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