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55 Commits

Author SHA1 Message Date
0b254692f6 start rebuilding my solo character, in case I use it 2026-02-28 08:49:09 -06:00
9dc94cece4 add Silver, for a game I'm playing 2026-02-28 08:48:49 -06:00
e4449722ac add a recruitment page to start distributing soon 2026-02-28 08:47:31 -06:00
e5e8fa17db fix positioning on one thing in the map 2026-02-27 13:19:11 -06:00
dff7bc079d finish (I think!?) the Wald map and initial description 2026-02-27 12:50:21 -06:00
c6c9140bd8 now that I'm using it, have the TOC be a thing off to the side 2026-02-25 14:36:40 -06:00
05df408d9f some touchups and clarifications in the 13A legal notice 2026-02-25 14:23:21 -06:00
be79883921 specify a CC BY-SA license unless otherwise specified 2026-02-25 14:22:59 -06:00
f77aa78767 incomplete writeup for Wald + Age of Parted Shadow
I'm treating this as a campaign summary and primer for a 13th Age game
I'm hoping to start in the coming weeks. this isn't complete yet, but
it's far enough along that I want to commit and push it in order to
refer to it in other contexts while I finish up the rest of it
2026-02-25 14:21:06 -06:00
48928cd7ae don't use markdown-grid-tables, formatting is poor
this extension is adding <p> tags when it shouldn't, and it's pretty
wordy anyway. unfortunately, not using it means that very long cells
have to be on one line, but maybe that's a sign the table is doing too
much work anyway
2026-02-20 01:27:46 -06:00
be52fb8625 move the documented extensions into the README 2026-02-20 00:19:08 -06:00
c2258103b9 spruce up the 13th Age index and legal page a bit 2026-02-18 16:37:52 -06:00
36c9a41991 add markdown-grid-tables and document extension usage 2026-02-18 10:37:51 -06:00
452686d957 move Caslius from the 13A system dir to the campaign dir 2026-02-17 11:27:20 -06:00
aaf27741bd minor tweak to import of Jost 2026-01-21 00:17:24 -06:00
90caebe810 distinguish Lady Magissa and Burclynth Company 2026-01-08 08:15:29 -06:00
87c7a8727f page reference for Godforsaken cyphers in the Strata notes 2026-01-08 08:14:18 -06:00
56e8f9113e style the TOC as 3 columns in the dungeon theme 2026-01-08 08:13:23 -06:00
6684cfce19 add the md_in_html extension, for a reason I don't remember 2026-01-08 08:12:16 -06:00
e2eb86ce03 add a solo 13A character I started but haven't used yet 2026-01-08 08:11:13 -06:00
9cc1c347fc use some contextual aids for Emerald Flame, not yet linked anywhere 2026-01-08 08:10:20 -06:00
4a58e91c20 add a bit of cypher 1e homebrew that'll probably go away in 2e 2026-01-08 08:08:37 -06:00
3ee0e53824 convert Ghorin to 13A 2026-01-08 08:07:21 -06:00
225a3a2456 links to and small update of strata 2025-11-08 01:00:15 -06:00
44a854a348 redoing Queen's Reach a bit, restarting Strata 2025-11-06 01:12:43 -06:00
c427fcf584 reorganize the index a bit, and note Adventuring is 13A now 2025-10-06 08:09:07 -05:00
6abd050319 remember that I defined a region in my solo game that never started 2025-10-06 08:08:33 -05:00
5d62647416 link to etravar on the main page 2025-10-05 14:17:18 -05:00
33ec4bd650 link to the old CS stuff for adventuring, just for reference 2025-10-05 13:54:27 -05:00
33185133a8 start some icon info for Trezuria, mostly copied from Emerald Flame 2025-10-05 13:54:06 -05:00
e39b603162 fix a tiny typo 2025-10-03 15:42:52 -05:00
8224ba8caf convert the adventuring index to 13th Age stuff, with icons 2025-10-03 15:03:53 -05:00
87615a6dfb fix this symlink redirect 2025-10-03 08:19:34 -05:00
a345a05554 fix a tiny typo 2025-10-02 19:16:18 -05:00
b0964634fb I came up with another world on the spot 2025-10-02 19:13:56 -05:00
9d8a3162ba start a bit of a 13th Age chargen section 2025-10-02 19:13:16 -05:00
0b19e94bfb further clarify the nature of old Adventuring! 2025-10-02 18:09:42 -05:00
d32d4642ac move some old 13th Age 1e stuff aside 2025-10-02 18:02:21 -05:00
822508634b move the older 13th Age and Cypher System stuff for Adventuring!
these were both in the homebrew setting that never got off the ground.
these were replaced with a Forgotten Realms-based Cypher System game,
which is soon to be moved to 13th Age 2e, so I'm cleaning up the old
stuff before I figure out what to do with the current (soon old) stuff
2025-10-02 17:52:26 -05:00
8032294f06 some updates moving the page beyond the "planning" phase
a bit of a blurb of where people are at in Locke, but mostly just
rewording some stuff now that we're not in "organizing new game" mode,
but rather "game that is moving" mode
2025-09-18 17:33:55 -05:00
04208f59a6 relative links to stuff in the Emerald Flame index 2025-09-18 17:17:47 -05:00
adc505ba86 start a small characters section while I play with stuff 2025-09-18 15:00:33 -05:00
21186a8d43 link to Emerald Flame's section, and put Strata in the inactive list 2025-09-18 14:58:49 -05:00
f63e52ba3b provide and link to a map of mystvil 2025-09-18 14:44:33 -05:00
d657b3e614 add a small note regarding relationships to the homebrew 2025-09-18 14:43:57 -05:00
93fc6ba10d distinguish (and add) shortbow, different from longbow 2025-06-25 19:00:27 -05:00
f0bb6ae91d put some notes on magitech in the canon, from the ML 2025-06-25 07:55:04 -05:00
c3e86d9e50 add just a touch of information about +/~/- relationships 2025-06-25 07:54:37 -05:00
cb9e99cef9 update Quarter Roy's stat block with the more logical ability for him
discussed on IRC yesterday while he was punching people
2025-06-24 08:40:18 -05:00
7d5c1fb80b document the weapon properties and apply firearm to the guns 2025-06-19 23:39:03 -05:00
1b97111cba write up a Cypher System version of icon relationships 2025-06-19 23:38:58 -05:00
0bb18048ef link to the lists archive in the Emerald Flame intro page 2025-06-18 08:13:20 -05:00
b7828d2f7f initial info for Emerald Flame? 2025-06-14 09:26:52 -05:00
b4d7e3b825 additions to the Etravar synopsis in prep for actually using it 2025-06-13 00:21:06 -05:00
cc0f381001 add Elyan's second arc 2025-06-13 00:12:14 -05:00
55 changed files with 1837 additions and 355 deletions

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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`.
Necessary extensions to render this site, beyond what's in incorporeal-cms:
* pymdown-extensions

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@@ -7,6 +7,7 @@
"name": "Brian S. Stephan",
"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",
"PAGE_STYLES": {
"dungeon": "/static/css/dungeon.css",
@@ -16,7 +17,7 @@
},
"MARKDOWN_EXTENSIONS": [
"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": {
"extra": {
@@ -24,6 +25,9 @@
"UNIQUE_IDS": true
}
},
"markdown_grid_tables": {
"hard_linebreaks": false
},
"toc": {
"toc_depth": "2-5"
}

1
pages/13th-age/adventuring Symbolic link
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../adventuring/old-13th-age-game

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@@ -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

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@@ -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.

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@@ -3,6 +3,9 @@ Footer: <a href="/13th-age/legal">This content is available under the OGL v1.0a
# 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
a table where anyone has taken it. I think this improves it.

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@@ -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>
---
# 13th Age
This page, and the pages under it, collect a variety of campaign notes, characters, other mechanical
bits, and whatever else I end up dropping here for usage by me and my players, but if any of this is
of interest to you as a random passerby, feel free to use it.
This page, and the pages under it, collect a variety of campaign notes, characters, other mechanical bits, and whatever
else I end up dropping here for the 13th Age Second Edition games played by me (bss) and my players, and made
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
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/).
For general aids in creating characters follow the Creating Characters chapter starting on page 23 of the *Heroes'
Handbook* and see this section for further notes. Campaigns may have more specific instructions (inclusive or exclusive
of content), but generally speaking, my games allow all published classes, kin, class options, items, and so on
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
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.
Additional content (from other supplements, homebrew stuff on the web, your own homebrew stuff, etc.) should be
presented to me, and it'll likely be approved.
## 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
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.
* [bss's Toughness](bss's-toughness)
* [Influence Points](influence-points)
* [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:
* [Valon Amarathar](valon-amarathar) &mdash; for Alex's campaign, Seven Rings
* [Aldfric "Silver" Gauveld](aldfric-silver-gauveld.md)
## Legacy Stuff
### Former Campaigns in the World of Yacsra
### Former Campaigns
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/)
* [Verdant Dawn](verdant-dawn/)
Currently-lost campaigns, before I started organizing things here under Yacsra, that nevertheless
influenced it, or at least me:
Currently-lost campaigns, before I started organizing things here, that nevertheless influenced it, or at least me:
* Sins of the Past, a time- and dimension-spanning Shadowrun-y 13th Age game that eventually became
traditional fantasy anyway
* 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)

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@@ -3,6 +3,11 @@ Footer: <a href="/13th-age/legal">This content is available under the OGL v1.0a
# 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
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,

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@@ -2,18 +2,18 @@ Title: 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
chronicle various campaigns run by Brian S. Stephan and his gaming groups. The *13th Age* Archmage Engine, and all stat
blocks, rules, and mechanics provided under this directory, are licensed under the Open Game License version 1.0a, fully
described below.
Pages on this website linking to this legal notice utilize the *13th Age* Archmage Engine to chronicle various campaigns
run by Brian S. Stephan and his gaming groups. The *13th Age* Archmage Engine, and all stat blocks, rules, and mechanics
provided that link to this notice, are licensed under the Open Game License version 1.0a, fully described below.
These pages may also utilize the 13th Age Community Use Policy, as follows:
> *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
> expressly prohibited from charging you to use or access this content. This website is not
> published, endorsed, or specifically approved by Fire Opal Media.
> For more information about Fire Opal Medias 13th Age Community Use Policy, please visit
> published, endorsed, or specifically approved by Fire Opal Media.*
>
> *For more information about Fire Opal Medias 13th Age Community Use Policy, please visit
> www.fireopalmedia.com/communityuse. For more information about Fire Opal Media and 13th Age
> 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
The following items are hereby identified as Product Identity, as defined in the Open Game
License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks,
proper names (characters, icons, etc.), dialogue, plots, storylines, locations, characters,
artworks, and trade dress. (Elements that have previously been designated as Open Game
Content are not included in this declaration.)
The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e),
and are not Open Content: All trademarks, registered trademarks, proper names (characters, icons, etc.), dialogue,
plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been designated as
Open Game 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
Except for material designated as Product Identity (see above), the game mechanics of this
website directory are Open Game Content, as defined in the Open Game License
Except for material designated as Product Identity (see above and 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
Game Content may be reproduced in any form without written permission.

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../adventuring/old-13th-age-game/yacsra

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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).]

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old-cypher-system-game/barney.md

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@@ -67,6 +67,8 @@ Elyan Gareth is a brash and exiled gunslinger [warrior] who crafts unique object
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

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@@ -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

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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

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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).

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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

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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)

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@@ -1,64 +1,51 @@
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>.
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. <b>Forgotten Realms content:</b> 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.
# Ghorin
Ghorin is a clever mystical sorcerer [adept] who separates mind from body.
# Ghorin (human wizard 1)
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
[TBD: One Unique Thing]
* **Might: 10, Speed: 12, Intellect: 16**
* **Effort: 1, Intellect Edge: 1**
* **Cypher Use:** 3 cyphers at a time.
## Stats
### Abilities
## Features and Talents
* **Shatter**
* **Far Step**
* **Onslaught**
* **Push**
* **Third Eye**
* **Passives**
* **Sense Magic**
* **Smart (x2):** +2 to your Intellect Pool.
* **Cantrips:** *alarm*, *arcane mark*, *ghost sound*, *knock*, *light*, *mage hand*, *mending*, *prestidigitation*,
*spark*
* **Cyclic Spells:** cyclic spells are only expended in a battle if cast when the escalation die is 0 or odd.
* **Judicious Casting:** spells have different effects depending on how they are cast.
* **Ritual Magic:** cast spells as rituals [also a good excuse to learn more divination spells].
* **Evocation:** 1/battle opportunity to add a target to a PD-targeting spell.
* **Prodigious Learner (self-taught):** gain more feats.
* **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
* **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
* **Quick to Fight:** roll initiative twice and choose the result you want.
* ***Adventurer Feat:*** +2 to defenses for the first round if your initiative is higher than all enemies'.
* ***Magic missile:*** Ranged, 1/arc, Quick; no attack roll, 5 force damage, number of rounds this is usable varies.
* ***Ray of frost:*** Ranged, At-Will; Int vs. PD, 9 (2d8) cold damage.
* ***Shocking grasp:*** Close, At-Will, Move; Int vs. PD, 2 (1d3) lightning damage and target pops free, cast recklessly
for more targets.
* ***Color spray:*** Close, Cyclic; 1d4 nearby in a group, Int vs. MD, 9 (2d8) psychic damage, low hp enemies weakened.
* ***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.
### Equipment

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@@ -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
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@@ -0,0 +1 @@
old-cypher-system-game/gnorm.md

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@@ -1,16 +1,17 @@
---
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.
Description: Adventuring, in Faerûnian 13th Age!
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. <b>Forgotten Realms content:</b> 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!
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.
|> [![Map of Faerûn's Dragon Coast area, featuring Westgate, Reddansyr, and Teziir](faerun-dragon-coast-westgate.jpg)](faerun-dragon-coast-westgate.jpg)
@@ -19,16 +20,9 @@ Presently, it is situated in the Dragon Coast.
## 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.
* Elyan Gareth
* Ghorin
* Quarter Roy
## 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.
## 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.
### 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
Faerûnian homebrew and additional options for the Cypher System.
Aside from the icons above, I have not made any changes to 13th Age 2e, either for this campaign or in general, so you
will do fine to follow my light notes on [my core 13th Age page](/13th-age/#character-creation).
### 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
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
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/).

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@@ -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

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@@ -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).]

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@@ -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.]

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@@ -1,4 +1,4 @@
Title: Adventuring! (Previously)
Title: Adventuring! (old, Cypher System)
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
@@ -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
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
lives on here.
Before Adventuring! was replaced by the play-by-chat Forgotten Realms-based game, there was an attempted Cypher System
port of the live 13th Age game. Some old information lives on here.
## Characters

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@@ -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.]

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@@ -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.]

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@@ -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
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@@ -0,0 +1 @@
old-cypher-system-game

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@@ -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.
* **Physical Skills:** balancing, climbing.
* **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.
* **Passives**
* **Very Powerful:** +4 to your Might pool.

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@@ -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.]

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@@ -0,0 +1 @@
old-cypher-system-game/raistlin.md

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@@ -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.]

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@@ -0,0 +1 @@
old-cypher-system-game/ramaria.md

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@@ -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.]

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@@ -0,0 +1 @@
old-cypher-system-game/ureiden.md

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@@ -62,6 +62,8 @@ enjoy far more organizational freedom, stemming from far less attention from the
* Xi Tauri B
* B-3
* Colony Station "Langrius"
* Quire
* Free Colonies of Quire
* Xi Tauri C
* Asteria --- terraformed, population approximately 1 million.
* Helios

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@@ -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
> 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
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 3: **Type Swap Option: Mid Tier Ability** --- as above
* Tier 3: **Enhanced Intellect or Extra Recovery**
* ...
## 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
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
### Read Object
@@ -212,6 +348,7 @@ less typical fantasy weapons (guns).
|---------------------------------------|-------|---------------------------|-----------------------------------|
| Blowgun | 5 gp | | Short range |
| Blowgun darts (20) | 1 gp | Piercing | |
| Bow, short | 20 gp | | Long range |
| Dagger | 2 gp | Piercing | Can be thrown up to short range |
| Hand crossbow | 75 gp | | Short range |
| Crossbow bolts (20) | 1 gp | Piercing | |
@@ -230,7 +367,7 @@ less typical fantasy weapons (guns).
| Medium Weapons (4 points of damage) | Price | Property | Notes |
|---------------------------------------|-------|-----------------------|-----------------------------------|
| Battleaxe | 10 gp | Slashing | |
| Bow | 30 gp | | Long range |
| Bow, long | 30 gp | | Long range |
| Arrows (20) | 1 gp | Piercing | |
| Broadsword or longsword | 15 gp | Slashing | |
| Club | 1 sp | Bludgeoning | |
@@ -248,7 +385,7 @@ less typical fantasy weapons (guns).
| Scimitar | 25 gp | Slashing | |
| Smokepowder pistol | 300 gp| | Short 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 |
| Trident | 5 gp | Piercing | |
@@ -262,7 +399,15 @@ less typical fantasy weapons (guns).
| Heavy spear | 15 gp | Piercing, reach | |
| Maul | 10 gp | Bludgeoning | |
| 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

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@@ -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)
* [Recovery rolls can be applied in any
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)
### General Advice
@@ -41,7 +42,7 @@ advice I have for players:
* [Adventuring!](/adventuring/)
* [Out to the Black](/black/)
* [Strata](/strata/)
* [Strata](../strata/index.md)
### On Hold

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---
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
|> [![Map of the Mystvil area of the continent of Trezuria](mystvil.png)](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)

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---
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
}
~~~

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@@ -3,17 +3,17 @@ Description: bss's high fantasy campaign setting, a world of adventuring and
# Etravar
Etravar is bss's home campaign setting, a universe of high fantasy, setting adventuring and discovery against the backdrop
of points of light in the wilderness and the forgotten legacy of lost eras. It is
meant to be a rich, varying world, where any type of adventure can occur among its many continents and regions, most of
which haven't been written of or described yet.
Etravar is bss's home campaign setting, a universe of high fantasy, setting adventuring and discovery against the
backdrop of points of light in the wilderness and the forgotten legacy of lost eras. It is meant to be a rich, varying
world, where any type of adventure can occur among its many continents and regions, most of which haven't (in game
terms) been written of or described yet.
## History
### Creation
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
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
@@ -22,22 +22,22 @@ moon, life, death, and so on --- countless immortal forces that shape the univer
### 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
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
of Etra, be it by gradual decline, war, leaving for other worlds, or so on. Little is known about these races other than
the undocumented relics and ruins left behind.
as much a guess as any previous attempt to estimate the age of Etra. This belief holds that in those lost ages, multiple
progenitor species native to Etra gave rise to great civilizations before disappearing from the record of time, be it by
gradual decline, war, leaving for other worlds, or so on. Little is known about these progenitors and their cultures
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
above and below long before humankind rose to prominence, and in a way shaped the ecology of Etra itself --- their vast
cities and dungeons have become part of the world's genetic memory, and it naturally spawns weird dungeons, corrupted or
blessed plazas, and the like. The living world creates not just flora and fauna, but also grand towers and abominable
strongholds.
The oldest known history is owned by the elves and dwarves, both ancient ancestries in their own right. They shaped the
lands above and below long before humankind rose to prominence, and in a way shaped the ecology of Etra itself --- their
vast cities and dungeons have become part of the world's genetic memory, and it naturally spawns weird dungeons,
corrupted or blessed plazas, and the like. The living world creates not just flora and fauna, but also grand towers and
abominable strongholds.
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
races' leaders and scholars vehemently reject such slander.
world and the goddess --- to the brink of annihilation, with this symbiosis of "manmade" constructs its/her only chance
at survival, but both cultures' leaders and scholars vehemently reject such slander.
## The Material Plane
@@ -48,18 +48,50 @@ as some deities are known by multiple names or unknown in a region entirely.
### Trezuria
Trezuria is a long continent, spanning most of the latitudes, leading to a diverse climate over the span of the
continent. It is roughly divided into a north and south Trezuria, divided by a vast mountain range that runs from ocean
[Trezuria](trezuria.md) is a long continent, spanning most of the latitudes, leading to a diverse climate over its span.
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.
## 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
astral plane.
* 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.
* Civilization ranges from hunter tribes to grand metropolises, points of light with much uncharted territory in
between.
* The world is old, many civilizations have risen and fallen.
* 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
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@@ -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.

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@@ -6,20 +6,24 @@ The tabletop RPG repository of [bss](https://bss.zone/) and friends.
## 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).
* [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
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/).
* [Strata](strata/index.md) --- a solo game elsewhere in Etravar (Cypher System).
## 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.
* [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
@@ -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.
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
The source of this site is tracked in a Git repository, hosted at <https://git.incorporeal.org/bss/ttrpg-site>. Friends

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@@ -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]
|> [![Map of the island of Wald](wald.png)](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
|> [![Map of the island of Wald](wald.png)](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.

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# 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.
|> [![Map of the island of Wald](wald.png)](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).

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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.

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@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 {
font-family: 'Jost', sans-serif;
@@ -41,6 +41,21 @@ blockquote {
margin: 5px;
}
.ttrpg-keywords {
display: flex;
list-style: none;
padding-left: 0;
}
.ttrpg-keywords li:not(:first-child) {
padding-left: 0.5ch;
}
.ttrpg-keywords li:not(:first-child)::before {
content: "✦";
margin-right: 0.5ch;
}
figure {
background-color: rgba(0, 0, 0, 0.05); /* overrides light.css */
}
@@ -49,3 +64,19 @@ pre {
border: 1px solid #222;
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;
}

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---
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*** --- ...

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@@ -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
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
@@ -25,37 +25,48 @@ here as fiction when I have opportunity to provide a write-up.
### 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).
* **F7:** The Temple of Poros, 8 clerics and 4 guards, undertaking heretical expansion of the domain of Saint Poros, a
follower of Chandathal, god of the wilds. They believe Poros is their patron, and worthy of true divinity in the
Trezurian pantheon.
* **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.
* **Arrowhaven**, a small village, home of [Vaelor Galanodel](vaelor.md).
* **The Temple of Poros**
* **Iron Blood**, fortress
* **Greenhook**, one of the largest cities in Queen's Reach.
## 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
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
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
convinced by arguments such as [Down With The 6 Mile
Hex!](https://silverarmpress.com/down-with-the-6-mile-hex-a-modest-proposal/).
| Hex | Unencumbered | Encumbered |
|-----------------------------------|--------------|------------|
| Easy (plains, grasslands, etc.) | 1 hour | 2 hours |
| Rough (hills, forest, etc.) | 2 hours | 4 hours |
| Difficult (mountains, etc.) | 4 hours | 8 hours |
| Terrain | Unencumbered /Day | Encumbered /Day |
|-----------------------------------|-------------------|-----------------|
| Easy (plains, roads, etc.) | 50 miles | 25 miles |
| Rough (hills, forest, etc.) | 25 miles | 12 miles |
| Difficult (mountains, etc.) | 10 miles | 5 miles |
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
transportation is suited for the terrain. An adventuring day is usually 8--12 hours of rest, 8 hours of overland
travel, and the remaining left for adventuring.
encumbered for purposes of overland travel. At a steady pace, an adventurer can travel roughly 3 miles per hour, hence
roughly 25 miles a travel day, assuming an adventuring day of 8--12 hours of rest, 8 hours of travel, and the rest of
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

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