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@@ -27,3 +27,7 @@ If you want to run your own static site with this content, here is the short ver
|
|||||||
```
|
```
|
||||||
|
|
||||||
You can serve this content with any HTTP file server, such as Nginx or even `http.server.HTTPServer`.
|
You can serve this content with any HTTP file server, such as Nginx or even `http.server.HTTPServer`.
|
||||||
|
|
||||||
|
Necessary extensions to render this site, beyond what's in incorporeal-cms:
|
||||||
|
|
||||||
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* pymdown-extensions
|
||||||
|
|||||||
@@ -7,6 +7,7 @@
|
|||||||
"name": "Brian S. Stephan",
|
"name": "Brian S. Stephan",
|
||||||
"email": "bss@orb.moe"
|
"email": "bss@orb.moe"
|
||||||
},
|
},
|
||||||
|
"LICENSE": "<a href=\"https://creativecommons.org/licenses/by-sa/4.0/\">CC BY-SA 4.0</a> unless otherwise specified",
|
||||||
"DEFAULT_PAGE_STYLE": "dungeon",
|
"DEFAULT_PAGE_STYLE": "dungeon",
|
||||||
"PAGE_STYLES": {
|
"PAGE_STYLES": {
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||||||
"dungeon": "/static/css/dungeon.css",
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"dungeon": "/static/css/dungeon.css",
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||||||
@@ -16,7 +17,7 @@
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|||||||
},
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},
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||||||
"MARKDOWN_EXTENSIONS": [
|
"MARKDOWN_EXTENSIONS": [
|
||||||
"extra", "incorporealcms.mdx.figures", "incorporealcms.mdx.pydot",
|
"extra", "incorporealcms.mdx.figures", "incorporealcms.mdx.pydot",
|
||||||
"sane_lists", "smarty", "toc", "attr_list", "tables", "pymdownx.tilde"
|
"sane_lists", "smarty", "toc", "attr_list", "tables", "pymdownx.tilde", "md_in_html"
|
||||||
],
|
],
|
||||||
"MARKDOWN_EXTENSION_CONFIGS": {
|
"MARKDOWN_EXTENSION_CONFIGS": {
|
||||||
"extra": {
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"extra": {
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||||||
@@ -24,6 +25,9 @@
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|||||||
"UNIQUE_IDS": true
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"UNIQUE_IDS": true
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||||||
}
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}
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||||||
},
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},
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||||||
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"markdown_grid_tables": {
|
||||||
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"hard_linebreaks": false
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||||||
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},
|
||||||
"toc": {
|
"toc": {
|
||||||
"toc_depth": "2-5"
|
"toc_depth": "2-5"
|
||||||
}
|
}
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||||||
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|||||||
1
pages/13th-age/adventuring
Symbolic link
1
pages/13th-age/adventuring
Symbolic link
@@ -0,0 +1 @@
|
|||||||
|
../adventuring/old-13th-age-game
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
Title: Adventuring!
|
|
||||||
Footer: <a href="/13th-age/legal">This content is available under the OGL v1.0a and the 13th Age Community Use Policy.</a>
|
|
||||||
|
|
||||||
# Adventuring!
|
|
||||||
|
|
||||||
## Quick Session Summary
|
|
||||||
|
|
||||||
* Session 0 --- character creation, establishing the icons, Gnorm's bar attacked
|
|
||||||
* Session 1 --- tracking down bar assailant, bug fight
|
|
||||||
* [Session 2](session-2) --- confronting Bazarak
|
|
||||||
* [Session 3](session-3) --- bar business and more people snooping around
|
|
||||||
84
pages/13th-age/aldfric-silver-gauveld.md
Normal file
84
pages/13th-age/aldfric-silver-gauveld.md
Normal file
@@ -0,0 +1,84 @@
|
|||||||
|
---
|
||||||
|
Footer: <b>13th Age content:</b> This website uses trademarks and/or copyrights owned by Fire Opal Media Inc.,
|
||||||
|
which are used under the Fire Opal Media Inc., 13th Age Community Use Policy. We are expressly
|
||||||
|
prohibited from charging you to use or access this content. This website is not published, endorsed,
|
||||||
|
or specifically approved by Fire Opal Media.
|
||||||
|
---
|
||||||
|
|
||||||
|
# Aldfric "Silver" Gauveld (Human Rogue 1)
|
||||||
|
|
||||||
|
Silver is a former assassin, reformed after facing the ramifications of his conduct, a rehabilitation incidentally
|
||||||
|
associated with a prolonged incarceration. His moral code may be a bit unique and personal, but he has given up the
|
||||||
|
murder-for-hire business and is trying to do something "better" after seeing the suffering of many, though doing so
|
||||||
|
sometimes initially conflicts with his natural cynicism. He doesn't apply his services for hire anymore, at least.
|
||||||
|
|
||||||
|
## Build
|
||||||
|
|
||||||
|
### Ability Scores
|
||||||
|
|
||||||
|
| | Strength | Dexterity | Constitution | Wisdom | Intelligence | Charisma |
|
||||||
|
|-----------------|----------|-----------|--------------|---------|--------------|----------|
|
||||||
|
| **Score (Mod)** | 13 (+1) | 19 (+4) | 12 (+1) | 14 (+2) | 10 (+0) | 17 (+3) |
|
||||||
|
| **Mod + Level** | +2 | +5 | +2 | +3 | +1 | +4 |
|
||||||
|
|
||||||
|
### One Unique Thing
|
||||||
|
|
||||||
|
Silver occasionally sees images of a person's past or future self when looking at them.
|
||||||
|
|
||||||
|
### Icon Relationships
|
||||||
|
|
||||||
|
* **Positive w/Prince of Shadows** (1): Silver is one of "the Prince's people", believing even after reformation that
|
||||||
|
he is influencing the world for the better as the Prince would see fit.
|
||||||
|
* **Conflicted w/Emperor** (1): technically, it's "Duke Aldfric Gauveld" via hereditary peerage. Silver tries not to
|
||||||
|
deploy this fact unless he has to, and maybe it's better he doesn't, as him and the Emperor don't exactly see
|
||||||
|
eye-to-eye.
|
||||||
|
* **Negative w/Lich King** (1): Silver has seen enough death, he doesn't need undead reminders, especially of his own
|
||||||
|
deeds.
|
||||||
|
|
||||||
|
### Backgrounds
|
||||||
|
|
||||||
|
* **Reformed thief and assassin** (4): Silver spent plenty of time in the dark parts of the criminal underground,
|
||||||
|
before getting caught.
|
||||||
|
* **Well-traveled information seeker** (4): Silver's work has taken him to many civilized (and not-so-civilized)
|
||||||
|
areas, and he always tries to remember where to get information.
|
||||||
|
|
||||||
|
### Combat Stats
|
||||||
|
|
||||||
|
* **HP:** 21
|
||||||
|
* **AC:** 15, **PD:** 14, **MD:** 13
|
||||||
|
* **Recoveries** (8): 1d8+1
|
||||||
|
* **Initiative:** +5
|
||||||
|
|
||||||
|
### Kin Power, Class Features, and Talents
|
||||||
|
|
||||||
|
* **Resourceful:** gain a bonus feat of the highest tier you qualify for.
|
||||||
|
* **Bravado:** gain a point of Bravado when natural initiative roll is even or first time you hit with a rogue attack on
|
||||||
|
your turn.
|
||||||
|
* **Rush Attack:** rogue melee weapon attack against an enemy you were not engaged with at the start of your turn deals
|
||||||
|
bonus damage.
|
||||||
|
* **Sneak Attack:** rogue melee weapon attack against an enemy engaged with one or more allies deals bonus damage.
|
||||||
|
* **Adv. Feat:** Sneak Attack also works against enemies who are [many temporary conditions including dazed].
|
||||||
|
* **Skulduggery:** two uses per arc, reroll a failed skill roll involving rogue things, a second use + narration for a
|
||||||
|
+3 bonus.
|
||||||
|
* **Both Styles Now:** you gain both Rush Attack and Sneak Attack, only one per attack.
|
||||||
|
* **Murderous:** +2 crit range against staggered enemies.
|
||||||
|
* **Tumble:** +3 bonus to disengage checks, can disengage check as a free action to avoid an intercept.
|
||||||
|
* **Adv. Feat:** +ED to disengage checks.
|
||||||
|
|
||||||
|
### Basic Attacks
|
||||||
|
|
||||||
|
* **Rogue Basic Melee** (dagger): Dex+Lvl (+5) vs. AC, 1d8+Dex (1d8+4) damage, level (1) miss damage.
|
||||||
|
* **Rogue Basic Ranged** (dagger): Dex+Lvl (+5) vs. AC, 1d6+Dex (1d6+4) damage, level (1) miss damage.
|
||||||
|
|
||||||
|
### Powers
|
||||||
|
|
||||||
|
* **Evasive Strike** (at-will): as rogue basic melee attack, except can pop free from target on hit.
|
||||||
|
* **Slick Feint** (at-will, 1 Bravado): Cha+Lvl (+4) vs. MD attack to feint, hit deals damage and dazes on natural even
|
||||||
|
and allows second attack; second attack on same or other engaged target Dex+Lvl+4 (+9) vs. AC, deals weapon damage.
|
||||||
|
* **Tumbling Strike** (1/battle): as rogue basic melee attack, except +2 bonus to disengage checks this turn; can move
|
||||||
|
to engage, make this attack, and then use a quick action to attempt to disengage.
|
||||||
|
|
||||||
|
### Gear
|
||||||
|
|
||||||
|
Leather armor, a dagger, some more daggers, another dagger hidden in his boot, dice, a worn deck of playing cards, a
|
||||||
|
dark cloak and a set of clothing, 1 adventurer-tier healing potion.
|
||||||
@@ -3,6 +3,9 @@ Footer: <a href="/13th-age/legal">This content is available under the OGL v1.0a
|
|||||||
|
|
||||||
# bss's Toughness
|
# bss's Toughness
|
||||||
|
|
||||||
|
***WARNING! This was written for the first edition of 13th Age! At a quick glance, the Toughness feat in 13th Age Second
|
||||||
|
Edition is considerably better, and this feat obsolete. Only consider it if you're playing 1e. ~bss***
|
||||||
|
|
||||||
The core Toughness feat seems to be a bit too weak, and I have yet to be at
|
The core Toughness feat seems to be a bit too weak, and I have yet to be at
|
||||||
a table where anyone has taken it. I think this improves it.
|
a table where anyone has taken it. I think this improves it.
|
||||||
|
|
||||||
|
|||||||
@@ -1,46 +1,86 @@
|
|||||||
Title: 13th Age
|
---
|
||||||
Description: Organized content, campaign notes, and so on for the 13th Age roleplaying game.
|
|
||||||
Footer: <a href="/13th-age/legal">This content is available under the OGL v1.0a and the 13th Age Community Use Policy.</a>
|
Footer: <a href="/13th-age/legal">This content is available under the OGL v1.0a and the 13th Age Community Use Policy.</a>
|
||||||
|
---
|
||||||
|
|
||||||
# 13th Age
|
# 13th Age
|
||||||
|
|
||||||
This page, and the pages under it, collect a variety of campaign notes, characters, other mechanical
|
This page, and the pages under it, collect a variety of campaign notes, characters, other mechanical bits, and whatever
|
||||||
bits, and whatever else I end up dropping here for usage by me and my players, but if any of this is
|
else I end up dropping here for the 13th Age Second Edition games played by me (bss) and my players, and made
|
||||||
of interest to you as a random passerby, feel free to use it.
|
available for others to use.
|
||||||
|
|
||||||
## Adventuring!
|
## Character Creation
|
||||||
|
|
||||||
[Adventuring!](adventuring/) is a quasi-campaign setting world thing built from nothing but a table of creative people
|
For general aids in creating characters follow the Creating Characters chapter starting on page 23 of the *Heroes'
|
||||||
and the 13th Age system. It does *not* use the Dragon Empire, or any other setting material, and not even the icons from
|
Handbook* and see this section for further notes. Campaigns may have more specific instructions (inclusive or exclusive
|
||||||
13th Age. It does instead borrow from a variety of tropes, cultural references, etc. It is, as such, the primary force
|
of content), but generally speaking, my games allow all published classes, kin, class options, items, and so on
|
||||||
of creation behind [Yacsra](yacsra/).
|
presented in or mentioned in the core books of *13th Age Second Edition* and *13 True Ways*, including stuff in Appendix
|
||||||
|
A. A good list to use is:
|
||||||
|
|
||||||
## Yacsra
|
* *13th Age Second Edition: Heroes' Handbook*
|
||||||
|
* *13 True Ways*
|
||||||
|
* *13th Age Glorantha*
|
||||||
|
* *Shards of the Broken Sky*
|
||||||
|
* *13th Age Bestiary*
|
||||||
|
* *Book of Ages*
|
||||||
|
* *Shades of Fey*
|
||||||
|
|
||||||
The world of [Yacsra](yacsra/), bss's *yet another campaign setting, roughly assembled*, is a
|
Additional content (from other supplements, homebrew stuff on the web, your own homebrew stuff, etc.) should be
|
||||||
general purpose campaign setting, with a design inspired by the Dragon Empire, 13th Age's deliberately open-ended
|
presented to me, and it'll likely be approved.
|
||||||
meta-setting. It takes cues (e.g. 13 icons, points of light, etc.) but is made up of unique icons, places, etc.
|
|
||||||
The material that I've written or that my tables have come up with off the cuff build upon the lore of Yacsra.
|
|
||||||
|
|
||||||
## House Rules
|
This usually doesn't matter for character creation, but I'll pull from all of Pelgrane Press's publications for
|
||||||
|
monsters, items, artifacts, and so on. All of this "primary content" is pretty much assumed to be good.
|
||||||
|
|
||||||
|
### Classes, Kin, and Ability Scores
|
||||||
|
|
||||||
|
Nothing of note here, really; official classes are automatically allowed, other homebrew might be; classes are the most
|
||||||
|
complicated, so they will be the most work to review. But, in the end, just ask --- and also do so if you want general
|
||||||
|
advice, or if the book says you should talk to your GM first. Ditto for kin, but it's easier to homebrew (and review) a
|
||||||
|
kin idea than a class idea.
|
||||||
|
|
||||||
|
For ability scores, the standard arrays (HH: 24) are great, but I'm good with the options in Appendix A (HH: 316) as
|
||||||
|
well; "roll four" seems especially fun if what you want is a mix of competency and chaos.
|
||||||
|
|
||||||
|
### One Unique Things
|
||||||
|
|
||||||
|
There's a lot of good advice in the Unique Heroes (HH: 201) chapter, follow it to come up with a *unique* that you can
|
||||||
|
really work with throughout the game. I do not mind if you choose to play for a bit before landing on a *unique*. I'd
|
||||||
|
rather have something you're jazzed about than something you came up with just to have the box filled in before the
|
||||||
|
first session.
|
||||||
|
|
||||||
|
### Icons
|
||||||
|
|
||||||
|
The campaign page you are coming from will describe the icons and if they differ from those in the core book at all.
|
||||||
|
|
||||||
|
### Everything Else
|
||||||
|
|
||||||
|
Follow the book and ask questions, basically!
|
||||||
|
|
||||||
|
## House Rules and Content
|
||||||
|
|
||||||
I don't consider myself much of a game designer, but nonetheless I have added
|
I don't consider myself much of a game designer, but nonetheless I have added
|
||||||
some house rules and items and so on to the game. I will try to catalog them here, just in the
|
some house rules and items and so on to the game. I will try to catalog them here, just in the
|
||||||
event I reuse them or they are useful to someone else.
|
event I reuse them or they are useful to someone else.
|
||||||
|
|
||||||
* [bss's Toughness](bss's-toughness)
|
|
||||||
* [Influence Points](influence-points)
|
|
||||||
* [Items](items)
|
* [Items](items)
|
||||||
|
|
||||||
## Characters
|
## Campaigns
|
||||||
|
|
||||||
|
The following campaigns organized on this site are being run in 13th Age. Refer to them to learn more about their
|
||||||
|
stories, though the information here may lag reality, at the speed of getting session notes written up and reflected on
|
||||||
|
the site.
|
||||||
|
|
||||||
|
* [Age of Parted Shadow](../parted-shadow/index.md)
|
||||||
|
|
||||||
|
## Legacy Stuff
|
||||||
|
|
||||||
|
### Characters
|
||||||
|
|
||||||
Characters I've made for other campaigns:
|
Characters I've made for other campaigns:
|
||||||
|
|
||||||
* [Valon Amarathar](valon-amarathar) — for Alex's campaign, Seven Rings
|
* [Valon Amarathar](valon-amarathar) — for Alex's campaign, Seven Rings
|
||||||
|
* [Aldfric "Silver" Gauveld](aldfric-silver-gauveld.md)
|
||||||
|
|
||||||
## Legacy Stuff
|
### Former Campaigns
|
||||||
|
|
||||||
### Former Campaigns in the World of Yacsra
|
|
||||||
|
|
||||||
The following campaigns are shelved at the moment, but may return in some form:
|
The following campaigns are shelved at the moment, but may return in some form:
|
||||||
|
|
||||||
@@ -48,9 +88,15 @@ The following campaigns are shelved at the moment, but may return in some form:
|
|||||||
* [Crimson](crimson/)
|
* [Crimson](crimson/)
|
||||||
* [Verdant Dawn](verdant-dawn/)
|
* [Verdant Dawn](verdant-dawn/)
|
||||||
|
|
||||||
Currently-lost campaigns, before I started organizing things here under Yacsra, that nevertheless
|
Currently-lost campaigns, before I started organizing things here, that nevertheless influenced it, or at least me:
|
||||||
influenced it, or at least me:
|
|
||||||
|
|
||||||
* Sins of the Past, a time- and dimension-spanning Shadowrun-y 13th Age game that eventually became
|
* Sins of the Past, a time- and dimension-spanning Shadowrun-y 13th Age game that eventually became
|
||||||
traditional fantasy anyway
|
traditional fantasy anyway
|
||||||
* Shards of Jade II, an especially off the rails adventurer mischief sandbox
|
* Shards of Jade II, an especially off the rails adventurer mischief sandbox
|
||||||
|
|
||||||
|
### House Rules
|
||||||
|
|
||||||
|
These were fine... for 1e.
|
||||||
|
|
||||||
|
* [bss's Toughness](bss's-toughness)
|
||||||
|
* [Influence Points](influence-points)
|
||||||
|
|||||||
@@ -3,6 +3,11 @@ Footer: <a href="/13th-age/legal">This content is available under the OGL v1.0a
|
|||||||
|
|
||||||
# Influence Points
|
# Influence Points
|
||||||
|
|
||||||
|
***WARNING! This was written for the first edition of 13th Age! At a quick glance, the advice on using icon
|
||||||
|
relationships (Using a Narrative Icon Connection, Techniques for Narrative Connections, etc.) is far more thorough
|
||||||
|
presentation of icon relationship benefits and twists. There's even a combat connection section. If you're playing
|
||||||
|
Second Edition, I don't think you need this at all. ~bss***
|
||||||
|
|
||||||
I am often faced with the problem of needing cues to improvise, and not
|
I am often faced with the problem of needing cues to improvise, and not
|
||||||
always having the most creative uses of the core book's pre-session icon
|
always having the most creative uses of the core book's pre-session icon
|
||||||
relationship rolls. Some players, to varying degrees, have the same dilemma,
|
relationship rolls. Some players, to varying degrees, have the same dilemma,
|
||||||
|
|||||||
@@ -2,18 +2,18 @@ Title: 13th Age Content Legal Notice
|
|||||||
|
|
||||||
# 13th Age Content Legal Notice
|
# 13th Age Content Legal Notice
|
||||||
|
|
||||||
All pages under the <code>/13th-age/</code> directory of this website utilize the *13th Age* Archmage Engine to
|
Pages on this website linking to this legal notice utilize the *13th Age* Archmage Engine to chronicle various campaigns
|
||||||
chronicle various campaigns run by Brian S. Stephan and his gaming groups. The *13th Age* Archmage Engine, and all stat
|
run by Brian S. Stephan and his gaming groups. The *13th Age* Archmage Engine, and all stat blocks, rules, and mechanics
|
||||||
blocks, rules, and mechanics provided under this directory, are licensed under the Open Game License version 1.0a, fully
|
provided that link to this notice, are licensed under the Open Game License version 1.0a, fully described below.
|
||||||
described below.
|
|
||||||
|
|
||||||
These pages may also utilize the 13th Age Community Use Policy, as follows:
|
These pages may also utilize the 13th Age Community Use Policy, as follows:
|
||||||
|
|
||||||
> *This website uses trademarks and/or copyrights owned by Fire
|
> *This website uses trademarks and/or copyrights owned by Fire
|
||||||
> Opal Media, which are used under the Fire Opal Media, 13th Age Community Use Policy. We are
|
> Opal Media, which are used under the Fire Opal Media, 13th Age Community Use Policy. We are
|
||||||
> expressly prohibited from charging you to use or access this content. This website is not
|
> expressly prohibited from charging you to use or access this content. This website is not
|
||||||
> published, endorsed, or specifically approved by Fire Opal Media.
|
> published, endorsed, or specifically approved by Fire Opal Media.*
|
||||||
> For more information about Fire Opal Media’s 13th Age Community Use Policy, please visit
|
>
|
||||||
|
> *For more information about Fire Opal Media’s 13th Age Community Use Policy, please visit
|
||||||
> www.fireopalmedia.com/communityuse. For more information about Fire Opal Media and 13th Age
|
> www.fireopalmedia.com/communityuse. For more information about Fire Opal Media and 13th Age
|
||||||
> products, please visit www.fireopalmedia.com and www.pelgranepress.com.*
|
> products, please visit www.fireopalmedia.com and www.pelgranepress.com.*
|
||||||
|
|
||||||
@@ -23,16 +23,21 @@ publisher's rights and intellectual property, while also reserving the tales of
|
|||||||
|
|
||||||
## Product Identity
|
## Product Identity
|
||||||
|
|
||||||
The following items are hereby identified as Product Identity, as defined in the Open Game
|
The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e),
|
||||||
License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks,
|
and are not Open Content: All trademarks, registered trademarks, proper names (characters, icons, etc.), dialogue,
|
||||||
proper names (characters, icons, etc.), dialogue, plots, storylines, locations, characters,
|
plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been designated as
|
||||||
artworks, and trade dress. (Elements that have previously been designated as Open Game
|
Open Game Content are not included in this declaration.)
|
||||||
Content are not included in this declaration.)
|
|
||||||
|
Note that Product Identity items may be available under a different license. See the terms of the page for potential
|
||||||
|
additional permissions, for example a grant under CC BY-SA 4.0. Items under these terms may be further restricted by
|
||||||
|
needing to comply with the 13th Age Community Use Policy due to their nature (e.g. references to Fire Opal Media icons
|
||||||
|
must conform to both policies) --- no viral copyright or similar changes are claimed.
|
||||||
|
|
||||||
## Open Content
|
## Open Content
|
||||||
|
|
||||||
Except for material designated as Product Identity (see above), the game mechanics of this
|
Except for material designated as Product Identity (see above and as defined in the Open Game License
|
||||||
website directory are Open Game Content, as defined in the Open Game License
|
version 1.0a Section 1(e)), the game mechanics within the pages
|
||||||
|
linking to this legal notice are Open Game Content, as defined in the Open Game License
|
||||||
version 1.0a Section 1(d). No portion of this work other than the material designated as Open
|
version 1.0a Section 1(d). No portion of this work other than the material designated as Open
|
||||||
Game Content may be reproduced in any form without written permission.
|
Game Content may be reproduced in any form without written permission.
|
||||||
|
|
||||||
|
|||||||
1
pages/13th-age/yacsra
Symbolic link
1
pages/13th-age/yacsra
Symbolic link
@@ -0,0 +1 @@
|
|||||||
|
../adventuring/old-13th-age-game/yacsra
|
||||||
@@ -1,32 +0,0 @@
|
|||||||
Title: Barney
|
|
||||||
Description: Barney is a doomed tough abomination [warrior] who does not tread lightly.
|
|
||||||
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
|
||||||
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
|
||||||
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
|
|
||||||
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
|
|
||||||
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
|
||||||
|
|
||||||
# Barney
|
|
||||||
|
|
||||||
Work in progress.
|
|
||||||
|
|
||||||
*Barney is a doomed tough abomination [warrior] who does not tread lightly.*
|
|
||||||
|
|
||||||
* **Might: 16, Speed: 11, Intellect: 9**
|
|
||||||
* **Effort:** 1
|
|
||||||
* **Might Edge:** 1
|
|
||||||
* **Cyphers:** 2.
|
|
||||||
* **Armor:** 1.
|
|
||||||
* **Skills:** *TODO:* trained in perception-related tasks, trained in Speed defense tasks, trained in Might defense
|
|
||||||
tasks, trained in Intellect defense tasks around losing your sanity or equanimity.
|
|
||||||
* **Equipment:** *TODO:* Two weapons of your choice (if any), one more light weapon, armor, and other equipment worth
|
|
||||||
6d6+100 gp.
|
|
||||||
* **Weapons:** Practiced with light, medium, and heavy weapons and suffer no penalty using any kind of weapon.
|
|
||||||
* **Abilities:** Bash, No Need for Weapons, Practiced in Armor, Combat Prowess, Crushing Blow.
|
|
||||||
* **Doom:** Cannot refuse GM intrusions on your character, and do not get an XP for it (still one awarded to another
|
|
||||||
player though).
|
|
||||||
* **Healthy:** Add 1 to the points regained from a recovery roll.
|
|
||||||
* **Arc:** *TODO*
|
|
||||||
|
|
||||||
[I tried making a new focus, since nothing I found really felt, well, destructive enough. See [Does Not Tread
|
|
||||||
Lightly](/cypher/homebrew#does-not-tread-lightly).]
|
|
||||||
1
pages/adventuring/barney.md
Symbolic link
1
pages/adventuring/barney.md
Symbolic link
@@ -0,0 +1 @@
|
|||||||
|
old-cypher-system-game/barney.md
|
||||||
@@ -67,6 +67,8 @@ Elyan Gareth is a brash and exiled gunslinger [warrior] who crafts unique object
|
|||||||
again.
|
again.
|
||||||
* Elyan attempts to break him out. Tebeza kills Belendyl before they can escape. Elyan escapes. Swears revenge
|
* Elyan attempts to break him out. Tebeza kills Belendyl before they can escape. Elyan escapes. Swears revenge
|
||||||
on Tebeza.
|
on Tebeza.
|
||||||
|
* **Discovery**
|
||||||
|
* Rediscover Belendyl's upgraded ammunition formula
|
||||||
* **[Redeem Ibrandul](arcs#redeem-ibrandul)**
|
* **[Redeem Ibrandul](arcs#redeem-ibrandul)**
|
||||||
|
|
||||||
### Cyphers
|
### Cyphers
|
||||||
|
|||||||
87
pages/adventuring/fr-cypher-system-game/elyan-gareth.md
Normal file
87
pages/adventuring/fr-cypher-system-game/elyan-gareth.md
Normal file
@@ -0,0 +1,87 @@
|
|||||||
|
Title: Elyan Gareth
|
||||||
|
Description: Nuttacon's Adventuring! character.
|
||||||
|
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
||||||
|
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
||||||
|
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
|
||||||
|
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
|
||||||
|
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
||||||
|
|
||||||
|
# Elyan Gareth
|
||||||
|
|
||||||
|
Elyan Gareth is a brash and exiled gunslinger [warrior] who crafts unique objects.
|
||||||
|
|
||||||
|
## Cypher System Stat Block
|
||||||
|
|
||||||
|
* **Might: 12, Speed: 14, Intellect: 12**
|
||||||
|
* **Effort: 1, Speed Edge: 1, Intellect Edge: 1**
|
||||||
|
* **Cypher Use:** 2 cyphers at a time.
|
||||||
|
|
||||||
|
### Abilities
|
||||||
|
|
||||||
|
* **Improved Edge:** Intellect Edge +1.
|
||||||
|
* **Physical Skills:** Jumping, running.
|
||||||
|
* **Overwatch:** use a ranged weapon to target a small area and make an attack against the next viable target (as if
|
||||||
|
it was a wait action) ignoring any benefit the target would have from cover, position, surprise, range,
|
||||||
|
illumination, or visibility, and inflict 1 additional point of damage.
|
||||||
|
* **Passives**
|
||||||
|
* **Energetic:** +2 to your Speed Pool.
|
||||||
|
* **Self-Reliant:** +2 to your Might Pool.
|
||||||
|
* **Combat Prowess:** +1 damage to ranged attacks.
|
||||||
|
* **Loner:** You gain no benefit when you get help with a task from another character who is trained or
|
||||||
|
specialized in that task.
|
||||||
|
* **Crafter**
|
||||||
|
* **Master Identifier**
|
||||||
|
|
||||||
|
### Skills
|
||||||
|
|
||||||
|
* **Trained** in initiative.
|
||||||
|
* **Trained** in all actions that involve overcoming or ignoring the effects of fear or intimidation.
|
||||||
|
* **Trained** in all tasks involving sneaking.
|
||||||
|
* **Trained** in all tasks involving foraging, hunting, and finding safe places to rest or hide.
|
||||||
|
* **Trained** in jumping.
|
||||||
|
* **Trained** in running.
|
||||||
|
* **Trained** in identifying the function of any kind of device.
|
||||||
|
* **Trained** in crafting smoke powder bombs.
|
||||||
|
* **Trained** in crafting ammunition.
|
||||||
|
* **Practiced** with light, medium, and heavy weapons.
|
||||||
|
* **Hindered** in any task involving social interaction due to living on your own for as long as you have has made
|
||||||
|
you slow to trust others and awkward in social situations.
|
||||||
|
|
||||||
|
### Arcs
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
* **Justice**
|
||||||
|
* Bring Tebeza to justice for killing Belendyl
|
||||||
|
* Steps: ...
|
||||||
|
* History
|
||||||
|
* Worked in mining guild Steelvein Mountain Works with half-elf friend Belendyl Naefaren
|
||||||
|
* Elyan and Belendyl were skilled specialists - rather than mining, they worked on research, equipment,
|
||||||
|
smokepowder, etc.
|
||||||
|
* Overseen by Half-orc woman Tebeza of the Prosperous Depths (so-named for her focus on extracting riches from
|
||||||
|
the earth, and business acumen)
|
||||||
|
* Belendyl was secretly working on a new ammunition, more powerful than smokepowder
|
||||||
|
* Cave-in event traps workers - Tebeza decides not worth recovering workers (site not profitable)
|
||||||
|
* Belendyl uses his new formula to blast a rescue path to the workers.
|
||||||
|
* Tebeza demands formula. Belendyl, wanting to quit, refuses. He is locked up to be forced into crafting it
|
||||||
|
again.
|
||||||
|
* Elyan attempts to break him out. Tebeza kills Belendyl before they can escape. Elyan escapes. Swears revenge
|
||||||
|
on Tebeza.
|
||||||
|
* **Discovery**
|
||||||
|
* Rediscover Belendyl's upgraded ammunition formula
|
||||||
|
* **[Redeem Ibrandul](arcs#redeem-ibrandul)**
|
||||||
|
|
||||||
|
### Cyphers
|
||||||
|
|
||||||
|
* a *brick of instant shelter* [level 4] --- this small sandstone brick creates a permanent simple structure when
|
||||||
|
combined with air and water.
|
||||||
|
* a *tube of reflex enhancer* [level 3] --- an ointment which makes one nimble and dextrous for one hour.
|
||||||
|
|
||||||
|
### Equipment
|
||||||
|
|
||||||
|
* **Weapons:** Smokepowder gun, daggers
|
||||||
|
* Memento of your past to remember better times
|
||||||
|
|
||||||
|
## bss notes
|
||||||
|
|
||||||
|
* Needs equipment
|
||||||
73
pages/adventuring/fr-cypher-system-game/ghorin.md
Normal file
73
pages/adventuring/fr-cypher-system-game/ghorin.md
Normal file
@@ -0,0 +1,73 @@
|
|||||||
|
Title: Ghorin
|
||||||
|
Description: Kadgar's Adventuring! character.
|
||||||
|
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
||||||
|
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
||||||
|
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
|
||||||
|
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
|
||||||
|
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
||||||
|
|
||||||
|
# Ghorin
|
||||||
|
|
||||||
|
Ghorin is a clever mystical sorcerer [adept] who separates mind from body.
|
||||||
|
|
||||||
|
Ghorin hails from Suzail, the capital city of Cormyr. Tasked with returning a tome to the temple of Oghma after stealing
|
||||||
|
it, he seeks the leader of his group who abandoned the group with the book.
|
||||||
|
|
||||||
|
## Cypher System Stat Block
|
||||||
|
|
||||||
|
* **Might: 10, Speed: 12, Intellect: 16**
|
||||||
|
* **Effort: 1, Intellect Edge: 1**
|
||||||
|
* **Cypher Use:** 3 cyphers at a time.
|
||||||
|
|
||||||
|
### Abilities
|
||||||
|
|
||||||
|
* **Shatter**
|
||||||
|
* **Far Step**
|
||||||
|
* **Onslaught**
|
||||||
|
* **Push**
|
||||||
|
* **Third Eye**
|
||||||
|
* **Passives**
|
||||||
|
* **Sense Magic**
|
||||||
|
* **Smart (x2):** +2 to your Intellect Pool.
|
||||||
|
|
||||||
|
### Spells
|
||||||
|
|
||||||
|
* **Hedge Magic**
|
||||||
|
|
||||||
|
### Skills
|
||||||
|
|
||||||
|
* **Trained** in all interactions involving lies or trickery
|
||||||
|
* **Trained** in defense rolls to resist mental effects
|
||||||
|
* **Trained** in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power
|
||||||
|
* **Trained** in all actions involving identifying or understanding the supernatural
|
||||||
|
* **Practiced** with light weapons.
|
||||||
|
* **Hindered** in any task involving lore, knowledge, or understanding
|
||||||
|
* **Hindered** in any task involving charm, persuasion, or deception
|
||||||
|
* **Hindered** with attacks with medium and heavy weapons
|
||||||
|
|
||||||
|
### Arcs
|
||||||
|
|
||||||
|
* **Undo a Wrong** --- Part of a group of thieves who stole a family heirloom from a family which ended up getting
|
||||||
|
solely pinned on him. He's was caught and tasked by the family to find the item and clear his name.
|
||||||
|
* **Opening**
|
||||||
|
* **[Redeem Ibrandul](arcs#redeem-ibrandul)**
|
||||||
|
|
||||||
|
### Cyphers
|
||||||
|
|
||||||
|
* an *eye figurine of far sight* [remote viewer, level 5] --- this small eye allows you to view an area as if you were
|
||||||
|
there.
|
||||||
|
* a *stim leaf* [level 5] --- chewing this leaf eases one action.
|
||||||
|
* *burst of speed* (subtle) [level 2]
|
||||||
|
* *curative potion* x2
|
||||||
|
|
||||||
|
### Equipment
|
||||||
|
|
||||||
|
* **Weapons:** Dagger
|
||||||
|
* **Clothing:** Sorcerer's robes
|
||||||
|
* Spellbook
|
||||||
|
* Disguise kit
|
||||||
|
* Bag of light tools
|
||||||
|
* Bedroll
|
||||||
|
* 50' of rope
|
||||||
|
* Tent
|
||||||
|
* 4 rations
|
||||||
48
pages/adventuring/fr-cypher-system-game/index.md
Normal file
48
pages/adventuring/fr-cypher-system-game/index.md
Normal file
@@ -0,0 +1,48 @@
|
|||||||
|
Title: Adventuring!
|
||||||
|
Description: Adventuring, in the Cypher System!
|
||||||
|
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
||||||
|
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
||||||
|
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
|
||||||
|
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook Games,
|
||||||
|
LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.<br />Adventuring! is unofficial Fan Content
|
||||||
|
permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
|
||||||
|
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
|
||||||
|
|
||||||
|
# Adventuring! in the Cypher System
|
||||||
|
|
||||||
|
Adventuring! was once a Cypher System-based game. Here are some artifacts from that point in time.
|
||||||
|
|
||||||
|
## Characters
|
||||||
|
|
||||||
|
* [Elyan Gareth](elyan-gareth) is a brash exiled gunslinger [warrior] who crafts unique objects.
|
||||||
|
* [Ghorin](ghorin) is a clever mystical sorcerer [adept] who separates mind from body.
|
||||||
|
* [Quarter Roy](quarter-roy) is a strong tough warrior who rages.
|
||||||
|
|
||||||
|
### Barrel
|
||||||
|
|
||||||
|
* [Sydney](sydney) is an exiled doomed drifter [explorer, with combat flavor] who never says die.
|
||||||
|
|
||||||
|
Players are welcome to create a character for the game and rotate in and out as time allows. See [Character
|
||||||
|
Creation](character-creation) for information on making Cypher System characters suitable for the campaign.
|
||||||
|
|
||||||
|
## Resources, Notes, etc.
|
||||||
|
|
||||||
|
### Homebrew and House Rules
|
||||||
|
|
||||||
|
All of [my accepted house rules](/cypher/#homebrew-and-house-rules) are in use for this game, and that page also has
|
||||||
|
Faerûnian homebrew and additional options for the Cypher System.
|
||||||
|
|
||||||
|
### Cypher Tables
|
||||||
|
|
||||||
|
Treat all cypher types as manifest by default. Roll a d20 and use that result for which table to roll on (they're all
|
||||||
|
built as percentile tables, so you can roll a d20 and a d100 for both together).
|
||||||
|
|
||||||
|
| Roll | Origin/Type |
|
||||||
|
|--------|--------------------------|
|
||||||
|
| 1--4 | *Core*/Manifest (p.382) |
|
||||||
|
| 5--8 | *Core*/Subtle (p.383) |
|
||||||
|
| 9--11 | *Godforsaken* |
|
||||||
|
| 12--20 | *Core*/Fantastic (p.384) |
|
||||||
|
|
||||||
|
Most instances work in the game and could be represented as at least one kind of physical item, or roll on the cypher
|
||||||
|
form table in *Godforsaken* (which would be a combined roll of d20; d100; d100).
|
||||||
60
pages/adventuring/fr-cypher-system-game/quarter-roy.md
Normal file
60
pages/adventuring/fr-cypher-system-game/quarter-roy.md
Normal file
@@ -0,0 +1,60 @@
|
|||||||
|
Title: Quarter Roy
|
||||||
|
Description: shrubey's Adventuring! character.
|
||||||
|
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
||||||
|
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
||||||
|
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
|
||||||
|
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
|
||||||
|
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
||||||
|
|
||||||
|
# Quarter Roy
|
||||||
|
|
||||||
|
Quarter Roy is a strong tough warrior who rages.
|
||||||
|
|
||||||
|
## Cypher System Stat Block
|
||||||
|
|
||||||
|
* **Might: 17, Speed: 12, Intellect: 9**
|
||||||
|
* **Effort: 1, Might Edge: 1**
|
||||||
|
* **Armor: 1**
|
||||||
|
* **Cypher Use:** 2 cyphers at a time.
|
||||||
|
|
||||||
|
### Abilities
|
||||||
|
|
||||||
|
* **Frenzy (1 Intellect point):** enter frenzy in combat to gain +1 to Might Edge and Speed Edge, but can't use
|
||||||
|
Intellect points, ends when combat ends.
|
||||||
|
* **Bash (1 Might point):** pummeling melee attack inflicts 1 less point of damage, but dazes.
|
||||||
|
* **Physical Skills:** balancing, climbing.
|
||||||
|
* **Trained Without Armor:** trained in Speed defense tatks when not wearing armor.
|
||||||
|
* **No Need for Weapons:** unarmed attacks count as medium instead of light weapons [or still as light weapons if you
|
||||||
|
prefer the task to be eased rather than the damage ~bss].
|
||||||
|
* **Healthy:** add 1 to the points you regain when you make a recovery roll.
|
||||||
|
* **Passives**
|
||||||
|
* **Very Powerful:** +4 to your Might pool.
|
||||||
|
* **Resilient:** +1 to your Armor.
|
||||||
|
|
||||||
|
### Skills
|
||||||
|
|
||||||
|
* **Practiced** with light, medium, and heavy weapons.
|
||||||
|
* **Trained** in Speed defense tasks when not wearing armor.
|
||||||
|
* **Trained** in all actions involving breaking inanimate objects.
|
||||||
|
* **Trained** in all balancing actions.
|
||||||
|
* **Trained** in all climbing actions.
|
||||||
|
* **Trained** in all jumping actions.
|
||||||
|
* **Trained** in might defense actions.
|
||||||
|
|
||||||
|
### Arcs
|
||||||
|
|
||||||
|
* **Justice** --- Escaped from his captors, the Unfortunate Foster Children arena slave fighting group, and now wants to
|
||||||
|
help the children held hostage by the organizers.
|
||||||
|
* **Opening**
|
||||||
|
* **[Redeem Ibrandul](arcs#redeem-ibrandul)**
|
||||||
|
|
||||||
|
### Cyphers
|
||||||
|
|
||||||
|
* a *scrying bone* [information sensor, level 8] --- a small bone, perhaps of a finger, that allows one to divine
|
||||||
|
information about a target in long range.
|
||||||
|
* a *geometric scar of intelligence enhancement* [level 5] --- this scar of various geometric shapes and patterns
|
||||||
|
appeared suddenly on your body.
|
||||||
|
|
||||||
|
## bss notes
|
||||||
|
|
||||||
|
* Needs equipment
|
||||||
68
pages/adventuring/fr-cypher-system-game/sydney.md
Normal file
68
pages/adventuring/fr-cypher-system-game/sydney.md
Normal file
@@ -0,0 +1,68 @@
|
|||||||
|
Title: Sydney
|
||||||
|
Description: Purple Fiction's Adventuring! character.
|
||||||
|
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
||||||
|
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
||||||
|
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
|
||||||
|
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
|
||||||
|
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
||||||
|
|
||||||
|
# Sydney
|
||||||
|
|
||||||
|
Sydney is an exiled doomed drifter [explorer, with combat flavor] who never says die.
|
||||||
|
|
||||||
|
## Cypher System Stat Block
|
||||||
|
|
||||||
|
* **Might: 14, Speed: 12, Intellect: 12**
|
||||||
|
* **Effort: 1, Might Edge: 1, Speed Edge: 1**
|
||||||
|
* **Cypher Use:** 2 cyphers at a time.
|
||||||
|
* **Armor:** +1
|
||||||
|
* **Abilities**
|
||||||
|
* **Endurance:** Any duration dealing with physical actions is either doubled or halved, whichever is better for
|
||||||
|
you. For example, if the typical person can hold their breath for thirty seconds, you can hold it for one minute.
|
||||||
|
If the typical person can march for four hours without stopping, you can do so for eight hours. In terms of
|
||||||
|
harmful effects, if a poison paralyzes its victims for one minute, you are paralyzed for thirty seconds. The
|
||||||
|
minimum duration is always one round. Enabler.
|
||||||
|
* **Improved Edge (Speed):** Choose one of your Edge stats that is 0. It increases to 1. Enabler.
|
||||||
|
* **Flesh of Stone:** You have +1 to Armor if you do not wear physical armor. Enabler.
|
||||||
|
* **Fleet of Foot (1+ Speed points):** You can move a short distance as part of another action. You can move a long
|
||||||
|
distance as your entire action for a turn. If you apply a level of Effort to this ability, you can move a long
|
||||||
|
distance and make an attack as your entire action for a turn, but the attack is hindered. Enabler.
|
||||||
|
* **Improved Recovery:** Your ten-minute recovery roll takes only one action instead, so that your first two
|
||||||
|
recovery rolls are one action, the third is one hour, and the fourth is ten hours. Enabler.
|
||||||
|
* **Push on Through (2 Might points):** You ignore the effects of terrain while moving for one hour. Enabler.
|
||||||
|
* **Passives**
|
||||||
|
* **Self-Reliant:** +2 to your Might Pool.
|
||||||
|
* **Loner:** You gain no benefit when you get help with a task from another character who is trained or
|
||||||
|
specialized in that task.
|
||||||
|
* **Jumpy** +2 to your Speed Pool.
|
||||||
|
* **Doom:** Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an
|
||||||
|
XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a
|
||||||
|
cold, uncaring place, and your efforts are futile at best.
|
||||||
|
* **Skills**
|
||||||
|
* **Trained** in all tasks involving sneaking.
|
||||||
|
* **Trained** in all tasks involving foraging, hunting, and finding safe places to rest or hide.
|
||||||
|
* **Hindered** in any task involving social interaction due to living on your own for as long as you have has made
|
||||||
|
you slow to trust others and awkward in social situations.
|
||||||
|
* **Trained:** Always on the lookout for danger, you are trained in perception-related tasks.
|
||||||
|
* **Trained:** You are defense minded, so you are trained in Speed defense tasks.
|
||||||
|
* **Trained:** You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in
|
||||||
|
Intellect defense tasks having to do with losing your sanity or equanimity.
|
||||||
|
* **Practiced** with light and medium weapons.
|
||||||
|
|
||||||
|
### Arcs
|
||||||
|
|
||||||
|
* **Revenge**
|
||||||
|
|
||||||
|
### Equipment
|
||||||
|
|
||||||
|
* Bloodstained Memento
|
||||||
|
* Tattered Preparatory School Uniform
|
||||||
|
* Jagged Woodcutter's Axe - Medium weapon
|
||||||
|
* Graffitied Desktop Shield - Asset to Speed defense
|
||||||
|
* Worn School Backpack
|
||||||
|
* Bag of Heavy Tools
|
||||||
|
* Bag of Light Tools
|
||||||
|
* Faded Yearbook - Asset to relaxation tasks
|
||||||
|
* Chipped Home Economics Knife- Light weapon (won't last long)
|
||||||
|
* Dented Metal Water Bottle
|
||||||
|
* Crinkly Bag of Overpriced Foreign Snacks (1 day ration)
|
||||||
@@ -1,64 +1,51 @@
|
|||||||
Title: Ghorin
|
Title: Ghorin
|
||||||
Description: Kadgar's Adventuring! character.
|
Description: Kadgar's Adventuring! character.
|
||||||
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
Footer: <b>13th Age content:</b> This website uses trademarks and/or copyrights owned by Fire Opal Media Inc.,
|
||||||
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
which are used under the Fire Opal Media Inc., 13th Age Community Use Policy. We are expressly
|
||||||
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
|
prohibited from charging you to use or access this content. This website is not published, endorsed,
|
||||||
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
|
or specifically approved by Fire Opal Media. <b>Forgotten Realms content:</b> Adventuring! is
|
||||||
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
|
||||||
|
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
|
||||||
|
|
||||||
# Ghorin
|
# Ghorin (human wizard 1)
|
||||||
|
|
||||||
Ghorin is a clever mystical sorcerer [adept] who separates mind from body.
|
|
||||||
|
|
||||||
Ghorin hails from Suzail, the capital city of Cormyr. Tasked with returning a tome to the temple of Oghma after stealing
|
Ghorin hails from Suzail, the capital city of Cormyr. Tasked with returning a tome to the temple of Oghma after stealing
|
||||||
it, he seeks the leader of his group who abandoned the group with the book.
|
it, he seeks the leader of his group who abandoned the group with the book.
|
||||||
|
|
||||||
## Cypher System Stat Block
|
[TBD: One Unique Thing]
|
||||||
|
|
||||||
* **Might: 10, Speed: 12, Intellect: 16**
|
## Stats
|
||||||
* **Effort: 1, Intellect Edge: 1**
|
|
||||||
* **Cypher Use:** 3 cyphers at a time.
|
|
||||||
|
|
||||||
### Abilities
|
## Features and Talents
|
||||||
|
|
||||||
* **Shatter**
|
* **Cantrips:** *alarm*, *arcane mark*, *ghost sound*, *knock*, *light*, *mage hand*, *mending*, *prestidigitation*,
|
||||||
* **Far Step**
|
*spark*
|
||||||
* **Onslaught**
|
* **Cyclic Spells:** cyclic spells are only expended in a battle if cast when the escalation die is 0 or odd.
|
||||||
* **Push**
|
* **Judicious Casting:** spells have different effects depending on how they are cast.
|
||||||
* **Third Eye**
|
* **Ritual Magic:** cast spells as rituals [also a good excuse to learn more divination spells].
|
||||||
* **Passives**
|
* **Evocation:** 1/battle opportunity to add a target to a PD-targeting spell.
|
||||||
* **Sense Magic**
|
* **Prodigious Learner (self-taught):** gain more feats.
|
||||||
* **Smart (x2):** +2 to your Intellect Pool.
|
* **Wizard's Familiar:** tiny eyestalk (alert, scout) --- ignore certain conditions once by letting your familiar cast
|
||||||
|
for you, have your familiar help you access a limited-use spell when you're spent.
|
||||||
|
|
||||||
### Spells
|
## Feats
|
||||||
|
|
||||||
* **Hedge Magic**
|
* Quick to Fight (A)
|
||||||
|
* Magic Missile (A)
|
||||||
|
* ...
|
||||||
|
* ...
|
||||||
|
|
||||||
### Skills
|
## Spells and Powers
|
||||||
|
|
||||||
* **Trained** in all interactions involving lies or trickery
|
* **Quick to Fight:** roll initiative twice and choose the result you want.
|
||||||
* **Trained** in defense rolls to resist mental effects
|
* ***Adventurer Feat:*** +2 to defenses for the first round if your initiative is higher than all enemies'.
|
||||||
* **Trained** in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power
|
* ***Magic missile:*** Ranged, 1/arc, Quick; no attack roll, 5 force damage, number of rounds this is usable varies.
|
||||||
* **Trained** in all actions involving identifying or understanding the supernatural
|
* ***Ray of frost:*** Ranged, At-Will; Int vs. PD, 9 (2d8) cold damage.
|
||||||
* **Practiced** with light weapons.
|
* ***Shocking grasp:*** Close, At-Will, Move; Int vs. PD, 2 (1d3) lightning damage and target pops free, cast recklessly
|
||||||
* **Hindered** in any task involving lore, knowledge, or understanding
|
for more targets.
|
||||||
* **Hindered** in any task involving charm, persuasion, or deception
|
* ***Color spray:*** Close, Cyclic; 1d4 nearby in a group, Int vs. MD, 9 (2d8) psychic damage, low hp enemies weakened.
|
||||||
* **Hindered** with attacks with medium and heavy weapons
|
* ***Force salvo:*** Ranged, 1/arc; up to 4 nearby, Int vs. PD, 14 (4d6) force damage.
|
||||||
|
* ***Shield:*** Close, Recharge 11+, Free when hit; force a reroll on an attack hitting you.
|
||||||
### Arcs
|
|
||||||
|
|
||||||
* **Undo a Wrong** --- Part of a group of thieves who stole a family heirloom from a family which ended up getting
|
|
||||||
solely pinned on him. He's was caught and tasked by the family to find the item and clear his name.
|
|
||||||
* **Opening**
|
|
||||||
* **[Redeem Ibrandul](arcs#redeem-ibrandul)**
|
|
||||||
|
|
||||||
### Cyphers
|
|
||||||
|
|
||||||
* an *eye figurine of far sight* [remote viewer, level 5] --- this small eye allows you to view an area as if you were
|
|
||||||
there.
|
|
||||||
* a *stim leaf* [level 5] --- chewing this leaf eases one action.
|
|
||||||
* *burst of speed* (subtle) [level 2]
|
|
||||||
* *curative potion* x2
|
|
||||||
|
|
||||||
### Equipment
|
### Equipment
|
||||||
|
|
||||||
|
|||||||
@@ -1,30 +0,0 @@
|
|||||||
Title: Sandy Gnorman "Gnorm" Diamondson
|
|
||||||
Description: Sandy Gnorman "Gnorm" Diamondson is a chaotic gnome mage [adept] who uses wild magic.
|
|
||||||
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
|
||||||
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
|
||||||
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
|
|
||||||
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
|
|
||||||
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
|
||||||
|
|
||||||
# Sandy Gnorman "Gnorm" Diamondson
|
|
||||||
|
|
||||||
Work in progress.
|
|
||||||
|
|
||||||
*Sandy Gnorman "Gnorm" Diamondson is a chaotic gnome mage [adept] who uses wild magic.*
|
|
||||||
|
|
||||||
* **Might: 7, Speed: 16, Intellect: 17**
|
|
||||||
* **Effort:** 1
|
|
||||||
* **Intellect Edge:** 1
|
|
||||||
* **Cyphers:** 3 + 2 more which must be subtle.
|
|
||||||
* *wand of disintegration* [radiation spike, level 7], *blink balm* [blinking, level 6], *scroll of darkness*
|
|
||||||
[blackout, level 7], *intellect booster* [level 5], *rejuvenator* [level 4]
|
|
||||||
* **Skills:** *TODO:* Trained in Intellect defense actions, trained in two creative skills, practiced using hammers.
|
|
||||||
* **Inabilities:** Might defense tasks are hindered, Might-based tasks are hindered.
|
|
||||||
* **Equipment:** Appropriate clothing, bag of light or heavy tools, light armour hides and furs, net, dagger, hammer, adventuring pack, ale gallon, 4 ale mugs, backpack, climbing kit, lockpicks, 5.64 gp.
|
|
||||||
* **Weapons:** Can use light weapons without penalty, inability with medium and heavy weapons.
|
|
||||||
* **Abilities:** Distortion, Hedge Magic, Push, Onslaught, Minor Illusion, Magical Repertoire, Cypher Casting.
|
|
||||||
* **Chaotic:** Once after each ten-hour recovery roll, reroll a die roll of your choice and get presented with a GM
|
|
||||||
intrusion.
|
|
||||||
* **Arc:** *TODO*
|
|
||||||
|
|
||||||
[This actually converted pretty well. The cypher abilities give a lot of randomness.]
|
|
||||||
1
pages/adventuring/gnorm.md
Symbolic link
1
pages/adventuring/gnorm.md
Symbolic link
@@ -0,0 +1 @@
|
|||||||
|
old-cypher-system-game/gnorm.md
|
||||||
@@ -1,16 +1,17 @@
|
|||||||
|
---
|
||||||
Title: Adventuring!
|
Title: Adventuring!
|
||||||
Description: Adventuring, in the Cypher System!
|
Description: Adventuring, in Faerûnian 13th Age!
|
||||||
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
Footer: <b>13th Age content:</b> This website uses trademarks and/or copyrights owned by Fire Opal Media Inc.,
|
||||||
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
which are used under the Fire Opal Media Inc., 13th Age Community Use Policy. We are expressly
|
||||||
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
|
prohibited from charging you to use or access this content. This website is not published, endorsed,
|
||||||
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook Games,
|
or specifically approved by Fire Opal Media. <b>Forgotten Realms content:</b> Adventuring! is
|
||||||
LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.<br />Adventuring! is unofficial Fan Content
|
unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
|
||||||
permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
|
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
|
||||||
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
|
---
|
||||||
|
|
||||||
# Adventuring!
|
# Adventuring!
|
||||||
|
|
||||||
Adventuring! is a play-by-chat [Cypher System](/cypher/) fantasy campaign run in the Forgotten Realms, circa 1372 DR.
|
Adventuring! is a play-by-chat [13th Age](/13th-age/) fantasy campaign run in the Forgotten Realms, circa 1372 DR.
|
||||||
Presently, it is situated in the Dragon Coast.
|
Presently, it is situated in the Dragon Coast.
|
||||||
|
|
||||||
|> [](faerun-dragon-coast-westgate.jpg)
|
|> [](faerun-dragon-coast-westgate.jpg)
|
||||||
@@ -19,16 +20,9 @@ Presently, it is situated in the Dragon Coast.
|
|||||||
|
|
||||||
## Characters
|
## Characters
|
||||||
|
|
||||||
* [Elyan Gareth](elyan-gareth) is a brash exiled gunslinger [warrior] who crafts unique objects.
|
* Elyan Gareth
|
||||||
* [Ghorin](ghorin) is a clever mystical sorcerer [adept] who separates mind from body.
|
* Ghorin
|
||||||
* [Quarter Roy](quarter-roy) is a strong tough warrior who rages.
|
* Quarter Roy
|
||||||
|
|
||||||
### Barrel
|
|
||||||
|
|
||||||
* [Sydney](sydney) is an exiled doomed drifter [explorer, with combat flavor] who never says die.
|
|
||||||
|
|
||||||
Players are welcome to create a character for the game and rotate in and out as time allows. See [Character
|
|
||||||
Creation](character-creation) for information on making Cypher System characters suitable for the campaign.
|
|
||||||
|
|
||||||
## Current Events
|
## Current Events
|
||||||
|
|
||||||
@@ -75,12 +69,137 @@ Hexes are 6 miles from face to face (7 miles for opposing corners).
|
|||||||
|
|
||||||
* **0510:** at least one ogre den was discovered by the party in the hills.
|
* **0510:** at least one ogre den was discovered by the party in the hills.
|
||||||
|
|
||||||
|
## Icons in the Forgotten Realms
|
||||||
|
|
||||||
|
In 1372 DR, the deities of Faerûn forever changed when Cyric's surprise opus, what came to be known as the Godsfall,
|
||||||
|
cast the pantheon again into mortality, quickly rewriting the power dynamics of the deities forced to maintain their
|
||||||
|
divinity while defending themselves in the mortal realm. Many portfolios and divine essences consolidated into the
|
||||||
|
remaining major deities, still magically and supernaturally tied to Faerûn, but no longer omnipotent.
|
||||||
|
|
||||||
|
> Each block on the remaining major deities, each tied to an icon in 13th Age terms, includes their general
|
||||||
|
> heroic/ambiguous/villainous alignment, their (often expanded or reassembled) portfolio, and additional deities and
|
||||||
|
> faiths they subsumed and now serve directly or as avatars.
|
||||||
|
|
||||||
|
### Mystra (Archmage)
|
||||||
|
|
||||||
|
Heroic icon ✦ magic, spells, the Weave, wizards, mages, spellcasters ✦ Azuth, Oghma
|
||||||
|
|
||||||
|
Mystra's maintenance of the Weave and enabling of spellcasters across Faerûn has continued unabated, now bolstered by
|
||||||
|
the absorption of Azuth. The threats to her divinity, and the Weave, are more present than ever. Meanwhile, Oghma's
|
||||||
|
dominion over the realm of ideas continues, in service of Mystra.
|
||||||
|
|
||||||
|
### Bane (Crusader)
|
||||||
|
|
||||||
|
Villainous icon ✦ strife, tyranny, fear, hatred, war, battle ✦ Tempus
|
||||||
|
|
||||||
|
In the shift in power, Bane finds himself still at odds with his old rivals --- including Mystra, Torm, and Cyric ---
|
||||||
|
and now also with Lolth, as she now represents the forces of chaos and the Abyss; Bane's strongholds and doctrines
|
||||||
|
throughout Faerûn are threatened from both sides. Still, Bane (and now his second in command, Tempus) are always
|
||||||
|
prepared for war.
|
||||||
|
|
||||||
|
### Lolth (Diabolist)
|
||||||
|
|
||||||
|
Villainous icon ✦ chaos, darkness, drow, demons, assassins, spiders, bloodlust ✦ demon lords, the drow pantheon, Malar
|
||||||
|
|
||||||
|
The Spider Queen quickly moved to take control of the Abyss as she consolidated power in the Godsfall, and she is now
|
||||||
|
revered also as the Queen of Chaos. She has bound the demons of the Realms in servitude, while still also serving as the
|
||||||
|
head of the drow pantheon. However, the ascent of Eilistraee as the head of the Court of Stars threatens her hold over
|
||||||
|
the drow houses.
|
||||||
|
|
||||||
|
### Moradin (Dwarf King)
|
||||||
|
|
||||||
|
Ambiguous icon ✦ dwarves, creation, smithing, greed, magic item creation, wealth ✦ the dwarven pantheon, Gond
|
||||||
|
|
||||||
|
Moradin consumed the majority of the dwarven pantheon without event, but was slightly blackened by some of the greedy and
|
||||||
|
similar elements present in dwarven vices. He remains a reliable ally to the good-aligned deities of Faerûn, but in his
|
||||||
|
own way --- and dwarves always come first. Gond, and by extension many gnomes, now revere Moradin as well.
|
||||||
|
|
||||||
|
### Eilistraee (Elf Queen)
|
||||||
|
|
||||||
|
Heroic icon ✦ moon, stars, elves, music, beauty, moonlight ✦ Selûne, Corellon Larethian
|
||||||
|
|
||||||
|
The Court of Stars has formed under the merged essence of Eilistraee, though the significant power of Selûne and
|
||||||
|
Corellon Larethian hold much sway in their combined persona, and in worship, many denizens of Faerûn still revere their
|
||||||
|
names before Eilistraee's. Still, they hope Eilistraee's significance as a rival to Lolth will eventually sway the drow,
|
||||||
|
who generally remain out of favor of the Court as long as they cling to evil.
|
||||||
|
|
||||||
|
### Tyr (Emperor)
|
||||||
|
|
||||||
|
Ambiguous icon ✦ justice, trade, money, civilization, fortune ✦ Waukeen, Tymora
|
||||||
|
|
||||||
|
When the Godsfall struck, Tyr immediately sprung to the defense of order across Faerûn, assisted by Waukeen and other
|
||||||
|
such deities, whose portfolios were eventually subsumed into his. As the many threats across the continent increased
|
||||||
|
their prominence, the church of Tyr led the push to secure a (relatively) unified front of peace and security. Everyone
|
||||||
|
sees the cracks forming across the many lands and kingdoms of Faerûn, as ideas of "order" and "good" vary from region to
|
||||||
|
region.
|
||||||
|
|
||||||
|
### Helm (Great Gold Wyrm)
|
||||||
|
|
||||||
|
Heroic icon ✦ guardians, protection, duty, loyalty ✦ Torm
|
||||||
|
|
||||||
|
Despite the shared enemy of the forces of the Abyss, Helm and Torm maintain their opposition to Bane, standing as a
|
||||||
|
sentry against either form of corruption and ruin from the dual threats of Bane and Lolth. Helm continues as the
|
||||||
|
ultimate guardian of the realm, the two closely-aligned clergies having now merged entirely.
|
||||||
|
|
||||||
|
### Mielikki (High Druid)
|
||||||
|
|
||||||
|
Ambiguous icon ✦ nature, forests, rangers, dryads, druids, barbarian tribes, travel, exploration ✦ Silvanus, Shaundakul,
|
||||||
|
Uthgar
|
||||||
|
|
||||||
|
Silvanus, wisely choosing a more active participant in the Realms to lead the forces of nature, transferred his
|
||||||
|
portfolio to the prominent Mielikki. Mielikki, good-hearted by default, aligns herself against destructive forces such
|
||||||
|
as Bane and Lolth, but also recognizes the tensions represented by the expanding reach of civilization on natural lands.
|
||||||
|
Her absorption of Uthgar's power and portfolia nevertheless gives her a furious edge, should it need to be applied.
|
||||||
|
|
||||||
|
### Velsharoon (Lich King)
|
||||||
|
|
||||||
|
Villainous icon ✦ necromancy, undeath, evil liches, fatalism ✦ Jergal, Kiaransalee
|
||||||
|
|
||||||
|
The Godsfall gave Velsharoon the opportunity he needed to defeat Jergal, removing one of the barriers to total control
|
||||||
|
over death, and its progression to undeath. If Velsharoon is able to unseat Kelemvor, himself weakened by the Godsfall,
|
||||||
|
Velsharoon may be able to simply bide his time until his undead armies are an insurmountable threat. Kiaransalee
|
||||||
|
secretly cedes some of her power in the drow pantheon to Velsharoon, in an attempt to unseat Lolth.
|
||||||
|
|
||||||
|
### Sune (Priestess)
|
||||||
|
|
||||||
|
Heroic icon ✦ beauty, love, passion, birth, dawn, agriculture ✦ Lathander, Chauntea
|
||||||
|
|
||||||
|
Expanding her portfolio beyond the simple aesthetes her clergy was once known for, Sune has taken on the influence of
|
||||||
|
Lathander and other deities and now represents a celestial goodness with power that she has begun to flex against forces
|
||||||
|
such as Lolth and Shar. However, the complicated histories of Sune and Lathander especially have left her with an
|
||||||
|
imperfect relationship with Torm and Tyr.
|
||||||
|
|
||||||
|
### Cyric (Prince of Shadows)
|
||||||
|
|
||||||
|
Ambiguous icon ✦ lies, intrigue, deception, illusion, shadows, thievery, thieves ✦ Mask
|
||||||
|
|
||||||
|
In what might have been Cyric's last act of madness, the Godsfall reset the field of power among the deities of Faerûn,
|
||||||
|
and he was no exception --- he absorbed all of Mask's essence and strengthened his title as the Prince of Lies.
|
||||||
|
Accordingly, he lost the portfolio of murder to Shar. Don't call it a rehabilitation, but Cyric's most evil tendencies
|
||||||
|
have been tempered by the scheming nature of Mask.
|
||||||
|
|
||||||
|
### Shar (The Three)
|
||||||
|
|
||||||
|
Villainous icon ✦ dark, loss, night, murder, the Underdark, caverns, evil dragons ✦ Tiamat
|
||||||
|
|
||||||
|
Appearing often as Tiamat since stealing her power in the Godsfall, the Dark Goddess has now amassed massive followings
|
||||||
|
among the evil people and monsters of Faerûn. Many of those who live outside of normal society, or especially those in
|
||||||
|
the Underdark, pray to Shar and Tiamat equally. Her battles with Selûne (and now Eilistraee) go back to creation, and
|
||||||
|
her coveting of Mask's former dominion over shadow draws her into conflict with Cyric.
|
||||||
|
|
||||||
|
### Other Deities
|
||||||
|
|
||||||
|
These deities found their power waning in the Godsfall, cursed by their relative stagnation and lack of involvement in
|
||||||
|
the times of change brought about by Cyric's madness. They still take on worshippers and maintain their faiths (and were
|
||||||
|
cast into Faerûn like the rest of the deities), but they no longer maintain the significance of deities that would be
|
||||||
|
considered icons.
|
||||||
|
|
||||||
## Resources, Notes, etc.
|
## Resources, Notes, etc.
|
||||||
|
|
||||||
### Homebrew and House Rules
|
### Character Creation
|
||||||
|
|
||||||
All of [my accepted house rules](/cypher/#homebrew-and-house-rules) are in use for this game, and that page also has
|
Aside from the icons above, I have not made any changes to 13th Age 2e, either for this campaign or in general, so you
|
||||||
Faerûnian homebrew and additional options for the Cypher System.
|
will do fine to follow my light notes on [my core 13th Age page](/13th-age/#character-creation).
|
||||||
|
|
||||||
### Play-by-Chat Structure and Guidelines
|
### Play-by-Chat Structure and Guidelines
|
||||||
|
|
||||||
@@ -88,21 +207,10 @@ Adventuring! will run on a weekly tick system where players will have a week(-is
|
|||||||
updates in, converse about strategy, ask questions of the GM, etc., and then the GM will update with outcomes and move
|
updates in, converse about strategy, ask questions of the GM, etc., and then the GM will update with outcomes and move
|
||||||
the game forward. More details can be found [here](play-by-chat).
|
the game forward. More details can be found [here](play-by-chat).
|
||||||
|
|
||||||
### Cypher Tables
|
|
||||||
|
|
||||||
Treat all cypher types as manifest by default. Roll a d20 and use that result for which table to roll on (they're all
|
|
||||||
built as percentile tables, so you can roll a d20 and a d100 for both together).
|
|
||||||
|
|
||||||
| Roll | Origin/Type |
|
|
||||||
|--------|--------------------------|
|
|
||||||
| 1--4 | *Core*/Manifest (p.382) |
|
|
||||||
| 5--8 | *Core*/Subtle (p.383) |
|
|
||||||
| 9--11 | *Godforsaken* |
|
|
||||||
| 12--20 | *Core*/Fantastic (p.384) |
|
|
||||||
|
|
||||||
Most instances work in the game and could be represented as at least one kind of physical item, or roll on the cypher
|
|
||||||
form table in *Godforsaken* (which would be a combined roll of d20; d100; d100).
|
|
||||||
|
|
||||||
### Map of Faerûn
|
### Map of Faerûn
|
||||||
|
|
||||||
You can view the whole map of Faerûn [here](faerun-map.jpg).
|
You can view the whole map of Faerûn [here](faerun-map.jpg).
|
||||||
|
|
||||||
|
## Legacy Stuff
|
||||||
|
|
||||||
|
This campaign used to be run in the Cypher System; stuff specific to that game is [here](fr-cypher-system-game/).
|
||||||
|
|||||||
23
pages/adventuring/old-13th-age-game/index.md
Normal file
23
pages/adventuring/old-13th-age-game/index.md
Normal file
@@ -0,0 +1,23 @@
|
|||||||
|
Title: Adventuring! (old, 13th Age)
|
||||||
|
Footer: <a href="/13th-age/legal">This content is available under the OGL v1.0a and the 13th Age Community Use Policy.</a>
|
||||||
|
|
||||||
|
# Adventuring! (old, 13th Age)
|
||||||
|
|
||||||
|
Adventuring! was a quasi-campaign setting world thing built from nothing but a table of creative people and the 13th Age
|
||||||
|
system. It does *not* use the Dragon Empire, or any other setting material, and not even the icons from 13th Age. It
|
||||||
|
does instead borrow from a variety of tropes, cultural references, etc. It is, as such, the primary force of creation
|
||||||
|
behind [Yacsra](yacsra/).
|
||||||
|
|
||||||
|
## Yacsra
|
||||||
|
|
||||||
|
The world of Yacsra, bss's *yet another campaign setting, roughly assembled*, is a general purpose campaign setting,
|
||||||
|
with a design inspired by the Dragon Empire, 13th Age's deliberately open-ended meta-setting. It takes cues (e.g. 13
|
||||||
|
icons, points of light, etc.) but is made up of unique icons, places, etc. The material that I've written or that my
|
||||||
|
tables have come up with off the cuff build upon the lore of Yacsra.
|
||||||
|
|
||||||
|
## Quick Session Summary
|
||||||
|
|
||||||
|
* Session 0 --- character creation, establishing the icons, Gnorm's bar attacked
|
||||||
|
* Session 1 --- tracking down bar assailant, bug fight
|
||||||
|
* [Session 2](session-2) --- confronting Bazarak
|
||||||
|
* [Session 3](session-3) --- bar business and more people snooping around
|
||||||
32
pages/adventuring/old-cypher-system-game/barney.md
Normal file
32
pages/adventuring/old-cypher-system-game/barney.md
Normal file
@@ -0,0 +1,32 @@
|
|||||||
|
Title: Barney
|
||||||
|
Description: Barney is a doomed tough abomination [warrior] who does not tread lightly.
|
||||||
|
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
||||||
|
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
||||||
|
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
|
||||||
|
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
|
||||||
|
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
||||||
|
|
||||||
|
# Barney
|
||||||
|
|
||||||
|
Work in progress.
|
||||||
|
|
||||||
|
*Barney is a doomed tough abomination [warrior] who does not tread lightly.*
|
||||||
|
|
||||||
|
* **Might: 16, Speed: 11, Intellect: 9**
|
||||||
|
* **Effort:** 1
|
||||||
|
* **Might Edge:** 1
|
||||||
|
* **Cyphers:** 2.
|
||||||
|
* **Armor:** 1.
|
||||||
|
* **Skills:** *TODO:* trained in perception-related tasks, trained in Speed defense tasks, trained in Might defense
|
||||||
|
tasks, trained in Intellect defense tasks around losing your sanity or equanimity.
|
||||||
|
* **Equipment:** *TODO:* Two weapons of your choice (if any), one more light weapon, armor, and other equipment worth
|
||||||
|
6d6+100 gp.
|
||||||
|
* **Weapons:** Practiced with light, medium, and heavy weapons and suffer no penalty using any kind of weapon.
|
||||||
|
* **Abilities:** Bash, No Need for Weapons, Practiced in Armor, Combat Prowess, Crushing Blow.
|
||||||
|
* **Doom:** Cannot refuse GM intrusions on your character, and do not get an XP for it (still one awarded to another
|
||||||
|
player though).
|
||||||
|
* **Healthy:** Add 1 to the points regained from a recovery roll.
|
||||||
|
* **Arc:** *TODO*
|
||||||
|
|
||||||
|
[I tried making a new focus, since nothing I found really felt, well, destructive enough. See [Does Not Tread
|
||||||
|
Lightly](/cypher/homebrew#does-not-tread-lightly).]
|
||||||
30
pages/adventuring/old-cypher-system-game/gnorm.md
Normal file
30
pages/adventuring/old-cypher-system-game/gnorm.md
Normal file
@@ -0,0 +1,30 @@
|
|||||||
|
Title: Sandy Gnorman "Gnorm" Diamondson
|
||||||
|
Description: Sandy Gnorman "Gnorm" Diamondson is a chaotic gnome mage [adept] who uses wild magic.
|
||||||
|
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
||||||
|
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
||||||
|
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
|
||||||
|
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
|
||||||
|
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
||||||
|
|
||||||
|
# Sandy Gnorman "Gnorm" Diamondson
|
||||||
|
|
||||||
|
Work in progress.
|
||||||
|
|
||||||
|
*Sandy Gnorman "Gnorm" Diamondson is a chaotic gnome mage [adept] who uses wild magic.*
|
||||||
|
|
||||||
|
* **Might: 7, Speed: 16, Intellect: 17**
|
||||||
|
* **Effort:** 1
|
||||||
|
* **Intellect Edge:** 1
|
||||||
|
* **Cyphers:** 3 + 2 more which must be subtle.
|
||||||
|
* *wand of disintegration* [radiation spike, level 7], *blink balm* [blinking, level 6], *scroll of darkness*
|
||||||
|
[blackout, level 7], *intellect booster* [level 5], *rejuvenator* [level 4]
|
||||||
|
* **Skills:** *TODO:* Trained in Intellect defense actions, trained in two creative skills, practiced using hammers.
|
||||||
|
* **Inabilities:** Might defense tasks are hindered, Might-based tasks are hindered.
|
||||||
|
* **Equipment:** Appropriate clothing, bag of light or heavy tools, light armour hides and furs, net, dagger, hammer, adventuring pack, ale gallon, 4 ale mugs, backpack, climbing kit, lockpicks, 5.64 gp.
|
||||||
|
* **Weapons:** Can use light weapons without penalty, inability with medium and heavy weapons.
|
||||||
|
* **Abilities:** Distortion, Hedge Magic, Push, Onslaught, Minor Illusion, Magical Repertoire, Cypher Casting.
|
||||||
|
* **Chaotic:** Once after each ten-hour recovery roll, reroll a die roll of your choice and get presented with a GM
|
||||||
|
intrusion.
|
||||||
|
* **Arc:** *TODO*
|
||||||
|
|
||||||
|
[This actually converted pretty well. The cypher abilities give a lot of randomness.]
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
Title: Adventuring! (Previously)
|
Title: Adventuring! (old, Cypher System)
|
||||||
Description: Adventuring, in the Cypher System!
|
Description: Adventuring, in the Cypher System!
|
||||||
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
||||||
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
||||||
@@ -6,10 +6,10 @@ Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun,
|
|||||||
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
|
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
|
||||||
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
||||||
|
|
||||||
# Adventuring! (Previously)
|
# Adventuring! (old, Cypher System)
|
||||||
|
|
||||||
Before Adventuring! was a play-by-chat game, it was attempted to be a port of the 13th Age game. Some old information
|
Before Adventuring! was replaced by the play-by-chat Forgotten Realms-based game, there was an attempted Cypher System
|
||||||
lives on here.
|
port of the live 13th Age game. Some old information lives on here.
|
||||||
|
|
||||||
## Characters
|
## Characters
|
||||||
|
|
||||||
28
pages/adventuring/old-cypher-system-game/raistlin.md
Normal file
28
pages/adventuring/old-cypher-system-game/raistlin.md
Normal file
@@ -0,0 +1,28 @@
|
|||||||
|
Title: Raistlin Majere-Diamondson
|
||||||
|
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
||||||
|
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
||||||
|
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
|
||||||
|
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
|
||||||
|
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
||||||
|
|
||||||
|
# Raistlin Majere-Diamondson
|
||||||
|
|
||||||
|
Work in progress.
|
||||||
|
|
||||||
|
*Raistlin Majere-Diamondson is a X elf sorcerer [adept] who consorts with the dead.*
|
||||||
|
|
||||||
|
* **Might: 9, Speed: 12, Intellect: 15**
|
||||||
|
* **Effort:** 1
|
||||||
|
* **Intellect Edge:** 1
|
||||||
|
* **Cyphers:** 3
|
||||||
|
* **Skills:** *TODO:* Specialized in perception, practiced in one bow variety, trained in stealth tasks, specialized in
|
||||||
|
stealth in natural woodland.
|
||||||
|
* **Equipment:** *TODO:* Appropriate clothing, bow and quiver of arrows, and other equipment worth 3d6+80 gp.
|
||||||
|
* **Weapons:** Can use light weapons without penalty, inability with medium and heavy weapons.
|
||||||
|
* **Abilities:** Far Step, Onslaught, Erase Memories, Shatter, Speaker for the Dead.
|
||||||
|
* **Long-lived:** Natural lifespan of thousands of years.
|
||||||
|
* **Fragile:** When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.
|
||||||
|
* **Arc:** *TODO*
|
||||||
|
|
||||||
|
[I couldn't figure out what adjective worked for Raistlin because we haven't seen much of him in practice, to my
|
||||||
|
recollection. I think Phoenix should just fill this in.]
|
||||||
41
pages/adventuring/old-cypher-system-game/ramaria.md
Normal file
41
pages/adventuring/old-cypher-system-game/ramaria.md
Normal file
@@ -0,0 +1,41 @@
|
|||||||
|
Title: Ramaria
|
||||||
|
Description: Ramaria is an inquisitive fungoid cleric [speaker] who channels divine blessings.
|
||||||
|
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
||||||
|
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
||||||
|
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
|
||||||
|
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
|
||||||
|
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
||||||
|
|
||||||
|
# Ramaria
|
||||||
|
|
||||||
|
Work in progress.
|
||||||
|
|
||||||
|
*Ramaria is an inquisitive fungoid cleric [speaker] who channels divine blessings.*
|
||||||
|
|
||||||
|
* **Might 12, Speed 10, Intellect 18**
|
||||||
|
* **Effort:** 1
|
||||||
|
* **Intellect Edge:** 1
|
||||||
|
* **Cyphers:** 2
|
||||||
|
* *effort enhancer (combat)* [level 2], *potion of warmth* [level 2, warmth]
|
||||||
|
* **Skills:** Trained in learning something new, trained in geography and history, trained in dungeon and cavern
|
||||||
|
ecology, trained in Intellect defense.
|
||||||
|
* **Inabilities:** Tasks to hear or notice dangers are hindered, Initiative actions are hindered.
|
||||||
|
* **Equipment:** *TODO:* Appropriate clothing, hand crossbow, 30 bolts, artisan's outfit, 3 books TBD, healing kit,
|
||||||
|
adventuring pack, candles 10, tent, waterskin, scimitar, ink pen and flask, 46gp.
|
||||||
|
* **Weapons:** Can use light and medium weapons without penalty, inability with heavy weapons
|
||||||
|
* **Abilities:** Blessing of the Gods (health, protection), Practiced With Medium Weapons, Terrifying Presence,
|
||||||
|
Encouragement, Enthrall.
|
||||||
|
* **Fungal Companion (2 Might points):** During a rest, before making your recovery roll, you sprout a tiny fungal
|
||||||
|
familiar which can aid you. It is intelligent, and you share a mental connection with the fungal companion, but it
|
||||||
|
cannot itself speak. It can act as a scout and inform you of an area it is running reconnaissance on, and can be given
|
||||||
|
simple commands to follow as part of a normal action. The familiar is a loyal companion and lives until it takes
|
||||||
|
damage, or would be otherwise destroyed (see below).
|
||||||
|
* **Burst:** You may command the fungal companion to explode in a burst of poisonous spores. Make a Might roll, on a
|
||||||
|
success, the poison inflicts 3 points of damage or hinders the poisoned creature's actions for one minute (your
|
||||||
|
choice). The fungal companion is destroyed in the process. Action.
|
||||||
|
* **Arc:** *TODO*
|
||||||
|
|
||||||
|
[I went with a traditional cleric, support (especially healing) with some combat ability and commanding abilities. This
|
||||||
|
lead me more towards Speaker than Adept, which you could probably go either way on with a different vision than mine. I
|
||||||
|
didn't really know what to do with your non-racial descriptor. Also note that I came up with
|
||||||
|
[fungoid](/cypher/homebrew#fungoid) on my own, so it may need tweaking.]
|
||||||
31
pages/adventuring/old-cypher-system-game/ureiden.md
Normal file
31
pages/adventuring/old-cypher-system-game/ureiden.md
Normal file
@@ -0,0 +1,31 @@
|
|||||||
|
Title: Ureiden Bremini
|
||||||
|
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
||||||
|
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
||||||
|
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
|
||||||
|
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
|
||||||
|
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
||||||
|
|
||||||
|
# Ureiden Bremini
|
||||||
|
|
||||||
|
Work in progress.
|
||||||
|
|
||||||
|
*Ureiden Bremini is a risk-taking halfling barbarian [warrior] who rages.*
|
||||||
|
|
||||||
|
* **Might: 13, Speed: 19, Intellect: 8**
|
||||||
|
* **Effort:** 1
|
||||||
|
* **Might Edge:** 1
|
||||||
|
* **Speed Edge:** 1
|
||||||
|
* **Cyphers:** 2
|
||||||
|
* *powder of dissolving metal* [metal death, level 4], *analeptic* [level 7]
|
||||||
|
* **Skills:** Trained in pleasant social interactions, stealth, some kind of chance, Intellect defense.
|
||||||
|
* **Inabilities:** Might-based tasks are hindered, tasks related to sneaking and staying quiet are hindered.
|
||||||
|
* **Equipment:** *TODO:* Appropriate clothing, great sword, 4 dagger, 4 javelin, adventuring pack, lantern, backpack,
|
||||||
|
manacles, crowbar, lockpicks, mirror, 68 gp.
|
||||||
|
* **Weapons:** Practiced with light, medium, and heavy weapons, can use any weapons without penalty.
|
||||||
|
* **Abilities:** *TODO:* Trained Without Armor, Improved Edge, Combat Prowess, Swipe, Frenzy.
|
||||||
|
* **Pressing Your Luck:** Can choose to automatically succeed on one task <6, but trigger a GM intrusion.
|
||||||
|
* **Advantage:** When using 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.
|
||||||
|
* **Arc:** *TODO*
|
||||||
|
|
||||||
|
[In addition to not knowing a descriptor in mind for Ureiden, I'm not sure if Peter would pick Rages over some of the
|
||||||
|
other suggestions --- Lives in the Wilderness, Masters Weaponry, or Never Says Die all seem like they might fit.]
|
||||||
1
pages/adventuring/previous
Symbolic link
1
pages/adventuring/previous
Symbolic link
@@ -0,0 +1 @@
|
|||||||
|
old-cypher-system-game
|
||||||
@@ -24,7 +24,8 @@ Quarter Roy is a strong tough warrior who rages.
|
|||||||
* **Bash (1 Might point):** pummeling melee attack inflicts 1 less point of damage, but dazes.
|
* **Bash (1 Might point):** pummeling melee attack inflicts 1 less point of damage, but dazes.
|
||||||
* **Physical Skills:** balancing, climbing.
|
* **Physical Skills:** balancing, climbing.
|
||||||
* **Trained Without Armor:** trained in Speed defense tatks when not wearing armor.
|
* **Trained Without Armor:** trained in Speed defense tatks when not wearing armor.
|
||||||
* **Combat Prowess:** add +1 damage to melee weapon attacks.
|
* **No Need for Weapons:** unarmed attacks count as medium instead of light weapons [or still as light weapons if you
|
||||||
|
prefer the task to be eased rather than the damage ~bss].
|
||||||
* **Healthy:** add 1 to the points you regain when you make a recovery roll.
|
* **Healthy:** add 1 to the points you regain when you make a recovery roll.
|
||||||
* **Passives**
|
* **Passives**
|
||||||
* **Very Powerful:** +4 to your Might pool.
|
* **Very Powerful:** +4 to your Might pool.
|
||||||
|
|||||||
@@ -1,28 +0,0 @@
|
|||||||
Title: Raistlin Majere-Diamondson
|
|
||||||
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
|
||||||
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
|
||||||
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
|
|
||||||
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
|
|
||||||
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
|
||||||
|
|
||||||
# Raistlin Majere-Diamondson
|
|
||||||
|
|
||||||
Work in progress.
|
|
||||||
|
|
||||||
*Raistlin Majere-Diamondson is a X elf sorcerer [adept] who consorts with the dead.*
|
|
||||||
|
|
||||||
* **Might: 9, Speed: 12, Intellect: 15**
|
|
||||||
* **Effort:** 1
|
|
||||||
* **Intellect Edge:** 1
|
|
||||||
* **Cyphers:** 3
|
|
||||||
* **Skills:** *TODO:* Specialized in perception, practiced in one bow variety, trained in stealth tasks, specialized in
|
|
||||||
stealth in natural woodland.
|
|
||||||
* **Equipment:** *TODO:* Appropriate clothing, bow and quiver of arrows, and other equipment worth 3d6+80 gp.
|
|
||||||
* **Weapons:** Can use light weapons without penalty, inability with medium and heavy weapons.
|
|
||||||
* **Abilities:** Far Step, Onslaught, Erase Memories, Shatter, Speaker for the Dead.
|
|
||||||
* **Long-lived:** Natural lifespan of thousands of years.
|
|
||||||
* **Fragile:** When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.
|
|
||||||
* **Arc:** *TODO*
|
|
||||||
|
|
||||||
[I couldn't figure out what adjective worked for Raistlin because we haven't seen much of him in practice, to my
|
|
||||||
recollection. I think Phoenix should just fill this in.]
|
|
||||||
1
pages/adventuring/raistlin.md
Symbolic link
1
pages/adventuring/raistlin.md
Symbolic link
@@ -0,0 +1 @@
|
|||||||
|
old-cypher-system-game/raistlin.md
|
||||||
@@ -1,41 +0,0 @@
|
|||||||
Title: Ramaria
|
|
||||||
Description: Ramaria is an inquisitive fungoid cleric [speaker] who channels divine blessings.
|
|
||||||
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
|
||||||
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
|
||||||
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
|
|
||||||
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
|
|
||||||
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
|
||||||
|
|
||||||
# Ramaria
|
|
||||||
|
|
||||||
Work in progress.
|
|
||||||
|
|
||||||
*Ramaria is an inquisitive fungoid cleric [speaker] who channels divine blessings.*
|
|
||||||
|
|
||||||
* **Might 12, Speed 10, Intellect 18**
|
|
||||||
* **Effort:** 1
|
|
||||||
* **Intellect Edge:** 1
|
|
||||||
* **Cyphers:** 2
|
|
||||||
* *effort enhancer (combat)* [level 2], *potion of warmth* [level 2, warmth]
|
|
||||||
* **Skills:** Trained in learning something new, trained in geography and history, trained in dungeon and cavern
|
|
||||||
ecology, trained in Intellect defense.
|
|
||||||
* **Inabilities:** Tasks to hear or notice dangers are hindered, Initiative actions are hindered.
|
|
||||||
* **Equipment:** *TODO:* Appropriate clothing, hand crossbow, 30 bolts, artisan's outfit, 3 books TBD, healing kit,
|
|
||||||
adventuring pack, candles 10, tent, waterskin, scimitar, ink pen and flask, 46gp.
|
|
||||||
* **Weapons:** Can use light and medium weapons without penalty, inability with heavy weapons
|
|
||||||
* **Abilities:** Blessing of the Gods (health, protection), Practiced With Medium Weapons, Terrifying Presence,
|
|
||||||
Encouragement, Enthrall.
|
|
||||||
* **Fungal Companion (2 Might points):** During a rest, before making your recovery roll, you sprout a tiny fungal
|
|
||||||
familiar which can aid you. It is intelligent, and you share a mental connection with the fungal companion, but it
|
|
||||||
cannot itself speak. It can act as a scout and inform you of an area it is running reconnaissance on, and can be given
|
|
||||||
simple commands to follow as part of a normal action. The familiar is a loyal companion and lives until it takes
|
|
||||||
damage, or would be otherwise destroyed (see below).
|
|
||||||
* **Burst:** You may command the fungal companion to explode in a burst of poisonous spores. Make a Might roll, on a
|
|
||||||
success, the poison inflicts 3 points of damage or hinders the poisoned creature's actions for one minute (your
|
|
||||||
choice). The fungal companion is destroyed in the process. Action.
|
|
||||||
* **Arc:** *TODO*
|
|
||||||
|
|
||||||
[I went with a traditional cleric, support (especially healing) with some combat ability and commanding abilities. This
|
|
||||||
lead me more towards Speaker than Adept, which you could probably go either way on with a different vision than mine. I
|
|
||||||
didn't really know what to do with your non-racial descriptor. Also note that I came up with
|
|
||||||
[fungoid](/cypher/homebrew#fungoid) on my own, so it may need tweaking.]
|
|
||||||
1
pages/adventuring/ramaria.md
Symbolic link
1
pages/adventuring/ramaria.md
Symbolic link
@@ -0,0 +1 @@
|
|||||||
|
old-cypher-system-game/ramaria.md
|
||||||
@@ -1,31 +0,0 @@
|
|||||||
Title: Ureiden Bremini
|
|
||||||
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
|
||||||
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
|
||||||
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
|
|
||||||
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
|
|
||||||
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
|
||||||
|
|
||||||
# Ureiden Bremini
|
|
||||||
|
|
||||||
Work in progress.
|
|
||||||
|
|
||||||
*Ureiden Bremini is a risk-taking halfling barbarian [warrior] who rages.*
|
|
||||||
|
|
||||||
* **Might: 13, Speed: 19, Intellect: 8**
|
|
||||||
* **Effort:** 1
|
|
||||||
* **Might Edge:** 1
|
|
||||||
* **Speed Edge:** 1
|
|
||||||
* **Cyphers:** 2
|
|
||||||
* *powder of dissolving metal* [metal death, level 4], *analeptic* [level 7]
|
|
||||||
* **Skills:** Trained in pleasant social interactions, stealth, some kind of chance, Intellect defense.
|
|
||||||
* **Inabilities:** Might-based tasks are hindered, tasks related to sneaking and staying quiet are hindered.
|
|
||||||
* **Equipment:** *TODO:* Appropriate clothing, great sword, 4 dagger, 4 javelin, adventuring pack, lantern, backpack,
|
|
||||||
manacles, crowbar, lockpicks, mirror, 68 gp.
|
|
||||||
* **Weapons:** Practiced with light, medium, and heavy weapons, can use any weapons without penalty.
|
|
||||||
* **Abilities:** *TODO:* Trained Without Armor, Improved Edge, Combat Prowess, Swipe, Frenzy.
|
|
||||||
* **Pressing Your Luck:** Can choose to automatically succeed on one task <6, but trigger a GM intrusion.
|
|
||||||
* **Advantage:** When using 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.
|
|
||||||
* **Arc:** *TODO*
|
|
||||||
|
|
||||||
[In addition to not knowing a descriptor in mind for Ureiden, I'm not sure if Peter would pick Rages over some of the
|
|
||||||
other suggestions --- Lives in the Wilderness, Masters Weaponry, or Never Says Die all seem like they might fit.]
|
|
||||||
1
pages/adventuring/ureiden.md
Symbolic link
1
pages/adventuring/ureiden.md
Symbolic link
@@ -0,0 +1 @@
|
|||||||
|
old-cypher-system-game/ureiden.md
|
||||||
@@ -62,6 +62,8 @@ enjoy far more organizational freedom, stemming from far less attention from the
|
|||||||
* Xi Tauri B
|
* Xi Tauri B
|
||||||
* B-3
|
* B-3
|
||||||
* Colony Station "Langrius"
|
* Colony Station "Langrius"
|
||||||
|
* Quire
|
||||||
|
* Free Colonies of Quire
|
||||||
* Xi Tauri C
|
* Xi Tauri C
|
||||||
* Asteria --- terraformed, population approximately 1 million.
|
* Asteria --- terraformed, population approximately 1 million.
|
||||||
* Helios
|
* Helios
|
||||||
|
|||||||
@@ -34,6 +34,90 @@ benefit of burning one stays the same. Meanwhile, we have resource pools *right
|
|||||||
> logical choice. Or, perhaps lean towards Intellect as a default, to represent the willpower necessary to pull from
|
> logical choice. Or, perhaps lean towards Intellect as a default, to represent the willpower necessary to pull from
|
||||||
> reserves and to match the spellcasting flavor. This strain cannot be reduced by Edge.
|
> reserves and to match the spellcasting flavor. This strain cannot be reduced by Edge.
|
||||||
|
|
||||||
|
## Types
|
||||||
|
|
||||||
|
Usually, if not always, these types are the core types with some flavor selections, provided to fit a campaign.
|
||||||
|
|
||||||
|
### Science Fiction
|
||||||
|
|
||||||
|
#### Chrome
|
||||||
|
|
||||||
|
Chromes are variants of the Warrior type, so-called because they usually if not always are outfitted with firearms,
|
||||||
|
composite metal armor, and/or cybernetic implants that give them a dominant metallic vibe.
|
||||||
|
|
||||||
|
<div markdown="1" style="column-count: 2; column-gap: 20px;">
|
||||||
|
##### Tier 1 Ability List
|
||||||
|
|
||||||
|
* Bash
|
||||||
|
* Combat Prowess
|
||||||
|
* Control the Field
|
||||||
|
* Datajack
|
||||||
|
* Improved Edge
|
||||||
|
* Machine Interface
|
||||||
|
* Overwatch
|
||||||
|
* Physical Skills
|
||||||
|
* Practiced in Armor
|
||||||
|
* Swipe
|
||||||
|
* Tech Skills
|
||||||
|
|
||||||
|
##### Tier 2 Ability List
|
||||||
|
|
||||||
|
* Hemorrhage
|
||||||
|
* Reload
|
||||||
|
* Serv-0 Defender
|
||||||
|
* Skill With Attacks
|
||||||
|
* Skill With Defense
|
||||||
|
* Successive Attack
|
||||||
|
|
||||||
|
##### Tier 3 Ability List
|
||||||
|
|
||||||
|
* Deadly Aim
|
||||||
|
* Energy Resistance
|
||||||
|
* Experienced in Armor
|
||||||
|
* Expert Cypher Use
|
||||||
|
* Fury
|
||||||
|
* Lunge
|
||||||
|
* Mechanical Telepathy
|
||||||
|
* Ship Footing
|
||||||
|
* Slice
|
||||||
|
* Spray
|
||||||
|
* Trick Shot
|
||||||
|
* Vigilance
|
||||||
|
|
||||||
|
##### Tier 4 Ability List
|
||||||
|
|
||||||
|
* Amazing Effort
|
||||||
|
* Capable Warrior
|
||||||
|
* Experienced Defender
|
||||||
|
* Increased Effects
|
||||||
|
* Momentum
|
||||||
|
* Pry Open
|
||||||
|
* Serv-0 Aim
|
||||||
|
* Serv-0 Brawler
|
||||||
|
* Snipe
|
||||||
|
* Tough As Nails
|
||||||
|
|
||||||
|
##### Tier 5 Ability List
|
||||||
|
|
||||||
|
* Adroit Cypher Use
|
||||||
|
* Arc Spray
|
||||||
|
* Improved Success
|
||||||
|
* Machine Companion
|
||||||
|
* Mastery in Armor
|
||||||
|
* Mastery With Attacks
|
||||||
|
* Mastery With Defense
|
||||||
|
* Parry
|
||||||
|
|
||||||
|
##### Tier 6 Ability List
|
||||||
|
|
||||||
|
* Again and Again
|
||||||
|
* Finshing Blow
|
||||||
|
* Information Gathering
|
||||||
|
* Magnificent Moment
|
||||||
|
* Murderer
|
||||||
|
* Weapon and Body
|
||||||
|
</div>
|
||||||
|
|
||||||
## Descriptors
|
## Descriptors
|
||||||
|
|
||||||
General purpose and setting-specific descriptors, species or otherwise.
|
General purpose and setting-specific descriptors, species or otherwise.
|
||||||
@@ -166,7 +250,7 @@ cost and investment. Others focus on an particular style or school, you prefer f
|
|||||||
* Tier 2: **Enhanced Intellect Edge**
|
* Tier 2: **Enhanced Intellect Edge**
|
||||||
* Tier 3: **Type Swap Option: Mid Tier Ability** --- as above
|
* Tier 3: **Type Swap Option: Mid Tier Ability** --- as above
|
||||||
* Tier 3: **Enhanced Intellect or Extra Recovery**
|
* Tier 3: **Enhanced Intellect or Extra Recovery**
|
||||||
|
* ...
|
||||||
|
|
||||||
## Abilities
|
## Abilities
|
||||||
|
|
||||||
@@ -175,6 +259,58 @@ cost and investment. Others focus on an particular style or school, you prefer f
|
|||||||
* *Sky/Air (2 Intellect points).* You or a creature you touch can fly short distances for ten minutes. You must land at
|
* *Sky/Air (2 Intellect points).* You or a creature you touch can fly short distances for ten minutes. You must land at
|
||||||
the end of your movement, or otherwise fall. Action.
|
the end of your movement, or otherwise fall. Action.
|
||||||
|
|
||||||
|
## Optional Rules
|
||||||
|
|
||||||
|
### Relationship Connections
|
||||||
|
|
||||||
|
> This rule is inspired by 13th Age's Icon Relationships, though not a direct copy. It tries to get the same feel but in
|
||||||
|
> a Cypher System framework. ~bss
|
||||||
|
|
||||||
|
To more closely connect characters with the (other) significant movers and shakers of the game, relationship connections
|
||||||
|
generate free 1 XP spends that represent a close mystical, operational, or situational tie with a major world NPC (or
|
||||||
|
their factions). As a reminder, 1 XP can be spent by players on:
|
||||||
|
|
||||||
|
* Immediate benefits (a reroll, or refuse a GM intrusion)
|
||||||
|
* Player intrusions (varies, see the rules as they are pretty open-ended)
|
||||||
|
|
||||||
|
**Obtaining relationship points:** As an extra step in character creation, you receive 4 relationship points, which you
|
||||||
|
allocate to 1 to 3 significant NPCs. These NPCs may be provided by the GM ahead of time, or GMs may allow players to
|
||||||
|
define key NPCs and organizations themselves, at their discretion. Each point represents an increasingly stronger
|
||||||
|
connection between the player character and that NPC and agents of that NPC, and makes obtaining connections more
|
||||||
|
likely.
|
||||||
|
|
||||||
|
You should define if these relationships are *positive*, *conflicted*, or *negative*, though they have no mechanical
|
||||||
|
effect --- it is just to help establish why they are interested and involved in the events the PC experiences.
|
||||||
|
|
||||||
|
**Regularly obtaining relationship connections:** After taking ten hours of rest (or otherwise making the recovery roll
|
||||||
|
associated with a ten hour rest), roll a difficulty 5 generic (not associated to a pool) task for each relationship you
|
||||||
|
put points into during character creation. Each point eases the task by one step. For example, a character with all of
|
||||||
|
their points in one particular relationship makes one difficulty 1 roll after each ten hour rest, all but guaranteeing
|
||||||
|
that their relationship will factor in to one of the upcoming scenes or conflicts, whereas a character with their points
|
||||||
|
spread across three relationships makes three rolls that are together to succeed on but may yield more points to use.
|
||||||
|
Since this roll is not associated to a pool, Effort cannot be used to ease the roll.
|
||||||
|
|
||||||
|
If a player fails all of their relationship connection rolls, they get one connection to a relationship of the GM's
|
||||||
|
choosing (whether or not the character is normally aligned with the relationship), which can be spent as normal, but
|
||||||
|
it comes with a GM intrusion as an extra little gotcha when used.
|
||||||
|
|
||||||
|
**Obtaining relationship connections ad hoc:** The GM can call for connection rolls for a specific relationship, as
|
||||||
|
above, at any point if the story warrants it --- for example, if the party is encountering a site blessed by a related
|
||||||
|
deity or meeting with officials of a related faction. The results of these rolls do not invalidate any existing
|
||||||
|
relationship connections, but also do not yield a "gotcha" consolation connection.
|
||||||
|
|
||||||
|
Generally, a player can only roll for the relationships they have, unless the GM feels the situation warrants otherwise.
|
||||||
|
The GM may also grant free relationship connections as desired, for example if the party receives a boon from the
|
||||||
|
emperor of the kingdom.
|
||||||
|
|
||||||
|
**Using relationship connections:** Any time before their character's ten hour rest, the player has the option at any
|
||||||
|
time to spend a connection as if it was 1 XP. The player should frame the use in light of some sort of positive or
|
||||||
|
negative influence from the connection's people, factions, magical effects, or so on. A sudden ally appears, they recall
|
||||||
|
some off-camera intel, the relationship's spirits suddenly appear to whisper a secret or bless their attack roll, and so
|
||||||
|
on.
|
||||||
|
|
||||||
|
Connections not spent by the time the next ten hour rest is rolled are lost.
|
||||||
|
|
||||||
## Rituals
|
## Rituals
|
||||||
|
|
||||||
### Read Object
|
### Read Object
|
||||||
@@ -212,6 +348,7 @@ less typical fantasy weapons (guns).
|
|||||||
|---------------------------------------|-------|---------------------------|-----------------------------------|
|
|---------------------------------------|-------|---------------------------|-----------------------------------|
|
||||||
| Blowgun | 5 gp | | Short range |
|
| Blowgun | 5 gp | | Short range |
|
||||||
| Blowgun darts (20) | 1 gp | Piercing | |
|
| Blowgun darts (20) | 1 gp | Piercing | |
|
||||||
|
| Bow, short | 20 gp | | Long range |
|
||||||
| Dagger | 2 gp | Piercing | Can be thrown up to short range |
|
| Dagger | 2 gp | Piercing | Can be thrown up to short range |
|
||||||
| Hand crossbow | 75 gp | | Short range |
|
| Hand crossbow | 75 gp | | Short range |
|
||||||
| Crossbow bolts (20) | 1 gp | Piercing | |
|
| Crossbow bolts (20) | 1 gp | Piercing | |
|
||||||
@@ -230,7 +367,7 @@ less typical fantasy weapons (guns).
|
|||||||
| Medium Weapons (4 points of damage) | Price | Property | Notes |
|
| Medium Weapons (4 points of damage) | Price | Property | Notes |
|
||||||
|---------------------------------------|-------|-----------------------|-----------------------------------|
|
|---------------------------------------|-------|-----------------------|-----------------------------------|
|
||||||
| Battleaxe | 10 gp | Slashing | |
|
| Battleaxe | 10 gp | Slashing | |
|
||||||
| Bow | 30 gp | | Long range |
|
| Bow, long | 30 gp | | Long range |
|
||||||
| Arrows (20) | 1 gp | Piercing | |
|
| Arrows (20) | 1 gp | Piercing | |
|
||||||
| Broadsword or longsword | 15 gp | Slashing | |
|
| Broadsword or longsword | 15 gp | Slashing | |
|
||||||
| Club | 1 sp | Bludgeoning | |
|
| Club | 1 sp | Bludgeoning | |
|
||||||
@@ -248,7 +385,7 @@ less typical fantasy weapons (guns).
|
|||||||
| Scimitar | 25 gp | Slashing | |
|
| Scimitar | 25 gp | Slashing | |
|
||||||
| Smokepowder pistol | 300 gp| | Short range |
|
| Smokepowder pistol | 300 gp| | Short range |
|
||||||
| Smokepowder rifle | 500 gp| | Long range |
|
| Smokepowder rifle | 500 gp| | Long range |
|
||||||
| Smokepowder bullets | - | Piercing | Needs to be crafted |
|
| Smokepowder bullets | - | Firearm | Needs to be crafted |
|
||||||
| Spear | 1 gp | Piercing, reach | Can be thrown up to long range |
|
| Spear | 1 gp | Piercing, reach | Can be thrown up to long range |
|
||||||
| Trident | 5 gp | Piercing | |
|
| Trident | 5 gp | Piercing | |
|
||||||
|
|
||||||
@@ -262,7 +399,15 @@ less typical fantasy weapons (guns).
|
|||||||
| Heavy spear | 15 gp | Piercing, reach | |
|
| Heavy spear | 15 gp | Piercing, reach | |
|
||||||
| Maul | 10 gp | Bludgeoning | |
|
| Maul | 10 gp | Bludgeoning | |
|
||||||
| Smokepowder shotgun | 750 gp| | Immediate range |
|
| Smokepowder shotgun | 750 gp| | Immediate range |
|
||||||
| Smokepowder bullets | - | Piercing | Needs to be crafted |
|
| Smokepowder shells | - | Firearm | Needs to be crafted |
|
||||||
|
|
||||||
|
The weapon properties:
|
||||||
|
|
||||||
|
* **Slashing:** +1 damage against unarmored targets; −1 damage against armored targets.
|
||||||
|
* **Piercing:** +1 damage on all special rolls; −1 damage on a successful attack roll of 5 or less.
|
||||||
|
* **Bludgeoning:** Ignores 1 Armor; −1 damage against unarmored targets.
|
||||||
|
* **Reach:** Provides an asset to Speed defense rolls against melee attacks, unless the attacker is also using a reaching weapon; attack rolls are hindered in tight spaces.
|
||||||
|
* **Firearm:** Ignores 1 Armor.
|
||||||
|
|
||||||
## Conversions
|
## Conversions
|
||||||
|
|
||||||
|
|||||||
@@ -22,6 +22,7 @@ homebrew](homebrew). Additionally, I use the following house rules:
|
|||||||
* [Optional spellcasting uses pool points, not recovery rolls](homebrew#cost-of-optional-spellcasting)
|
* [Optional spellcasting uses pool points, not recovery rolls](homebrew#cost-of-optional-spellcasting)
|
||||||
* [Recovery rolls can be applied in any
|
* [Recovery rolls can be applied in any
|
||||||
order](https://callmepartario.github.io/og-csrd/#house-rule-making-recovery-rolls-in-any-order)
|
order](https://callmepartario.github.io/og-csrd/#house-rule-making-recovery-rolls-in-any-order)
|
||||||
|
* [Relationship connections](https://orb.moe/cypher/homebrew#relationship-connections)
|
||||||
* [Weapon properties](https://callmepartario.github.io/og-csrd/#optional-rule-weapon-properties)
|
* [Weapon properties](https://callmepartario.github.io/og-csrd/#optional-rule-weapon-properties)
|
||||||
|
|
||||||
### General Advice
|
### General Advice
|
||||||
@@ -41,7 +42,7 @@ advice I have for players:
|
|||||||
|
|
||||||
* [Adventuring!](/adventuring/)
|
* [Adventuring!](/adventuring/)
|
||||||
* [Out to the Black](/black/)
|
* [Out to the Black](/black/)
|
||||||
* [Strata](/strata/)
|
* [Strata](../strata/index.md)
|
||||||
|
|
||||||
### On Hold
|
### On Hold
|
||||||
|
|
||||||
|
|||||||
BIN
pages/emerald-flame/Locke Forest Temple North.png
Normal file
BIN
pages/emerald-flame/Locke Forest Temple North.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 6.8 MiB |
85
pages/emerald-flame/index.md
Normal file
85
pages/emerald-flame/index.md
Normal file
@@ -0,0 +1,85 @@
|
|||||||
|
---
|
||||||
|
title: Emerald Flame
|
||||||
|
description: bss's play by email TTRPG meta-campaign.
|
||||||
|
---
|
||||||
|
|
||||||
|
# Emerald Flame
|
||||||
|
|
||||||
|
Emerald Flame is a PBEM Cypher System campaign set in bss's "house" setting of [Etravar](../etravar/index.md).
|
||||||
|
|
||||||
|
## Characters
|
||||||
|
|
||||||
|
* Asal Vorkut is an inquisitive explorer who hunts, with a combat flavor (CKeen).
|
||||||
|
* Dax Crestfall is a kind and learned mage [adept] who remembers the past (Oz).
|
||||||
|
* Gegren Ile is a tough helborn adept who crafts unique objects, with a skills and knowledge flavor (Mike).
|
||||||
|
* Ni'Oth "Nia" Di'Arnay is a mysterious elf guardian [adept] who slays monsters, with a combat flavor (Murph).
|
||||||
|
|
||||||
|
Players in the game can access the party's characters in [the Cypher System Character
|
||||||
|
Builder](https://tools.cypher-system.com/account/teams/JkNqZe).
|
||||||
|
|
||||||
|
## Trezuria
|
||||||
|
|
||||||
|
|> [](mystvil.png)
|
||||||
|
|: The starting area in Emerald Flame, the Mystvil region of Trezuria.
|
||||||
|
{: .right }
|
||||||
|
|
||||||
|
In the western region of Trezuria, just south of the great mountain range that crosses the length of the continent, lies
|
||||||
|
the Mystvil region, a fairly remote region somewhat disconnected from the greatest advances in magitech experienced
|
||||||
|
elsewhere on the continent. However, a strange phenomenon has struck the region, causing the party to assemble and
|
||||||
|
explore the site of an unnatural blue light that erupted from the earth around Locke.
|
||||||
|
|
||||||
|
## Play By Email
|
||||||
|
|
||||||
|
Gameplay occurs primarily on the [Emerald Flame mailing
|
||||||
|
list](https://lists.incorporeal.org/postorius/lists/emerald-flame.lists.incorporeal.org/). Both players and
|
||||||
|
readers/lurkers are encouraged to subscribe, and can do so via the web form (known/interested players should further
|
||||||
|
send an email to the list and/or ping me off the list, so I can set up the moderation settings appropriately). The list
|
||||||
|
is moderated to allow only the current players to post to the game, but anyone is welcome to read, and there is also a
|
||||||
|
public archive if people would prefer to read that way. The archive [is
|
||||||
|
here](https://lists.incorporeal.org/hyperkitty/list/emerald-flame@lists.incorporeal.org/) if you need to go back to
|
||||||
|
refer to an old post in order to read and/or reply to it (which you can do from inside the web interface, if you are
|
||||||
|
logged in).
|
||||||
|
|
||||||
|
A draft of thoughts on how to conduct our game over email is available [here](../play-by-email.md). These are some
|
||||||
|
things I've learned from similar ventures in the past, and also some ideas that I think should be good --- but they are
|
||||||
|
just guidelines, and of course malleable to our group's needs.
|
||||||
|
|
||||||
|
### Reminders and Pings
|
||||||
|
|
||||||
|
I've also started an IRC channel, #emerald-flame, on [Randomus](https://randomus.net/), my IRC network. Players are
|
||||||
|
encouraged to join for reminders and other out-of-game conversations ([web IRC
|
||||||
|
link](https://webirc.randomus.net/#emerald-flame), or ask me for access to [persistent web
|
||||||
|
connections](https://lounge.randomus.net), or see the Randomus site for client setup info), but it is expected to be
|
||||||
|
very low traffic, and optional.
|
||||||
|
|
||||||
|
## Cypher System
|
||||||
|
|
||||||
|
I love [the Cypher System](../cypher/index.md). It's a flexible system with a lot of room for homebrew and game-specific
|
||||||
|
rules, with rich character customization options, and yet the core game mechanic is pretty simple and well-suited for
|
||||||
|
asynchronous play. There's a great rendering of [the Cypher System Reference
|
||||||
|
Document](https://callmepartario.github.io/og-csrd/) that I suggest reading if you are not familiar with the game, and I
|
||||||
|
also have some ever-expanding [set of homebrew and house rules](../cypher/index.md#homebrew-and-house-rules) that will
|
||||||
|
probably be relevant to the game.
|
||||||
|
|
||||||
|
### Character Creation
|
||||||
|
|
||||||
|
Firstly, I encourage talking through any ideas and questions you have on the mailing list (I'll start a thread after
|
||||||
|
some signups), so folks can see them and build ideas around the group. But, if you're still interested or on the fence,
|
||||||
|
feel free to just ping me with any questions.
|
||||||
|
|
||||||
|
[Old Gus' Unofficial Cypher System Player's Guide](https://callmepartario.github.io/og-csrd/og-cspg.html) is a really
|
||||||
|
good starting point for getting into the system and character creation in a guided way, if you want to just take a crack
|
||||||
|
at it on your own or get a feel for it. I have some homebrew character options and house rules, as linked above, that
|
||||||
|
I'm working on integrating into my own copy of the CSRD, but for the moment you can just refer to that above as you're
|
||||||
|
building a character.
|
||||||
|
|
||||||
|
Things to be sure to look at:
|
||||||
|
|
||||||
|
* [How to play](https://callmepartario.github.io/og-csrd/#this-is-how-you-play-the-cypher-system)
|
||||||
|
* [Key concepts](https://callmepartario.github.io/og-csrd/#key-concepts)
|
||||||
|
* [The fantasy genre in general](https://callmepartario.github.io/og-csrd/#chapter-13-fantasy)
|
||||||
|
* [Common foci](https://callmepartario.github.io/og-csrd/#fantasy-foci)
|
||||||
|
* [Options in building common concepts](https://callmepartario.github.io/og-csrd/#fantasy-character-options)
|
||||||
|
* [Species](https://callmepartario.github.io/og-csrd/#fantasy-species-descriptors)
|
||||||
|
* [Types](https://callmepartario.github.io/og-csrd/#chapter-5-type)
|
||||||
|
* [Examples of character arcs](https://callmepartario.github.io/og-csrd/#sample-character-arcs)
|
||||||
BIN
pages/emerald-flame/mystvil.png
Normal file
BIN
pages/emerald-flame/mystvil.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 5.6 MiB |
57
pages/emerald-flame/story-graph.md
Normal file
57
pages/emerald-flame/story-graph.md
Normal file
@@ -0,0 +1,57 @@
|
|||||||
|
---
|
||||||
|
title: Emerald Flame Story Graph
|
||||||
|
---
|
||||||
|
|
||||||
|
# Emerald Flame Story Graph
|
||||||
|
|
||||||
|
Note: for brevity, for actions/verbs, assume the subject is "The party ..." unless otherwise specified.
|
||||||
|
|
||||||
|
~~~{ pydot:emerald-flame-story }
|
||||||
|
digraph PLOT {
|
||||||
|
rankdir=TB
|
||||||
|
fontname="Liberation Sans"
|
||||||
|
|
||||||
|
Locke [label="Locke", shape="doubleoctagon"]
|
||||||
|
Locke_Blue_Eruption [label="Eruption of blue light"]
|
||||||
|
Party_Assembles [label="The party assembles"]
|
||||||
|
Locke -> Locke_Blue_Eruption
|
||||||
|
Locke -> Party_Assembles
|
||||||
|
|
||||||
|
Gegren [label="Gegren Ile", shape="rect"]
|
||||||
|
Locke -> Gegren
|
||||||
|
|
||||||
|
Gegren_Warped [label="Warped by the blue light"]
|
||||||
|
Locke_Blue_Eruption -> Gegren_Warped
|
||||||
|
Gegren_Warped -> Gegren
|
||||||
|
Gegren -> Party_Assembles
|
||||||
|
|
||||||
|
Nia [label="Ni'Oth \"Nia\" Di'Arnay", shape="rect"]
|
||||||
|
Oronyana [label="Oron-yána", shape="octagon"]
|
||||||
|
Oronyana -> Nia
|
||||||
|
Nia -> Party_Assembles
|
||||||
|
|
||||||
|
Asal [label="Asal Vorkut", shape="rect"]
|
||||||
|
Asal_Egg_Hunting [label="Struck while at watchtower"]
|
||||||
|
Locke_Watchtower [label="Watchtower east of Locke", shape="octagon"]
|
||||||
|
Locke_Watchtower -> Asal_Egg_Hunting
|
||||||
|
Asal -> Asal_Egg_Hunting
|
||||||
|
Asal -> Party_Assembles
|
||||||
|
Locke_Blue_Eruption -> Asal_Egg_Hunting
|
||||||
|
|
||||||
|
Dax [label="Dax Crestfall", shape="rect"]
|
||||||
|
Aera_Anon [label="Aera Anon", shape="octagon"]
|
||||||
|
Aera_Anon -> Dax
|
||||||
|
Threads_of_Fate [label="Threads of Fate", shape="rect"]
|
||||||
|
Aera_Anon -> Threads_of_Fate
|
||||||
|
Threads_of_Fate -> Dax -> Threads_of_Fate
|
||||||
|
Dax_Gegren_Friend [label="Family friends"]
|
||||||
|
Dax -> Dax_Gegren_Friend -> Gegren -> Dax_Gegren_Friend -> Dax
|
||||||
|
Dax -> Party_Assembles
|
||||||
|
|
||||||
|
Locke_Sunken_Cathedral [label="Source of blue glow", shape="octagon"]
|
||||||
|
Party_Investigates_LSC [label="Investigates"]
|
||||||
|
Party_Assembles -> Party_Investigates_LSC
|
||||||
|
Party_Investigates_LSC -> Locke_Sunken_Cathedral
|
||||||
|
Locke_Blue_Eruption -> Locke_Sunken_Cathedral
|
||||||
|
}
|
||||||
|
~~~
|
||||||
@@ -3,17 +3,17 @@ Description: bss's high fantasy campaign setting, a world of adventuring and
|
|||||||
|
|
||||||
# Etravar
|
# Etravar
|
||||||
|
|
||||||
Etravar is bss's home campaign setting, a universe of high fantasy, setting adventuring and discovery against the backdrop
|
Etravar is bss's home campaign setting, a universe of high fantasy, setting adventuring and discovery against the
|
||||||
of points of light in the wilderness and the forgotten legacy of lost eras. It is
|
backdrop of points of light in the wilderness and the forgotten legacy of lost eras. It is meant to be a rich, varying
|
||||||
meant to be a rich, varying world, where any type of adventure can occur among its many continents and regions, most of
|
world, where any type of adventure can occur among its many continents and regions, most of which haven't (in game
|
||||||
which haven't been written of or described yet.
|
terms) been written of or described yet.
|
||||||
|
|
||||||
## History
|
## History
|
||||||
|
|
||||||
### Creation
|
### Creation
|
||||||
|
|
||||||
In the beginning, The One Beyond spawned three goddesses out of the endless nothingness --- the twin sisters Nydia,
|
In the beginning, The One Beyond spawned three goddesses out of the endless nothingness --- the twin sisters Nydia,
|
||||||
goddess of light and Dysthia, goddess of darkness, and Etra, goddess of creation. The twin sisters both coveted domain
|
goddess of light and Dysthia, goddess of darkness, and Etra, goddess of existence. The twin sisters both coveted domain
|
||||||
over Etra, and waged a bitter war, bringing about the light of the stars and the darkness of the void, creating the
|
over Etra, and waged a bitter war, bringing about the light of the stars and the darkness of the void, creating the
|
||||||
universe. As they sparred over eons, their wounds shed their essence and, merging with that of Etra's, created the
|
universe. As they sparred over eons, their wounds shed their essence and, merging with that of Etra's, created the
|
||||||
planes, including the material plane which is (inaccurately) considered to be Etra herself. The war between the sisters
|
planes, including the material plane which is (inaccurately) considered to be Etra herself. The war between the sisters
|
||||||
@@ -22,22 +22,22 @@ moon, life, death, and so on --- countless immortal forces that shape the univer
|
|||||||
|
|
||||||
### Civilization
|
### Civilization
|
||||||
|
|
||||||
There is no agreed upon definition --- or even guess --- of the age of the world, or life on Etra. Modern scholars
|
There is no agreed upon definition --- or even guess --- of the age of the world, or life on Etra. Contemporary scholars
|
||||||
believe there are at least one hundred millennia of empires rising and falling that have shaped the world, but this is
|
believe there are at least one hundred millennia of empires rising and falling that have shaped the world, but this is
|
||||||
as much a guess as any previous attempt to estimate the age of Etra. This belief holds that in those lost ages multiple
|
as much a guess as any previous attempt to estimate the age of Etra. This belief holds that in those lost ages, multiple
|
||||||
progenitor races native to Etra gave rise to great civilizations and further peoples before disappearing from the record
|
progenitor species native to Etra gave rise to great civilizations before disappearing from the record of time, be it by
|
||||||
of Etra, be it by gradual decline, war, leaving for other worlds, or so on. Little is known about these races other than
|
gradual decline, war, leaving for other worlds, or so on. Little is known about these progenitors and their cultures
|
||||||
the undocumented relics and ruins left behind.
|
other than the undocumented relics and ruins left behind.
|
||||||
|
|
||||||
The oldest known history is owned by the elves and dwarves, both ancient races in their own right. They shaped the lands
|
The oldest known history is owned by the elves and dwarves, both ancient ancestries in their own right. They shaped the
|
||||||
above and below long before humankind rose to prominence, and in a way shaped the ecology of Etra itself --- their vast
|
lands above and below long before humankind rose to prominence, and in a way shaped the ecology of Etra itself --- their
|
||||||
cities and dungeons have become part of the world's genetic memory, and it naturally spawns weird dungeons, corrupted or
|
vast cities and dungeons have become part of the world's genetic memory, and it naturally spawns weird dungeons,
|
||||||
blessed plazas, and the like. The living world creates not just flora and fauna, but also grand towers and abominable
|
corrupted or blessed plazas, and the like. The living world creates not just flora and fauna, but also grand towers and
|
||||||
strongholds.
|
abominable strongholds.
|
||||||
|
|
||||||
It is claimed by some that an immense magical calamity brought about by the elves and dwarves brought Etra --- both the
|
It is claimed by some that an immense magical calamity brought about by the elves and dwarves brought Etra --- both the
|
||||||
world and the goddess --- to the brink of annihilation, with this corruption its/her only chance at survival, but both
|
world and the goddess --- to the brink of annihilation, with this symbiosis of "manmade" constructs its/her only chance
|
||||||
races' leaders and scholars vehemently reject such slander.
|
at survival, but both cultures' leaders and scholars vehemently reject such slander.
|
||||||
|
|
||||||
## The Material Plane
|
## The Material Plane
|
||||||
|
|
||||||
@@ -48,18 +48,50 @@ as some deities are known by multiple names or unknown in a region entirely.
|
|||||||
|
|
||||||
### Trezuria
|
### Trezuria
|
||||||
|
|
||||||
Trezuria is a long continent, spanning most of the latitudes, leading to a diverse climate over the span of the
|
[Trezuria](trezuria.md) is a long continent, spanning most of the latitudes, leading to a diverse climate over its span.
|
||||||
continent. It is roughly divided into a north and south Trezuria, divided by a vast mountain range that runs from ocean
|
It is roughly divided into a north and south Trezuria, split by a vast mountain range in the middle that runs from ocean
|
||||||
to ocean.
|
to ocean.
|
||||||
|
|
||||||
## Themes
|
Magitech has started to flourish in south Trezuria, as mages and artificers have driven rapid
|
||||||
|
advances in machines and rituals in the largest cities, and those advances have begun to spread throughout the
|
||||||
|
continent. Natural borders and uninhabited lands have been the primary impediment to a rapid spread of magitech to the
|
||||||
|
rest of Etra, but these advances have not come without detractors.
|
||||||
|
|
||||||
|
### Wald
|
||||||
|
|
||||||
|
[Wald](../parted-shadow/index.md) is an island in the Sword Ocean, distant from Trezuria and rarely visited by outsiders
|
||||||
|
due to the extremely rough seas surrounding it.
|
||||||
|
|
||||||
|
## Peoples
|
||||||
|
|
||||||
|
The sapient species that compose the people of Etra come in a wide variety --- human-like or not --- and are further
|
||||||
|
distinguished into various cultures, kin, and ethnicities based on their home region, shared traditions, flavor of
|
||||||
|
religion, and so on. Humans, elves, and dwarves combined make up a rough majority in Etra, but there is no clear
|
||||||
|
dominant species nor supermajority among the peoples of the world. Though isolated lands and cultures exist, it is not
|
||||||
|
unusual for most groups to maintain a mix of types of people. Within the forgotten lands, it is possible that even the
|
||||||
|
progenitors still live.
|
||||||
|
|
||||||
|
## Religion
|
||||||
|
|
||||||
|
Hundreds of major and minor deities fill the Etran pantheon, and most life activities and ideas are either directly
|
||||||
|
represented in a a deity's portfolio, or have a patron associated with a deity. Commonfolk rarely devote themselves to
|
||||||
|
only one deity, rather making prayers and pleas to the deities representing the trials and blessings of day-to-day life.
|
||||||
|
Clerics and paladins of a particular god are the notable exception, but even as they call on the power of the deity that
|
||||||
|
grants their power, they will readily say a prayer to an allied deity.
|
||||||
|
|
||||||
|
Despite their role in creating the unknown universe, the Three Sisters (Nydia, Dysthia, and Etra) have no particular
|
||||||
|
dominance or hierarchial role in the Etran pantheon.
|
||||||
|
|
||||||
|
## Themes Gaming in Etravar
|
||||||
|
|
||||||
* The universe is a wide assortment of planes, including forces of law/chaos, good/evil, and light/dark, connected via an
|
* The universe is a wide assortment of planes, including forces of law/chaos, good/evil, and light/dark, connected via an
|
||||||
astral plane.
|
astral plane.
|
||||||
* Magic is common but not commonly-practiced, and is nearly limitless in potential.
|
* Magic is common but not commonly-practiced, and is nearly limitless in potential.
|
||||||
|
* Magical corruption has warped the land and perhaps life itself, causing an ebb and flow of strange phenomena,
|
||||||
|
essentially limitless in scope.
|
||||||
* Casting magic can be learned, divinely bestowed, or inherent.
|
* Casting magic can be learned, divinely bestowed, or inherent.
|
||||||
* Civilization ranges from hunter tribes to grand metropolises, points of light with much uncharted territory in
|
* Civilization ranges from hunter tribes to grand metropolises, points of light with much uncharted territory in
|
||||||
between.
|
between.
|
||||||
* The world is old, many civilizations have risen and fallen.
|
* The world is old, many civilizations have risen and fallen.
|
||||||
* The world itself is magical, and not strictly bound by natural law.
|
* The world itself is magical, and not strictly bound by natural law.
|
||||||
* Humans, elves, and dwarves are most common among civilized lands, but plenty of other intelligent humanoids show up.
|
* Humans, elves, and dwarves are most common among civilized lands, but plenty of other sapient species show up.
|
||||||
|
|||||||
64
pages/etravar/trezuria.md
Normal file
64
pages/etravar/trezuria.md
Normal file
@@ -0,0 +1,64 @@
|
|||||||
|
---
|
||||||
|
Title: Trezuria
|
||||||
|
---
|
||||||
|
|
||||||
|
# Trezuria
|
||||||
|
|
||||||
|
Trezuria is a large continent in the world of [Etravar](index.md). It is broken up into two super-regions by a large
|
||||||
|
mountain range that runs east to west across the whole continent.
|
||||||
|
|
||||||
|
## South Trezuria
|
||||||
|
|
||||||
|
The south super-region of Trezuria is a place of flourishing magic and recent technological advances; magitech is too
|
||||||
|
new to have yet conquered the land, so many of the regions are still defined more by points of light in the wilderness,
|
||||||
|
though airships, magical communication, and the like are accelerating the expansion of civilization.
|
||||||
|
|
||||||
|
* Mystvil
|
||||||
|
* The Dragon Sea
|
||||||
|
* Queen's Reach
|
||||||
|
|
||||||
|
### Icons of South Trezuria
|
||||||
|
|
||||||
|
> This section was written for a 13th Age campaign yet to get off the ground, but much of the information applies
|
||||||
|
> easily to the Cypher System campaign [Emerald Flame](../emerald-flame/index.md). ~bss
|
||||||
|
|
||||||
|
#### Everoak, the Grand Druid
|
||||||
|
|
||||||
|
The Grand Druid is a title bestowed upon the de facto leader of the Wild Court, a senior council of high druids that
|
||||||
|
convene to address issues facing the natural world of Trezuria. They maintain nature's place in the world, to varying
|
||||||
|
degrees of conceptual purity and resistance against (or cooperation with) civilization. Historically, the Grand Druid
|
||||||
|
tends to live for centuries, if not millenia, and each Grand Druid takes a title upon reaching their station and then
|
||||||
|
guides the Wild Court as they see fit, as long as they maintain support of high druids. The objectives of the current
|
||||||
|
Grand Druid, Everoak, remain unclear.
|
||||||
|
|
||||||
|
#### Iris, the High Priestess
|
||||||
|
|
||||||
|
Iris is the spiritual center of the Celestial Order, a hierarchical structure under which the worship of the most common
|
||||||
|
good-aligned deities is furthered. The Celestial Order also recruits and trains a large number of paladins and clerics,
|
||||||
|
devoted to their deity but also acting in the interest of the wide order. They have recently undergone a philosophical
|
||||||
|
transformation from the top of the order, and no longer favor tradition at the expense of recognizing magitech's growing
|
||||||
|
influence on the world.
|
||||||
|
|
||||||
|
#### Lady Magissa, the Loremaster
|
||||||
|
|
||||||
|
Lady Magissa is the matriarch of House Magissa, an extended family of half-elves seeking to be exclusive wielders of
|
||||||
|
forgotten magic and lost rituals. Their expertise and reach has made the house the sole source of some of the
|
||||||
|
continent's most important wards, and they run the network of *sending stones* that enables rapid communication between
|
||||||
|
cities and towns across Trezuria.
|
||||||
|
|
||||||
|
#### [Burclynth Company NPC here]
|
||||||
|
|
||||||
|
The Burclynth Company operates an organization, often chartered by Lady Magissa but decidedly independent, dedicated to
|
||||||
|
treasure hunting in the many ruins spanning past millenia.
|
||||||
|
|
||||||
|
#### Thalanor, the Moon Hunter
|
||||||
|
|
||||||
|
Thalanor is an unparalleled huntsman, known throughout Trezuria as the archer who took down one of the great behemoths
|
||||||
|
decades ago. His followers and associated organizations, such as the Everred Guild, organize hunts for profit and
|
||||||
|
renown, but there is no particular dogma or doctrine to those who look up to Thalanor. Some of the guilds and hunting
|
||||||
|
organizations have made a name for themselves as local monster troubleshooters.
|
||||||
|
|
||||||
|
#### Dilia, the Queen of the Abyss
|
||||||
|
|
||||||
|
The forces of the Abyss, left to fester and strengthen for decades, has begun to strike out at the surface. They have
|
||||||
|
taken pockets of territory in southern Trezuria, and their cults are believed to be lurking throughout the continent.
|
||||||
@@ -6,20 +6,24 @@ The tabletop RPG repository of [bss](https://bss.zone/) and friends.
|
|||||||
|
|
||||||
## Campaigns
|
## Campaigns
|
||||||
|
|
||||||
* [Adventuring!](adventuring/) --- a fantasy campaign set in the Forgotten Realms ([Cypher System](cypher/)).
|
* [Adventuring!](adventuring/) --- a fantasy campaign set in the Forgotten Realms ([13th Age](13th-age/)).
|
||||||
|
* [Age of the Parted Shadow](parted-shadow/index.md) --- a points of light campaign set in Wald (13th Age).
|
||||||
|
* [Emerald Flame](emerald-flame/) --- a magitech fantasy campaign set in [Etravar](etravar/) (Cypher System).
|
||||||
* [Out to the Black](black/) --- a space sci-fi campaign (Cypher System).
|
* [Out to the Black](black/) --- a space sci-fi campaign (Cypher System).
|
||||||
* [Strata](strata/) --- bss's solo campaign (Cypher System)
|
|
||||||
|
|
||||||
### Inactive Campaigns
|
### Solo
|
||||||
|
|
||||||
* [Adventuring!](13th-age/adventuring/) --- an experiment in a campaign setting built up entirely from nothing but the
|
* [Strata](strata/index.md) --- a solo game elsewhere in Etravar (Cypher System).
|
||||||
collective creativity of the gaming group, using the [13th Age](13th-age/) system but assuming none of its setting.
|
|
||||||
Replaced by [the Cypher System fork](adventuring/).
|
|
||||||
|
|
||||||
## Systems
|
## Systems
|
||||||
|
|
||||||
* [Cypher System](cypher/) --- a cross-genre system that bss is increasingly in love with.
|
|
||||||
* [13th Age](13th-age/) --- bss's favorite D&D-like.
|
* [13th Age](13th-age/) --- bss's favorite D&D-like.
|
||||||
|
* [Cypher System](cypher/) --- a cross-genre system that bss is increasingly in love with.
|
||||||
|
|
||||||
|
## Settings
|
||||||
|
|
||||||
|
* [Etravar](etravar/) --- bss's homebrew setting for high fantasy shenanigans, supporting Emerald Flame and potentially
|
||||||
|
a 13th Age game in the future.
|
||||||
|
|
||||||
## The Attic
|
## The Attic
|
||||||
|
|
||||||
@@ -28,6 +32,14 @@ social media thing going on among TTRPG creators where we try to write a dungeon
|
|||||||
campaigns started up again, however, I ran out of time for this, so it sits as one half-complete dungeon floor.
|
campaigns started up again, however, I ran out of time for this, so it sits as one half-complete dungeon floor.
|
||||||
Nevertheless, you can view the dungeon [here](dungeon23/).
|
Nevertheless, you can view the dungeon [here](dungeon23/).
|
||||||
|
|
||||||
|
### Past Campaigns
|
||||||
|
|
||||||
|
* [Adventuring! (old, 13th Age)](adventuring/old-13th-age-game/) --- an experiment in a campaign setting built up
|
||||||
|
entirely from nothing but the collective creativity of the gaming group, using the 13th Age system but assuming none
|
||||||
|
of its setting. It was replaced by [Adventuring! (old, Cypher System)](adventuring/old-cypher-system-game/), which
|
||||||
|
ported to Cypher System before it was replaced by the Forgotten Realms game that is still active.
|
||||||
|
* [Strata](strata/) --- bss's solo campaign (Cypher System).
|
||||||
|
|
||||||
## Contributing
|
## Contributing
|
||||||
|
|
||||||
The source of this site is tracked in a Git repository, hosted at <https://git.incorporeal.org/bss/ttrpg-site>. Friends
|
The source of this site is tracked in a Git repository, hosted at <https://git.incorporeal.org/bss/ttrpg-site>. Friends
|
||||||
|
|||||||
173
pages/parted-shadow/index.md
Normal file
173
pages/parted-shadow/index.md
Normal file
@@ -0,0 +1,173 @@
|
|||||||
|
---
|
||||||
|
Footer: <a href="/13th-age/legal">This content is available under the OGL v1.0a and the 13th Age Community Use Policy.</a>
|
||||||
|
---
|
||||||
|
|
||||||
|
# Age of Parted Shadow
|
||||||
|
|
||||||
|
[TOC]
|
||||||
|
|
||||||
|
|> [](wald.png)
|
||||||
|
|: The island of Wald.
|
||||||
|
{: .right }
|
||||||
|
|
||||||
|
Age of Parted Shadow is a [13th Age](../13th-age/index.md) points of light campaign set on the island of Wald, an
|
||||||
|
ancient land doomed multiple times over in previous ages and currently in a state of tenuous rebuild. As is all of the
|
||||||
|
world of [Etravar](../etravar/index.md), the island's history is lost to the current age, and built on top of forgotten
|
||||||
|
cultures and buried ruins. The pockets of civilization that do exist are marred by delicate order and weak alliances,
|
||||||
|
clinging to prosperity while scraping together defenses against trouble from the many uncharted regions that are still
|
||||||
|
home to brigands, monsters, cults, and beyond.
|
||||||
|
|
||||||
|
13th Age is a game of action-centric tactical combats and player-driven narrative agency. Adventures in the Age of
|
||||||
|
Parted Shadow are likely to be about exploring the unknown and tugging at ancient mysteries, or thwarting the many
|
||||||
|
threats that put the island of Wald at risk of ruin or collapse. 13th Age is a game of dynamic narrative determined at
|
||||||
|
the table by way of backgrounds and icon relationships, so the particulars of the emerging threat(s) taking center stage
|
||||||
|
will be determined during play.
|
||||||
|
|
||||||
|
**Current status: [RECRUITING](recruitment.md)**
|
||||||
|
|
||||||
|
## Icons of Wald
|
||||||
|
|
||||||
|
There are nine powerful icons in the Age of Parted Shadow that make up the milieu of conflict across the island. Players
|
||||||
|
choose relationships between their character and the icons, and these relationships create the foundation of how the
|
||||||
|
character relates to the overall world.
|
||||||
|
|
||||||
|
None of the icons benefit from a particular power or advantage over any of the others, for now (though the campaign may
|
||||||
|
likely become about how that balance changes!). The core icons from the 13th Age rulebook/setting are listed next to the
|
||||||
|
icons of Wald in order to approximate a mapping between the published icons and ours, in the event a class feature or
|
||||||
|
magic item or similar refers to the core icons. These mappings are not absolute, however, and it shouldn't be assumed
|
||||||
|
that any particular element of the 13th Age icons shows up in the Wald icon it is mapped to.
|
||||||
|
|
||||||
|
| Icon | 13A Icon(s) | Theme(s) | Alignment[^1] |
|
||||||
|
|------------------------|--------------------------------------------|------------------------|-----------------|
|
||||||
|
| **The Abyssal Mother** | The Diabolist | Disorder | Chaotic Evil |
|
||||||
|
| **The Beastlord** | The Orc Lord[^2] | Violence | Chaotic Neutral |
|
||||||
|
| **The Five** | The Three | Dominance | Neutral Evil |
|
||||||
|
| **The Gold Regent** | The Emperor, the Dwarf King, the Elf Queen | Unity | Neutral Good |
|
||||||
|
| **The Grand Druid** | The High Druid | Balance, natural order | Chaotic Good |
|
||||||
|
| **The Gray Sorceress** | The Archmage, the Prince of Shadows[^3] | Manipulation | True Neutral |
|
||||||
|
| **The Hierophant** | The Priestess, the Great Gold Wyrm | Devotion | Lawful Good |
|
||||||
|
| **The Warlord** | The Crusader | Conquest | Lawful Neutral |
|
||||||
|
| **The Timeless** | The Lich King | Corruption | Lawful Evil |
|
||||||
|
|
||||||
|
[^1]: The game does not use alignment, so this is just a general reference point. The lines are meant to be blurry, and
|
||||||
|
the * Neutral icons are ones that only rarely, if ever, fall on the "good" side of the line.
|
||||||
|
[^2]: Our actively marauding analogue to the Orc Lord is not dead as the Orc Lord of canon is.
|
||||||
|
[^3]: The Gray Sorceress manifests the mysterious and clandestine nature of the Prince of Shadows's manipulative ways.
|
||||||
|
Thieves and assassins could be associated with many of the other icons; the Gray Sorceress is above petty larceny
|
||||||
|
and simple murder.
|
||||||
|
|
||||||
|
### The Abyssal Mother
|
||||||
|
|
||||||
|
The Abyssal Mother, a humanoid female not unlike a tiefling, is the herald of the hell-worlds of the Abyss responsible
|
||||||
|
for the spawning of demons and devils that threaten everything in Wald. Her role, leading the id of the Abyss such as it
|
||||||
|
is, puts her somewhere between being a demonic conductor and struggling just to point the demonic wave in the right
|
||||||
|
direction. She might embody pure chaos, or she might have an agenda of her own, but her control over the hells is
|
||||||
|
incomplete; she'd be an even bigger threat if she managed to get the demon lords or the Abyss itself under her clawed
|
||||||
|
thumb.
|
||||||
|
|
||||||
|
### The Beastlord
|
||||||
|
|
||||||
|
A massive shapeshifter who delights in the thrill of the hunt no matter the quarry, he and his unorganized clans torment
|
||||||
|
the entire island, especially any semblence of civilization. He has no allies, but his ravagers keep his enemies in
|
||||||
|
check --- for now. While some of his followers care only so far as satiating their bloodlust, he enjoys a healthy
|
||||||
|
representation among those who are willing to look the other way or reintepret an ethos based largely on killing those
|
||||||
|
weaker than oneself.
|
||||||
|
|
||||||
|
### The Five
|
||||||
|
|
||||||
|
Five ancient chromatic dragons, perhaps the oldest living things in all of Wald. They slumber in hidden lairs, bound by
|
||||||
|
a curse from a past age. Their dreams influence and tempt all creatures, but especially dragons, poisoning their minds
|
||||||
|
with hunger for power and dominance. If the Five rose from their slumber and managed to ally with each other, their
|
||||||
|
might would hand them all of Wald.
|
||||||
|
|
||||||
|
### The Gold Regent
|
||||||
|
|
||||||
|
Leading --- nominally --- a group of lords, mayors, and royalty representing major regions and cities across Wald, the
|
||||||
|
Gold Regent holds together a loose alliance with a shared goal of maintaining trade and peace for their respective
|
||||||
|
peoples. Staying allied is considerably easier said than done, especially as it relates to the proud dwarves and aloof
|
||||||
|
elves. Technically, the alliance spans from the underground dwarven kingdoms to the deepest elven forests, but everyone
|
||||||
|
knows that it rests on a knife's edge.
|
||||||
|
|
||||||
|
### The Grand Druid
|
||||||
|
|
||||||
|
Holding the highest rank among all circles of druids, the current Grand Druid is a half-elf woman determined to protect
|
||||||
|
the lands of Wald and prevent the overreach of civilization. She maintains lukewarm relations with the Gold Regent ---
|
||||||
|
aligned in dark times such as these, but at odds in their philosophies. Living dungeons being understood as a natural
|
||||||
|
(but warped) occurrence, it's unclear if the Grand Druid opposes or secretly endorses them.
|
||||||
|
|
||||||
|
### The Gray Sorceress
|
||||||
|
|
||||||
|
A long-lived and powerful spellcaster unknown to most, with an interest in maintaining Wald's advancement --- as she
|
||||||
|
interprets it, anyway. The Gray Sorceress's true name is unknown; she is currently inhabiting the body of a human woman,
|
||||||
|
advancing her schemes by subterfuge or direct intervention in Wald's affairs, treating any capable individuals or groups
|
||||||
|
as pawns. She has few agents, but attracts followers and enemies alike when her schemes and manipulation become known.
|
||||||
|
|
||||||
|
### The Hierophant
|
||||||
|
|
||||||
|
A righteous human blessed by the gods and goddesses of light, his influence crosses many concerns over the pantheon, and
|
||||||
|
he is also the superintendent of the Holy Order, a broad organization of holy warriors seeking to further the
|
||||||
|
advancement of the light, however difficult that is to accomplish in this age. His leadership is both organizational and
|
||||||
|
spiritual, though he cannot attend to all of the details of the holy bureaucracy.
|
||||||
|
|
||||||
|
### The Warlord
|
||||||
|
|
||||||
|
An amoral king and chosen of the gods and goddesses of darkness, the Warlord's thirst for dominion over of all of Wald
|
||||||
|
is tempered, for now, by his campaign against the demons, undead, and other forces seeking to ruin the world he would
|
||||||
|
claim as his own. As his dark gods continue to empower him and his armies, he may move on his aspirations.
|
||||||
|
|
||||||
|
### The Timeless
|
||||||
|
|
||||||
|
A lich whose true name and history have been lost to the centuries, the Timeless is followed and revered for his arcane
|
||||||
|
power and access to terrible magic otherwise forgotten or shunned in the current age. Lost civilizations hold more
|
||||||
|
secrets and yield more undead to scour the land, so the Timeless's followers are common to ruins. His cults, more
|
||||||
|
prevalent than admitted, operate openly in the isolation of the wild and in secret in the graveyards and catacombs of
|
||||||
|
cities.
|
||||||
|
|
||||||
|
## The Island of Wald
|
||||||
|
|
||||||
|
|> [](wald.png)
|
||||||
|
|: The world map of the island of Wald. Note that this includes only major cities and features of the island; with many towns, keeps, dungeons, hellholes, forests, camps, lakes, and so on left to fill as the campaign progresses. In this sense, it doubles as the baseline of what anyone in-game would know about the map of Wald.
|
||||||
|
{: .full-width }
|
||||||
|
|
||||||
|
In prior ages, Wald was largely explored, mostly understood, and heavily settled. This age, all of that is lost --- the
|
||||||
|
Wald of the Age of Parted Shadow is generally mapped but largely unexplored, at least concretely. There are few major
|
||||||
|
cities, and the scattered towns and villages come and go without warning. A general route spanning from east to west
|
||||||
|
exists, but it is especially rough and vague on the western half of the island. The southern peninsula is even less
|
||||||
|
welcoming to land travel as most visitors come in to its cities via the sea known as the Mouth. Countless settlements
|
||||||
|
are scattered throughout the island.
|
||||||
|
|
||||||
|
All of that said, there are eight settlements large enough and stable enough to be considered Wald's major cities:
|
||||||
|
|
||||||
|
* **Bladesdale** --- the center of trade in eastern Wald, situated conveniently enough between Hydra Pass
|
||||||
|
and Prism to the north, and Silver Port and NAME HERE across the sea to the south. The closest Wald has to a capital
|
||||||
|
city, the Gold Regent holds court here.
|
||||||
|
* **Coldhill**
|
||||||
|
* **Gale**
|
||||||
|
* **Hydra Pass**, aka the Gateway to the West, aka the End of Civilization (to those better off in the east) --- a major
|
||||||
|
trading hub and thoroughfare, nestled among Many-Heads, and the only major establishment near the Great Wastes.
|
||||||
|
* **Silver Port**
|
||||||
|
* **Last Chance**, as in "the Last Chance to turn around" --- a cosmopolitan city of brigands, outcasts, monstrous
|
||||||
|
humanoids, the occasional good-natured soul, and the like, Last Chance attracts all variety of unconventional
|
||||||
|
civilization due to its remoteness and adjacency to Blackmarsh.
|
||||||
|
* **Onyx** --- the Warlord's kingdom originated in Onyx, his most significant fortress which also serves as his castle
|
||||||
|
and seat of power. Below it is an elaborate system drawing water from an underground lake, and Onyx is said to drill
|
||||||
|
even deeper into the underworld.
|
||||||
|
* **Prism**
|
||||||
|
|
||||||
|
And, the most significant (un)natural features of Wald:
|
||||||
|
|
||||||
|
* **The Forest of Misfortune** --- a thick and ancient wood, it's believed this was once the stronghold of the elves.
|
||||||
|
Certainly they are more represented there than elsewhere, but the forest is now known more for its ancient and failing
|
||||||
|
magic wards that thwart, entrap, and confuse travelers. Suspicious-minded folks suspect elves are immune to this
|
||||||
|
magic.
|
||||||
|
* **Many-Heads** --- a nearly impassible mountain range, dense with impressive peaks and treacherous mountain faces,
|
||||||
|
with only one rough path through the range. Hydra Pass maintains some amount of order on the path, enough to defend
|
||||||
|
travelers from casual threats, but many dangers and secrets reside deeper in the mountains.
|
||||||
|
* **The Mouth** --- a relatively calm sea, the Mouth sees healthy trade between the cities and towns on its coast. Many
|
||||||
|
small islands dot the sea and attract pirates and predators. The large island to the east, entering the Mouth, is
|
||||||
|
heavily contested by traders, pirates, and various monsters, and particularly chaotic.
|
||||||
|
|
||||||
|
## Character Creation
|
||||||
|
|
||||||
|
Refer to the [usual steps and notes](../13th-age/index.md#character-creation) for creating a character, and let bss know
|
||||||
|
when you've got questions or something to take a look at.
|
||||||
73
pages/parted-shadow/recruitment.md
Normal file
73
pages/parted-shadow/recruitment.md
Normal file
@@ -0,0 +1,73 @@
|
|||||||
|
# Age of Parted Shadow Recruitment
|
||||||
|
|
||||||
|
Hello! I (bss) am starting up [Age of Parted Shadow](index.md), a 13th Age game. 13th Age is my favorite D&D-like, and
|
||||||
|
if you are familiar with D&D 4e especially, you will find a lot of familiar components and approaches in the game, but
|
||||||
|
with less tactical combat minutiae and more collaborative player-driven storytelling. It's a game of heroic action
|
||||||
|
combat supported by freeform narrative mechanics. I think it makes for awesome fantasy adventuring.
|
||||||
|
|
||||||
|
|> [](wald.png)
|
||||||
|
|: Where we'll be playing.
|
||||||
|
{: .right }
|
||||||
|
|
||||||
|
Information about the game and world can be found on the Age of Parted Shadow page linked above. Below I have some notes
|
||||||
|
for how I see getting the game together. If you are interested in joining the game or have questions or anything, you've
|
||||||
|
probably already let me know, but as we get closer to "ready to play", I will be building some long-term places for us
|
||||||
|
to communicate and play.
|
||||||
|
|
||||||
|
## Gameplay
|
||||||
|
|
||||||
|
**Probable venue: Foundry Virtual Tabletop.**
|
||||||
|
|
||||||
|
I have a Foundry VTT server running on my own infrastructure, along with a LiveKit subscription for (hopefully)
|
||||||
|
convenient audio/visual conferencing. 13th Age does not need a battle map, but does benefit from one, and I think this
|
||||||
|
arrangement will sufficiently cover live play. I would have the server running and allowing connections for a while
|
||||||
|
before and after our scheduled game time, for people to make level up adjustments, check things, remember what we were
|
||||||
|
doing, and so on.
|
||||||
|
|
||||||
|
Note: I am choosing not to use Discord for A/V (or chat, see below) for a variety of reasons. If we literally can't get
|
||||||
|
anything in Foundry VTT or Mumble or whatever to work, it's an option, but I am trying to avoid it.
|
||||||
|
|
||||||
|
If everyone ends up being local, I would be open to playing in my basement. The gaming table seats six, and there's
|
||||||
|
generally plenty of room to congregate. However, I'm expecting this might be a bit more convenient if we're playing
|
||||||
|
online, obviously so if some of you are not in "the area". I don't think I'd try to do a mix of in-person and remote, it
|
||||||
|
tends to be a headache unless someone here happens to be an expert at teleconferencing production.
|
||||||
|
|
||||||
|
## Scheduling
|
||||||
|
|
||||||
|
**Proposed time: Wednesday evenings (Central Time), biweekly.**
|
||||||
|
|
||||||
|
Here's the sad truth: my schedule is pretty limited between work and kids and other obligations. The #1 option for me
|
||||||
|
right now is Wednesday evenings, US Central time. Monday evenings might work, but they would have to be alternating with
|
||||||
|
my other gaming group, and Friday evenings have an off chance of working but are prone to conflicts on my side. Tuesday
|
||||||
|
and Thursday evenings are difficult and more time-constrained but not quite excluded, but the weekends are all but
|
||||||
|
certainly excluded except as a one-off or maybe where we can put major events.
|
||||||
|
|
||||||
|
When letting me know if you're interested, please include schedule info.
|
||||||
|
|
||||||
|
## Organization and Downtime Discussion
|
||||||
|
|
||||||
|
**Probable venue: mailing list or forum.**
|
||||||
|
|
||||||
|
I'm guessing that this game may be spread across multiple of my circles, so we'll need to settle somewhere in order to
|
||||||
|
coordinate and confirm sessions, talk about post-game things, let the group know about conflicts, and so on. This
|
||||||
|
function especially I do not like walling this behind Discord, and I don't plan on making a Discord instance for A/V, so
|
||||||
|
we need to pick something. I see some options for this, in no particular order other than my general outlook:
|
||||||
|
|
||||||
|
* **Mailing list** --- I run mailing list software already, and it generally gets to recipients just fine. It's the low
|
||||||
|
tech option that people still kind of know how to work with.
|
||||||
|
* **Forum** --- I don't currently run a forum to organize on, but if people wanted a post-based experience without using
|
||||||
|
email, I could see what I can scare up. It'd pretty much be just for this purpose, however. Or, I don't mind using
|
||||||
|
someone else's forum for this purpose, if such a thing exists.
|
||||||
|
* **IRC** --- I also run an IRC network where I have a couple games organized and even ran over; IRC is tough to use
|
||||||
|
satisfactorily for some, I will admit, but I have options to make it more convenient. IRC conversations are great, but
|
||||||
|
the alternatives might be a bit more natural to folks --- I may make a channel for chit-chat regardless.
|
||||||
|
|
||||||
|
Let me know what you think.
|
||||||
|
|
||||||
|
## Logs, Journals, etc.
|
||||||
|
|
||||||
|
**Probable repository: here, also a wiki?**
|
||||||
|
|
||||||
|
This website is backed by a Git repo, and it's simple for me to let folks contribute to it in Markdown or plain text
|
||||||
|
format. That's easy (for me) but a bit manual and probably not everyone's preferred way to collect stuff. If folks would
|
||||||
|
like a wiki, I'm open to running one (probably DokuWiki) or using someone else's (as long as it's easy to use).
|
||||||
BIN
pages/parted-shadow/wald.png
Normal file
BIN
pages/parted-shadow/wald.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 7.6 MiB |
BIN
pages/parted-shadow/wald.wonderdraft_map
Normal file
BIN
pages/parted-shadow/wald.wonderdraft_map
Normal file
Binary file not shown.
138
pages/play-by-email.md
Normal file
138
pages/play-by-email.md
Normal file
@@ -0,0 +1,138 @@
|
|||||||
|
Title: Play By Email Games
|
||||||
|
Description: bss's thoughts, guidelines, and etc. on playing "tabletop" roleplaying games over email.
|
||||||
|
|
||||||
|
# Play By Email Games
|
||||||
|
|
||||||
|
I'm providing some notes (still in draft form) for plans and procedures on playing RPGs over email. This is meant, for
|
||||||
|
the moment at least, to be an organization of what I'm thinking will work, to see if others will think it'll work too.
|
||||||
|
~bss
|
||||||
|
|
||||||
|
## Timing
|
||||||
|
|
||||||
|
PBEM is a great format because it allows a variety of players in different timezones and of different availabilities to
|
||||||
|
play a game together, but PBEM is tougher because it can take weeks to accomplish something that might otherwise take an
|
||||||
|
hour. I think the most effective way to keep the game moving is regular posting to keep the action moving. A good
|
||||||
|
posting cadence might be every few days, hopefully no more than once a week?
|
||||||
|
|
||||||
|
## Updates
|
||||||
|
|
||||||
|
Of course, half of the fun is having the space to write to a desireble length in one post and let the game play out
|
||||||
|
between what you present and the others' reaction to that post. We just need to make sure the focus is on action. These
|
||||||
|
are some guidelines (not rules) that I think make sense.
|
||||||
|
|
||||||
|
**First:** describe your character in terms of the actions they take.
|
||||||
|
|
||||||
|
You should frame your updates in terms of what your character does. Internal monologues and scene setting are welcome
|
||||||
|
(encouraged, in fact), but in the end, the update for the rest of the players is what *is happening*, not merely what
|
||||||
|
your character sees or thinks. This gives the group something to riff off of and respond to or use to consider their
|
||||||
|
next action. Worry less about the game terms for doing a thing, and just do the thing. Or...
|
||||||
|
|
||||||
|
**Second:** ask questions if the details matter, but don't let them stop the action.
|
||||||
|
|
||||||
|
If you need more information, or a ruling to be made, ask, but see if you can provide contingent actions based on the
|
||||||
|
expected results, where appropriate. This is just to save time of back and forth. Feel free to update with a modest set
|
||||||
|
of options, e.g. "if the dragon rears to attack, I quickly jump behind the pile of treasure next to me, but if it
|
||||||
|
chooses to negotiate, I would like to take a diplomatic tone." "If that awning looks like it'd be possible for me to
|
||||||
|
reach, I'll jump up there, spending effort if I need to, but if it seems impossible I'll run around the corner." Or
|
||||||
|
whatever.
|
||||||
|
|
||||||
|
**Third:** if the details don't matter yet, embellish, but also embrace "yes, but".
|
||||||
|
|
||||||
|
If a minor NPC is a valuable (or maybe even trivial) addition to your post, add them and write how they respond. I don't
|
||||||
|
need to get in the way of that, and I consider world-building to be a collaborative thing. Describe something noteworthy
|
||||||
|
in the marketplace, elaborate on the manner or demeanor of the people in the street, or have a merchant agree to common
|
||||||
|
terms on the cost of normal items. This too keeps the game moving, and gives more in the world to react to (or have
|
||||||
|
react to you). Just don't go overboard.
|
||||||
|
|
||||||
|
**Fourth:** I reserve the right to make a basic, but reasonable, action for idle characters in combat.
|
||||||
|
|
||||||
|
For most out-of-combat situations, it's easy to assume that any players not taking an action are happy to go along with
|
||||||
|
the flow, so if players are quiet for a bit, the action still progresses. In combat, however, charaters doing nothing
|
||||||
|
can disturb the narrative and the gameplay, so if it's been days (or a week?) since a post and we're in combat, I may
|
||||||
|
take a reasonable action for your character to keep the game moving.
|
||||||
|
|
||||||
|
## Post Format
|
||||||
|
|
||||||
|
I don't want to make posting updates arduous; getting the post out there is the important part. I think some guidelines
|
||||||
|
will help, however.
|
||||||
|
|
||||||
|
**First:** out-of-character questions, updates, etc. in brackets (`[]`).
|
||||||
|
|
||||||
|
Describing action should be done in paragraphs with no specific formatting. Dialogue should be in quotation marks. Out
|
||||||
|
of character information, questions, mechanical stuff, however, should be in paragraphs enclosed in `[` and `]`.
|
||||||
|
Example:
|
||||||
|
|
||||||
|
```
|
||||||
|
Having dodged the dragon's terrible acid breath, Croma is undeterred by the
|
||||||
|
assault and charges forward, broadsword primed over his shoulder, yelling
|
||||||
|
a challenge. When he reaches the dragon, he swings down, focused, perhaps
|
||||||
|
overconfidently, on decapitating it in one blow.
|
||||||
|
|
||||||
|
"I swore that I would return with your head as a trophy!"
|
||||||
|
|
||||||
|
[This is a pretty tough dragon, right? I think I'm going to use two
|
||||||
|
levels of Effort on this just to make sure, and as a reminder I am skilled
|
||||||
|
in "making reckless attacks", which I think this qualifies as? Either way,
|
||||||
|
a Might-based attack, and I don't know the difficulty so I'll let you roll
|
||||||
|
it.]
|
||||||
|
```
|
||||||
|
|
||||||
|
**Second:** if you are quoting a post, post your reply *below* the quote; everything should read in order from the top
|
||||||
|
of the post.
|
||||||
|
|
||||||
|
AKA "bottom-posting", put your reply or continuaton of thought below the text you are responding to, so that it reads
|
||||||
|
logically without scrolling to the bottom to find the context. Try to chop the post to its specific context as well,
|
||||||
|
when possible, to reduce the amount of quoted text people have to reread. Example:
|
||||||
|
|
||||||
|
```
|
||||||
|
> When he reaches the dragon, he swings down, focused, perhaps
|
||||||
|
> overconfidently, on decapitating it in one blow.
|
||||||
|
|
||||||
|
[Attacking the dragon is Difficulty 5, but with your Effort and skill, the
|
||||||
|
7 I rolled for you is just enough.]
|
||||||
|
|
||||||
|
Crome's broadsword strikes the dragon's neck soundly, but, surprisingly to
|
||||||
|
Crome --- and perhaps no one else --- the dragon's head is *not* severed,
|
||||||
|
and it reflexively lashes back in pain, knocking Crome back on his feet
|
||||||
|
next to the dragon. A bit of acid drips from the dragon's open wound, but
|
||||||
|
it looks angered and committed to continuing the fight.
|
||||||
|
```
|
||||||
|
|
||||||
|
**Third:** reply to the existing thread whenever possible.
|
||||||
|
|
||||||
|
Mail clients that do threading of posts make it easy to collect emails by subject, and can result in a nice tree view of
|
||||||
|
the proceedings. Generally, a new scene warrants a new top post with a new subject, but otherwise updates within that
|
||||||
|
scene should usually be replies to the most recent or relevant post in the thread.
|
||||||
|
|
||||||
|
**Fourth:** if you have an out of character update or question or so on, start a new thread starting with "OOC:"
|
||||||
|
|
||||||
|
If you have a question or update for the group --- you have a question about a rule or character option, or maybe you're
|
||||||
|
letting the group know you'll be on vacation for a week --- rather than complicating the gameplay with a tangent, make a
|
||||||
|
new thread and start the subject with "OOC: ". In OOC threads, the rest of the formatting guidelines don't really matter
|
||||||
|
--- they're just emails.
|
||||||
|
|
||||||
|
## Rolling Dice
|
||||||
|
|
||||||
|
Personally, I think I'm good with the honor system. If you know the parameters of the roll and are ready to roll, make
|
||||||
|
the roll yourself with whatever tool you prefer and tell us the result, both in game terms and in narrative terms. (In a
|
||||||
|
Cypher System game, this usually means you know the difficulty of the task you are attempting, are conscious of any
|
||||||
|
Effort you are spending, and are at least fairly confident in the assets, hindrances, and skills in play. Just be okay
|
||||||
|
with being corrected if you are meaningfully off in your calculations.)
|
||||||
|
|
||||||
|
You can also just roll if you don't know the target or want to leave the math to me --- again, honor system in both
|
||||||
|
directions. Cypher System rolls are simple d20 rolls, so you could just say (OOC) that you rolled an 8 and leave
|
||||||
|
success/failure to me.
|
||||||
|
|
||||||
|
And, as in the example above, if you'd prefer to just leave the whole business to me, that's fine too.
|
||||||
|
|
||||||
|
## The Mailing List
|
||||||
|
|
||||||
|
The mailing list created for a campaign will provide a common point for managing member email addresses, providing some
|
||||||
|
list-specific settings, and automatically archiving our emails. **This list, and notably the archive, will be publically
|
||||||
|
viewable.** This is advantageous to allow those casually interested to check out the game and potentially become the
|
||||||
|
next player in the game. However, the list will be moderated and only allow the game's players to post to it without
|
||||||
|
review. This is, of course, a spam reduction tactic, but will also help keep the game from drifting off-topic.
|
||||||
|
|
||||||
|
My MTA *should* have a pretty good reputation with providers, but the state of email in 2025 is always on a knife's
|
||||||
|
edge, so mail delivery may have issues from time to time; it's recommended to whitelist/accept/filter-on/etc. the list
|
||||||
|
email address.
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
@import '/static/css/light.css';
|
@import '/static/css/light.css';
|
||||||
@import url('https://fonts.googleapis.com/css2?family=Jost:wght@400;500&display=swap');
|
@import url('https://fonts.googleapis.com/css2?family=Jost:ital,wght@0,100..500;1,100..500&display=swap');
|
||||||
|
|
||||||
html {
|
html {
|
||||||
font-family: 'Jost', sans-serif;
|
font-family: 'Jost', sans-serif;
|
||||||
@@ -41,6 +41,21 @@ blockquote {
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margin: 5px;
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margin: 5px;
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||||||
}
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}
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|
||||||
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.ttrpg-keywords {
|
||||||
|
display: flex;
|
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|
list-style: none;
|
||||||
|
padding-left: 0;
|
||||||
|
}
|
||||||
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|
||||||
|
.ttrpg-keywords li:not(:first-child) {
|
||||||
|
padding-left: 0.5ch;
|
||||||
|
}
|
||||||
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|
||||||
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.ttrpg-keywords li:not(:first-child)::before {
|
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|
content: "✦";
|
||||||
|
margin-right: 0.5ch;
|
||||||
|
}
|
||||||
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|
||||||
figure {
|
figure {
|
||||||
background-color: rgba(0, 0, 0, 0.05); /* overrides light.css */
|
background-color: rgba(0, 0, 0, 0.05); /* overrides light.css */
|
||||||
}
|
}
|
||||||
@@ -49,3 +64,19 @@ pre {
|
|||||||
border: 1px solid #222;
|
border: 1px solid #222;
|
||||||
padding: 5px;
|
padding: 5px;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
.toc {
|
||||||
|
float: right;
|
||||||
|
margin: 10px;
|
||||||
|
padding: 0 15px;
|
||||||
|
background: #EEE;
|
||||||
|
border: 1px solid #CCC;
|
||||||
|
}
|
||||||
|
|
||||||
|
.toc ul, .toc ol {
|
||||||
|
padding-left: 10px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.toc label {
|
||||||
|
white-space: nowrap;
|
||||||
|
}
|
||||||
|
|||||||
53
pages/strata/caslius.md
Normal file
53
pages/strata/caslius.md
Normal file
@@ -0,0 +1,53 @@
|
|||||||
|
---
|
||||||
|
Footer: <b>13th Age content:</b> This website uses trademarks and/or copyrights owned by Fire Opal Media Inc.,
|
||||||
|
which are used under the Fire Opal Media Inc., 13th Age Community Use Policy. We are expressly
|
||||||
|
prohibited from charging you to use or access this content. This website is not published, endorsed,
|
||||||
|
or specifically approved by Fire Opal Media.
|
||||||
|
---
|
||||||
|
|
||||||
|
# Caslius (Tiefling Wizard 1)
|
||||||
|
|
||||||
|
Caslius is a tiefling wizard hailing from the Queen's Reach region of [Etravar](../etravar/index.md).
|
||||||
|
|
||||||
|
## Build
|
||||||
|
|
||||||
|
### Ability Scores
|
||||||
|
|
||||||
|
| | Strength | Dexterity | Constitution | Wisdom | Intelligence | Charisma |
|
||||||
|
|-----------------|----------|-----------|--------------|---------|--------------|----------|
|
||||||
|
| **Score (Mod)** | 13 (+1) | 17 (+3) | 14 (+2) | 12 (+1) | 19 (+4) | 10 (+0) |
|
||||||
|
| **Mod + Level** | +2 | +4 | +3 | +2 | +5 | +1 |
|
||||||
|
|
||||||
|
### One Unique Thing
|
||||||
|
|
||||||
|
...
|
||||||
|
|
||||||
|
### Icon Relationships
|
||||||
|
|
||||||
|
...
|
||||||
|
|
||||||
|
### Backgrounds
|
||||||
|
|
||||||
|
...
|
||||||
|
|
||||||
|
### Combat Stats
|
||||||
|
|
||||||
|
* **HP:** 24
|
||||||
|
* **AC:** 13, **PD:** 13, **MD:** 14
|
||||||
|
* **Recoveries** (8): 1d6+2
|
||||||
|
* **Initiative:** +4
|
||||||
|
|
||||||
|
### Kin Power, Class Features, and Talents
|
||||||
|
|
||||||
|
* ***Curse of Chaos*** --- 1/battle, free action, turn an enemy's 1--5 on an attack or save into a natural 1 plus
|
||||||
|
further curse that has their attempt go horribly. Power approximately other kin powers or a little beyond. Example:
|
||||||
|
half damage to themselves and dazed until end of their next turn.
|
||||||
|
* **Cantrips** --- cast Int mod cantrips each battle or approx. 3--6 every five minutes as a standard action. Cantrips:
|
||||||
|
*alarm*, *arcane mark*, *ghost sound*, *knock*, *light*, *mage hand*, *mending*, *prestidigitation*, *spark*.
|
||||||
|
* **Cyclic Spells** --- cyclic usage spells can be cast at least 1/battle, only expended if ED is 0 or odd.
|
||||||
|
* **Judicious Casting** --- some spells have different effects and side effects, can choose which when casting.
|
||||||
|
* **Ritual Magic**
|
||||||
|
* **Evocation** --- 1/battle, when ED 2+, spend a quick action to add an additional target to a spell that targets PD.
|
||||||
|
* **Prodigious Learner*** (schooled) --- three bonus adv.-tier feats, one becomes champ. at 5th level, another becomes
|
||||||
|
epic at 8th level.
|
||||||
|
* **Wizard's Familiar*** --- ...
|
||||||
@@ -12,7 +12,7 @@ A solo Cypher System game by bss, set in the fantasy world of [Etravar](/etravar
|
|||||||
|
|
||||||
* [Cyne Valbrook](cyne) is an intelligent and exiled spellsword [warrior flavored with magic] who wields an enchanted
|
* [Cyne Valbrook](cyne) is an intelligent and exiled spellsword [warrior flavored with magic] who wields an enchanted
|
||||||
weapon.
|
weapon.
|
||||||
* [Vaelor Galanodel](vaelor) is an inquisitive high elf wizard [adept] who wields a vast magical grimoire.
|
* [Vaelor Galanodel](vaelor.md) is an inquisitive high elf wizard [adept] who wields a vast magical grimoire.
|
||||||
|
|
||||||
## Vaelor
|
## Vaelor
|
||||||
|
|
||||||
@@ -25,37 +25,48 @@ here as fiction when I have opportunity to provide a write-up.
|
|||||||
|
|
||||||
### Queen's Reach
|
### Queen's Reach
|
||||||
|
|
||||||
The campaign currently takes place in Queen's Reach, a region on the eastern side of [Trezuria](../etravar/#trezuria).
|
The campaign currently takes place in Queen's Reach, a region on the eastern side of
|
||||||
|
[Trezuria](../etravar/index.md#trezuria).
|
||||||
|
|
||||||
* **E11:** Arrowhaven, a small village, home of [Vaelor Galanodel](vaelor).
|
* **Arrowhaven**, a small village, home of [Vaelor Galanodel](vaelor.md).
|
||||||
* **F7:** The Temple of Poros, 8 clerics and 4 guards, undertaking heretical expansion of the domain of Saint Poros, a
|
* **The Temple of Poros**
|
||||||
follower of Chandathal, god of the wilds. They believe Poros is their patron, and worthy of true divinity in the
|
* **Iron Blood**, fortress
|
||||||
Trezurian pantheon.
|
* **Greenhook**, one of the largest cities in Queen's Reach.
|
||||||
* **I4:** Iron Blood fortress, an independent company of men defending the region, nominally allied with Greenhook,
|
|
||||||
currently tasked with monitoring aganist orcs and the like to the north.
|
|
||||||
* **L7:** Greenhook, one of the largest cities in Queen's Reach.
|
|
||||||
|
|
||||||
## Tools and Standards
|
## Tools and Standards
|
||||||
|
|
||||||
Jotting down things I'm using for the campaign that haven't yet become part of my "normal" process, such as it is, but
|
Jotting down things I'm using for the campaign that haven't yet become part of my "normal" process, such as it is, but
|
||||||
might in the future.
|
might in the future.
|
||||||
|
|
||||||
|
### Cypher Tables
|
||||||
|
|
||||||
|
Treat all cypher types as manifest by default. Roll a d20 and use that result for which table to roll on (they're all
|
||||||
|
built as percentile tables, so you can roll a d20 and a d100 for both together).
|
||||||
|
|
||||||
|
| Roll | Origin/Type |
|
||||||
|
|--------|--------------------------|
|
||||||
|
| 1--4 | *Core*/Manifest (p.382) |
|
||||||
|
| 5--7 | *Core*/Subtle (p.383) |
|
||||||
|
| 8--11 | *Godforsaken* (p.141) |
|
||||||
|
| 12--20 | *Core*/Fantastic (p.384) |
|
||||||
|
|
||||||
|
Most instances work in the game and could be represented as at least one kind of physical item, or roll on the cypher
|
||||||
|
form table in *Godforsaken* (which would be a combined roll of d20; d100; d100).
|
||||||
|
|
||||||
### Overland Travel
|
### Overland Travel
|
||||||
|
|
||||||
I am using a 3-mile hex in the "kingdom scale" maps. This is a break from where I was using 6-mile hexes, having been
|
| Terrain | Unencumbered /Day | Encumbered /Day |
|
||||||
convinced by arguments such as [Down With The 6 Mile
|
|-----------------------------------|-------------------|-----------------|
|
||||||
Hex!](https://silverarmpress.com/down-with-the-6-mile-hex-a-modest-proposal/).
|
| Easy (plains, roads, etc.) | 50 miles | 25 miles |
|
||||||
|
| Rough (hills, forest, etc.) | 25 miles | 12 miles |
|
||||||
| Hex | Unencumbered | Encumbered |
|
| Difficult (mountains, etc.) | 10 miles | 5 miles |
|
||||||
|-----------------------------------|--------------|------------|
|
|
||||||
| Easy (plains, grasslands, etc.) | 1 hour | 2 hours |
|
|
||||||
| Rough (hills, forest, etc.) | 2 hours | 4 hours |
|
|
||||||
| Difficult (mountains, etc.) | 4 hours | 8 hours |
|
|
||||||
|
|
||||||
Unencumbered travel is travelling very light with little equipment; most adventurers with a normal amount of gear are
|
Unencumbered travel is travelling very light with little equipment; most adventurers with a normal amount of gear are
|
||||||
encumbered for purposes of overland travel. Wagons, horses, and the like can make travel unencumbered if the
|
encumbered for purposes of overland travel. At a steady pace, an adventurer can travel roughly 3 miles per hour, hence
|
||||||
transportation is suited for the terrain. An adventuring day is usually 8--12 hours of rest, 8 hours of overland
|
roughly 25 miles a travel day, assuming an adventuring day of 8--12 hours of rest, 8 hours of travel, and the rest of
|
||||||
travel, and the remaining left for adventuring.
|
the time spent adventuring or on downtime.
|
||||||
|
|
||||||
|
Wagons, horses, and the like can make travel unencumbered if the transportation is suited for the terrain.
|
||||||
|
|
||||||
## Cyne
|
## Cyne
|
||||||
|
|
||||||
|
|||||||
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|
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Reference in New Issue
Block a user