version 1.0.0
Signed-off-by: Christine Dodrill <me@christine.website>
This commit is contained in:
parent
39de217935
commit
66ac5c9d4e
@ -7,5 +7,12 @@ let
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tex = with pkgs;
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texlive.combine { inherit (texlive) scheme-medium bitter titlesec; };
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in pkgs.mkShell {
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buildInputs = with pkgs; [ calibre nur.repos.mic92.pandoc-bin tex ];
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buildInputs = with pkgs; [
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calibre
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nur.repos.mic92.pandoc-bin
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tex
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lua5_3
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lua53Packages.lua-lsp
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lua53Packages.lua-toml
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];
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}
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32
src/build.sh
32
src/build.sh
@ -2,10 +2,12 @@
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set -e
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VERSION=0.3
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VERSION=1.0.0
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FILES="
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title.txt
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index.md
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character-sheets.md
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character-sheets/*.md
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"
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pandoc \
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@ -28,3 +30,31 @@ pandoc \
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$FILES
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ebook-convert ../out/the_source-${VERSION}.epub ../out/the_source-${VERSION}.mobi
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VERSION="${VERSION}-character-sheets"
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FILES="
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character-sheets-title.txt
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character-sheets.md
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character-sheets/*.md
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"
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pandoc \
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-o ../out/the_source-${VERSION}.epub \
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--toc \
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--toc-depth=2 \
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--wrap=preserve \
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--epub-chapter-level=2 \
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--resource-path=. \
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$FILES
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pandoc \
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-o ../out/the_source-${VERSION}.pdf \
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--include-in-header sectionpagebreak.tex \
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--variable=subparagraph \
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--toc \
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--toc-depth=2 \
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--pdf-engine xelatex \
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--resource-path=. \
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$FILES
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ebook-convert ../out/the_source-${VERSION}.epub ../out/the_source-${VERSION}.mobi
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|
11
src/character-sheets-title.txt
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11
src/character-sheets-title.txt
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@ -0,0 +1,11 @@
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---
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title: The Source - Character Sheets Supplement
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author: Christine Dodrill
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rights: All Rights Reserved
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language: en-US
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documentclass: book
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links-as-notes: true
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toc-depth: 2
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fontfamily: bitter
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---
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5
src/character-sheets.md
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5
src/character-sheets.md
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@ -0,0 +1,5 @@
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# Character Sheets
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This part of the book contains character sheets based on the classes described
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in the book. I've also included a blank character sheet that you can use as a
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template for whatever kind of character you want to play. Be creative!
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101
src/character-sheets/artificier.md
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101
src/character-sheets/artificier.md
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@ -0,0 +1,101 @@
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## Artificer
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d6 base attack
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Name:
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HP:
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Armor:
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Experience:
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Creations: ( ) ( )
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What do you look like?
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#### Stats
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TOU:
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QUI:
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CLE:
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PER:
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LEA:
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CHA:
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#### Inventory
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* ( )
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* ( )
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* ( )
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* ( )
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* ( )
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* ( )
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* ( )
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* ( )
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* ( )
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* ( )
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* ( )
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* ( )
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* ( )
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* ( )
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* ( )
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#### Genius Creations
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When you attempt to create a genius creation,
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spend the stated gold and roll for cleverness. On a 7-9, choose one of the
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following effects. On a 6-, choose neither:
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* Your creation is successful
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* There isn't an energy discharge that stalls the device for one turn
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**Creations**:
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* ( ) **Alchemical Elixir** - 10 gp, 1 weight. With an empty flask in your
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possession, you create one of the following elixirs: Healing - Heal 2d4+INT
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HP, Resilient - Gain +1 Armor, Brave - +1d4 to attack rolls for a short time,
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Flight - Drinker gains flight for a short time
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* ( ) **Arcane Ballista Cannon** - 25 gp, 3 weight. You create a small magical
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bipedal cannon. It shares your initiative count, but acts after you do. It has
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+2 Armor and HP equal to four times your level. It attacks for 1d6 damage.
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This uses a creation bubble when deployed.
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* ( ) **Arcane Protector Cannon** - 4 weight, 30 gp. You create a small magical
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bipedal cannon that emits a burst of positive energy which heals 1d6 nearby
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allies for 1d6+LEA. It shares your initiative count, but acts after you do. It
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has +1 Armor and HP equal to four times your level. This uses a creation
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bubble when deployed.
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* ( ) **Enhance Weapon** - 15 gp. Imbue a weapon of your choice with magical energy,
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providing +1 to attack and damage rolls.
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* ( ) **Enhance Defense** - 15 gp. Imbue a shield or armor of your choice with
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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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#### Advancement List
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- ( ) **Genius** - Gain +1 Clever.
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- ( ) **Robust** - Gain +1 Tough.
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- ( ) **Shifty** - Gain +1 Quick.
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- ( ) **Worldly** - Take an advancement from another class (pick a cool one, not an
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attribute bonus).
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- ( ) **Artillery** - Increase the damage die for your Arcane Ballista Cannon.
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- ( ) **Improved** - Affect +1 to max Genius Creations.
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- ( ) **Inspired** - You can attack twice per turn, rather than once.
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- ( ) **Arcane Inspiration** - Your Arcane Ballista Cannon can attack twice per turn.
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- ( ) **Arcane Efficency** - Contribute double the GP cost towards a Creation to add
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+1 to all its effects (available after 5 advances).
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- ( ) **Flash of Genius** - Attach the forge engine to your armor or weapon for a
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permanent +1 buff and damage die increase (available after 5 advancements).
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#### Basic Rules
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When you do something risky or dangerous, roll 2d6 and add a relevant attribute
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score.
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- On a 12+, you do it perfectly, with some additional benefit.
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- On a 10-11, you do it perfectly.
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- On a 7-9, you do it, but with some cost or complication.
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- On a 6-, you fail to do it, with some additional negative consequence.
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When you get money from the wilderness or the underground and bring it back to
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town, gain one experience for each gold you got (make sure to write it down).
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When you have experience equal to one thousand times your current level, you
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level up! Mark a new ability from your Advancement list.
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#### Character Creation
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Your Narrator will help you with this!
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1. Come up with a backstory
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1. Buy your attributes
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1. Roll your hitpoints
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1. Mark your Inventory Slots
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1. Get some equipment
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1. Go find a dungeon!
|
72
src/character-sheets/base.md
Normal file
72
src/character-sheets/base.md
Normal file
@ -0,0 +1,72 @@
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## Class Name
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dn attack
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Name:
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HP:
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Armor:
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Experience:
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Gear: ( ) ( ) ( ) ( )
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What do you look like?
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#### Stats
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TOU:
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QUI:
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CLE:
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PER:
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LEA:
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CHA:
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#### Inventory
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* ( )
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* ( )
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* ( )
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* ( )
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||||
* ( )
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* ( )
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* ( )
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||||
* ( )
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* ( )
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* ( )
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* ( )
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* ( )
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* ( )
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* ( )
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* ( )
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||||
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#### Advancement List
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* ( )
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* ( )
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* ( )
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||||
* ( )
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||||
* ( )
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||||
* ( )
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||||
* ( )
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||||
* ( )
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||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
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#### Basic Rules
|
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When you do something risky or dangerous, roll 2d6 and add a relevant attribute
|
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score.
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- On a 12+, you do it perfectly, with some additional benefit.
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- On a 10-11, you do it perfectly.
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- On a 7-9, you do it, but with some cost or complication.
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- On a 6-, you fail to do it, with some additional negative consequence.
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When you get money from the wilderness or the underground and bring it back to
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town, gain one experience for each gold you got (make sure to write it down).
|
||||
When you have experience equal to one thousand times your current level, you
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level up! Mark a new ability from your Advancement list.
|
||||
|
||||
#### Character Creation
|
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Your Narrator will help you with this!
|
||||
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||||
1. Come up with a backstory
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1. Buy your attributes
|
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1. Roll your hitpoints
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||||
1. Mark your Inventory Slots
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||||
1. Get some equipment
|
||||
1. Go find a dungeon!
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||||
|
106
src/character-sheets/cleric.md
Normal file
106
src/character-sheets/cleric.md
Normal file
@ -0,0 +1,106 @@
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## Cleric
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d6 attack
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Name:
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HP:
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Armor:
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||||
Experience:
|
||||
Gear: ( ) ( ) ( )
|
||||
What do you look like?
|
||||
|
||||
#### Stats
|
||||
TOU:
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||||
QUI:
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||||
CLE:
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||||
PER:
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||||
LEA:
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||||
CHA:
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||||
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||||
#### Inventory
|
||||
|
||||
* ( )
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||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
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||||
* ( )
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||||
* ( )
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||||
* ( )
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||||
* ( )
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||||
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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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* ( ) **Command** - A creature obeys a single, three-word command that does not
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||||
directly harm it.
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||||
* ( ) **Control Weather** - You may alter the type of weather at will, but you do
|
||||
not otherwise control it. It lasts 12 hours.
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||||
* ( ) **Cure Disease** - Cure all status effects from someone.
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* ( ) **Hold Person** - A nearby person or humanoid creature is unable to move for
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||||
d4 turns.
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* ( ) **Inspire** - In battle, nearby (within an aura of 3 map squares) allies may
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||||
treat their roll as if it is one tier better.
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* ( ) **Remove Curse** - Remove all curses from something you touch.
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||||
* ( ) **Scry** - See through the eyes of a creature you touched earlier today.
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* ( ) **Silence** - Negate all sound within 15 feet of the casting site.
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* ( ) **True Sight** - See through nearby illusions.
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||||
* ( ) **Ward** - A silver 40 foot circle appears on the ground, centered at the
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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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||||
|
||||
#### Advancement List
|
||||
* ( ) **Resolute** - Gain +1 Perception.
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* ( ) **Indomitable** - Gain +1 Tough.
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* ( ) **Genial** - Gain +1 Charm.
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* ( ) **Worldly** - Take an advancement from another class.
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* ( ) **Studious** - Add a random Wizard spell to your deity's spell list.
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* ( ) **Turn Undead** - When you renounce the unholy products of necromancy, roll
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for wisdom. On 10+, all mindless undead flee from your presence and all
|
||||
intelligent undead are momentarily stunned for d4+2 turns. On a 7-9, half of
|
||||
them are.
|
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* ( ) **Cure Light Wounds** - When you touch a wounded person, you may heal them
|
||||
from d6 hitpoints plus your level. You may do this as many times as you have
|
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levels.
|
||||
* ( ) **Divine Armor** - When you have no armor, you have 2 armor.
|
||||
* ( ) **Death Rites** - After a battle, when you take time to dedicate your victory
|
||||
to your deity of choice and deal with the dead, you and anyone who helps may
|
||||
add one to their next roll.
|
||||
|
||||
#### Basic Rules
|
||||
When you do something risky or dangerous, roll 2d6 and add a relevant attribute
|
||||
score.
|
||||
|
||||
- On a 12+, you do it perfectly, with some additional benefit.
|
||||
- On a 10-11, you do it perfectly.
|
||||
- On a 7-9, you do it, but with some cost or complication.
|
||||
- On a 6-, you fail to do it, with some additional negative consequence.
|
||||
|
||||
When you get money from the wilderness or the underground and bring it back to
|
||||
town, gain one experience for each gold you got (make sure to write it down).
|
||||
When you have experience equal to one thousand times your current level, you
|
||||
level up! Mark a new ability from your Advancement list.
|
||||
|
||||
To cast a spell, use your learned 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.
|
||||
|
||||
* The spell affects its intended target
|
||||
* You don't forget the spell
|
||||
|
||||
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.
|
||||
|
||||
#### Character Creation
|
||||
Your Narrator will help you with this!
|
||||
|
||||
1. Come up with a backstory
|
||||
1. Buy your attributes
|
||||
1. Roll your hitpoints
|
||||
1. Mark your Inventory Slots
|
||||
1. Get some equipment
|
||||
1. Go find a dungeon!
|
81
src/character-sheets/fighter.md
Normal file
81
src/character-sheets/fighter.md
Normal file
@ -0,0 +1,81 @@
|
||||
## Fighter
|
||||
d8 attack
|
||||
|
||||
Name:
|
||||
HP:
|
||||
Armor:
|
||||
Experience:
|
||||
Gear: ( ) ( ) ( ) ( )
|
||||
What do you look like?
|
||||
|
||||
#### Stats
|
||||
TOU:
|
||||
QUI:
|
||||
CLE:
|
||||
PER:
|
||||
LEA:
|
||||
CHA:
|
||||
|
||||
#### Inventory
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
|
||||
#### Advancement List
|
||||
* ( ) **Crafty** - Gain +1 Clever.
|
||||
* ( ) **Indomitable** - Gain +1 Tough.
|
||||
* ( ) **Genial** - Gain +1 Charm.
|
||||
* ( ) **Worldly** - Take an advancement from another class.
|
||||
* ( ) **Dangerous** - You deal +1 damage.
|
||||
* ( ) **Sturdy** - When you roll your HP, keep one more die than you would
|
||||
otherwise.
|
||||
* ( ) **Comrade** - When you roll to help someone, add one to your result.
|
||||
* ( ) **Precise** - When you roll a 12+ to fight or shoot someone, you ignore their
|
||||
armor.
|
||||
* ( ) **Soldier** - Armor takes up one fewer inventory slot for you.
|
||||
* ( ) **Inspiring** - At any time, you may give HP to your allies.
|
||||
|
||||
#### Basic Rules
|
||||
When you do something risky or dangerous, roll 2d6 and add a relevant attribute
|
||||
score.
|
||||
|
||||
- On a 12+, you do it perfectly, with some additional benefit.
|
||||
- On a 10-11, you do it perfectly.
|
||||
- On a 7-9, you do it, but with some cost or complication.
|
||||
- On a 6-, you fail to do it, with some additional negative consequence.
|
||||
|
||||
When you get money from the wilderness or the underground and bring it back to
|
||||
town, gain one experience for each gold you got (make sure to write it down).
|
||||
When you have experience equal to one thousand times your current level, you
|
||||
level up! Mark a new ability from your Advancement list.
|
||||
|
||||
Your basic attacks do not require a weapon (no matter what racial information
|
||||
says). When you get a 12+ roll on attack with a remarkable weapon, you might
|
||||
impress, dismay or frighten your enemy.
|
||||
|
||||
When you deliver the killing blow to a worthy opponent, you learn from its
|
||||
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.
|
||||
|
||||
#### Character Creation
|
||||
Your Narrator will help you with this!
|
||||
|
||||
1. Come up with a backstory
|
||||
1. Buy your attributes
|
||||
1. Roll your hitpoints
|
||||
1. Mark your Inventory Slots
|
||||
1. Get some equipment
|
||||
1. Go find a dungeon!
|
95
src/character-sheets/grafter.md
Normal file
95
src/character-sheets/grafter.md
Normal file
@ -0,0 +1,95 @@
|
||||
## Grafter
|
||||
d4 attack
|
||||
|
||||
Name:
|
||||
HP:
|
||||
Armor:
|
||||
Experience:
|
||||
Gear: ( ) ( ) ( )
|
||||
Parts:
|
||||
What do you look like?
|
||||
|
||||
#### Stats
|
||||
TOU:
|
||||
QUI:
|
||||
CLE:
|
||||
PER:
|
||||
LEA:
|
||||
CHA:
|
||||
|
||||
#### Inventory
|
||||
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
|
||||
#### Advancement List
|
||||
* ( ) **Big Brain** - Gain +1 Learned.
|
||||
* ( ) **Steady Hand** - Gain +1 Quick.
|
||||
* ( ) **Strong Stomach** - Gain +1 Tough.
|
||||
* ( ) **Study Abroad** - Take an advancement from another class.
|
||||
* ( ) **Efficient** - Base Graft cost is always 1 part, regardless of how many
|
||||
Grafts are already on the patient.
|
||||
* ( ) **Zoologist** - Create a new Graft based on a monster of Legend.
|
||||
* ( ) **Self-Care** - You can apply Grafts to yourself by rolling for Dexterity
|
||||
instead of Intelligence
|
||||
* ( ) **Dread Recognition** - When an ally fights a monster they have a graft of,
|
||||
they get +1 on their attacks, spells and actions against it.
|
||||
* ( ) **Alchemy** - When you boil Parts down into a tonic, spend 1 Part and roll for
|
||||
intelligence. On a 10 or higher create 1 Graft tonic. On a 7-9 spend another
|
||||
part to make the tonic. You or a party member can drink this tonic to gain the
|
||||
Graft's effect for a day.
|
||||
* ( ) **Second Opinion** - When you attempt to Graft, you may reroll but you must
|
||||
keep the second result.
|
||||
* ( ) **Stronger Stomach** - When you eat rations to recover HP, you may also eat a
|
||||
Part, adding one die to the roll.
|
||||
|
||||
#### Basic Rules
|
||||
When you do something risky or dangerous, roll 2d6 and add a relevant attribute
|
||||
score.
|
||||
|
||||
- On a 12+, you do it perfectly, with some additional benefit.
|
||||
- On a 10-11, you do it perfectly.
|
||||
- On a 7-9, you do it, but with some cost or complication.
|
||||
- On a 6-, you fail to do it, with some additional negative consequence.
|
||||
|
||||
When you get money from the wilderness or the underground and bring it back to
|
||||
town, gain one experience for each gold you got (make sure to write it down).
|
||||
When you have experience equal to one thousand times your current level, you
|
||||
level up! Mark a new ability from your Advancement list.
|
||||
|
||||
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
|
||||
the Graft for the monster (if you don't know it yet) and harvest d3 parts. On a
|
||||
7-9, harvest one part.
|
||||
|
||||
You can then graft these parts onto a patient (plus one more part for each Graft
|
||||
the patient has already) by rolling for learned. For the results:
|
||||
|
||||
* On a 12+, the Graft is permanent.
|
||||
* On a 10-11, the Graft will last a week.
|
||||
* On a 7-9, the Graft will last as many days as you spent parts (1 part = 1 day, etc).
|
||||
* On a 6 or below, the Graft fails, the patient suffers d3 damage and you lose
|
||||
d3 parts in the confusion.
|
||||
|
||||
#### Character Creation
|
||||
Your Narrator will help you with this!
|
||||
|
||||
1. Come up with a backstory
|
||||
1. Buy your attributes
|
||||
1. Roll your hitpoints
|
||||
1. Mark your Inventory Slots
|
||||
1. Get some equipment
|
||||
1. Go find a dungeon!
|
111
src/character-sheets/monk.md
Normal file
111
src/character-sheets/monk.md
Normal file
@ -0,0 +1,111 @@
|
||||
## Monk
|
||||
d6 attack
|
||||
|
||||
Name:
|
||||
HP:
|
||||
Armor:
|
||||
Experience:
|
||||
Gear: ( ) ( ) ( ) ( )
|
||||
What do you look like?
|
||||
|
||||
#### Stats
|
||||
TOU:
|
||||
QUI:
|
||||
CLE:
|
||||
PER:
|
||||
LEA:
|
||||
CHA:
|
||||
|
||||
#### Inventory
|
||||
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
|
||||
#### Advancement List
|
||||
* ( ) **Graceful** - Gain +1 Quick.
|
||||
* ( ) **Indomitable** - Gain +1 Tough.
|
||||
* ( ) **Resolute** - Gain +1 Perception.
|
||||
* ( ) **Worldly** - Take an advancement from another class.
|
||||
* ( ) **Dangerous** - You deal +1 damage.
|
||||
* ( ) **Opportunist** - Whenever a creature closeby is hit by someone else, you can
|
||||
make a melee attack on that creature.
|
||||
* ( ) **Stunning Strike** - When you roll a +12 on an attack with a remarkable
|
||||
weapon, you stun your enemy.
|
||||
* ( ) **Extra Strike** - When you are first for initiative, you make two attacks.
|
||||
* ( ) **Unarmored Defense** - Light clothing counts as +1 armor
|
||||
* ( ) **Disciplined** - Work with the Narrator to create a new Ki art.
|
||||
* ( ) **Toughness** - You may heal yourself for d6 plus your level, as many times
|
||||
per days as you have levels (available after 5 advances).
|
||||
|
||||
#### Ki Arts
|
||||
* **Temple upon the Mountain** - Roll for toughness, you halve all damage until
|
||||
the end of the next turn.
|
||||
* **Fist of Iron** - Roll for toughness, add +2 to the damage roll on this attack.
|
||||
* **Ride the Lightning** - Roll for quickness, channel electricty through your
|
||||
fist, doing double damage to enemies wearing metal armor.
|
||||
* **Cloak Stance** - Roll for perception, you're difficult to hit and impose -2
|
||||
to the next attack against you.
|
||||
* **Herculean Aura** - Roll for toughness or quickness, choose which modifier to
|
||||
add and increase the damage die for this attack to a d8.
|
||||
* **Steel Advance** - Roll for learnedness, choose up to 2 enemies and rapidly
|
||||
attack each target.
|
||||
* **Wind Stands True** - Roll for quickness, half the damage of the next attack
|
||||
that hits you and immediately make a counterattack.
|
||||
* **Ghostwalk Blessings** - Roll for toughness, your skin hardens, allowing you
|
||||
to fall up to 40 feet without taking damage.
|
||||
* **Calling the Corners** - Roll for perception and choose one of the following
|
||||
effects: instantly light or snuff out a candle or torch, chill or warm
|
||||
nonliving material for a short time, mold earth, fire, water or mist into a
|
||||
crude form.
|
||||
|
||||
#### Basic Rules
|
||||
When you do something risky or dangerous, roll 2d6 and add a relevant attribute
|
||||
score.
|
||||
|
||||
- On a 12+, you do it perfectly, with some additional benefit.
|
||||
- On a 10-11, you do it perfectly.
|
||||
- On a 7-9, you do it, but with some cost or complication.
|
||||
- On a 6-, you fail to do it, with some additional negative consequence.
|
||||
|
||||
When you get money from the wilderness or the underground and bring it back to
|
||||
town, gain one experience for each gold you got (make sure to write it down).
|
||||
When you have experience equal to one thousand times your current level, you
|
||||
level up! Mark a new ability from your Advancement list.
|
||||
|
||||
When you drop a random aphorism in a conversation, you gain +1 charisma for the
|
||||
rest of the conversation.
|
||||
|
||||
When you deliver a killing blow, you can quickly move into melee range of the
|
||||
next closest enemy.
|
||||
|
||||
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
|
||||
yourself for counterattack. When you attempt to channel a Ki art, roll for the
|
||||
statistic shown. On a 7-9, choose one of the following effects. On a roll of 6
|
||||
or below, neither happen.
|
||||
|
||||
* The move affects its intended target.
|
||||
* You don't open yourself up for a counterattack.
|
||||
|
||||
#### Character Creation
|
||||
Your Narrator will help you with this!
|
||||
|
||||
1. Come up with a backstory
|
||||
1. Buy your attributes
|
||||
1. Roll your hitpoints
|
||||
1. Mark your Inventory Slots
|
||||
1. Get some equipment
|
||||
1. Go find a dungeon!
|
96
src/character-sheets/shapeshifter.md
Normal file
96
src/character-sheets/shapeshifter.md
Normal file
@ -0,0 +1,96 @@
|
||||
## Shapeshifter
|
||||
d6 attack
|
||||
|
||||
Name:
|
||||
HP:
|
||||
Armor:
|
||||
Experience:
|
||||
Gear: ( ) ( )
|
||||
What do you look like?
|
||||
|
||||
#### Stats
|
||||
TOU:
|
||||
QUI:
|
||||
CLE:
|
||||
PER:
|
||||
LEA:
|
||||
CHA:
|
||||
|
||||
#### Inventory
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
|
||||
#### Advancement List
|
||||
* ( ) **Eagle-eyed** - Gain +1 Perception.
|
||||
* ( ) **Lion-hearted** - Gain +1 Tough.
|
||||
* ( ) **Cat's-paw** - Gain +1 Quick.
|
||||
* ( ) **Adaptation** - Take an advancement from another class.
|
||||
* ( ) **Ferocious** - You deal +2 damage while transformed.
|
||||
* ( ) **Bodily Mastery** - While resting you may re-roll any number of dice once.
|
||||
* ( ) **Material Transformation** - When you transform, any gear you have will
|
||||
shapeshift with you.
|
||||
* ( ) **Abberrant** - You may study monsters to add them to your Bestial Forms list.
|
||||
* ( ) **Doppelganger** - You may study people to add them to your Bestial Forms
|
||||
list.
|
||||
* ( ) **Symbiotic Transformation** - You may touch a willing participant to let them
|
||||
assume a Bestial Form. They must make their own roll.
|
||||
* ( ) **Dire Form** - When you roll a 12+ to assume a Bestial Form, double all
|
||||
chosen bonuses.
|
||||
* ( ) **Fluent** - When you transform into a person, you are fluent in any languages
|
||||
they are.
|
||||
|
||||
#### Basic Rules
|
||||
When you do something risky or dangerous, roll 2d6 and add a relevant attribute
|
||||
score.
|
||||
|
||||
- On a 12+, you do it perfectly, with some additional benefit.
|
||||
- On a 10-11, you do it perfectly.
|
||||
- On a 7-9, you do it, but with some cost or complication.
|
||||
- On a 6-, you fail to do it, with some additional negative consequence.
|
||||
|
||||
When you get money from the wilderness or the underground and bring it back to
|
||||
town, gain one experience for each gold you got (make sure to write it down).
|
||||
When you have experience equal to one thousand times your current level, you
|
||||
level up! Mark a new ability from your Advancement list.
|
||||
|
||||
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.
|
||||
|
||||
When you study an animal for an hour or so, add it to your Bestial Forms list.
|
||||
|
||||
When you assume a Bestial Form, roll for Learned. On a 10+ choose three of the
|
||||
following effects. On a 7-9, choose two of the following effects. On a 6 or
|
||||
lower, choose 1 of the following effects.
|
||||
|
||||
* Act immediately.
|
||||
* Increase damage die by one step (d6->d8->d10).
|
||||
* Reduce damage taken by one.
|
||||
* Gain +1 to the beast's strongest attribute
|
||||
|
||||
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.
|
||||
|
||||
#### Character Creation
|
||||
Your Narrator will help you with this!
|
||||
|
||||
1. Come up with a backstory
|
||||
1. Buy your attributes
|
||||
1. Roll your hitpoints
|
||||
1. Mark your Inventory Slots
|
||||
1. Get some equipment
|
||||
1. Go find a dungeon!
|
88
src/character-sheets/thief.md
Normal file
88
src/character-sheets/thief.md
Normal file
@ -0,0 +1,88 @@
|
||||
## Thief
|
||||
d6 attack
|
||||
|
||||
Name:
|
||||
HP:
|
||||
Armor:
|
||||
Experience:
|
||||
Gear: ( ) ( ) ( ) ( ) ( )
|
||||
What do you look like?
|
||||
|
||||
#### Stats
|
||||
TOU:
|
||||
QUI:
|
||||
CLE:
|
||||
PER:
|
||||
LEA:
|
||||
CHA:
|
||||
|
||||
#### Inventory
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
|
||||
#### Advancement List
|
||||
* ( ) **Artful** - Gain +1 Clever.
|
||||
* ( ) **Resolute** - Gain +1 Learned.
|
||||
* ( ) **Popular** - Gain +1 Charm.
|
||||
* ( ) **Worldly** - Take an advancement from another class.
|
||||
* ( ) **Light-Footed** - Light armor doesn't take up an inventory slot.
|
||||
* ( ) **Marksman** - You deal +2 damage with ranged weapons.
|
||||
* ( ) **Eagle Eye** - You're never caught by surprise. If an enemy would surprise
|
||||
you, you act first instead.
|
||||
* ( ) **Underdog** - When you're outnumbered, you have +1 armor.
|
||||
* ( ) **Slippery** - Light armor prevents two damage per attack instead of one.
|
||||
* ( ) **Assassin** - When you roll a 12+ to attack an unaware enemy, add another d6
|
||||
to your damage.
|
||||
* ( ) **Wary** - When you attempt to avoid or disable a trap, add your Dexterity and
|
||||
Intelligence to your roll.
|
||||
|
||||
#### Basic Rules
|
||||
When you do something risky or dangerous, roll 2d6 and add a relevant attribute
|
||||
score.
|
||||
|
||||
- On a 12+, you do it perfectly, with some additional benefit.
|
||||
- On a 10-11, you do it perfectly.
|
||||
- On a 7-9, you do it, but with some cost or complication.
|
||||
- On a 6-, you fail to do it, with some additional negative consequence.
|
||||
|
||||
When you get money from the wilderness or the underground and bring it back to
|
||||
town, gain one experience for each gold you got (make sure to write it down).
|
||||
When you have experience equal to one thousand times your current level, you
|
||||
level up! Mark a new ability from your Advancement list.
|
||||
|
||||
When you attack an unaware opponent, treat any 6- results as 7-9 instead and add
|
||||
an extra d6 to your damage roll. When you try to pass unnoticed, you may treat a
|
||||
6- result as a 7-9 instead.
|
||||
|
||||
You are well-connected. When situations come up and you need to know someone,
|
||||
roll for Charm:
|
||||
|
||||
* On a 10+, that person will act like they owe you a favor
|
||||
* On a 7-9, that person will think you owe them a favor
|
||||
* On a 6-, that person will want a lot more than they would want normally
|
||||
|
||||
Make sure to keep a list of your connections and any notes about them. They will
|
||||
remember.
|
||||
|
||||
#### Character Creation
|
||||
Your Narrator will help you with this!
|
||||
|
||||
1. Come up with a backstory
|
||||
1. Buy your attributes
|
||||
1. Roll your hitpoints
|
||||
1. Mark your Inventory Slots
|
||||
1. Get some equipment
|
||||
1. Go find a dungeon!
|
117
src/character-sheets/wizard.md
Normal file
117
src/character-sheets/wizard.md
Normal file
@ -0,0 +1,117 @@
|
||||
## Wizard
|
||||
d4 attack
|
||||
|
||||
Name:
|
||||
HP:
|
||||
Armor:
|
||||
Experience:
|
||||
Gear: ( ) ( ) ( ) ( ) ( ) ( )
|
||||
What do you look like?
|
||||
|
||||
#### Stats
|
||||
TOU:
|
||||
QUI:
|
||||
CLE:
|
||||
PER:
|
||||
LEA:
|
||||
CHA:
|
||||
|
||||
#### Inventory
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
* ( )
|
||||
|
||||
#### 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
|
||||
side effects. The Narrator will know what damage is right.
|
||||
|
||||
* ( ) **Detect Magic** - You hear nearby magical auras singing. Volume and harmoney
|
||||
increase the aura's power and refinement.
|
||||
* ( ) **Floating Disc** - An invisible, frictionless object hovers two feet above
|
||||
the ground. It can hold up to your level number of humanoids, or about the
|
||||
equivalent weight.
|
||||
* ( ) **Magic Missile** - Hurls a glowing dart of magical energy at a target. Does
|
||||
d6 plus your level in damage.
|
||||
* ( ) **Fireball** - Hurls a ball of fire at a target. Does d6 plus your
|
||||
Intelligence damage and causes a burn at 12+.
|
||||
* ( ) **Comprehend** - You are fluent in all languages for the rest of the day.
|
||||
* ( ) **Pit** - A pit 10 feet wide and 30 feet deep opens in the ground.
|
||||
* ( ) **Icy Touch** - A thick ice layer spreads across a touched surface, up to a 30
|
||||
foot radius.
|
||||
* ( ) **Raise Dead** - 1d6 skeletons rise from the ground to serve you. They can
|
||||
only obey simple orders and attack for d4 damage.
|
||||
* ( ) **Spider Climb** - You can climb surfaces like a spider.
|
||||
* ( ) **Sleep** - d6 nearby creatures fall into a light sleep.
|
||||
* ( ) **Adhere** - A nearby object becomes covered in extremely sticky slime.
|
||||
|
||||
#### Advancement List
|
||||
* ( ) **Resolute** - Gain +1 Learned.
|
||||
* ( ) **Smart** - Gain +1 Clever.
|
||||
* ( ) **Shifty** - Gain +1 Quick.
|
||||
* ( ) **Worldly** - Take an advancement from another class.
|
||||
* ( ) **Adept** - You can memorize one additional spell per day from your spellbook.
|
||||
* ( ) **Studious** - Work with your Narrator to add a new spell to your spellbook.
|
||||
* ( ) **Cross-Disciplinary** - Add a random Cleric spell to your spellbook.
|
||||
* ( ) **Infamous** - Your reputation precedes you. When you need to make a new
|
||||
connection, roll for charisma. On a 7-9, the person you find is less than
|
||||
ideal, or needs a favor. On a 6-, they they’ve got a job for you, and they
|
||||
won’t take no for an answer.
|
||||
* ( ) **Magic Detector** - You may cast a weaker form of Detect Magic outside of
|
||||
battle for free. You don’t have to memorize it, and casting it doesn’t require
|
||||
a roll (it always counts as a 10+).
|
||||
* ( ) **Arcane Armor** - When you bear no armor or shield, you have 1 armor.
|
||||
* ( ) **Wild Magic** - When you roll a 12+ to cast a spell, double its effectiveness.
|
||||
|
||||
#### Basic Rules
|
||||
When you do something risky or dangerous, roll 2d6 and add a relevant attribute
|
||||
score.
|
||||
|
||||
- On a 12+, you do it perfectly, with some additional benefit.
|
||||
- On a 10-11, you do it perfectly.
|
||||
- On a 7-9, you do it, but with some cost or complication.
|
||||
- On a 6-, you fail to do it, with some additional negative consequence.
|
||||
|
||||
When you get money from the wilderness or the underground and bring it back to
|
||||
town, gain one experience for each gold you got (make sure to write it down).
|
||||
When you have experience equal to one thousand times your current level, you
|
||||
level up! Mark a new ability from your Advancement list.
|
||||
|
||||
When you study your personal spellbook for an hour or so, you forget any spells
|
||||
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.
|
||||
|
||||
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.
|
||||
|
||||
* The spell affects its intended target.
|
||||
* You don't forget the spell.
|
||||
|
||||
When you attempt to add a spell from a scroll or another Wizard's spellbook to
|
||||
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.
|
||||
|
||||
#### Character Creation
|
||||
Your Narrator will help you with this!
|
||||
|
||||
1. Come up with a backstory
|
||||
1. Buy your attributes
|
||||
1. Roll your hitpoints
|
||||
1. Mark your Inventory Slots
|
||||
1. Get some equipment
|
||||
1. Go find a dungeon!
|
@ -671,7 +671,7 @@ during your communion, you will not be able to learn any spells.
|
||||
|
||||
##### Casting Spells
|
||||
|
||||
To cast a spell, use your wisdom stat as the bonus for your basic move. On a 7-9
|
||||
To cast a spell, use your learned 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.
|
||||
|
||||
* The spell affects its intended target
|
||||
|
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Reference in New Issue
Block a user