From 9051d4258df60764a026c4717c21243c0bf518b7 Mon Sep 17 00:00:00 2001 From: Sigrunixia Date: Fri, 7 Jul 2023 19:25:32 -0500 Subject: [PATCH] Minor(Character-Creation) Fix Missing Files Signed-off-by: Sigrunixia --- .gitignore | 2 + .../WWN/Character Creation/Foci/Foci.md | 2 +- .../WWN/Character-Creation/Attributes-wwn.md | 62 +++++++ .../Backgrounds/Artisan-wwn.md | 20 +++ .../Backgrounds/Backgrounds.md | 58 +++++++ .../Backgrounds/Barbarian-wwn.md | 20 +++ .../Backgrounds/Carter-wwn.md | 20 +++ .../Backgrounds/Courtesan-wwn.md | 20 +++ .../Backgrounds/Criminal-wwn.md | 20 +++ .../Backgrounds/Hunter-wwn.md | 20 +++ .../Backgrounds/Laborer-wwn.md | 21 +++ .../Backgrounds/Merchant-wwn.md | 20 +++ .../Backgrounds/Noble-wwn.md | 20 +++ .../Backgrounds/Nomad-wwn.md | 20 +++ .../Backgrounds/Peasant-wwn.md | 20 +++ .../Backgrounds/Performer-wwn.md | 20 +++ .../Backgrounds/Physician-wwn.md | 21 +++ .../Backgrounds/Priest-wwn.md | 20 +++ .../Backgrounds/Sailor-wwn.md | 20 +++ 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.../Character-Creation/Foci/Specialist-wwn.md | 13 ++ .../Foci/Spirit-Familiar-wwn.md | 20 +++ .../Character-Creation/Foci/Trapmaster-wwn.md | 13 ++ .../Foci/Unarmed-Combatant-wwn.md | 13 ++ .../Foci/Unique-Gift-wwn.md | 13 ++ .../Foci/Valiant-Defender-wwn.md | 13 ++ .../Character-Creation/Foci/Well-Met-wwn.md | 13 ++ .../Foci/Whirlwind-Assault-wwn.md | 13 ++ .../Foci/Xenoblooded-wwn.md | 16 ++ .../WWN/Character-Creation/Skills-wwn.md | 119 ++++++++++++++ .../Skills/Skill-List-wwn.md | 6 + .../WWN/Character-Creation/Skills/Skills.md | 6 + .../Summary-of-Character-Creation-wwn.md | 155 ++++++++++++++++++ .../Creating Exploration Challenges.md | 2 +- .../Nation Construction.md | 2 +- .../Equipment Armor and Weaponry/Armor-wwn.md | 6 + 76 files changed, 1884 insertions(+), 3 deletions(-) create mode 100644 Compendium/WWN/Character-Creation/Attributes-wwn.md create mode 100644 Compendium/WWN/Character-Creation/Backgrounds/Artisan-wwn.md create mode 100644 Compendium/WWN/Character-Creation/Backgrounds/Backgrounds.md create mode 100644 Compendium/WWN/Character-Creation/Backgrounds/Barbarian-wwn.md create mode 100644 Compendium/WWN/Character-Creation/Backgrounds/Carter-wwn.md create mode 100644 Compendium/WWN/Character-Creation/Backgrounds/Courtesan-wwn.md create mode 100644 Compendium/WWN/Character-Creation/Backgrounds/Criminal-wwn.md create mode 100644 Compendium/WWN/Character-Creation/Backgrounds/Hunter-wwn.md create mode 100644 Compendium/WWN/Character-Creation/Backgrounds/Laborer-wwn.md create mode 100644 Compendium/WWN/Character-Creation/Backgrounds/Merchant-wwn.md create mode 100644 Compendium/WWN/Character-Creation/Backgrounds/Noble-wwn.md create mode 100644 Compendium/WWN/Character-Creation/Backgrounds/Nomad-wwn.md create mode 100644 Compendium/WWN/Character-Creation/Backgrounds/Peasant-wwn.md create mode 100644 Compendium/WWN/Character-Creation/Backgrounds/Performer-wwn.md create mode 100644 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create mode 100644 Compendium/WWN/Character-Creation/Foci/Xenoblooded-wwn.md create mode 100644 Compendium/WWN/Character-Creation/Skills-wwn.md create mode 100644 Compendium/WWN/Character-Creation/Skills/Skill-List-wwn.md create mode 100644 Compendium/WWN/Character-Creation/Skills/Skills.md create mode 100644 Compendium/WWN/Character-Creation/Summary-of-Character-Creation-wwn.md create mode 100644 Compendium/WWN/Equipment Armor and Weaponry/Armor-wwn.md diff --git a/.gitignore b/.gitignore index 04f33d4..5079ede 100644 --- a/.gitignore +++ b/.gitignore @@ -17,3 +17,5 @@ Other/ /.idea/ /scripts/ /templates/ +/WorldsWithoutNumber_FreePDF_040221.pdf +/WWN_Character_Sheet_031521.pdf diff --git a/Compendium/WWN/Character Creation/Foci/Foci.md b/Compendium/WWN/Character Creation/Foci/Foci.md index ed3ae7c..495bd03 100644 --- a/Compendium/WWN/Character Creation/Foci/Foci.md +++ b/Compendium/WWN/Character Creation/Foci/Foci.md @@ -48,4 +48,4 @@ updated: 2023-05-31 - [Whirlwind Assault](./Whirlwind%20Assault.md) - [Xenoblooded](./Xenoblooded.md) -%% End Waypoint %% \ No newline at end of file +%% End Waypoint %% diff --git a/Compendium/WWN/Character-Creation/Attributes-wwn.md b/Compendium/WWN/Character-Creation/Attributes-wwn.md new file mode 100644 index 0000000..5039744 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Attributes-wwn.md @@ -0,0 +1,62 @@ +--- +aliases: [Attributes] +page: 8 +tags: WWN/Character/Attributes +title: Attributes +--- + +A hero's attributes determine their native capacities, ranging from 3 to 18. Lower scores indicate deficiencies, while higher scores reflect greater development and potential. + +## Generate Scores + +To generate attribute scores, roll `dice: 3d6` six times and assign them in order to Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. + +| **Attribute** | **Effects** | +|---------------|--------------------------------------------------------------------------------------------| +| Strength | Power, might, physical combat prowess, load carrying capacity | +| Dexterity | Agility, nimbleness, fine motor skills, quick reflexes, combat readiness | +| Constitution | Resilience, endurance, resistance to toxins, ability to sustain without food or rest | +| Intelligence | Memory retention, logical thinking, cognitive abilities, breadth of knowledge | +| Wisdom | Perception, discernment, situational awareness, insight | +| Charisma | Personal magnetism, persuasion, charisma, ability to command attention and inspire loyalty | +^WWN-Attributes-Descriptions + +> [!todo]- **SRD**: Pre-rolled Attributes +> Here is a table provided to (pre)roll your attributes on note load. If you wish to make the results of the subsequent roll fixed, change `dice` to `dice-mod`. +> +> | Roll | Attribute | +> |-------------|--------------| +> | `dice: 3d6` | Strength | +> | `dice: 3d6` | Dexterity | +> | `dice: 3d6` | Constitution | +> | `dice: 3d6` | Intelligence | +> | `dice: 3d6` | Wisdom | +> | `dice: 3d6` | Charisma | +^WWN-Attributes-Roll-Table + +If the scores are rolled, one attribute can be changed to **14** to represent the hero's exceptional proficiency. + +> [!note] Some GMs allow players to place rolled scores in any attribute, while others maintain the original order to encourage diverse character concepts. + +Alternatively, a set of predetermined scores can be used. 14, 12, 11, 10, 9, and 7 can be used and assigned to an attribute score. + +> [!example]- Assignment of Scores +> **Strength**: 9 +> **Dexterity**: 11 +> **Constitution**: 14 +> **Wisdom**: 7 +> **Intelligence** 12 +> **Charisma**: 10 + +## Modifiers + +After generating the scores, calculate the corresponding modifiers (-1 for 5, +2 for 18) and remember to adjust them if attributes change during gameplay. + +| Score | Modifier | +|-------|----------| +| 3 | -2 | +| 4-7 | -1 | +| 8-13 | 0 | +| 14-17 | +1 | +| 18 | +2 | +^WWN-attribute-modifiers diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Artisan-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Artisan-wwn.md new file mode 100644 index 0000000..0709bf3 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Artisan-wwn.md @@ -0,0 +1,20 @@ +--- +aliases: [Artisan] +page: 12 +tags: WWN/Character/Backgrounds +title: Artisan +--- + +Your hero had a background as a skilled crafter, such as a blacksmith, carpenter, shipwright, weaver, or creator of unique goods. In rural areas, artisans often supplemented their income with subsistence farming, while in urban areas they were likely full-time professionals and members of specialized guilds. While their expertise lies in their specific craft, artisans often possess enough knowledge and adaptability to make competent attempts at other types of work. + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|------------|--------------|-------------|-------------|-------------|----------| +| Craft-0 | Trade-0 | 1 | +1 Any Stat | 1 | Connect | +| | Connect-0 | 2 | +2 Physical | 2 | Convince | +| | | 3 | +2 Physical | 3 | Craft | +| | | 4 | +2 Mental | 4 | Craft | +| | | 5 | Exert | 5 | Exert | +| | | 6 | Any Skill | 6 | Know | +| | | | | 7 | Notice | +| | | | | 8 | Trade | +^WWN-Background-Artisan-Skills diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Backgrounds.md b/Compendium/WWN/Character-Creation/Backgrounds/Backgrounds.md new file mode 100644 index 0000000..8c48666 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Backgrounds.md @@ -0,0 +1,58 @@ +--- +aliases: [Backgrounds] +page: 11 +tags: WWN/Character/Backgrounds +title: Backgrounds +--- + +## Index + +| `dice: 1d20` Roll | Background Name | Page | +|------------------:|-----------------------------------------------------------------------------|------| +| 1 | [Backgrounds](Compendium/WWN/Character-Creation/Backgrounds/Backgrounds.md) | 11 | +| 2 | [Peasant](Compendium/WWN/Character-Creation/Backgrounds/Peasant-wwn.md) | 15 | +| 3 | [Artisan](Compendium/WWN/Character-Creation/Backgrounds/Artisan-wwn.md) | 12 | +| 4 | [Performer](Compendium/WWN/Character-Creation/Backgrounds/Performer-wwn.md) | 15 | +| 5 | [Barbarian](Compendium/WWN/Character-Creation/Backgrounds/Barbarian-wwn.md) | 12 | +| 6 | [Physician](Compendium/WWN/Character-Creation/Backgrounds/Physician-wwn.md) | 16 | +| 7 | [Carter](Compendium/WWN/Character-Creation/Backgrounds/Carter-wwn.md) | 13 | +| 8 | [Priest](Compendium/WWN/Character-Creation/Backgrounds/Priest-wwn.md) | 16 | +| 9 | [Courtesan](Compendium/WWN/Character-Creation/Backgrounds/Courtesan-wwn.md) | 13 | +| 10 | [Sailor](Compendium/WWN/Character-Creation/Backgrounds/Sailor-wwn.md) | 16 | +| 11 | [Criminal](Compendium/WWN/Character-Creation/Backgrounds/Criminal-wwn.md) | 13 | +| 12 | [Scholar](Compendium/WWN/Character-Creation/Backgrounds/Scholar-wwn.md) | 16 | +| 13 | [Hunter](Compendium/WWN/Character-Creation/Backgrounds/Hunter-wwn.md) | 14 | +| 14 | [Slave](Compendium/WWN/Character-Creation/Backgrounds/Slave-wwn.md) | 17 | +| 15 | [Laborer](Compendium/WWN/Character-Creation/Backgrounds/Laborer-wwn.md) | 14 | +| 16 | [Soldier](Compendium/WWN/Character-Creation/Backgrounds/Soldier-wwn.md) | 17 | +| 17 | [Merchant](Compendium/WWN/Character-Creation/Backgrounds/Merchant-wwn.md) | 14 | +| 18 | [Thug](Compendium/WWN/Character-Creation/Backgrounds/Thug-wwn.md) | 17 | +| 19 | [Noble](Compendium/WWN/Character-Creation/Backgrounds/Noble-wwn.md) | 14 | +| 20 | [Wanderer](Compendium/WWN/Character-Creation/Backgrounds/Wanderer-wwn.md) | 17 | +^WWN-Backgrounds-List-Table + +## Overview + +Choose or roll from the background table to determine your hero's previous life before becoming an adventurer, and customize the details within reason. + +Discuss with your GM for coherence with the campaign setting. + +If your desired background isn't listed, work with the GM to create suitable options. + +### Backgrounds and Skills + +After selecting your background, you receive a free level-0 skill associated with it. Then, choose one of the following: + +1. Pick the background's quick skills. +2. Choose two skills from the background's Learning table (excluding "Any Skill"). +3. Roll three times, allocating the rolls between the Growth and Learning tables. This grants an extra skill or a chance to improve attributes. + +For combat skills, "Any Combat" lets you choose Stab, Shoot, or Punch. "Any Skill" allows you to select any desired skill. Skills can be improved if chosen or rolled multiple times. + +### Gaining Skills and Attributes + +Skills start at level-0 and can be improved to level-1 by rolling or selecting them again. + +Novice heroes cannot have skills higher than level-1. + +Attribute bonuses from rolling on the Growth table can be used to raise attributes, up to a maximum of 18, with a +2 bonus split between two attributes. diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Barbarian-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Barbarian-wwn.md new file mode 100644 index 0000000..3d9ffc2 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Barbarian-wwn.md @@ -0,0 +1,20 @@ +--- +aliases: [Barbarian] +page: 12 +tags: WWN/Character/Backgrounds +title: Barbarian +--- + +You come from a background considered savage even in this harsh world. Whether you belong to primitive hill tribes, resilient jungle clans, or isolated frontiersmen, you have learned to survive without the comforts of a more civilized society. Your acceptance of violence is ingrained, enabling you to stay alive in perilous situations. However, your rugged upbringing does not imply ignorance or inflexibility, nor does it negate the existence of your own unique cultural practices. + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|-------------|--------------|--------------|---------------|--------------|--------------| +| Survive-0 | Any Combat-0 | 1 | +1 Any Stat | 1 | Any Combat | +| | Notice-0 | 2 | +2 Physical | 2 | Connect | +| | | 3 | +2 Physical | 3 | Exert | +| | | 4 | +2 Mental | 4 | Lead | +| | | 5 | Exert | 5 | Notice | +| | | 6 | Any Skill | 6 | Punch | +| | | | | 7 | Sneak | +| | | | | 8 | Survive | +^WWN-Background-Barbarian-Skills diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Carter-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Carter-wwn.md new file mode 100644 index 0000000..d3a52c4 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Carter-wwn.md @@ -0,0 +1,20 @@ +--- +aliases: [Carter] +page: 13 +tags: WWN/Character/Backgrounds +title: Carter +--- + +Transporting goods overland is a challenging and perilous task that demands individuals of exceptional fortitude. Carters are the backbone of this endeavor, whether they are part of a caravan traversing vast distances with valuable cargo, independent drivers shuttling goods between remote villages, or brave messengers risking their lives to deliver small packages. Despite their humble origins, carters often gain a broader perspective of the world than the aristocracy of their homeland. Through their extensive travels, these seasoned haulers become adept at navigating treacherous situations and swiftly adapting to adversity. + +| Free Skill | Quick Skill | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|------------|--------------|-------------|-------------|-------------|------------| +| Ride-0 | Connect-0 | 1 | +1 Any Stat | 1 | Any Combat | +| | Any Combat-0 | 2 | +2 Physical | 2 | Connect | +| | | 3 | +2 Physical | 3 | Craft | +| | | 4 | +2 Mental | 4 | Exert | +| | | 5 | Exert | 5 | Notice | +| | | 6 | Any Skill | 6 | Ride | +| | | | | 7 | Survive | +| | | | | 8 | Trade | +^WWN-Background-Carter-Skills diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Courtesan-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Courtesan-wwn.md new file mode 100644 index 0000000..0559d5c --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Courtesan-wwn.md @@ -0,0 +1,20 @@ +--- +aliases: [Courtesan] +page: 13 +tags: WWN/Character/Backgrounds +title: Courtesan +--- + +Your hero chose a profession of companionship, offering diverse services. They could have been street harlots, rented companions, or cultured artists skilled in song, dance, and refined company. Some grew tired of their work, while others utilize their unique talents to navigate social dynamics within an adventuring party in a suspicious world. + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|------------|--------------|-------------|--------------|-------------|--------------| +| Perform-0 | Notice-0 | 1 | +1 Any Stat | 1 | Any Combat | +| | Connect-0 | 2 | +2 Mental | 2 | Connect | +| | | 3 | +2 Mental | 3 | Convince | +| | | 4 | +2 Physical | 4 | Exert | +| | | 5 | Connect | 5 | Notice | +| | | 6 | Any Skill | 6 | Perform | +| | | | | 7 | Survive | +| | | | | 8 | Trade | +^WWN-Background-Courtesan-Skills diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Criminal-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Criminal-wwn.md new file mode 100644 index 0000000..4e88616 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Criminal-wwn.md @@ -0,0 +1,20 @@ +--- +aliases: [Criminal] +page: 13 +tags: WWN/Character/Backgrounds +title: Criminal +--- + +Your hero embraced a life of crime from a young age, becoming skilled in various illegal activities. They may have been con artists, fraudulent merchants, pickpockets, impostors, or other types of ne'er-do-wells. Adventuring offered them an opportunity to escape their pasts. With their cunning, audacity, and lack of scruples, many criminals make successful adventurers, while others meet unfortunate ends. + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|------------|--------------|-------------|--------------|-------------|------------| +| Sneak-0 | Connect-0 | 1 | +1 Any Stat | 1 | Administer | +| | Convince-0 | 2 | +2 Mental | 2 | Any Combat | +| | | 3 | +2 Physical | 3 | Connect | +| | | 4 | +2 Mental | 4 | Convince | +| | | 5 | Connect | 5 | Exert | +| | | 6 | Any Skill | 6 | Notice | +| | | | | 7 | Sneak | +| | | | | 8 | Trade | +^WWN-Background-Criminal-Skills diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Hunter-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Hunter-wwn.md new file mode 100644 index 0000000..a784753 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Hunter-wwn.md @@ -0,0 +1,20 @@ +--- +aliases: [Hunter] +page: 14 +tags: WWN/Character/Backgrounds +title: Hunter +--- + +Both tribes and nobles rely on hunting for sustenance and entertainment, often hiring skilled hunters to assist them. Some hunters are driven by hunger or greed, venturing into game preserves or perilous wilderness in search of prey. Some work as gamekeepers, protecting against poachers, while others prefer a solitary existence as hermits. The sharpshooting and stealth abilities of a seasoned hunter are valuable assets in the life of an adventurer. + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|------------|--------------|-------------|-------------|-------------|------------| +| Shoot-0 | Survive-0 | 1 | +1 Any Stat | 1 | Any Combat | +| | Sneak-0 | 2 | +2 Physical | 2 | Exert | +| | | 3 | +2 Physical | 3 | Heal | +| | | 4 | +2 Mental | 4 | Notice | +| | | 5 | Exert | 5 | Ride | +| | | 6 | Any Skill | 6 | Shoot | +| | | | | 7 | Sneak | +| | | | | 8 | Survive | +^WWN-Background-Hunter-Skills diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Laborer-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Laborer-wwn.md new file mode 100644 index 0000000..ce16026 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Laborer-wwn.md @@ -0,0 +1,21 @@ +--- +aliases: [Laborer] +page: 14 +tags: WWN/Character/Backgrounds +title: Laborer +--- + +In rural areas and villages, the majority of people are humble peasants. In cities, however, unskilled laborers make up the working class, performing day-to-day tasks for artisans and craftsmen. Their lives are difficult and uncertain, offering little promise for the future. Yet, the allure of city life and the potential for wealth and status tempt many impoverished individuals from the countryside. When luck and apprenticeship opportunities are lacking, some laborers choose the path of adventure, risking their lives in search of a better fate than enduring lifelong poverty. + + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|------------|--------------|-------------|-------------|-------------|------------| +| Work-0 | Connect-0 | 1 | +1 Any Stat | 1 | Administer | +| | Exert-0 | 2 | +1 Any Stat | 2 | Any Skill | +| | | 3 | +1 Any Stat | 3 | Connect | +| | | 4 | +1 Any Stat | 4 | Convince | +| | | 5 | Exert | 5 | Craft | +| | | 6 | Any Skill | 6 | Exert | +| | | | | 7 | Ride | +| | | | | 8 | Work | +^WWN-Background-Laborer-Skills diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Merchant-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Merchant-wwn.md new file mode 100644 index 0000000..8e6dc55 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Merchant-wwn.md @@ -0,0 +1,20 @@ +--- +aliases: [Merchant] +page: 14 +tags: WWN/Character/Backgrounds +title: Merchant +--- + +Merchants come in various forms, from wealthy merchant-princes in bustling trading cities to humble peddlers traveling between villages, selling everyday items like sewing needles and tin pans. Engaging in trade is a perilous endeavor in this world, facing the constant threats of demanding lords and ruthless bandits. Only the courageous and bold venture into this profession. Some merchants, driven by ambition and a desire for wealth, even become adventurers to gain capital and valuable connections for their trade. + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|------------|--------------|-------------|-------------|-------------|------------| +| Trade-0 | Convince-0 | 1 | +1 Any Stat | 1 | Administer | +| | Connect-0 | 2 | +2 Mental | 2 | Any Combat | +| | | 3 | +2 Mental | 3 | Connect | +| | | 4 | +2 Mental | 4 | Convince | +| | | 5 | Connect | 5 | Craft | +| | | 6 | Any Skill | 6 | Know | +| | | | | 7 | Notice | +| | | | | 8 | Trade | +^WWN-Background-Merchant-Skills diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Noble-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Noble-wwn.md new file mode 100644 index 0000000..c142184 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Noble-wwn.md @@ -0,0 +1,20 @@ +--- +aliases: [Noble] +page: 14 +tags: WWN/Character/Backgrounds +title: Noble +--- + +Nobility takes different forms in different cultures, whether based on personal virtue, bloodlines, or specific roles within society. Your hero belonged to the noble class of their homeland, one of the privileged elites who held positions of power and authority. However, unfortunate circumstances have led you to leave behind your former life and seek adventure, forging your own path in the world. While you may have lost the privileges and status of your noble rank, you still possess the knowledge and education that came with it. + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +| ---------- | ------------ | ----------- | ----------- | ----------- | ---------- | +| Lead-0 | Connect-0 | 1 | +1 Any Stat | 1 | Administer | +| | Administer-0 | 2 | +2 Mental | 2 | Any Combat | +| | | 3 | +2 Mental | 3 | Connect | +| | | 4 | +2 Mental | 4 | Convince | +| | | 5 | Connect | 5 | Know | +| | | 6 | Any Skill | 6 | Lead | +| | | | | 7 | Notice | +| | | | | 8 | Ride | +^WWN-Background-Noble-Skills diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Nomad-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Nomad-wwn.md new file mode 100644 index 0000000..45d3816 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Nomad-wwn.md @@ -0,0 +1,20 @@ +--- +aliases: [Nomad] +page: 15 +tags: WWN/Character/Backgrounds +title: Nomad +--- + +Certain cultures rely on extensive travel to sustain themselves, whether as beast-riders, wagon drivers, or nomadic groups moving from one waystation to another. These people are compelled to roam due to limited resources in their native lands or the need to constantly evade threats. Settled communities often view nomads with suspicion, fearing their potential for mischief before they disappear beyond reach. However, the nomads' expertise in riding and surviving harsh environments makes them valuable assets to any adventurer. + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|------------|--------------|-------------|-------------|-------------|------------| +| Ride-0 | Survive-0 | 1 | +1 Any Stat | 1 | Any Combat | +| | Any Combat-0 | 2 | +2 Physical | 2 | Connect | +| | | 3 | +2 Physical | 3 | Exert | +| | | 4 | +2 Mental | 4 | Lead | +| | | 5 | Exert | 5 | Notice | +| | | 6 | Any Skill | 6 | Ride | +| | | | | 7 | Survive | +| | | | | 8 | Trade | +^WWB-Background-Nomad-Skills diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Peasant-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Peasant-wwn.md new file mode 100644 index 0000000..c007884 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Peasant-wwn.md @@ -0,0 +1,20 @@ +--- +aliases: [Peasant] +page: 15 +tags: WWN/Character/Backgrounds +title: Peasant +--- + +Peasants endure a challenging existence, with varying degrees of hardship depending on the region they inhabit. Even in prosperous lands, their lives are marked by hunger, poverty, and the constant struggle to meet their basic needs. They are accustomed to a world where personal effort is necessary for survival, relying on what they can grow, create, scavenge, or acquire through less honorable means. Their resourcefulness, endurance, and ability to endure hardship make them valuable assets to any adventurer. As such, the loss of a few peasants in perilous situations is often dismissed by their ruling lords. + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|------------|--------------|-------------|-------------|-------------|----------| +| Exert-0 | Sneak-0 | 1 | +1 Any Stat | 1 | Connect | +| | Survive-0 | 2 | +2 Physical | 2 | Exert | +| | | 3 | +2 Physical | 3 | Craft | +| | | 4 | +2 Physical | 4 | Notice | +| | | 5 | Exert | 5 | Sneak | +| | | 6 | Any Skill | 6 | Survive | +| | | | | 7 | Trade | +| | | | | 8 | Work | +^WWN-Background-Peasant-Skills diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Performer-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Performer-wwn.md new file mode 100644 index 0000000..bafda57 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Performer-wwn.md @@ -0,0 +1,20 @@ +--- +aliases: [Performer] +page: 15 +tags: WWN/Character/Backgrounds +title: Performer +--- + +This background encompasses performers and artists such as singers, dancers, musicians, actors, poets, and storytellers. In this harsh world, only a select few can earn a decent living from their art, and their success often relies on their ability to charm and captivate wealthy patrons. Even a traveling bard who relies on the goodwill of tavern keepers and common folk must possess the skill of winning people over. This talent for managing relationships and influencing others can prove valuable for an adventurer. + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|------------|--------------|-------------|-------------|-------------|------------| +| Perform-0 | Convince-0 | 1 | +1 Any Stat | 1 | Any Combat | +| | Connect-0 | 2 | +2 Mental | 2 | Connect | +| | | 3 | +2 Physical | 3 | Exert | +| | | 4 | +2 Physical | 4 | Notice | +| | | 5 | Connect | 5 | Perform | +| | | 6 | Any Skill | 6 | Perform | +| | | | | 7 | Sneak | +| | | | | 8 | Convince | +^WWN-Background-Performer-Skills diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Physician-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Physician-wwn.md new file mode 100644 index 0000000..93690f1 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Physician-wwn.md @@ -0,0 +1,21 @@ +--- +aliases: [Physician] +page: 16 +tags: WWN/Character/Backgrounds +title: Physician +--- + +Your hero served as a healer, providing vital medical assistance to those in need. In urban settings, they may have been a formally educated practitioner skilled in complex healing techniques involving horoscopes, gemstones, and the medicinal properties of precious metals. In rural areas, they might have relied on knowledge of herbal remedies, basic suturing, and splinting. Adventuring groups greatly value the presence of a trained healer, regardless of their specific background, recognising the importance of someone capable of tending to wounds, alleviating ailments, and offering essential medical care to their companions. + + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|------------|--------------|-------------|-------------|-------------|------------| +| Heal-0 | Know-0 | 1 | +1 Any Stat | 1 | Administer | +| | Notice-0 | 2 | +2 Physical | 2 | Connect | +| | | 3 | +2 Mental | 3 | Craft | +| | | 4 | +2 Mental | 4 | Heal | +| | | 5 | Connect | 5 | Know | +| | | 6 | Any Skill | 6 | Notice | +| | | | | 7 | Convince | +| | | | | 8 | Trade | +^WWN-Background-Physician-Skills diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Priest-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Priest-wwn.md new file mode 100644 index 0000000..fb83328 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Priest-wwn.md @@ -0,0 +1,20 @@ +--- +aliases: [Priest] +page: 16 +tags: WWN/Character/Backgrounds +title: Priest +--- + +Priests in this world encompass a wide range of roles and practices. Some serve as moral guides, teaching their followers about the ethical principles of their religion and nurturing their faith. Others focus primarily on performing rituals to appease and invoke their deities, prioritizing correct execution and timely compensation. Adventuring priests often lean towards the latter approach, offering support to their companions through prayers and adept interpersonal skills. Some priests possess magical abilities granted by their divine patrons or acquired through rigorous training during their youth. + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|------------|--------------|-------------|-------------|-------------|------------| +| Pray-0 | Convince-0 | 1 | +1 Any Stat | 1 | Administer | +| | Know-0 | 2 | +2 Mental | 2 | Connect | +| | | 3 | +2 Physical | 3 | Know | +| | | 4 | +2 Mental | 4 | Lead | +| | | 5 | Connect | 5 | Heal | +| | | 6 | Any Skill | 6 | Convince | +| | | | | 7 | Pray | +| | | | | 8 | Pray | +^WWN-Background-Priest-Skills diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Sailor-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Sailor-wwn.md new file mode 100644 index 0000000..6da098e --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Sailor-wwn.md @@ -0,0 +1,20 @@ +--- +aliases: [Sailor] +page: 16 +tags: WWN/Character/Backgrounds +title: Sailor +--- + +Your hero was a sailor, navigating the vast seas or mighty rivers of their homeland. They may have held the esteemed position of ship captain, worked as a bargeman on expansive waterways, or been a humble seaman willing to join any vessel that welcomed them. In certain regions, there may even be unconventional ships such as aircraft or other peculiar crafts requiring a skilled crew. Sailors are well-acquainted with the unpredictable dangers and demanding tasks that come with their maritime lives. The self-reliance fostered by a life at sea often proves advantageous to an adventurer. + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|------------|--------------|-------------|-------------|-------------|------------| +| Sail-0 | Exert-0 | 1 | +1 Any Stat | 1 | Any Combat | +| | Notice-0 | 2 | +2 Physical | 2 | Connect | +| | | 3 | +2 Physical | 3 | Craft | +| | | 4 | +2 Mental | 4 | Exert | +| | | 5 | Exert | 5 | Heal | +| | | 6 | Any Skill | 6 | Notice | +| | | | | 7 | Perform | +| | | | | 8 | Sail | +^WWN-Background-Sailor-Skills diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Scholar-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Scholar-wwn.md new file mode 100644 index 0000000..3153b8c --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Scholar-wwn.md @@ -0,0 +1,20 @@ +--- +aliases: [Scholar] +page: 16 +tags: WWN/Character/Backgrounds +title: Scholar +--- + +Your hero is a rare breed of dedicated scholar in this world. Whether born into nobility, blessed with a privileged upbringing, or committed to an esteemed institution of knowledge, they have embraced a life of intellectual pursuit. While they may have a specialized area of expertise, scholarly endeavors in this era encompass a wide range of disciplines. Scholars are expected to possess knowledge in fields such as natural sciences and the neighboring nations. With their extensive education, scholars who venture into the realm of adventuring often find themselves tasked with dangerous field research and perilous quests. + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|------------|--------------|-------------|-------------|-------------|------------| +| Know-0 | Heal-0 | 1 | +1 Any Stat | 1 | Administer | +| | Administer-0 | 2 | +2 Mental | 2 | Heal | +| | | 3 | +2 Mental | 3 | Craft | +| | | 4 | +2 Mental | 4 | Know | +| | | 5 | Connect | 5 | Notice | +| | | 6 | Any Skill | 6 | Perform | +| | | | | 7 | Pray | +| | | | | 8 | Convince | +^WWN-Background-Scholar-Skills diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Slave-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Slave-wwn.md new file mode 100644 index 0000000..6915743 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Slave-wwn.md @@ -0,0 +1,20 @@ +--- +aliases: [Slave] +page: 17 +tags: WWN/Character/Backgrounds +title: Slave +--- + +Slavery in this world encompasses a wide range of experiences, from the privileged existence of favoured house slaves to the harsh and gruelling conditions of mines and factories. It is not uncommon for a slave to endure both extremes as circumstances change or their appeal diminishes. In certain regions, former slaves may have the opportunity to regain honour and social standing, while in others, they face a bleak existence without even basic necessities. Among the ranks of adventurers, one can find a significant presence of runaways, rebels, and ex-slaves, all driven by desperation and a desire for freedom. + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|------------|--------------|-------------|-------------|-------------|------------| +| Sneak-0 | Survive-0 | 1 | +1 Any Stat | 1 | Administer | +| | Exert-0 | 2 | +2 Physical | 2 | Any Combat | +| | | 3 | +2 Physical | 3 | Any Skill | +| | | 4 | +2 Mental | 4 | Convince | +| | | 5 | Exert | 5 | Exert | +| | | 6 | Any Skill | 6 | Sneak | +| | | | | 7 | Survive | +| | | | | 8 | Work | +^WWN-Background-Slave-Skills diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Soldier-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Soldier-wwn.md new file mode 100644 index 0000000..f21bf77 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Soldier-wwn.md @@ -0,0 +1,21 @@ +--- +aliases: [Soldier] +page: 17 +tags: WWN/Character/Backgrounds +title: Soldier +--- + +Your hero's profession was that of a warrior, earning a living through their involvement in war. Whether as a mercenary, a regular soldier, a knight affiliated with a temple, a defender within a monastic order, a militiaman in a village, or a raider from a savage background, your hero's life was intertwined with combat. However, you may have grown weary of the constant violence, lost your previous employer, or simply found the rewards for your efforts to be insufficient. As a result, you have chosen to embark on an adventurous path. With your diverse skills and experiences, every group recognises the value of an adaptable and skilled warrior. + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|--------------|--------------|-------------|-------------|-------------|------------| +| Any Combat-0 | Exert-0 | 1 | +1 Any Stat | 1 | Any Combat | +| | Survive-0 | 2 | +2 Physical | 2 | Any Combat | +| | | 3 | +2 Physical | 3 | Exert | +| | | 4 | +2 Physical | 4 | Lead | +| | | 5 | Exert | 5 | Survive | +| | | 6 | Any Skill | 6 | Ride | +| | | | | 7 | Sneak | +| | | | | 8 | Survive | +^WWN-Background-Soldier-Skills + diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Thug-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Thug-wwn.md new file mode 100644 index 0000000..6447854 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Thug-wwn.md @@ -0,0 +1,21 @@ +--- +aliases: [Thug] +page: 17 +tags: WWN/Character/Backgrounds +title: Thug +--- + +Unlike a soldier who is part of a structured organisation, your character was more of a thug. As a village bully, street ruffian, assassin, bandit, outlaw, or neighbourhood enforcer, you relied on your physical strength to get what you wanted. However, not all thugs are simple criminals. Perhaps you acted as a protector for your family or gang, or defended your neighbourhood against external threats or oppressive rulers. Regardless, circumstances or aspirations have led you to embrace the life of an adventurer. Your unique blend of raw violence and calculated social skills is likely to prove valuable in your new trade. + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|--------------|--------------|-------------|-------------|-------------|------------| +| Any Combat-0 | Convince-0 | 1 | +1 Any Stat | 1 | Any Combat | +| | Connect-0 | 2 | +2 Mental | 2 | Any Combat | +| | | 3 | +2 Physical | 3 | Connect | +| | | 4 | +2 Physical | 4 | Convince | +| | | 5 | Connect | 5 | Exert | +| | | 6 | Any Skill | 6 | Notice | +| | | | | 7 | Sneak | +| | | | | 8 | Survive | +^WWN-Background-Thug-Skills + diff --git a/Compendium/WWN/Character-Creation/Backgrounds/Wanderer-wwn.md b/Compendium/WWN/Character-Creation/Backgrounds/Wanderer-wwn.md new file mode 100644 index 0000000..7600f77 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Backgrounds/Wanderer-wwn.md @@ -0,0 +1,20 @@ +--- +aliases: [Wanderer] +page: 17 +tags: WWN/Character/Backgrounds +title: Wanderer +--- + +Your hero is one of the unfortunate individuals who have no home to call their own. Perhaps you were forced into exile due to hostile neighbors, a sudden change in political circumstances, or a crime that may or may not have been committed. Your former home might have been ravaged by enemies or altered by significant events to the point where you no longer belonged. Now you embark on a journey driven by your own motivations, searching for whatever it is you hope to find in this world. Adventurers often possess a unique tolerance for vagabonds like yourself, a quality not commonly found in more settled societies. + +| Free Skill | Quick Skills | `dice: 1d6` | Growth | `dice: 1d8` | Learning | +|------------|--------------|-------------|-------------|-------------|------------| +| Survive-0 | Sneak-0 | 1 | +1 Any Stat | 1 | Any Combat | +| | Notice-0 | 2 | +2 Physical | 2 | Connect | +| | | 3 | +2 Physical | 3 | Notice | +| | | 4 | +2 Mental | 4 | Perform | +| | | 5 | Exert | 5 | Ride | +| | | 6 | Any Skill | 6 | Sneak | +| | | | | 7 | Survive | +| | | | | 8 | Work | +^WWN-Background-Wanderer-Skills diff --git a/Compendium/WWN/Character-Creation/Character-Creation.md b/Compendium/WWN/Character-Creation/Character-Creation.md new file mode 100644 index 0000000..78c2b70 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Character-Creation.md @@ -0,0 +1,92 @@ +--- +aliases: [Character Creation] +page: 4 +tags: WWN/Character +title: Character Creation +--- + +## Index + +| Page | Name | +|------|------------------------------------------------------------------------------------------| +| 4 | [Character Creation](Compendium/WWN/Character-Creation/Character-Creation.md) | +| 8 | [[Compendium/WWN/Character-Creation/Attributes-wwn\|Attributes]] | +| 9 | [Skills](Compendium/WWN/Character-Creation/Skills-wwn.md) | +| 11 | [Backgrounds](Compendium/WWN/Character-Creation/Backgrounds/Backgrounds.md) | +| 12 | [Barbarian](Compendium/WWN/Character-Creation/Backgrounds/Barbarian-wwn.md) | +| 12 | [Artisan](Compendium/WWN/Character-Creation/Foci/Artisan-wwn.md) | +| 13 | [Criminal](Compendium/WWN/Character-Creation/Backgrounds/Criminal-wwn.md) | +| 13 | [Carter](Compendium/WWN/Character-Creation/Backgrounds/Carter-wwn.md) | +| 13 | [Courtesan](Compendium/WWN/Character-Creation/Backgrounds/Courtesan-wwn.md) | +| 14 | [Laborer](Compendium/WWN/Character-Creation/Backgrounds/Laborer-wwn.md) | +| 14 | [Noble](Compendium/WWN/Character-Creation/Backgrounds/Noble-wwn.md) | +| 14 | [Merchant](Compendium/WWN/Character-Creation/Backgrounds/Merchant-wwn.md) | +| 14 | [Hunter](Compendium/WWN/Character-Creation/Backgrounds/Hunter-wwn.md) | +| 15 | [Performer](Compendium/WWN/Character-Creation/Backgrounds/Performer-wwn.md) | +| 15 | [Peasant](Compendium/WWN/Character-Creation/Backgrounds/Peasant-wwn.md) | +| 15 | [Nomad](Compendium/WWN/Character-Creation/Backgrounds/Nomad-wwn.md) | +| 16 | [Physician](Compendium/WWN/Character-Creation/Backgrounds/Physician-wwn.md) | +| 16 | [Priest](Compendium/WWN/Character-Creation/Backgrounds/Priest-wwn.md) | +| 16 | [Sailor](Compendium/WWN/Character-Creation/Backgrounds/Sailor-wwn.md) | +| 16 | [Scholar](Compendium/WWN/Character-Creation/Backgrounds/Scholar-wwn.md) | +| 17 | [Wanderer](Compendium/WWN/Character-Creation/Backgrounds/Wanderer-wwn.md) | +| 17 | [Thug](Compendium/WWN/Character-Creation/Backgrounds/Thug-wwn.md) | +| 17 | [Soldier](Compendium/WWN/Character-Creation/Backgrounds/Soldier-wwn.md) | +| 17 | [Slave](Compendium/WWN/Character-Creation/Backgrounds/Slave-wwn.md) | +| 18 | [Class](Compendium/WWN/Character-Creation/Class/Class.md) | +| 18 | [The Expert](Compendium/WWN/Character-Creation/Class/Expert-wwn.md) | +| 18 | [The Adventurer](Compendium/WWN/Character-Creation/Class/Adventurer-wwn.md) | +| 19 | [The Mage](Compendium/WWN/Character-Creation/Class/Mage-wwn.md) | +| 19 | [The Warrior](Compendium/WWN/Character-Creation/Class/Warrior-wwn.md) | +| 22 | [Alert](Compendium/WWN/Character-Creation/Foci/Alert-wwn.md) | +| 22 | [Armored Magic](Compendium/WWN/Character-Creation/Foci/Armored-Magic-wwn.md) | +| 22 | [Armsmaster](Compendium/WWN/Character-Creation/Foci/Armsmaster-wwn.md) | +| 22 | [Artisan](Compendium/WWN/Character-Creation/Foci/Artisan-wwn.md) | +| 22 | [Assassin](Compendium/WWN/Character-Creation/Foci/Assassin-wwn.md) | +| 22 | [Foci](Compendium/WWN/Character-Creation/Foci/Foci.md) | +| 23 | [Authority](Compendium/WWN/Character-Creation/Foci/Authority-wwn.md) | +| 23 | [Close Combatant](Compendium/WWN/Character-Creation/Foci/Close-Combatant-wwn.md) | +| 23 | [Cultured](Compendium/WWN/Character-Creation/Foci/Cultured-wwn.md) | +| 23 | [Connected](Compendium/WWN/Character-Creation/Foci/Connected-wwn.md) | +| 23 | [Deadeye](Compendium/WWN/Character-Creation/Foci/Deadeye-wwn.md) | +| 24 | [Dealmaker](Compendium/WWN/Character-Creation/Foci/Dealmaker-wwn.md) | +| 24 | [Developed Attribute](Compendium/WWN/Character-Creation/Foci/Developed-Attribute-wwn.md) | +| 24 | [Die Hard](Compendium/WWN/Character-Creation/Foci/Die-Hard-wwn.md) | +| 24 | [Diplomatic Grace](Compendium/WWN/Character-Creation/Foci/Diplomatic-Grace-wwn.md) | +| 24 | [Gifted Chirugeon](Compendium/WWN/Character-Creation/Foci/Gifted-Chirugeon-wwn.md) | +| 24 | [Impervious Defense](Compendium/WWN/Character-Creation/Foci/Impervious-Defense-wwn.md) | +| 24 | [Henchkeeper](Compendium/WWN/Character-Creation/Foci/Henchkeeper-wwn.md) | +| 25 | [Imposter](Compendium/WWN/Character-Creation/Foci/Imposter-wwn.md) | +| 25 | [Lucky](Compendium/WWN/Character-Creation/Foci/Lucky-wwn.md) | +| 25 | [Nullifier](Compendium/WWN/Character-Creation/Foci/Nullifier-wwn.md) | +| 25 | [Poisoner](Compendium/WWN/Character-Creation/Foci/Poisoner-wwn.md) | +| 25 | [Rider](Compendium/WWN/Character-Creation/Foci/Rider-wwn.md) | +| 25 | [Polymath](Compendium/WWN/Character-Creation/Foci/Polymath-wwn.md) | +| 26 | [Shocking Assault](Compendium/WWN/Character-Creation/Foci/Shocking-Assault-wwn.md) | +| 26 | [Snipers Eye](Compendium/WWN/Character-Creation/Foci/Snipers-Eye-wwn.md) | +| 26 | [Special Origin](Compendium/WWN/Character-Creation/Foci/Special-Origin-wwn.md) | +| 26 | [Specialist](Compendium/WWN/Character-Creation/Foci/Specialist-wwn.md) | +| 26 | [Spirit Familiar](Compendium/WWN/Character-Creation/Foci/Spirit-Familiar-wwn.md) | +| 26 | [Trapmaster](Compendium/WWN/Character-Creation/Foci/Trapmaster-wwn.md) | +| 27 | [Unarmed Combatant](Compendium/WWN/Character-Creation/Foci/Unarmed-Combatant-wwn.md) | +| 27 | [Unique Gift](Compendium/WWN/Character-Creation/Foci/Unique-Gift-wwn.md) | +| 27 | [Valiant Defender](Compendium/WWN/Character-Creation/Foci/Valiant-Defender-wwn.md) | +| 27 | [Well Met](Compendium/WWN/Character-Creation/Foci/Well-Met-wwn.md) | +| 27 | [Whirlwind Assault](Compendium/WWN/Character-Creation/Foci/Whirlwind-Assault-wwn.md) | +| 27 | [Xenoblooded](Compendium/WWN/Character-Creation/Foci/Xenoblooded-wwn.md) | +| 28 | [Final Touches](Compendium/WWN/Character-Creation/Final-Touches-wwn.md) | + +## Overview + +- The first step in playing this game is to create each player's character, or "PC." +- It is recommended to play the game with a group of three to five players and a game master (GM) for the best experience. + - However, it is possible to play this with one player and a GM. +- If you decide to play within the world of Latter Earth, refer to page 94 of the [Free Revised Edition PDF](https://www.drivethrurpg.com/product/348809/Worlds-Without-Number-Free-Edition?term=world+without+number). + +### What you need to know + +Your character is an adventurer in the vast and captivating world crafted by your Game Master (GM). Within this world, your hero yearns for something more, a purpose that transcends the mundane. Whether it is the thrill of embarking on grand adventures, the desire to carve a legendary reputation by vanquishing a fearsome creature, or the quest for the elusive secret to eternal life, your character's aspirations are anything but ordinary. + +Though your past might suggest a seemingly simple existence, there is an unmistakable spark within you that sets you apart. Deep down, you sense that this is your story, and you possess an innate drive to pursue a goal that may not yet be fully realized. The path you tread will be filled with fascinating encounters and intricate relationships, challenging you to navigate the complexities of the world around you. + +And perhaps, as you delve deeper into your journey, you will come to realize that your story intertwines with the destinies of others. The web of interconnectedness reveals itself, and you begin to understand that your quest holds significance beyond your own desires. Together with those whom you've come to work with, entities who wish to see you burn, and those between, you will find that your small choices make all the difference. diff --git a/Compendium/WWN/Character-Creation/Class/Adventurer-wwn.md b/Compendium/WWN/Character-Creation/Class/Adventurer-wwn.md new file mode 100644 index 0000000..d7d5005 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Class/Adventurer-wwn.md @@ -0,0 +1,88 @@ +--- +aliases: [The Adventurer] +page: 18 +tags: WWN +title: The Adventurer +--- + +Not all heroes fit neatly into one of the three main classes. For those who possess a mix of talents and abilities, the class of Adventurer may be a great fit. An Adventurer selects two of the three main classes to represent their unique skills and capabilities. + +For example: +- A character skilled in both spellcasting and swordplay might choose to be a Partial Mage/Partial Warrior. +- A stealthy assassin could be a Partial Expert/Partial Warrior. +- A cunning trickster with magical prowess might be a Partial Expert/Partial Mage. + +The player should choose the combination that best suits their character concept. + +The tables provided in the adjacent section outline the hit dice, attack bonus, and Foci picks gained by each possible pairing. For instance: +- A first-level Partial Expert/Partial Warrior would roll 1d6+2 for hit points, have a +1 attack bonus, and choose three Foci: one from the Expert class, one from the Warrior class, and one free pick. + +Adventurers have a broader range of abilities compared to more specialised characters, and the extra Focus pick can make a significant difference at lower levels. However, the absence of the strongest class abilities of Experts and Warriors does impact their long-term progression. It's important to note that a Partial Mage will not achieve the same level of magical power in their chosen tradition as a dedicated specialist in that class. + +## Partial Expert Partial Warrior + +A Partial Expert functions similarly to a full Expert, enjoying the same benefits such as the **Quick Learner** ability. + +![[Compendium/WWN/Character-Creation/Class/Expert-wwn#Class Ability – Quick Learner|Expert-wwn]] + +However, they do not possess the **Masterful Expertise** ability, as they lack the wide-ranging versatility of a complete Expert. + +| Level | Hit Dice | Attack Bonus | Focus Picks | +| ----- | -------- | ------------ | ---------------------------------------- | +| 1 | 1d6+2 | +1 | 1 Expert + 1 Warrior + 1 Any | +| 2 | 2d6+4 | +2 | +1 Any | +| 3 | 3d6+6 | +2 | | +| 4 | 4d6+8 | +3 | | +| 5 | 5d6+10 | +4 | +1 Any | +| 6 | 6d6+12 | +5 | | +| 7 | 7d6+14 | +5 | +1 Any | +| 8 | 8d6+16 | +6 | | +| 9 | 9d6+18 | +6 | | +| 10 | 10d6+20 | +7 | +1 Any | +^WWN-Class-Adventurer-Expert-Warrior + +## Partial Expert Partial Mage + +A Partial Mage is treated as a Mage and gains access to the **Arcane Tradition** ability, allowing them to select a magical tradition for their powers. However, the abilities associated with the chosen tradition are somewhat limited for Partial Mages, as outlined in the specific descriptions for each path. + +![[Compendium/WWN/Character-Creation/Class/Mage-wwn#Class Ability – Arcane Tradition|Mage-wwn]] + + +It is even possible for a character to choose the Partial Mage class twice, opting for two different magical traditions and gaining partial access to the powers of both. The character would then follow the standard Mage chart for hit dice, attack bonus, and Foci, as well as the spellcasting table on page 64 if both partial classes have spellcasting abilities. + +Regardless of any other partial class they may have, a Partial Mage must adhere to the restrictions and limitations of their chosen magical tradition to utilise its unique abilities. + + +| Level | Hit Dice | Attack Bonus | Focus Picks | +| ----- | -------- | ------------ | ------------------------------ | +| 1 | 1d6 | +0 | 1 Expert + 1 Any | +| 2 | 2d6 | +1 | +1 Any | +| 3 | 3d6 | +1 | | +| 4 | 4d6 | +2 | | +| 5 | 5d6 | +2 | +1 Any | +| 6 | 6d6 | +3 | | +| 7 | 7d6 | +3 | +1 Any | +| 8 | 8d6 | +4 | | +| 9 | 9d6 | +4 | | +| 10 | 10d6 | +5 | +1 Any | +^WWN-Class-Adventurer-Expert-Mage + +## Partial Mage Partial Warrior + +A Partial Warrior possesses some advantages of a full Warrior, such as an improved hit die, and a slightly enhanced attack bonus. However, they do not possess the special ability of **Veteran's Luck** or the power of **Killing Blow**. Instead, they rely on their own skills and abilities to land strikes and defeat their adversaries. + + +| Level | Hit Dice | Attack Bonus | Focus Picks | +|-------|----------|--------------|-------------------| +| 1 | 1d6+2 | +1 | 1 Warrior + 1 Any | +| 2 | 2d6+4 | +2 | +1 Any | +| 3 | 3d6+6 | +2 | | +| 4 | 4d6+8 | +3 | | +| 5 | 5d6+10 | +4 | +1 Any | +| 6 | 6d6+12 | +5 | | +| 7 | 7d6+14 | +5 | +1 Any | +| 8 | 8d6+16 | +6 | | +| 9 | 9d6+18 | +6 | | +| 10 | 10d6+20 | +7 | +1 Any | +^WWN-Class-Adventurer-Mage-Warrior + diff --git a/Compendium/WWN/Character-Creation/Class/Class.md b/Compendium/WWN/Character-Creation/Class/Class.md new file mode 100644 index 0000000..3b82aee --- /dev/null +++ b/Compendium/WWN/Character-Creation/Class/Class.md @@ -0,0 +1,40 @@ +--- +aliases: [Class] +page: 18 +tags: WWN/Character/Class +title: Class +--- + +## Index + +- [[Compendium/WWN/Character-Creation/Class/Expert-wwn|The Expert]] +- [[Compendium/WWN/Character-Creation/Class/Mage-wwn|The Mage]] +- [[Compendium/WWN/Character-Creation/Class/Warrior-wwn|The Warrior]] +- [[Compendium/WWN/Character-Creation/Class/Adventurer-wwn|The Adventurer]] + +## Choosing a Class + +A hero's background is a reflection of upbringing and circumstance, but a **class** is how your hero succeeds. Most individuals lack a class, but your PC is a diamond in the rough who has the potential to be something great. + +There are four classes available, each with their own individual skillsets and playstyles. + +Each class page includes the class's attack bonus, focus, and hit dice. + +> [!hint] You are a hero, and heroes come from everywhere +> When choosing a class, do not feel like you must choose one that fits your background. A thug can be a mage, a noble can be an expert, and a courtesan can be a warrior. Choose the class the fits the combat style your hero excels in. + +### Experts + +Experts possess exceptional proficiency in non-combat skills, including stealth, medicine, diplomacy, and various practical talents. While all heroes can develop these skills to some degree, Experts excel at learning them swiftly and applying them with remarkable effectiveness. Their mastery allows them to succeed in challenging situations where other heroes might falter or fall short. + +### Mages + +Mages encompass a diverse range of heroes, including traditional wizards, magical healers, skilled unarmed fighters, and wise sages with supernatural insight. Each Mage is affiliated with a particular magical tradition that shapes their abilities and imposes specific taboos they must adhere to. While Mages possess formidable powers, they generally exhibit a more delicate constitution and may be less proficient in combat compared to other heroes. + +### Warriors + +Warriors are skilled fighters who employ swords, bows, or their own fists to confront and conquer adversaries, ensuring their own survival in the midst of violence. Combat is a perilous endeavor in this world, where death lurks around every corner for all heroes. However, Warriors possess the necessary abilities to endure errors that would prove fatal to others and triumph over opponents who would overpower less martial individuals. + +### Adventurers + +Adventurers are a versatile class suited for players who find it difficult to settle on a single class or have a character concept that blends multiple class elements. By selecting two other classes, Adventurers can combine their features, gaining partial proficiency in both disciplines. However, this versatility comes at the cost of not reaching the same level of expertise as dedicated practitioners of other fields. diff --git a/Compendium/WWN/Character-Creation/Class/Expert-wwn.md b/Compendium/WWN/Character-Creation/Class/Expert-wwn.md new file mode 100644 index 0000000..f9a3461 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Class/Expert-wwn.md @@ -0,0 +1,38 @@ +--- +aliases: [The Expert] +page: 18 +tags: WWN/Character/Class +title: The Expert +--- + +The Expert class is ideal for heroes who excel in specific skills such as thievery, diplomacy, healing, scholarship, exploration and craftsmanship. Experts possess a wide range of non-combat skills and have a remarkable ability to quickly develop new ones. They have a unique talent for using their skills effectively at critical moments, even if it's not their primary area of expertise. + +Once per scene, an Expert can reroll a failed non-combat skill check, granting them a second opportunity to turn potential failure into success. With their focus on skill development, Experts are also well-versed combatants who can hold their own in dangerous battles. Some Experts even specialise in martial professions, leveraging their exceptional stealth and deception abilities as assassins. + + +| Level | Hit Dice | Attack Bonus | Focus Picks | +|-------|----------|--------------|------------------| +| 1 | 1d6 | +0 | 1 Any + 1 Expert | +| 2 | 2d6 | +1 | +1 Any | +| 3 | 3d6 | +1 | | +| 4 | 4d6 | +2 | | +| 5 | 5d6 | +2 | +1 Any | +| 6 | 6d6 | +3 | | +| 7 | 7d6 | +3 | +1 Any | +| 8 | 8d6 | +4 | | +| 9 | 9d6 | +4 | | +| 10 | 10d6 | +5 | +1 Any | +^WWN-Class-Expert + +## Class Ability–Masterful Expertise + +The Expert class grants the ability to reroll any non-combat skill check once per scene as an Instant action. +- If the initial roll does not meet the desired outcome, the Expert can immediately activate this ability to make a second roll. +- The higher result of the two rolls can be used when determining success. + +## Class Ability–Quick Learner + +Upon levelling up, your character earns an additional skill point. +- This point can be allocated towards acquiring or enhancing non-combat skills, as well as increasing attributes. +- You have the option to save this point for later use if you prefer. + diff --git a/Compendium/WWN/Character-Creation/Class/Mage-wwn.md b/Compendium/WWN/Character-Creation/Class/Mage-wwn.md new file mode 100644 index 0000000..040c02a --- /dev/null +++ b/Compendium/WWN/Character-Creation/Class/Mage-wwn.md @@ -0,0 +1,73 @@ +--- +aliases: [The Mage] +page: 19 +tags: WWN/Character/Class +title: The Mage +--- + +Mages harness arcane powers and mystical arts to pursue their ambitions. They can be trained in formal sorcerous schools, receive guidance from wise mentors, or even awaken to their powers spontaneously. + +Each Mage belongs to a specific magical tradition that defines their abilities and limitations. + +> [!tip] Consult the GM +> Consult with your GM to determine which traditions exist in the campaign you will be playing. + +While traditional spellcasting is common, some traditions focus on physical prowess or unique arcane gifts. Mages dedicate much of their time to study and training, leaving little room for other skills. They are typically weaker in combat compared to Warriors and face specific limitations based on their chosen tradition. + +For example, some may be unable to wear armor while casting spells. Additionally, certain traditions may result in social stigma or difficulties in dealing with society. Mages possess impressive magical abilities, but they come at a price and require careful navigation of their unique challenges and restrictions. + +The practice of magic is often tailored to specific campaign settings and can be subject to restrictions or exclusions by the GM. In some settings, such as historical periods or low-magic worlds, Mages may not exist at all, leaving heroes to rely solely on their physical abilities and wit. Mage heroes require strategic planning and cooperation within their party to maximize their abilities. + +While their spells can be powerful, Mages have limited options and their effects are often specific. They may not match the combat prowess of Warriors or the versatility of Experts in certain tasks. Instead, Mages excel at providing strategic solutions and defying reality to accomplish remarkable feats that aid their allies in overcoming formidable challenges. + +| Level | Hit Dice | Attack Bonus | Focus Picks | +| ----- | -------- | ------------ | ---------------- | +| 1 | 1d6-1 | +0 | 1 Any | +| 2 | 2d6-2 | +0 | +1 Any | +| 3 | 3d6-3 | +0 | | +| 4 | 4d6-4 | +0 | | +| 5 | 5d6-5 | +1 | +1 Any | +| 6 | 6d6-6 | +1 | | +| 7 | 7d6-7 | +1 | +1 Any | +| 8 | 8d6-8 | +1 | | +| 9 | 9d6-9 | +1 | | +| 10 | 10d6-10 | +2 | +1 Any | +^WWN-Class-Mage + +## Class Ability - Arcane Tradition + +The Mage can choose a specific magical tradition from the options provided in the Magic chapter (page 60) to define their mystical abilities. + +Mages harness arcane powers and mystical arts to pursue their ambitions. They can be trained in formal sorcerous schools, receive guidance from wise mentors, or even awaken to their powers spontaneously. + +Each Mage belongs to a specific magical tradition that defines their abilities and limitations. + +> [!tip] Consult the GM +> Consult your GM to determine what traditions exist in the campaign you will be playing. + +While traditional spellcasting is common, some traditions focus on physical prowess or unique arcane gifts. Mages dedicate much of their time to study and training, leaving little room for other skills. They are typically weaker in combat compared to Warriors and face specific limitations based on their chosen tradition. + +For example, some may be unable to wear armor while casting spells. Additionally, certain traditions may result in social stigma or difficulties in dealing with society. Mages possess impressive magical abilities, but they come at a price and require careful navigation of their unique challenges and restrictions. + +The practice of magic is often tailored to specific campaign settings and can be subject to restrictions or exclusions by the GM. In some settings, such as historical periods or low-magic worlds, Mages may not exist at all, leaving heroes to rely solely on their physical abilities and wit. Mage heroes require strategic planning and cooperation within their party to maximize their abilities. + +While their spells can be powerful, Mages have limited options, and their effects are often specific. They may not match the combat prowess of Warriors or the versatility of Experts in certain tasks. Instead, Mages excel at providing strategic solutions and defying reality to achieve remarkable feats that aid their allies in overcoming formidable challenges. + +| Level | Hit Dice | Attack Bonus | Focus Picks | +| ----- | -------- | ------------ | ---------------- | +| 1 | 1d6-1 | +0 | 1 Any | +| 2 | 2d6-2 | +0 | +1 Any | +| 3 | 3d6-3 | +0 | | +| 4 | 4d6-4 | +0 | | +| 5 | 5d6-5 | +1 | +1 Any | +| 6 | 6d6-6 | +1 | | +| 7 | 7d6-7 | +1 | +1 Any | +| 8 | 8d6-8 | +1 | | +| 9 | 9d6-9 | +1 | | +| 10 | 10d6-10 | +2 | +1 Any | +^WWN-Class-Mage + +## Class Ability–Arcane Tradition + +The Mage can choose a specific magical tradition from the options provided in the Magic chapter (page 60) to define their mystical abilities. + diff --git a/Compendium/WWN/Character-Creation/Class/Warrior-wwn.md b/Compendium/WWN/Character-Creation/Class/Warrior-wwn.md new file mode 100644 index 0000000..64b1272 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Class/Warrior-wwn.md @@ -0,0 +1,35 @@ +--- +aliases: [The Warrior] +page: 19 +tags: WWN/Character/Class +title: The Warrior +--- + +The Warrior is a master combatant, skilled in the art of physical violence. They can be barbarians, mercenaries, farm boys, or anyone with a natural talent for inflicting harm. Warriors have high hit points and excel in combat, with a superior attack bonus and the ability to deal significant damage. + +They possess a unique ability to guarantee a hit or force an enemy to miss once per scene, making them formidable opponents. Their resilience and combat prowess set them apart from other heroes. + +| Level | Hit Dice | Attack Bonus | Focus Picks | +|-------|----------|--------------|-------------------| +| 1 | 1d6+2 | +1 | 1 Any + 1 Warrior | +| 2 | 2d6+4 | +2 | +1 Any | +| 3 | 3d6+6 | +3 | | +| 4 | 4d6+8 | +4 | | +| 5 | 5d6+10 | +5 | +1 Any | +| 6 | 6d6+12 | +6 | | +| 7 | 7d6+14 | +7 | +1 Any | +| 8 | 8d6+16 | +8 | | +| 9 | 9d6+18 | +9 | | +| 10 | 10d6+20 | +10 | +1 Any | +^WWN-Class-Warrior + +## Class Ability–Killing Blow + +A Warrior's attacks, spells, and special abilities are enhanced by adding half their character level, rounded up, to the damage inflicted. This bonus damage also applies to any Shock caused. When combined with Foci that improve Shock attacks, such as **Armsmaster**, **Close Combatant**, or **Shocking Assault**, this ability ensures that a seasoned Warrior can easily dispatch ordinary human soldiers or minor monsters, regardless of their attack roll result. + +## Class Ability–Veteran's Luck + +The Warrior possesses the ability to alter the outcome of attacks once per scene. They can turn a missed attack they made into a hit or convert a successful attack against them into a miss, both as Instant actions. This power is especially deadly when combined with the *Snap Attack* action against weaker opponents or ordinary human warriors. +- The Warrior can only use this ability once in a scene and must choose between forcing a miss or ensuring a hit on a foe. +- It is also applicable when helping with crew-served weapons but cannot negate environmental or vehicle/mount damage. + diff --git a/Compendium/WWN/Character-Creation/Equipment-Packages-wwn.md b/Compendium/WWN/Character-Creation/Equipment-Packages-wwn.md new file mode 100644 index 0000000..34fd0a0 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Equipment-Packages-wwn.md @@ -0,0 +1,93 @@ +--- +aliases: [Equipment Packages] +page: 29 +tags: WWN +title: Equipment Packages +--- + +To determine your hero's starting equipment, you have two options. First, you can choose a suitable package from the selections provided below. Alternatively, you can roll `dice: 3d6*10|form` to determine the starting silver for your character and purchase individual items from the equipment section starting on page 33. + +It's generally recommended to select a package for simplicity, but feel free to discuss any item swaps with the GM if needed. By default, PCs have ordinary clothing and personal effects that do not count towards their Encumbrance. However, if you carry a spare set of clothing in a backpack, it will contribute to your Encumbrance. + +Please keep in mind that armour needs to be worn ready to provide any benefit, while stowed weapons require an extra Main Action to be readied for use. Backpacks and other storage gear are typically considered stowed unless you want to tie them loosely for quick access or in case you need to drop them to flee a situation. + +Choose your starting equipment package or roll for silver and begin equipping your hero accordingly. + +## Armour Packages + +| Adventuring Peasant | Enc | +|----------------------------------------|-----| +| War Shirt (AC 11) | 0 | +| Large Spear (AC 14 when held) | 1 | +| Light Spear (1d6 dmg, Shock 2/AC 13) | 1 | +| Dagger (1d4 dmg, Shock 1/AC 15) | 1 | +| Backpack | 1 | +| Rations, 1 Week | 4 | +| Mule and small cart | - | +| Tinder box and 3 torches | 1 | +^WWN-Equipment-Adventuring-Peasant + +| Ranger or Archer | Enc | +|----------------------------------------|-----| +| Buff Coat (AC 12) | 0 | +| Bow, Large (1d8 damage, no Shock) | 2 | +| 20 arrows & quiver | 1 | +| Dagger (1d4 dmg, Shock 1/AC 15) | 1 | +| Hand Axe (1d6 dmg, Shock 1/AC 15) | 1 | +| Backpack | 1 | +| Cooking utensils and 1 week of rations | 5 | +| Waterskin | 1 | +| Tinder box and 3 torches | 1 | +| 20 silver pieces in cash | - | +^WWN-Equipment-Ranger-or-Archer + +| Armored Warrior | Enc | +|-----------------------------------------|-----| +| Pieced Armor (AC 14) | 2 | +| Large Shield (+1 AC when wearing armor) | 1 | +| Short Sword (1d6 dmg, Shock 2/AC 15) | 1 | +| Dagger (1d4 dmg, Shock 1/AC 15) | 1 | +| Backpack | 1 | +| Tinder box and 3 torches | 1 | +^WWN-Equipment-Armored-Warrior + + +| Roguish Wanderer | Enc | +|----------------------------------------|---------| +| Buff Coat (AC 12) | 0 | +| Small Shield (AC 13 when held) | 1 | +| Short Sword (1d6 dmg, Shock 2/AC 15) | 1 | +| Throwing Blades, 5 (1d4 dmg, no Shock) | 1 | +| Backpack | 1 | +| Rations, 1 Week | 4 | +| Waterskin | 1 | +| Tinder box and 3 torches | 1 | +| Grappling hook and 50’ of rope | 2 total | +^WWN-Equipment-Roguish-Wanderer + +| Gentry Wayfarer | Enc | +|-------------------------------------------|-----| +| Buff Coat (AC 12) | 0 | +| Small Shield (AC 13 when held) | 1 | +| Short Sword (1d6 dmg, Shock 2/AC 15) | 1 | +| Backpack | 1 | +| Rations, 1 Week | 4 | +| Waterskin | 1 | +| Fine suit of clothing carried in the pack | 1 | +| Writing kit & 20 sheets of paper | 1 | +| 20 silver coins in cash | - | +^WWN-Equipment-Gentry-Wayfarer + +| Mage, Healer, or Scholar | Enc | +|-----------------------------------------------|-----| +| Daggers, 2 (1d4 dmg, Shock 1/AC 15) | 2 | +| Staff (1d6 dmg, Shock 1/AC 13) | 1 | +| Backpack | 1 | +| Lantern, tinder box, and 2 pint flasks of oil | 3 | +| Writing kit & 20 sheets of paper | 1 | +| Rations, 1 Week | 4 | +| Waterskin | 1 | +| Healer’s pouch | 1 | +| 80 silver pieces in cash | - | +^WWN-Equipment-Mage-Healer-Scholar + diff --git a/Compendium/WWN/Character-Creation/Example-Character-Creation-wwn.md b/Compendium/WWN/Character-Creation/Example-Character-Creation-wwn.md new file mode 100644 index 0000000..a9e5eb4 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Example-Character-Creation-wwn.md @@ -0,0 +1,20 @@ +--- +aliases: [Example Character Creation] +page: 30 +tags: WWN +title: Example Character Creation +--- + +Jack creates a new hero for the campaign, starting with rolling 3d6 for each attribute. The results are as follows: Strength 9, Dexterity 6, Constitution 10, Intelligence 12, Wisdom 12, and Charisma 9. Jack notices that his hero is average in most attributes, but a bit slower and clumsier due to the -1 Dexterity modifier. He has the option to swap one attribute score with a score of 14, giving it a +1 modifier, but Jack decides to make that decision later. + +Moving on, Jack rolls randomly to determine his hero's background, and the dice determine that he was a Peasant. Finding it amusing, Jack continues with the random theme and rolls for skills. The Peasant background grants him the Exert-0 skill for free, and he can roll three more times on either the Growth or Learning tables. Jack chooses to roll once on the Growth table and twice on the Learning table, resulting in "Any Skill," "Sneak," and "Work" skills. Jack interprets these skills to represent the hero's farming, husbandry, poaching, and stealth abilities, giving him skills of Exert-0, Work-0, Sneak-0, and Shoot-0. + +Considering his hero's attributes, Jack decides to improve Dexterity by using the free 14 score, changing its modifier from -1 to +1. This makes his hero a better archer and stealthier. Next, Jack needs to choose a class for his hero. While he considers the Mage and Warrior classes, he ultimately decides that Expert is the best fit, focusing on his hero's sneaking and woodsman skills. Instead of opting for the Adventurer class, Jack believes that a pure Expert will provide the desired versatility in skill use. + +Moving on to Foci selection, Jack chooses two Foci for his hero: Alert and Spirit Familiar. The Alert Focus grants his hero the Notice skill as a bonus, while the Spirit Familiar adds an element of the uncanny to the poacher, manifesting as a loyal hunting dog's spirit with intuitive knowledge. Jack adds the skills Shoot-0, Exert-0, Notice-0, Sneak-0, Work-0 to his hero's sheet. He then selects Survive-0 as a free pick to reflect his hero's experience in enduring hardships. + +With the skills and Foci chosen, Jack rolls 1d6 for his hero's initial maximum hit points, obtaining a result of 4. Recognising the hero's vulnerability, Jack decides to avoid combat whenever possible. He selects the "Ranger or Archer" equipment package for his hero's gear. + +Finally, Jack gives his hero a name, Ulf, and a background tie to the rest of the group. Ulf hails from Llaigis, a grim land with oppressive lords and harsh living conditions. He ran away from his lord when taxes led to his loyal hunting dog's starvation. Ulf's goal is to amass wealth and power to seek revenge against his former master. When Ulf met the party during a hunt, his dog, Limper, took a liking to them, and Ulf trusts the dog's judgment implicitly. The GM notes these goals as potential adventure hooks. + +With Ulf's creation complete, he is now ready to embark on his adventuring journey. diff --git a/Compendium/WWN/Character-Creation/Final-Touches-wwn.md b/Compendium/WWN/Character-Creation/Final-Touches-wwn.md new file mode 100644 index 0000000..1822579 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Final-Touches-wwn.md @@ -0,0 +1,107 @@ +--- +aliases: [Final Touches] +page: 28 +tags: WWN/Character +title: Final Touches +--- + +To complete the creation of your hero, there are a few final steps to take. These steps involve determining starting hit points, selecting a free skill, and making some additional record-keeping choices to streamline gameplay. + +## Starting Hit Points + +To determine your initial maximum hit points, roll the appropriate die based on your class: + +- **Warriors**: Roll 1d6 and add 2 to the result. +- **Experts**: Roll 1d6. +- **Mages**: Roll 1d6 and subtract 1 from the result. +- **Adventurers**: Refer to the tables on page 21, depending on the partial classes chosen. + +After rolling the die, add your Constitution modifier to the result to calculate your initial maximum HP. It is important to note that even if you have a Constitution penalty, the minimum hit points you can have is 1 point. + +Remember, your hit points represent your character's health and determine how much damage they can withstand before being mortally wounded or killed outright. + +## Free Skill + +A skill that reflects your hero's past interests, talents, or professional work. This skill will be gained at level-0 proficiency, allowing you to showcase some expertise in this particular area. + +If you already have this skill at level-0, it will automatically advance to level-1, representing your continued growth and experience in that skill. However, please note that this free pick cannot be used to further improve a skill that is already at level-1. + +> [!summary] Free Skills +> Consider your character's background, story and personality to determine the most suitable skill that aligns with their past interests or expertise. Did your magical character want to compensate for any weaknesses and chose something that increases their physical prowess? Did you warrior who was village was illiterate, prioritise the reading and writing arts, or did they become proficient at book burning? + +## The Saving Throws + +To determine your beginning saving throw scores, follow the guidelines below: + +1. Physical Save: This save is used to resist effects such as poison, disease or exhaustion. Calculate it as 15 minus the highest modifier between your Strength and Constitution. For example, if your Strength modifier is +2 and your Constitution modifier is +3, your Physical save would be 15–3 = 12. + +2. Evasion Save: This save is employed to dodge sudden perils or evade explosive situations. Determine it as 15 minus the highest modifier between your Intelligence and Dexterity. For instance, if your Intelligence modifier is +1 and your Dexterity modifier is +4, your Evasion save would be 15–4 = 11. + +3. Mental Save: This save is utilised to resist psychic influence or mind-bending sorceries. Calculate it as 15 minus the highest modifier between your Wisdom and Charisma. For example, if your Wisdom modifier is +3 and your Charisma modifier is +2, your Mental save would be 15–3 = 12. + +4. Luck Save: This save has a flat score of 15 and is rolled against when blind luck becomes your only saviour. Unlike the other saving throws, the Luck save does not depend on any ability modifiers and remains constant. + +## Base Attack Bonus + +As part of your character sheet, it is important to note down your hero's base attack bonus (BAB), which represents their inherent combat competence. The specific value of the BAB depends on your character's class, and it is listed on the class tables. + +Refer to the class description and table for your chosen class to determine your character's BAB. Write this value on your character sheet, as it will be used to calculate your attack bonus when engaging in combat. + +## Starting Spells for Mages + +As a spellcasting full Mage, you will begin play with knowledge of four first-level spells. These spells can be chosen from any spell list available to you. For example, a novice High Mage would select their spells from the High Magic spell list, while an aspiring Elementalist could choose spells from either the High Magic or Elementalist spell lists. + +If you are a partial Mage, your starting spell repertoire consists of two first-level spells. Similarly, Adventurers who have chosen two partial Mage classes, such as a partial Necromancer/partial High Mage, will begin play knowing four first-level spells. In all cases, you can select your spells from any applicable spell list based on your chosen Mage classes. + +Take some time to consider your character's magical inclination, thematic preferences, and playstyle when choosing your starting spells. These spells will form the foundation of your magical abilities and play a crucial role in shaping your character's capabilities in the world. + +## Starting Languages + +At the beginning of the game, characters have knowledge of their native language and Trade Cant. In addition, their fluency in additional languages is based on their Connect and Know skill levels. + +Having a level-0 proficiency in either Connect or Know grants knowledge of one additional language. If a character has a level-1 proficiency in Connect or Know, they gain fluency in two additional languages. For example, a character with Connect-1 and Know-1 skills would start with fluency in their native language, Trade Cant, and four additional languages of their choice. + +As characters progress and increase their Connect or Know skills, they can learn one more language for each level they gain. Additionally, by immersing themselves in a particular culture for a few months, characters can also learn new languages. + +For a list of common languages in the Gyre region of the Latter Earth, please refer to page 107 of the rulebook. This list can provide inspiration and guidance for selecting additional languages for your character's linguistic repertoire. + +## Starting Equipment + +During character creation, you have the option to choose a starting equipment package from the choices provided on the opposite page of the rulebook. These packages are pre-determined sets of gear that offer a well-rounded assortment of items to begin your adventuring journey. Keep in mind that the starting packages generally provide more equipment than the random roll option. + +Alternatively, you can roll 3d6 and multiply the result by 10 to determine the number of starting silver pieces you have available to spend on gear or keep in your pocket. This random roll provides flexibility in selecting individual items based on your preferences and needs. + +`dice: 3d6*10` + +While the starting packages offer a convenient selection of equipment, the GM may allow you to make swaps or adjustments to better suit your character concept. Discuss with your GM if you wish to modify the starting package to better align with your character's playstyle or narrative. + +## Weapons and Armor + +To record the total hit bonus for your weaponry, follow these steps: + +1. Determine your base attack bonus (BAB) based on your class and level. This value represents your character's combat competence. + +2. Add your relevant Stab, Shoot or Punch skill level to the BAB. This reflects your proficiency and training in using that specific type of weapon. + +3. Determine the relevant attribute modifier for the weapon based on the table on page 37. Use the better of the two listed attributes if applicable. + +4. Add the attribute modifier to the total hit bonus calculation. This accounts for your character's natural ability and aptitude with the weapon. + + +If you lack even level-0 skill in the weapon, take a -2 hit penalty when using it. This penalty reflects your unfamiliarity and lack of training in utilizing that specific weapon. + +Record the damage and Shock information for each weapon, as noted in the table. Add your attribute modifier to both the damage rolls and Shock values. For Punch weapons or unarmed attacks, you can also add your Punch skill. + +Next, note down the Armor Class (AC) of the armor you usually wear. If you are unarmored, the AC is 10 for humans. The AC can be modified by your Dexterity modifier, improving it with a bonus or worsening it with a penalty. Consider your character's agility and nimbleness when determining the AC modification based on your Dexterity modifier. + +## Who are You? + +Finally, bestow a fitting name upon your newly-created hero. Additionally, give them a compelling goal in life, and a why their willingness to embark on adventures alongside their fellow PCs. It is crucial for each player character to have an active objective, something they are willing to risk their lives for. While goals may evolve over the course of the game, it is important to ensure they do not interfere with the enjoyment of the rest of the group. + +Furthermore, establish a why for your character to trust and collaborate with their comrades. While personal affections may not be present, there should be enough faith in each other to undertake daring adventures together. + +> [!example]- Adara Stormrider +> **Name**: Adara Stormrider +> **Goal**: To uncover the truth behind her family's mysterious disappearance and bring those responsible to justice. +> **Reason for Adventuring**: Adara believes that by venturing into the world and undertaking perilous quests, she will uncover clues and secrets that will lead her closer to the truth about her family's fate. She is driven by a deep sense of duty, and the desire to bring closure to her own personal tragedy. Alongside the other PCs, Adara sees an opportunity to find allies who share her desire for justice and have the skills and resources to aid her in her quest. While she may not necessarily trust them completely at first, Adara recognises the value in working together towards a common goal and believes that by pooling their strengths, they stand a better chance of overcoming the challenges that lie ahead. Through shared experiences, and the bonds formed during their adventures, she hopes to build a strong foundation of trust and camaraderie among the group. + diff --git a/Compendium/WWN/Character-Creation/Foci/Alert-wwn.md b/Compendium/WWN/Character-Creation/Foci/Alert-wwn.md new file mode 100644 index 0000000..a05182e --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Alert-wwn.md @@ -0,0 +1,12 @@ +--- +aliases: [Alert, Alert Foci] +page: 22 +tags: WWN/Character/Foci +title: Alert +--- + +You are vigilant of your environment and can rarely be taken by surprise. + +- [ ] **Level 1**: Gain Notice as a bonus skill. You cannot be surprised, and opponents cannot use the Execution Attack option against you. If the GM determines initiative by sides, you can add a +1 bonus to your side's initiative roll. However, if multiple Alert characters are present, this bonus does not stack. If initiative is rolled individually, you have the advantage of rolling twice and selecting the better result. + +- [ ] **Level 2**: You have first initiative in a combat round unless someone else also has Alert Level 2. diff --git a/Compendium/WWN/Character-Creation/Foci/Armored-Magic-wwn.md b/Compendium/WWN/Character-Creation/Foci/Armored-Magic-wwn.md new file mode 100644 index 0000000..0ebea69 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Armored-Magic-wwn.md @@ -0,0 +1,16 @@ +--- +aliases: [Armored Magic, Armoured Magic] +page: 22 +tags: WWN/Character/Foci +title: Armored Magic +--- + +> [!warning] Class Restrictions +> Requires [[Compendium/WWN/Character-Creation/Class/Mage-wwn|The Mage]] class, or an [[Compendium/WWN/Character-Creation/Class/Adventurer-wwn|Adventurer]] who has selected the [[Compendium/WWN/Character-Creation/Class/Adventurer-wwn#Partial Expert Partial Mage|Partial Expert/Partial Mage]] or [[Compendium/WWN/Character-Creation/Class/Adventurer-wwn#Partial Mage Partial Warrior|Partial Mage/Partial Warrior]] options. + +Armoured Magic is usable only by magically inclined heroes who would be unable to cast spells or practice the magical arts while armoured. This focus reflects the training a hero has gone through to reduce the encumbrance of conventional armour. + +- [ ] **Level 1**: While wearing armour with an Encumbrance value of two or less, you can seamlessly cast spells or utilise magical arts. Additionally, you can use a shield while casting, as long as your other hand remains empty for gesturing. + +- [ ] **Level 2**: Regardless of the Encumbrance level of your armour, you possess the ability to cast spells while wearing it. Additionally, you have mastered the art of casting spells even when both of your hands are occupied, as long as they are not bound. + diff --git a/Compendium/WWN/Character-Creation/Foci/Armsmaster-wwn.md b/Compendium/WWN/Character-Creation/Foci/Armsmaster-wwn.md new file mode 100644 index 0000000..6571d8a --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Armsmaster-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Armsmaster] +page: 22 +tags: WWN/Character/Foci +title: Armsmaster +--- + +Your proficiency with thrown weapons and melee attacks is remarkably exceptional. However, it's important to note that this Focus does not enhance unarmed attacks or non-thrown projectile weapons. Furthermore, the bonuses provided by this Focus do not combine with those of [[Compendium/WWN/Character-Creation/Foci/Deadeye-wwn|Deadeye]] or any other Foci that add a skill's level to your damage or Shock. + +- [ ] **Level 1**: You acquire Stab as an additional skill. With this skill, you can swiftly prepare a stored melee or thrown weapon as an Instant action. Additionally, when making an attack with a melee or thrown weapon, you can add your Stab skill level to its damage roll or Shock damage (if applicable). + +- [ ] **Level 2**: When you unleash a melee attack, the Shock it inflicts on the target always assumes they have an Armor Class (AC) of 10, regardless of their actual AC. Additionally, you gain a +1 bonus to hit with all thrown or melee attacks. + diff --git a/Compendium/WWN/Character-Creation/Foci/Artisan-wwn.md b/Compendium/WWN/Character-Creation/Foci/Artisan-wwn.md new file mode 100644 index 0000000..7f1f733 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Artisan-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Artisan] +page: 22 +tags: WWN/Character/Foci +title: Artisan +--- + +You possess exceptional craftsmanship abilities and have a knack for improvisation, even outside your usual area of expertise. You can create mods for equipment, even without being an Expert, after the rules outlined on page 56. + +- [ ] **Level 1**: You gain Craft as a bonus skill. Your Craft skill is considered one level higher, up to a maximum of 5, when it comes to crafting and maintaining mods. Additionally, the mods you build require one fewer unit of arcane salvage, with a minimum of one. Your Craft skill is also applicable to any regular crafting profession's work, allowing you to create their items without any penalties. + +- [ ] **Level 2**: The first mod you add to an item has no maintenance requirements and costs only half the usual silver piece cost. This benefit applies beside the benefits of installing a mod in masterwork gear that you build. You have an automatic success when attempting to build masterwork gear. Once per month, you can reduce the salvage cost of a created mod by an additional unit, with a minimum cost of zero. + diff --git a/Compendium/WWN/Character-Creation/Foci/Assassin-wwn.md b/Compendium/WWN/Character-Creation/Foci/Assassin-wwn.md new file mode 100644 index 0000000..babd333 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Assassin-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Assassin] +page: 22 +tags: WWN/Character/Foci +title: Assassin +--- + +You have honed your skills in executing swift and deadly attacks, gaining specific advantages when carrying out an Execution Attack, as explained in the rules on page 44. + +- [ ] **Level 1**: Gain Sneak as a bonus skill. You have the ability to discreetly hide a small object, such as a knife, from casual inspection. You can swiftly retrieve this concealed object as an On Turn action. Furthermore, when making point-blank thrown or melee attacks with the concealed object during a surprise round, you have a guaranteed hit against your target. + +- [ ] **Level 2**: You have the ability to swiftly move towards your target while executing a deadly attack. When performing an Execution Attack, you can take a Move action in the same round, allowing you to close the distance rapidly before launching your attack. You can split this Move action, using part of it before the attack and the remainder after. This swift movement is done so seamlessly that it doesn't alert the victim or impede by any intervening bodyguards. + diff --git a/Compendium/WWN/Character-Creation/Foci/Authority-wwn.md b/Compendium/WWN/Character-Creation/Foci/Authority-wwn.md new file mode 100644 index 0000000..632dc55 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Authority-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Authority] +page: 23 +tags: WWN/Character/Foci +title: Authority +--- + +Gain Persuade as a bonus skill. You possess a remarkable charisma that naturally influences others and compels them to follow your lead. At level 1, this is attributed to your charm and personal magnetism, while at level 2, it may indicate latent magical abilities or an ancient sorcerer lineage. When this Focus mentions followers, it refers to non-player characters (NPCs) who willingly serve and support you. Note that player characters (PCs) do not count as followers. + +- [ ] **Level 1**: Gain Lead as a bonus skill. Once per day, you possess the ability to make a request from a non-hostile NPC. To do so, make a skill check using your Charisma and Lead skills. The difficulty of the check is based on the NPC's Morale score. If you succeed, the NPC will follow your request, as long as it is not significantly harmful or goes against their nature. + +- [ ] **Level 2**: Those who choose to follow you are filled with unwavering confidence. Any NPC under your direct leadership receives a bonus to their Morale score, hit rolls, and [[Compendium/WWN/The Rules of the Game/Skill Checks/Skill Checks|skill checks]], equal to your Lead skill level. Additionally, your followers and henchmen will remain loyal and will not act against your interests, unless they are under extreme duress. + diff --git a/Compendium/WWN/Character-Creation/Foci/Close-Combatant-wwn.md b/Compendium/WWN/Character-Creation/Foci/Close-Combatant-wwn.md new file mode 100644 index 0000000..aac0c84 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Close-Combatant-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Close Combatant] +page: 23 +tags: WWN/Character/Foci +title: Close Combatant +--- + +You've had plenty of opportunity to get better at close-in fighting and acrobatics with drawn weapons. You are very skilled at escaping melee combat uninjured. + +- [ ] **Level 1**: Gain Close Combat as a bonus skill. You can engage in melee combat with knife-sized thrown weapons without suffering penalties for being in proximity to attackers. You can ignore Shock damage from melee assaults, even when unarmored, but using this ability disrupts any spellcasting you attempt during the same round as you focus on evasive manoeuvres. + +- [ ] **Level 2**: Gain Close Combat as a bonus skill. Your melee attacks inflict Shock damage as if the target's Armor Class were 10. You are skilled at executing a Fighting Withdrawal, treating it as an On Turn action that can be performed without restriction. + diff --git a/Compendium/WWN/Character-Creation/Foci/Connected-wwn.md b/Compendium/WWN/Character-Creation/Foci/Connected-wwn.md new file mode 100644 index 0000000..4b446ed --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Connected-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Connected] +page: 23 +tags: WWN/Character/Foci +title: Connected +--- + +You possess exceptional social skills and have a talent for establishing valuable connections with others. You consistently find yourself acquainted with individuals who can help you in achieving your goals. + +- [ ] **Level 1**: Gain Connect as a bonus skill. After spending at least a week in a location that is not openly hostile, you establish a network of contacts who are willing to help you with favours, within the bounds of minor illegality. You can request one favour per game day, and the extent to which your contacts will help is determined by the GM. + +- [ ] **Level 2**: Once per game session, under reasonably plausible circumstances, you encounter an individual whom you know and who is willing to help you with minor favours. You have control over the timing and location of the encounter, but the GM determines the identity of the person and the extent of their capabilities in helping you. + diff --git a/Compendium/WWN/Character-Creation/Foci/Cultured-wwn.md b/Compendium/WWN/Character-Creation/Foci/Cultured-wwn.md new file mode 100644 index 0000000..0f7c588 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Cultured-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Cultured] +page: 23 +tags: WWN/Character/Foci +title: Cultured +--- + +Through extensive exploration, attentive observation, or in-depth learning, you have acquired a broad understanding of the cultures in your region. This knowledge enables you to adeptly navigate their customs, laws, and languages. You possess the skills to impress others with your ability to articulate your desires in a convincing and reasonable manner. + +- [ ] **Level 1**: Gain Connect as a bonus skill. You possess fluency in all the common languages of your native region and can effectively communicate basic information in uncommon or esoteric languages. Learning a new language requires only a week of practice with a native speaker. Once per game day, your polished demeanour and social skills effortlessly garner a minor favour from a non-hostile NPC. This favour should not impose significant expense or risk on the NPC. + +- [ ] **Level 2**: Once per game session, you can reroll a failed social skill check by leveraging your extensive cultural knowledge. By employing your understanding of customs, laws and languages, you can nudge your conversation partner towards the desired outcome. + diff --git a/Compendium/WWN/Character-Creation/Foci/Deadeye-wwn.md b/Compendium/WWN/Character-Creation/Foci/Deadeye-wwn.md new file mode 100644 index 0000000..457939c --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Deadeye-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Deadeye] +page: 23 +tags: WWN/Character/Foci +title: Deadeye +--- + +Your proficiency lies in using ranged weapons. Although this skill is usually associated with bows, it also extends to thrown weapons or any other ranged weapon that requires the Shoot skill. However, when using thrown weapons, you cannot simultaneously benefit from both the [[Compendium/WWN/Character-Creation/Foci/Armsmaster-wwn|Armsmaster]] Focus and Deadeye. + +- [ ] **Level 1**: Get the Shoot skill as a bonus, granting you proficiency in ranged combat. As an Instant action, you can swiftly prepare a stowed ranged weapon for use. Despite an enemy being in proximity, you can wield a bow, or a two-handed ranged weapon, although it incurs a -4 hit penalty. Additionally, you can enhance the damage dealt by a ranged weapon by adding your Shoot skill level to the damage roll. + +- [ ] **Level 2**: You can reload crossbows or similarly slow-loading weapons as an action during your turn, as long as the reloading process can be completed within a single round. You can wield ranged weapons of any size in close combat without suffering any penalties. Once per scene, during your turn, if you are targeting an inanimate, non-creature object, you will automatically hit unless you roll a 2 on your Shoot skill check or the shot is physically impossible to achieve. + diff --git a/Compendium/WWN/Character-Creation/Foci/Dealmaker-wwn.md b/Compendium/WWN/Character-Creation/Foci/Dealmaker-wwn.md new file mode 100644 index 0000000..405bff3 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Dealmaker-wwn.md @@ -0,0 +1,14 @@ +--- +aliases: [Dealmaker] +page: 24 +tags: WWN/Character/Foci +title: Dealmaker +--- + + +You possess an extraordinary knack for detecting traders and uncovering favorable deals, whether they are legal or not. Even individuals who are typically reluctant to negotiate can be persuaded to engage in discussions if you possess something they desire. + +- [ ] **Level 1**: You gain the Trade skill as a bonus. With just thirty minutes of effort, you can locate a buyer or seller within the community for any tradable good or service, regardless of its legality. However, procuring rare or difficult-to-obtain items or services, such as hiring an assassin to target a king or seeking a specific ancient artefact, may require embarking on an adventure, subject to the Game Master's discretion. + +- [ ] **Level 2**: Once per a session, you can approach a sentient being who is not currently engaged in hostile actions towards you or your allies and make a request that it can comprehend. If the request appears feasible, the sentient being will entertain the possibility of fulfilling it in exchange for a price or favour it believes you are capable of providing. However, substantial favours may come at a high cost. + diff --git a/Compendium/WWN/Character-Creation/Foci/Developed-Attribute-wwn.md b/Compendium/WWN/Character-Creation/Foci/Developed-Attribute-wwn.md new file mode 100644 index 0000000..3317a1c --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Developed-Attribute-wwn.md @@ -0,0 +1,14 @@ +--- +aliases: [Developed Attribute] +page: 24 +tags: WWN/Character/Foci +title: Developed Attribute +--- + +> [!warning] Class Restrictions +> Requires [[Compendium/WWN/Character-Creation/Class/Expert-wwn|The Expert]], [[Compendium/WWN/Character-Creation/Class/Warrior-wwn|The Warrior]], or [[Compendium/WWN/Character-Creation/Class/Adventurer-wwn|The Adventurer]] who is not specialised in [[Compendium/WWN/Character-Creation/Class/Adventurer-wwn#Partial Expert Partial Mage|Partial Expert Partial Mage]] or [[Compendium/WWN/Character-Creation/Class/Adventurer-wwn#Partial Mage Partial Warrior|Partial Mage Partial Warrior]] options. + +Your protagonist exhibits an exceptional level of advancement in one or more of their attributes, which can be attributed to various factors such as an eldritch bloodline, innate brilliance, or unwavering determination. + +- [ ] **Level 1**: Select an attribute, and its modifier is augmented by +1, reaching a maximum of +3. While the actual score remains unchanged, the modifier increases and can be further elevated with subsequent advancements if the attribute improves sufficiently. You have the option to choose this specialisation multiple times to enhance different attributes. + diff --git a/Compendium/WWN/Character-Creation/Foci/Die-Hard-wwn.md b/Compendium/WWN/Character-Creation/Foci/Die-Hard-wwn.md new file mode 100644 index 0000000..ec18ddf --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Die-Hard-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Die Hard] +page: 24 +tags: WWN/Character/Foci +title: Die Hard +--- + +You possess remarkable resilience and can withstand injuries and endure hardships that would incapacitate others. + +- [ ] **Level 1**: You have an additional 2 maximum hit points per level, providing you with increased durability. If you are Mortally Wounded, you automatically stabilise as long as you have not suffered severe bodily damage. + +- [ ] **Level 2**: Once per day, when you are brought down to zero hit points by an injury, you miraculously survive with one hit point remaining. However, this ability cannot protect you from instant and overwhelmingly lethal damage. + diff --git a/Compendium/WWN/Character-Creation/Foci/Diplomatic-Grace-wwn.md b/Compendium/WWN/Character-Creation/Foci/Diplomatic-Grace-wwn.md new file mode 100644 index 0000000..4df6cba --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Diplomatic-Grace-wwn.md @@ -0,0 +1,12 @@ +--- +aliases: [Diplomatic Grace] +page: 24 +tags: WWN/Character/Foci +title: Diplomatic Grace +--- + +Your ability to engage in personal negotiations is extraordinary and seemingly supernatural. It surpasses the ordinary realm of skills and appears almost mystical. + +- [ ] **Level 1**: You gain Convince as a bonus skill, enabling you to excel in persuasive communication. Moreover, you possess the ability to speak all the languages commonly used in your region, and you can learn new languages to a functional level within a week, achieving fluency within a month. Additionally, when making skill check dice rolls related to negotiation or diplomacy, you can reroll any 1s, increasing your chances of success. + +- [ ] **Level 2**: Once per day, you have the power to silently consecrate a bargain. When a deal is consecrated, the target must succeed in a Mental save to break the agreement, unless their own life or something they hold dear is directly threatened by it. Usually, NPCs will not even attempt to violate the consecrated deal. It's important to note that the agreement must be specific and time-limited, rather than an open-ended arrangement. diff --git a/Compendium/WWN/Character-Creation/Foci/Foci.md b/Compendium/WWN/Character-Creation/Foci/Foci.md new file mode 100644 index 0000000..b369228 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Foci.md @@ -0,0 +1,6 @@ +--- +aliases: [Foci] +page: 22 +tags: WWN +title: Foci +--- diff --git a/Compendium/WWN/Character-Creation/Foci/Gifted-Chirugeon-wwn.md b/Compendium/WWN/Character-Creation/Foci/Gifted-Chirugeon-wwn.md new file mode 100644 index 0000000..e101832 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Gifted-Chirugeon-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Gifted Chirugeon] +page: 24 +tags: WWN/Character/Foci +title: Gifted Chirugeon +--- + +You possess an extraordinary talent for rescuing allies who are mortally wounded and expediting the recovery of those under your care. + +- [ ] **Level 1**: You gain Heal as a bonus skill, allowing you to excel in the art of healing. As an On Turn action, you can attempt to stabilise one adjacent person who is mortally wounded every round. When making Heal skill checks, you roll 3d6 and discard the lowest die, increasing your chances of success. Additionally, when providing first aid after a battle, you heal twice the normal amount of hit points, as described on page 48. + +- [ ] **Level 2**: Your curative abilities possess a magical essence. You can use a Main Action to heal an adjacent wounded ally, mending 1d6 plus your Heal skill level in damage. This potent healing has the potential to revive the individual without leaving any lingering frailty. However, each instance of this healing application adds 1 System Strain to the target. It's important to note that this gift cannot be used on targets who have already reached their maximum System Strain. + diff --git a/Compendium/WWN/Character-Creation/Foci/Henchkeeper-wwn.md b/Compendium/WWN/Character-Creation/Foci/Henchkeeper-wwn.md new file mode 100644 index 0000000..6872841 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Henchkeeper-wwn.md @@ -0,0 +1,15 @@ +--- +aliases: [Henchkeeper] +page: 24 +tags: WWN/Character/Foci +title: Henchkeeper +--- + +You possess a unique talent for recruiting and commanding lost souls who willingly serve you. Through promises of various rewards such as wealth, power, excitement, or even personal desires, you are able to entice individuals to become your loyal henchmen. These henchmen will remain devoted to you unless they experience clear betrayal or are placed in unacceptable danger. + +Typically, these henchmen come from the fringes of society, including outcasts, the desperate, or those with limited options. While you can use traditional means like payment or inducements to acquire additional henchmen, their loyalty and competence will be directly proportional to the treatment and compensation you provide. + +- [ ] **Level 1**: You gain Lead as a bonus skill, allowing you to effectively guide and manage your henchmen. Upon arriving in a community, you can acquire suitable henchmen within 24 hours, assuming there are potential candidates available. These henchmen, although reluctant to engage in combat unless their lives are at stake, will accompany you on adventures and willingly face great danger to help you. Henchmen from civilised societies are treated as Peaceful Humans based on the bestiary section. The amount of henchmen you can have at a given time is determined by your character level divided by three (rounded up). You can release henchmen without any ill will at any plausible time and can later re-enlist them if you find yourself without a current henchman. + +- [ ] **Level 2**: Your henchmen exhibit exceptional loyalty and determination, willingly fighting for you unless the odds are overwhelmingly against them. Whether due to their innate skills or their unwavering devotion to you, they are treated as Veteran Soldiers based on the bestiary section. It is possible to cultivate devoted henchmen from skilled and highly capable NPCs, but this requires you to have done them significant favours or provided substantial assistance, earning their fierce loyalty. + diff --git a/Compendium/WWN/Character-Creation/Foci/Impervious-Defense-wwn.md b/Compendium/WWN/Character-Creation/Foci/Impervious-Defense-wwn.md new file mode 100644 index 0000000..6377a5f --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Impervious-Defense-wwn.md @@ -0,0 +1,12 @@ +--- +aliases: [Impervious Defense] +page: 24 +tags: WWN/Character/Foci +title: Impervious Defense +--- + +Through a combination of extraordinary reflexes, exceptional luck, supernatural lineage, or magical abilities, you possess an innate and formidable defense comparable to high-quality armor. However, the benefits of this Focus do not stack with actual armour, although modifiers from Dexterity or shields still apply. + +- [ ] **Level 1**: You possess an inherent Armor Class of 15 plus half of your character level, rounded up. This innate defence grants you an added layer of protection against attacks and increases your overall resilience. + +- [ ] **Level 2**: Once per day, utilising your innate abilities, you can instantly shrug off a single weapon attack or physical trauma inflicted by an adversary. This defensive manoeuvre allows you to resist the harm or damage inflicted. It is important to note that this ability does not apply to environmental damage, falling damage, or any other type of harm that cannot be effectively prevented by conventional armour. diff --git a/Compendium/WWN/Character-Creation/Foci/Imposter-wwn.md b/Compendium/WWN/Character-Creation/Foci/Imposter-wwn.md new file mode 100644 index 0000000..ccd4274 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Imposter-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Imposter] +page: 25 +tags: WWN/Character/Foci +title: Imposter +--- + +You possess extraordinary skills in presenting yourself as someone you are not, utilising disguises, voice mimicry, and swift wardrobe changes. Some impostors rely on the acting prowess of Perform, while others employ cunning techniques from the realm of Sneak. + +- [ ] Level 1: You gain Perform or Sneak as a bonus skill, depending on your preferred approach to deception. Once per scene, you have the ability to reroll any failed skill check or saving throw associated with maintaining an imposture or disguise. This allows you to rectify any mistakes or setbacks and increase the chances of maintaining your charade. Furthermore, you can create a false identity of relatively low social importance. You can flawlessly portray this person, making it extremely difficult to connect you to that identity unless presented with highly compelling evidence. You have the capability to change this false identity by dedicating a week's worth of effort in constructing a new one. +- [ ] +- [ ] **Level 2**: You possess the remarkable ability to alter your clothing and armour effortlessly. With a single Main Action, you can switch between any of three pre-selected appearances. In addition to your original false identity, you have the capacity to establish a new false identity in each city or significant community where you spend at least a day. This enables you to adapt to various situations and environments, further enhancing your versatility in the art of deception. + diff --git a/Compendium/WWN/Character-Creation/Foci/Lucky-wwn.md b/Compendium/WWN/Character-Creation/Foci/Lucky-wwn.md new file mode 100644 index 0000000..2e3330e --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Lucky-wwn.md @@ -0,0 +1,12 @@ +--- +aliases: [Lucky] +page: 25 +tags: WWN/Character/Foci +title: Lucky +--- +You possess an extraordinary reservoir of remarkable luck that has saved your life at least once in the past and continues to provide you with an advantage in seemingly hopeless situations. However, this luck does not favour those who are already fortunate, as this Focus can only be chosen by a player character with at least one attribute modifier of -1 or less. + +- [ ] **Level 1**: Once per a week, when faced with a blow or effect that would have otherwise resulted in your demise, mortal wounds, or rendered you helpless, fate intervenes in your favor. The blow or effect somehow fails to connect or affect you, granting you a miraculous escape from certain doom. Additionally, when making rolls related to games of chance, you roll twice and take the better result, allowing your innate luck to shine through. + +- [ ] **Level 2**: Once per a session, in a situation of great need or peril, you can rely on your exceptional luck and roll a single six-sided die (1d6). If you roll a 2 or higher, fortune smiles upon you, and something fortunate happens to further your goals, provide an escape from immediate danger, or grant you the advantage you require, though not necessarily guaranteeing immediate victory. However, if you roll a 1, the situation will take an abrupt turn for the worse, as determined by the Game Master, presenting you with unexpected complications. + diff --git a/Compendium/WWN/Character-Creation/Foci/Nullifier-wwn.md b/Compendium/WWN/Character-Creation/Foci/Nullifier-wwn.md new file mode 100644 index 0000000..85e1fa5 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Nullifier-wwn.md @@ -0,0 +1,16 @@ +--- +aliases: [Nullifier] +page: 25 +tags: WWN/Character/Foci +title: Nullifier +--- + +> [!warning] Class Restrictions +> Requires [[Compendium/WWN/Character-Creation/Class/Expert-wwn|The Expert]], [[Compendium/WWN/Character-Creation/Class/Warrior-wwn|The Warrior]], or [[Compendium/WWN/Character-Creation/Class/Adventurer-wwn|The Adventurer]] who is not specialised in [[Compendium/WWN/Character-Creation/Class/Adventurer-wwn#Partial Expert Partial Mage|Partial Expert Partial Mage]] or [[Compendium/WWN/Character-Creation/Class/Adventurer-wwn#Partial Mage Partial Warrior|Partial Mage Partial Warrior]] options. + +There is something about your hero that hinders the easy use of magic on them. This could be attributed to a potent birth blessing, an extraordinary supernatural bloodline, or even a fundamental occult incompatibility. + +- [ ] **Level 1**: You and all allies within a twenty-foot radius gain a +2 bonus to all saving throws against magical effects. As an On Turn action, you possess the ability to sense the presence or use of magic within a twenty-foot radius of yourself. However, you cannot discern specific details about the magic or its source. Furthermore, the first failed saving throw against a magical effect that you experience in a day is automatically turned into a success, benefiting from a stroke of natural resistance. + +- [ ] **Level 2**: Once per day, utilising your innate abilities, you can instantly negate the impact of an unwanted magical effect or supernatural monstrous ability. This immunity applies even if the effect or ability would not typically allow a saving throw. Moreover, this immunity persists during the scene, offering you protection against persistent magical effects. + diff --git a/Compendium/WWN/Character-Creation/Foci/Poisoner-wwn.md b/Compendium/WWN/Character-Creation/Foci/Poisoner-wwn.md new file mode 100644 index 0000000..68d2f23 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Poisoner-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Poisoner] +page: 25 +tags: WWN/Character/Foci +title: Poisoner +--- + +You possess a high level of expertise in the art of poisoning, and can craft potent toxins from the readily available flora and minerals. It takes you an hour to brew a poison, and you can maintain a stock of fresh doses equal to your character's level. When using blade venom's, applying them requires a Main Action, and their effects last for ten minutes or until a successful hit or Shock is inflicted, whichever comes first. The detection of poisoned food can be accomplished through a Wisdom/Notice skill check, with a difficulty of 10 or 12 if the diner is not a noble or naturally vigilant against poison. Each dose of poison can affect up to six individuals. + +- [ ] **Level 1**: You gain Heal as a bonus skill, expanding your knowledge and proficiency in the realm of poison. Additionally, you can reroll any failed saving throw against poison, showcasing your resilience and resistance to toxic substances. Your toxins, when successfully applied, inflict 2d6 damage plus your character's level on a hit or Shock. A Physical saving throw can be made to reduce the damage by half. Furthermore, your incapacitating or hallucinogenic toxins follow the same damage pattern. However, when an individual is reduced to zero hit points by these toxins, they are simply incapacitated for an hour rather than being killed. + +- [ ] **Level 2**: You have developed immunity to poison, rendering you impervious to its effects. Additionally, you can administer a universal antidote to any poisoned ally as a Main Action, providing swift relief from toxic substances. Any attempts made to detect or resist your poisons incur a penalty equal to your Heal skill level, showcasing the potency and expertise of your craft. Furthermore, your ingested poisons are considered Execution Attacks against unsuspecting targets, as described on page 44, resulting in a penalty to the target's Physical saving throw equal to your Heal skill level. They also inflict 1d6 damage per level on a successful saving throw. It's important to note that these ingested poisons can be non-lethal, as per your discretion. + diff --git a/Compendium/WWN/Character-Creation/Foci/Polymath-wwn.md b/Compendium/WWN/Character-Creation/Foci/Polymath-wwn.md new file mode 100644 index 0000000..70f8492 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Polymath-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Polymath] +page: 25 +tags: WWN/Character/Foci +title: Polymath +--- + +You possess a basic understanding of a vast array of practical skills and pastimes, allowing you to make a modest attempt at almost any exercise of skill or craftsmanship. It's important to note that the skill levels granted by this Focus do not stack with normal skill levels or provide a discount for acquiring skills. This Focus can only be chosen by Experts or Partial Experts. + +- [ ] **Level 1**: You gain the ability to choose any one bonus skill, expanding your repertoire of abilities. Furthermore, when it comes to non-combat skills, you treat them as if they were at least level 0 for the purpose of skill checks, even if you lack formal training or expertise in those specific skills. This allows you to make competent attempts in various areas of proficiency. + +- [ ] **Level 2**: Building upon your foundation, you treat all non-combat skills as if they were at least level 1 for the purpose of skill checks. This increased level of competence and familiarity provides you with an additional advantage when attempting skill-based tasks, improving your chances of success across a wide range of disciplines. + diff --git a/Compendium/WWN/Character-Creation/Foci/Rider-wwn.md b/Compendium/WWN/Character-Creation/Foci/Rider-wwn.md new file mode 100644 index 0000000..51d1355 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Rider-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Rider] +page: 25 +tags: WWN/Character/Foci +title: Rider +--- + +While anyone with any level of Ride skill can exhibit competence in fighting on horseback or tending to their mount's well-being, your connection with your steeds reaches almost supernatural levels. You possess an extraordinary bond with your horses, allowing you to push them beyond their normal limits. + +- [ ] **Level 1**: You gain Ride as a bonus skill, enhancing your proficiency in equestrian activities. Your steeds benefit from a Morale score of 12 in battle, reflecting their unwavering loyalty and determination. Additionally, if your Armor Class is higher than that of your mount, they will utilize your higher value for their defense. Furthermore, your steeds can travel 50% further in a day than is typical for their kind, displaying exceptional endurance. You have the innate ability to intuitively communicate with riding beasts, extracting as much information from them as their level of intellect allows. + +- [ ] **Level 2**: Once per a scene, you have the power to negate a successful attack against your steed, employing an Instant action to protect them. This quick reaction can prevent harm from befalling your loyal companion. Additionally, once per a scene, you can reroll any failed Ride skill check, ensuring a higher chance of success in equestrian tasks. Through a telepathic connection, you can send and receive simple warnings, thoughts, and commands to and from your steed as long as they are within a range of two hundred feet. This bond can be established with one steed at a time, requiring an hour of dedicated bonding to form a deep connection. + diff --git a/Compendium/WWN/Character-Creation/Foci/Shocking-Assault-wwn.md b/Compendium/WWN/Character-Creation/Foci/Shocking-Assault-wwn.md new file mode 100644 index 0000000..849763f --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Shocking-Assault-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Shocking Assault] +page: 26 +tags: WWN/Character/Foci +title: Shocking Assault +--- + +You possess a fearsome presence in close combat, instilling stress and distraction in your enemies even when your strikes do not draw blood. Your melee attacks carry an inherent ferocity that unsettles your foes. + +- [ ] **Level 1**: You gain Punch or Stab as a bonus skill, augmenting your prowess in melee combat. The Shock damage inflicted by your weapon treats all targets as if they had an Armor Class of 10. This assumption holds true if your weapon is capable of causing harm to the target, and the target is not immune to Shock damage. This feature ensures that your attacks can affect and disorient your opponents, even if they possess some level of physical defence. + +- [ ] **Level 2**: Building upon your inherent menace, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks that inflict Shock damage. Furthermore, the regular hits you deliver never cause less damage than the amount of Shock damage inflicted, even on a miss. This enhancement to your offensive capabilities reinforces the potency of your attacks and emphasises the consistent threat you pose in melee combat. + diff --git a/Compendium/WWN/Character-Creation/Foci/Snipers-Eye-wwn.md b/Compendium/WWN/Character-Creation/Foci/Snipers-Eye-wwn.md new file mode 100644 index 0000000..dc9d37a --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Snipers-Eye-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Snipers Eye] +page: 26 +tags: WWN/Character/Foci +title: Snipers Eye +--- + +You possess unparalleled expertise in striking unsuspecting targets with thrown knives or arrows. These specialised benefits apply specifically when executing a precise attack with a bow, hurlant, or thrown weapon, as outlined on page 44. + +- [ ] **Level 1**: You gain Shoot as a bonus skill, enhancing your proficiency in ranged combat. When making a skill check for a ranged Execution Attack or target shooting, you roll 3d6 and discard the lowest die. This feature increases your chances of achieving deadly accuracy, allowing you to hone in on your target with exceptional precision. + +- [ ] **Level 2**: Your aim is unerring when it comes to ranged Execution Attacks. You no longer miss your mark, ensuring that your attacks find their intended target. Furthermore, when a target is hit by one of your ranged Execution Attacks, they suffer a -4 penalty on the Physical saving throw to avoid immediate mortal injury. Even if the saving throw is successful, the target still takes double the normal damage inflicted by the attack. This amplified damage serves as a testament to your skill and ensures devastating consequences for those who fall victim to your precise strikes. + diff --git a/Compendium/WWN/Character-Creation/Foci/Special-Origin-wwn.md b/Compendium/WWN/Character-Creation/Foci/Special-Origin-wwn.md new file mode 100644 index 0000000..1d33f24 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Special-Origin-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Special Origin] +page: 26 +tags: WWN/Character/Foci +title: Special Origin +--- + +In Worlds Without Number, the assumption is that player characters (PCs) are human or closely resemble humans with no significant differences. However, for players who wish to belong to more exotic species or demihuman kinds, they can select an appropriate origin Focus aligned with their chosen species. These special origins are provided in the bestiary chapter, featuring various types of creatures. + +The availability of these special origins will ultimately depend on the campaign and the Game Master's permission. Even if elves and dwarves, for example, exist within the campaign world, the GM is not obligated to allow players to use them as PCs if their inclusion does not align with the intended tone or location of the game. It is important to have open communication with the GM and respect their decisions regarding character options. + +It is worth noting that if a player desires to be different without seeking any specific mechanical benefits, they do not need to purchase a special Focus. If their chosen demihuman or alien nature does not grant any substantial advantages over a human character, they can simply proclaim their unique nature, assuming the GM permits such beings in their campaign setting. + diff --git a/Compendium/WWN/Character-Creation/Foci/Specialist-wwn.md b/Compendium/WWN/Character-Creation/Foci/Specialist-wwn.md new file mode 100644 index 0000000..74666cb --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Specialist-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Specialist] +page: 26 +tags: WWN/Character/Foci +title: Specialist +--- + +You possess an exceptional level of talent in a specific skill, surpassing ordinary proficiency. Whether you are renowned as a masterful cat burglar, a celebrated athlete, an erudite scholar, or possess expertise in another field, your capabilities in this skill are extraordinarily reliable. It is possible to select this Focus multiple times, each time for a different skill. + +- [ ] **Level 1**: You gain any skill of your choice as a bonus, except for Magic, Stab, Shoot or Punch. When making skill checks in this chosen skill, you roll 3d6 and discard the lowest die. + +- [ ] **Level 2**: Building upon your initial talent, you reach an even greater level of mastery in the chosen skill. When making skill checks, you roll 4d6 and discard the two lowest dice. + diff --git a/Compendium/WWN/Character-Creation/Foci/Spirit-Familiar-wwn.md b/Compendium/WWN/Character-Creation/Foci/Spirit-Familiar-wwn.md new file mode 100644 index 0000000..9b4559a --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Spirit-Familiar-wwn.md @@ -0,0 +1,20 @@ +--- +aliases: [Spirit Familiar] +page: 26 +tags: WWN/Character/Foci +title: Spirit Familiar +--- + +You have a loyal and devoted companion in the form of a minor spirit, devil, construct, magical beast, or another type of creature. While its abilities are limited, it remains unwavering in its loyalty to you. + +- [ ] **Level 1**: Select a form for your familiar that is no smaller than a cat nor larger than a human. It possesses the traits and abilities of an entity created by the Calculation of the Evoked Servitor on page 68. You can summon or dismiss it as a Main Action, causing it to appear within melee range of its owner. During its vanishment, it cannot carry objects with it except for the clothing natural to its shape. Your familiar has no need for food, water, or sleep. If it is killed, it vanishes and cannot be summoned again for 24 hours. Additionally, once per day, it can refresh one point of Committed Effort for you, help you in your endeavours. + +- [ ] **Level 2**: Choose two benefits from the following list for your familiar. This level can be taken multiple times, each time granting two additional options: + +1. It possesses hit points equal to three times your character level. +2. It gains the ability to make attacks with a hit bonus equal to half your level, rounded up, dealing 1d8 damage on a successful hit without inflicting Shock. +3. It gains a +1 bonus to skill checks, which can be applied to a range of situations equivalent to a normal human background. +4. It gains an additional shape of your choice, which it can adopt or discard as an On Turn action. +5. It gains the ability to hover or fly at its usual movement rate. +6. It can freely communicate with others in any language that you know. + diff --git a/Compendium/WWN/Character-Creation/Foci/Trapmaster-wwn.md b/Compendium/WWN/Character-Creation/Foci/Trapmaster-wwn.md new file mode 100644 index 0000000..1973208 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Trapmaster-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Trapmaster] +page: 26 +tags: WWN/Character/Foci +title: Trapmaster +--- + +You possess exceptional expertise in handling both mundane and magical traps and snares. Whether it's the perilous hazards found in the depths of dungeons or the intricate traps within the lairs of sorcerers, you possess uncommon knowledge in this field. Furthermore, you can improvise traps using materials readily available to you. + +- [ ] **Level 1**: You gain Notice as a bonus skill, further honing your abilities in detecting traps and snares. Once per a scene, you can reroll any failed saving throw or skill check related to traps or snares, allowing you to rectify any errors or missteps. With just five minutes of work, you can set up traps in portals, containers, passageways or other narrow spaces using foot snares, caltrops, toxic needles, or other hazards. Non-lethal traps cause the first victim to trigger them to lose a round of actions, while dangerous traps inflict 1d6 damage plus twice your character's level, with a corresponding saving throw for half damage. Please note that you can only maintain one such improvised trap at a time. The laying of more formidable traps may require favourable circumstances and the GM's approval. + +- [ ] **Level 2**: Your knowledge encompasses the secrets of unraveling even magical traps or arcane hazards that would typically require a wizard to dispel them. Once per a scene, your efforts are akin to casting the Extirpate Arcana spell against a trap or hazard, functioning as if you were a Mage of twice your level. The relevant skill check for this ability can be either Intelligence/Notice or Dexterity/Notice. This capability can be utilised against any stationary magical effect that is susceptible to being dispelled by the **Extirpate Arcana** spell. + diff --git a/Compendium/WWN/Character-Creation/Foci/Unarmed-Combatant-wwn.md b/Compendium/WWN/Character-Creation/Foci/Unarmed-Combatant-wwn.md new file mode 100644 index 0000000..e8ac256 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Unarmed-Combatant-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Unarmed Combatant] +page: 27 +tags: WWN/Character/Foci +title: Unarmed Combatant +--- + +Your unarmed combat prowess surpasses that of individuals wielding swords or other weapons. Your empty hands possess a deadly power, particularly when it comes to subduing opponents armed with bows or similar ranged long arms. It is important to note that at least one hand needs to be free to execute these techniques. + +- [ ] **Level 1**: You gain Punch as a bonus skill, enhancing your proficiency in unarmed combat. Your unarmed attacks become increasingly formidable as your Punch skill level increases. At level 0, they inflict 1d6 damage. At level 1, they deal 1d8 damage. At level 2, the damage increases to 1d10. Level 3 inflicts 1d12 damage, while level 4 delivers 1d12+1 damage. Starting from Punch-1 or higher, your unarmed attacks possess the Shock quality against targets with an Armor Class of 15 or less. However, when calculating the damage for this Shock effect, you do not add your Punch skill level twice. Instead, your Punch skill level determines the Shock damage against suitable targets. + +- [ ] **Level 2**: Even when you miss with a Punch attack, you still manage to deal an unmodified `dice: 1d6|form` damage, as well as any potential Shock damage that the blow may inflict on the target. This ability showcases your unrivalled mastery of unarmed combat, ensuring that your strikes remain impactful and dangerous, regardless of the outcome. + diff --git a/Compendium/WWN/Character-Creation/Foci/Unique-Gift-wwn.md b/Compendium/WWN/Character-Creation/Foci/Unique-Gift-wwn.md new file mode 100644 index 0000000..8cab91a --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Unique-Gift-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Unique Gift] +page: 27 +tags: WWN/Character/Foci +title: Unique Gift +--- + +Your hero possesses an extraordinary ability or magical knack that defies categorisation within the existing Focus options. This choice serves as a catch-all for representing a special power that holds enough significance to warrant a Focus selection. The exact nature and effect of this ability should be determined collaboratively between the player and the Game Master. Together, they should work out a result that feels fair, reasonable, and fitting for the campaign. + +The specific impact of this unique gift will vary from table to table and campaign to campaign. Its value and relevance depend on the setting and context in which it is used. For example, the ability to breathe underwater may serve as a mere novelty in a desert setting, but it could hold immense significance in a campaign centred around piracy in an expansive archipelago. The player and GM should consider the potential implications and adapt the ability accordingly. + +As with any special power, it is essential for the group to remain open to revisiting and reevaluating the gift if it proves to be significantly weaker or stronger in the actual gameplay than anticipated. Balancing and adjusting the ability ensures an enjoyable and harmonious experience for all players involved. + diff --git a/Compendium/WWN/Character-Creation/Foci/Valiant-Defender-wwn.md b/Compendium/WWN/Character-Creation/Foci/Valiant-Defender-wwn.md new file mode 100644 index 0000000..ef43cfd --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Valiant-Defender-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Valiant Defender] +page: 27 +tags: WWN/Character/Foci +title: Valiant Defender +--- + +You embody the role of a bodyguard, shieldbearer, or a gifted defender dedicated to safeguarding others in the chaos of battle and dire confrontations. Your exceptional ability lies in shielding your allies from the attacks of those who seek to harm them. + +- [ ] **Level 1**: You gain Stab or Punch as a bonus skill, emphasising your proficiency in close combat. Additionally, you receive a +2 bonus on all skill checks for the Screen Ally combat action. Your expertise allows you to screen against one more attacker per round than your skill would typically allow. Furthermore, once per round, you can utilise the Screen Ally action to defend against intangible spells, magical attacks, or shield allies from area-effect explosions or magic. To succeed in such attempts, the usual opposing skill check is required, with the assailant using their Magic skill. + +- [ ] **Level 2**: The first Screen Ally skill check you make in a round is automatically successful, showcasing your unwavering skill and dedication as a protector. Additionally, while actively screening someone, you gain a +2 bonus to your Armor Class (AC), bolstering your defences further. Your remarkable abilities extend to screening against adversaries as formidable as ogres or oxen, demonstrating your capability to shield allies from a wide range of threats. + diff --git a/Compendium/WWN/Character-Creation/Foci/Well-Met-wwn.md b/Compendium/WWN/Character-Creation/Foci/Well-Met-wwn.md new file mode 100644 index 0000000..72742d1 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Well-Met-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Well Met] +page: 27 +tags: WWN/Character/Foci +title: Well Met +--- + +You possess an extraordinary ability to charm and pacify individuals and creatures you have just met. However, once they become acquainted with you, their opinions are more likely to be based on personal experiences, and the effect of this Focus is limited to a single encounter with a target. + +- [ ] **Level 1**: Your mere presence has a positive impact on the reaction rolls made by those the party encounters. The reaction rolls receive a +1 bonus as long as you are present, regardless of whether you are the one doing the talking. This bonus applies even to initially hostile beings, who will typically allow a round for parley before resorting to immediate violence, unless they are ambushing or have a clear reason for instant aggression. + +- [ ] **Level 2**: Once per game session, during a reaction roll, you can cause the subject to exhibit an exceptionally friendly and helpful disposition towards you and your party. The extent of their friendliness and assistance is determined by what is plausible within the context of the situation. The exact reason for this sudden favourability is left to the discretion of the Game Master. The creature may mistake your nature, find you amusing, or seek a favour from you and your allies. + diff --git a/Compendium/WWN/Character-Creation/Foci/Whirlwind-Assault-wwn.md b/Compendium/WWN/Character-Creation/Foci/Whirlwind-Assault-wwn.md new file mode 100644 index 0000000..ea61ebb --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Whirlwind-Assault-wwn.md @@ -0,0 +1,13 @@ +--- +aliases: [Whirlwind Assault] +page: 27 +tags: WWN/Character/Foci +title: Whirlwind Assault +--- + +You are an unstoppable force of carnage and devastation in melee combat, capable of cleaving through multiple lesser foes with ferocious intensity. However, to fully unleash your potential, you must overcome the perils of being surrounded. + +- [ ] **Level 1**: You gain Stab as a bonus skill, emphasising your proficiency in close-quarters combat. Once per scene, as an On Turn action, you can unleash a frenzy of devastating strikes, applying your Shock damage to all foes within melee range, provided they are susceptible to your Shock. This ability allows you to strike fear into your enemies and deal significant damage to multiple targets simultaneously. + +- [ ] **Level 2**: The sheer brutality of your attacks is such that the first time you kill someone in a round with a normal attack, whether it's through the rolled damage on a hit or the Shock damage it inflicts, you instantly gain a second attack. This additional attack can be directed towards any target within range, allowing you to continue your onslaught without hesitation. You can utilise any weapon that is ready for use to execute this second attack, maximising your efficiency and unleashing devastation upon your foes. + diff --git a/Compendium/WWN/Character-Creation/Foci/Xenoblooded-wwn.md b/Compendium/WWN/Character-Creation/Foci/Xenoblooded-wwn.md new file mode 100644 index 0000000..5b54e1a --- /dev/null +++ b/Compendium/WWN/Character-Creation/Foci/Xenoblooded-wwn.md @@ -0,0 +1,16 @@ +--- +aliases: [Xenoblooded] +page: 27 +tags: WWN/Character/Foci +title: Xenoblooded +--- + +You bear both the blessings and curses of the Outsiders, granting you the ability to survive in alien environments that are inhospitable to ordinary humans. The origin of this ability may stem from ancient modifications made to your lineage, making you a superior servant, or you might be a unique hybrid of alien and human ancestry. Those burdened with this heritage often possess notable physical variations from human norms, often disguising themselves as unconventional demihumans or unfortunate human mutants. + +- [ ] **Level 1**: Choose one set of benefits from the options below, reflecting the unique traits bestowed upon you by your alien heritage. It's worth noting that additional gifts may exist, subject to GM approval. + +1. **Immunity to Heat**: You become immune to heat damage and can effortlessly breathe and see through smoke, allowing you to navigate these challenging environments without a hindrance. +2. **Water Adaptation**: You possess an inherent affinity for water, enabling you to breathe underwater and see through it up to a distance of 120 feet (36.58 m), regardless of lighting conditions. Additionally, your swimming speed is twice as fast as that of a typical human. +3. **Gravity Modification**: Your physical composition is attuned to either heavier or lighter gravity conditions. You gain a +1 bonus to either your Strength or Dexterity modifier, up to a maximum of +3, and a corresponding -1 penalty to the modifier of the other attribute. +4. **Radiant Sustenance**: Your nourishment stems from invisible radiations, freeing you from the need to eat, sleep, or breathe. Furthermore, you possess exceptional vision, allowing you to see clearly even in complete darkness. + diff --git a/Compendium/WWN/Character-Creation/Skills-wwn.md b/Compendium/WWN/Character-Creation/Skills-wwn.md new file mode 100644 index 0000000..afa225a --- /dev/null +++ b/Compendium/WWN/Character-Creation/Skills-wwn.md @@ -0,0 +1,119 @@ +--- +aliases: [Skills, Skills List] +page: 9 +tags: WWN/Character/Skills +title: Skills +--- + +Skills represent your hero's proficiencies and abilities in various areas. They determine how skilled and knowledgeable your hero is in a particular field. Every hero can attempt tasks even without the corresponding skill, but having the right skill significantly increases the chances of success. + +Skills are ranked from level-0 to level-4. Level-0 represents ordinary proficiency, while level-4 represents exceptional mastery. As a novice adventurer, your hero will start with skills at level-0 or level-1, depending on your chosen or rolled background, which will be explained in the following section. Some specialised challenges may require specific skills to attempt, and without the appropriate skill, certain tasks may be impossible to undertake, such as advanced mathematics or magic theory. + +| Level | Description | +|-------|---------------------------------------------------------| +| 0 | An ordinary competence at the skill | +| 1 | A veteran professional, noticeably better than most | +| 2 | One of the best in the city, a talented master | +| 3 | One of the best in the kingdom, an inspirational master | +| 4 | One of the best in the world, pushing skill limits | +^WWN-Skills-Level-Desc + +## Skill Checks + +When your hero attempts a task that requires exceptional expertise, a skill check is required. To make a skill check, you roll 2d6 and add the relevant skill level and the modifier of the most pertinent attribute score. If you don't have the relevant skill, you subtract 1 from your roll. If the total meets or exceeds the difficulty of the check, the attempt is successful. If the total is lower, you may fail, succeed in a way that doesn't provide significant benefit, or face an unfortunate turn of events that spoils your effort. + +The attribute used in a skill check depends on the specific situation. For example, lifting a heavy rock might involve a Strength/Exert skill check, while running a marathon could be a Constitution/Exert check. If there is ambiguity about which attribute to use or if multiple skills could apply to a check, the GM makes the decision. + +Certain skills require at least level-0 proficiency to attempt, particularly if they involve specialised or obscure undertakings. While any hero can attempt common tasks related to their background without a skill check, skill checks are reserved for exceptional or unusual challenges. + +In summary, skill checks are used for exceptional tasks that go beyond the ordinary, and the outcome is determined by the roll, skill level, and attribute modifiers involved. + +## Skill List + +### Administer + +Administer involves overseeing and managing various aspects of an organization to ensure its smooth functioning. This includes tasks such as maintaining efficient operations, documenting information accurately, coordinating logistics, identifying incompetent or deceitful employees, analyzing records or archives, and fulfilling responsibilities typically associated with executives or middle-managers. + +### Connect + +Connect entails the ability to establish and maintain valuable relationships with individuals who can be beneficial for your objectives. This involves cultivating friendships or social acquaintances, knowing who to approach for favors or services, and leveraging the resources and support of affiliated organizations. The Connect aspect also encompasses your computer's capacity to locate the people you require, although persuading them to assist you may require additional efforts. + +### Convince + +Convince refers to the ability to persuade someone that a statement or proposition you present is true. The level of difficulty in persuading individuals depends on factors such as the plausibility of your claim and the extent to which it conflicts with their emotional values. It is important to note that the actions individuals take based on their newly formed convictions are influenced by their own motivations and may not be entirely predictable. + +### Convince + +Convince involves the art of persuading a listener to believe the truth of what you are saying. The more outlandish or emotionally repulsive the claim, the more challenging it becomes to persuade them. It's important to note that individuals' actions based on their newfound conviction are influenced by their own motivations and may not always be completely predictable. + +### Craft + +Craft encompasses the ability to create or repair various goods and technologies that are appropriate to your character's background and society. The Craft skill can be applied to a wide range of artisan pursuits, although the Game Master has the authority to restrict the construction of complex items that deviate too far from your character's past experiences and expertise. + +### Exert + +Exert involves using your physical strength, stamina, and coordination to engage in activities such as running, swimming, climbing, jumping, laboring for extended periods, or throwing objects. Even characters with below-average physical attributes can possess a proficient Exert skill, reflecting athletic training and the ability to optimize their available talents. + +### Heal + +Heal encompasses the ability to treat wounds, cure diseases, neutralize poisons, diagnose psychological health issues, and provide care for both physical and mental injuries. While the Heal skill cannot directly restore lost hit points, it plays a vital role in stabilizing mortally wounded allies and ensuring a clean recovery from severe injuries. + +### Know + +Know involves possessing knowledge in areas such as history, geography, natural science, zoology, and other academic fields that align with the expertise of a sage or scholar. While some individuals may specialize in specific subjects, most learned individuals in this era have a broad understanding and can generally attempt to answer questions relevant to this skill. + +### Lead + +Lead entails the ability to inspire others to follow your guidance and believe in your plans and goals. It involves managing and motivating subordinates to remain focused, loyal, and motivated even in the face of danger or failure. A successful leader can maintain their subordinates' faith and confidence, even when rationality might cast doubt on the leader's plans. + +### Magic + +Magic encompasses casting or analyzing magical spells and possessing knowledge about renowned mages or significant magical events. Classes that are unable to cast spells can still benefit intellectually and academically from this skill. + +### Notice + +Notice involves the ability to observe small details, anticipate potential ambushes, identify hidden features or concealed objects, and detect subtle sensory input such as smells or sounds. While it cannot be used solely to detect lies, keen attention can often discern a subject's emotional state. + +### Perform + +Perform encompasses the talent to entertain an audience through singing, acting, dancing, or oratory skills. It also includes the ability to compose music, plays, writings, or other forms of performance art. Most performers excel in a particular field, although polymaths with versatile backgrounds can exist. + +### Pray + +Pray involves conducting the religious rites specific to your faith and being knowledgeable about the gods, demons, taboos, and important figures of major and minor religions. It also aids in recognizing religious iconography and influential individuals within religious hierarchies. Additionally, the Pray skill provides insight into the state of local faiths. + +### Punch + +Punch encompasses the ability to engage in unarmed combat or utilize natural body weaponry. It involves techniques such as punching, kicking, grappling, or brawling without relying on man-made tools. While this form of fighting is generally less effective without specialized training, it is reliably non-lethal. + +### Ride + +Ride entails the skill to mount and control animals, operate carts or carriages, and navigate land transportation. This skill also includes proficiency in caring for mounts, basic maintenance of carts or carriages, assessing the quality of horses, and other relevant abilities associated with beast-riding in your character's society. + +### Sail + +Sail involves the knowledge and expertise required to operate, repair, and navigate ships, as well as construct small watercraft. It encompasses skills such as reading sea weather, managing sailors, and understanding the business of a professional mariner. In certain societies, this skill may extend to other esoteric means of vehicular travel. + +### Shoot + +Shoot encompasses the ability to use ranged weaponry such as bows, crossbows, or thrown weapons. It includes maintaining and fletching arrows, as well as proficiency in aiming and firing accurately. + +### Sneak + +Sneak involves moving silently, hiding in shadows, avoiding detection, pickpocketing, disguising oneself, picking locks, bypassing traps, or overcoming other security measures. It encompasses various skills related to stealth and subterfuge. + +### Stab + +Stab encompasses the skill of engaging in melee combat with weapons or throwing edged weapons. It includes maintaining and identifying weaponry suitable for close-quarters combat. + +### Survive + +Survive involves the knowledge and abilities necessary to hunt, fish, navigate using celestial bodies, mitigate environmental hazards, identify plants and wildlife, and craft basic survival tools and shelters. The specific focus of a character's Survive skill is most relevant to the environments they are familiar with, but the basic principles can be applied in various settings. + +### Trade + +Trade encompasses the skill set required to engage in profitable buying and selling, accurately assess the value of goods or treasures, interact with merchants and traders, locate black-market goods and services, and understand the laws regarding smuggling and contraband. + +### Work + +Work is a catch-all skill that encompasses various professions that do not warrant separate skills. It can represent occupations such as painting, law, farming, herding, or other relevant professions based on your character's background. diff --git a/Compendium/WWN/Character-Creation/Skills/Skill-List-wwn.md b/Compendium/WWN/Character-Creation/Skills/Skill-List-wwn.md new file mode 100644 index 0000000..f6bb413 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Skills/Skill-List-wwn.md @@ -0,0 +1,6 @@ +--- +aliases: [Skill List] +page: 10 +tags: +title: Skill List +--- diff --git a/Compendium/WWN/Character-Creation/Skills/Skills.md b/Compendium/WWN/Character-Creation/Skills/Skills.md new file mode 100644 index 0000000..24f81d0 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Skills/Skills.md @@ -0,0 +1,6 @@ + +%% Begin Waypoint %% +- [Skill-List-wwn](./Skill-List-wwn.md) +- [Skills](./Skills.md) + +%% End Waypoint %% diff --git a/Compendium/WWN/Character-Creation/Summary-of-Character-Creation-wwn.md b/Compendium/WWN/Character-Creation/Summary-of-Character-Creation-wwn.md new file mode 100644 index 0000000..0dc4c67 --- /dev/null +++ b/Compendium/WWN/Character-Creation/Summary-of-Character-Creation-wwn.md @@ -0,0 +1,155 @@ +--- +aliases: [Summary of Character Creation] +page: 6 +tags: WWN +title: Summary of Character Creation +--- + +> [!important] **SRD**: Non-Human Characters +> The Obsidian TTRPG Community suggests discussing the viability non-human characters before starting character creation. See [[Compendium/WWN/Character-Creation/Summary-of-Character-Creation-wwn#Step 8 - Non-Human Characters|Non-Human Characters]] for more information. + +This is a quick summary of the character creation process. Grab a copy of the Character Sheet included within the [Worlds Without Number: Free Edition](https://www.drivethrurpg.com/product/348809/Worlds-Without-Number-Free-Edition?cPath=5875_38601) and follow along. + +> [!note] Picking Skills +> Some steps indicate you should roll or pick from the items on the [[Compendium/WWN/Character-Creation/Skills-wwn|Skill List]], or Page 10 of the sourcebook. The skill level increases each time it is picked: +> +> - 1st Time: Level 0 +> - 2nd Time: Level 1 +> - 3rd Time: Pick another skill of choice that is less than level 1. +> +> No novice's skills can be greater than level 1. + +## Step 1–Attributes + +Roll your six [[Compendium/WWN/Character-Creation/Attributes-wwn|Attributes]] by rolling `dice: 3d6` six times. You may assign them in an array using the numbers 14, 12, 11, 10, 9, 7 in any configuration you wish. The attributes are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. + +![[Compendium/WWN/Character-Creation/Attributes-wwn#^WWN-Attributes-Roll-Table|Attributes-wwn]] + +> [!hint] If you roll your scores, you may pick 1 to change to a score of 14. + +## Step 2–Attribute Modifiers + +Determine your **attribute modifiers** for each score. + +![[Compendium/WWN/Character-Creation/Attributes-wwn#^WWN-attribute-modifiers|Attributes-wwn]] + +## Step 3 - Backgrounds + +Choose a **[[Compendium/WWN/Character-Creation/Backgrounds/Backgrounds|Background]]** from the list on page 11. Include any particular details you assign for it. You also gain a skill listed under the background name at level-0. + +## Step 4 - Additional Skills + +When selecting skills for your character, you have two choices: roll for additional skills or pick them. If you choose to pick skills, you can select two from the Learning table for your character's background, excluding "Any Skill" options and skills from the Growth table. + +Alternatively, you can simply choose the default "Quick Skills" listed for your character's background at level-0. + +## Step 5 - Skill Rolls + +If you decide to roll for your skills, you have the option to roll up to three times. You can allocate your rolls between the Growth and Learning tables as desired. + +When rolling on the Growth table, some results may provide a "+2 Physical" or "+2 Mental" bonus. +- The "+2 Physical" bonus allows you to add two points to Strength, Dexterity, or Constitution, or one point to two different stats. +- The "+2 Mental" bonus allows you to add two points to Intelligence, Wisdom, or Charisma, or split the bonus between two of those stats. + +## Step 6–Class + +When selecting your **[[Compendium/WWN/Character-Creation/Class/Class|Class]]**, refer to the options provided on page 18. Choose a class that aligns with the talents most relevant to an adventurer's lifestyle. + +If none of the classes (Warrior, Expert, or Mage) adequately describe your hero, you have the flexibility to choose Adventurer and combine aspects from multiple classes. + +## Step 7 - Foci + +When selecting your **[[Compendium/WWN/Character-Creation/Foci/Foci|Foci]]**, you are choosing the what makes your hero great. +- You can select one level of a Focus of your choice. +- If your character has the Expert class or the Partial Expert feature of the Adventurer class, they receive one level of a non-combat Focus for free in addition to their choice. + - They can allocate both levels to the same Focus, starting with level 2 if desired. +- Similarly, characters with the Warrior class or the Partial Warrior feature of the Adventurer class can choose one level of a combat-related Focus and allocate both levels to the same Focus if they wish. + +## Step 8 – Non-Human Characters + +*This is an optional step that may not apply to all characters.* + +If your Game Master (GM) permits non-human player characters (PCs), you have the option to choose a non-human creature by using a Focus pick on the appropriate origin Focus. The details and descriptions of non-human options can be found in the bestiary chapter starting on page 280. + +> [!note] It's important to note that not all campaigns allow non-human PCs, as it depends on the specific setting and tone chosen by your GM. + +## Step 9–Interests + +**Choose a skill** that represents your character's interests, motivations, hobbies, etc. + +## Step 10–Traditions + +*This is an optional step that may not apply to all characters.* + +If you have selected the Mage class or opted to be an Adventurer with the Partial Mage class, you must choose a tradition to follow. The available traditions, such as High Mage, Necromancer, Elementalist, Healer, or Vowed, can be found in the [[Compendium/WWN/Magic/Magic|Magic]] chapter starting on page 60. + +You can be a full-fledged practitioner of a specific tradition or have a partial class or expertise in certain magical disciplines, depending on your chosen path as an Adventurer. + +## Step 11 - Spells + +*This is an optional step that may not apply to all characters.* + +If you are a full High Mage, Elementalist, or Necromancer, or have chosen to be a Partial Mage in two of these classes, you need to select your starting spells from your class's first-level spell list. +- Full mages can choose four spells. +- Partial Mages can choose two spells. + +## Step 12–Hit Points + +To determine your maximum **hit points**, roll the designated die based on your chosen class and add your Constitution modifier. The minimum hit point value is 1. The hit point dice for each class are as follows: +- Warriors roll 1d6+2 +- Experts roll 1d6 +- Mages roll 1d6-1. +- Adventurers refer to the tables on page 21, depending on the partial classes they have taken. + +If your character loses all their hit points, they will either be mortally wounded or killed outright. + +## Step 13–Base Attack Bonus + +Refer to the class tables on page 18 to determine your hero's **base attack bonus**, which represents their martial aptitude. This value varies based on your character's class. + +## Step 14 - Equipment + +You have two options for acquiring starting **equipment**. +- You can choose one of the equipment packages listed on page 29. +- You can roll `dice: 3d6` and multiply the result by 10 (`dice: 3d6*10`) to determine the amount of starting silver pieces you have to spend on gear. + +## Step 15–Hit Bonus + +To calculate your total hit bonus with weaponry, add your base attack bonus, the appropriate skill (Punch, Stab, or Shoot) based on the weapon type, and the relevant attribute modifier. + +Refer to the weapon table on page 37 to determine which attribute is used for a specific weapon. + +If two attributes are listed, choose only one. + +If you *do not have any* combat skills even at level-0, apply a -2 penalty to your hit roll. + +## Step 16–Weapon Damage + +When noting down the damage done by your weapons, calculate it by adding the base damage dice of the weapon to its attribute modifier. + +If the weapon is a Punch weapon, you can also include your Punch skill bonus in the damage calculation. + +## Step 17–Armor Class + +Record your **Armor Class** (AC), which represents the difficulty of inflicting damage on your hero during combat. Consult the armor table on page 35 to determine the AC provided by the specific armor you are wearing. + +If you are not wearing any armor, your base AC is 10. Additionally, add your Dexterity modifier to your AC. + +To successfully harm your character, an enemy must roll an attack roll on a d20, add their attack bonus, and meet or exceed your AC value. + +## Step 18–Saving Throws + +Take note of your starting **saving throw** scores for Physical, Evasion, Mental, and Luck. + +- Physical saves, which protect against poison, disease, or exhaustion, are calculated as 15 minus the higher of your Strength or Constitution modifiers. +- Evasion saves, used to avoid sudden perils or evade explosives, are calculated as 15 minus the higher of your Intelligence and Dexterity modifiers. +- Mental saves, which help resist psychic influence or mind-bending sorceries, are calculated as 15 minus the higher of your Wisdom or Charisma modifiers. +- Luck saves have a flat score of 15 and are used when chance alone determines your ability to avoid a random disaster. + +To successfully make a save, you need to roll equal to or higher than the saving throw score on a d20 roll. + +## Step 19–You + +Complete your character by giving them a name and a goal. Every hero needs a goal when embarking on an adventure. While the goal may evolve, your character should **always** have a motivation to explore and interact with the world. + +It's important to avoid creating stay-at-home characters, aloof loners, overly cautious heroes, or those unwilling to take daring risks for their objectives, as they tend to be less enjoyable to play, and play with! diff --git a/Compendium/WWN/Creating Adventures/Creating Exploration Challenges/Creating Exploration Challenges.md b/Compendium/WWN/Creating Adventures/Creating Exploration Challenges/Creating Exploration Challenges.md index 21835c4..ea0390a 100644 --- a/Compendium/WWN/Creating Adventures/Creating Exploration Challenges/Creating Exploration Challenges.md +++ b/Compendium/WWN/Creating Adventures/Creating Exploration Challenges/Creating Exploration Challenges.md @@ -20,4 +20,4 @@ updated: - [Types of Ruin Sites](./Types%20of%20Ruin%20Sites.md) - [Wandering Encounters](./Wandering%20Encounters.md) -%% End Waypoint %% \ No newline at end of file +%% End Waypoint %% diff --git a/Compendium/WWN/Creating Your Campaign/Nation Construction.md b/Compendium/WWN/Creating Your Campaign/Nation Construction.md index 6494c0a..4568420 100644 --- a/Compendium/WWN/Creating Your Campaign/Nation Construction.md +++ b/Compendium/WWN/Creating Your Campaign/Nation Construction.md @@ -4,4 +4,4 @@ created: 2023-06-01 page: 124 tags: WWN updated: 2023-06-01 ---- \ No newline at end of file +--- diff --git a/Compendium/WWN/Equipment Armor and Weaponry/Armor-wwn.md b/Compendium/WWN/Equipment Armor and Weaponry/Armor-wwn.md new file mode 100644 index 0000000..79955de --- /dev/null +++ b/Compendium/WWN/Equipment Armor and Weaponry/Armor-wwn.md @@ -0,0 +1,6 @@ +--- +aliases: [Armor] +page: 35 +tags: WWN +title: Armor +--- \ No newline at end of file