version 1.0.0

Signed-off-by: Christine Dodrill <me@christine.website>
This commit is contained in:
Christine Dodrill 2020-12-25 11:40:03 -05:00
parent 39de217935
commit 66ac5c9d4e
14 changed files with 923 additions and 3 deletions

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@ -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
];
}

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@ -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

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@ -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
---

5
src/character-sheets.md Normal file
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@ -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!

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## 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 allys 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!

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## 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!

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## 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!

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## 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!

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## 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!

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## 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!

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## 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!

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## 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!

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## Wizard
d4 attack
Name:
HP:
Armor:
Experience:
Gear: ( ) ( ) ( ) ( ) ( ) ( )
What do you look like?
#### Stats
TOU:
QUI:
CLE:
PER:
LEA:
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#### Inventory
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#### 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 theyve got a job for you, and they
wont take no for an answer.
* ( ) **Magic Detector** - You may cast a weaker form of Detect Magic outside of
battle for free. You dont have to memorize it, and casting it doesnt 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!

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@ -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