From 0b2196644e34c8d0453584d292ac3bbc2eff1fb4 Mon Sep 17 00:00:00 2001 From: yochaigal Date: Sun, 9 Jul 2023 08:37:49 -0400 Subject: [PATCH] fixed up to procedures --- cairn-srd.md | 2 +- wip/2e/core-rules.md | 220 +++++++++++++++++++++++++++++---- wip/backgrounds/rill-runner.md | 2 +- 3 files changed, 199 insertions(+), 25 deletions(-) diff --git a/cairn-srd.md b/cairn-srd.md index a98c416a..92fd0705 100644 --- a/cairn-srd.md +++ b/cairn-srd.md @@ -928,7 +928,7 @@ Damage die are roughly the same, though armed attacks do at least 1d6 damage. | 81 | [Spellsaw](#spellsaw) | A whirling blade flies from your chest, clearing any plant material in its way. It is otherwise harmless. | | 82 | [Spider Climb](#spider-climb) | You can climb surfaces like a spider. | | 83 | [Summon Cube](#summon-cube) | Once per second you may summon or banish a 3-foot-wide cube of earth New cubes must be affixed to the earth or to other cubes. | -| 84 | [Swarm](#swarm) | You become a swarm of crows, rats, or piranhas You can only be harmed by blast attacks. | +| 84 | [Swarm](#swarm) | You become a swarm of crows, rats, or piranhas. You can only be harmed by blast attacks. | | 85 | [Telekinesis](#telekinesis) | You may mentally 1 move item under 60lbs. | | 86 | [Telepathy](#telepathy) | Two creatures can hear each other's thoughts, no matter how far apart. | | 87 | [Teleport](#teleport) | An object or person you can see is transported from one place to another in a 50ft radius. | diff --git a/wip/2e/core-rules.md b/wip/2e/core-rules.md index f0d361d7..28ae286f 100644 --- a/wip/2e/core-rules.md +++ b/wip/2e/core-rules.md @@ -19,7 +19,7 @@ Each of the three **abilities** are used in different circumstances (see **saves ## Saves - A save is a roll to avoid bad outcomes from risky choices and circumstances. -- PCs roll a d20 for an appropriate ability score. If they roll equal to or under that ability score, they pass. Otherwise, they fail. +- PCs roll a d20 and compare the results to an appropriate ability score. If they roll equal to or under that ability score, they pass. Otherwise, they fail. - A 1 is always a success, and a 20 is always a failure. ## Healing @@ -28,26 +28,6 @@ Each of the three **abilities** are used in different circumstances (see **saves - Ability loss (see **Critical Damage**) can usually be restored with a week's rest, facilitated by a healer or other appropriate source of expertise. - Some healing services are free, while magical or more expedient means of recovery may come at a cost. -## Scars - -When an attack reduces a PC's HP to exactly 0, they are uniquely impacted. Look up the result on the table below based on the total damage taken: - -| | | -| --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| 1 | Lasting Scar: Roll 1d6. 1: Neck, 2: Hands, 3: Eye, 4: Chest, 5: Legs, 6: Ear. Roll 1d6. If the total is higher than your max HP, take the new result. | -| 2 | Rattling Blow: You’re disoriented and shaken. Describe how you refocus. Roll 1d6. If the total is higher than your max HP, take the new result. | -| 3 | Walloped: You’re sent flying and land flat on your face, winded. You are deprived until you rest for a few hours. Then, roll 1d6. Add that amount to your max HP. | -| 4 | Broken Limb: Roll 1d6. 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended, roll 2d6. If the total is higher than your max HP, take the new result. | -| 5 | Diseased: You’re afflicted with a gross, uncomfortable infection. When you get over it, roll 2d6. If the total is higher than your max HP, take the new result. | -| 6 | Reorienting Head Wound: Roll 1d6. 1-2: STR, 3-4: DEX, 5-6: WIL. Roll 3d6. If the total is higher than your current ability score, take the new result. | -| 7 | Hamstrung: You can barely move until you get serious help and rest. After recovery, roll 3d6. If the total is higher than your max DEX, take the new result. | -| 8 | Deafened: You cannot hear anything until you find extraordinary aid. Regardless, make a WIL save. If you pass, increase your max WIL by 1d4. | -| 9 | Re-brained: Some hidden part of your psyche is knocked loose. Roll 3d6. If the total is higher than your max WIL, take the new result. | -| 10 | Sundered: An appendage is torn off, crippled or useless. The Warden will tell you which. Then, make a WIL save. If you pass, increase your max WIL by 1d6. | -| 11 | Mortal Wound: You are deprived and out of action. You die in one hour unless healed. Upon recovery, roll 2d6. Take the new result as your max HP. | -| 12 | Doomed: Death seemed ever so close, but somehow you survived. If your next save against critical damage is a fail, you die horribly. If you pass, roll 3d6. If the total is higher than your max HP, take the new result. | - - ## Deprivation & Fatigue - A PC **deprived** of a crucial need (such as food or rest) is unable to recover HP or ability scores. - Anyone deprived for more than a day adds **Fatigue** to their inventory, one for each day. Each Fatigue occupies one slot and lasts until they are able to recuperate (such as a full night's rest in a safe spot). @@ -85,22 +65,216 @@ When the PCs encounter an NPC whose reaction to the party is not obvious, the Wa - _Petty_ items do not take up any slots. _Bulky_ items take up **two** slots. - A bag of coins worth less than 100gp is _petty_ and does not occupy a slot. +## Combat + +### Rounds + +Combat typically plays without strict time accounting. In a fight or circumstance where timing is helpful, use rounds to keep track of when something occurs. A **round** is roughly ten seconds of in-game time and is comprised of **turns**. + +### Turns + +- At the start of combat, each PC must make a DEX save in order to act before their opponents. PCs that have saved successfully may then take their turns in any order they wish. The results of their actions occur simultaneously. +- NPCs or monsters then attack in whatever order the Warden wishes. The results of their actions occur simultaneously. +- All of the PCs (including any PCs that failed their initial DEX save) may then act, in whatever order they choose. The results of their actions occur simultaneously. + +### Actions + +On their turn, a character may move up to 40ft and take up to one action. This may be casting a spell, attacking, making a second move, or some other reasonable action. Each round, the PCs declare what they are doing before dice are rolled. If a character attempts something risky, the Warden calls for a save for appropriate players or NPCs. + +### Attacking & Damage + +The attacker rolls their weapon die and subtracts the target's armor, then deals the remaining total to their opponent's HP. Unarmed attacks always do 1d4 damage. + +### Multiple Attackers + +If multiple attackers target the same foe, roll all damage dice and keep the single highest result. All actions are declared before being resolved. + +### Attack Modifiers + +If fighting from a position of weakness (such as through cover or with bound hands), the attack is _Impaired_ and the attacker must roll 1d4 damage regardless of the attacks damage die. + +If fighting from a position of advantage (such as against a helpless foe or through a daring maneuver), the attack is _Enhanced_, allowing the attacker to roll 1d12 damage instead of their normal die. + +### Dual Weapons + +If attacking with two weapons at the same time, roll both damage dice and keep the single highest result (e.g. d8+d8). + +### Blast + +Attacks with the _Blast_ quality affect all targets in the noted area, rolling separately for each affected character. _Blast_ refers to anything from explosions to huge cleaving onslaughts to the impact of a meteorite. If unsure how many targets can be affected, _roll the related damage die for a result_. + +### Critical Damage + +Damage that reduces a target's HP below zero decreases a target's STR by the amount remaining. They must then make a STR save to avoid **Critical Damage**. Additionally, some enemies will have special abilities or effects that are triggered when their target fails a Critical Damage save. + +Any PC that suffers critical damage cannot do anything but crawl weakly, grasping for life. If given aid and rest, they will stabilize. If left untreated, they die within the hour. + +### Ability Score Loss + +If a PC's STR is reduced to 0, they die. If their DEX is reduced to 0, they are paralyzed. If their WIL is reduced to 0, they are delirious. +Complete DEX and WIL loss renders the character unable to act until they are restored through extended rest or by extraordinary means. + +### Scars + +When damage to a PC reduces their HP to exactly 0, they are sometimes changed irrevocably. Look up the result on the the [**Scars Table**](#scars-table) based on the _amount of HP that was lost_ (armor does not impact this number). + +### Unconsciousness & Death +When a character dies, the player is free to create a new character or take control of a hireling. They immediately join the party in order to reduce downtime. + +### Detachments + +Large groups of similar combatants fighting together are treated as a single _Detachment_. When a _detachment_ takes **Critical Damage**, it is routed or significantly weakened. When it reaches 0 STR, it is destroyed. + +Attacks against detachments by individuals are _impaired_ (excluding _blast_ damage). +Attacks against individuals by detachments are _enhanced_ and deal _blast_ damage. + +### Retreat + +Running away from a dire situation always requires a successful DEX save, as well as a safe destination to run to. + +## Scars Table + +| | | +| --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| 1 | Lasting Scar: Roll 1d6. 1: Neck, 2: Hands, 3: Eye, 4: Chest, 5: Legs, 6: Ear. Roll 1d6. If the total is higher than your max HP, take the new result. | +| 2 | Rattling Blow: You’re disoriented and shaken. Describe how you refocus. Roll 1d6. If the total is higher than your max HP, take the new result. | +| 3 | Walloped: You’re sent flying and land flat on your face, winded. You are deprived until you rest for a few hours. Then, roll 1d6. Add that amount to your max HP. | +| 4 | Broken Limb: Roll 1d6. 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended, roll 2d6. If the total is higher than your max HP, take the new result. | +| 5 | Diseased: You’re afflicted with a gross, uncomfortable infection. When you get over it, roll 2d6. If the total is higher than your max HP, take the new result. | +| 6 | Reorienting Head Wound: Roll 1d6. 1-2: STR, 3-4: DEX, 5-6: WIL. Roll 3d6. If the total is higher than your current ability score, take the new result. | +| 7 | Hamstrung: You can barely move until you get serious help and rest. After recovery, roll 3d6. If the total is higher than your max DEX, take the new result. | +| 8 | Deafened: You cannot hear anything until you find extraordinary aid. Regardless, make a WIL save. If you pass, increase your max WIL by 1d4. | +| 9 | Re-brained: Some hidden part of your psyche is knocked loose. Roll 3d6. If the total is higher than your max WIL, take the new result. | +| 10 | Sundered: An appendage is torn off, crippled or useless. The Warden will tell you which. Then, make a WIL save. If you pass, increase your max WIL by 1d6. | +| 11 | Mortal Wound: You are deprived and out of action. You die in one hour unless healed. Upon recovery, roll 2d6. Take the new result as your max HP. | +| 12 | Doomed: Death seemed ever so close, but somehow you survived. If your next save against critical damage is a fail, you die horribly. If you pass, roll 3d6. If the total is higher than your max HP, take the new result. | + ## Magic -- **Spellbooks** contain a single spell and take up one slot. They cannot be transcribed or created; instead they are recovered from places like tombs, dungeons, and manors. +- **Spellbooks** contain a single spell and take up one slot. They cannot be easily transcribed or created; instead they are recovered from places like tombs, dungeons, and manors. - Spellbooks sometimes display unusual properties or limitations, such as producing a foul or unearthly smell when opened, possessing an innate intelligence, or being legible only when held in moonlight. - Spellbooks will attract the attention of those who seek the arcane power within, and it is considered dangerous to display them openly. +### Scrolls + **Scrolls** are similar to Spellbooks, however: - They are _petty_. - They do not cause **Fatigue**. - They disappear after one use. -## Casting Spells +### Relics + +**Relics** are items imbued with a magical spell or power. They do not cause Fatigue. Relics usually have a limited use, as well as a recharge condition. + +### Casting Spells - Anyone can cast a spell by holding a Spellbook in both hands and reading its contents aloud. They must then add a **Fatigue** to inventory. - Given time and safety, PCs can _enhance_ a spell's impact (e.g., affecting multiple targets, increasing its power, etc.) without any additional cost. - If the PC is deprived or in danger, the Warden may require a PC to make a WIL save to avoid any ill-effects from casting the spell. Consequences of failure are on par with the intended effect, and may result in added **Fatigue**, the destruction of the Spellbook, injury, and even death. +## 100 Spells + +| | | | +| ---- | --------------------------------------- | ------------------------------------------------------------ | +| 1 | [Adhere](#adhere) | An object is covered in extremely sticky slime. | +| 2 | [Anchor](#anchor) | A strong wire sprouts from your arms, affixing itself to two points within 50ft on each side. | +| 3 | [Animate Object](#animate-object) | An object obeys your commands as best it can. | +| 4 | [Anthropomorphize](#anthropomorphize) | An animal either gains human intelligence or human appearance for one day. | +| 5 | [Arcane Eye](#arcane-eye) | You can see through a magical floating eyeball that flies around at your command. | +| 6 | [Astral Prison](#astral-prison) | An object is frozen in time and space within an invulnerable crystal shell. | +| 7 | [Attract](#attract) | Two objects are strongly magnetically attracted to each other if they come within 10 feet. | +| 8 | [Auditory Illusion](#auditory-illusion) | You create illusory sounds that seem to come from a direction of your choice. | +| 9 | [Babble](#babble) | A creature must loudly and clearly repeat everything you think. It is otherwise mute. | +| 10 | [Bait Flower](#bait-flower) | A plant sprouts from the ground that emanates the smell of decaying flesh. | +| 11 | [Beast Form](#beast-form) | You and your possessions transform into a mundane animal. | +| 12 | [Befuddle](#befuddle) | A creature of your choice is unable to form new short-term memories for the duration of the spell. | +| 13 | [Body Swap](#body-swap) | You switch bodies with a creature you touch. If one body dies, the other dies as well. | +| 14 | [Charm](#charm) | A creature you can see treats you as a friend. | +| 15 | [Command](#command) | A target obeys a single three-word command that does not cause it harm. | +| 16 | [Comprehend](#comprehend) | You become fluent in all languages for a short while. | +| 17 | [Cone of Foam](#cone-of-foam) | Dense foam sprays from your hand, coating the target. | +| 18 | [Control Plants](#control-plants) | Nearby plants and trees obey you and gain the ability to move at a slow pace. | +| 19 | [Control Weather](#control-weather) | You may alter the type of weather at will, but you do not otherwise control it. | +| 20 | [Cure Wounds](#cure-wounds) | Restore 1d4 STR per day to a creature you can touch. | +| 21 | [Deafen](#deafen) | All nearby creatures are deafened. | +| 22 | [Detect Magic](#detect-magic) | You can see or hear nearby magical auras. | +| 23 | [Disassemble](#disassemble) | Any of your body parts may be detached and reattached at will, without causing pain or damage. You can still control them. | +| 24 | [Disguise](#disguise) | You may alter the appearance of one character at will as long as they remain humanoid. Attempts to duplicate other characters will seem uncanny. | +| 25 | [Displace](#displace) | An object appears to be up to 15ft from its actual position. | +| 26 | [Earthquake](#earthquake) | The ground begins shaking violently. Structures may be damaged or collapse. | +| 27 | [Elasticity](#elasticity) | Your body can stretch up to 10ft. | +| 28 | [Elemental Wall](#elemental-wall) | A straight wall of ice or fire 50ft long and 10ft high rises from the ground. | +| 29 | [Filch](#filch) | A visible item teleports to your hands. | +| 30 | [Flare](#flare) | A bright ball of energy fires a trail of light into the sky, revealing your location to friend or foe. | +| 31 | [Fog Cloud](#fog-cloud) | A dense fog spreads out from you. | +| 32 | [Frenzy](#frenzy) | A nearby creature erupts in a frenzy of violence. | +| 33 | [Gate](#gate) | A portal to a random plane opens. | +| 34 | [Gravity Shift](#gravity-shift) | You can change the direction of gravity, but only for yourself. | +| 35 | [Greed](#greed) | A creature develops the overwhelming urge to possess a visible item of your choice. | +| 36 | [Haste](#haste) | Your movement speed is tripled. | +| 37 | [Hatred](#hatred) | A creature develops a deep hatred of another creature or group and wishes to destroy them. | +| 38 | [Hear Whispers](#hear-whispers) | You can hear faint sounds clearly. | +| 39 | [Hover](#hover) | An object hovers, frictionless, 2ft above the ground. It can hold up to one humanoid. | +| 40 | [Hypnotize](#hypnotize) | A creature enters a trance and will truthfully answer one yes or no question you ask it. | +| 41 | [Icy Touch](#icy-touch) | A thick ice layer spreads across a touched surface, up to 10ft in radius. | +| 42 | [Identify Owner](#identify-owner) | Letters appear over the object you touch, spelling out the name of the object's owners, if there are any. | +| 43 | [Illuminate](#illuminate) | A floating light moves as you command. | +| 44 | [Invisible Tether](#invisible-tether) | Two objects within 10ft of each other cannot be moved more than 10ft apart. | +| 45 | [Knock](#knock) | A nearby mundane or magical lock unlocks loudly. | +| 46 | [Leap](#leap) | You jump up to 10ft high, once. | +| 47 | [Liquid Air](#liquid-air) | The air around you becomes swimmable . | +| 48 | [Magic Dampener](#magic-dampener) | All nearby magical effects have their effectiveness halved. | +| 49 | [Manse](#manse) | A sturdy, furnished cottage appears for hours You can permit and forbid entry to it at will. | +| 50 | [Marble Craze](#marble-craze) | Your pockets are full of marbles, and will refill every 30 seconds. | +| 51 | [Masquerade](#masquerade) | A characters' appearance and voice becomes identical to those of a character you touch. | +| 52 | [Miniaturize](#miniaturize) | A creature you touch is shrunk down to the size of a mouse. | +| 53 | [Mirror Image](#mirror-image) | An illusory duplicate of yourself appears and is under your control. | +| 54 | [Mirrorwalk](#mirrorwalk) | A mirror becomes a gateway to another mirror that you looked into today. | +| 55 | [Multiarm](#multiarm) | You temporarily gain an extra arm. | +| 56 | [Night Sphere](#night-sphere) | A 50ft wide sphere of darkness displaying the night sky appears before you. | +| 57 | [Objectify](#objectify) | You become any inanimate object between the size of a grand piano and an apple. | +| 58 | [Ooze Form](#ooze-form) | You become a living jelly. | +| 59 | [Pacify](#pacify) | A creature near you has an aversion to violence. | +| 60 | [Phobia](#phobia) | A nearby creature becomes terrified of an object of your choice. | +| 61 | [Pit](#pit) | A pit 10ft wide and 10ft deep opens in the ground. | +| 62 | [Primal Surge](#primal-surge) | A creature rapidly evolves into a future version of its species. | +| 63 | [Push/Pull](#push/pull) | An object of any size is pulled directly towards you or pushed directly away from you with the strength of one man. | +| 64 | [Raise Dead](#raise-dead) | A skeleton rises from the ground to serve you. They are incredibly stupid and can only obey simple orders. | +| 65 | [Raise Spirit](#raise-spirit) | The spirit of a nearby corpse manifests and will answer 1 question. | +| 66 | [Read Mind](#read-mind) | You can hear the surface thoughts of nearby creatures. | +| 67 | [Repel](#repel) | Two objects are strongly magnetically repelled from each other within 10 feet. | +| 68 | [Scry](#scry) | You can see through the eyes of a creature you touched earlier today. | +| 69 | [Sculpt Elements](#sculpt-elements) | Inanimate material behaves like clay in your hands. | +| 70 | [Sense](#sense) | Choose one kind of object (key, gold, arrow, jug, etc). You can sense the nearest example. | +| 71 | [Shield](#shield) | A creature you touch is protected from mundane attacks for one minute. | +| 72 | [Shroud](#shroud) | A creature you touch is invisible until they move. | +| 73 | [Shuffle](#shuffle) | Two creatures you can see instantly switch places. | +| 74 | [Sleep](#sleep) | A creature you can see falls into a light sleep. | +| 75 | [Slick](#slick) | Every surface in a 30ft radius becomes extremely slippery. | +| 76 | [Smoke Form](#smoke-form) | Your body becomes a living smoke that you can control. | +| 77 | [Sniff](#sniff) | You can smell even the faintest traces of scents. | +| 78 | [Snuff](#snuff) | The source of any mundane light you can see is instantly snuffed out. | +| 79 | [Sort](#sort) | Inanimate items sort themselves according to categories you set. | +| 80 | [Spectacle](#spectacle) | A clearly false but impressive illusion of your choice appears, under your control. It may be up to the size of a palace and has full motion and sound. | +| 81 | [Spellsaw](#spellsaw) | A whirling blade flies from your chest, clearing any plant material in its way. It is otherwise harmless. | +| 82 | [Spider Climb](#spider-climb) | You can climb surfaces like a spider. | +| 83 | [Summon Cube](#summon-cube) | Once per second you may summon or banish a 3-foot-wide cube of earth New cubes must be affixed to the earth or to other cubes. | +| 84 | [Swarm](#swarm) | You become a swarm of crows, rats, or piranhas. You can only be harmed by _blast_ attacks. | +| 85 | [Telekinesis](#telekinesis) | You may mentally 1 move item under 60lbs. | +| 86 | [Telepathy](#telepathy) | Two creatures can hear each other's thoughts, no matter how far apart. | +| 87 | [Teleport](#teleport) | An object or person you can see is transported from one place to another in a 50ft radius. | +| 88 | [Target Lure](#target-lure) | An object you touch becomes the target of any nearby spell. | +| 89 | [Thicket](#thicket) | A thicket of trees and dense brush up to 50ft wide suddenly sprouts up. | +| 90 | [Summon Idol](#summon-idol) | A carved stone statue the size of a mule rises from the ground. | +| 91 | [Time Control](#time-control) | Time in a 50ft bubble slows down or increases by 10% for 30 seconds. | +| 92 | [True Sight](#true-sight) | You see through all nearby illusions. | +| 93 | [Upwell](#upwell) | A spring of seawater appears. | +| 94 | [Vision](#vision) | You completely control what a creature sees. | +| 95 | [Visual Illusion](#visual-illusion) | A silent, immobile, room-sized illusion of your choice appears. | +| 96 | [Ward](#ward) | A silver circle 50ft across appears on the ground. Choose one species that cannot cross it. | +| 97 | [Web](#web) | Your wrists shoot thick webbing. | +| 98 | [Widget](#widget) | A primitive version of a drawn tool or item appears before you and disappears after a short time. | +| 99 | [Wizard Mark](#wizard-mark) | Your finger can shoot a stream of ulfire-colored paint. This paint is only visible to you and can be seen at any distance, even through solid objects. | +| 100 | [X-Ray Vision](#x-ray-vision) | You can see through walls, dirt, clothing, etc. | diff --git a/wip/backgrounds/rill-runner.md b/wip/backgrounds/rill-runner.md index 2917567b..7bc17e95 100644 --- a/wip/backgrounds/rill-runner.md +++ b/wip/backgrounds/rill-runner.md @@ -39,7 +39,7 @@ Gale, Piper, Brook, Adair, Stone, Dale, Wren, Cliff, Rain, Robin | ----- | ------------------- | ------------------------------------------------------------------------------------------------------------------------------------------- | | **1** | **Performance** | Performing at taverns always yields both room and board. Sometimes you even get tips! Start with an extra **10gp**. | | **2** | **Bodyguard** | You are a protector for those afraid to travel alone. Start with a **Rapier** (d8). | -| **3** | **Wares** | You buy low and sell high, always making just enough to get by. Take a single item worth **20gp** (or less) from the [gear](/wip/2e/marketplace#gear) table. | +| **3** | **Wares** | You buy low and sell high, always making just enough to get by. Take a **single item** worth **20gp** (or less) from the [gear](/wip/2e/marketplace#gear) table. | | **4** | **Transport** | You deliver "delicate" packages throughout the lands. You have at least one contact in any major town. | | **5** | **Sailor's Friend** | Whether water, wind, or sail, your aid brings ships to their destination. For you, passage is always free. | | **6** | **Guide** | You shephard caravans and travelers across water-soaked lands. Start with an extra **10gp** and a **map** (_petty_) relevant to your next journey. |