From 66ac5c9d4eed0cba9ea77787dfeaae66d9484243 Mon Sep 17 00:00:00 2001 From: Christine Dodrill Date: Fri, 25 Dec 2020 11:40:03 -0500 Subject: [PATCH] version 1.0.0 Signed-off-by: Christine Dodrill --- shell.nix | 9 ++- src/build.sh | 32 +++++++- src/character-sheets-title.txt | 11 +++ src/character-sheets.md | 5 ++ src/character-sheets/artificier.md | 101 +++++++++++++++++++++++ src/character-sheets/base.md | 72 +++++++++++++++++ src/character-sheets/cleric.md | 106 ++++++++++++++++++++++++ src/character-sheets/fighter.md | 81 +++++++++++++++++++ src/character-sheets/grafter.md | 95 ++++++++++++++++++++++ src/character-sheets/monk.md | 111 +++++++++++++++++++++++++ src/character-sheets/shapeshifter.md | 96 ++++++++++++++++++++++ src/character-sheets/thief.md | 88 ++++++++++++++++++++ src/character-sheets/wizard.md | 117 +++++++++++++++++++++++++++ src/index.md | 2 +- 14 files changed, 923 insertions(+), 3 deletions(-) create mode 100644 src/character-sheets-title.txt create mode 100644 src/character-sheets.md create mode 100644 src/character-sheets/artificier.md create mode 100644 src/character-sheets/base.md create mode 100644 src/character-sheets/cleric.md create mode 100644 src/character-sheets/fighter.md create mode 100644 src/character-sheets/grafter.md create mode 100644 src/character-sheets/monk.md create mode 100644 src/character-sheets/shapeshifter.md create mode 100644 src/character-sheets/thief.md create mode 100644 src/character-sheets/wizard.md diff --git a/shell.nix b/shell.nix index 09e200a..6791b87 100644 --- a/shell.nix +++ b/shell.nix @@ -7,5 +7,12 @@ let tex = with pkgs; texlive.combine { inherit (texlive) scheme-medium bitter titlesec; }; in pkgs.mkShell { - buildInputs = with pkgs; [ calibre nur.repos.mic92.pandoc-bin tex ]; + buildInputs = with pkgs; [ + calibre + nur.repos.mic92.pandoc-bin + tex + lua5_3 + lua53Packages.lua-lsp + lua53Packages.lua-toml + ]; } diff --git a/src/build.sh b/src/build.sh index 1e52b5f..d736343 100755 --- a/src/build.sh +++ b/src/build.sh @@ -2,10 +2,12 @@ set -e -VERSION=0.3 +VERSION=1.0.0 FILES=" title.txt index.md +character-sheets.md +character-sheets/*.md " pandoc \ @@ -28,3 +30,31 @@ pandoc \ $FILES ebook-convert ../out/the_source-${VERSION}.epub ../out/the_source-${VERSION}.mobi + +VERSION="${VERSION}-character-sheets" +FILES=" +character-sheets-title.txt +character-sheets.md +character-sheets/*.md +" + +pandoc \ +-o ../out/the_source-${VERSION}.epub \ +--toc \ +--toc-depth=2 \ +--wrap=preserve \ +--epub-chapter-level=2 \ +--resource-path=. \ +$FILES + +pandoc \ +-o ../out/the_source-${VERSION}.pdf \ +--include-in-header sectionpagebreak.tex \ +--variable=subparagraph \ +--toc \ +--toc-depth=2 \ +--pdf-engine xelatex \ +--resource-path=. \ +$FILES + +ebook-convert ../out/the_source-${VERSION}.epub ../out/the_source-${VERSION}.mobi diff --git a/src/character-sheets-title.txt b/src/character-sheets-title.txt new file mode 100644 index 0000000..349a40e --- /dev/null +++ b/src/character-sheets-title.txt @@ -0,0 +1,11 @@ +--- +title: The Source - Character Sheets Supplement +author: Christine Dodrill +rights: All Rights Reserved +language: en-US + +documentclass: book +links-as-notes: true +toc-depth: 2 +fontfamily: bitter +--- diff --git a/src/character-sheets.md b/src/character-sheets.md new file mode 100644 index 0000000..d0c2d51 --- /dev/null +++ b/src/character-sheets.md @@ -0,0 +1,5 @@ +# Character Sheets + +This part of the book contains character sheets based on the classes described +in the book. I've also included a blank character sheet that you can use as a +template for whatever kind of character you want to play. Be creative! diff --git a/src/character-sheets/artificier.md b/src/character-sheets/artificier.md new file mode 100644 index 0000000..8dc7940 --- /dev/null +++ b/src/character-sheets/artificier.md @@ -0,0 +1,101 @@ +## Artificer +d6 base attack + +Name: +HP: +Armor: +Experience: +Creations: ( ) ( ) +What do you look like? + +#### Stats +TOU: +QUI: +CLE: +PER: +LEA: +CHA: + +#### Inventory +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) + +#### Genius Creations +When you attempt to create a genius creation, +spend the stated gold and roll for cleverness. On a 7-9, choose one of the +following effects. On a 6-, choose neither: + +* Your creation is successful +* There isn't an energy discharge that stalls the device for one turn + +**Creations**: +* ( ) **Alchemical Elixir** - 10 gp, 1 weight. With an empty flask in your + possession, you create one of the following elixirs: Healing - Heal 2d4+INT + HP, Resilient - Gain +1 Armor, Brave - +1d4 to attack rolls for a short time, + Flight - Drinker gains flight for a short time +* ( ) **Arcane Ballista Cannon** - 25 gp, 3 weight. You create a small magical + bipedal cannon. It shares your initiative count, but acts after you do. It has + +2 Armor and HP equal to four times your level. It attacks for 1d6 damage. + This uses a creation bubble when deployed. +* ( ) **Arcane Protector Cannon** - 4 weight, 30 gp. You create a small magical + bipedal cannon that emits a burst of positive energy which heals 1d6 nearby + allies for 1d6+LEA. It shares your initiative count, but acts after you do. It + has +1 Armor and HP equal to four times your level. This uses a creation + bubble when deployed. +* ( ) **Enhance Weapon** - 15 gp. Imbue a weapon of your choice with magical energy, + providing +1 to attack and damage rolls. +* ( ) **Enhance Defense** - 15 gp. Imbue a shield or armor of your choice with + magical energy, providing a +1 armor bonus. +* ( ) **Enhance Focus** - 20 gp. Boost an ally’s aura granting +1 to spells. + +#### Advancement List +- ( ) **Genius** - Gain +1 Clever. +- ( ) **Robust** - Gain +1 Tough. +- ( ) **Shifty** - Gain +1 Quick. +- ( ) **Worldly** - Take an advancement from another class (pick a cool one, not an + attribute bonus). +- ( ) **Artillery** - Increase the damage die for your Arcane Ballista Cannon. +- ( ) **Improved** - Affect +1 to max Genius Creations. +- ( ) **Inspired** - You can attack twice per turn, rather than once. +- ( ) **Arcane Inspiration** - Your Arcane Ballista Cannon can attack twice per turn. +- ( ) **Arcane Efficency** - Contribute double the GP cost towards a Creation to add + +1 to all its effects (available after 5 advances). +- ( ) **Flash of Genius** - Attach the forge engine to your armor or weapon for a + permanent +1 buff and damage die increase (available after 5 advancements). + +#### 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. + +#### 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! diff --git a/src/character-sheets/base.md b/src/character-sheets/base.md new file mode 100644 index 0000000..fa123d3 --- /dev/null +++ b/src/character-sheets/base.md @@ -0,0 +1,72 @@ +## Class Name +dn attack + +Name: +HP: +Armor: +Experience: +Gear: ( ) ( ) ( ) ( ) +What do you look like? + +#### Stats +TOU: +QUI: +CLE: +PER: +LEA: +CHA: + +#### Inventory +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) + +#### Advancement List +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) + +#### 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. + +#### 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! + diff --git a/src/character-sheets/cleric.md b/src/character-sheets/cleric.md new file mode 100644 index 0000000..6b21bf2 --- /dev/null +++ b/src/character-sheets/cleric.md @@ -0,0 +1,106 @@ +## Cleric +d6 attack + +Name: +HP: +Armor: +Experience: +Gear: ( ) ( ) ( ) +What do you look like? + +#### Stats +TOU: +QUI: +CLE: +PER: +LEA: +CHA: + +#### Inventory + +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) +* ( ) + +#### Spells +These are just examples, try and see if you can come up with some more! + +* ( ) **Command** - A creature obeys a single, three-word command that does not + directly harm it. +* ( ) **Control Weather** - You may alter the type of weather at will, but you do + not otherwise control it. It lasts 12 hours. +* ( ) **Cure Disease** - Cure all status effects from someone. +* ( ) **Hold Person** - A nearby person or humanoid creature is unable to move for + d4 turns. +* ( ) **Inspire** - In battle, nearby (within an aura of 3 map squares) allies may + treat their roll as if it is one tier better. +* ( ) **Remove Curse** - Remove all curses from something you touch. +* ( ) **Scry** - See through the eyes of a creature you touched earlier today. +* ( ) **Silence** - Negate all sound within 15 feet of the casting site. +* ( ) **True Sight** - See through nearby illusions. +* ( ) **Ward** - A silver 40 foot circle appears on the ground, centered at the + caster. Choose one thing that cannot cross it: living creatures, dead + creatures, projectiles or metal. + +#### Advancement List +* ( ) **Resolute** - Gain +1 Perception. +* ( ) **Indomitable** - Gain +1 Tough. +* ( ) **Genial** - Gain +1 Charm. +* ( ) **Worldly** - Take an advancement from another class. +* ( ) **Studious** - Add a random Wizard spell to your deity's spell list. +* ( ) **Turn Undead** - When you renounce the unholy products of necromancy, roll + 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. +* ( ) **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 + 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! diff --git a/src/character-sheets/fighter.md b/src/character-sheets/fighter.md new file mode 100644 index 0000000..248a13d --- /dev/null +++ b/src/character-sheets/fighter.md @@ -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! diff --git a/src/character-sheets/grafter.md b/src/character-sheets/grafter.md new file mode 100644 index 0000000..969e9d9 --- /dev/null +++ b/src/character-sheets/grafter.md @@ -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! diff --git a/src/character-sheets/monk.md b/src/character-sheets/monk.md new file mode 100644 index 0000000..dc8c9ff --- /dev/null +++ b/src/character-sheets/monk.md @@ -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! diff --git a/src/character-sheets/shapeshifter.md b/src/character-sheets/shapeshifter.md new file mode 100644 index 0000000..26c755f --- /dev/null +++ b/src/character-sheets/shapeshifter.md @@ -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! diff --git a/src/character-sheets/thief.md b/src/character-sheets/thief.md new file mode 100644 index 0000000..390a8c1 --- /dev/null +++ b/src/character-sheets/thief.md @@ -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! diff --git a/src/character-sheets/wizard.md b/src/character-sheets/wizard.md new file mode 100644 index 0000000..eafcd2a --- /dev/null +++ b/src/character-sheets/wizard.md @@ -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! diff --git a/src/index.md b/src/index.md index bf4ae2f..5ce0674 100644 --- a/src/index.md +++ b/src/index.md @@ -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