diff --git a/wip/backgrounds/kettlewright.md b/wip/backgrounds/kettlewright.md index 21b7c1b4..3703b6df 100644 --- a/wip/backgrounds/kettlewright.md +++ b/wip/backgrounds/kettlewright.md @@ -28,10 +28,10 @@ Fergus, Eamon, Bram, Idris, Elara, Darragh, Seren, Rónán, Berek, Lorenz | ----- | --------------------------------- | | **1** | You build small contraptions for local guilds (and don't ask too many questions). Take an extra 40gp and a wanted poster with your face on it. Given time and materials, _you can open almost any door or vault_. | | **2** | You deal in home goods and tools, hawking your wares to townspeople across the lands. Roll on the [gear](/wip/2e/marketplace#gear) table twice. You are fluent in the _Traveller's Cant_. | -| **3** | You were a military smelter, before peace destroyed your livelihood. Take a **smelting hammer** (d10, _bulky_) and a **tin helm** (+1 Armor). Given time and adequete materials, you can repair armor. | -| **4** | You sell rare and quality items to monastaries and nobles alike. Take a **spyglass**, a **necklace** (_petty_) worth 20gp, and a scroll of [Mirrorwalk](https://cairnrpg.com/cairn-srd/#100-spells) (_petty_). | -| **5** | You offer protection as a service, quietly watching for threats while money exchanged hands. You start with +d4 HP, and carry a **long sword** (d10, _bulky_) and a **brigandine** (1 Armor, bulky). | -| **6** | You scavenge raw tin and iron from battlefields, pulling teeth from still-twitching corpses. Start with a young **donkey** (+4 slots, slow), a **crossbow** (d8 damage, _bulky_), and a **saw** (d6). | +| **3** | You were a military smelter, before peace destroyed your livelihood. Take a **smelting hammer** (d10, _bulky_) and a **tin helm** (+1 Armor). Given time and adequete materials, _you can repair armor_. | +| **4** | You sell rare and quality items to monastaries and nobles alike. Take a **Spyglass**, a **Necklace** (_petty_) worth 20gp, and a **Scroll** of [Mirrorwalk](https://cairnrpg.com/cairn-srd/#100-spells) (_petty_). | +| **5** | You offer protection as a service, quietly watching for threats while money exchanged hands. You start with **+d4 HP**, and carry a **Long Sword** (d10, _bulky_) and a **Brigandine** (1 Armor, _bulky_). | +| **6** | You scavenge raw tin and iron from battlefields, pulling teeth from still-twitching corpses. Start with a young **Donkey** (+4 slots, slow), a **Crossbow** (d8 damage, _bulky_), and a **Saw** (d6). | ## What never fails to get you out of trouble? Roll 1d6: diff --git a/wip/backgrounds/marchguard.md b/wip/backgrounds/marchguard.md index d28be560..b3955899 100644 --- a/wip/backgrounds/marchguard.md +++ b/wip/backgrounds/marchguard.md @@ -27,11 +27,11 @@ Gann, Light, Gale, Frost, Thorn, Reed, Flint, Brook, Brie, Aasim | | | | ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **1** | Your family has a long tradition of serving, and you were trained from an early age how to survive in the wilds. When taking the [**Supply**](https://cairnrpg.com/wip/2e/wilderness-exploration/#supply) action your yield increases by one step (e.g. 1d4 > 1d6). | -| **2** | As a convict, the Oath was simply a means of avoiding punishment. Take **lockpicks**, and the key to a safehouse (_petty). | +| **2** | As a convict, the Oath was simply a means of avoiding punishment. Take **Lockpicks**, and the key to a safehouse (_petty_). | | **3** | Noble-born, you joined to escape family trouble. Take a **Goosefelt Tarp** (fits two) that you stole before leaving home. | -| **4** | When your family lost everything, you took the Oath to avoid becoming a burden. Take extra **rations** (3 uses) and **throwing knives** (d6, 3 uses). | -| **5** | Your life was saved by a member of the **Marchguard**, and you were inspired to join their ranks. Take a **snare trap** and a **sketchbook** filled with detailed drawings. | -| **6** | You were in a dark place, and decided that your life needed a little direction. You're still not so sure it was the right choice. Take an **oilskin coat** and **mapping paper**. | +| **4** | When your family lost everything, you took the Oath to avoid becoming a burden. Take extra **Rations** (3 uses) and **Throwing Knives** (d6, 3 uses). | +| **5** | Your life was saved by a member of the **Marchguard**, and you were inspired to join their ranks. Take a **Snare Trap** and a **Sketchbook** filled with detailed drawings. | +| **6** | You were in a dark place, and decided that your life needed a little direction. You're still not so sure it was the right choice. Take an **Oilskin Coat** and **Mapping Paper**. | ## What do you carry as proof of your Oath? diff --git a/wip/backgrounds/mountebank.md b/wip/backgrounds/mountebank.md index 71682e83..e66a67bc 100644 --- a/wip/backgrounds/mountebank.md +++ b/wip/backgrounds/mountebank.md @@ -9,7 +9,7 @@ grand_parent: WIP # Mountebank -> Wits are your sharpest weapon, and a facade your strongest shield. But when you do lose, you lose badly. +> Wits are your sharpest weapon, a facade your strongest shield. But when you do lose, you lose badly. ## Names @@ -26,12 +26,12 @@ Montague, Ambrose, Lucius, Sterling, Beauregard, Cornelius, Percival, Crispin, A | | | | ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | -| **1** | Your "patients" kept reporting miraculous recoveries, despite your lack of training. Start with **bandages** and a knack for healing. | -| **2** | After seducing a wealthy patron, their family hired a criminal gang to retrieve you. You escaped but need to lay low for a while. Start with a scroll of _Charm_ (_petty_). | -| **3** | You were a peddler of fake prophesies, but when one turned out to be true, it drew unwanted attention. Roll on the **Omens** table, but keep the result to yourself. Start with a knife (d6) hidden in your boot. | -| **4** | Your latest stunt destroyed a priceless artifact and injured a dozen bystanders. Start with a **captain's uniform** (_petty_), a **ceremonial sword** (harmless, _bulky_, 60gp), and a **bouquet of flowers**. | -| **5** | You were cursed by a hedgewitch for fooling some innocent village folk. Magic acts unpredictbly in your hands (WIL save to avoid disaster). If you are the target of magic, the same applies to its wielder. | -| **6** | Your "seances" with the dead were in actuality a ruse involving a cleverly hidden spellbook of [Auditory Illusion](https://cairnrpg.com/cairn-srd/#100-spells). Inevitably, a patron discovered your secret. Start with the **spellbook** and a bundle of scarves. | +| **1** | Your "patients" kept reporting miraculous recoveries, despite your lack of training. Start with **Bandages** and a _knack for healing_. | +| **2** | After seducing a wealthy patron, their family hired a criminal gang to retrieve you. You escaped but need to lay low for a while. Start with a **Scroll** of _Charm_ (_petty_). | +| **3** | You were a peddler of fake prophesies, but when one turned out to be true, it drew unwanted attention. Roll on the **Omens** table, but keep the result to yourself. Start with a **Knife** (d6) hidden in your boot. | +| **4** | Your latest stunt destroyed a priceless artifact and injured a dozen bystanders. Start with a **Captain's Uniform** (_petty_), a **Ceremonial Sword** (harmless, _bulky_, 60gp), and a **Bouquet of Flowers**. | +| **5** | You were cursed by a hedgewitch for fooling some innocent village folk. Magic acts unpredictbly in your hands (_WIL save to avoid disaster_). If you are the target of magic, the same applies to its wielder. | +| **6** | Your "seances" with the dead were in actuality a ruse involving a cleverly hidden spellbook of [Auditory Illusion](https://cairnrpg.com/cairn-srd/#100-spells). Inevitably, a patron discovered your secret. Start with the **Spellbook** and a bundle of scarves. | ## What keepsake could always identify you? Roll 1d6: @@ -41,5 +41,5 @@ Montague, Ambrose, Lucius, Sterling, Beauregard, Cornelius, Percival, Crispin, A | **2** | **Pop's Miracle Oil** | A smelly concoction that is also very, very, slippery. 2 uses. | | **3** | **Surgeon's Soap** | A lye and ash block that makes skin temporarily transparent, revealing the anatomy within. 4 uses. | | **4** | **Goat Powder** | Derived from the placenta of a baby goat. Temporarily cures any affliction, but symptoms return within hours. | -| **5** | **Cursed Sapphire** | Valued at around 200gp, it _noticably_ returns to your pocket shortly after you spend it. You can't seem to get rid of it. | -| **6** | **Alchemical Tattoo** | A dog, cat, or bird that can leave your body on demand. It follows your commands to the best of its abilities, and can pass its injuries (as STR loss) back onto you. | +| **5** | **Cursed Sapphire** | Valued at around **200gp**, it _noticably_ returns to your pocket shortly after you spend it. You can't seem to get rid of it. | +| **6** | **Alchemical Tattoo** | A dog, cat, or bird that can leave your body on demand. It follows your commands to the best of its abilities, and can pass its injuries (_as STR loss_) back onto you. | diff --git a/wip/backgrounds/outrider.md b/wip/backgrounds/outrider.md index f8c86b08..5cbafa40 100644 --- a/wip/backgrounds/outrider.md +++ b/wip/backgrounds/outrider.md @@ -26,12 +26,12 @@ Drake, Cyra, Keir, Darius, Valen, Rorik, Yara, Rui, Talon, Jory | | | | ----- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| **1** | **No innocent blood**: You never harm bystanders, whether directly or no. Take a **steadymade buckler** (+1 Armor). While holding this shield you cannot be moved so long as both feet are planted on firm ground. | -| **2** | **Revere the tools of death**: Weapons are to be respected and maintained. Take a **wyrmbone whetsone**. Following a half hour hour ritual sharpening, attacks with the weapon are _enhanced_ until STR damage is dealt. | -| **3** | **To the death, always**: You never back down from a fight, no matter the odds. Take a **death-whistle**, 1 charge. Its scream frightens away all who hear it (save WIL or flee). **Recharge**: Capture the final breath of a dying warrior. | +| **1** | **No innocent blood**: You never harm bystanders, whether directly or no. Take a **Steadymade Buckler** (+1 Armor). While holding this shield you cannot be moved so long as both feet are planted on firm ground. | +| **2** | **Revere the tools of death**: Weapons are to be respected and maintained. Take a **Wyrmbone Whetsone**. Following a half hour hour ritual sharpening, attacks with the weapon are _enhanced_ until STR damage is dealt. | +| **3** | **To the death, always**: You never back down from a fight, no matter the odds. Take a **Death-Whistle**, 1 charge. Its scream frightens away all who hear it (save WIL or flee). **Recharge**: Capture the final breath of a dying warrior. | | **4** | **Revere the Dead**: Death is a journey we all take, and it deserves respect. Take an extra **30gp**. You always place two gold pieces on the eyelids of a slain foe. Somehow, you always find the coin. | -| **5** | **Loyalty to the work**: Your word is your bond. Once you've accepted a job, you see it through to the end. Take a weathered **tally stick**. Once a vow is marked unto its face, the stick hardens (d8) until it is complete. The stick will snap in half if the vow is ever broken. | -| **6** | **Always pay your debts**: You always repay what you owe, whether in coin or in kind. You expect nothing less from all others. Take a **blacked-out ledger**, then roll a second time on the **Bonds** table. | +| **5** | **Loyalty to the work**: Your word is your bond. Once you've accepted a job, you see it through to the end. Take a weathered **Tally Stick**. Once a vow is marked unto its face, the stick hardens (d8) until it is complete. The stick will snap in half if the vow is ever broken. | +| **6** | **Always pay your debts**: You always repay what you owe, whether in coin or in kind. You expect nothing less from all others. Take a **Blacked-Out Ledger**, then roll a second time on the **Bonds** table. | ## What breed is your horse? Roll 1d6: diff --git a/wip/backgrounds/prowler.md b/wip/backgrounds/prowler.md index ec279db4..e9b017d4 100644 --- a/wip/backgrounds/prowler.md +++ b/wip/backgrounds/prowler.md @@ -26,19 +26,19 @@ Winda, Brielle, Theron, Chayse, Nuja, Dev, Raven, Lyra, Sable | | | | ----- | ------------------------------------------------------------ | -| **1** | A _mock firefly_, baiting water carriers with its glowing lure. Take an **alchemical limb** (d8) to replace the one it tore off. It works as well as the real thing, and is immune to poison, fire, and heat. Sometimes it jams. | -| **2** | An _ice nettle_, trapping and draining sheep. You lost your commission when the fungus you introduced killed half the flock. Take a **rime seed**. It freezes any body of water, no matter the size. Don't eat it. | -| **3** | A _silver marsh crawler_ that killed someone close to you. You now carry its **tooth** (_petty_) on a chain around your neck as a warning to others of its kind. The tooth hums softly when something is stalking you. | -| **4** | A malicious _forest spirit_ that poisoned a homestead. You saved a **heartseed** from the roots of a dying tree (plant to createa a new forest). Also, take **iron bracers** (+1 Armor, _bulky_). +| **1** | A _mock firefly_, baiting water carriers with its glowing lure. Take an **Alchemical Limb** (d8) to replace the one it tore off. It works as well as the real thing, and is immune to poison, fire, and heat. Sometimes it jams. | +| **2** | An _ice nettle_, trapping and draining sheep. You lost your commission when the fungus you introduced killed half the flock. Take a **Rime Seed**. It freezes any body of water, no matter the size. Don't eat it. | +| **3** | A _silver marsh crawler_ that killed someone close to you. You now carry its **Tooth** (_petty_) on a chain around your neck as a warning to others of its kind. _The tooth hums softly when something is stalking you_. | +| **4** | A malicious _forest spirit_ that poisoned a homestead. You saved a **Heartseed** from the roots of a dying tree (plant to create a a new forest). Also, take **Iron Bracers** (+1 Armor, _bulky_). | **5** | A _hollow wolf_ that had been frightening travellers. By the time you found it, the creature was nearly dead. You took pity, and nursed it back to health. It is loyal to you unto death. 5 HP, 11 STR, 13 DEX, 8 WIL, teeth (d6). A great tunneler. | -| **6** | An _azure warbler_. The gametes attract a sizeable profit, if properly extracted. You succeeded, but left its nest to the wolves. Take a paring knife (d6), 20 extra gold pieces, and a pang of regret. | +| **6** | An _azure warbler_. The gametes attract a sizeable profit, if properly extracted. You succeeded, but left its nest to the wolves. Take a **Paring Knife** (d6), **an extra 20gp**, and a pang of regret. | ## What tool is always in your pack? Roll 1d6: | | | | | ---- | ----------------- | ------------------------------------------------------------ | -| **1** | **Fermented Spirits** | Keeps you warm at the best of times, and can be used as an explosive at the worst. 3 Uses. | -| **2** | **Trail Shaker** | A noisy instrument that reveals nearby trailes, even when deeply hidden. | +| **1** | **Fermented Spirits** | Keeps you warm at the best of times, and useful as an explosive at the worst. 3 Uses. | +| **2** | **Trail Shaker** | A noisy instrument that reveals nearby trails, even when deeply hidden. | | **3** | **Drowse Balm** | A wax bar. If boiled in water, the steam acts as a soporific agent.| | **4** | **Spike and Cord** | For traversing or securing difficult terrains, or for creating makeshift traps and structures.| | **5** | **Iron Rattle**| A noisemaker for distracting or scaring your quarry. Sounds convincingly like a snake. | diff --git a/wip/backgrounds/rill-runner.md b/wip/backgrounds/rill-runner.md index c8e53ab1..2917567b 100644 --- a/wip/backgrounds/rill-runner.md +++ b/wip/backgrounds/rill-runner.md @@ -26,20 +26,20 @@ Gale, Piper, Brook, Adair, Stone, Dale, Wren, Cliff, Rain, Robin | | | | ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| **1** | _The Tinker's Two-Step_. A humorous fairy tale about a gift-giving traveler. Start with a **reed whistle**. Anyone in earshot must pass a WIL save to perform an act of violence. | -| **2** | _The Sylph and Her Lover_. A bawdy tale of lost love. Start with a **breeze knot** (3 charges). Creates a strong breeze. **Recharge**: Tie it to a mast during a storm. | -| **3** | _Harper's Devotion_. A sad, short tale about a musician that falls in love with a star. Start with a **celestial lute**. Reveals the constellations above, no matter the weather. | -| **4** | _The Reed Fisher_. A celebrated song about a massive carp that always seems to get away. Begin with a spool of **river twine** (5 uses). Each dip into the river guarantees a catch, though it might not be pleasant. | -| **5** | _Song of the Silver Stream_. A wordless lullaby that mimics flowing water. Take a **stone flute** that can calm almost any river. | -| **6** | _The Thrush and the Meadow_. A moody tale told in alternating chorus. Start with a **feather quill** (1 use, _petty_). A map drawn with this quill reveals the most expedient course between any two points. | +| **1** | _The Tinker's Two-Step_. A humorous fairy tale about a gift-giving traveler. Start with a **Reed Whistle**. Anyone in earshot must pass a WIL save to perform an act of violence. | +| **2** | _The Sylph and Her Lover_. A bawdy tale of lost love. Start with a **Breeze Knot** (3 charges). Creates a strong breeze. **Recharge**: Tie it to a mast during a storm. | +| **3** | _Harper's Devotion_. A sad, short tale about a musician that falls in love with a star. Start with a **Celestial Lute**. Reveals the constellations above, no matter the weather. | +| **4** | _The Reed Fisher_. A celebrated song about a massive carp that always seems to get away. Begin with a spool of **River Twine** (5 uses). Each dip into the river guarantees a catch, though it might not be pleasant. | +| **5** | _Song of the Silver Stream_. A wordless lullaby that mimics flowing water. Take a **Stone Flute** that can calm almost any river. | +| **6** | _The Thrush and the Meadow_. A moody tale told in alternating chorus. Start with a **Feather Quill** (1 use, _petty_). A map drawn with this quill reveals the most expedient course between any two points. | ## What pays your way across the land? Roll 1d6: | | | | | ----- | ------------------- | ------------------------------------------------------------------------------------------------------------------------------------------- | -| **1** | **Performance** | Performing at taverns always yields both room and board. Sometimes you even get tips! Start with an extra d6 gold. | -| **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. | +| **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. | | **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 gold and a map relevant to your next journey. | +| **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. |