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"sane_lists", "smarty", "toc", "attr_list", "tables", "pymdownx.tilde", "md_in_html"
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---
Title: Caslius
Description: Caslius is a tiefling rogue in the world of Etravar, bss's homebrew setting.
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 Rogue 1)
## Build
### Backgrounds
* **Ex-Burclynth Company veteran** (4) --- once one of the best treasure hunters in the Company, Caslius wrote
guidebooks still in use throughout Trezuria. But since falling out with them philosophically, he has gone... *rogue*.
* **Aera Anon survivor** (4) --- Aera Anon, metropolitan and trade-driven as it is, had more than its fair share of
those who looked down on those like Caslius. He's left it, for now, but he knows the city and its people, and
especially its alleys and the undeground, like the back of his hand.
### Ability Scores
| | Strength | Constitution | Dexterity | Intelligence | Wisdom | Charisma |
|-------------------|----------|--------------|-----------|--------------|---------|----------|
| **Score and Mod** | 8 (-1) | 12 (+1) | 18 (+4) | 12 (+1) | 16 (+3) | 15 (+2) |
| **Mod + Level** | +0 | +2 | +5 | +2 | +4 | +3 |
### Health, Initiative
**Hit Points:** 21 hp; **Recoveries:** 8; **Recovery Dice:** 1d8+1; **Initiative:** +5
### Defenses
**Armor Class:** 16; **Physical Defense:** 14; **Mental Defense:** 13
### Features and Talents
* **Bravado:** gain 1 point by rolling even on initiative or hitting with a rogue attack, or other circumstances, spend
it on powers and etc..
* **Rush Attack:** 1/turn, rogue melee weapon attack deals extra damage against an enemy not engaged with at start of
turn.
* **1st level:** +5 (2d4) damage
* **Skullduggery:** 2/arc, reroll failed skill roll involving rogue stuff, use a second use to narrate a setup
supporting a +3 bonus to the reroll.
* **Shadow Walk:** as a quick action before using a standard action, *shadow walk*.
* ***Shadow walk:*** Close, At-Will if not engaged, expended if, Quick; +3 vs. nearby enemy w/highest MD, or spend
1 Bravado to auto hit, remove self until next turn, where you return nearby and deal double damage.
* **Shift, Wriggle, and Roll:** 1/battle, when hit by a nearby enemy, force a reroll with a -3 (Wis).
* **Tumble:** +3 bonus to disengage, can avoid intercepts.
### Powers
* **Curse of Chaos:** 1/battle turn a natural 1-5 attack/save result to a natural 1 + extra curse effect.
### Attacks
* **Basic melee:** +5 vs. AC, 1d8+4 damage; 1 damage on a miss
* **Basic ranged:** +5 vs. AC, 1d6+4 damage; 1 damage on a miss
### Equipment
* 5 daggers (for poking or for throwing)
* Leather armor

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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>.
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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@ -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.

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@ -42,7 +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 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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@ -44,7 +44,11 @@ influence on the world.
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. The Burclynth Company operates an organization chartered by Lady Magissa dedicated to
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

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@ -10,6 +10,10 @@ The tabletop RPG repository of [bss](https://bss.zone/) and friends.
* [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).
### Solo
* [Strata](strata/index.md) --- a solo game elsewhere in Etravar (Cypher System).
## Systems
* [13th Age](13th-age/) --- bss's favorite D&D-like.

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@ -64,3 +64,13 @@ pre {
border: 1px solid #222;
padding: 5px;
}
.toc {
column-count: 3;
column-gap: 20px;
font-size: 10pt;
}
.toc ul, .toc ol {
padding-left: 10px;
}

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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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