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Generates ALL the things
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Scott Tomaszewski committed Oct 26, 2024
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4 changes: 1 addition & 3 deletions Abilities/Common Actions/Catch Breath.md
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# Catch Breath

By using the Catch Breath action, you spend a Recovery and [[Heal|heal]] an amount equal to your recovery value. In addition, you also gain the benefit of the [[Defend]] action.

If you are dying (see Dying and Death in Stamina), you can't take the Catch Breath action, but other creatures can help you spend recoveries.
By using the *Catch Breath* action, you spend a Recovery and [[Heal|heal]] an amount equal to your recovery value. In addition, you also gain the benefit of the *[[Defend]]* action. If you are dying (see *Dying and Death* in *Stamina*), you can't take the *Catch Breath* action, but other creatures can help you spend recoveries.
2 changes: 1 addition & 1 deletion Abilities/Common Actions/Charge.md
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# Charge

When you take the Charge action, you move up to your speed in a straight line, then make a melee [[Free Strike|free strike]] (see [[Free Strike|Free Strikes]]) against a creature when you end your move. You can't shift when you charge.
When you take the *Charge* action, you move up to your speed in a straight line without [[Shifting|shifting]], then make a melee [[Free Strike|free strike]] (see *[[Free Strike|Free Strikes]]*) against a creature when you end your move. You can't move through [[Difficult Terrain|difficult terrain]] as part of your movement with this action. You can't climb, [[Fly|fly]], or swim as part of this action unless you have that type of movement as a keyword in your speed.
2 changes: 1 addition & 1 deletion Abilities/Common Actions/Defend.md
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# Defend

When you take the Defend action, all attacks against you have a double bane until the end of your next turn. You gain no benefit from this action while another creature is [[Taunted|taunted]] by you (see Conditions).
When you take the *Defend* action, you have **advantage** until the end of your next turn. You gain no benefit from this action while another creature is [[Taunted|taunted]] by you (see *Conditions*).
2 changes: 1 addition & 1 deletion Abilities/Common Actions/Free Strike.md
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# Free Strike

You can use this action to make a free strike (see Free Strikes). Most of the time, you'll want to use the more impactful actions found on your character sheet, just as the director will use the actions in a creature's stat block, but free strikes are always available for when all else fails. For instance, a fury who has no other options for ranged attacks might use the Ranged Weapon Free Strike attack with an improvised weapon when battling a flying creature.
You can use this action to make a free strike (see *Free Strikes*). Most of the time, you'll want to use the more impactful actions found on your character sheet, just as the Director will use the actions in a creature's stat block, but free strikes are always available for when all else fails. For instance, a fury who has no other options for ranged attacks might use the *Ranged Weapon Free Strike* attack with an improvised weapon when battling a flying creature.
12 changes: 0 additions & 12 deletions Abilities/Common Maneuvers/Drink Potion.md

This file was deleted.

8 changes: 2 additions & 6 deletions Abilities/Common Maneuvers/Escape Grab.md
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# Escape Grab

While you are [[Grabbed|grabbed]] by another creature (see [[Grab]] below), you can attempt to escape by making a resistance roll. You take a bane on the roll if the creature's size is larger than yours.
While you are [[Grabbed|grabbed]] by another creature (see *[[Grab]]* below), you can attempt to escape by making a resistance roll. You take a bane on the roll if the creature's size is larger than yours.

**Power Roll + Might or Agility:**

- 11 or lower: You fail to escape the [[Grab|grab]].
- 12–16: You can escape the [[Grab|grab]], but if you do, the creature grabbing you can make a melee [[Free Strike|free strike]] against you before you are no longer [[Grabbed|grabbed]].
- 17+: You are no longer [[Grabbed|grabbed]].
**Power Roll + Might or Agility:** - **11 or lower:** You fail to escape the [[Grab|grab]]. - **12–16:** You can escape the [[Grab|grab]], but if you do, the creature grabbing you can make a melee [[Free Strike|free strike]] against you before you are no longer [[Grabbed|grabbed]]. - **17+:** You are no longer [[Grabbed|grabbed]].
22 changes: 6 additions & 16 deletions Abilities/Common Maneuvers/Grab.md
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Expand Up @@ -5,29 +5,19 @@ name_raw: Grab
name: Grab
type: abilities
subtype: common maneuvers
keywords: Melee
keyword_list:
- Melee
ability_type: Maneuver
distance: Reach 1
target: 1 creature the same size or smaller than you
---

# Grab

You attempt to grab a creature using the following ability:

**GRAB**
## Grab

| | |
| :-------------------- | :------------------------------------------------------- |
| **Keywords:** Melee | **Type:** Maneuver |
| **Distance:** Reach 1 | **Target:** 1 creature the same size or smaller than you |
*Keywords:* Melee\
*Type:* Maneuver\
*Distance:* Melee 1\
*Target:* 1 creature no more than 1 size larger than you

**Power Roll + Might:**

- 11 or lower: No effect
- 12–16: You can grab the target, but if you do, they can make a melee [[Free Strike|free strike]] against you right before they become [[Grabbed|grabbed]] by you.
- 17+: The target is [[Grabbed|grabbed]] by you.
**Power Roll + Might:** - **11 or lower:** No effect - **12–16:** You can grab the target, but if you do, they can make a melee [[Free Strike|free strike]] against you right before they become [[Grabbed|grabbed]] by you. - **17+:** The target is [[Grabbed|grabbed]] by you.

**Effect:** You gain an edge on the power roll if the creature's size is smaller than yours. You can grab only one creature at a time this way.
2 changes: 1 addition & 1 deletion Abilities/Common Maneuvers/Hide.md
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# Hide

Using the Hide maneuver, you attempt to hide from other creatures who aren't observing you while you have cover or concealment (see Hide and Sneak).
Using the *Hide* maneuver, you attempt to hide from other creatures who aren't observing you while you have cover or concealment (see *Hide and Sneak*).
22 changes: 6 additions & 16 deletions Abilities/Common Maneuvers/Knockback.md
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Expand Up @@ -5,29 +5,19 @@ name_raw: Knockback
name: Knockback
type: abilities
subtype: common maneuvers
keywords: Melee
keyword_list:
- Melee
ability_type: Maneuver
distance: Reach 1
target: 1 creature the same size or smaller than you
---

# Knockback

You attempt to shove an adjacent creature using the following ability:

**KNOCKBACK**
## Knockback

| | |
| :-------------------- | :------------------------------------------------------- |
| **Keywords:** Melee | **Type:** Maneuver |
| **Distance:** Reach 1 | **Target:** 1 creature the same size or smaller than you |
*Keywords:* Melee, Weapon\
*Type:* Maneuver\
*Distance:* Melee 1\
*Target:* 1 creature no more than 1 size larger than you

**Power Roll + Might:**

- 11 or lower: Push 1
- 12–16: Push 2
- 17+: Push 3
**Power Roll + Might:** - **11 or lower:** Push 1 - **12–16:** Push 2 - **17+:** Push 3

**Effect:** You gain an edge on the power roll if the creature's size is smaller than yours.
4 changes: 2 additions & 2 deletions Abilities/Common Maneuvers/Make Or Assist A Test.md
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# Make Or Assist A Test

Many tests are maneuvers if made in combat. Searching a chest with a Reason test, picking a door's lock with an Agility test, or lifting a portcullis with a Might test would all be maneuvers. Assisting a test is also a maneuver in combat.
Many tests are maneuvers if made in combat. Searching a chest with a *Reason* test, picking a door's lock with an *Agility* test, or lifting a portcullis with a *Might* test would all be maneuvers. Assisting a test is also a maneuver in combat.

Complex or time-consuming tests might require an action if made in combat—or could take so long that they can't be made during combat at all. Other tests that take no time at all, such as a Reason test to recall lore about mummies, are usually free maneuvers in combat. The Director has the final say regarding which tests can be made as maneuvers.
Complex or time-consuming tests might require an action if made in combat—or could take so long that they can't be made during combat at all. Other tests that take no time at all, such as a *Reason* test to recall lore about mummies, are usually free maneuvers in combat. The Director has the final say regarding which tests can be made as maneuvers.
2 changes: 1 addition & 1 deletion Abilities/Common Maneuvers/Search For Hidden Creatures.md
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# Search For Hidden Creatures

You can use this maneuver to attempt to search for creatures hidden from you (see [[Hide]] and Sneak).
You can use this maneuver to attempt to search for creatures hidden from you (see *[[Hide]] and Sneak*).
12 changes: 12 additions & 0 deletions Abilities/Common Maneuvers/Use Consumable.md
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---
title_raw: Use Consumable
title: Use Consumable
name_raw: Use Consumable
name: Use Consumable
type: abilities
subtype: common maneuvers
---

# Use Consumable

Unless otherwise noted in a treasure's description, you can use a consumable treasure (see *Treasures*), such as a potion, with this maneuver. You can use this maneuver to administer a potion or other consumable that benefits the user to a willing, adjacent creature instead of yourself.
22 changes: 11 additions & 11 deletions Abilities/Common Maneuvers/index.md
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# Common Maneuvers Abilities

| Name | Kind | Cost | Ability Type | Distance | Target |
| ------------------------------- | ---- | ---- | ------------ | -------- | -------------------------------------------- |
| [[Search For Hidden Creatures]] | | | | | |
| [[Make Or Assist A Test]] | | | | | |
| [[Stand Up]] | | | | | |
| [[Knockback]] | | | Maneuver | Reach 1 | 1 creature the same size or smaller than you |
| [[Aid Attack]] | | | | | |
| [[Escape Grab]] | | | | | |
| [[Drink Potion]] | | | | | |
| [[Hide]] | | | | | |
| [[Grab]] | | | Maneuver | Reach 1 | 1 creature the same size or smaller than you |
| Name | Kind | Cost | Ability Type | Distance | Target |
| ------------------------------- | ---- | ---- | ------------ | -------- | ------ |
| [[Search For Hidden Creatures]] | | | | | |
| [[Make Or Assist A Test]] | | | | | |
| [[Stand Up]] | | | | | |
| [[Knockback]] | | | | | |
| [[Aid Attack]] | | | | | |
| [[Use Consumable]] | | | | | |
| [[Escape Grab]] | | | | | |
| [[Hide]] | | | | | |
| [[Grab]] | | | | | |
12 changes: 12 additions & 0 deletions Abilities/Common Move Actions/Advance.md
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---
title_raw: Advance
title: Advance
name_raw: Advance
name: Advance
type: abilities
subtype: common move actions
---

# Advance

When you take the *Advance* move action, you can move a number of squares up to your speed. You can break up this movement granted with your maneuver and action however you wish.
12 changes: 12 additions & 0 deletions Abilities/Common Move Actions/Disengage.md
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---
title_raw: Disengage
title: Disengage
name_raw: Disengage
name: Disengage
type: abilities
subtype: common move actions
---

# Disengage

When you take the *Disengage* move action, you can shift 1 square. Some class features, kits, or other rules let you shift more than 1 square when you take this move action. If they do, you can break up the movement granted by this move action with your maneuver and action however you wish.
6 changes: 6 additions & 0 deletions Abilities/Common Move Actions/index.md
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# Common Move Actions Abilities

| Name | Kind | Cost | Ability Type | Distance | Target |
| ------------- | ---- | ---- | ------------ | -------- | ------ |
| [[Disengage]] | | | | | |
| [[Advance]] | | | | | |
4 changes: 2 additions & 2 deletions Adventures/Bay of Blackbottom/Bay of Blackbottom.md
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Expand Up @@ -69,7 +69,7 @@ In this act, the heroes establish their reasons for taking on the job, get to kn

### RISE AND SHINE

*Dawn is just about to break over the ocean. Gentle morning waves cradle and rock the Revelation, and all is quiet save for a few early-morning birds and the snoring of the off-duty crew. You are packed like sardines in the crew quarters of the ship, where sailors sleep in a disorganized mess of hammocks and bedrolls, and moving across the floor without stepping on a body part is all but impossible.* ^a82670
*Dawn is just about to break over the ocean. Gentle morning waves cradle and rock the Revelation, and all is quiet save for a few early-morning birds and the snoring of the off-duty crew. You are packed like sardines in the crew quarters of the ship, where [[Sailor|sailors]] sleep in a disorganized mess of hammocks and bedrolls, and moving across the floor without stepping on a body part is all but impossible.* ^a82670

Captain Oriel insisted that you lodge with the crew when you signed on as a bodyguard. Though you’re on contract, she’s treated you exactly as she does her full-time crew members: with respect, fairness, and the occasional razzing. ^ece443

Expand Down Expand Up @@ -290,7 +290,7 @@ Even as the heroes and Captain Oriel step onto the docks alongside the ship’s

Coriad and Tyria both caught sight of the Revelation’s misfortune while on patrol above the city, though they were unable to reach the ship during the pirate attack. After ensuring that everyone is safe, they demand an explanation.

*Two [[Human|humans]] riding [[Giant Hawk|giant hawks]] fitted with saddles and bridles descend to the docks as you arrive. Concern is etched on their faces as they see the damaged ship. “Is everyone safe? We can help with the wounded. And what happened here?” These are Hawklords, the elite guards of Ajax the Invincible, and agents of the Overlord’s authority.*
*Two [[Human|humans]] riding [[Giant Hawk|giant hawks]] fitted with saddles and bridles descend to the docks as you arrive. Concern is etched on their faces as they see the damaged ship. “Is everyone safe? We can help with the wounded. And what happened here?” These are Hawklords, the elite guards of Ajax the Invincible, and [[Agent|agents]] of the Overlord’s authority.*

#### INITIAL QUESTIONING

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17 changes: 17 additions & 0 deletions Ancestries/Ancestry Trait.md
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---
title_raw: Ancestry Trait
title: Ancestry Trait
name_raw: Ancestry Trait
name: Ancestry Trait
type: ancestries
---

# Ancestry Trait

Each ancestry has at least one signature trait, which your hero gets for free if they take the ancestry. This is a defining feature that other heroes of your ancestry also possess.

There are also purchased traits. You don't get every purchased trait your ancestry has to offer. Instead, your ancestry details a budget of ancestry points you can use to…

purchase traits. Each trait has a point cost that you pay to grant the benefit to your hero.

For example, the [[Devil|devil]] ancestry has the signature trait **Silver Tongue** and 3 ancestry points to spend on seven different traits. A player creating a [[Devil|devil]] hero could buy **Barbed Tail**, **Big Horns**, and **Glowing Eyes**, which each cost 1 ancestry point, or they could buy one of those traits and purchase **Beast Legs** or **Wings**, which each cost 2 points. They couldn't buy both **Beast Legs** and **Wings**, since their combined cost is 4, which is over the ancestry points budget for the [[Devil|devil]].
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