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@ -16,7 +16,7 @@
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},
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"MARKDOWN_EXTENSIONS": [
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"extra", "incorporealcms.mdx.figures", "incorporealcms.mdx.pydot",
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"sane_lists", "smarty", "toc", "attr_list", "tables", "pymdownx.tilde"
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"sane_lists", "smarty", "toc", "attr_list", "tables", "pymdownx.tilde", "md_in_html"
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],
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"MARKDOWN_EXTENSION_CONFIGS": {
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"extra": {
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64
pages/13th-age/caslius.md
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64
pages/13th-age/caslius.md
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@ -0,0 +1,64 @@
|
||||
---
|
||||
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
|
||||
@ -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
|
||||
|
||||
|
||||
@ -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.
|
||||
|
||||
@ -42,7 +42,7 @@ advice I have for players:
|
||||
|
||||
* [Adventuring!](/adventuring/)
|
||||
* [Out to the Black](/black/)
|
||||
* [Strata](/strata/)
|
||||
* [Strata](../strata/index.md)
|
||||
|
||||
### On Hold
|
||||
|
||||
|
||||
BIN
pages/emerald-flame/Locke Forest Temple North.png
Normal file
BIN
pages/emerald-flame/Locke Forest Temple North.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 6.8 MiB |
57
pages/emerald-flame/story-graph.md
Normal file
57
pages/emerald-flame/story-graph.md
Normal file
@ -0,0 +1,57 @@
|
||||
---
|
||||
title: Emerald Flame Story Graph
|
||||
---
|
||||
|
||||
# Emerald Flame Story Graph
|
||||
|
||||
Note: for brevity, for actions/verbs, assume the subject is "The party ..." unless otherwise specified.
|
||||
|
||||
~~~{ pydot:emerald-flame-story }
|
||||
digraph PLOT {
|
||||
rankdir=TB
|
||||
fontname="Liberation Sans"
|
||||
|
||||
Locke [label="Locke", shape="doubleoctagon"]
|
||||
Locke_Blue_Eruption [label="Eruption of blue light"]
|
||||
Party_Assembles [label="The party assembles"]
|
||||
Locke -> Locke_Blue_Eruption
|
||||
Locke -> Party_Assembles
|
||||
|
||||
Gegren [label="Gegren Ile", shape="rect"]
|
||||
Locke -> Gegren
|
||||
|
||||
Gegren_Warped [label="Warped by the blue light"]
|
||||
Locke_Blue_Eruption -> Gegren_Warped
|
||||
Gegren_Warped -> Gegren
|
||||
Gegren -> Party_Assembles
|
||||
|
||||
Nia [label="Ni'Oth \"Nia\" Di'Arnay", shape="rect"]
|
||||
Oronyana [label="Oron-yána", shape="octagon"]
|
||||
Oronyana -> Nia
|
||||
Nia -> Party_Assembles
|
||||
|
||||
Asal [label="Asal Vorkut", shape="rect"]
|
||||
Asal_Egg_Hunting [label="Struck while at watchtower"]
|
||||
Locke_Watchtower [label="Watchtower east of Locke", shape="octagon"]
|
||||
Locke_Watchtower -> Asal_Egg_Hunting
|
||||
Asal -> Asal_Egg_Hunting
|
||||
Asal -> Party_Assembles
|
||||
Locke_Blue_Eruption -> Asal_Egg_Hunting
|
||||
|
||||
Dax [label="Dax Crestfall", shape="rect"]
|
||||
Aera_Anon [label="Aera Anon", shape="octagon"]
|
||||
Aera_Anon -> Dax
|
||||
Threads_of_Fate [label="Threads of Fate", shape="rect"]
|
||||
Aera_Anon -> Threads_of_Fate
|
||||
Threads_of_Fate -> Dax -> Threads_of_Fate
|
||||
Dax_Gegren_Friend [label="Family friends"]
|
||||
Dax -> Dax_Gegren_Friend -> Gegren -> Dax_Gegren_Friend -> Dax
|
||||
Dax -> Party_Assembles
|
||||
|
||||
Locke_Sunken_Cathedral [label="Source of blue glow", shape="octagon"]
|
||||
Party_Investigates_LSC [label="Investigates"]
|
||||
Party_Assembles -> Party_Investigates_LSC
|
||||
Party_Investigates_LSC -> Locke_Sunken_Cathedral
|
||||
Locke_Blue_Eruption -> Locke_Sunken_Cathedral
|
||||
}
|
||||
~~~
|
||||
@ -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
|
||||
|
||||
@ -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.
|
||||
|
||||
@ -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;
|
||||
}
|
||||
|
||||
@ -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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Reference in New Issue
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