Attack](Core/Terminology#Thrown%20Attack) as a [Free Action](Game/Core/Terminology#Free%20Action). \ No newline at end of file diff --git a/Game/Blocks/Leave-No-Trace.md b/Game/Blocks/Leave-No-Trace.md new file mode 100644 index 0000000..cb4f5f2 --- /dev/null +++ b/Game/Blocks/Leave-No-Trace.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Leave No Trace + +You and those travelling with you cannot be tracked. \ No newline at end of file diff --git a/Game/Blocks/Lethal.md b/Game/Blocks/Lethal.md new file mode 100644 index 0000000..b6be5aa --- /dev/null +++ b/Game/Blocks/Lethal.md @@ -0,0 +1,9 @@ + +[Weapon-Templates](Game/Weapon-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } + +### Lethal +This weapon has 1 additional [Damage Bonus](Game/Designing-Weapons#Damage%20Bonus). \ No newline at end of file diff --git a/Game/Blocks/Light-Step.md b/Game/Blocks/Light-Step.md new file mode 100644 index 0000000..c647404 --- /dev/null +++ b/Game/Blocks/Light-Step.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Light Step + +You never trigger traps by moving over them. You also receive a +1 to [Coordination](Core/Agility#Coordination) skill tests related to moving silently. \ No newline at end of file diff --git a/Game/Blocks/Lightweight-Materials.md b/Game/Blocks/Lightweight-Materials.md new file mode 100644 index 0000000..00c9c8d --- /dev/null +++ b/Game/Blocks/Lightweight-Materials.md @@ -0,0 +1,11 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Lightweight Materials +*Your armour swaps out heavy, awkward pieces and components for lighter more flexible alternatives at key locations.* +* Requires [Textiles](Game/Textiles) or [Hide](Game/Hide). +* [Armour Integrity](Game/Core/Armour#Armour%20Integrity) -1. +* [Skill Penalty](Game/Core/Armour#Skill%20Penalty) fixed at (0). \ No newline at end of file diff --git a/Game/Blocks/Live-Off-The-Land.md b/Game/Blocks/Live-Off-The-Land.md new file mode 100644 index 0000000..8ec98e0 --- /dev/null +++ b/Game/Blocks/Live-Off-The-Land.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Live off the Land + +You can [Scavenge](Activities#Scavenge) while doing another [Travelling Activity](Activities#Travelling%20Activity). \ No newline at end of file diff --git a/Game/Blocks/Living-Weapon.md b/Game/Blocks/Living-Weapon.md new file mode 100644 index 0000000..f1abbeb --- /dev/null +++ b/Game/Blocks/Living-Weapon.md @@ -0,0 +1,13 @@ + +[Brawler](Game/Brawler) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +#### Living Weapon +Your character always counts as armed and can, as long as they are conscious, always fight as though their hands were unbound. + +You always have [Threatening](Game/Core/Blocks/Threatening). diff --git a/Game/Blocks/Long-Shot.md b/Game/Blocks/Long-Shot.md new file mode 100644 index 0000000..208ebe9 --- /dev/null +++ b/Game/Blocks/Long-Shot.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Long Shot + +When making a [Ranged Attack](Core/Terminology#Ranged%20Attack), you ignore any [Distance Penalty](Core/Attack-Bonuses#Distance%20Penalty). \ No newline at end of file diff --git a/Game/Blocks/Long-Term-Care.md b/Game/Blocks/Long-Term-Care.md index 4604fee..2be7637 100644 --- a/Game/Blocks/Long-Term-Care.md +++ b/Game/Blocks/Long-Term-Care.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Long-Term Care -As a [Travel Activity](Game/Activities#Travel%20Activity) you can declare you are going to heal peoples wounds. Your [Allies](Game/Core/Terminology#Ally) travelling with you can perform the [Injury Recovery](Game/Activities#Injury%20Recovery) action. \ No newline at end of file + +As a [Travel Activity](Game/Activities#Travel%20Activity) you can declare you are going to heal peoples wounds. Your [Allies](Game/Core/Terminology#Ally) remove the [Long Term Injury](Game/Core/Effects#Long%20Term%20Injury) effect. diff --git a/Game/Blocks/Lookout-Sir.md b/Game/Blocks/Lookout-Sir.md new file mode 100644 index 0000000..0899c16 --- /dev/null +++ b/Game/Blocks/Lookout-Sir.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Lookout Sir + +If a [Follower](Core/Terminology#Follower) under your control is within [Reach](Core/Movement#Reach) of you, you may opt for them to suffer any attack that would effect you. You may first [React](Game/Core/Reacting) normally. \ No newline at end of file diff --git a/Game/Blocks/Lost-In-The-Crowd.md b/Game/Blocks/Lost-In-The-Crowd.md new file mode 100644 index 0000000..7c3741d --- /dev/null +++ b/Game/Blocks/Lost-In-The-Crowd.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Lost in the Crowd + +If you are [In Melee](Core/Effects#In%20Melee) you have a [Threat](Game/Core/Combat#Threat) of 0 to [Characters](Core/Terminology#Character) not [In Melee](Core/Effects#In%20Melee) with you. \ No newline at end of file diff --git a/Game/Blocks/Lover-Not-A-Fighter.md b/Game/Blocks/Lover-Not-A-Fighter.md new file mode 100644 index 0000000..a061af5 --- /dev/null +++ b/Game/Blocks/Lover-Not-A-Fighter.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Lover Not A Fighter + +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. \ No newline at end of file diff --git a/Game/Blocks/Macguffin.md b/Game/Blocks/Macguffin.md index e72a9bc..099d7ef 100644 --- a/Game/Blocks/Macguffin.md +++ b/Game/Blocks/Macguffin.md @@ -1,10 +1,14 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### 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](Game/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. \ No newline at end of file +Start a [Project](Game/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. diff --git a/Game/Blocks/Mage-Assassin.md b/Game/Blocks/Mage-Assassin.md new file mode 100644 index 0000000..d4ee86d --- /dev/null +++ b/Game/Blocks/Mage-Assassin.md @@ -0,0 +1,12 @@ + +Shaper +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Mage Assassin + +When you perform a magical effect you can roll [Coordination](Core/Agility#Coordination) [Opposed Difficulty](Core/Skills#Opposed%20Difficulty) to make it seem like no magic took place. \ No newline at end of file diff --git a/Game/Blocks/Mage-Hand.md b/Game/Blocks/Mage-Hand.md new file mode 100644 index 0000000..59abcd3 --- /dev/null +++ b/Game/Blocks/Mage-Hand.md @@ -0,0 +1,12 @@ + +Shaper +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Mage Hand + +You can levitate things up to your [Spirit](Core/Spirit) in size and [Close](Core/Movement#Close) as naturally as picking them up normally. \ No newline at end of file diff --git a/Game/Blocks/Magic-Artillery.md b/Game/Blocks/Magic-Artillery.md new file mode 100644 index 0000000..45a0e18 --- /dev/null +++ b/Game/Blocks/Magic-Artillery.md @@ -0,0 +1,13 @@ + +[Dynamist](Game/Dynamist) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Magical Artillery + +Anyone targeted by your attacks with the [Magical-Attacks](Game/Core/Magical-Attacks) trait suffers a (-1) to all [Actions](Core/Terminology#Action) until your next [Combat Turn](Core/Terminology#Combat%20Turn). \ No newline at end of file diff --git a/Game/Blocks/Magic-Perception.md b/Game/Blocks/Magic-Perception.md new file mode 100644 index 0000000..7c66e51 --- /dev/null +++ b/Game/Blocks/Magic-Perception.md @@ -0,0 +1,12 @@ + +[Dynamist](Game/Dynamist) +{: .label .label-blue } + +General/Specialized +{: .label .label-green } + +Basic +{: .label .label-purple } +### Magic Perception + +You can detect magic passively without needing to perform an [Action](Game/Core/Terminology#Action) with [Understanding](Core/Intelligence#Understanding). diff --git a/Game/Blocks/Magical-Dulling.md b/Game/Blocks/Magical-Dulling.md new file mode 100644 index 0000000..274d515 --- /dev/null +++ b/Game/Blocks/Magical-Dulling.md @@ -0,0 +1,12 @@ + +[Dynamist](Game/Dynamist) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Magical Dulling + +All [Ascendancy](Game/Core/Spirit#Ascendancy) [Action](Game/Core/Terminology#Action) used [Close](Game/Core/Movement#Close) to you, including your own, are at a (-1). diff --git a/Game/Blocks/Mail.md b/Game/Blocks/Mail.md new file mode 100644 index 0000000..1faefe9 --- /dev/null +++ b/Game/Blocks/Mail.md @@ -0,0 +1,12 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Mail +*Your armour is constructed of distinct interlocking rings or scales, reducing weight and providing excellent flexibility when compared to plates of the same material.* +* Requires [Metal](Game/Metal). +* Skill Pentalty (+1) maximum of 0. +* [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) [Rending](Game/Core/Injury#Rending). +* [Weakness](Game/Core/Armour#Weakness%20and%20Resistance) [Piercing](Game/Core/Injury#Piercing). \ No newline at end of file diff --git a/Game/Blocks/Master-Arcana.md b/Game/Blocks/Master-Arcana.md index 95de6cc..215b04c 100644 --- a/Game/Blocks/Master-Arcana.md +++ b/Game/Blocks/Master-Arcana.md @@ -1,15 +1,19 @@ - Arcanist {: .label .label-blue } +General +{: .label .label-green } + Master {: .label .label-purple } + ### Master Arcana -*[Requirement](Game/Core/Terminology#Requirement): [Expert-Arcana](Game/Blocks/Expert-Arcana)* + +_[Requirement](Game/Core/Terminology#Requirement): [Expert-Arcana](Game/Blocks/Expert-Arcana)_ Your character can perform [Ritual Magic](Game/Magic#Ritual%20Magic) to: -* Create [Discordant](Game/Magic-Items#Discordant) [Magic-Items](Game/Magic-Items). -* Summon a magical creature that obeys. -* Conjure an exact item of need (the owner may be angry about this). - [Crafting Cost](Game/Core/Terminology#Crafting%20Cost): Size of target item in [Exotic](Game/Materials#Exotic) [Materials](Game/Materials), but must be two separate [Materials](Game/Materials) + Size of target item in [Artisan](Game/Materials#Artisan) [Materials](Game/Materials) + a [Reagent Bag](Game/Example-Gear#Reagent%20Bag) charge. +- Create [Discordant](Game/Magic-Items#Discordant) [Magic-Items](Game/Magic-Items). +- Summon a magical creature that obeys. +- Conjure an exact item of need (the owner may be angry about this). +[Crafting Cost](Game/Core/Terminology#Crafting%20Cost): Size of target item in [Exotic](Game/Materials#Exotic) [Materials](Game/Materials), but must be two separate [Materials](Game/Materials) + Size of target item in [Artisan](Game/Materials#Artisan) [Materials](Game/Materials) + a [Reagent Bag](Game/Example-Gear#Reagent%20Bag) charge. diff --git a/Game/Blocks/Master-Block.md b/Game/Blocks/Master-Block.md new file mode 100644 index 0000000..4c88bc4 --- /dev/null +++ b/Game/Blocks/Master-Block.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } + +### Master Block + +You have an additional [Reaction](Game/Core/Blocks/Reaction) that can only be used in [Combat](Game/Core/Combat) and refunds each time you perform an [Action](Game/Core/Terminology#Action). \ No newline at end of file diff --git a/Game/Blocks/Master-Dynamancy.md b/Game/Blocks/Master-Dynamancy.md new file mode 100644 index 0000000..8a51b68 --- /dev/null +++ b/Game/Blocks/Master-Dynamancy.md @@ -0,0 +1,22 @@ +[Dynamist](Game/Dynamist) +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } + +### Master Dynamancy + +_[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. +- Your [Magical-Attacks](Game/Core/Magical-Attacks) gain +1 [Damage](Game/Core/Weapons#Damage), you can use: [Explosion](Game/Core/Magical-Attacks#Explosion). + +Requires 3 [Magical Energy](Magic#Magical%20Energy) and a [Focus](Example-Gear#Focus) \ No newline at end of file diff --git a/Game/Blocks/Master-Mysticism.md b/Game/Blocks/Master-Mysticism.md new file mode 100644 index 0000000..34b4af3 --- /dev/null +++ b/Game/Blocks/Master-Mysticism.md @@ -0,0 +1,20 @@ + +[Mystic](Game/Mystic) +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } +### Master Mysticism + +_[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#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. \ No newline at end of file diff --git a/Game/Blocks/Master-Shaping.md b/Game/Blocks/Master-Shaping.md new file mode 100644 index 0000000..805fb78 --- /dev/null +++ b/Game/Blocks/Master-Shaping.md @@ -0,0 +1,21 @@ + +Shaper +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } +## Master Shaping + +*[Requirement](Core/Terminology#Requirement): [Expert Shaping](#Expert%20Shaping) +Your character can perform [Channelled Magic](Magic#Channelled%20Magic) to: + +- 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. +- Your [Magical-Attacks](Game/Core/Magical-Attacks) gain +1 [Damage](Game/Core/Weapons#Damage), you can use: [Unavoidable](Game/Core/Magical-Attacks#Unavoidable). + +Requires 3 [Magical Energy](Magic#Magical%20Energy) and a [Focus](Example-Gear#Focus) diff --git a/Game/Blocks/Master-Thief.md b/Game/Blocks/Master-Thief.md new file mode 100644 index 0000000..21ff34f --- /dev/null +++ b/Game/Blocks/Master-Thief.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } +### Master Thief + +In combat you can perform a [Coordination](Core/Agility#Coordination) [Opposed Difficulty](Core/Skills#Opposed%20Difficulty) 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/Blocks/Masters-Touch.md b/Game/Blocks/Masters-Touch.md new file mode 100644 index 0000000..ea6b9f8 --- /dev/null +++ b/Game/Blocks/Masters-Touch.md @@ -0,0 +1,12 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } + +### Masters Touch + +[Equipment](Core/Equipment) you create are masterwork quality. diff --git a/Game/Blocks/Meat-Shield.md b/Game/Blocks/Meat-Shield.md new file mode 100644 index 0000000..64ca59f --- /dev/null +++ b/Game/Blocks/Meat-Shield.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Meat Shield + +If you [Avoid](Core/Reacting#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 [React](Game/Core/Reacting) as normal. \ No newline at end of file diff --git a/Game/Blocks/Mechanical-Strength.md b/Game/Blocks/Mechanical-Strength.md new file mode 100644 index 0000000..57a4d83 --- /dev/null +++ b/Game/Blocks/Mechanical-Strength.md @@ -0,0 +1,10 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[2 Crafting Points](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Mechanical Strength +* Requires Machinery. +* [Skill Penalty](Game/Core/Armour#Skill%20Penalty) -1. +* Gain the [Mechanized](Game/Core/Blocks/Mechanized) trait. \ No newline at end of file diff --git a/Game/Blocks/Middle-Manager.md b/Game/Blocks/Middle-Manager.md new file mode 100644 index 0000000..96fae91 --- /dev/null +++ b/Game/Blocks/Middle-Manager.md @@ -0,0 +1,12 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Middle Manager + +Any people you hire at a day rate, [Costs Of Services](Services#Costs%20Of%20Services), are hired at half the price (rounding up). diff --git a/Game/Blocks/Mount-Control.md b/Game/Blocks/Mount-Control.md new file mode 100644 index 0000000..1f70d0f --- /dev/null +++ b/Game/Blocks/Mount-Control.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Mount Control + +When you or your [Mount](Mounts) are attacked while [Mounted](Core/Terminology#Mounted), you may choose which of you any attack targets. \ No newline at end of file diff --git a/Game/Blocks/Mounted-Expert.md b/Game/Blocks/Mounted-Expert.md new file mode 100644 index 0000000..4d2c621 --- /dev/null +++ b/Game/Blocks/Mounted-Expert.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Mounted Expert + +No penalties for performing [Character Activity On Mount](Mounts#Character%20Activity%20On%20Mount). \ No newline at end of file diff --git a/Game/Blocks/Multiple-Damage-Types.md b/Game/Blocks/Multiple-Damage-Types.md new file mode 100644 index 0000000..360aa2d --- /dev/null +++ b/Game/Blocks/Multiple-Damage-Types.md @@ -0,0 +1,9 @@ + +[Weapon-Templates](Game/Weapon-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } + +### Multiple Damage Types +This weapon has two options for [Damage Type](Game/Core/Weapons#Damage%20Type). \ No newline at end of file diff --git a/Game/Blocks/Multiple-Shots.md b/Game/Blocks/Multiple-Shots.md new file mode 100644 index 0000000..e27cde3 --- /dev/null +++ b/Game/Blocks/Multiple-Shots.md @@ -0,0 +1,9 @@ + +[Weapon-Templates](Game/Weapon-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } + +### Multiple Shots +If your weapon has [Capacity](Game/Core/Blocks/Capacity) it has 3 additional. \ No newline at end of file diff --git a/Game/Blocks/Multitasker.md b/Game/Blocks/Multitasker.md index 20751a4..79e6c2e 100644 --- a/Game/Blocks/Multitasker.md +++ b/Game/Blocks/Multitasker.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Master {: .label .label-purple } + ### Multitasker -Once per [Downtime](Game/Telling-The-Story#Downtime), you can opt to take a second combat action after your first or expedite / multitask two narrative actions. \ No newline at end of file + +Once per [Downtime](Game/Telling-The-Story#Downtime), you can opt to take a second combat action after your first or expedite / multitask two narrative actions. diff --git a/Game/Blocks/Name-Your-Price.md b/Game/Blocks/Name-Your-Price.md new file mode 100644 index 0000000..cd25a8e --- /dev/null +++ b/Game/Blocks/Name-Your-Price.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Name Your Price + +You can buy any item, even a person's personal equipment. \ No newline at end of file diff --git a/Game/Blocks/Natural-Resilience.md b/Game/Blocks/Natural-Resilience.md new file mode 100644 index 0000000..8f8d85e --- /dev/null +++ b/Game/Blocks/Natural-Resilience.md @@ -0,0 +1,12 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[2 Crafting Points](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Natural Resilience +*Your armour is constructed of the hide of a monstrous or mythical creature and benefits from that creature's natural protection.* +* Requires [Hide](Game/Hide). +* [Armour Integrity](Game/Core/Armour#Armour%20Integrity) +2. +* [Skill Penalty](Game/Core/Armour#Skill%20Penalty) -1. +* 2 [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) of your choice. \ No newline at end of file diff --git a/Game/Blocks/Networking.md b/Game/Blocks/Networking.md new file mode 100644 index 0000000..4727b1f --- /dev/null +++ b/Game/Blocks/Networking.md @@ -0,0 +1,12 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Networking + +When you perform [Day Work](Activities#Day%20Work) you can ask the GM one question about the city you are in. diff --git a/Game/Blocks/Non-Target.md b/Game/Blocks/Non-Target.md new file mode 100644 index 0000000..055731a --- /dev/null +++ b/Game/Blocks/Non-Target.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Non-Target + +As long as you have a [Threat](Core/Weapons#Threat) value of 0 or less, enemies don’t consider you a threat until you attack. \ No newline at end of file diff --git a/Game/Blocks/On-Ice.md b/Game/Blocks/On-Ice.md index f505c98..e9ac644 100644 --- a/Game/Blocks/On-Ice.md +++ b/Game/Blocks/On-Ice.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### On Ice -You have twice as long to perform [Managing Injuries](Game/Core/Injury#Managing%20Injuries) skill tests on characters before it becomes impossible. \ No newline at end of file + +You have twice as long to perform [Managing Injuries](Game/Core/Injury#Managing%20Injuries) skill tests on characters before it becomes impossible. diff --git a/Game/Blocks/Oracle.md b/Game/Blocks/Oracle.md new file mode 100644 index 0000000..be5be7d --- /dev/null +++ b/Game/Blocks/Oracle.md @@ -0,0 +1,12 @@ + +[Mystic](Game/Mystic) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### 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. \ No newline at end of file diff --git a/Game/Blocks/Overcharge.md b/Game/Blocks/Overcharge.md new file mode 100644 index 0000000..c7e31b2 --- /dev/null +++ b/Game/Blocks/Overcharge.md @@ -0,0 +1,13 @@ +[Dynamist](Game/Dynamist) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Overcharge +_You can pull a dangerous amount of magical energy into yourself._ + +You may suffer 4 damage to automatically succeed on any [Ascendancy](Core/Spirit#Ascendancy) [Action](Core/Terminology#Action). diff --git a/Game/Blocks/Oversized.md b/Game/Blocks/Oversized.md new file mode 100644 index 0000000..46c6fbd --- /dev/null +++ b/Game/Blocks/Oversized.md @@ -0,0 +1,10 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[2 Crafting Points](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Oversized +*Your armour incorporates excessive volumes of additional defensive layers to protect the user at great cost to their mobility.* +* [Armour Integrity](Game/Core/Armour#Armour%20Integrity) +4. +* [Skill Penalty](Game/Core/Armour#Skill%20Penalty) -2. \ No newline at end of file diff --git a/Game/Blocks/Overtime.md b/Game/Blocks/Overtime.md new file mode 100644 index 0000000..3ee35f6 --- /dev/null +++ b/Game/Blocks/Overtime.md @@ -0,0 +1,12 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } + +### Overtime + +Your character get an extra [Downtime Activity](Activities#Downtime%20Activity) during [Downtime](Telling-The-Story#Downtime) and an additional [Travelling Activity](Activities#Travelling%20Activity) per [Travel Segment](Telling-The-Story#Travel%20Segment). diff --git a/Game/Blocks/Overweight.md b/Game/Blocks/Overweight.md new file mode 100644 index 0000000..e43cb74 --- /dev/null +++ b/Game/Blocks/Overweight.md @@ -0,0 +1,8 @@ + +[Weapon-Templates](Game/Weapon-Templates) +{: .label .label-purple } + +[2 Crafting Points](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Overweight +This weapon has (-1) to [Action](Game/Core/Terminology#Action) made with it and +3 [Damage Bonus](Game/Core/Weapons#Damage%20Bonus). \ No newline at end of file diff --git a/Game/Blocks/Pack-Animals.md b/Game/Blocks/Pack-Animals.md new file mode 100644 index 0000000..dfbddf6 --- /dev/null +++ b/Game/Blocks/Pack-Animals.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Pack Animals + +Tamed animals you own that are not horses may be fit with saddlebags. \ No newline at end of file diff --git a/Game/Blocks/Padded.md b/Game/Blocks/Padded.md new file mode 100644 index 0000000..4fd395a --- /dev/null +++ b/Game/Blocks/Padded.md @@ -0,0 +1,12 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Padded +*Your armour includes extra layers of thick, durable padding which reduce the risk of blunt force trauma.* +* Requires [Textiles](Game/Textiles). +* [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) [Impact](Game/Core/Injury#Impact). +* [Skill Penalty](Game/Core/Armour#Skill%20Penalty) -1. +* [Armour Integrity](Game/Core/Armour#Armour%20Integrity) +2. \ No newline at end of file diff --git a/Game/Blocks/Parabolic-Targeting.md b/Game/Blocks/Parabolic-Targeting.md index 6600380..a3e0035 100644 --- a/Game/Blocks/Parabolic-Targeting.md +++ b/Game/Blocks/Parabolic-Targeting.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Parabolic Targeting -You can make ranged attack skill tests using the [Application](Game/Core/Intelligence#Application) skill. \ No newline at end of file + +- You can [Substitute](Game/Core/Terminology#Substitute) [Application](Game/Core/Intelligence#Application) for [Coordination](Game/Core/Agility#Coordination) when [Attacking](Game/Core/Terminology#Attack) with a weapon with the [Targeted](Game/Core/Blocks/Targeted) trait. diff --git a/Game/Blocks/Peacekeeper.md b/Game/Blocks/Peacekeeper.md new file mode 100644 index 0000000..c786a8c --- /dev/null +++ b/Game/Blocks/Peacekeeper.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Peacekeeper + +Any [Injury Damage](Game/Core/Injury#Injury%20Damage) you infict causes someone to become [Wounded](Game/Core/Effects#Wounded). \ No newline at end of file diff --git a/Game/Blocks/Peoples-Champion.md b/Game/Blocks/Peoples-Champion.md new file mode 100644 index 0000000..696f22b --- /dev/null +++ b/Game/Blocks/Peoples-Champion.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } + +### People’s Champion + +Once per [Downtime](Telling-The-Story#Downtime), may ignore any [Attack](Game/Core/Terminology#Attack) as though it didn’t occur. \ No newline at end of file diff --git a/Game/Blocks/Perfect-Fit.md b/Game/Blocks/Perfect-Fit.md new file mode 100644 index 0000000..8a9d40f --- /dev/null +++ b/Game/Blocks/Perfect-Fit.md @@ -0,0 +1,9 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[2 Crafting Points](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Perfect Fit +*Your armour has been crafted with your precise measures, exact range of motion, and training, techniques, and skill set in mind.* +* [Skill Penalty](Game/Core/Armour#Skill%20Penalty) +2. \ No newline at end of file diff --git a/Game/Blocks/Perfect.md b/Game/Blocks/Perfect.md new file mode 100644 index 0000000..edbd84a --- /dev/null +++ b/Game/Blocks/Perfect.md @@ -0,0 +1,9 @@ + +[Weapon-Templates](Game/Weapon-Templates) +{: .label .label-purple } + +[2 Crafting Points](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Perfect +* (+1) to [Action](Game/Core/Terminology#Action) made with this weapon. +* (+1) to [Damage Bonus](Game/Designing-Weapons#Damage%20Bonus). \ No newline at end of file diff --git a/Game/Blocks/Perform-As-The-Legends.md b/Game/Blocks/Perform-As-The-Legends.md new file mode 100644 index 0000000..9f39708 --- /dev/null +++ b/Game/Blocks/Perform-As-The-Legends.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } +### Perform As The Legends + +Spend 1 [Power](Game/Core/Blocks/Power), instead of the normal skill for any [Action](Core/Terminology#Action) you could perform, substitute a [Confidence](Core/Communication#Confidence) skill test. \ No newline at end of file diff --git a/Game/Blocks/Phalanx.md b/Game/Blocks/Phalanx.md new file mode 100644 index 0000000..384b157 --- /dev/null +++ b/Game/Blocks/Phalanx.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Phalanx + +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 suffer 1 less damage from any [Attack](Game/Core/Terminology#Attack). \ No newline at end of file diff --git a/Game/Blocks/Photographic-Memory.md b/Game/Blocks/Photographic-Memory.md index 8040b49..1519006 100644 --- a/Game/Blocks/Photographic-Memory.md +++ b/Game/Blocks/Photographic-Memory.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Photographic Memory -Your character memorizes any document you get to see. \ No newline at end of file + +Your character memorizes any document you get to see. diff --git a/Game/Blocks/Pin-And-Restraint.md b/Game/Blocks/Pin-And-Restraint.md new file mode 100644 index 0000000..5e2029c --- /dev/null +++ b/Game/Blocks/Pin-And-Restraint.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### 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 [Physique](Core/Strength#Physique) [Opposed Difficulty](Core/Skills#Opposed%20Difficulty). \ No newline at end of file diff --git a/Game/Blocks/Pin-Down.md b/Game/Blocks/Pin-Down.md new file mode 100644 index 0000000..e135453 --- /dev/null +++ b/Game/Blocks/Pin-Down.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Pin Down + +After performing a [Ranged Attack](Core/Terminology#Ranged%20Attack), the target cannot move until your next [Action](Game/Core/Terminology#Action). \ No newline at end of file diff --git a/Game/Blocks/Pit-Fighter.md b/Game/Blocks/Pit-Fighter.md new file mode 100644 index 0000000..812c634 --- /dev/null +++ b/Game/Blocks/Pit-Fighter.md @@ -0,0 +1,12 @@ + +[Mercenary](Game/Mercenary) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Pit Fighter + +You may use your [Agility](Core/Agility) instead of [Strength](Core/Strength) for [Combat Skill Test](Core/Terminology#Combat%20Action). \ No newline at end of file diff --git a/Game/Blocks/Playing-God.md b/Game/Blocks/Playing-God.md index 87576b4..22d72e4 100644 --- a/Game/Blocks/Playing-God.md +++ b/Game/Blocks/Playing-God.md @@ -1,11 +1,15 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Master {: .label .label-purple } + ### Playing God -*[Requirement](Game/Core/Terminology#Requirement): [Surgeon](Game/Blocks/Surgeon)* -You cannot have [Critical Failure](Game/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](Game/Core/Intelligence#Application) [Fixed Difficulty](Game/Core/Skills#Fixed%20Difficulty) (-3), and anyone [Aiding](Game/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. \ No newline at end of file +_[Requirement](Game/Core/Terminology#Requirement): [Surgeon](Game/Blocks/Surgeon)_ +You cannot have [Critical Failure](Game/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](Game/Core/Intelligence#Application) [Fixed Difficulty](Game/Core/Skills#Fixed%20Difficulty) (-3). It must be performed within 10 minutes of the injury occurring and is surgery. diff --git a/Game/Blocks/Pocket-Dimension.md b/Game/Blocks/Pocket-Dimension.md index 9eaf021..c944a26 100644 --- a/Game/Blocks/Pocket-Dimension.md +++ b/Game/Blocks/Pocket-Dimension.md @@ -1,8 +1,12 @@ - Arcanist {: .label .label-blue } +General +{: .label .label-green } + Advanced {: .label .label-purple } + ### Pocket Dimension -You can hold an additional $2 \times Spirit$ Size of items. These items can be accessed like they are on a [Belt](Game/Storage#Belt), but are not detectable by anything but magic. \ No newline at end of file + +You can hold an additional $2 \times Spirit$ Size of items. These items can be accessed like they are on a [Belt](Game/Storage#Belt), but are not detectable by anything but magic. diff --git a/Game/Blocks/Powerful-Mind.md b/Game/Blocks/Powerful-Mind.md new file mode 100644 index 0000000..852724e --- /dev/null +++ b/Game/Blocks/Powerful-Mind.md @@ -0,0 +1,12 @@ + +Shaper +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Powerful Mind + +You can [Concentrate](Magic#Concentration) on two spells simultaneously. \ No newline at end of file diff --git a/Game/Blocks/Practical.md b/Game/Blocks/Practical.md new file mode 100644 index 0000000..898a389 --- /dev/null +++ b/Game/Blocks/Practical.md @@ -0,0 +1,9 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Practical +*Your armour is built fit for the user's purpose as well as protection.* +* Increase [Belt](Game/Storage#Belt) [Storage](Game/Storage) by 2. \ No newline at end of file diff --git a/Game/Blocks/Prep-Cook.md b/Game/Blocks/Prep-Cook.md new file mode 100644 index 0000000..dfce4a1 --- /dev/null +++ b/Game/Blocks/Prep-Cook.md @@ -0,0 +1,12 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### 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). This meal will have a size of 2 and when shared everyone gains the benefit of the [Comestible](Core/Comestibles) that was included. diff --git a/Game/Blocks/Preternatural-Senses.md b/Game/Blocks/Preternatural-Senses.md new file mode 100644 index 0000000..e366d81 --- /dev/null +++ b/Game/Blocks/Preternatural-Senses.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Preternatural Senses + +You can manoeuvre perfectly well in the dark or when your vision is otherwise impaired. \ No newline at end of file diff --git a/Game/Blocks/Problem-Solver.md b/Game/Blocks/Problem-Solver.md index 996ddd9..45eb166 100644 --- a/Game/Blocks/Problem-Solver.md +++ b/Game/Blocks/Problem-Solver.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Problem Solver -You receive a +2 to all skill tests to start a [Project](Game/Core/Skills#Project) \ No newline at end of file + +You receive a +2 to all skill tests to start a [Project](Game/Core/Skills#Project). diff --git a/Game/Blocks/Promissory-Note.md b/Game/Blocks/Promissory-Note.md new file mode 100644 index 0000000..ad56a77 --- /dev/null +++ b/Game/Blocks/Promissory-Note.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Promissory Note + +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. \ No newline at end of file diff --git a/Game/Blocks/Proper-Packing.md b/Game/Blocks/Proper-Packing.md new file mode 100644 index 0000000..a820677 --- /dev/null +++ b/Game/Blocks/Proper-Packing.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Proper Packing + +Your saddlebags can hold an additional 6 size of items. \ No newline at end of file diff --git a/Game/Blocks/Protective-Tool.md b/Game/Blocks/Protective-Tool.md new file mode 100644 index 0000000..032f446 --- /dev/null +++ b/Game/Blocks/Protective-Tool.md @@ -0,0 +1,10 @@ + +[Weapon-Templates](Game/Weapon-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } + +### Protective Tool +* This weapon deals 1 [Impact](Game/Core/Injury#Impact) [Damage](Game/Core/Terminology#Damage). +* Provides [Shield](Game/Core/Blocks/Shield)(X) where X is the the weapon size. \ No newline at end of file diff --git a/Game/Blocks/Protector.md b/Game/Blocks/Protector.md new file mode 100644 index 0000000..44ed63d --- /dev/null +++ b/Game/Blocks/Protector.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Protector + +You can spend a [Reaction](Game/Core/Blocks/Reaction) to retarget an attack targeting another [Character](Core/Terminology#Character) you are [In Melee](Core/Effects#In%20Melee) with and may then [React](Game/Core/Reacting) to it without spending an additional [Reaction](Game/Core/Blocks/Reaction). \ No newline at end of file diff --git a/Game/Blocks/Quarterback.md b/Game/Blocks/Quarterback.md new file mode 100644 index 0000000..c401d13 --- /dev/null +++ b/Game/Blocks/Quarterback.md @@ -0,0 +1,12 @@ + +[Brawler](Game/Brawler) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +#### Quarterback +* You can throw anything without penalty. +* You have 1 additional [Distance Increments](Game/Core/Movement#Distance%20Increments) before penalty with any weapon with [Thrown](Game/Core/Blocks/Thrown) diff --git a/Game/Blocks/Quick-Draw.md b/Game/Blocks/Quick-Draw.md new file mode 100644 index 0000000..307a886 --- /dev/null +++ b/Game/Blocks/Quick-Draw.md @@ -0,0 +1,12 @@ + +[Mercenary](Game/Mercenary) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Quick Draw + +You may spend 2 [Power](Game/Core/Blocks/Power) to make an attack with a [Size](Core/Weapons#Size) 1 [Weapon](Core/Weapons) as a [Free Action](Core/Terminology#Free%20Action). \ No newline at end of file diff --git a/Game/Blocks/Quick-Saddles.md b/Game/Blocks/Quick-Saddles.md new file mode 100644 index 0000000..8893a53 --- /dev/null +++ b/Game/Blocks/Quick-Saddles.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Quick Saddles + +While [Mounted](Core/Terminology#Mounted), you may draw from your [Saddlebag](Storage#Saddlebag) as you would draw from your [Belt](Storage#Belt). \ No newline at end of file diff --git a/Game/Blocks/Reinforced.md b/Game/Blocks/Reinforced.md new file mode 100644 index 0000000..94b8aa2 --- /dev/null +++ b/Game/Blocks/Reinforced.md @@ -0,0 +1,10 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Reinforced +*Your armour utilizes additional banded plates, rivets, latches, or planks to reinforce the existing structural integrity of your armour.* +* Requires [Metal](Game/Metal), or [Wood](Game/Wood). +* [Armour Integrity](Game/Core/Armour#Armour%20Integrity) is at least 4. \ No newline at end of file diff --git a/Game/Blocks/Riposte.md b/Game/Blocks/Riposte.md new file mode 100644 index 0000000..0956a95 --- /dev/null +++ b/Game/Blocks/Riposte.md @@ -0,0 +1,12 @@ + +[Mercenary](Game/Mercenary) +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } +### Riposte + +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. \ No newline at end of file diff --git a/Game/Blocks/Roll-With-The-Punches.md b/Game/Blocks/Roll-With-The-Punches.md new file mode 100644 index 0000000..2854619 --- /dev/null +++ b/Game/Blocks/Roll-With-The-Punches.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Roll With The Punches + +After you opponent achieves a [Non-mitigated Attack](Core/Terminology#Non-mitigated%20Attack), you may become [Prone](Game/Core/Effects#Prone) to reduce the [Damage](Core/Terminology#Damage) by 2. \ No newline at end of file diff --git a/Game/Blocks/Runic.md b/Game/Blocks/Runic.md new file mode 100644 index 0000000..8e7d647 --- /dev/null +++ b/Game/Blocks/Runic.md @@ -0,0 +1,10 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Runic +*Through arcane ritual and carefully handiwork, your armour has had runes chiselled into its structure.* +* Requires [Metal](Game/Metal), or [Wood](Game/Wood). +* This armour counts as a [Focus](Game/Example-Gear#Focus). \ No newline at end of file diff --git a/Game/Blocks/Scientific-Activation.md b/Game/Blocks/Scientific-Activation.md index 8a314e0..b86267f 100644 --- a/Game/Blocks/Scientific-Activation.md +++ b/Game/Blocks/Scientific-Activation.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Scientific Activation -You can attempt to activate magical items, places of power, and other magical things using [Application](Game/Core/Intelligence#Application). This includes [Binding](Game/Magic-Items#Binding). \ No newline at end of file + +You can attempt to activate magical items, places of power, and other magical things using [Application](Game/Core/Intelligence#Application). This includes [Binding](Game/Magic-Items#Binding). diff --git a/Game/Blocks/Second-Identity.md b/Game/Blocks/Second-Identity.md new file mode 100644 index 0000000..c39152b --- /dev/null +++ b/Game/Blocks/Second-Identity.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Second Identity + +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. \ No newline at end of file diff --git a/Game/Blocks/Second-Skin.md b/Game/Blocks/Second-Skin.md new file mode 100644 index 0000000..db0052d --- /dev/null +++ b/Game/Blocks/Second-Skin.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Second Skin + +You ignore [Skill Penalties](Core/Armour#Skill%20Penalty) for any [Armour](Core/Armour) you wear. \ No newline at end of file diff --git a/Game/Blocks/Shadow-Combatant.md b/Game/Blocks/Shadow-Combatant.md new file mode 100644 index 0000000..9eeee64 --- /dev/null +++ b/Game/Blocks/Shadow-Combatant.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Shadow Combatant + +Your character's [Threat](Game/Core/Combat#Threat) is reduced by your ranks in [Coordination](Core/Agility#Coordination). \ No newline at end of file diff --git a/Game/Blocks/Shadow-Illusionist.md b/Game/Blocks/Shadow-Illusionist.md new file mode 100644 index 0000000..9fc76b8 --- /dev/null +++ b/Game/Blocks/Shadow-Illusionist.md @@ -0,0 +1,12 @@ + +Shaper +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Shadow Illusionist + +As long as you have a [Focus](Game/Example-Gear#Focus), you can perform [Ascendancy](Core/Spirit#Ascendancy) tests to sneak, move silently, hide and do other duplicitous acts. \ No newline at end of file diff --git a/Game/Blocks/Shake-It-Off.md b/Game/Blocks/Shake-It-Off.md new file mode 100644 index 0000000..5381329 --- /dev/null +++ b/Game/Blocks/Shake-It-Off.md @@ -0,0 +1,11 @@ + +[Brawler](Game/Brawler) +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } +#### Shake It Off +Whenever a negative [Effect](Core/Effects) happens to you, roll 1d6 on a roll of 4-6 you ignore the effect. diff --git a/Game/Blocks/Size-Matters.md b/Game/Blocks/Size-Matters.md new file mode 100644 index 0000000..8c309b4 --- /dev/null +++ b/Game/Blocks/Size-Matters.md @@ -0,0 +1,7 @@ + +[Weapon Trait](Game/Core/Weapon-Traits) +{: .label .label-purple } + +### Size Matters +*This weapons size contributes to its overall lethality.* +* This weapon adds $size \times 2$ to [Damage Bonus](Game/Core/Weapons#Damage%20Bonus). \ No newline at end of file diff --git a/Game/Blocks/Sling.md b/Game/Blocks/Sling.md new file mode 100644 index 0000000..6d000c9 --- /dev/null +++ b/Game/Blocks/Sling.md @@ -0,0 +1,15 @@ + +[Weapon-Templates](Game/Weapon-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } + +### Sling +*This weapon aids with throwing things long distances.* +* [Loading](Game/Core/Blocks/Loading)(0). +* [Capacity](Game/Core/Blocks/Capacity) 1([Throwables](Game/Core/Gear#Throwables)). +* Size 1-2 range of [Close](Game/Core/Movement#Close). +* Size 3+ range of [Short](Game/Core/Movement#Short). +* The result of attacks with this weapon are equivalent to what it is loaded with. +* Loses [Striking](Game/Core/Blocks/Striking) and gains [Targeted](Game/Core/Blocks/Targeted). \ No newline at end of file diff --git a/Game/Blocks/Sole-Combatant.md b/Game/Blocks/Sole-Combatant.md new file mode 100644 index 0000000..90181e6 --- /dev/null +++ b/Game/Blocks/Sole-Combatant.md @@ -0,0 +1,13 @@ + +[Mercenary](Game/Mercenary) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Sole Combatant + +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. \ No newline at end of file diff --git a/Game/Blocks/Speculative-Medicine.md b/Game/Blocks/Speculative-Medicine.md index 4bead1a..6081cf1 100644 --- a/Game/Blocks/Speculative-Medicine.md +++ b/Game/Blocks/Speculative-Medicine.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### 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](Game/Core/Spirit#Identity) skill tests for the duration of the encounter. \ No newline at end of file + +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 [Volition](Game/Core/Spirit#Volition) skill tests for the duration of the encounter. diff --git a/Game/Blocks/Spell-Sword.md b/Game/Blocks/Spell-Sword.md new file mode 100644 index 0000000..e3f4fa1 --- /dev/null +++ b/Game/Blocks/Spell-Sword.md @@ -0,0 +1,13 @@ + +[Dynamist](Game/Dynamist) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Spell Sword + +You may use any [Artisan](Materials#Artisan) or greater [Quality](Core/Weapons#Quality) weapon as a [Focus](Example-Gear#Focus). \ No newline at end of file diff --git a/Game/Blocks/Spent-XP.md b/Game/Blocks/Spent-XP.md new file mode 100644 index 0000000..6fcd614 --- /dev/null +++ b/Game/Blocks/Spent-XP.md @@ -0,0 +1,5 @@ +[Secondary Attributes](Game/Core/Attributes#Secondary%20Attributes) +{: .label .label-blue } + +### Spent XP +Aspirants will not immediately spend experience as they gain it, expertise comes from the knowledge of others, so your spent XP should be tracked separately from your total. \ No newline at end of file diff --git a/Game/Blocks/Spiked.md b/Game/Blocks/Spiked.md new file mode 100644 index 0000000..9beeb55 --- /dev/null +++ b/Game/Blocks/Spiked.md @@ -0,0 +1,11 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Spiked +*Your armour includes spines, brambles, or razor sharp edges.* +* Requires [Metal](Game/Metal), or [Wood](Game/Wood). +* Unarmed attacks may deal [Piercing](Game/Core/Injury#Piercing). +* After an unarmed [Successful Attack](Game/Core/Terminology#Successful%20Attack) you may start a [Grapple](Game/Core/Special-Combat-Actions#Grapple) on the [Opponent](Game/Core/Terminology#Opponent) as a free action. \ No newline at end of file diff --git a/Game/Blocks/Steel-Wall.md b/Game/Blocks/Steel-Wall.md new file mode 100644 index 0000000..8e743b3 --- /dev/null +++ b/Game/Blocks/Steel-Wall.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Steel Wall + +If a [Character](Core/Terminology#Character) performs a [Mitigated Attack](Core/Terminology#Mitigated%20Attack) on you, that enemy cannot perform [Attack](Game/Core/Terminology#Attack) against you until your next action. \ No newline at end of file diff --git a/Game/Blocks/Strange-Riding.md b/Game/Blocks/Strange-Riding.md new file mode 100644 index 0000000..be51861 --- /dev/null +++ b/Game/Blocks/Strange-Riding.md @@ -0,0 +1,15 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Strange Riding + +Your [Mounted Expert](#Mounted%20Expert) training applies to exotic forms of travel while [Mounted](Core/Terminology#Mounted). + +> Flight, Swimming, Teleporting, Scaling Walls, Burrowing diff --git a/Game/Blocks/Strapped.md b/Game/Blocks/Strapped.md new file mode 100644 index 0000000..03d51ec --- /dev/null +++ b/Game/Blocks/Strapped.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Strapped + +You get an additional 4 size worth of [Belt](Storage#Belt) space. \ No newline at end of file diff --git a/Game/Blocks/Suburbanite.md b/Game/Blocks/Suburbanite.md new file mode 100644 index 0000000..ec1acb5 --- /dev/null +++ b/Game/Blocks/Suburbanite.md @@ -0,0 +1,12 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Suburbanite + +You receive a +1 to all skill tests related to surviving and navigating urban areas. diff --git a/Game/Blocks/Surgeon.md b/Game/Blocks/Surgeon.md index 2eed214..8f2862e 100644 --- a/Game/Blocks/Surgeon.md +++ b/Game/Blocks/Surgeon.md @@ -1,17 +1,22 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Advanced {: .label .label-purple } + ### Surgeon -You may perform surgery on someone who has suffered lasting injuries to treat them. + +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](Gear/Example-Gear#Surgeons%20Tool%20Set). It is a [Application](Gear/Core/Intelligence#Application) [Opposed Difficulty](Gear/Core/Skills#Opposed%20Difficulty)([Long Term Injury](Gear/Core/Effects#Long%20Term%20Injury)), you receive a: -* (+2) for a sterile environment. -* (+1) for monitoring equipment. -A successful surgery removes the person's [Long Term Injury](Gear/Core/Effects#Long%20Term%20Injury). 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](Gear/Core/Injury) the person has sustained, with [Vitals](Gear/Core/Injury#Vitals) injuries taking twice as long. The total time in surgery is equal to the sum of all injuries. +- (+2) for a sterile environment. +- (+1) for monitoring equipment. + A successful surgery removes the person's [Long Term Injury](Gear/Core/Effects#Long%20Term%20Injury). 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](Gear/Core/Injury) the person has sustained, with [Vitals](Gear/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](Gear/Telling-The-Story#Downtime). \ No newline at end of file +Surgery can only be attempted once, per person, per [Downtime](Gear/Telling-The-Story#Downtime). diff --git a/Game/Blocks/Sweep.md b/Game/Blocks/Sweep.md new file mode 100644 index 0000000..84951ba --- /dev/null +++ b/Game/Blocks/Sweep.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Sweep + +As a [Melee Attack](Core/Terminology#Melee%20Attack), you may make a [Physique](Core/Strength#Physique) [Fixed Difficulty](Game/Core/Skills#Fixed%20Difficulty)(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 become [Prone](Core/Effects#Prone), they don't otherwise suffer damage. \ No newline at end of file diff --git a/Game/Blocks/Sword-Surgeon.md b/Game/Blocks/Sword-Surgeon.md index 0cef1c9..5f1557f 100644 --- a/Game/Blocks/Sword-Surgeon.md +++ b/Game/Blocks/Sword-Surgeon.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Sword Surgeon -While holding a rending weapon you can [Substitute](Game/Core/Terminology#Substitute) [Application](Game/Core/Intelligence#Application) for [Strike](Game/Core/Strength#Strike). \ No newline at end of file + +- You can [Substitute](Game/Core/Terminology#Substitute) [Application](Game/Core/Intelligence#Application) for [Physique](Game/Core/Strength#Physique) when [Attacking](Game/Core/Terminology#Attack) with a weapon with the [Striking](Game/Core/Blocks/Striking) trait. diff --git a/Game/Blocks/Take-Down-Expert.md b/Game/Blocks/Take-Down-Expert.md new file mode 100644 index 0000000..6b8bef8 --- /dev/null +++ b/Game/Blocks/Take-Down-Expert.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } +### Take Down Expert + +After successfully performing a [Grapple](Game/Core/Special-Combat-Actions#Grapple) special manoeuvre against someone, you may perform one grapple action on them immediately. \ No newline at end of file diff --git a/Game/Blocks/Take-Them-Alive.md b/Game/Blocks/Take-Them-Alive.md new file mode 100644 index 0000000..5877a80 --- /dev/null +++ b/Game/Blocks/Take-Them-Alive.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Take Them Alive + +After [Injuring](Core/Injury) someone, if they would die, you may opt for them to become [Defeated](Core/Effects#Defeated) instead. \ No newline at end of file diff --git a/Game/Blocks/Taunt.md b/Game/Blocks/Taunt.md new file mode 100644 index 0000000..302d22a --- /dev/null +++ b/Game/Blocks/Taunt.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Taunt + +During your [Combat-Turn](Core/Combat-Turn), as a [Free Action](Game/Core/Terminology#Free%20Action) you may spend a [Power](Game/Core/Blocks/Power) to cause the next enemy to act to have to target you with something. \ No newline at end of file diff --git a/Game/Blocks/Tempered.md b/Game/Blocks/Tempered.md new file mode 100644 index 0000000..18b01de --- /dev/null +++ b/Game/Blocks/Tempered.md @@ -0,0 +1,10 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[2 Crafting Points](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Tempered +*Your armour has been hardened and strengthened through masterful forcing and precise quenching of the metal.* +* [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) [Rending](Game/Core/Injury#Rending), and [Piercing](Game/Core/Injury#Piercing). +* [Armour Integrity](Game/Core/Armour#Armour%20Integrity) +2. \ No newline at end of file diff --git a/Game/Blocks/Terminator.md b/Game/Blocks/Terminator.md new file mode 100644 index 0000000..f911cb5 --- /dev/null +++ b/Game/Blocks/Terminator.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Terminator + +You cannot be forced to move or knocked over. \ No newline at end of file diff --git a/Game/Blocks/Terrify.md b/Game/Blocks/Terrify.md new file mode 100644 index 0000000..3c334f5 --- /dev/null +++ b/Game/Blocks/Terrify.md @@ -0,0 +1,11 @@ + +[Brawler](Game/Brawler) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +#### Terrify +After a [Successful Attack](Core/Terminology#Successful%20Attack) [In Melee](Core/Effects#In%20Melee), you can spend a [Reaction](Game/Core/Blocks/Reaction) to intimidate an enemy with a [Confidence](Game/Core/Communication#Confidence) [Fixed Difficulty](Game/Core/Skills#Fixed%20Difficulty)(0). If you succeed, they surrender; otherwise, they take a -2 to all actions until your next turn. This is a mind effect for resistance. diff --git a/Game/Blocks/Throwable.md b/Game/Blocks/Throwable.md new file mode 100644 index 0000000..20788be --- /dev/null +++ b/Game/Blocks/Throwable.md @@ -0,0 +1,9 @@ + +[Weapon-Templates](Game/Weapon-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } + +### Throwable +This weapon is balanced for throwing, it gains the [Thrown](Game/Core/Blocks/Thrown) trait. \ No newline at end of file diff --git a/Game/Blocks/Tinge-Of-Truth.md b/Game/Blocks/Tinge-Of-Truth.md new file mode 100644 index 0000000..0b2ad3b --- /dev/null +++ b/Game/Blocks/Tinge-Of-Truth.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Tinge Of Truth + +After successfully lying to a [Character](Core/Terminology#Character) about something, you may spend [Influence](Game/Blocks/Influence) to make it true or at least partially true. The GM should attempt to make this the case and give you a reasonable cost. \ No newline at end of file diff --git a/Game/Blocks/Tool-Master.md b/Game/Blocks/Tool-Master.md new file mode 100644 index 0000000..86996ea --- /dev/null +++ b/Game/Blocks/Tool-Master.md @@ -0,0 +1,12 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Tool Master + +Whenever performing an [Action](Core/Terminology#Action) that requires tools of some kind, you receive a (+1). diff --git a/Game/Blocks/Toss.md b/Game/Blocks/Toss.md new file mode 100644 index 0000000..333fa05 --- /dev/null +++ b/Game/Blocks/Toss.md @@ -0,0 +1,11 @@ + +[Brawler](Game/Brawler) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +#### Toss +When you [Shove](Game/Core/Special-Combat-Actions#Shove) someone you may move them an additional [Distance Increments](Game/Core/Movement#Distance%20Increments). diff --git a/Game/Blocks/Total-XP.md b/Game/Blocks/Total-XP.md new file mode 100644 index 0000000..a5b725d --- /dev/null +++ b/Game/Blocks/Total-XP.md @@ -0,0 +1,5 @@ +[Secondary Attributes](Game/Core/Attributes#Secondary%20Attributes) +{: .label .label-blue } + +### Total XP +An abstraction of your characters' potential to learn and gain new abilities. [Character-Development](Character-Development) has details on how to spend this. \ No newline at end of file diff --git a/Game/Blocks/Tour-Guide.md b/Game/Blocks/Tour-Guide.md new file mode 100644 index 0000000..dad2df1 --- /dev/null +++ b/Game/Blocks/Tour-Guide.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Tour Guide + +You ignore [Hindrance](Core/Skills#Aid%20and%20Hindrance) when performing skill tests. \ No newline at end of file diff --git a/Game/Blocks/Trampler.md b/Game/Blocks/Trampler.md new file mode 100644 index 0000000..0e9381e --- /dev/null +++ b/Game/Blocks/Trampler.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } + +### Trampler + +While [Mounted](Core/Terminology#Mounted) if you move within [Reach](Core/Movement#Reach) of an [Opponent](Core/Terminology#Opponent), you can perform a [Confidence](Game/Core/Communication#Confidence) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty)(0) to deal 5 [Damage](Game/Core/Terminology#Damage) to them. \ No newline at end of file diff --git a/Game/Blocks/Trauma-Doc.md b/Game/Blocks/Trauma-Doc.md index 7ce618c..e3917e9 100644 --- a/Game/Blocks/Trauma-Doc.md +++ b/Game/Blocks/Trauma-Doc.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Master {: .label .label-purple } + ### Trauma Doc -If you successfully use a [Trauma Kit](Game/Example-Gear#Trauma%20Kit) on someone, their [Long Term Injury](Game/Core/Effects#Long%20Term%20Injury) is removed. You can also attempt medical tests on someone who has already been treated. \ No newline at end of file + +If you successfully use a [Trauma Kit](Game/Example-Gear#Trauma%20Kit) on someone, their [Long Term Injury](Game/Core/Effects#Long%20Term%20Injury) is removed. You can also attempt medical tests on someone who has already been treated. diff --git a/Game/Blocks/Travel-The-Shadows.md b/Game/Blocks/Travel-The-Shadows.md new file mode 100644 index 0000000..3162cd3 --- /dev/null +++ b/Game/Blocks/Travel-The-Shadows.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Travel the Shadows + +You can [Scout](Activities#Scout) while doing another [Travelling Activity](Activities#Travelling%20Activity). \ No newline at end of file diff --git a/Game/Blocks/True-Sight.md b/Game/Blocks/True-Sight.md new file mode 100644 index 0000000..e9ec6aa --- /dev/null +++ b/Game/Blocks/True-Sight.md @@ -0,0 +1,12 @@ + +[Mystic](Game/Mystic) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### True Sight + +You can perceive things supernaturally within a [Close](Game/Core/Movement#Close) distance. \ No newline at end of file diff --git a/Game/Blocks/Understudy.md b/Game/Blocks/Understudy.md new file mode 100644 index 0000000..3d87f31 --- /dev/null +++ b/Game/Blocks/Understudy.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### 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). \ No newline at end of file diff --git a/Game/Blocks/Unending-Fury.md b/Game/Blocks/Unending-Fury.md new file mode 100644 index 0000000..0590557 --- /dev/null +++ b/Game/Blocks/Unending-Fury.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } +### Unending Fury + +You and your [Allies](Core/Terminology#Ally) get a (+2) to [Volition](Core/Spirit#Volition) and [Endurance](Core/Strength#Endurance) skill tests. diff --git a/Game/Blocks/Vanish.md b/Game/Blocks/Vanish.md new file mode 100644 index 0000000..738ff0b --- /dev/null +++ b/Game/Blocks/Vanish.md @@ -0,0 +1,11 @@ +Rogue +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### Vanish + +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](Game/Core/Blocks/Power) 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. \ No newline at end of file diff --git a/Game/Blocks/Vibe-Casting.md b/Game/Blocks/Vibe-Casting.md new file mode 100644 index 0000000..715fe95 --- /dev/null +++ b/Game/Blocks/Vibe-Casting.md @@ -0,0 +1,13 @@ + +[Dynamist](Game/Dynamist) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Vibe Casting + +[Ascendancy](Core/Spirit#Ascendancy) is a [Communication](Core/Communication) skill for you. diff --git a/Game/Blocks/Vivisector.md b/Game/Blocks/Vivisector.md new file mode 100644 index 0000000..68efe04 --- /dev/null +++ b/Game/Blocks/Vivisector.md @@ -0,0 +1,11 @@ + +[Brawler](Game/Brawler) +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } +#### Vivisector +Whenever you make a [Successful Attack](Game/Core/Terminology#Successful%20Attack), the [Hit Locations](Game/Core/Injury#Hit%20Locations) is determined by the [Game Master](Game/Core/Terminology#Game%20Master) and is whatever is most beneficial to you. diff --git a/Game/Blocks/Warded.md b/Game/Blocks/Warded.md new file mode 100644 index 0000000..8e885c6 --- /dev/null +++ b/Game/Blocks/Warded.md @@ -0,0 +1,9 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[2 Crafting Points](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Warded +*Your armour is covered in runes, marking you as protected from the otherworldly.* +* [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) [Heat](Game/Core/Injury#Heat), [Cold](Game/Core/Injury#Cold), and [Life](Game/Core/Injury#Life). \ No newline at end of file diff --git a/Game/Blocks/Weak-Spot.md b/Game/Blocks/Weak-Spot.md new file mode 100644 index 0000000..ec613de --- /dev/null +++ b/Game/Blocks/Weak-Spot.md @@ -0,0 +1,12 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Weak Spot + +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. diff --git a/Game/Blocks/Weapon-Expert.md b/Game/Blocks/Weapon-Expert.md new file mode 100644 index 0000000..f4c0172 --- /dev/null +++ b/Game/Blocks/Weapon-Expert.md @@ -0,0 +1,12 @@ + +[Mercenary](Game/Mercenary) +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Weapon Expert + +You receive a (+1) to all [Actions](Core/Terminology#Action) involving weapons. \ No newline at end of file diff --git a/Game/Blocks/Weapon-Smithing.md b/Game/Blocks/Weapon-Smithing.md new file mode 100644 index 0000000..7d7e721 --- /dev/null +++ b/Game/Blocks/Weapon-Smithing.md @@ -0,0 +1,14 @@ +Labourer +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } + +### Weapon Smithing + +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#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). diff --git a/Game/Blocks/Well-Fitted.md b/Game/Blocks/Well-Fitted.md new file mode 100644 index 0000000..3cce404 --- /dev/null +++ b/Game/Blocks/Well-Fitted.md @@ -0,0 +1,9 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Well-fitted +*Your armour has been custom-made to fit your profile.* +* [Skill Penalty](Game/Core/Armour#Skill%20Penalty) +1. \ No newline at end of file diff --git a/Game/Blocks/What-I-Meant-Was.md b/Game/Blocks/What-I-Meant-Was.md new file mode 100644 index 0000000..7d1297c --- /dev/null +++ b/Game/Blocks/What-I-Meant-Was.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Advanced +{: .label .label-purple } +### What I Meant Was + +Spend 2 [Power](Game/Core/Blocks/Power) 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. \ No newline at end of file diff --git a/Game/Blocks/Whirlwind.md b/Game/Blocks/Whirlwind.md new file mode 100644 index 0000000..4b11215 --- /dev/null +++ b/Game/Blocks/Whirlwind.md @@ -0,0 +1,12 @@ + +[Mercenary](Game/Mercenary) +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } +### Whirlwind + +As a single [Action](Game/Core/Terminology#Action) you can make an [Attack](Game/Core/Terminology#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. \ No newline at end of file diff --git a/Game/Blocks/White-Lie.md b/Game/Blocks/White-Lie.md new file mode 100644 index 0000000..678d6ab --- /dev/null +++ b/Game/Blocks/White-Lie.md @@ -0,0 +1,12 @@ + +Star +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### White Lie + +You don’t need to roll [Confidence](Core/Communication#Confidence) to lie about small, insignificant things. \ No newline at end of file diff --git a/Game/Blocks/Wild-Casting.md b/Game/Blocks/Wild-Casting.md new file mode 100644 index 0000000..7538da8 --- /dev/null +++ b/Game/Blocks/Wild-Casting.md @@ -0,0 +1,12 @@ + +Shaper +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Wild Casting + +You can cast spells normally while transformed into a non-humanoid creature, even if you couldn't hold a [Focus](Example-Gear#Focus). You can also speak normally. \ No newline at end of file diff --git a/Game/Blocks/Wild-Mount.md b/Game/Blocks/Wild-Mount.md new file mode 100644 index 0000000..1aac45f --- /dev/null +++ b/Game/Blocks/Wild-Mount.md @@ -0,0 +1,13 @@ + +[Knight](Game/Knight) +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } + +### Wild Mount + +You can comfortably use as a [Mount](Mounts) any wild creature that you have befriended or have adequately controlled with a [Wranglers Kit](Example-Gear#Wranglers%20Kit), without additional gear or domestication. \ No newline at end of file diff --git a/Game/Blocks/Wire-Fight.md b/Game/Blocks/Wire-Fight.md new file mode 100644 index 0000000..e224a19 --- /dev/null +++ b/Game/Blocks/Wire-Fight.md @@ -0,0 +1,12 @@ + +Shaper +{: .label .label-blue } + +General +{: .label .label-green } + +Basic +{: .label .label-purple } +### Wire Fight + +You Can Use [Spirit](Core/Spirit) instead of [Agility](Core/Agility) to Calculate [Movement Distance](Core/Movement#Movement%20Distance). \ No newline at end of file diff --git a/Game/Blocks/Your-Money-Is-Good-Here.md b/Game/Blocks/Your-Money-Is-Good-Here.md index 802b859..6ca469c 100644 --- a/Game/Blocks/Your-Money-Is-Good-Here.md +++ b/Game/Blocks/Your-Money-Is-Good-Here.md @@ -1,8 +1,12 @@ - Academic {: .label .label-blue } +General +{: .label .label-green } + Basic {: .label .label-purple } + ### Your Money Is Good Here -You always receive full value when exchanging currency. \ No newline at end of file + +You always receive full value when exchanging currency. diff --git a/Game/Blocks/Zoologist.md b/Game/Blocks/Zoologist.md new file mode 100644 index 0000000..c1828ab --- /dev/null +++ b/Game/Blocks/Zoologist.md @@ -0,0 +1,12 @@ + +Wanderer +{: .label .label-blue } + +General +{: .label .label-green } + +Master +{: .label .label-purple } +### Zoologist + +You get a +2 on all skill tests related to interacting with animals. You can communicate comfortably with non-intelligent animals as though you were speaking the same language. \ No newline at end of file diff --git a/Game/Brawler.md b/Game/Brawler.md index c119090..6884c40 100644 --- a/Game/Brawler.md +++ b/Game/Brawler.md @@ -4,96 +4,16 @@ title: Brawler parent: Character Development grand_parent: Telling The Story nav_order: 2 ---- -# Brawler -A character who specializes in overwhelming opponents with power. - -Brawlers are: -* Wrestlers -* Berserkers -* Boxers -* Martial Artists -* Barbarians - -They can generally teach the following training: - -## Basic - -### Black Belt -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#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#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. - -### Living Weapon -Your character always counts as armed and can, as long as they are conscious, always fight as though their hands were unbound. - -### Quarterback -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#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#Shove) make people travel twice the distance. - - - --- -## Advanced - -### Adrenaline Response -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 a [wounding attack](Core/Terminology#Wounding%20Attack), on a [Character](Core/Terminology#Character) you are [In Melee](Core/Effects#In%20Melee), 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#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#Strike) - -### Dragon Rush -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#Parry) with a [Mannerism](Core/Communication#Mannerism) [Fixed Difficulty(-2)](Core/Skills#Fixed%20Difficulty). - -### Enrage -When you make a [Strike](Core/Strength#Strike) skill test, spend a [Power](Additional-Attributes#Power) 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#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#All%20Out%20Attack), if it is an [Injuring Attack](Core/Terminology#Wounding%20Attack) you deal the next more severe type of [Injury](Core/Injury#Injury). - -### Thunderous Charge -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#grapple) with an opponent, and you opt to inflict an injury, it is a [Critical Injury](Core/Injury#Critical%20Injury). +# Brawler -### Rip and Tear -Your [Unarmed Attack](Core/Terminology#Unarmed%20Attack) get the [Penetrating](Core/Weapon-Traits#Penetrating) quality, and +2 damage bonus. +A character who specializes in overwhelming opponents with power. -### Shake it off -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#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. +Brawlers are: +- Wrestlers +- Berserkers +- Boxers +- Martial Artists +- Barbarians diff --git a/Game/Character-Development.md b/Game/Character-Development.md index 8341204..a97a66d 100644 --- a/Game/Character-Development.md +++ b/Game/Character-Development.md @@ -4,104 +4,88 @@ title: Character Development has_children: true parent: Telling The Story --- + # Character Development + As you adventure, your character will become stronger. This can happen in a number of ways. When completing quests, you will gain XP. XP in this game stands for “Experience Potential”. During [Downtime](Telling-The-Story#Downtime), you can convert XP into character development, whether it be increased skills or new training. 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) and [Training](#Training). You can learn using: -* [Supervised Training](Activities#Supervised%20Learning). -* [Night Training](Activities#Night%20Learning). -* [Socialize](Activities#Socialize). + +- [Supervised Training](Activities#Supervised%20Learning). +- [Night Training](Activities#Night%20Learning). +- [Socialize](Activities#Socialize). When you learn something, it will either be [Unknown](#Unknown), [In Progress](#In%20Progress), [Known](#Known). ### Requirements + A character can’t learn from nothing. When your character desires to learn something [Unknown](#Unknown), a person needs to be paid for [Teaching](Services#Teaching), or they need a [Training Manual](Example-Gear#Training%20Manual). Either way, they will also need to have XP available to spend. ### Unknown + A skill or training is considered unknown if you haven't spent any XP towards learning it. ### In Progress + A skill or training is considered in progress if you have spent some XP, but not the required amount to learn it. ### Known + 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](Additional-Attributes#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](Additional-Attributes#Total%20XP) | Reward | -| ---------------------------- | ----------------------------------------------------------------- | -| 10 | [Basic Milestones](Character-Milestones#Basic%20Milestones) | -| 15 | [Basic Milestones](Character-Milestones#Basic%20Milestones) | -| 20 | [Basic Milestones](Character-Milestones#Basic%20Milestones) | -| 25 | [Advanced Milestones](Character-Milestones#Advanced%20Milestones) | -| 30 | [Advanced Milestones](Character-Milestones#Advanced%20Milestones) | -| 35 | [Advanced Milestones](Character-Milestones#Advanced%20Milestones) | +As your characters gain [Total XP](Game/Blocks/Total-XP) you gain additional benefits beyond your [Learning](#Learning). These are called [Character-Milestones](Character-Milestones) and you receive them as follows: + +| [Total XP](Game/Blocks/Total-XP) | Reward | +| -------------------------------- | ----------------------------------------------------------------- | +| 10 | [Basic Milestones](Character-Milestones#Basic%20Milestones) | +| 15 | [Basic Milestones](Character-Milestones#Basic%20Milestones) | +| 20 | [Basic Milestones](Character-Milestones#Basic%20Milestones) | +| 25 | [Advanced Milestones](Character-Milestones#Advanced%20Milestones) | +| 30 | [Advanced Milestones](Character-Milestones#Advanced%20Milestones) | +| 35 | [Advanced Milestones](Character-Milestones#Advanced%20Milestones) | ## Training + 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](Additional-Attributes#Power) to activate. -* Once Per Downtime - Very powerful abilities that can only be used once before resting in a city. + +- 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](Game/Core/Blocks/Power) to activate. +- Once Per Downtime - Very powerful abilities that can only be used once before resting in a city. ### Basic Level Training + Basic training should fundamentally be known by any practitioners of the training school. ### Advanced Level Training + 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#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. -* [Academic](Academic) -* [Arcanist](Arcanist) -* [Brawler](Brawler) -* [Dynamist](Dynamist) -* [Knight](Knight) -* [Labourer](Labourer) -* [Mercenary](Mercenary) -* [Mystic](Mystic) -* [Rogue](Rogue) -* [Shaper](Shaper) -* [Star](Star) -* [Wanderer](Wanderer) - -## Transhumanism -#TODOtranshumanism -Aside from development of skills and training, a character may also as a game progresses gain abilities from elsewhere. These can take the form of enchantments/blessings, alchemical mutations, and powerful prosthetics. - -Mutations/enchantments are strange processes that warp the body and in some cases corrupt the mind. A character can undergo a transhumanist process during downtime. - -### Types -Transhumanist processes come in a few variations.  -- Alchemists can create powerful mutagenic processes that can be surgically implanted. -- Enchanters can create powerful enchantments affecting the body and empowering it. -- Some other forms of magical items, or experiences might bring about such changes. -- Prosthetics with powerful additional abilities, or limb/organ transplants. - -### Prosthetics -Characters in Aspirant may suffer from debilitating injury. To combat this, prosthetics may be installed. Simple prosthetics do not count as transhumanist effects. - -### Acquiring Transhumanist Effects -* Purchased: [Buying](#Buying) -* Found through play: [Looting](Core/Equipment#Looting) -* Crafted: [Designing-Weapons](Designing-Weapons) -* Examples can be found in the #TODOINDEX - -### Cost -In the case of crafting these things yourself, you will need to determine a relevant set of materials with your GM. A collection of relevant monster organs and other alchemical / magical materials would be expected. - -A basic prosthetic which functions approximately as well as a standard limb costs 20 silver and 8 silver for surgery. - -Surgery for transhumanist effects is equivalent to Cosmetic Surgery and costs 14 silver. Enchanting rituals for transhumanist effects are equivalent to complex rituals and cost 12 silver. - -### Recovery -After installing a transhumanist effect your character will need a week to recover before being able to receive more. As well, during that week, you will need to be on immunosuppressants (costing an extra silver every day) to aid in the recovery. Without them, your character will count as injured for the duration, be unable to travel themselves, and forfeit any downtime. \ No newline at end of file + +- [Academic](Academic) +- [Arcanist](Arcanist) +- [Brawler](Brawler) +- [Dynamist](Dynamist) +- [Knight](Knight) +- [Labourer](Labourer) +- [Mercenary](Mercenary) +- [Mystic](Mystic) +- [Rogue](Rogue) +- [Shaper](Shaper) +- [Star](Star) +- [Wanderer](Wanderer) diff --git a/Game/Character-Milestones.md b/Game/Character-Milestones.md index edf0101..5596ef2 100644 --- a/Game/Character-Milestones.md +++ b/Game/Character-Milestones.md @@ -5,8 +5,10 @@ parent: Character Development grand_parent: Telling The Story nav_order: 2 --- + # Character Milestones -These rewards become available as your [Character](Core/Terminology#Character) gains [Total XP](Additional-Attributes#Total%20XP) and has [Progression](Character-Development#Progression). + +These rewards become available as your [Character](Core/Terminology#Character) gains [Total XP](Game/Blocks/Total-XP) and has [Progression](Character-Development#Progression). Each milestone can be selected only once. @@ -15,49 +17,62 @@ The rewards are as follows: ## Basic Milestones ### Harmful -Your [Damage Bonus](Core/Weapons#Damage%20Bonus) is +1 with all attacks. + +You have a (+1) to [Extra Damage](Game/Core/Attacks#Extra%20Damage) [Attacks](Game/Core/Terminology#Attack). ### Inspired -You have 1 additional [Max Influence](Additional-Attributes#Influence), you also gain 1 [Influence](Additional-Attributes#Influence) right now. + +You have 1 additional [Max Influence](Game/Blocks/Influence), you also gain 1 [Influence](Game/Blocks/Influence) right now. ### Magical -You have 1 additional [Affinity](Additional-Attributes#Affinity). + +You have 1 additional [Affinity](Game/Blocks/Affinity). + ### Mobile + Your [Agility](Core/Agility) counts as 1 higher for [Movement Distance](Core/Movement#Movement%20Distance). ### Powerful -You have 1 additional [Max Power](Additional-Attributes#Power). + +You have 1 additional [Max Power](Game/Core/Blocks/Power). ### 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/Weapons#Threat). ### Trained -Select and learn a single [Basic Level Training](Character-Development#Basic%20Level%20Training). - - +Select and learn a single [Basic Level Training](Character-Development#Basic%20Level%20Training). --- ## Advanced Milestones ### Expertly Trained + Select and learn a single [Advanced Level Training](Character-Development#Advanced%20Level%20Training). ### Iconic Gear + You can select a piece of gear that you are known for using. This piece of gear either: -* 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). + +- 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) to become iconic during the next [Downtime](Telling-The-Story#Downtime). ### Limit Breaker + +1 to an [Attribute](Core/Attributes) of your choice. + ### Very Skilful + You gain a rank in a skill of your choice. ### Very Magical -You have 2 additional [Affinity](Additional-Attributes#Affinity). + +You have 2 additional [Affinity](Game/Blocks/Affinity). diff --git a/Game/Core b/Game/Core index 9411085..2a0762e 160000 --- a/Game/Core +++ b/Game/Core @@ -1 +1 @@ -Subproject commit 9411085c1b39a3d09236adbf59f7ef2dd36021ea +Subproject commit 2a0762eed0a2a8bd841df80b178f4834c6a59095 diff --git a/Game/Designing-Armour.md b/Game/Designing-Armour.md index 52f1e20..33892f4 100644 --- a/Game/Designing-Armour.md +++ b/Game/Designing-Armour.md @@ -11,34 +11,34 @@ Through play and when creating a character, you may desire to protect yourself w To build a piece of armour: - Choose the [Quality](#Quality) - Choose [Materials](#Materials) -- Select a number of [Armour-Templates](Armour-Templates) for the armour equal to the amount available based on [Quality](#Quality) and [Materials](#Materials) +- Spend your [Crafting Points](#Crafting%20Points) ## Quality -Armour comes in a variety of qualities based on the skill required to craft. +Armour comes in various 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-Templates](Armour-Templates). +* Have 0 [Crafting Points](#Crafting%20Points). ### 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-Templates](Armour-Templates). +* Have 1 [Crafting Points](#Crafting%20Points). ### 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-Templates](Armour-Templates). +* Have 2 [Crafting Points](#Crafting%20Points). ### Masterwork Master worked armour is an artisan or exotic armour of exceptional craftsmanship and design. -* A piece of masterwork armour gains 1 additional [Armour-Templates](Armour-Templates). +* A piece of masterwork armour gains 1 additional [Crafting Points](#Crafting%20Points) * May take a single [Armour-Templates](Armour-Templates) it does not meet the material requirement for. -* Must include at least one [Exotic](Materials#Exotic) material in its construction. +* Must include at least one additional [Exotic](Materials#Exotic) material in its construction. ## Materials @@ -50,19 +50,22 @@ This is a list of the base values an armour with each primary material will have | Material | Skill Penalty | Integrity | Weakness | Resistance | | --------- | ------------- | --------- | -------- | ---------- | -| Textile | 0 | 1 | Heat | - | -| Leather | 0 | 1 | Life | - | -| Wood | (-1) | 2 | Heat | - | -| Metal | (-1) | 2 | Cold | - | -| Machinery | (-1) | 1 | Impact | - | +| Textile | 0 | 2 | Heat | - | +| Leather | 0 | 2 | Life | - | +| Wood | (-1) | 3 | Heat | - | +| Metal | (-1) | 4 | Cold | - | +| Machinery | (-1) | 2 | Impact | - | If a piece of armour would gain a resistance or weakness complementary to an existing Resistance or Weakness on the armour through [Armour-Templates](Armour-Templates), the two cancel out, resulting in no effect. If a piece of armour would gain a resistance or weakness it already has through [Armour-Templates](Armour-Templates), there is no effect. ### Multiple Materials 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 Points + Can be spent to add either [Armour-Traits](Game/Core/Armour-Traits), or [Armour-Templates](Game/Armour-Templates) to your armour. Traits must be negotiated with the [Game Master](Game/Core/Terminology#Game%20Master), but [Armour-Templates](Game/Armour-Templates) are designed to be added to armour directly. + ## 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#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 2 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 62084f2..952a4c8 100644 --- a/Game/Designing-Comestibles.md +++ b/Game/Designing-Comestibles.md @@ -5,11 +5,15 @@ parent: Comestibles grand_parent: Equipment nav_order: 2 --- + # 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#Attunement) instead of [Application](Core/Intelligence#Application). \ No newline at end of file + +Similarly to the above, enchanters can produce similar items with similar effects using [Ascendancy](Core/Spirit#Ascendancy) instead of [Application](Core/Intelligence#Application). diff --git a/Game/Designing-Weapons.md b/Game/Designing-Weapons.md index 7a2b942..29e8d0e 100644 --- a/Game/Designing-Weapons.md +++ b/Game/Designing-Weapons.md @@ -6,43 +6,44 @@ grand_parent: Equipment nav_order: 2 --- # 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.  +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#Size). -- Select a [Damage Type](Core/Weapons#Damage%20Type). -- Include the [[]] -- Select a number of [Weapon Traits](Core/Weapon-Traits) for the weapon equal to the amount available based on [Quality](#Quality). +- Choose a [Size](#Size). +- Select a [Damage Type](#Damage%20Type). +- Spend any [Crafting Points](#Crafting%20Points). +- [Calculate Damage](#Calculate%20Damage) ## 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#Damage%20Bonus) -* 0 [Weapon Traits](Core/Weapon-Traits) +* -1 [Damage Bonus](#Damage%20Bonus) +* 0 [Crafting Points](#Crafting%20Points) ### 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#Damage%20Bonus) -* 1 [Weapon Traits](Core/Weapon-Traits) +* +1 [Damage Bonus](#Damage%20Bonus) +* 1 [Crafting Points](#Crafting%20Points) ### 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#Damage%20Bonus) -* 2 [Weapon Traits](Core/Weapon-Traits) +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. +* +1 [Damage Bonus](#Damage%20Bonus) +* 2 [Crafting Points](#Crafting%20Points). +* To wield an exotic weapon, you need [Exotic Expert](Combat-Training#Exotic%20Expert) or other narrative justification. ### 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). -* It must be made of materials of similar quality to an exotic weapon. +* A masterwork weapon has +1 [Crafting Points](#Crafting%20Points). +* It must be made of materials of similar quality to an [Exotic](#Exotic) weapon. ## Size Weapons, like all items, come in various sizes. However, in the case of weapons, an item's size has more effect than just the required storage space.  -- A weapon's $size \times 2$ is added to its [Damage Bonus](Weapons#Damage%20Bonus) -- Weapons of size 1-2 have the [One Handed](Core/Weapon-Traits#One%20Handed) trait. -- Weapons of size 3-4 have the [Two Handed](Core/Weapon-Traits#Two%20Handed) trait. -- Weapons of size 5 have the [Impossibly Large](Core/Weapon-Traits#Impossibly%20Large) trait. +- A weapon's $size \times 2$ is added to its [Damage Bonus](#Damage%20Bonus) +- Weapons of size 1-2 have the [One-Handed](Game/Core/Blocks/One-Handed) trait. +- Weapons of size 3-4 have the [Two-Handed](Game/Core/Blocks/Two-Handed), and [Threatening](Game/Core/Blocks/Threatening) traits. +- Weapons of size 5 have the [Impossibly-Large](Game/Core/Blocks/Impossibly-Large), and [Very-Threatening](Game/Core/Blocks/Very-Threatening) traits. > Examples of weapon sizes are as follows: Size 1 - Dagger, hammer, knife @@ -52,30 +53,56 @@ Size 4 - Lance, Great Sword Size 5 - Giant Weapons > So, for example, a long sword is a size 3 weapon. This means it is two-handed, gets +6 damage bonus. + + +## Damage Type ## Material Generally, weapons material isn’t particularly important. Cheap materials will not be usable for artisan weapons, simple but quality materials will not be usable for exotic/master worked weapons. [Costs Of Materials](Services#Costs%20Of%20Materials) has details on the crafting capacity and cost of different materials. One benefit to exotic materials, however, is their potential for harming monsters. A sword made of silver might be known to harm werewolves, a spear made from elven wood is effective against wraiths, etc. In some exceptional cases, a material may provide a trait for free, increase damage bonus, or provide some skill bonus.  -## Default Traits -By default, all weapons have: -* [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#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 Points +Can be spent to add either [Weapon-Traits](Game/Core/Weapon-Traits) or [Weapon-Templates](Game/Weapon-Templates) to your weapons. Traits must be negotiated with the [Game Master](Game/Core/Terminology#Game%20Master), but [Weapon-Templates](Game/Weapon-Templates) are designed to be added to weapons directly. + +## Damage Bonus +This is a way to [Calculate Damage](#Calculate%20Damage) for a weapon. + +## Calculate Damage +The choices made while building a weapon will give it damage bonus. Including templates. + +Weapons by default count their [Size](#Size) and [Weapon-Templates](Game/Weapon-Templates). + +This damage bonus can then be converted into a damage: + +| Damage Bonus | Damage | Extra Damage Penalty | +| ------------ | ------ | -------------------- | +| 0 | 1 | (-2) | +| 1 | 1 | (-1) | +| 2 | 2 | (-2) | +| 3 | 2 | (-1) | +| 4 | 3 | (-2) | +| 5 | 3 | (-1) | +| 6 | 4 | (-2) | +| 7 | 4 | (-1) | +| 8 | 5 | (-2) | +| 9 | 5 | (-1) | +| 10 | 6 | (-2) | +| 11 | 6 | (-1) | +| 12 | 7 | (-2) | +| 13 | 7 | (-1) | +| 14 | 8 | (-2) | +| 15 | 8 | (-1) | +| 16 | 9 | (-2) | +| 17 | 9 | (-1) | +| 18 | 10 | (-2) | +| 19 | 10 | (-1) | + + +> A [Size](#Size) 3 [Artisan](#Artisan) weapon, with the [Lethal](Game/Blocks/Lethal) [Weapon-Templates](Game/Weapon-Templates) 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). This means it does 4 damage with an [Extra Damage](Game/Core/Attacks#Extra%20Damage) penalty of (-1). ## 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. +A character looking to craft a specific weapon first requires the size + 1 worth of materials and [Craftsman](Craftsman) training saying they are able to make what they want. -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.  +> So, a silver sword of size 3 would require 4 size worth of pure silver, or 40 silver coins. -The difficulty of the test is modified as follows: -* Traits -1 per each -* Exotic Materials -1 -* Poor facilities -1 \ No newline at end of file +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.  \ No newline at end of file diff --git a/Game/Dynamist.md b/Game/Dynamist.md index 4cdf9da..5deafa7 100644 --- a/Game/Dynamist.md +++ b/Game/Dynamist.md @@ -5,90 +5,15 @@ parent: Character Development grand_parent: Telling The Story nav_order: 2 --- + # Dynamist + Character who specializes in manipulation of energy and the elements. Creating fire, storms, magical barriers, or disrupting the healing of a troll. Elementalists are: -* Pyromancers -* Storm Callers -* Sorcerers -* Wizards -* Elementalist - -They can generally teach the following training: - -## Basic - -### Amateur Dynamancy -Your character can perform [Channelled Magic](Magic#Channelled%20Magic) to: -* Change the temperature of an item abruptly. -* 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#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#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#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#Insight). - -### Spell Sword -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#Will) is a [Communication](Core/Communication) skill for you. - - ---- - -## Advanced - -### Counter Spell -*[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#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#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. -* Temporarily disrupt a curse or enchantment. -* 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#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#Vitals) [Severe Injury](Core/Injury#Severe%20Injury) to automatically succeed on any [Will](Core/Spirit#Will) [Action](Core/Terminology#Action). - - - ---- - -## Master - -### Master Dynamancy -*[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#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) +- Pyromancers +- Storm Callers +- Sorcerers +- Wizards +- Elementalist diff --git a/Game/Equipment-List.md b/Game/Equipment-List.md new file mode 100644 index 0000000..fe2a311 --- /dev/null +++ b/Game/Equipment-List.md @@ -0,0 +1,13 @@ +--- +layout: default +title: Equipment List +grand_parent: +nav_order: 6 +has_children: false +parent: Equipment +--- +# Equipment List +{: .no_toc } + +
Filter Gear
+ diff --git a/Game/Example-Armour.md b/Game/Example-Armour.md index c038e53..067d43a 100644 --- a/Game/Example-Armour.md +++ b/Game/Example-Armour.md @@ -8,7 +8,6 @@ nav_order: 2 # 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. * Armour always costs the value here, it will either be commissioned requiring a day of crafting, or will need refitting still costing 5 silver. ## Pricing @@ -18,205 +17,7 @@ See [Commissions](Services#Crafting%20Commissions) for details. | Quality | Buy | Sell | | ----------------------------------------------------------------------------- | --- | ---- | | [Basic](Designing-Armour#Basic) | 15 | 10 | -| [Artisan](Designing-Armour#Artisan) | 23 | 18 | -| [Exotic](Designing-Armour#Exotic) | 45 | 40 | +| [Artisan](Designing-Armour#Artisan) | 18 | 13 | +| [Exotic](Designing-Armour#Exotic) | 30 | 25 | | [Masterwork](Designing-Armour#Masterwork) [Artisan](Designing-Armour#Artisan) | 40 | 25 | -| [Masterwork](Designing-Armour#Masterwork) [Exotic](Designing-Armour#Exotic) | 55 | 40 | - -## Contents -{: .no_toc } -
- - Table of contents - - {: .text-delta } -- TOC -{:toc} -
- -## Basilisk Skin -*Scales of a basilisk wrapped and fitted* - -[Exotic](Designing-Armour#Exotic) armour made from [Exotic Hide](Hide#Exotic%20Hide), and [Exotic Hide](Hide#Exotic%20Hide). - -| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | -| --------------------------------------- | --------------------------------------------- | -------- | ------------------------- | -------------------------------------- | -| (-1) | 2 | | [Rending](Core/Injury#Rending) | [Natural Resilience](Core/Armour-Traits#Natural%20Resilience) | - ---- - -## Brigandine -*Light hardened metal plates, shaped over padded cloth* - -[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#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | -| --------------------------------------- | --------------------------------------------- | ------------------- | ----------------------- | -------------------------------------- | -| (0) | 2 | [Heat](Core/Injury#Heat) | [Impact](Core/Injury#Impact) | [Lightweight Materials](Core/Armour-Traits#Lightweight%20Materials), [Padded](Core/Armour-Traits#Padded) | - ---- - -## Cloth -*Simple clothes structured in place* - -[Basic](Designing-Armour#Basic) armour made from [Artisan Textiles](Textiles#Artisan%20Textiles). - -| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | -| --------------------------------------- | --------------------------------------------- | ------------------- | ---------- | ------ | -| (0) | 1 | [Cold](Core/Injury#Cold) | - | | - ---- - -## Dragon Scale -*Scales of a great dragon infused into the greatest human steel* - -[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#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | -| --------------------------------------- | --------------------------------------------- | ------------------- | ---------------------------------------------- | ------------------------------------------------------------------------------------ | -| (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) | - ---- - -## Elderwood -*Ancient magic wood, shaped through ritual to size* - -[Exotic](Designing-Armour#Exotic) armour made from [Exotic Wood](Wood#Exotic%20Wood), and [Exotic Wood](Wood#Exotic%20Wood). - -| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | -| --------------------------------------- | --------------------------------------------- | ------------------- | ---------- | -------------------------------------- | -| (-1) | 3 | [Heat](Core/Injury#Heat) | | [Ironbark](Core/Armour-Traits#Ironbark) | - ---- - -## Full Plate -*The ultimate protection, a full suit of almost impenetrable metal* - -[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#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | -| --------------------------------------- | --------------------------------------------- | -------- | ------------------------------------------------------ | ------------------------------------------------------------------------ | -| (-1) | 3 | | [Rending](Core/Injury#Rending), [Piercing](Core/Injury#Piercing) | [Insulated](Core/Armour-Traits#Insulated), [Tempered](Core/Armour-Traits#Tempered) | - - -## Hammered Iron -*Simple metal hammered into functional plates providing solid protection* - -[Basic](Designing-Armour#Basic) armour made from [Artisan Metals](Metal#Artisan%20Metals) - -| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | -| --------------------------------------- | --------------------------------------------- | ------------------- | ---------- | ------ | -| (-1) | 2 | [Cold](Core/Injury#Cold) | - | | - ---- - -## Hardened Leather -*Leather armour that has been reinforced with an epoxy* - -[Artisan](Designing-Armour#Artisan) armour made from [Artisan Hide](Hide#Artisan%20Hide), and [Liquid](Liquid) - -| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | -| --------------------------------------- | --------------------------------------------- | ------------------- | ------------------------- | ---------------------------------- | -| (0) | 1 | [Life](Core/Injury#Life) | [Rending](Core/Injury#Rending) | [Hardened](Core/Armour-Traits#Hardened) | - ---- - -## Leather -*Simple leathers providing some meaningful protection* - -[Basic](Designing-Armour#Basic) armour made from [Artisan Hide](Hide#Artisan%20Hide) - -| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | -| --------------------------------------- | --------------------------------------------- | ------------------- | ---------- | ------ | -| (0) | 1 | [Life](Core/Injury#Life) | - | | - ---- - -## Plank -*Hardened wood protecting from strikes* - -[Basic](Designing-Armour#Basic) armour made from [Artisan Wood](Wood#Artisan%20Wood). - -| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | -| --------------------------------------- | --------------------------------------------- | ------------------- | ---------- | ------ | -| (-1) | 2 | [Heat](Core/Injury#Heat) | - | | - ---- - -## Politicians Plate -*Fancy Fabrics reinforced with metal plates with stylish decals* - -[Artisan](Designing-Armour#Artisan) armour made from [Artisan Fabric](Textiles#Artisan%20Fabric) and [Artisan Metals](Metal#Artisan%20Metals) - -| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | -| --------------------------------------- | --------------------------------------------- | ------------------- | ---------- | -------------------------- | -| (0) | 1 | [Heat](Core/Injury#Heat) | - | [Fine](Core/Armour-Traits#Fine) | - - ---- - -## Quilted Cotton -*Double lined cotton quilted for extra padding* - -[Artisan](Designing-Armour#Artisan) armour made from [Artisan Textiles](Textiles#Artisan%20Textiles), and [Basic Textiles](Textiles#Basic%20Textiles). - -| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | -| --------------------------------------- | --------------------------------------------- | ------------------- | ----------------------- | ------------------------------ | -| (-1) | 2 | [Heat](Core/Injury#Heat) | [Impact](Core/Injury#Impact) | [Padded](Core/Armour-Traits#Padded) | - ---- - -## Scale Mail -*Metal armour weaved into sections to help keep it light* - -[Artisan](Designing-Armour#Artisan) armour made from [Artisan Metals](Metal#Artisan%20Metals), and [Basic Metal](Metal#Basic%20Metal). - -| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | -| --------------------------------------- | --------------------------------------------- | ------------------------------------------------ | ------------------------- | -------------------------- | -| (0) | 2 | [Cold](Core/Injury#Cold), [Piercing](Core/Injury#Piercing) | [Rending](Core/Injury#Rending) | [Mail](Core/Armour-Traits#Mail) | - ---- - -## Splint Mail -*Strips of metal riveted over hardened leather* - -[Artisan](Designing-Armour#Artisan) armour made from [Artisan Hide](Hide#Artisan%20Hide), and [Basic Metal](Metal#Basic%20Metal) - -| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | -| --------------------------------------- | --------------------------------------------- | ------------------- | ---------- | -------------------------------------- | -| (0) | 2 | [Life](Core/Injury#Life) | | [Reinforced](Core/Armour-Traits#Reinforced) | - ---- - -## Studded Leather -*Leather armour reinforced with metal studs* - -[Artisan](Designing-Armour#Artisan) armour made from [Artisan Hide](Hide#Artisan%20Hide), and [Basic Metal](Metal#Basic%20Metal). - -| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | -| --------------------------------------- | --------------------------------------------- | ------------------- | ---------- | -------------------------------------- | -| (0) | 2 | [Life](Core/Injury#Life) | - | [Reinforced](Core/Armour-Traits#Reinforced) | - ---- - -## Unarmoured -*You have left this section of your body susceptible to harm* - -The absence of armour. - -| [Skill Penalty](Core/Armour#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | -| --------------------------------------- | --------------------------------------------- | -------- | ---------- | ------ | -| - | 0 | All | - | | - ---- - -## Warding Cloth -*Weaves of enchanted silk imbued with runes* - -[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#Skill%20Penalty) | [Armour Integrity](Core/Armour#Armour%20Integrity) | Weakness | Resistance | Traits | -| --------------------------------------- | --------------------------------------------- | -------- | ---------------------------------------- | ---------------------------------------------------------- | -| (0) | 1 | | [Cold](Core/Injury#Cold), [Life](Core/Injury#Life) | [Fine](Core/Armour-Traits#Fine), [Warded](Core/Armour-Traits#Warded) | - ---- +| [Masterwork](Designing-Armour#Masterwork) [Exotic](Designing-Armour#Exotic) | 45 | 30 | diff --git a/Game/Example-Gear.md b/Game/Example-Gear.md index 1b74a53..f52f259 100644 --- a/Game/Example-Gear.md +++ b/Game/Example-Gear.md @@ -5,10 +5,13 @@ parent: Gear grand_parent: Equipment nav_order: 2 --- + # 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#Obey%20Conservation%20Of%20Mass). -* Cost is the expected cost to purchase from a merchant, commissioning also requires the commissioning fee from the tradesman. + +- Cost is the expected cost to purchase from a merchant, commissioning also requires the commissioning fee from the tradesman.
@@ -20,331 +23,404 @@ This is a non-exhaustive list of the sort of gear your characters may need. If s
## Clutter Items -Things character shouldn't be interested in buying to travel with but may be of use narratively. Most adventurers would be better suited using properly packed [Toolkits](#[Toolkits](Gear%20Toolkits)) + +Things character shouldn't be interested in buying to travel with but may be of use narratively. Most adventurers would be better suited using properly packed [Toolkits](<#[Toolkits](Gear%20Toolkits)>) --- -Size 2 +Size 2 {: .label .label-green } -6 Silver +6 Silver {: .label .label-yellow } + ### 20 Meters of Rope -*Reliable hemp rope can be used to bind, tie, or otherwise rope. 2 size of [Basic Textiles](Textiles#Basic%20Textiles).* + +_Reliable hemp rope can be used to bind, tie, or otherwise rope. 2 size of [Basic Textiles](Textiles#Basic%20Textiles)._ --- ### 5 Meters of Chain -*A strong iron chain that can be used to bind or hold weight. 2 size of [Basic Metal](Metal#Basic%20Metal).* -* Size 2. -* Cost 6. + +_A strong iron chain that can be used to bind or hold weight. 2 size of [Basic Metal](Metal#Basic%20Metal)._ + +- Size 2. +- Cost 6. --- ### Ammunition -*Common ammo for a ranged weapon of some kind. $1\over5$ size of [Artisan](Materials#Artisan) material.* -* Size $1\over5$. -* Cost 1. + +_Common ammo for a ranged weapon of some kind. $1\over5$ size of [Artisan](Materials#Artisan) material._ + +- Size $1\over5$. +- Cost 1. --- ### Candle -*Useful for providing a small amount of light in the dark. 1 size of [Basic Bits](Bits#Basic%20Bits).* -* Size 1. -* Cost 3. + +_Useful for providing a small amount of light in the dark. 1 size of [Basic Bits](Bits#Basic%20Bits)._ + +- Size 1. +- Cost 3. --- ### Chest -*A lockable and protective encasing for any items. 4 size of [Basic Wood](Wood#Basic%20Wood).* -* Size 4. -* Cost 12. -* Holds 4 size worth of items. + +_A lockable and protective encasing for any items. 4 size of [Basic Wood](Wood#Basic%20Wood)._ + +- Size 4. +- Cost 12. +- Holds 4 size worth of items. --- ### Collapsible Stretcher -*A folded up cloth stretcher used for transporting individuals who have suffered severe injuries. Comes with spikes to set it up as a makeshift bed raised off the ground. 2 size of [Artisan Textiles](Textiles#Artisan%20Textiles), and 2 size of [Artisan Wood](Wood#Artisan%20Wood).* -* Size 4. -* Cost 20. + +_A folded up cloth stretcher used for transporting individuals who have suffered severe injuries. Comes with spikes to set it up as a makeshift bed raised off the ground. 2 size of [Artisan Textiles](Textiles#Artisan%20Textiles), and 2 size of [Artisan Wood](Wood#Artisan%20Wood)._ + +- Size 4. +- Cost 20. --- ### Flask -*A small, hard container that can hold a liquid for drinking. 1 size of [Basic Metal](Metal#Basic%20Metal).* -* Size 1. -* Cost 3. -* Holds up to a half litre of liquid. + +_A small, hard container that can hold a liquid for drinking. 1 size of [Basic Metal](Metal#Basic%20Metal)._ + +- Size 1. +- Cost 3. +- Holds up to a half litre of liquid. --- ### Focus -*A wand, pendant or other item that can house magic reagents. 2 size of [Exotic](Materials#Exotic) material.* -* Size 2. -* Cost 20. -* Allows you to perform [Channelled Magic](Magic#Channelled%20Magic) when loaded with [Resonant](Resonant) material. + +_A wand, pendant or other item that can house magic reagents. 2 size of [Exotic](Materials#Exotic) material._ + +- Size 2. +- Cost 20. +- Allows you to perform [Channelled Magic](Magic#Channelled%20Magic) when loaded with [Resonant](Resonant) material. --- ### Ladder 5 Meters -*A wooden ladder useful for climbing to reach things or to bridge gaps. 4 size of [Basic Wood](Wood#Basic%20Wood).* -* Size 4. -* Cost 12. + +_A wooden ladder useful for climbing to reach things or to bridge gaps. 4 size of [Basic Wood](Wood#Basic%20Wood)._ + +- Size 4. +- Cost 12. --- ### Manacles -*A set of restraints. Nearly impossible to escape without aid. 1 size of [Artisan Metals](Metal#Artisan%20Metals).* -* Size 1. -* Cost 5. + +_A set of restraints. Nearly impossible to escape without aid. 1 size of [Artisan Metals](Metal#Artisan%20Metals)._ + +- Size 1. +- Cost 5. --- ### Mirror -*A small reflective surface you can use to see yourself. 1 size of [Artisan](Materials#Artisan) materials.* -* Size 1. -* Cost 5. +_A small reflective surface you can use to see yourself. 1 size of [Artisan](Materials#Artisan) materials._ + +- Size 1. +- Cost 5. --- ### Tinderbox -*Materials used to start a fire. 1 size of [Basic](Materials#Basic) materials.* -* Size 1. -* Cost 3. -* Takes 1 minute to start a fire, or an action to light something that is doused in fuel. + +_Materials used to start a fire. 1 size of [Basic](Materials#Basic) materials._ + +- Size 1. +- Cost 3. +- Takes 1 minute to start a fire, or an action to light something that is doused in fuel. --- ### Water Skin -*A soft bodied container. 2 size of [Basic Hide](Hide#Basic%20Hide).* -* Size 2. -* Cost 6. -* Holds 1 litre of liquid. + +_A soft bodied container. 2 size of [Basic Hide](Hide#Basic%20Hide)._ + +- Size 2. +- Cost 6. +- Holds 1 litre of liquid. --- ## [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#Alchemy). -* Used for crafting [Transhumanism](Character-Development#Transhumanism) processes. + +_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#Alchemy). +- Used for crafting [Transhumanism](Character-Development#Transhumanism) processes. --- + ### Armourer's Tool Set -*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). -* Used for crafting [Armour](Core/Armour). -* Used for crafting [Munitions](Core/Comestibles#Munitions). + +_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). +- Used for crafting [Armour](Core/Armour). +- Used for crafting [Munitions](Core/Comestibles#Munitions). --- + ### Camping Gear -*A collection of the necessary tools to sleep outside, including tent stakes, a sheet, or bivy, hammock, bedroll or sleeping bag, a small heat safe container, and storage for water. 4 size of assorted [Artisan](Materials#Artisan) materials.*  -* Size 4. -* Cost 20. -* Needed for [travelling](Telling-The-Story#Travelling). +_A collection of the necessary tools to sleep outside, including tent stakes, a sheet, or bivy, hammock, bedroll or sleeping bag, a small heat safe container, and storage for water. 4 size of assorted [Artisan](Materials#Artisan) materials._ + +- Size 4. +- Cost 20. +- Needed for [travelling](Telling-The-Story#Travelling). --- ### Comfort Kit -*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. -* [Charges](Core/Gear#Charges)(3). -* [Charges](Core/Gear#Charges) cost 1 silver to replace. -* Anyone you help with your comfort kit, you receive a +1 to social skill tests with. +_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. +- [Charges](Core/Gear#Charges)(3). +- [Charges](Core/Gear#Charges) cost 1 silver to replace. +- Anyone you help with your comfort kit, you receive a +1 to social skill tests with. --- ### Complex Instrument -*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#Confidence) checks to use it. + +_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#Confidence) checks to use it. > Examples would include: Bagpipes, Dulcimer, Lute, Viol. --- ### Dungeoneering Kit -*A crowbar, 20 meters of high quality rope, shovel, and other tools a character could need while delving into a dungeon. 3 size of [Artisan](Materials#Artisan) materials.* -* Size 3. -* Cost 15. -* Compacted compared with purchasing each item individually. + +_A crowbar, 20 meters of high quality rope, shovel, and other tools a character could need while delving into a dungeon. 3 size of [Artisan](Materials#Artisan) materials._ + +- Size 3. +- Cost 15. +- Compacted compared with purchasing each item individually. --- ### 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/Gear#Charges).* -* Size 3. -* Cost 11. -* [Charges](Core/Gear#Charges)(3). -* [Charges](Core/Gear#Charges) cost 2 silver to replace. -* Can be used as a 1 use substitute tool you need for an [Action](Core/Terminology#Action). + +_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/Gear#Charges)._ + +- Size 3. +- Cost 11. +- [Charges](Core/Gear#Charges)(3). +- [Charges](Core/Gear#Charges) cost 2 silver to replace. +- Can be used as a 1 use substitute tool you need for an [Action](Core/Terminology#Action). --- ### Forensic Kit -*A collection of tools required to store and catalogue evidence from crime scenes. 2 size of [Artisan](Materials#Artisan) materials.* -* Size 2. -* Cost 10. + +_A collection of tools required to store and catalogue evidence from crime scenes. 2 size of [Artisan](Materials#Artisan) materials._ + +- Size 2. +- Cost 10. --- ### 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/Gear#Charges).* -* Size 2. -* Cost 25. -* Creating a forgery is a [Accuracy](Core/Agility#Accuracy) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty) skill test with a [Difficulty Value](Core/Terminology#Difficulty%20Value) assigned based on the complexity of the forgery. The cost in charges for the forgery is equal to 2 * the [Difficulty Value](Core/Terminology#Difficulty%20Value). -* [Charges](Core/Gear#Charges)(15). -* [Charges](Core/Gear#Charges) cost 1 silver to replace. -> So, a -4 difficulty test would result in a forgery costing 8 silver. +_A collection of stamps, plates, glossy paper and inks required to forge official documents. 1 size of [Exotic](Materials#Exotic) material + [Charges](Core/Gear#Charges)._ + +- Size 2. +- Cost 25. +- Creating a forgery is a [Application](Game/Core/Intelligence#Application) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty) skill test with a [Difficulty Value](Core/Terminology#Difficulty%20Value) assigned based on the complexity of the forgery. The cost in charges for the forgery is equal to 2 \* the [Difficulty Value](Core/Terminology#Difficulty%20Value). +- [Charges](Core/Gear#Charges)(15). +- [Charges](Core/Gear#Charges) cost 1 silver to replace. +> So, a -4 difficulty test would result in a forgery costing 8 silver. --- ### Games Kit -*A set of cards, dice, small hobby models, or other things a group of people could play with, allowing a group of people to easily pass time. 1 size of [Artisan](Materials#Artisan) materials.* -* Size 1. -* Cost 5. + +_A set of cards, dice, small hobby models, or other things a group of people could play with, allowing a group of people to easily pass time. 1 size of [Artisan](Materials#Artisan) materials._ + +- Size 1. +- Cost 5. --- ### Handyman's Tool Set -*A collection of tools for fixing, carving, and working on the world around you including hammers, saws, chisels, and sanding papers. 3 size of [Artisan](Materials#Artisan)* materials. -* Size 3. -* Cost 15. + +_A collection of tools for fixing, carving, and working on the world around you including hammers, saws, chisels, and sanding papers. 3 size of [Artisan](Materials#Artisan)_ materials. + +- Size 3. +- Cost 15. --- ### 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/Gear#Charges).* -* Size 2. -* Cost 10. -* [Charges](Core/Gear#Charges)(5). -* [Charges](Core/Gear#Charges) cost 1 silver to replace. -* Every 2 hours this provides light expends a [Charges](Core/Gear#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/Gear#Charges)._ + +- Size 2. +- Cost 10. +- [Charges](Core/Gear#Charges)(5). +- [Charges](Core/Gear#Charges) cost 1 silver to replace. +- Every 2 hours this provides light expends a [Charges](Core/Gear#Charges) --- ### Painter's Tool Set -*A collection of tools for depicting the world around you, an easel, a collection of brushes and oil paints. 3 size of [Artisan](Materials#Artisan)* materials. -* Size 3. -* Cost 15. + +_A collection of tools for depicting the world around you, an easel, a collection of brushes and oil paints. 3 size of [Artisan](Materials#Artisan)_ materials. + +- Size 3. +- Cost 15. --- ### Training Manual -*A collection of the knowledge required to learn a training bound in paper. 3 size of [Basic Wood](Wood#Basic%20Wood)*. -* Size 3. -* Cost double the [Teaching](Services#Teaching) cost for a specific training. -* Cost 25 for all [Basic Level Training](Character-Development#Basic%20Level%20Training) in a [Type Of Training](Character-Development#Types%20Of%20Training). -* Cost 50 for all [Advanced Level Training](Character-Development#Advanced%20Level%20Training) in a [Type Of Training](Character-Development#Types%20Of%20Training). -* You can use a training manual as a replacement for a trainer when doing [Supervised Training](Activities#Supervised%20Learning), you still need to spend XP. + +_A collection of the knowledge required to learn a training bound in paper. 3 size of [Basic Wood](Wood#Basic%20Wood)_. + +- Size 3. +- Cost double the [Teaching](Services#Teaching) cost for a specific training. +- Cost 25 for all [Basic Level Training](Character-Development#Basic%20Level%20Training) in a [Type Of Training](Character-Development#Types%20Of%20Training). +- Cost 50 for all [Advanced Level Training](Character-Development#Advanced%20Level%20Training) in a [Type Of Training](Character-Development#Types%20Of%20Training). +- You can use a training manual as a replacement for a trainer when doing [Supervised Training](Activities#Supervised%20Learning), you still need to spend XP. --- + ### 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/Gear#Charges).* -* Size 2. -* Cost 15. -* [Charges](Core/Gear#Charges)(5). -* [Charges](Core/Gear#Charges) cost 2 silver to replace. -* Given 5 minutes, you can repair 1 integrity on a suit of armour for a [Charge](Core/Gear#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/Gear#Charges)._ + +- Size 2. +- Cost 15. +- [Charges](Core/Gear#Charges)(5). +- [Charges](Core/Gear#Charges) cost 2 silver to replace. +- Given 5 minutes, you can repair 1 integrity on a suit of armour for a [Charge](Core/Gear#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#Attunement). 1 size [Artisan Hide](Hide#Artisan%20Hide) + [Charges](Core/Gear#Charges).* -* Size 2. -* Cost 15. -* [Charges](Core/Gear#Charges)(5). -* [Charges](Core/Gear#Charges) cost 2 silver to replace. -* You can spend a [charge](Core/Gear#Charges) to perform [Ritual Magic](Magic#Ritual%20Magic). + +_A well constructed satchel of elixirs, dried powdered items, and other small bits of magic that can be used to perform [Rituals](Core/Spirit#Ascendancy). 1 size [Artisan Hide](Hide#Artisan%20Hide) + [Charges](Core/Gear#Charges)._ + +- Size 2. +- Cost 15. +- [Charges](Core/Gear#Charges)(5). +- [Charges](Core/Gear#Charges) cost 2 silver to replace. +- You can spend a [charge](Core/Gear#Charges) to perform [Ritual Magic](Magic#Ritual%20Magic). A reagent bag contains 5 uses, and replenishing a use costs 2 silver. --- ### Simple Instrument -*A musical tool of rudimentary design. Basic instruments will be cheaper than expensive very fancy instruments and produce simpler sounds. 2 size of [Basic](Materials#Basic) material.* -* Size 2. -* Cost 6. + +_A musical tool of rudimentary design. Basic instruments will be cheaper than expensive very fancy instruments and produce simpler sounds. 2 size of [Basic](Materials#Basic) material._ + +- Size 2. +- Cost 6. > Examples would include: Drums, Flute, Horn. --- ### Surgeon's Tool Set -*A collection of tools for invasive healing of the human body. Saws, scalpels, sewing equipment. 3 size of [Artisan](Materials#Artisan)* materials. -* Size 3. -* Cost 15. -* Used for [Surgeon](Academic#Surgeon). + +_A collection of tools for invasive healing of the human body. Saws, scalpels, sewing equipment. 3 size of [Artisan](Materials#Artisan)_ materials. + +- Size 3. +- Cost 15. +- Used for [Surgeon](Academic#Surgeon). --- ### Thief's Tool Set -*A collection of tools for heisting, lock picks, a large sack, a crowbar. 3 size of [Artisan](Materials#Artisan)* materials. -* Size 3. -* Cost 15. + +_A collection of tools for heisting, lock picks, a large sack, a crowbar. 3 size of [Artisan](Materials#Artisan)_ materials. + +- Size 3. +- Cost 15. --- ### 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/Gear#Charges).* -* Size 2. -* Cost 15. -* [Charges](Core/Gear#Charges)(5). -* [Charges](Core/Gear#Charges) cost 2 silver to replace. -* A tinkers kit charge can be used to have a bauble or small part on hand for repairs or crafting. + +_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/Gear#Charges)._ + +- Size 2. +- Cost 15. +- [Charges](Core/Gear#Charges)(5). +- [Charges](Core/Gear#Charges) cost 2 silver to replace. +- 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/Gear#Charges).* -* Size 2. -* Cost 10. -* [Charges](Core/Gear#Charges)(5). -* [Charges](Core/Gear#Charges) cost 1 silver to replace. -* Can expend a [charge](Core/Gear#Charges) to set up a trap to trigger based on certain conditions. + +_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/Gear#Charges)._ + +- Size 2. +- Cost 10. +- [Charges](Core/Gear#Charges)(5). +- [Charges](Core/Gear#Charges) cost 1 silver to replace. +- Can expend a [charge](Core/Gear#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/Gear#Charges)* -* Size 2. -* Cost 15. -* [Charges](Core/Gear#Charges)(5). -* [Charges](Core/Gear#Charges) cost 2 silver to replace. -* A trauma kit [Charge](Core/Gear#Charges) can be used to provide (+1) to any medical [Application](Core/Intelligence#Application) [Action](Core/Terminology#Action). -* A trauma kit [charge](Core/Gear#Charges) can be used to perform first aid to remove the [Defeated](Core/Effects#Defeated) effect. This is a [Application](Core/Intelligence#Application) [Opposed Difficulty](Core/Skills#Opposed%20Difficulty)([Long Term Injury](Core/Effects#Long%20Term%20Injury)). If you succeed, reduce their [Long Term Injury](Core/Effects#Long%20Term%20Injury) penalty by 1. If you fail they just remove [Defeated](Core/Effects#Defeated). + +_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/Gear#Charges)_ + +- Size 2. +- Cost 15. +- [Charges](Core/Gear#Charges)(5). +- [Charges](Core/Gear#Charges) cost 2 silver to replace. +- A trauma kit [Charge](Core/Gear#Charges) can be used to provide (+1) to any medical [Application](Core/Intelligence#Application) [Action](Core/Terminology#Action). +- A trauma kit [charge](Core/Gear#Charges) can be used to perform first aid to remove the [Defeated](Core/Effects#Defeated) effect. This is a [Application](Core/Intelligence#Application) [Opposed Difficulty](Core/Skills#Opposed%20Difficulty)([Long Term Injury](Core/Effects#Long%20Term%20Injury)). If you succeed, reduce their [Long Term Injury](Core/Effects#Long%20Term%20Injury) penalty by 1. If you fail they just remove [Defeated](Core/Effects#Defeated). --- ### Wrangler's Kit -*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/Gear#Charges).* -* Size 2. -* Cost 15. -* [Charges](Core/Gear#Charges)(5). -* [Charges](Core/Gear#Charges) cost 2 silver to replace. -* Using a wranglers kit on a humanoid requires 2 [Charges](Core/Gear#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. + +_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/Gear#Charges)._ + +- Size 2. +- Cost 15. +- [Charges](Core/Gear#Charges)(5). +- [Charges](Core/Gear#Charges) cost 2 silver to replace. +- Using a wranglers kit on a humanoid requires 2 [Charges](Core/Gear#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. --- ### Writing Kit -*A notepad or scroll and charcoal, quill or pencil. Can be used to write, take notes, etc. 1 size worth of [Artisan](Materials#Artisan) materials.* -* Size 1. -* Cost 5. ---- +_A notepad or scroll and charcoal, quill or pencil. Can be used to write, take notes, etc. 1 size worth of [Artisan](Materials#Artisan) materials._ +- Size 1. +- Cost 5. + +--- diff --git a/Game/Example-Weapons.md b/Game/Example-Weapons.md deleted file mode 100644 index 11677d6..0000000 --- a/Game/Example-Weapons.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -layout: default -title: Example Weapons -parent: Weapons -grand_parent: Equipment -nav_order: 2 ---- -# Example Weapons -* A non-exhaustive list of weapons a player could use. You can instead design your own [Designing-Weapons](Designing-Weapons). -* Cost is the full charge to commission, including labour. -* Sell is the cost for just the materials, so what it's worth if it was sold in a shop. -* Crafting Cost is different than either of these values, and should be calculated when crafting. - - -| Name | Quality | Materials | Cost | Sell | Size | Damage Type | Damage Bonus | Traits | -| ---------------- | -------------------------------------------- | ------------- | ---- | ---- | ---- | -------------------------- | ------------ | -------------------------------------------------------------------------------------------------------- | -| 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/Gear/Arming-Sword.md b/Game/Gear/Arming-Sword.md new file mode 100644 index 0000000..8203843 --- /dev/null +++ b/Game/Gear/Arming-Sword.md @@ -0,0 +1,17 @@ +Weapon +{: .label .label-purple } + +Size 2 +{: .label .label-yellow } + +[Artisan](Game/Designing-Weapons#Artisan) +{: .label .label-blue } + +#### Machete + +| Default [Damage](Core/Weapons#Damage) | 3 | +| :-------------------------------------------------------- | :------------------------------------------------------------------------------------------------------------------------------------------- | +| [Extra Damage](Game/Core/Attacks#Extra%20Damage) Modifier | (-1) | +| [Damage Type](Core/Weapons#Damage%20Type) | [Rending](Core/Injury#Rending), [Piercing](Game/Core/Injury#Piercing) | +| [Range](Core/Weapons#Range) | [Reach](Core/Movement#Reach) | +| [Weapon Traits](Core/Weapon-Traits) | [One Handed](Game/Core/Blocks/One-Handed), [Striking](Game/Core/Blocks/Striking), [Multiple-Damage-Types](Game/Blocks/Multiple-Damage-Types) | diff --git a/Game/Gear/Brigadine.md b/Game/Gear/Brigadine.md new file mode 100644 index 0000000..b5a0c91 --- /dev/null +++ b/Game/Gear/Brigadine.md @@ -0,0 +1,19 @@ + +Armour +{: .label .label-purple } + +[Artisan](Game/Designing-Armour.md#Artisan) +{: .label .label-blue } + +[Master Work](Game/Designing-Weapons#Master%20Work) +{: .label .label-yellow } + +#### Brigadine + +| [Armour Integrity](Game/Core/Armour#Armour%20Integrity) | 4 | +| :--------------------------------------------------------- | :-------------------------------- | +| [Skill Penalty](Game/Core/Armour#Skill%20Penalty) | 0 | +| [Weakness](Game/Core/Armour#Weakness%20and%20Resistance) | [Cold](Game/Core/Injury#Cold) | +| [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) | [Impact](Game/Core/Injury#Impact) | +| [Armour-Traits](Game/Core/Armour-Traits) | - | + diff --git a/Game/Gear/Clothing.md b/Game/Gear/Clothing.md new file mode 100644 index 0000000..1d1f6fe --- /dev/null +++ b/Game/Gear/Clothing.md @@ -0,0 +1,15 @@ + +Armour +{: .label .label-purple } + +[Basic](Game/Designing-Armour#Basic) +{: .label .label-blue } + +#### Clothing + +| [Armour Integrity](Game/Core/Armour#Armour%20Integrity) | 1 | +| :--------------------------------------------------------- | :---------------------------- | +| [Skill Penalty](Game/Core/Armour#Skill%20Penalty) | 0 | +| [Weakness](Game/Core/Armour#Weakness%20and%20Resistance) | [Cold](Game/Core/Injury#Cold) | +| [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) | - | +| [Armour-Traits](Game/Core/Armour-Traits) | - | diff --git a/Game/Gear/Full-Plate.md b/Game/Gear/Full-Plate.md new file mode 100644 index 0000000..06f9ab4 --- /dev/null +++ b/Game/Gear/Full-Plate.md @@ -0,0 +1,18 @@ + +Armour +{: .label .label-purple } + +[Exotic](Game/Designing-Armour#Exotic) +{: .label .label-blue } + +[Master Work](Game/Designing-Weapons#Master%20Work) +{: .label .label-yellow } +#### Full Plate + +| [Armour Integrity](Game/Core/Armour#Armour%20Integrity) | 6 | +| :--------------------------------------------------------- | :------------------------------------------------------------------------------- | +| [Skill Penalty](Game/Core/Armour#Skill%20Penalty) | (-1) | +| [Weakness](Game/Core/Armour#Weakness%20and%20Resistance) | - | +| [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) | [Rending](Game/Core/Injury#Rending), [Piercing](Game/Core/Injury#Piercing) | +| [Armour-Traits](Game/Core/Armour-Traits) | - | + diff --git a/Game/Gear/Machete.md b/Game/Gear/Machete.md new file mode 100644 index 0000000..29f69f6 --- /dev/null +++ b/Game/Gear/Machete.md @@ -0,0 +1,17 @@ +Weapon +{: .label .label-purple } + +Size 2 +{: .label .label-purple } + +[Artisan](Game/Designing-Weapons#Artisan) +{: .label .label-blue } + +#### Machete + +| Default [Damage](Core/Weapons#Damage) | 3 | +| :-------------------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------- | +| [Extra Damage](Game/Core/Attacks#Extra%20Damage) Modifier | (-1) | +| [Damage Type](Core/Weapons#Damage%20Type) | [Rending](Core/Injury#Rending) | +| [Range](Core/Weapons#Range) | [Reach](Core/Movement#Reach) | +| [Weapon Traits](Core/Weapon-Traits) | [One Handed](Game/Core/Blocks/One-Handed), [Striking](Game/Core/Blocks/Striking), [Balanced](Game/Core/Blocks/Balanced) | diff --git a/Game/Gear/Rapier.md b/Game/Gear/Rapier.md new file mode 100644 index 0000000..0107e72 --- /dev/null +++ b/Game/Gear/Rapier.md @@ -0,0 +1,17 @@ +Weapon +{: .label .label-purple } + +Size 2 +{: .label .label-purple } + +[Artisan](Game/Designing-Weapons#Artisan) +{: .label .label-blue } + +#### Rapier + +| Default [Damage](Core/Weapons#Damage) | 3 | +| :-------------------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------- | +| [Extra Damage](Game/Core/Attacks#Extra%20Damage) Modifier | (-1) | +| [Damage Type](Core/Weapons#Damage%20Type) | [Piercing](Game/Core/Injury#Piercing) | +| [Range](Core/Weapons#Range) | [Reach](Core/Movement#Reach) | +| [Weapon Traits](Core/Weapon-Traits) | [One Handed](Game/Core/Blocks/One-Handed), [Striking](Game/Core/Blocks/Striking), [Balanced](Game/Core/Blocks/Balanced) | diff --git a/Game/Gear/Scale-Mail.md b/Game/Gear/Scale-Mail.md new file mode 100644 index 0000000..4cf00a0 --- /dev/null +++ b/Game/Gear/Scale-Mail.md @@ -0,0 +1,15 @@ + +Armour +{: .label .label-purple } + +[Artisan](Game/Designing-Armour#Artisan) +{: .label .label-blue } + +#### Scale Mail + +| [Armour Integrity](Game/Core/Armour#Armour%20Integrity) | 4 | +| :--------------------------------------------------------- | :------------------------------------------------------------------- | +| [Skill Penalty](Game/Core/Armour#Skill%20Penalty) | 0 | +| [Weakness](Game/Core/Armour#Weakness%20and%20Resistance) | [Cold](Game/Core/Injury#Cold), [Piercing](Game/Core/Injury#Piercing) | +| [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) | [Rending](Game/Core/Injury#Rending) | +| [Armour-Traits](Game/Core/Armour-Traits) | - | diff --git a/Game/Gear/Size-1-Basic.md b/Game/Gear/Size-1-Basic.md new file mode 100644 index 0000000..963b88b --- /dev/null +++ b/Game/Gear/Size-1-Basic.md @@ -0,0 +1,17 @@ +Weapon +{: .label .label-purple } + +Size 1 +{: .label .label-purple } + +[Basic](Game/Designing-Weapons#Basic) +{: .label .label-blue } + +#### Size 1 Basic + +| Default [Damage](Core/Weapons#Damage) | 1 | +| :-------------------------------------------------------- | :------------------------------------------------------------------------------- | +| [Extra Damage](Game/Core/Attacks#Extra%20Damage) Modifier | (-1) | +| [Damage Type](Core/Weapons#Damage%20Type) | Depends | +| [Range](Core/Weapons#Range) | [Reach](Core/Movement#Reach) | +| [Weapon Traits](Core/Weapon-Traits) | [One Handed](Game/Core/Blocks/One-Handed), [Striking](Game/Core/Blocks/Striking) | diff --git a/Game/Gear/Size-2-Basic.md b/Game/Gear/Size-2-Basic.md new file mode 100644 index 0000000..6ca1863 --- /dev/null +++ b/Game/Gear/Size-2-Basic.md @@ -0,0 +1,17 @@ +Weapon +{: .label .label-purple } + +Size 2 +{: .label .label-purple } + +[Basic](Game/Designing-Weapons#Basic) +{: .label .label-blue } + +#### Size 2 Basic + +| Default [Damage](Core/Weapons#Damage) | 2 | +| :-------------------------------------------------------- | :------------------------------------------------------------------------------- | +| [Extra Damage](Game/Core/Attacks#Extra%20Damage) Modifier | (-1) | +| [Damage Type](Core/Weapons#Damage%20Type) | Depends | +| [Range](Core/Weapons#Range) | [Reach](Core/Movement#Reach) | +| [Weapon Traits](Core/Weapon-Traits) | [One Handed](Game/Core/Blocks/One-Handed), [Striking](Game/Core/Blocks/Striking) | diff --git a/Game/Gear/Size-3-Basic.md b/Game/Gear/Size-3-Basic.md new file mode 100644 index 0000000..38ba5af --- /dev/null +++ b/Game/Gear/Size-3-Basic.md @@ -0,0 +1,17 @@ +Weapon +{: .label .label-purple } + +Size 3 +{: .label .label-purple } + +[Basic](Game/Designing-Weapons#Basic) +{: .label .label-blue } + +#### Size 3 Basic + +| Default [Damage](Core/Weapons#Damage) | 3 | +| :-------------------------------------------------------- | :---------------------------------------------------------------------------------- | +| [Extra Damage](Game/Core/Attacks#Extra%20Damage) Modifier | (-1) | +| [Damage Type](Core/Weapons#Damage%20Type) | Depends | +| [Range](Core/Weapons#Range) | [Reach](Core/Movement#Reach) | +| [Weapon Traits](Core/Weapon-Traits) | [Two-Handed](Game/Core/Blocks/Two-Handed), [Striking](Game/Core/Blocks/Striking) | diff --git a/Game/Gear/Size-4-Basic.md b/Game/Gear/Size-4-Basic.md new file mode 100644 index 0000000..a3cad74 --- /dev/null +++ b/Game/Gear/Size-4-Basic.md @@ -0,0 +1,17 @@ +Weapon +{: .label .label-purple } + +Size 4 +{: .label .label-purple } + +[Basic](Game/Designing-Weapons#Basic) +{: .label .label-blue } + +#### Size 4 Basic + +| Default [Damage](Core/Weapons#Damage) | 4 | +| :-------------------------------------------------------- | :------------------------------------------------------------------------------- | +| [Extra Damage](Game/Core/Attacks#Extra%20Damage) Modifier | (-1) | +| [Damage Type](Core/Weapons#Damage%20Type) | Depends | +| [Range](Core/Weapons#Range) | [Reach](Core/Movement#Reach) | +| [Weapon Traits](Core/Weapon-Traits) | [Two-Handed](Game/Core/Blocks/Two-Handed), [Striking](Game/Core/Blocks/Striking) | diff --git a/Game/Gear/Size-5-Basic.md b/Game/Gear/Size-5-Basic.md new file mode 100644 index 0000000..b881fb7 --- /dev/null +++ b/Game/Gear/Size-5-Basic.md @@ -0,0 +1,17 @@ +Weapon +{: .label .label-purple } + +Size 5 +{: .label .label-purple } + +[Basic](Game/Designing-Weapons#Basic) +{: .label .label-blue } + +#### Size 5 Basic + +| Default [Damage](Core/Weapons#Damage) | 5 | +| :-------------------------------------------------------- | :---------------------------------------------------------------------------------------------- | +| [Extra Damage](Game/Core/Attacks#Extra%20Damage) Modifier | (-1) | +| [Damage Type](Core/Weapons#Damage%20Type) | Depends | +| [Range](Core/Weapons#Range) | [Reach](Core/Movement#Reach) | +| [Weapon Traits](Core/Weapon-Traits) | [Impossibly-Large](Game/Core/Blocks/Impossibly-Large), [Striking](Game/Core/Blocks/Striking) | diff --git a/Game/Gear/Spear.md b/Game/Gear/Spear.md new file mode 100644 index 0000000..5b2fad3 --- /dev/null +++ b/Game/Gear/Spear.md @@ -0,0 +1,17 @@ +Weapon +{: .label .label-purple } + +Size 3 +{: .label .label-purple } + +[Artisan](Game/Designing-Weapons#Artisan) +{: .label .label-blue } + +#### Spear + +| Default [Damage](Core/Weapons#Damage) | 4 | +| :-------------------------------------------------------- | :-------------------------------------------------------------------------------------------------------------------------- | +| [Extra Damage](Game/Core/Attacks#Extra%20Damage) Modifier | (-1) | +| [Damage Type](Core/Weapons#Damage%20Type) | [Piercing](Game/Core/Injury#Piercing) | +| [Range](Core/Weapons#Range) | [Reach](Core/Movement#Reach) | +| [Weapon Traits](Core/Weapon-Traits) | [Two-Handed](Game/Core/Blocks/Two-Handed), [Striking](Game/Core/Blocks/Striking), [Long-Reach](Game/Core/Blocks/Long-Reach) | diff --git a/Game/Gear/Studded-Leather.md b/Game/Gear/Studded-Leather.md new file mode 100644 index 0000000..af82736 --- /dev/null +++ b/Game/Gear/Studded-Leather.md @@ -0,0 +1,15 @@ + +Armour +{: .label .label-purple } + +[Artisan](Game/Designing-Armour#Artisan) +{: .label .label-blue } + +#### Studded Leather + +| [Armour Integrity](Game/Core/Armour#Armour%20Integrity) | 4 | +| :--------------------------------------------------------- | :---------------------------- | +| [Skill Penalty](Game/Core/Armour#Skill%20Penalty) | 0 | +| [Weakness](Game/Core/Armour#Weakness%20and%20Resistance) | [Life](Game/Core/Injury#Life) | +| [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) | - | +| [Armour-Traits](Game/Core/Armour-Traits) | - | diff --git a/Game/Gear/Sunsworn-Breastplate.md b/Game/Gear/Sunsworn-Breastplate.md new file mode 100644 index 0000000..f25dd28 --- /dev/null +++ b/Game/Gear/Sunsworn-Breastplate.md @@ -0,0 +1,21 @@ + +Armour +{: .label .label-purple } + +[Artisan](Game/Designing-Armour#Artisan) +{: .label .label-blue } + +[Masterwork](Game/Designing-Armour#Masterwork) +{: .label .label-yellow } + +Unique +{: .label .label-red } + +#### Sunsworn Breastplate + +| [Armour Integrity](Game/Core/Armour#Armour%20Integrity) | 6 | +| :--------------------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| [Skill Penalty](Game/Core/Armour#Skill%20Penalty) | -1 | +| [Weakness](Game/Core/Armour#Weakness%20and%20Resistance) | [Cold](Game/Core/Injury#Cold) | +| [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) | [Heat](Game/Core/Injury#Heat), [Impact](Game/Core/Injury#Impact), [Rending](Game/Core/Injury#Rending) | +| [Armour-Traits](Game/Core/Armour-Traits) | Spend 1 [Power](Game/Core/Blocks/Power) and make an [Ascendancy](Game/Core/Spirit#Ascendancy) test to deal 4 heat damage and cause [On Fire](Game/Core/Effects#On%20Fire). | diff --git a/Game/Gear/Wolfs-Bite.md b/Game/Gear/Wolfs-Bite.md new file mode 100644 index 0000000..6875819 --- /dev/null +++ b/Game/Gear/Wolfs-Bite.md @@ -0,0 +1,23 @@ +Weapon +{: .label .label-purple } + +Size 2 +{: .label .label-purple } + +[Exotic](Game/Designing-Weapons#Exotic) +{: .label .label-blue } + +[Master Work](Game/Designing-Weapons#Master%20Work) +{: .label .label-yellow } + +Unique +{: .label .label-red } + +#### Wolfs Bite + +| Default [Damage](Core/Weapons#Damage) | 4 or 5 | +| :-------------------------------------------------------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| [Extra Damage](Game/Core/Attacks#Extra%20Damage) Modifier | (-2) | +| [Damage Type](Core/Weapons#Damage%20Type) | [Rending](Core/Injury#Rending) | +| [Range](Core/Weapons#Range) | [Reach](Core/Movement#Reach) | +| [Weapon Traits](Core/Weapon-Traits) | [One Handed](Game/Core/Blocks/One-Handed), [Striking](Game/Core/Blocks/Striking), [Hand-And-A-Half](Game/Blocks/Hand-And-A-Half), [Perfect](Game/Blocks/Perfect) | diff --git a/Game/Knight.md b/Game/Knight.md index 7acc007..0596619 100644 --- a/Game/Knight.md +++ b/Game/Knight.md @@ -5,101 +5,14 @@ parent: Character Development grand_parent: Telling The Story nav_order: 2 --- -# Knight -A character who specializes in heavy armour, and mounted combat. - -Knights are: -* Nobles. -* Knights. -* Mounted riders. -* Heavily armoured soldiers. - -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#Melee%20Attack) against them, you deal +1 [Damage](Core/Terminology#Damage). - -### Blocking -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#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#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#Armour%20Integrity). - -### Phalanx -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#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), you may spend a [Power](Additional-Attributes#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#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#Shield), it also protects against [Ancillary](Core/Injury#Ancillary) [Ranged Attack](Core/Terminology#Ranged%20Attack). - -### Steel Wall -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. +# Knight ---- - -## Advanced - -### Bash -When you [Avoid](Core/Reacting#Avoid) attacks from opponents [In Melee](Core/Effects#In%20Melee), if you succeed, the opponent must pass a [Grace](Core/Agility#Grace) [Opposed Difficulty(strike)](Core/Skills#Opposed%20Difficulty) or be knocked prone. - -### Battle Mount -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#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#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#Non-mitigated%20Attack), you may drop prone to reduce the [Damage](Core/Terminology#Damage) by 1. - -### Second Skin -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#Mounted). - -> Flight, Swimming, Teleporting, Scaling Walls, Burrowing - -### Sweep -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#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#Reaction) on each of your [Combat Turns](Core/Terminology#Combat%20Turn). +A character who specializes in heavy armour, and mounted combat. -### People’s Champion -Once per [Downtime](Telling-The-Story#Downtime), may ignore any injury as though it didn’t occur. +Knights are: -### Wild Mount -You can comfortably use as a [Mount](Mounts) any wild creature that you have befriended or have adequately controlled with a [Wranglers Kit](Example-Gear#Wranglers%20Kit), without additional gear or domestication. +- Nobles. +- Knights. +- Mounted riders. +- Heavily armoured soldiers. \ No newline at end of file diff --git a/Game/Labourer.md b/Game/Labourer.md index e564dd1..13ba17a 100644 --- a/Game/Labourer.md +++ b/Game/Labourer.md @@ -13,108 +13,3 @@ Labourers are: * Artisans * Chefs * Fishers - -They can generally teach the following training: - -## Basic -### Ablative Armour -After [Downtime](Telling-The-Story#Downtime), your armour has 2 additional max integrity that isn’t otherwise repairable. - -### Alchemy -#TODOcopy -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) 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#Application), more details in [Designing-Storage](Designing-Storage). - -### Buddy Up -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#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). - -### 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#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. - -### Networking -When you perform [Day Work](Activities#Day%20Work) you can ask the GM one question about the city you are in. - -### Suburbanite -You receive a +1 to all skill tests related to surviving and navigating urban areas. -### Tool Master -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#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#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#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). - - - - - ---- - -## Advanced - -### Custom Job -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#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. - -### Guardsman -You can perform [On Watch](Activities#On%20Watch) while doing another [Travelling Activity](Activities#Travelling%20Activity). - -### Integrated Weapons -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), [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). - -### Middle Manager -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). This meal will have a size of 2 and when shared everyone gains the benefit of the [Comestible](Core/Comestibles) that was included. - -### Field 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#Damage%20Bonus) until the next [Travel Segment](Telling-The-Story#Travel%20Segment). - -### Transhumanist -#TODOtranshumanism -As [Production Work](Activities#Production%20Work), using a [Tinkers Kit](Example-Gear#Tinkers%20Kit) you can create [Prosthetics](Character-Development#Prosthetics) that characters can use with ease. A basic prosthetic requires 4 size of [Artisan](Materials#Artisan) [Materials](Materials) and functions similarly to the feature it is replacing. - -You can also create advanced prosthetics that provide additional abilities and effects in line with - -As [Production Work](Activities#Production%20Work), using an [Alchemists Tool Set](Example-Gear#Alchemists%20Tool%20Set) you can manipulate and prepare mutagenic compounds for installation. - - - ---- - -## Master - -### Masters Touch -[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) during [Downtime](Telling-The-Story#Downtime) and an additional [Travelling Activity](Activities#Travelling%20Activity) per [Travel Segment](Telling-The-Story#Travel%20Segment). diff --git a/Game/Magic-Items.md b/Game/Magic-Items.md index 290a489..7b6d7a5 100644 --- a/Game/Magic-Items.md +++ b/Game/Magic-Items.md @@ -6,52 +6,65 @@ nav_order: 2 has_children: false parent: Magic --- + # Magic Items + In Aspirant magic items should be unique, interesting and full of lore. There are very few ways to deal more damage or have more HP, so magic items should be more narrative and require creative thinking. -* A sword that glows blue in the presence of Orks. -* A monocle that gives X-ray vision. -* A torch that never goes out. + +- A sword that glows blue in the presence of Orks. +- A monocle that gives X-ray vision. +- A torch that never goes out. ## Binding + Enchanted and magical items need to be grounded to a [Character](Core/Terminology#Character) to work. This process 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#Character) can bind to a number of items up to their [Affinity](Additional-Attributes#Affinity). You can bind to an item once per [Downtime](Telling-The-Story#Downtime). +- A successful [Ascendancy](Core/Spirit#Ascendancy) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty)(0). +- An [Expert Commission](Services#Expert%20Commissions). + +A [Character](Core/Terminology#Character) can bind to a number of items up to their [Affinity](Game/Blocks/Affinity). You can bind to an item once per [Downtime](Telling-The-Story#Downtime). ## Categories + Magic items come in three categories based on their power. ### Ephemeral + Magic items that are ephemeral are ubiquitous and barely magical. These items have been imbued with temporary magic that can be used only once, or only a few times. After that, the item ceases to be magic. > A sword that can be engulfed in flames for a fiery strike. > A coin that lets you teleport home. ### Harmonic + Magic items that have magic abilities that are related to the original function are considered harmonic. Harmonic items disrupt the physical world in ways still aligned with the item's expected function, meaning they aren't as difficult to create. > A sword that cuts peoples souls. > A map that shows you where you are on it. ### Discordant + Magic items that have magic abilities that are unrelated to the original function are considered discordant. Discordant items disrupt the physical world in ways that are unaligned with the item's expected function, meaning they are harder to create. These items aren't more powerful necessarily than [Harmonic](#Harmonic), but they are more erratic. > A backpack that expels large spews of fire. > A shield that lets you speak any language. ## Designing Magic Items + When you create a magic item, it should: -* Have a beneficial power or ability. This can be passive or require activation. -* Have some visual distinction for this power. -* Based on the power level of the benefit, it should have a [Drawback](#Drawback) or catch. + +- Have a beneficial power or ability. This can be passive or require activation. +- Have some visual distinction for this power. +- Based on the power level of the benefit, it should have a [Drawback](#Drawback) or catch. + ### Drawback -Your item's drawback shouldn't be crippling, the item shouldn't feel cursed. The drawback should add some flavour or maybe lead to interesting or problematic scenarios. + +Your item's drawback shouldn't be crippling, the item shouldn't feel cursed. The drawback should add some flavour or maybe lead to interesting or problematic scenarios. The drawback to [Ephemeral](#Ephemeral) items is usually that they can be exhausted. > Perhaps boots that give you the ability to jump massive distances make your feet smell like an ogres. - ### Player Crafted Magic Items -Should follow the same rules as above, but [The Players](How-To-Play#The%20Players) and [GM](How-To-Play#GM) should collaborate to come up with a power and drawback. \ No newline at end of file + +Should follow the same rules as above, but [The Players](How-To-Play#The%20Players) and [GM](How-To-Play#GM) should collaborate to come up with a power and drawback. diff --git a/Game/Magic-Modifiers.md b/Game/Magic-Modifiers.md deleted file mode 100644 index 637e031..0000000 --- a/Game/Magic-Modifiers.md +++ /dev/null @@ -1,60 +0,0 @@ ---- -layout: default -title: Magic Modifiers -grand_parent: Telling The Story -nav_order: 2 -has_children: false -parent: Magic ---- -# Magic Modifiers -These are modifiers you can add to your magical attacks based on your training. None of these are available by default, all are provided with training. - -## Area -*Action modifier (-2)* -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#Successful%20Attack) the [Opponent](Core/Terminology#Opponent) becomes [On Fire](Core/Effects#On%20Fire). - -## Concussive -*Action modifier (-1)* -After a [Successful Attack](Core/Terminology#Successful%20Attack) the [Opponent](Core/Terminology#Opponent) performs a [Grace](Core/Agility#Grace) [Fixed Difficulty(0)](Core/Skills#Fixed%20Difficulty), if they fail, they become [Prone](Core/Effects#Prone). - -## Cone -*Action modifier (-3)* -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#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#Close) to your target. - -## Lethal -*Action modifier varies* -Your [Attack](Core/Terminology#Attack) does 1 additional [Damage](Core/Terminology#Damage). The penalty for this is variable, see [Calculating Damage](#Calculating%20Damage). - -## Painless -*Action modifier (0)* -This attack does not cause [Injury](Core/Injury) - -## Magic Attack -*Mandatory* -This attacks adds $2 \times$ [Spirit](Core/Spirit) to [Damage Bonus](Core/Weapons#Damage%20Bonus) instead of [Strength](Core/Strength) and has a [Range](Core/Weapons#Range) of [Close](Core/Movement#Close). - -## Slowing -*Action modifier (-1)* -If this is a [Successful Attack](Core/Terminology#Successful%20Attack) the [Opponent](Core/Terminology#Opponent) is [Slowed](Core/Effects#Slowed). - -## Stunning -*Action modifier (-1)* -If this is a [Successful Attack](Core/Terminology#Successful%20Attack) the [Opponent](Core/Terminology#Opponent) performs a [Endurance](Core/Strength#Endurance) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty)(0), if they fail, they become [Stunned](Core/Effects#Stunned). -## Surprising -*Action modifier (-1,-3,-5)* -This attack has a penalty to [Avoid](Core/Reacting#Avoid) equal to the selected modifier. -## Unavoidable -*Action modifier (-5)* -The [Opponent](Core/Terminology#Opponent) cannot perform [Reactions](Core/Terminology#Reaction) in response to this attack. \ No newline at end of file diff --git a/Game/Magic.md b/Game/Magic.md index ffddbfe..5776657 100644 --- a/Game/Magic.md +++ b/Game/Magic.md @@ -5,44 +5,55 @@ parent: Telling The Story nav_order: 2 has_children: true --- + # Magic + 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#Will) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty) skill test with a difficulty based on circumstances. +Channelling magic is a [Ascendancy](Core/Spirit#Ascendancy) [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#Will). -* Additional training to do more than simple parlour tricks. + +- A [Focus](Example-Gear#Focus). +- [Resonant](Resonant) [Materials](Materials) to power it. +- Training in [Ascendancy](Core/Spirit#Ascendancy). +- Additional training to do more than simple parlour tricks. ### Magical Energy + Channelled magic requires magical energy. Focused magic that can be expended to temporarily shape the world around you. [Resonant](Resonant) material has inherent magical energy based on its quality. A [Focus](Example-Gear#Focus) can be used to convert this magical energy into effects. ## 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#Will) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty)(0) skill test, if you fail, the magical effect ends. +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 [Ascendancy](Core/Spirit#Ascendancy) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty)(0) skill test, if you fail, the magical effect ends. ### Examples -* Throwing a fireball. -* Creating a cloud of smoke. -* Disrupting a troll's magic healing. + +- Throwing a fireball. +- Creating a cloud of smoke. +- Disrupting a troll's magic healing. + # 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#Attunement) [Fixed Difficulty](Core/Skills#Fixed%20Difficulty) skill test with a difficulty based on circumstances. +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 [Ascendancy](Core/Spirit#Ascendancy) [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#Attunement). -* Additional training to do more than follow a ritual from a manual or book. + +- A [Reagent Bag](Example-Gear#Reagent%20Bag). +- Additional [Materials](Materials). +- Training in [Ascendancy](Core/Spirit#Ascendancy). +- Additional training to do more than follow a ritual from a manual or book. ## Examples -* Peering into the future or past. -* Summoning an elemental from another dimension. -* Resurrecting the dead. \ No newline at end of file + +- Peering into the future or past. +- Summoning an elemental from another dimension. +- Resurrecting the dead. diff --git a/Game/Mercenary.md b/Game/Mercenary.md index 96503a9..86744d9 100644 --- a/Game/Mercenary.md +++ b/Game/Mercenary.md @@ -5,98 +5,14 @@ parent: Character Development grand_parent: Telling The Story nav_order: 2 --- -# Mercenary -A character who specialize in fighting targets using their mastery of weapons. - -Mercenaries are: -* Swords for hire. -* Adventurers. -* Foot soldiers. -* Duellists. - -They can generally teach the following training: - -## Basic - -### Conditioning -When you perform [Hone Your Skills](Activities#Hone%20Your%20Skills) you may select an [Attributes](Core/Attributes) to consider as 1 greater instead of a [Skill](Core/Skills). - -### Defensive Combatant -You receive a (+1) to [Avoid](Core/Reacting#Avoid) and [Parry](Core/Special-Combat-Actions#Parry) skill tests. - -### Defensive Offhand -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#Avoid) non-[Melee Attacks](Core/Terminology#Melee%20Attack). - -### Feint -Enemies receive a (-1) to [Reaction](Core/Terminology#Reaction) skill tests against you. - -### Fight Smart -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#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#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#Melee%20Attack) you may perform a [Thrown Attack](Core/Terminology#Thrown%20Attack). -### Pit Fighter -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#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#Action) involving weapons. - -### Head On A Swivel -You may [Substitute](Core/Terminology#Substitute) [Insight](Core/Intelligence#Insight) for [Reflexes](Core/Agility#Reflexes) when calculating [Initiative Value](Core/Combat#Initiative%20Value). - - ---- - -## Advanced - -### Ambidextrous -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#Rending) or [Piercing](Core/Injury#Piercing) weapon cause [Impact](Core/Injury#Impact) injuries instead. - -### Circle Parry -When you [Parry](Core/Special-Combat-Actions#Parry) your opponent suffers a (-2). - -### Quick Draw -During your [Combat Turn](Core/Terminology#Combat%20Turn) you may spend 2 [Power](Additional-Attributes#Power) to make an attack with a [Size](Core/Weapons#Size) 1 [Weapon](Core/Weapons) as a [Free Action](Core/Terminology#Free%20Action). - - ---- - -## Master - -### 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#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](Additional-Attributes#Power) 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#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#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. +# Mercenary +A character who specialize in fighting targets using their mastery of weapons. ---- +Mercenaries are: +- Swords for hire. +- Adventurers. +- Foot soldiers. +- Duellists. diff --git a/Game/Monster-Types/Undead.md b/Game/Monster-Types/Undead.md index 198c6d6..ae75c5e 100644 --- a/Game/Monster-Types/Undead.md +++ b/Game/Monster-Types/Undead.md @@ -6,7 +6,9 @@ nav_order: 2 has_children: false parent: Characters --- + # Undead + {: .no_toc } The unliving, otherworldly, and cursed living dead. @@ -25,85 +27,108 @@ The unliving, otherworldly, and cursed living dead. Fodder {: .label .label-green } + ### The Hungry -*Corpse cursed with unlife after being preyed upon by another human while starving. Teeth click together as it gnaws at nothing, bony appendages with large chunks of flesh missing, seeming to have been bitten or ripped away. Necrotic ooze holds the creature barely together.* -| Initiative | Move | Threat | Integrity | Weakness | Resistance | -| ---------- | ----------------------------- | ------ | --------- | -------- | ---------- | +_Corpse cursed with unlife after being preyed upon by another human while starving. Teeth click together as it gnaws at nothing, bony appendages with large chunks of flesh missing, seeming to have been bitten or ripped away. Necrotic ooze holds the creature barely together._ + +| Initiative | Move | Threat | Integrity | Weakness | Resistance | +| ---------- | ------------------------------- | ------ | --------- | -------- | ---------- | | 2 | [Close](../Core/Movement#Close) | 2 | - | - | - | -* [Attack(3, Rending, 1)](../Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)) -* [Phobia(Sunlight)](../Core/Character-Actions#Phobia(FEAR)) +- [Attack(3, Rending, 1)](<../Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)>) +- [Phobia(Sunlight)](<../Core/Character-Actions#Phobia(FEAR)>) #### Rewards + {: .no_toc } -* Knawed insides: 1 size [Basic Bits](../Bits#Basic%20Bits). + +- Knawed insides: 1 size [Basic Bits](../Bits#Basic%20Bits). --- ## Elite --- + Elite {: .label .label-yellow } + ### The Full -*Corpse cursed with unlife after performing the blasphemous act of devouring its allies. Its maw hangs open widely, dripping necrotic ooze. Portions of its body seem to have been reinforced with chunks of almost tumorous flesh.* -| Initiative | Move | Threat | Integrity | Weakness | Resistance | -| ---------- | ----------------------------- | ------ | --------- | -------- | ---------- | +_Corpse cursed with unlife after performing the blasphemous act of devouring its allies. Its maw hangs open widely, dripping necrotic ooze. Portions of its body seem to have been reinforced with chunks of almost tumorous flesh._ + +| Initiative | Move | Threat | Integrity | Weakness | Resistance | +| ---------- | ------------------------------- | ------ | --------- | -------- | ---------- | | 3 | [Close](../Core/Movement#Close) | 4 | 3 | Magic | Physical | -* [Attack(5, Impact, 2)](../Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)) -* [Phobia(Sunlight)](../Core/Character-Actions#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#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. + +{: .no*toc} +\_The creature's flesh is separate with large gushing streams of black ooze infecting everything nearby.* + +- 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 } -* Oozing stomach: 1 size of [Artisan Bits](../Bits#Artisan%20Bits). + +- Oozing stomach: 1 size of [Artisan Bits](../Bits#Artisan%20Bits). --- + ## Boss --- + Boss {: .label .label-red } + ### The Cardinal -*A large corrupted religious figure draped in red, where a head should be a large burning red hand rests instead.* -| Initiative | Move | Threat | Integrity | Weakness | Resistance | -| ---------- | ----------------------------- | ------ | --------- | ------------------------- | ------------------------- | +_A large corrupted religious figure draped in red, where a head should be a large burning red hand rests instead._ + +| Initiative | Move | Threat | Integrity | Weakness | Resistance | +| ---------- | ------------------------------- | ------ | --------- | --------------------------- | --------------------------- | | 3,3 | [Close](../Core/Movement#Close) | 3 | 6 | [Life](../Core/Injury#Life) | [Heat](../Core/Injury#Heat) | -* [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)) +- [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#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). + +{: .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#Reach) of The Cardinal, they must succeed an [Volition](../Core/Spirit#Volition) [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 } + #### The Sun's Gaze -{: .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#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). + +{: .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#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 } -* Burning coal: [Exotic Resonant](../Resonant#Exotic%20Resonant). ---- +- Burning coal: [Exotic Resonant](../Resonant#Exotic%20Resonant). +--- diff --git a/Game/Mounts.md b/Game/Mounts.md index 2645c7c..c39308e 100644 --- a/Game/Mounts.md +++ b/Game/Mounts.md @@ -31,7 +31,7 @@ Mounts can also have special traits which give them additional power, stuff like Additionally, any mount that you can use effectively is expected to have a saddle. For exotic mounts, this could mean custom construction. Additionally, mounts may have a [Saddlebag](Storage#Saddlebag) which expand your storage and barding #TODOcopy which works as armour. ## Character Activity On Mount -While mounted and moving around any non-riding activities your character makes are at a -2. This can be mitigated with [Mounted Expert](Keeper#Mounted%20Expert) +While mounted and moving around any non-riding activities your character makes are at a -2. > This includes combat, skilled labour, and even awareness diff --git a/Game/Mystic.md b/Game/Mystic.md index 5e0f79f..fb92245 100644 --- a/Game/Mystic.md +++ b/Game/Mystic.md @@ -5,75 +5,16 @@ parent: Character Development grand_parent: Telling The Story nav_order: 2 --- -# Mystic -Character who specializes in understanding and manipulating the underlying magic and flow of the universe. Scrying what has and could happen, and manipulating the life force and fate of the living. - -Mystics are: -* Shamans -* Spiritual Leaders -* Witches -* Bishops -* Necromancers -* Fortune Tellers - -They can generally teach the following training: - -## Basic - -### Amateur Mysticism -Your character can perform [Ritual Magic](Magic#Ritual%20Magic) to: -* Detect the unseen. -* 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). - - [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#Follower) - -### Danger Sense -* 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#Character). - -### Foresight -You may [Substitute](Core/Terminology#Substitute) [Attunement](Core/Spirit#Attunement) for [Avoid](Core/Reacting#Avoid) [Action](Core/Terminology#Action). -### True Sight -You can perceive things supernaturally within [Spirit](Core/Spirit) x 10m. - - ---- - -## Advanced - -### Expert Mysticism -*[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#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. - ---- +# Mystic -## Master +Character who specializes in understanding and manipulating the underlying magic and flow of the universe. Scrying what has and could happen, and manipulating the life force and fate of the living. -### Master Mysticism -*[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. +Mystics are: - [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. +- Shamans +- Spiritual Leaders +- Witches +- Bishops +- Necromancers +- Fortune Tellers diff --git a/Game/Resonant.md b/Game/Resonant.md index e4593b9..9f335e9 100644 --- a/Game/Resonant.md +++ b/Game/Resonant.md @@ -5,12 +5,15 @@ parent: Materials grand_parent: Equipment 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#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), [Ascendancy](Core/Spirit#Ascendancy), and advanced crafting. ## Basic Resonant + Otherwise unusable pieces of damaged artifacts, fetishes, and other superstitious items. These materials have 3 magic energy. @@ -18,6 +21,7 @@ These materials have 3 magic energy. > Shards of broken mirror, shavings of an ancient device ## Artisan Resonant + Gemstones and fancy powders. These materials have 5 magic energy. @@ -25,8 +29,9 @@ These materials have 5 magic energy. > Ruby, Sapphire, Diamond shards / stones ## Exotic Resonant + Intentionally imbued powders, items warped from long exposure to enchanted places. These materials have 10 magic energy. -> Crystallized magic, liquefied elements \ No newline at end of file +> Crystallized magic, liquefied elements diff --git a/Game/Rogue.md b/Game/Rogue.md index 7753af7..e808b7d 100644 --- a/Game/Rogue.md +++ b/Game/Rogue.md @@ -5,111 +5,15 @@ parent: Character Development grand_parent: Telling The Story nav_order: 2 --- -# Rogue -A character who specializes in outwitting opponents with tools, positioning, and equipment. - -Rogues are: -* Thieves -* Assassins -* Marksman -* Trappers -* Hunters - -They can generally teach the following training: - -## Basic - -### Armed To The Teeth -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#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#Crossbow) [Weapon-Traits](Core/Weapon-Traits) have [Loading](Core/Terminology#Loading)(0). - -### Defy Death -You can [Avoid](Core/Reacting#Avoid) anything, even if it would seem impossible. - -### Disarming Shot -You can [Disarm](Core/Special-Combat-Actions#Disarm) someone at range, using a ranged weapon, expending 1 ammunition in the process. -### Efficient Rounds -You can always salvage [Munitions](Core/Comestibles#Munitions) with the [Salvageable](Core/Weapon-Traits#Salvageable) trait. -### Exotic Expert -You can use any [Exotic](Core/Weapons#Exotic) weapon without penalty. -### Fast Hands -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#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#Grace) skill tests related to moving silently. - -### Long Shot -When making a [Ranged Attack](Core/Terminology#Ranged%20Attack), you may spend a [Power](Additional-Attributes#Power) to ignore any [Distance Penalty](Core/Attack-Bonuses#Distance%20Penalty). - -### Lost in the Crowd -If you are [In Melee](Core/Effects#In%20Melee) you have a [Threat](Core/Weapons#Threat) of 0 to [Characters](Core/Terminology#Character) not [In Melee](Core/Effects#In%20Melee) with you. - -### Olympian -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#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#Combat%20Turn) as a [Free Action](Core/Terminology#Free%20Action). - -### Strapped -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#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/Weapons#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#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#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#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/Weapons#Threat) is reduced by your ranks in [Grace](Core/Agility#Grace). - -### Vanish -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](Additional-Attributes#Power) 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. - -### Marksman -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 - -### Fan Fire -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. +# Rogue -### Master Thief -In combat you can perform a [Grace](Core/Agility#Grace) [Opposed Difficulty](Core/Skills#Opposed%20Difficulty)([Reflexes](Core/Agility#Reflexes)) to immediately use a piece of [Equipment](Core/Equipment) stored on another character [In Melee](Core/Effects#In%20Melee). You still need to perform any additional skill checks to use the item. +A character who specializes in outwitting opponents with tools, positioning, and equipment. +Rogues are: +- Thieves +- Assassins +- Marksman +- Trappers +- Hunters diff --git a/Game/Services.md b/Game/Services.md index 4c610fc..557abb0 100644 --- a/Game/Services.md +++ b/Game/Services.md @@ -24,14 +24,14 @@ 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). -| Service | Cost | -| ------------------------------------------------------------------------- | ------------------------------------------------------------------------------- | -| 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 | $4 + reagents$ | -| Commissioning a standard days work for a tradesman | $5$ | +| Service | Cost | +| -------------------------------------------------- | ------------------------------------------------------------------------------- | +| Commissioning Creating A [Weapon](Core/Weapons) | $5 + 20 \times size \times material\ ratio$ | +| Commissioning Creating [Armour](Core/Armour) | $5 + 20 \times primary\ material\ ratio + 10 \times secondary\ material\ ratio$ | +| Commissioning Master Worked Service | $base\ Commission + 10$ | +| Commissioning Storage | $5$ + [Crafting Storage](Designing-Storage#Crafting%20Storage) | +| Commissioning creating comestibles | $4 + reagents$ | +| Commissioning a standard days work for a tradesman | $5$ | ### Expert Commissions Requesting an expert to do something for you. diff --git a/Game/Shaper.md b/Game/Shaper.md index 9de37d4..d57fa5a 100644 --- a/Game/Shaper.md +++ b/Game/Shaper.md @@ -5,91 +5,15 @@ parent: Character Development grand_parent: Telling The Story nav_order: 2 --- -# Shaper -Character who specializes in shifting reality temporarily. Creating illusions, transforming objects, and manipulating perception. - -Magicians are: -* Illusionists -* Tricksters -* Magic Assassins -* Shapeshifters -* Magicians - -They can generally teach the following training: - -## Basic - -### Amateur Shaping -Your character can perform [Channelled Magic](Magic#Channelled%20Magic) to: -* Create the illusion of something that isn’t there: noise, visuals, smell. -* Change a comestible into something more useful. -* Alter yourself in simple ways. -* Attack with magical energy. This attack deals an [Impact](Core/Injury#Impact)/[Rending](Core/Injury#Rending) [Severe Injury](Core/Injury#Severe%20Injury), with [Magic Attack](Magic-Modifiers#Magic%20Attack), and [Multiple Damage Types](Core/Weapon-Traits#Multiple%20Damage%20Types). -* When attacking with a [Magic Attack](Magic-Modifiers#Magic%20Attack) you can use the: [Concussive](Magic-Modifiers#Concussive), [Painless](Magic-Modifiers#Painless), and [Surprising](Magic-Modifiers#Surprising) [Magic-Modifiers](Magic-Modifiers) - - Requires 1 [Magical Energy](Magic#Magical%20Energy) and a [Focus](Example-Gear#Focus) - -### Focus Trap -You can set magical abilities you are focussed on to trigger in response to something (a person walking through a door, saying a word etc.) if you are [Defeated](Core/Effects#Defeated) or distracted, your traps fail. - -### Mage Assassin -When you perform a magical effect you can roll [Grace](Core/Agility#Grace) [Opposed Difficulty](Core/Skills#Opposed%20Difficulty)([Insight](Core/Intelligence#Insight)) to make it seem like no magic took place. - -### Mage Hand -You can levitate things up to your [Spirit](Core/Spirit) in size and [Close](Core/Movement#Close) as naturally as picking them up normally. - -### Shadow Illusionist -As long as you have a focus, you can perform [Will](Core/Spirit#Will) tests to sneak, move silently, hide and do other duplicitous acts. - -### Silent Channelling -You do not need to speak to perform [Channelled Magic](Magic#Channelled%20Magic). - -### Still Channelling -You do not need to move your hands to perform [Channelled Magic](Magic#Channelled%20Magic). -### Wild Casting -You can cast spells normally while transformed into a non-humanoid creature, even if you couldn't hold a [Focus](Example-Gear#Focus). You can also speak normally. -### Wire Fight -You Can Use [Spirit](Core/Spirit) instead of [Agility](Core/Agility) to Calculate [Movement Distance](Core/Movement#Movement%20Distance). - ---- - -## Advanced - -## Expert Shaping -*[Requirement](Core/Terminology#Requirement): [Amateur Shaping](#Amateur%20Shaping) -Your character can perform [Channelled Magic](Magic#Channelled%20Magic) to: -* Do more with combat #TODO -* Produce something that isn’t there, but is only perceived by some. -* Create smart illusions that can respond to the world. -* Change a tool, weapon, or armour into something more useful. -* Alter the world around you. -* Alter yourself in meaningful ways, including transforming into animals. -* Alter others in simple ways. -* When attacking with a [Magic Attack](Magic-Modifiers#Magic%20Attack) you get +1 [Damage Bonus](Core/Weapons#Damage%20Bonus), you can use the: [Cone](Magic-Modifiers#Cone), and [Stunning](Magic-Modifiers#Stunning) [Magic-Modifiers](Magic-Modifiers) - - Requires 2 [Magical Energy](Magic#Magical%20Energy) and a [Focus](Example-Gear#Focus) - -### Kinetic Monk -*[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. - - ---- +# Shaper -## Master +Character who specializes in shifting reality temporarily. Creating illusions, transforming objects, and manipulating perception. -## Master Shaping -*[Requirement](Core/Terminology#Requirement): [Expert Shaping](#Expert%20Shaping) -Your character can perform [Channelled Magic](Magic#Channelled%20Magic) to: -* Do more with combat #TODO -* Create illusions that effect an intelligent [Character](Core/Terminology#Character) as though they were real if the [Character](Core/Terminology#Character) believes it is real. -* Change yourself into incredible forms, including magical creatures. -* Alter others in meaningful ways. -* Transform an item into something completely unrelated. -* When attacking with a [Magic Attack](Magic-Modifiers#Magic%20Attack) you get +2 [Damage Bonus](Core/Weapons#Damage%20Bonus), you can use the: [Unavoidable](Magic-Modifiers#Unavoidable) [Magic-Modifiers](Magic-Modifiers) +Magicians are: - Requires 3 [Magical Energy](Magic#Magical%20Energy) and a [Focus](Example-Gear#Focus) +- Illusionists +- Tricksters +- Magic Assassins +- Shapeshifters +- Magicians diff --git a/Game/Star.md b/Game/Star.md index 31dcfac..b643be0 100644 --- a/Game/Star.md +++ b/Game/Star.md @@ -5,114 +5,15 @@ parent: Character Development grand_parent: Telling The Story nav_order: 2 --- + # Star + Character who specializes in being the centre of attention. Leading, inspiring, telling stories, and performing. Stars are: -* Religious Leaders -* The Famous -* Politicians -* Bards -* Orators - -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#Initiative%20Value). - -### Busking -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). - -### City Soul -When doing [Call On The City](Activities#Call%20On%20The%20City), you can select an additional option from the list. -### Come In Peace -[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) actions related to resisting [Comestibles](Core/Comestibles) downsides. - -### Faithful -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#Action) against people that are sexually attracted to you. - -### Inspiring Presence -You can control an additional 2 [Followers](Core/Terminology#Follower). - -### Inspiring Strike -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#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#Avoid) [Reaction](Core/Terminology#Reaction). - -### Lover Not A Fighter -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#Confidence) skill tests to pretend to be them. - -### Tinge Of Truth -After successfully lying to a [Character](Core/Terminology#Character) about something, you may spend [Influence](Additional-Attributes#Influence) 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#Confidence) to lie about small, insignificant things. - - ---- - -## Advanced - -### Conscription -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 -When performing [Call On The City](Activities#Call%20On%20The%20City) you may choose to establish a contact network, instead of one of the other options. - -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#Character) a single [Re-roll](Core/Terminology#Re-roll) for any dice roll. - -### Grand Leadership -When a [Follower](Core/Terminology#Follower) or [Ally](Core/Terminology#Ally) is performing an [Action](Core/Terminology#Action) spend a [Power](Additional-Attributes#Power) 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](Additional-Attributes#Power), 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](Additional-Attributes#Power), 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](Additional-Attributes#Power) 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. - - - - - - ---- - -## Master - -### Holy Spirit -Your character is partially controlled by another force, which helps you out with multitasking. -* 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](Additional-Attributes#Power), 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#Ally) get a (+2) to [Identity](Core/Spirit#Identity) and [Endurance](Core/Strength#Endurance) skill tests. +- Religious Leaders +- The Famous +- Politicians +- Bards +- Orators diff --git a/Game/Telling-The-Story.md b/Game/Telling-The-Story.md index 0e60ba5..70fb69d 100644 --- a/Game/Telling-The-Story.md +++ b/Game/Telling-The-Story.md @@ -4,55 +4,69 @@ title: Telling The Story has_children: true nav_order: 0 --- + # Telling The Story + 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), 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. ## Downtime + This tends to happen when you are in a safe area. When in a friendly settlement with no impending danger your characters can choose to take 5 days and rest focusing on yourselves, your work, and resting up. While doing downtime each character: -* Remove any [Long Term Injury](Core/Effects#Long%20Term%20Injury). -* Reset [Power](Additional-Attributes#Power) to your max. -* Reset uses of all Once Per Downtime abilities. -* Performs 1 [Downtime Activity](Activities#Downtime%20Activity). -* Each settlement will have a cost for 5 days of lodgings, usually it will be 2 silver which will cover your food and housing for the duration. -* While performing downtime, players should be encouraged to still take part in scenes in [Narrative Time](#Narrative%20Time), maybe they meet local artisans, haggle with a shopkeeper, or find the start of an adventure. Time shouldn't exclusively be occupied with a [Downtime Activity](Activities#Downtime%20Activity), but it will help explain what you are doing when not otherwise occupied. + +- Remove any [Long Term Injury](Core/Effects#Long%20Term%20Injury). +- Reset [Power](Game/Core/Blocks/Power) to your max. +- Reset uses of all Once Per Downtime abilities. +- Performs 1 [Downtime Activity](Activities#Downtime%20Activity). +- Each settlement will have a cost for 5 days of lodgings, usually it will be 2 silver which will cover your food and housing for the duration. +- While performing downtime, players should be encouraged to still take part in scenes in [Narrative Time](#Narrative%20Time), maybe they meet local artisans, haggle with a shopkeeper, or find the start of an adventure. Time shouldn't exclusively be occupied with a [Downtime Activity](Activities#Downtime%20Activity), but it will help explain what you are doing when not otherwise occupied. ## Travelling + Travelling in Aspirant can take long amounts of time. Travelling involves knowing the direction or location of something and then travelling towards it. Travel will usually take a number of days. To travel you require at minimum [Camping Gear](Example-Gear#Camping%20Gear). ### Travel Segment + For simplicity, travel is split into: -* Simply, the time to get from one location to another -* If you are travelling a large distance, travel is split further into 5 day segments -* A full day of travel is considered 8 hours of continual travel, this gives the horses and characters ample time to rest + +- Simply, the time to get from one location to another +- If you are travelling a large distance, travel is split further into 5 day segments +- A full day of travel is considered 8 hours of continual travel, this gives the horses and characters ample time to rest At the end of each segment: + - characters will need to pay for the food they used (rations tend to cost 2 silver per travel segment) - horses will in most situations be able to feed themselves but otherwise also need 1 silver worth of food per 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#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). ## Influencing the Story + Aspirant should be a shared experience. So, when you play, the [GM](How-To-Play#GM) may ask you for suggestions or to volunteer ideas such as: “what is this town known for?”, “someone give me a cool female name.”. When these are accepted by the [GM](How-To-Play#GM), you receive 1 influence which you can spend to influence the game world in any way the GM allows. When you want to influence the world: -- You will ask the [GM](How-To-Play#GM), “Can this thing be the case?”  -- The [GM](How-To-Play#GM) will deliberate and assign an influence cost required “For it to be so you will need to spend X influence.”  + +- You will ask the [GM](How-To-Play#GM), “Can this thing be the case?” +- The [GM](How-To-Play#GM) will deliberate and assign an influence cost required “For it to be so you will need to spend X influence.” - Then you and any [players](How-To-Play#The%20Players) who would like to contribute can spend the required influence to make this happen. - If you don’t have the influence, feel free to try to negotiate for something similarly useful to your character or of interest. > So as an example, if you wanted to train a specific duellist training you could have this conversation: -> Player 1: “What if there is a travelling master swordsman moving through this town?”  +> Player 1: “What if there is a travelling master swordsman moving through this town?” > GM: “hmm that isn’t too far-fetched I’ll allow a master duellist to be travelling through for 4 influence, or how about it’s a journeyman, but they know the training you want for 2 influence?” @@ -60,10 +74,10 @@ Aspirant should be a shared experience. So, when you play, the [GM](How-To-Play# > Player 1: “Sure sounds good.” -> GM: “Great, spend 2 influence each, now tell me more about this swordsman. What is their name? What are they doing here?”  - +> GM: “Great, spend 2 influence each, now tell me more about this swordsman. What is their name? What are they doing here?” Remember, as a [GM](How-To-Play#GM), this system is designed to get your players involved in building the world. Costs aren’t provided here since different [GMs](How-To-Play#GM) will ask their players more or less for help building the world, but some opportunity to shape it should be provided. ## Creating New Content -If a player has an idea for something their character wants to do that should require training but isn’t covered in the book, then if reasonable, you should let them perform it! Usually, since it is without training, there will be a large associated negative, but at that point work on making a training of an appropriate tier and let them immediately put, if available, 1XP towards it. They don’t need an expert or manual to start the training, their character invented it! \ No newline at end of file + +If a player has an idea for something their character wants to do that should require training but isn’t covered in the book, then if reasonable, you should let them perform it! Usually, since it is without training, there will be a large associated negative, but at that point work on making a training of an appropriate tier and let them immediately put, if available, 1XP towards it. They don’t need an expert or manual to start the training, their character invented it! diff --git a/Game/Training-Chopping-Block.md b/Game/Training-Chopping-Block.md index 4ab30e9..755da6c 100644 --- a/Game/Training-Chopping-Block.md +++ b/Game/Training-Chopping-Block.md @@ -1,155 +1,201 @@ Trainings that were removed from the game # Chopping Block + ## Cut + ### Monstrous Leap -You calculate your movement distance based on strength instead of agility if you end your movement with a melee attack. + +You calculate your movement distance based on strength instead of agility if you end your movement with a melee attack. ### Powerful Strike + You may opt to take a negative on an attack to get an equivalent bonus to damage up to +5. ### Greater Cleave + 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#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) 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. ### Grand Defender + When wielding a shield, if you successfully mitigate an enemy melee attack, as part of the reaction, you may perform a shove manoeuvre. If there are any other relevant manoeuvres you think you could do, you may substitute one for the shove. ### Planted + If you haven’t moved this turn or last turn, you get a +2 to combat skill tests and get +2 to damage bonus. ### Lunge + When you move into melee and attack in a turn, you add +1 to your damage roll. ### Strike Together - If you haven’t moved this turn or last, if you attack with both your weapons, your target may only react to one of these attacks.  + +If you haven’t moved this turn or last, if you attack with both your weapons, your target may only react to one of these attacks. + ### Massive Inertia + Other Dual Wielding training can be used with any size weapon. ### Battle Step + Each round of combat, you receive 1 additional reaction that can only be used to dodge. ### Bloody Mess + When you roll a 6 for damage, increase the severity of the injury by one level. ### Juke + 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#Variable%20Difficulty) [Grace](Core/Agility#Grace) skill test, you receive settlement wealth - 1 silver per [Step Of Success](Core/Skills#Step%20Of%20Success). If you fail this skill test you may be in trouble with the law. + +As [Skilled Work](Activities#Skilled%20Work), you can pickpocket. Make a [Variable Difficulty](Core/Skills#Variable%20Difficulty) [Coordination](Core/Agility#Coordination) skill test, you receive settlement wealth - 1 silver per [Step Of Success](Core/Skills#Step%20Of%20Success). If you fail this skill test you may be in trouble with the law. ### Improvised Munitions -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. + +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#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#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. ### Lead To Gold + As [Production Work](Activities#Production%20Work), you can transform matter into gold. Perform a [[]] with a difficulty of your choice, if successful, you receive gold nuggets worth 3 times the difficulty in silver. This requires an [Alchemists Tool Set](Example-Gear#Alchemists%20Tool%20Set). ### Bedside Manner + You receive a +2 on all social interactions with people you have treated since last downtime, and a +1 on all medical tests with people that like you. ### Shaman + You count as having a [Trauma Kit](Example-Gear#Trauma%20Kit) even if not carrying one. However, any related medical skill tests are performed at a -2. ### Visual Calculus -You can visualize what nearby characters are doing even if you can’t directly see them. This also means you can attack them through cover and other similar situations. +You can visualize what nearby characters are doing even if you can’t directly see them. This also means you can attack them through cover and other similar situations. ### 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#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#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 - ### Naturalist -*moved to holistic tools* + +_moved to holistic tools_ You don’t need a tool kit to do [Production Work](Activities#Production%20Work), however any skill tests are at a -1. ### Recycler + When crafting a weapon, instead of providing materials, you may provide another weapon of equivalent size and materials to transform into the new weapon. ### Simple Repairs + 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#Connection) skill tests to interact with people using [Strength](Core/Strength). ### Explorer + You ignore terrain effects and obstacles in combat. ### Babble -You may keep someone's attention and interest, even in a topic you know nothing about by using the perform skill. +You may keep someone's attention and interest, even in a topic you know nothing about by using the perform skill. ### Resilient -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. +Your character may add their [Physique](Core/Strength#Physique) skill to rolls for immediate effects of injuries, resist death from critical injuries to the chest, and to not collapse from being wounded. --- + ## Specialize Further + ### Blank Slate + 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](Additional-Attributes#Power), you can make any character/settlement re-roll a skill test related to discovering the party or their involvement in something. + +Spend 2 [Power](Game/Core/Blocks/Power), 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. ### Vitruvian -#TODOcopy + +#TODOcopy Your body is perfect and loses all scarring. You become immune to poison, and mutations you have don’t have any obvious signs. Going above your Max Toxicity temporarily doesn’t cause injury (though you still can’t take more modifications than that). ### Certified Murderer -#TODODamage + +#TODODamage When you roll for damage, roll 2 dice and take the higher roll. ### Sanctuary + During rest, if you are somewhere that shares your faith or believes in your cause, you do not need to spend currency per day to live. ### Writer Of History + When an ally would be assigned a nickname, or a legend would be written, you can influence how it is recorded. ### Performance Of Glory -#TODOcopy + +#TODOcopy You may, as an action in combat, perform on your instrument to provide bonuses to allies. The difficulty of this test will vary based on the bonus you want to provide. ### Sunderer + You have access to the combat modifier Sunder. Sunder can be applied to any damaging melee attack or manoeuvre. If you succeed at your attack and your opponent doesn’t evade, whether you injure your opponent, reduce your opponent’s armour integrity by one. ### Quick Draw + If your weapon is sheathed, you can make an attack with +2 bonus to hit. When rolling damage, roll an extra d6 and take the highest roll. ### Distant Channelling + You gain access to the Far magical trait for spell attacks. Your narrative magic abilities have double the range before they suffer negatives. ### Human Spellbook + 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#Connection), and a difficulty based on the rarity of the item. ### Protect the Head + 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#Called%20Shot) with [Melee Attacks](Core/Terminology#Melee%20Attack). +No negative for [Called Shot](Core/Combat#Called%20Shot) with [Melee Attacks](Core/Terminology#Melee%20Attack). diff --git a/Game/Trainings-List.md b/Game/Trainings-List.md new file mode 100644 index 0000000..154c342 --- /dev/null +++ b/Game/Trainings-List.md @@ -0,0 +1,13 @@ +--- +layout: default +title: Trainings List +grand_parent: Telling The Story +nav_order: 0 +has_children: false +parent: Character Development +--- +# Trainings List +{: .no_toc } + +
Filter Trainings
+ diff --git a/Game/Wanderer.md b/Game/Wanderer.md index 6817a78..5f19476 100644 --- a/Game/Wanderer.md +++ b/Game/Wanderer.md @@ -5,113 +5,15 @@ parent: Character Development grand_parent: Telling The Story nav_order: 2 --- + # Wanderer + Character who specializes in travelling, exploring, and experiencing the unknown. Explorers are: -* Vagabonds -* Archaeologists -* Hunters -* Trackers -* Chroniclers - -They can generally teach the following training: - -## Basic - -### Check Again -Spend a [Power](Additional-Attributes#Power), 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. - -### Collector -You can comfortably ride with an additional person or thing restrained on your [Mount](Mounts). - -### Contortionist -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#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#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#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#Action) related to surviving and navigating natural environments. - -### Hound Master -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](Additional-Attributes#Power) to receive some info from the GM. - -### Leave No Trace -You and those travelling with you cannot be tracked. - -### Pack Animals -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#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) 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) someone, if they would die, you may opt for them to become [Defeated](Core/Effects#Defeated) instead. - - ---- - -## Advanced - -### Ambusher -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. - -### Field Dressing -When collecting bits from creatures after an encounter, you may collect one additional from any monster you choose. - -### Interrogator -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#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/Weapons#Threat) value of 0 or less, enemies don’t consider you a threat until you attack. -### Peacekeeper -Your inflicted [Minimal Injury](Core/Injury#Minimal%20Injury) cause opponents to become [Wounded](Core/Effects#Wounded). - -### Tour Guide -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). - - - ---- - -## 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](Additional-Attributes#Total%20XP) -### Take Down Expert -After successfully performing a grapple special manoeuvre against someone, you may perform one grapple action on them immediately. - -### Zoologist -You get a +2 on all skill tests related to interacting with animals. You can communicate comfortably with non-intelligent animals as though you were speaking the same language. - +- Vagabonds +- Archaeologists +- Hunters +- Trackers +- Chroniclers diff --git a/Game/Weapon-Templates.md b/Game/Weapon-Templates.md new file mode 100644 index 0000000..bab8706 --- /dev/null +++ b/Game/Weapon-Templates.md @@ -0,0 +1,14 @@ +--- +layout: default +title: Weapon Templates +grand_parent: Equipment +nav_order: 0 +has_children: false +parent: Weapons +--- +# Weapon Templates +{: .no_toc } + +Many weapons will follow traditional patterns, giving them specific traits and abilities. These will cost some number of [Crafting Points](Game/Designing-Weapons#Crafting%20Points). + + diff --git a/Game/Worlds/Goose/Pale-Elves.md b/Game/Worlds/Goose/Pale-Elves.md index b8ec69a..f24e22b 100644 --- a/Game/Worlds/Goose/Pale-Elves.md +++ b/Game/Worlds/Goose/Pale-Elves.md @@ -5,44 +5,54 @@ parent: Goose World nav_order: 3 grand_parent: Worlds --- + # Pale Elves ## The Hidden Village + The elves have a secret enclave in the forests where they stage attacks and rob caravans, have been mostly pushed out of other cities because of stigma. They live in the erroded root network of an ancient giant magic tree, shaping walls and rooves with its roots, creating a natural underground city. ## Lore -* Pale elves call dire wolves: "Guarana" -* Lost a war to destroy the God Queen of the world, from the "tower". Wanted to stop heaven's gate being harnessed by a small number. -* The only pale elf city. -* + +- Pale elves call dire wolves: "Guarana" +- Lost a war to destroy the God Queen of the world, from the "tower". Wanted to stop heaven's gate being harnessed by a small number. +- The only pale elf city. +- ## Services -* Any Combat Training, Any Labour Training. + +- Any Combat Training, Any Labour Training. ### Pale Elf Training + #### One With The Forest -*you move with the forest as though it were part of you.* + +_you move with the forest as though it were part of you._ Basic Training, While in foliage or forest your movement is [Far](../../Core/Movement#Far), and you can hide or otherwise sneak even when it would seem impossible. #### Float Like Leaves -*your character floats on the wind like a leaf.* + +_your character floats on the wind like a leaf._ Advanced training, you no longer can harm yourself by falling, and can jump impossibly long distances. ### Root Singers Training #### Floral Patterns -*The earths pieces nurtured are greater than imagined.* + +_The earths pieces nurtured are greater than imagined._ Basic Training, [Flora](../../Flora) that you use count as one quality higher. #### Root Singing -*The world speaks to you, and you speak for it.* -Advanced Training, you may spend a [Power](../../Additional-Attributes#Power), if you do make a [Attunement](../../Core/Spirit#Attunement) skill test to control plants. + +_The world speaks to you, and you speak for it._ +Advanced Training, you may spend a [Power](../../Game/Core/Blocks/Power), if you do make a [Ascendancy](../../Core/Spirit#Ascendancy) skill test to control plants. ## People ### Destall Aclypse + King of the pale elves. Slender razor sharp, scarred. Wears a black coiffed cape with a bald head. The marking of a ruler is tattooed on his head. @@ -51,19 +61,23 @@ Jaded, resigned to his fate. Carries the [Knife Of Fate](#Knife%20Of%20Fate) ### Allanon -Emisary Of The Druids -Mantle / Crown of thorns + +Emisary Of The Druids +Mantle / Crown of thorns Calm, singsong voice, naturalist. ## Locations -Near the tree - a place of power (+1 to magic tests). +Near the tree - a place of power (+1 to magic tests). ## Relics + ### Razor Bows + Large Bows that also work as a whip being quickly notchable. ### Knife Of Fate -The blade of the king, can end a lineage. + +The blade of the king, can end a lineage. A large chefs knife with almost blue steel and flecks of a strange metal. Given by some precursors. diff --git a/Game/Worlds/Post-Calamity/Projects.md b/Game/Worlds/Post-Calamity/Projects.md index 67d9c18..239d39c 100644 --- a/Game/Worlds/Post-Calamity/Projects.md +++ b/Game/Worlds/Post-Calamity/Projects.md @@ -9,15 +9,18 @@ grand_parent: Worlds # Projects ## Greg's Taking Life -*Completed* + +_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#Identity) test. + +- Started a project with **2 steps required**, to find meaning in killing, reward is a single use auto-pass on a [Volition](../../Core/Spirit#Volition) test. ## Peace Talks -*complete* -Darla started the Peace Talks Project, did 2 / 3 steps. + +_complete_ +Darla started the Peace Talks Project, did 2 / 3 steps. ### Sealing Away The Forest Titan -*Completed* -Need to do something with life, the antithesis to the rot effigies from before. +_Completed_ +Need to do something with life, the antithesis to the rot effigies from before. diff --git a/Game/Worlds/Post-Calamity/Vampire-Lords.md b/Game/Worlds/Post-Calamity/Vampire-Lords.md index cff0537..8db100a 100644 --- a/Game/Worlds/Post-Calamity/Vampire-Lords.md +++ b/Game/Worlds/Post-Calamity/Vampire-Lords.md @@ -11,6 +11,7 @@ grand_parent: Worlds Multiple families of powerful undead. ## Lunar + Subterfuge, shadows, darkness Feast on fear, @@ -20,51 +21,63 @@ Garlic makes them sick. Charmed creatures are missing their shadow. - ### Troops Elite {: .label .label-yellow } + ### Puppeteer -*A character using their shadow magic to pull the strings, controlling places and people with ease.* -| Initiative | Move | Threat | Integrity | Weakness | Resistance | -| ---------- | ---------------------------------- | ------ | --------- | -------------------------------------------------------------- | ---------- | -| 4, 2 | [Short](../../Core/Movement#Short) | 2 | 5 | [Heat](../../Core/Injury#Heat), [Life](../../Core/Injury#Life) | [Impact](../../Core/Injury#Impact) | +_A character using their shadow magic to pull the strings, controlling places and people with ease._ -* [Resistance(3)](../../Core/Character-Actions#Resistance(X)) -* [Attack](../Game/Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE))(3, [Cold](../../Core/Injury#Cold), 2) -* [Ranged Attack(5, Life, 3, Far)](../../Core/Character-Actions#Ranged%20Attack(X,%20TYPE,%20DAMAGE,%20RANGE)) -* [Avoid(3)](../Game/Core/Character-Actions#Avoid(X)) +| Initiative | Move | Threat | Integrity | Weakness | Resistance | +| ---------- | ---------------------------------- | ------ | --------- | -------------------------------------------------------------- | ---------------------------------- | +| 4, 2 | [Short](../../Core/Movement#Short) | 2 | 5 | [Heat](../../Core/Injury#Heat), [Life](../../Core/Injury#Life) | [Impact](../../Core/Injury#Impact) | + +- [Resistance(3)](<../../Core/Character-Actions#Resistance(X)>) +- [Attack](<../Game/Core/Character-Actions#Attack(X,%20TYPE,%20DAMAGE)>)(3, [Cold](../../Core/Injury#Cold), 2) +- [Ranged Attack(5, Life, 3, Far)](<../../Core/Character-Actions#Ranged%20Attack(X,%20TYPE,%20DAMAGE,%20RANGE)>) +- [Avoid(3)](<../Game/Core/Character-Actions#Avoid(X)>) Attack {: .label .label-red } + ### Charming Presence -*You pull someone in, terrorizing them completely.* -* Target makes a [Identity](../../Core/Spirit#Identity) [Fixed Difficulty](../../Core/Skills#Fixed%20Difficulty)(0) test or becomes [Stunned](../../Core/Effects#Stunned). If they pass they are still [Disoriented](../../Core/Effects#Disoriented). +_You pull someone in, terrorizing them completely._ + +- Target makes a [Volition](../../Core/Spirit#Volition) [Fixed Difficulty](../../Core/Skills#Fixed%20Difficulty)(0) test or becomes [Stunned](../../Core/Effects#Stunned). If they pass they are still [Disoriented](../../Core/Effects#Disoriented). Attack {: .label .label-red } + ### Shadow Guard -*You make duplicates of yourself.* -* Create 1d3 clones of yourself that each are a troop with 1 integrity and can only attack for 0 damage. +_You make duplicates of yourself._ + +- Create 1d3 clones of yourself that each are a troop with 1 integrity and can only attack for 0 damage. Trait {: .label .label-red } + ### Wispy -*You extend further than what matters.* -* Any non [Vitals](../../Core/Injury#Vitals) strike against you causes 0 damage. +_You extend further than what matters._ + +- Any non [Vitals](../../Core/Injury#Vitals) strike against you causes 0 damage. #### Rewards + {: .no_toc } -* Black Irises, 1 size [Exotic Bits](../../Bits#Exotic%20Bits). -* 15 silver. -* 2 size [Exotic Textiles](../../Textiles#Exotic%20Textiles) living shadow. + +- Black Irises, 1 size [Exotic Bits](../../Bits#Exotic%20Bits). +- 15 silver. +- 2 size [Exotic Textiles](../../Textiles#Exotic%20Textiles) living shadow. + --- + ## Crimson + Blood magic, blood powers Matriarchy, led by the countess and her court of crimson ladies. @@ -73,7 +86,9 @@ Feast on blood, Can be identified by their sharp teeth. Can only cross bodies of water in deep meditation. + ## Carrion + Warriors, battlers, consume the power of their enemies. Feast on flesh. Grow massive when devouring too much flesh, becoming giant / ogre like. @@ -81,4 +96,4 @@ Feast on flesh. Grow massive when devouring too much flesh, becoming giant / ogr The greatest among look like Balrogs, effective / gluttonous warriors get to ogres size. Can be identified by their warped and missmatched flesh. -Prayer makes them disoriented. \ No newline at end of file +Prayer makes them disoriented. diff --git a/Templates/Advancement.template.md b/Templates/Advancement.template.md index bbffcba..98f29c6 100644 --- a/Templates/Advancement.template.md +++ b/Templates/Advancement.template.md @@ -2,6 +2,9 @@ ARCH {: .label .label-blue } +General/Specialized +{: .label .label-green } + Basic/Advanced/Master {: .label .label-purple } #### Name diff --git a/Templates/Armour-Template.template.md b/Templates/Armour-Template.template.md new file mode 100644 index 0000000..239e10c --- /dev/null +++ b/Templates/Armour-Template.template.md @@ -0,0 +1,9 @@ + +[Armour-Templates](Game/Armour-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) or [2 Crafting Points](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Name +*Description* +* Rules \ No newline at end of file diff --git a/Templates/Attribute.template.md b/Templates/Attribute.template.md new file mode 100644 index 0000000..36b3a95 --- /dev/null +++ b/Templates/Attribute.template.md @@ -0,0 +1,5 @@ +[Secondary Attributes](Game/Core/Attributes#Secondary%20Attributes) +{: .label .label-blue } + +### Name +DETAILS \ No newline at end of file diff --git a/Templates/Weapon-Template.template.md b/Templates/Weapon-Template.template.md new file mode 100644 index 0000000..331cc81 --- /dev/null +++ b/Templates/Weapon-Template.template.md @@ -0,0 +1,9 @@ + +[Weapon-Templates](Game/Weapon-Templates) +{: .label .label-purple } + +[1 Crafting Point](Game/Designing-Weapons#Crafting%20Points) or [2 Crafting Points](Game/Designing-Weapons#Crafting%20Points) +{: .label .label-yellow } +### Name +*Description* +* Rules \ No newline at end of file diff --git a/Templates/Weapon-Trait.template.md b/Templates/Weapon-Trait.template.md new file mode 100644 index 0000000..a3db18b --- /dev/null +++ b/Templates/Weapon-Trait.template.md @@ -0,0 +1,7 @@ + +[Weapon Trait](Game/Core/Weapon-Traits) +{: .label .label-purple } + +### Name +*Description* +* Rules \ No newline at end of file diff --git a/convert.py b/convert.py deleted file mode 100644 index 7ea7272..0000000 --- a/convert.py +++ /dev/null @@ -1,8 +0,0 @@ -#!/usr/bin/env python3 -#makes anchor links all lowercase -import fileinput -import re - -for line in fileinput.input(encoding="utf-8", inplace=True, backup='.bak'): - print(re.sub(r'(\(.*?)(\#.*?\))', - lambda m: m.group(1) + m.group(2).lower(), line), end='') diff --git a/lists_build.sh b/lists_build.sh new file mode 100644 index 0000000..6d3e5b9 --- /dev/null +++ b/lists_build.sh @@ -0,0 +1,29 @@ +#! /bin/bash +# Core Game Lists +python3 ./Game/Core/Scripts/lists.py Game/Core/Weapon-Traits.md Weapon-Traits Game/Core/Blocks +python3 ./Game/Core/Scripts/lists.py Game/Core/Armour-Traits.md Armour-Traits Game/Core/Blocks +python3 ./Game/Core/Scripts/lists.py Game/Core/Gear.md Gear-Trait Game/Blocks +python3 ./Game/Core/Scripts/lists.py Game/Core/Gear.md Gear-Trait Game/Core/Blocks +python3 ./Game/Core/Scripts/lists.py Game/Core/Character-Actions.md Character-Actions Game/Core/Blocks +python3 ./Game/Core/Scripts/lists.py Game/Core/Character-Traits.md Character-Traits Game/Core/Blocks +python3 ./Game/Core/Scripts/lists.py Game/Core/Character-Traps.md Character-Traps Game/Core/Blocks +python3 ./Game/Core/Scripts/lists.py Game/Core/Injury-Effects.md Injury-Effects Game/Core/Blocks +python3 ./Game/Core/Scripts/lists.py Game/Core/Attributes.md Secondary%20Attributes Game/Core/Blocks + + +# Aspirant Lists +python3 ./Game/Core/Scripts/lists.py Game/Advancement-List.md General Game/Blocks +python3 ./Game/Core/Scripts/lists.py Game/Equipment-List.md Weapon,Armour Game/Gear + + +# Creatures + + + + + + + + + + diff --git a/replace.py b/replace.py deleted file mode 100644 index 5b9789f..0000000 --- a/replace.py +++ /dev/null @@ -1,40 +0,0 @@ -#!/usr/bin/env python3 - -#embeds md blocks -import os -import subprocess - -rootdir = "Game" -dir = "Game/Blocks" - -for block in os.listdir(dir): - # Skip .bak files - if block.find(".bak") == -1: - address = dir + "/" + block - name = block.removesuffix(".md") - print(name) - - with open(address, 'r') as f: - # Wrap our block with some HTML - contents = '
\n\n' - contents += f.read() - contents += '\n\n
' - - # find the relevant files - result = subprocess.run(["grep", "-r", "-l", f"--regexp=!\[{name}](\/Blocks\/{name})", "Game/"], capture_output=True, text=True) - files = result.stdout.split("\n") - # remove last empty entry - files.pop() - for fi in files: - print("Found in:") - print(fi) - with open(fi, 'r') as fileBuffer: - fileContents = fileBuffer.read() - - # Replace the strings - fileContents = fileContents.replace(f'![{name}](/Blocks/{name})', contents) - - # Replace the file - with open(fi, 'w') as fileBuffer: - fileBuffer.write(fileContents) -