From 7772a447d54506425d420923d010844f0563c156 Mon Sep 17 00:00:00 2001 From: Christine Dodrill Date: Thu, 12 Nov 2020 12:13:24 -0500 Subject: [PATCH] 0.3.0 --- .envrc | 1 + .gitignore | 2 + out/.gitkeep | 0 shell.nix | 11 + src/build.sh | 30 + src/index.md | 1351 ++++++++++++++++++++++++++++++++++++++ src/sectionpagebreak.tex | 6 + src/title.txt | 11 + 8 files changed, 1412 insertions(+) create mode 100644 .envrc create mode 100644 .gitignore create mode 100644 out/.gitkeep create mode 100644 shell.nix create mode 100755 src/build.sh create mode 100644 src/index.md create mode 100644 src/sectionpagebreak.tex create mode 100644 src/title.txt diff --git a/.envrc b/.envrc new file mode 100644 index 0000000..051d09d --- /dev/null +++ b/.envrc @@ -0,0 +1 @@ +eval "$(lorri direnv)" diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..8aba619 --- /dev/null +++ b/.gitignore @@ -0,0 +1,2 @@ +out/* +!out/.gitkeep \ No newline at end of file diff --git a/out/.gitkeep b/out/.gitkeep new file mode 100644 index 0000000..e69de29 diff --git a/shell.nix b/shell.nix new file mode 100644 index 0000000..09e200a --- /dev/null +++ b/shell.nix @@ -0,0 +1,11 @@ +let + pkgs = import { }; + nur = import (builtins.fetchTarball + "https://github.com/nix-community/NUR/archive/master.tar.gz") { + inherit pkgs; + }; + tex = with pkgs; + texlive.combine { inherit (texlive) scheme-medium bitter titlesec; }; +in pkgs.mkShell { + buildInputs = with pkgs; [ calibre nur.repos.mic92.pandoc-bin tex ]; +} diff --git a/src/build.sh b/src/build.sh new file mode 100755 index 0000000..1e52b5f --- /dev/null +++ b/src/build.sh @@ -0,0 +1,30 @@ +#!/usr/bin/env bash + +set -e + +VERSION=0.3 +FILES=" +title.txt +index.md +" + +pandoc \ + -o ../out/the_source-${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/index.md b/src/index.md new file mode 100644 index 0000000..4d363b5 --- /dev/null +++ b/src/index.md @@ -0,0 +1,1351 @@ +# The Source + +Welcome, traveler, to The Source. The worlds here are perilous and full of +danger, but also full of promise and adventure! In The Source, we prioritize a +few ground rules in order to ensure that everyone has as much fun as possible as +well as the best adventure they can. + +#### Guide to Reading + +This document is full of ideas. These ideas should be used to help guide your +explorations and aventures. If ideas in here don't sound like they would work +for you, scrape them out and discard them. + +# Introduction + +The Source is a fantasy roleplaying game intended for groups of 3 or more +people. One of the players will take the role of Narrator and control the world, +its monsters, NPCs and the like while the other players will control adventurers +in that world. + +This game is very open-ended and will end up requiring some improvisation in +order to excel at it. + +As a Narrator, remember these four words: "What do you do?". Ask that question +after you describe the scenario or any actions players have taken. + +### Ground Rules + +These are the basic ground rules that should be followed at all times. + +#### Be Creative + +Just because it looks like something doesn't mean you have to treat it like it +is that thing. Don't be afraid to bend the rules or go off the beaten path. The +real fun happens there. You may have to make the Narrator improvise a situation, +this is never a bad thing. + +#### Make Sure Everyone is Involved + +Resist the temptation to railroad the adventure in a non-inclusive way for too +long. It can feel like fun to do it, but your party-mates are your friends and +should be involved as much as possible. That's how the stories of heroes become +legends of groups. + +#### Make Sure Everyone is Comfortable + +Don't be afraid to let the Narrator know if something is overwhelming or the +like. They will be happy to help refocus people away from uncomfortable topics +to ensure everyone has the most fun they can. Let the Narrator know aloud, in a +private message, or somehow in general. + +#### Be Respectful + +Everyone comes from a different background and has had different life +experiences. These experiences shape their lives and can sometimes manifest in +the course of play. Respect this, this diversity of experience helps shape +people's adventures and can lead to glory. + +#### Maximize Fun + +We're ultimately here to play a game together. Take advantage of this and help +to maximize the amount of fun everyone has. This will help games to be more +memorable and lead to a stronger friendship. + +The rules are very light on purpose, but even then they are paper thin when it +comes to maximizing enjoyment. The Narrator will usually be the judge of when to +break the rules unless you can convince them otherwise. + +#### Don't Be An Asshole + +Nobody likes it when someone is an asshole. + +## Dice Notation + +The Source is a dice-heavy game. As such this rulebook will use notation to +represent dice rolls. At a high level, it looks like this: + +``` +[number of dice]d[number of dice sides][+/-modifier] +``` + +This notation is used to help make descriptions of dice actions a lot more +compact. For example, instead of saying something like: + +> As the Artificier, roll a standard six-sided dice for your basic attack damage. + +Instead this notation lets that information be encoded as: + +> As the artificier, your basic attack does d6 damage. + +This notation is also understood by the Discord bot associated with The Source, +Within. This bot will be explained in more detail below. + +Sometimes descriptions of things will include the dice notation spelled out +longhand with the dice notation in parentheses. This will be used to help the +document flow and read more casually. + +# Basic Rules + +At a high level, all of the action in games of The Source boils down to two +things: The Basic Move and storytelling. Everything else builds on top of these +two fundamentals to create the story of your players and their actions. + +#### The Basic Move + +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. + +Every player has the following attributes: + +* Tough (TOU): taking or dealing damage, breaking things, endurance +* Quick (QUI): aim, finesse, acrobatics +* Clever (CLE): adaptability +* Perception (PER): perceiving traps, calming monsters, intuition +* Learned (LEA): knowledge about the area +* Charm (CHA): social skills, bluffing, haggling, inspiration + +Every class will also have their own special moves. These will build on top of +the basic move (EG: Clerics/Wizards casting spells, Artificers creating things) +and may cause disadvantageous side effects if they fail. + +Moves only make sense when there is a sense of _risk_ involved to things. +Breaking a door down isn't risky unless there are monsters behind it. Picking a +lock isn't risky if nobody can hear it or catch you doing it. Haggling isn't +risky unless you are starved for gold. Attacks aren't risky if they aren't +fantastic. + +#### Narrator Advice + +This is a fantasy roleplaying game. Your job is to help the players explore the +world, have adventures and craft legends as a group. Read through this +supplement and maybe a Dungeons and Dragons starter guide or two. Take things as +they happen and don't be afraid to ask your players for ideas. Improvisation +only can go so far. + +Also, failure doesn't have to be a *complete failure*. If you fail a hit on a +monster, you could just transfer that damage to another nearby monster instead +of nullifying it out. Doing this helps keep the players in the flow of the game +and make everything fun for everyone. Sometimes it can be fun to have a critical +failure result in a better result for everyone. If you do end up making a move +actually fail for a player, have them get some experience as penance. + +Remember the rules (even though there are only a few of them) are NOT written in +stone; and if something comes up that you feel is "wrong", make up something +else! Don't be afraid to ask your players for amusing ideas. They are a very +valuable resource for this! + +As the Narrator, you should let the players know what the risks are before they +roll. This lets players be informed and they might change their minds about +their actions. This is good, this means your players are thinking! + +To quote the 6E handbook: + +> When you fight an enemy in melee, roll for toughness. A 7-9 might mean that +> you successfully do your damage to the enemy, but they do their damage to you, +> or disarm you. A 6- might mean that you don’t do your damage to the enemy, and +> they do their damage. +> +> When shooting an enemy at range, roll for quickness. A 7-9 might mean that you +> successfully do your damage to the enemy, but they manage to move into melee +> range of you and swing - What do you do? A 6- might mean that you miss, and +> that was your last arrow! +> +> When you look for rumors in town, buy a round for the local publicans and roll +> for charm. A 10+ might mean you get two rumors. A 7-9 might mean you only get +> 1 rumor. A 6- might mean you put your trust in bad information. + +#### Using Withinbot + +Withinbot is a Discord bot written in Rust that helps to manage dice and stat +rolling for 6E games. It is present by default in the guild for The Source, but +if you want to add it to your own Discord guild contact Cadey at Cadey~#1337. + +##### Dice + +Dice rolling is done with the ~roll command. It takes arguments that look like this: + +``` +~roll [number of dice]d[number of dice sides][+/-modifier] +~roll 3d6 +``` + +The bot will reply with the list of dice that fed into the roll and the result: + +``` +[2, 5, 2] = 9 +``` + +##### Bug Reports + +[Report any bugs or issues with Withinbot +here](https://github.com/Xe/withinbot/issues/new) + +# Character Creation + +Character creation is done in a few phases: + +1. Help everyone choose a class and have them choose a class advancement for + level one +2. Tell them how to buy their attributes +3. Tell them how to roll their hitpoints +4. Help them figure out how many inventory slots they have and explain how + weight works +5. Get some equipment + +#### Choosing A Class + +Show the players the list of classes in the book. If they want to run something +else, give them the blank sheet and help them work through creating their own +class. Make sure everyone has the base character sheet for their character. If +running a game with people who haven't played tabletop games before, stick to +the 4 core classes of Cleric, Fighter, Thief and Wizard. + +Have them fill out their name and pick an advancement on the second page of +their character sheet. Encourage them to pick an advanacement that sounds +amusing to them, or something that could become useful. Players will get another +advancement every level they gain. + +#### Buying Attributes + +Instead of rolling for attributes like other games, The Source allows players to +buy their attributes from a pool of points. This allows players to craft a +character to the kind of style they want to play instead of relying on luck to +build one. + +Every player starts with a 0 in every attribute (this doesn't mean they have no +skill in it, these attributes are more like bonuses). Players also get a bank of +27 points to invest in their attributes. Players can buy the following +attributes for their character: + +| Value | Cost | +|-------|------| +| +2 | 9 | +| +1 | 7 | +| -1 | 1 | +| -2 | 0 | + +By default, every attribute will be set to zero. The minimum value for an +attribute is -2, the maximum value for an attribute is +2. Any points left over +will be added to your hitpoint value. + +However, if a player wants to leave their attributes up to the roll of the dice, +have them roll two six-sided dice for each attribute and translate them into +stats according to the following table: + +| Roll | Attribute | +|------|-----------| +| 11+ | 2 | +| 9-10 | 1 | +| 6-8 | 0 | +| 4-5 | -1 | +| 3- | -2 | + +These attributes will function as bonuses to player moves. + +#### Rolling for Hitpoints + +Have each player add up their toughness attribute with their level (in most +cases, this will be one). Then roll that many six-sided dice and have the player +keep one of them. This plus any points they had left over from the point buying +session becomes their hitpoints. Any player that rolls for their attributes gets +a hitpoint bonus of 5. As an example: + +> Faeor is at level 1 with a toughness attribute of 2. Faeor rolls three +> six-sided dice and gets a 5, 4 and a 6. Faeor picks the 6 and had 4 points +> left over from attribute buying, so they have 10 hitpoints total. + +Players may re-roll their HP if they are stuck with only one hitpoint. If a +player consistently gets one for their HP roll, the Narrator should give them a +HP stat that they feel makes sense for the player. + +#### Inventory Slots + +By default, every player gets 12 inventory slots. This number is then modified +by their toughness attribute. If the player's toughness is +2, then they get two +more inventory slots for a total of 14. If their toughness is -2, then they lose +two inventory slots for a total of 10. Cross off the numbers for any unusable +inventory slots. + +If a player ever carries more stuff then they have inventory slots, they get 2 +subtracted from all of their rolls. + +#### Getting Equipment + +Everyone starts out with one or two remarkable items, or items that give players +a small advantage in extremely specific circumstances. There are some examples +below. Don't worry about basic adventuring gear like weapons, armor and torches. +They can be obtained with gear points. + +* Dueling Sword - +1 when you’re defending your honor with threats of (or + actual) violence. +* Quick Pick - +1 when you need to open a lock quick or quiet, so no one notices. +* Lucky Helmet - +1 when you need to avoid a freak accident. +* Trusty Waterskin - You (only) may drink from it when you rest to roll one + additional die for your HP — keep the normal amount though. +* Component Pouch - If you would forget a spell, you may spend the contents to + prevent forgetting it. One use, refills when you refresh your Gear bubbles. +* Fancy Hat - +1 when you’re making a deal with a merchant or statesman. +* Mercurial Wand - Once/day you can use this to cast a random spell from the + Wizard Spell List — better roll for it! +* Loaded Dice - +1 when you gamble with them. + +#### Gear Points + +Gear points can be spent to acquire "basic" adventuring gear like torches, light +weapons, staffs, bows, shields, armor and miscellaneous things. When you need a +standard piece of mundane adventuring gear that’s not currently in your +inventory, you may fill in an empty bubble to declare that you had the item all +along. If you do so, write the item in your inventory. + +When you’re in town, you may spend 25g to empty all of your gear points. You get +to keep the items if you want. + +#### Making Things Up + +If players want to have more spells or things they can do, help them work out +something new. You can use descriptions from other fantasy games like Dungeons +and Dragons or Dungeon World. Just read the names and descriptions, the stats +aren't as important (the exact stats in those games are likely to be balanced +for that game and that may disrupt the balance in The Source). + +Don't be afraid to make things up though, that's how things become fun! + +# Races + +The world of The Source is home to a wide array of races. Each of these can have +members be good, evil or somewhere inbetween. Each race has their own set of +bonuses that may or may not be useful. They each have their own ancestral +languages, but every player character race can at least speak one language in +common with all of the others called Common. The details of how Common works are +not explained here; but just trust me, it works. Unless specified otherwise, all +races have no particular advantage or disadvantage in anything. Each race will +have a +1 bonus to Charm when in a town assocaited with their species. + +## Cetaceans + +The Cetaceans are the alpha predators of the sea, their hegemony controls most +of the ocean Tel. The denizens of the waters know of and fear the Cetaceans. The +Cetaceans are a powerful species. They usually have a fantastic knowledge of +Common as well as their native language L'ewa. They will also have a -1 charisma +vice while in towns associated with Sharks. + +#### Racial Bonuses + +Cetaceans can use their tails as weapons for basic attacks. Cetaceans can also +stay underwater for up to two hours at a time without having to come back up to +breathe. Cetaceans also have a +1 charisma bonus when dealing with aquatic +creatures. Cetaceans suffer in deserts, requiring a lot of drinking water. + +#### Character Profile: Divae + +Divae is a Wizard Cetacean that broke free of the Royal Academy of Magic after a +disagreement on how to handle side contracts with bounty hunters. She wears a +witchy outfit and holds a wand made out of the bones of the first beast she slew +as a child with a bead of glass on the top. + +Divae comes from the middle class of Cetacean society. She had an advantage out +of the gate, but her family was devastated by the sudden loss of her father +duing the Shark Rebellion. Her magical aura is a bright purple-pink. + +## Dragons + +Dragons are fire-breathing, magic-wielding tanks. They hail from the mountains +of The Source. They are respected by many but can be feared by Humans. Their +native language is a dragon language derived from Dohvazul, but they are fluent +in Common for trade. + +#### Racial Bonuses + +Dragons do not need a weapon to do basic attacks. Their claws, tail and teeth +function as usable weapons. + +Dragons can also learn a Breathe Fire ability for one of their advancements. +This will always work outside of battle for little things, but can deal d4 +damage with a 25% chance of burning inside battle. Rolls for fire breathing are +rolls for constitution, as it takes endurance to maintain fire breath for a long +amount of time. + +#### Character Profile: Gassas + +Gassas is a Monk Dragon from the peaks of Sewlet in the northeast of The Source. +They trained for years to learn the basics behind Ki arts. They have written the +book on how to successfully weaponize the Ki arts as well as using their +peaceful properties for other advantages. + +Gassas comes from a low-class family of Dragons. They are not the richest Dragon +around, but they are also not the poorest Dragon around. They are also +nonbinary, and this has caused some tension with their family. Joining the monks +has helped to separate them from their family, which has helped their +relationship to heal. + +## Elves + +Everyone's favorite pointy-eared magic users are back. Elves hail from the +forests of The Source. Some of the most powerful druids and shapeshifters of the +land are Elves. Their native language is derived from Sindarin, but they are +also taught Common as part of their education. + +Elves are excellent allies, foragers and friends. Having an elf in your party +can help make adventuring a lot safer. + +#### Racial Bonuses + +Elves require a weapon to do basic attacks, but gain +1 dexterity in forests or +green areas. Elves can also harvest non-foraged materials when harvesting +materials when they learn the Pure Foraging advancement. Elves that know spells +can also perform very weak variants of them without needing a roll, this could +be useful for starting campfires or similar small feats. + +#### Character Profile: Vesryn + +Vesryn is an Elf Cleric that hails from the forests of Kahsis in The Source. She +has been learning the ins and outs of her peaceful kind of existence for years, +and one day decided she wanted to seek out adventure. She is fluent in Common, +but not enough that she feels confident trading alone. + +Vesryn comes from the middle class of Elf society. She became disillusioned with +the other elves after a lot of the information she thought she knew about the +other races turned out to be false. She now works to help unlearn her past and +relearn what others are actually like. + +## Kobolds + +Kobolds are a vaguely humanoid species that look somewhat like short dragons. +They are masters of building traps and preparing ambushes. Their native language +is unpronouncable in human tongues, but they are able to speak Common. Kobolds +have experience living in dark underground areas, giving them a natural aptitude +for them. + +#### Racial Bonuses + +Kobolds that take the Night Vision advancement do not need a torch or lantern to +see in the dark. This effect cannot normally be transferred to other units +(unless the Narrator would find the result of doing so amusing). + +They also may have some difficulty with merchants due to fairytales about +Kobolds stealing their items and gold. + +Kobolds can perform basic attacks with their claws or teeth. + +#### Character Profile: Dukbe + +Dukbe is a Shapeshifter Kobold that grew up in the mines of Anpar, south of the +Sewlet mountain in The Source. They have been studying their craft for years, +becoming an expert in impersonating others and learning their languages. Dukbe +is fluent in most of the languages in The Source, their shapeshifting ability +let them take classes without fear of discrimination. + +Dukbe is genderfluid, which gives them a natural charisma bonus because they are +able to blend in so well. Dukbe doesn't come from any particular class of Kobold +society. They joined the party in Usill while Vesryn and Divae were looking for +a way to explore the Cave of Souls. + +## Nopons + +Nopons are a relatively new addition to The Source. They initially arrived in a +colony airship after the devastation of their previous home. They are a short +yet surprisingly industrious people. Some of the best Artificiers and Tinkers in +the land are or studied under the elder Nopon masters. Nopons have learned to +speak Common, but have a notable accent that other races find cute. + +#### Racial Bonuses + +Nopons seem completely nonthreatening to traders. They may get a +1 charm bonus +when haggling for prices because their accent seems disarming and cute. This +depends on the salesperson and is up to the interpretation of the dungeon +master. + +Nopons are also very short, which means that attacks need to be rethought for +them. Their ears can be used to hold things, which means they can carry three +items at once. They do need a weapon to perform basic attacks though. + +#### Character Profile: Aruna + +Aruna is a Grafter Nopon that was part of the initial colonization of The +Source. He used to assist a research division of the Cetacean Hedgemony, but +broke with them after seeing how Leana was mistreated. He spent 20 years with +the research division, learning everything he could about how monsters work and +how they could be used as a source of inspiration. + +Nopon society lacks the concept of social classes, but after they were absorbed +into the Hedgemony, Aruna ended up in the higher tiers of it due to his innate +skills with grafting monsters together like building bricks. Aruna works to +right the wrongs that he has faced in life, and uses his position in the party +to help make life better for all involved. + +## Sharks + +After decades of oppression by the Cetacean hegemony, the Sharks have finally +set up their own kingdom with their own laws and relations with the other +kingdoms in the land of The Source. Sharks speak Common and have an +understanding of the Cetacean language L'ewa. + +#### Racial Bonuses + +Sharks do not require any weapons for basic attacks, They can either savagely +bite their opponents or clobber them with their tail. Sharks also can stay +underwater indefinitely as long as they keep moving. Sharks also suffer in +deserts, requiring a lot of drinking water. + +Sharks can learn a Tail Stun advancement that allows them to stun enemies for +1d4 turns if they win a dexterity roll. + +#### Character Profile: Leana + +Leana is an Artificier Thresher Shark that used to work for the Royal Society of +Engineering for the Cetacean Hegemony. She had become used to wearing the +uniform of the society she spent 15 years in service to, but her pants are the +pants of the people. Leana is not afraid in battle because she can use her tail +to stun opponents and flee. + +Leana comes from commoners. She worked up to being a respected engineer from +nothing, even though she was oppressed in the Cetacean society due to her race. +Despite everything, she keeps an upbeat and positive attitude. She wears +custom-made magical gauntlets that function as her forge engine, allowing her to +engineer things together into genius creations. + +# Classes + +These are all of the character classes described in the rulebook for The Source. +Each class has its own advantages and disadvantages, and is balanced enough to +make things somewhat fair, but not enough that the player is drowned by rules. +Each of the classes described in this book will have their own page or two in +this book. They will describe the advantages and disadvantages of the class. + +#### Making Your Own Class + +Don't like any of these classes? You can work with your Narrator to create your +own class. For inspiration on this you can use any set of details as a base to +work off of. Start with the high level ideas from any other fantasy roleplaying +game. + +#### Come Up with a Backstory + +If it helps you get into character, come up with a few sentences that describe +your character's background, their life story, how they came to join this +adventuring party. Who did they know beforehand? What was that relationship +like? How did that relationship influence others in the party? + +If this sounds like too much effort, feel free to cut this part out and cast it +aside. + +## Artificier + +The Artificier is a class defined by their ability to fashion genius creations +out of other things. These genius creations are highly breakable (depending on +the materials) and there is a limit to how many times the forge engine can be +used in a limited amount of time. + +### Basic Rules + +At character creation, count the number of empty inventory slots you have and +roll that many four-sided dice. Multiply the result by five. This gets you your +starting gold. + +As an Artificier, you can spend an hour to create a mundane non-consumable +object. + +After your fourth and eighth advancements, gold to create genius creations +increases by 10. + +When you're in town, you can spend 25gp to auction off your active genius +creations, clearing out your creation bubbles. + +Your basic attacks do d6 damage. + +#### Forge Engine + +The Artificier carries a handheld forge engine with them (it does not take up an +inventory slot) that can be used to make various genius creations. This forge +engine takes gold and materials, then creates something using it. The materials +fed into the forge engine influence the effect of the creations. The following +table will help the Narrator balance the creations: + +| Material | Strength | +|:--------------|:---------| +| Foraged Wood | 2 | +| Wood | 3 | +| Foraged Metal | 4 | +| Metal | 5 | + +The Strength of a given material influences how many failed (or partially +failed) rolls the creation can survive before it will break (this should be +taken as a soft guideline for the Narrator, not a hard one). Genius creations +will also only be active for twice as many turns as the strength shows. The more +gold something costs, the more materials it will require (the Narrator can help +decide if there are enough materials to craft something). + +Crafting with the forge engine requires being clever, so rolls for crafting +things are rolls for cleverness. 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 + +The Artificier can also pre-create genius creations in a tavern or other safe +space and store them in their inventory, provided they have room and materials +for them. + +#### Genius Creations + +This list is not complete and will be added to as facts and circumstances +emerge. + +* **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. + +### Advancements + +This is just a list of suggestions, make your own if you feel these aren't good +enough. + +- **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). + +## Cleric + +The Cleric is a holy warrior bound to protect and execute justice with their +religious spite as the fuel for their adventures. They can cast spells and gain +new ones when they spend an hour in silent communion with their deity. Spells +are gifts however, they can be forgotten as easily as they can be remembered. + +### Basic Rules + +At character creation, pick a spell alongside picking an advancement. This spell +will be available both inside and outside of battle. If one of the spells on the +list doesn't tickle your fancy, work with your Narrator to come up with a new +one. + +When you're in town, you may spend 25gp to empty out all of your equipment +bubbles. + +Your basic attacks do d6 damage. + +When you spend an hour or so in silent communion with your deity, you forget all +the spells you have memorized and may memorize your level + learned attribute +number of spells. You may choose any spell on the Cleric list. You can do this +in battle in exchange for not being able to act for 2 turns. If you get attacked +during your communion, you will not be able to learn any spells. + +### Casting Spells + +To cast a spell, use your wisdom stat as the bonus for your basic move. On a 7-9 +roll, choose one of the following effects. On a 6- roll, choose neither. + +* 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. + +### 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. + +### Advancements + +* **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. + +## Fighter + +The Fighter is a pure warror type. The tools of their trade are their weapons, +fists and other appendages. They do not have spells, magic or other kinds of +feats, but they make up for that with their sheer potential for inflicting +damage on anyone who threatens them or their party. They can also learn the +fighting styles of worthy opponents. + +### Basic Rules + +Your basic attacks do d8 damage, and 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. + +### Advancements + +* **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. + +## Grafter + +Where the Artificer experiments with magical trinkets, the Grafter experiments +on flesh and blood. They are able to harvest monsters for parts and then graft +those parts onto teammates, enemies or even themselves. + +### Basic Rules + +Your basic attacks do d4 damage. + +#### Grafting + +Harvesting monsters for parts can be done after battles. You can choose to study +a monster and harvest it for parts by rolling for intelligence. On a 10+, learn +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. + +### Advancements + +* **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. + +## Monk + +Monks spend years in solemn meditation to learn the ability to harness powerful +Ki arts to change the tides of adventures. Ki arts are like spells but due to +the years of intense study, you cannot lose them if you fail a roll. + +### Basic Rules + +Your basic attacks do d6 damage. + +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 + +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. + +Here are some Ki arts Monks know: + +* **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. + +### Advancements + +* **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). + +## Shapeshifter + +Shapeshifters are naturals at blending in. They can assume the forms, traits and + moves of creatures they have studied. + +### Basic Rules + +Your basic attacks do d6 damage. + +Keep a list of the Bestial forms you have memorized, you can have as many +entries as you have levels and Learned stat combined (with a minimum of 1). At +first you can only shapeshift into basic animals. + +#### Shapeshifting + +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. + +### Advancements + +* **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. + +## Thief + +Thieves are part of the cunning underbelly of The Source. Thieves control a +large part of the economy due to their sheer number of connections and aptitude +in trade. + +### Basic Rules + +Your basic attacks do d6 damage. + +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. + +### Advancements + +* **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. + +## Wizard + +The Source has rules. Wizards bend those rules to their will so they can become +unstoppable. Choose this class if you want to wield unfathomly powerful magic to +smite your enemies where they stand. + +### Basic Rules + +Your basic attacks do d4 damage. + +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. + +#### Casting Spells + +When you attempt to cast a spell you've memorized, roll for Learned. On a 7-9, +choose one of the following effects. On a 6-, choose neither. + +* 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. + +#### 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. + +### Advancements + +* **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. + +# Adventures + +This section of the book will detail some example adventures you can lead your +players through. These are mostly optional but can add an interesting flair to +your experiences. These adventures have been used while balancing the game, so +newer players would do well to try out one or two of these in order to get spun +up. + +## The Dwarven Cavern + +The players start off in The Flying Ombudsman, a tavern in the town of +Meadhaven. There are a few people sitting at the bar and drinking steamy mugs of +grog. There is a salesperson sitting at one of the tables fidgeting with a +golden scepter head and looks like she has plenty of items should people want +them. There is someone rather sad sitting at another of the tables, looking like +he has suffered a great loss. + +For extra immersion, have the NPC's speak with a slightly Irish accent. For +extra fun, throw in random words from scottish, english and australian accents. +Keeps the players thinking. + +When players ask the bartender Ke'ra for a mug o' grog, he will sell them one +for 5 gold (limit 4 each player). If players ask for the history behind the +name, explain to the players the information in The Story of Hol below. + +The salesperson at the top sells the following: + +* **3x potion of cure poison** - Cures poison and heals 2 hp - 15g each +* **Golden Scepter head** - When mounted on top of a staff, has a d4=4 chance of + granting more gold when encountering it - 150g + +Add more items to this list. + +The salesperson can also get you a room at the inn for 30g. It is big enough to +hold all of the party. + +When players talk to the person at the bottom, they get a sad story about the +hoe-pocalypse that threatens the end of the village the person comes from. +Dwarves snuck up from underground and stole the hoe from him, making it +difficult to feed his hamlet. He asks the adventurers to go to the cavern the +dwarves live in and get them back. The players should eventually agree to do it, +and the NPC will progressively offer more and more gold as a reward. A charm +check will get him to throw in some salted meat as a reward. + +#### The Story of Hol + +There is a statue to the local god of the tavern, Hol. Hol gave the bartender +the recipe for the steamy grog that is served at the bar and lead to the events +that give the bar its name. + +The bartender Ke'ra ran a failing tavern, and was running out of hope and money. +One day, the bartender found a weird looking mug and found that it could be used +to talk with the gods. He eventually found a god named Hol. Hol offered him the +recipe for the strongest alcohol he could possibly make, for a price. Ke'ra +agreed without further thought and gained the ability to make intensely strong +alcohol, but lost his ability to negotiate permanently. + +One day the local ombudsman got news of how strong the liquor was and decided to +enforce some obscure liquor control law to get the strength reduced. Ke'ra +refused to negotiate and it escalated into a situation where Ke'ra kicked the +ombudsman so hard that he flew into the wall. People started calling the tavern +"the place where the ombudsman flew" and that eventually evolved into the name +The Flying Ombudsman. + +Business has been booming ever since. + +#### The Cave + +The first part has 1 mechanical trap around the second corner, players will need +to work their way through it with low light or to grab a working torch off the +wall. The traps do 1d4 damage. + +The tunnel opens into a guard station, the dwarf archers wait behind cover for +players to get in range of their shortbows. If they get within 10 feet of the +archers, they fall back to the room behind them to the left. The Archers have 6 +hp and grant 50xp on defeat. + +The room behind and to the left is a labratory that is very well-lit. Lots of +weird liquid in flasks, scientific equipment, etc. There is a Dwarf Grenadier +there and will attack you on sight. He throws alchemical grenades at range (1d6 +damage, =6 -> random elemental effect), If the players get within melee range of +the Grenadier then he will use a poisoned dagger. If the guards retreated then +he will use them as meat shields. He has 15 hp. He drops 1d4 alchemical grenades +and on a 1d4=3+ he also drops his poisoned dagger. He grants 300xp on defeat. + +The bigger chamber is the dwarven living area. Plenty of beds to hide behind, +but there are 1d6 dwarves living in there. They attack on sight, but flee south +if their attack goes poorly. The dwarves each grant 100xp on defeat. There is a +chest in there that is actually a mimic. It drops an Amulet of Chest on defeat. + +The room south is the home of Bubba the Bugbear, a hired goon of the dwarves. +Bubba and the remaining dwarves make their last stand here. Bubba grants 500xp +on defeat and has 30hp and 1d6+2 attack damage with his giant club. + +The final room is the treasure room, which contains the stolen hoe, some other +farming equipment and 250 gold. After this the dungeon is cleared and players +gain experience from their journey, then go back to The Flying Ombudsman +victorious. The quest NPC will award them with however many gold they agreed to +and any items they also agreed to. + +#### Monsters + +##### Dwarf Archer + +Horde, Short, Dim, Cautious + +Crossbow (d4), 6hp, 1 armor + +Challenge: 2 + +Moves: +* Flee (PER) - flees to safety on the first sign of trouble +* Crossbow (QUI) - d4 damage + +Stats: +| TOU | 0 | +| :--- | :-- | +| QUI | +1 | +| CLE | -2 | +| PER | +1 | +| LEA | -2 | +| CHA | -1 | + +##### Dwarf Grenadier + +Mad, Short, Clever, Loner + +Poisoned Dagger (d6), 25 hp, 1 armor + +Challenge: 6 + +Moves: +* Alchemical Grenade (QUI) - d6 damage plus an elemental effect if 6 damage. +* Poisoned Dagger (TOU) - d4 damage, if player fails a toughness roll they get + disadvantage for their dice rolls for the next d4 turns +* Living Shield (CLE) - Uses one of the other enemies as a living shield, + blocking damage with it + +Stats: +| TOU | 0 | +| :-- | :-- | +| QUI | +1 | +| CLE | +1 | +| PER | +1 | +| LEA | -1 | +| CHA | -2 | + +##### Dwarf + +Horde, Short, Dim, Alcoholic + +Pickaxe (d4), 8hp, 0 armor + +Challenge: 3 + +Moves: +* Pickaxe (TOU) - d4 damage +* Dagger (TOU) - d4 damage + +Stats: +| TOU | 0 | +| :--- | :- | +| QUI | +1 | +| CLE | -2 | +| PER | -2 | +| LEA | 0 | +| CHA | 0 | + +#### Mimic + +Unassuming, Stealthy, Cautious + +Bite (d6 piercing), 14 hp, 1 armor + +Challenge: 4 + +Moves: +* Grab (QUI) - grabs an unsuspecting player close to it +* Bite (PER) - bites a player for d6 piercing damage + +On defeat, it drops a cursed Amulet of Chest and shredded Dwarf clothing. + +##### Bubba the Bugbear + +Loner, Large, Taur, Unreasonable + +Whump (d6+2), 35 hp, 0 armor + +Challenge: 8 + +Moves: +* Whump (TOU) - d6+2 damage +* Charge (QUI) - d4+2 damage, Bubba charges into a player, optionally pushing + them to the nearest wall + +Stats: +| TOU | +2 | +| :--- | :- | +| QUI | +2 | +| CLE | -1 | +| PER | +1 | +| LEA | -2 | +| CHA | -1 | + +#### Items + +These are the unique items specific to this quest. + +##### Mug of Grog + +A wooden/iron mug full of the barkeep's grog. Consuming it gives you the +following stat boosts for 3 turns: + +* -1 Quick +* -1 Perception +* -1 Learned +* +3 Charm + +This bonus does not stack. When you drink the grog, you keep the mug and can use +it to bludgeon people for normal attack damage. It can also be used as a tool to +check for traps. + +##### Golden Scepter Head + +A golden scepter head that looks like The Grand Nagus from Star Trek. It has no +effect outside of when it's put on a staff. When it is on a staff it gives you a +d6=6 chance of getting 1/8th more gold when you collect gold from places. + +Sells for 50g, purchases for 50g. + +##### Alchemical Grenades + +Standard grenades that look like they are made out of wood, metal, insanity and +magic. They do d6 damage normally, but when you crit with one it also causes one +of the following status effects (roll a d4): + +* 1 - Acid makes the entity take off their armor. +* 2 - The entity rolls a constitution check, if it fails they get poisoned and + need to roll for constitution before every action, passing removes the poison, + failing makes them not have any action. +* 3 - The entity is burned for 1d4 damage every turn they fail a constitution + check. +* 4 - The entity is stunned for 1d3 turns. + +Sells for 25g each, unpurchaseable. + +##### Poisoned Dagger + +A standard dagger that gives no distinct bonuses. However when you use it as a +normal dagger, you need to roll for constitution in addition to rolling for +strength. If you fail the constitution check (but pass the toughness check), you +get poisoned from the poison streaking out of the dagger. + +The poison has 5 charges. + +Merchants do not want to take the risk buying it and will make you pay them for +its disposal. This cannot be purchased. + +##### Bubba's Clubba + +A rather large mace that does +3 damage. It is a giant thing designed for a +9-foot tall centaur. It takes up three slots in your inventory. It looks +imposing and may require a lot of strength to use properly. Sells for 25 gold. + +##### Amulet of Chest + +This cursed amulet lets the holder transform into a harmless looking treasure +chest, but also grants them advantage if an enemy tries to open it. After 4 +transformations, they need to roll a charm check when they try to turn back. If +that fails, they stay a chest for an hour (with arms/legs/a mouth/etc). After 4 +more transformations, they turn into a mimic permanently. The transformation +count stays persistent until someone becomes a mimic, then it resets to zero. + +Merchants will pay 100 gold for it, but will only accept it after the player +rolls for charm. If the merchant loses a Tough saving throw after recieveing the +amulet, they will polymorph into a chest. + +#### Dungeon Map + +![Map link](https://xena.greedo.xeserv.us/6E/img/kja4u2A.png) + +# Changelog + +This changelog will keep track of the major and minor changes to this book. +These changes may help you figure out what was changed in the process of +bringing this game to life. + +### 0.3.0 + +* Ported this to Markdown and got it ready for publishing +* Minor formatting changes +* Reworded a few things + +### 0.2.1 + +``` +s/Dungeon Master/Narrator/g +``` + +### 0.2.0 + +* DnD attribute names have been replaced with more generic attribute names to + make it easier for dungeon masters to figure out what attribute should fit in + a given circumstance +* Strength and Constitution have been merged into Tough +* Dexterity has been renamed Quick +* Intelligence and Wisdom have been split into Clever, Perception and Learned +* Charisma has been renamed Charm +* All of the class and race specific documentation has been changed to reflect + the stat renames +* I have rewritten the book content with gemtext instead of using Homebrewery, + this does mean I don't have embedded images anymore but I would rather this + book focus on the actual content over visual aids +* Monsters in The Dwarven Cavern have been slightly rebalanced diff --git a/src/sectionpagebreak.tex b/src/sectionpagebreak.tex new file mode 100644 index 0000000..7afe9ce --- /dev/null +++ b/src/sectionpagebreak.tex @@ -0,0 +1,6 @@ +\usepackage{titlesec} + +\titleclass{\section}{top} +\newcommand\sectionbreak{\clearpage} + +\usepackage[width=4.25in, height=7.5in, top=1.0in, papersize={6in,9in}]{geometry} diff --git a/src/title.txt b/src/title.txt new file mode 100644 index 0000000..6b950c7 --- /dev/null +++ b/src/title.txt @@ -0,0 +1,11 @@ +--- +title: The Source +author: Christine Dodrill +rights: All Rights Reserved +language: en-US + +documentclass: book +links-as-notes: true +toc-depth: 2 +fontfamily: bitter +---