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Aspirant Core Update #158

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Jun 25, 2024
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6fad971
Update Core
bombasticSlacks Mar 5, 2024
435312a
Update Scripts
bombasticSlacks Mar 5, 2024
35efa0f
Weapon Templates and crafting fixes
bombasticSlacks Mar 5, 2024
daaa10d
Add the missing list entry
bombasticSlacks Mar 5, 2024
3f2e9ef
Armour Migrated
bombasticSlacks Mar 5, 2024
c0f03a6
added armour costs
bombasticSlacks Mar 5, 2024
43efdea
Fix spacing
bombasticSlacks Mar 5, 2024
74e62e2
Update Core
bombasticSlacks Apr 16, 2024
50eb024
Armor Values Doubled
bombasticSlacks Apr 16, 2024
84a0c03
Cleaned up templates
bombasticSlacks Apr 16, 2024
ea18f5d
Adjust References
bombasticSlacks Apr 16, 2024
c21959e
Agility Update
bombasticSlacks Apr 16, 2024
ea9bf87
Some entry fixes
bombasticSlacks Apr 16, 2024
ec4000e
Skill Updates
bombasticSlacks Apr 16, 2024
ea1dfa2
Brawler Done
bombasticSlacks May 4, 2024
b9add8a
Dynamist Done
bombasticSlacks May 23, 2024
e6c8fd9
Knight Done
bombasticSlacks May 23, 2024
01ab50b
labourer done
bombasticSlacks Jun 20, 2024
db8b4a5
Mercenary Done
bombasticSlacks Jun 20, 2024
b59f941
Update Core
bombasticSlacks Jun 20, 2024
0a3c33a
Mystic Done
bombasticSlacks Jun 20, 2024
c85c467
Update space-check.yml
bombasticSlacks Jun 20, 2024
3566752
Fix build
bombasticSlacks Jun 20, 2024
03aa3ee
Thief
bombasticSlacks Jun 25, 2024
7afd446
Shaper
bombasticSlacks Jun 25, 2024
f430de9
Star Done
bombasticSlacks Jun 25, 2024
c5a83b7
Wanderer
bombasticSlacks Jun 25, 2024
09f951b
Create Command.md
bombasticSlacks Jun 25, 2024
d86e4f1
Magic Damage Fixup
bombasticSlacks Jun 25, 2024
23d4374
Calamity Weapons
bombasticSlacks Jun 25, 2024
6bc69e6
Final Touches
bombasticSlacks Jun 25, 2024
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8 changes: 6 additions & 2 deletions .github/workflows/jekyll-gh-pages.yml
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down
2 changes: 2 additions & 0 deletions .github/workflows/space-check.yml
Original file line number Diff line number Diff line change
Expand Up @@ -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
45 changes: 0 additions & 45 deletions Game/Academic.md
Original file line number Diff line number Diff line change
Expand Up @@ -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)
138 changes: 86 additions & 52 deletions Game/Activities.md
Original file line number Diff line number Diff line change
Expand Up @@ -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.
32 changes: 0 additions & 32 deletions Game/Additional-Attributes.md

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