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# The Source
# Introduction
Welcome, traveler, to The Source. The worlds here are perilous and full of
danger, but also full of promise and adventure! In The Source, we prioritize a
few ground rules in order to ensure that everyone has as much fun as possible as
well as the best adventure they can.
#### Guide to Reading
This document is full of ideas. These ideas should be used to help guide your
explorations and aventures. If ideas in here don't sound like they would work
for you, scrape them out and discard them.
# Introduction
The Source is a fantasy roleplaying game intended for groups of 3 or more
people. One of the players will take the role of Narrator and control the world,
its monsters, NPCs and the like while the other players will control adventurers
@ -70,6 +62,12 @@ break the rules unless you can convince them otherwise.
Nobody likes it when someone is an asshole.
### Guide to Reading
This document is full of ideas. These ideas should be used to help guide your
explorations and adventures. If ideas in here don't sound like they would work
for you, scrape them out and discard them.
## Dice Notation
The Source is a dice-heavy game. As such this rulebook will use notation to
@ -552,7 +550,7 @@ out of other things. These genius creations are highly breakable (depending on
the materials) and there is a limit to how many times the forge engine can be
used in a limited amount of time.
### Basic Rules
#### Basic Rules
At character creation, count the number of empty inventory slots you have and
roll that many four-sided dice. Multiply the result by five. This gets you your
@ -569,7 +567,7 @@ creations, clearing out your creation bubbles.
Your basic attacks do d6 damage.
#### Forge Engine
##### Forge Engine
The Artificier carries a handheld forge engine with them (it does not take up an
inventory slot) that can be used to make various genius creations. This forge
@ -603,7 +601,7 @@ The Artificier can also pre-create genius creations in a tavern or other safe
space and store them in their inventory, provided they have room and materials
for them.
#### Genius Creations
##### Genius Creations
This list is not complete and will be added to as facts and circumstances
emerge.
@ -627,7 +625,7 @@ emerge.
magical energy, providing a +1 armor bonus.
* **Enhance Focus** - 20 gp. Boost an allys aura granting +1 to spells.
### Advancements
#### Advancements
This is just a list of suggestions, make your own if you feel these aren't good
enough.
@ -653,7 +651,7 @@ religious spite as the fuel for their adventures. They can cast spells and gain
new ones when they spend an hour in silent communion with their deity. Spells
are gifts however, they can be forgotten as easily as they can be remembered.
### Basic Rules
#### Basic Rules
At character creation, pick a spell alongside picking an advancement. This spell
will be available both inside and outside of battle. If one of the spells on the
@ -671,7 +669,7 @@ number of spells. You may choose any spell on the Cleric list. You can do this
in battle in exchange for not being able to act for 2 turns. If you get attacked
during your communion, you will not be able to learn any spells.
### Casting Spells
##### Casting Spells
To cast a spell, use your wisdom stat as the bonus for your basic move. On a 7-9
roll, choose one of the following effects. On a 6- roll, choose neither.
@ -682,7 +680,7 @@ roll, choose one of the following effects. On a 6- roll, choose neither.
If you forget the spell, you should cross it off your list of available spells.
You can relearn it when you are next in communion.
### Spells
##### Spells
These are just examples, try and see if you can come up with some more!
@ -703,7 +701,7 @@ These are just examples, try and see if you can come up with some more!
caster. Choose one thing that cannot cross it: living creatures, dead
creatures, projectiles or metal.
### Advancements
#### Advancements
* **Resolute** - Gain +1 Perception.
* **Indomitable** - Gain +1 Tough.
@ -730,7 +728,7 @@ feats, but they make up for that with their sheer potential for inflicting
damage on anyone who threatens them or their party. They can also learn the
fighting styles of worthy opponents.
### Basic Rules
#### Basic Rules
Your basic attacks do d8 damage, and do not require a weapon (no matter what
racial information says).
@ -743,7 +741,7 @@ fighting style. Decide which remarkable technique you want to take away and
write it on your sheet. When you use that move, add 1 to your roll. You may have
as many techniques memorized as you have levels.
### Advancements
#### Advancements
* **Crafty** - Gain +1 Clever.
* **Indomitable** - Gain +1 Tough.
@ -764,11 +762,11 @@ Where the Artificer experiments with magical trinkets, the Grafter experiments
on flesh and blood. They are able to harvest monsters for parts and then graft
those parts onto teammates, enemies or even themselves.
### Basic Rules
#### Basic Rules
Your basic attacks do d4 damage.
#### Grafting
##### Grafting
Harvesting monsters for parts can be done after battles. You can choose to study
a monster and harvest it for parts by rolling for intelligence. On a 10+, learn
@ -784,7 +782,7 @@ the patient has already) by rolling for learned. For the results:
* On a 6 or below, the Graft fails, the patient suffers d3 damage and you lose
d3 parts in the confusion.
### Advancements
#### Advancements
* **Big Brain** - Gain +1 Learned.
* **Steady Hand** - Gain +1 Quick.
@ -812,7 +810,7 @@ Monks spend years in solemn meditation to learn the ability to harness powerful
Ki arts to change the tides of adventures. Ki arts are like spells but due to
the years of intense study, you cannot lose them if you fail a roll.
### Basic Rules
#### Basic Rules
Your basic attacks do d6 damage.
@ -822,7 +820,7 @@ rest of the conversation.
When you deliver a killing blow, you can quickly move into melee range of the
next closest enemy.
#### Ki Arts
##### Ki Arts
Ki arts can be rolled for at any point in the adventure. Follow the directions
the Ki art describes and then you either gain the effects or risk opening
@ -855,7 +853,7 @@ Here are some Ki arts Monks know:
nonliving material for a short time, mold earth, fire, water or mist into a
crude form.
### Advancements
#### Advancements
* **Graceful** - Gain +1 Quick.
* **Indomitable** - Gain +1 Tough.
@ -877,7 +875,7 @@ Here are some Ki arts Monks know:
Shapeshifters are naturals at blending in. They can assume the forms, traits and
moves of creatures they have studied.
### Basic Rules
#### Basic Rules
Your basic attacks do d6 damage.
@ -885,7 +883,7 @@ Keep a list of the Bestial forms you have memorized, you can have as many
entries as you have levels and Learned stat combined (with a minimum of 1). At
first you can only shapeshift into basic animals.
#### Shapeshifting
##### Shapeshifting
When you study an animal for an hour or so, add it to your Bestial Forms list.
@ -902,7 +900,7 @@ You keep your attributes and gain any abilities or actions the thing you
shapeshifted into had. Characters outside the party will be unable to tell a
shapeshifted Bestial Form from the real thing.
### Advancements
#### Advancements
* **Eagle-eyed** - Gain +1 Perception.
* **Lion-hearted** - Gain +1 Tough.
@ -928,7 +926,7 @@ Thieves are part of the cunning underbelly of The Source. Thieves control a
large part of the economy due to their sheer number of connections and aptitude
in trade.
### Basic Rules
#### Basic Rules
Your basic attacks do d6 damage.
@ -946,7 +944,7 @@ roll for Charm:
Make sure to keep a list of your connections and any notes about them. They will
remember.
### Advancements
#### Advancements
* **Artful** - Gain +1 Clever.
* **Resolute** - Gain +1 Learned.
@ -969,7 +967,7 @@ The Source has rules. Wizards bend those rules to their will so they can become
unstoppable. Choose this class if you want to wield unfathomly powerful magic to
smite your enemies where they stand.
### Basic Rules
#### Basic Rules
Your basic attacks do d4 damage.
@ -978,7 +976,7 @@ you had memorized and may memorize as many spells as your level plus your
Intelligence. You can choose any spell in your spellbook. Be sure to keep a list
of what spells you have available and ready to use.
#### Casting Spells
##### Casting Spells
When you attempt to cast a spell you've memorized, roll for Learned. On a 7-9,
choose one of the following effects. On a 6-, choose neither.
@ -991,7 +989,7 @@ your spellbook, roll for Intelligence. On a 10+, add the spell. On a 7-9 you may
add it only if you remove another spell. On a 6-, you fail and may never
memorize or cast that spell.
#### Spells
##### Spells
Work with your Narrator to come up with some better spells. To create new
spells, look up spells from other game handbooks, but only copy the name and any
@ -1016,7 +1014,7 @@ side effects. The Narrator will know what damage is right.
* **Sleep** - d6 nearby creatures fall into a light sleep.
* **Adhere** - A nearby object becomes covered in extremely sticky slime.
### Advancements
#### Advancements
* **Resolute** - Gain +1 Learned.
* **Smart** - Gain +1 Clever.
@ -1043,6 +1041,9 @@ your experiences. These adventures have been used while balancing the game, so
newer players would do well to try out one or two of these in order to get spun
up.
These adventures are copied out of my notes and as such will sometimes be
terse. I have tried to make sure that they are as detailed as is reasonable.
## The Dwarven Cavern
The players start off in The Flying Ombudsman, a tavern in the town of
@ -1146,17 +1147,20 @@ Crossbow (d4), 6hp, 1 armor
Challenge: 2
Moves:
* Flee (PER) - flees to safety on the first sign of trouble
* Crossbow (QUI) - d4 damage
Stats:
| TOU | 0 |
| :--- | :-- |
| QUI | +1 |
| CLE | -2 |
| PER | +1 |
| LEA | -2 |
| CHA | -1 |
| Stat | Value |
| :--- | :---- |
| TOU | 0 |
| QUI | +1 |
| CLE | -2 |
| PER | +1 |
| LEA | -2 |
| CHA | -1 |
##### Dwarf Grenadier
@ -1167,6 +1171,7 @@ Poisoned Dagger (d6), 25 hp, 1 armor
Challenge: 6
Moves:
* Alchemical Grenade (QUI) - d6 damage plus an elemental effect if 6 damage.
* Poisoned Dagger (TOU) - d4 damage, if player fails a toughness roll they get
disadvantage for their dice rolls for the next d4 turns
@ -1174,8 +1179,10 @@ Moves:
blocking damage with it
Stats:
| Stat | Value |
| :--- | :---- |
| TOU | 0 |
| :-- | :-- |
| QUI | +1 |
| CLE | +1 |
| PER | +1 |
@ -1191,12 +1198,15 @@ Pickaxe (d4), 8hp, 0 armor
Challenge: 3
Moves:
* Pickaxe (TOU) - d4 damage
* Dagger (TOU) - d4 damage
Stats:
| Stat | Value |
| :--- | :---- |
| TOU | 0 |
| :--- | :- |
| QUI | +1 |
| CLE | -2 |
| PER | -2 |
@ -1212,6 +1222,7 @@ Bite (d6 piercing), 14 hp, 1 armor
Challenge: 4
Moves:
* Grab (QUI) - grabs an unsuspecting player close to it
* Bite (PER) - bites a player for d6 piercing damage
@ -1226,13 +1237,16 @@ Whump (d6+2), 35 hp, 0 armor
Challenge: 8
Moves:
* Whump (TOU) - d6+2 damage
* Charge (QUI) - d4+2 damage, Bubba charges into a player, optionally pushing
them to the nearest wall
Stats:
| Stat | Value |
| :--- | :---- |
| TOU | +2 |
| :--- | :- |
| QUI | +2 |
| CLE | -1 |
| PER | +1 |
@ -1314,7 +1328,7 @@ amulet, they will polymorph into a chest.
#### Dungeon Map
![Map link](https://xena.greedo.xeserv.us/6E/img/kja4u2A.png)
![](https://xena.greedo.xeserv.us/6E/img/kja4u2A.png)
# Changelog
@ -1327,6 +1341,9 @@ bringing this game to life.
* Ported this to Markdown and got it ready for publishing
* Minor formatting changes
* Reworded a few things
* Replace kindlegen with calibre's `ebook-convert` tool
* Added notes
* Moved `The Source` section to the introduction
### 0.2.1