diff --git a/README.org b/README.org index 191e86a..1f395d0 100644 --- a/README.org +++ b/README.org @@ -111,6 +111,7 @@ Let me explain with an illustration: digraph G { bgcolor="transparent"; node [fillcolor="white" style="filled" fontname="Arial"]; + edge [color="white"] Background [label="Background / Theme"] Arc1 [label="Story Arc"] @@ -257,6 +258,11 @@ We also need the name of the directory for this project, so that we can load tab (defvar rpgdm-ironsworn-project (file-name-directory load-file-name) "The root directory to the rpgdm-ironsworn project.") #+END_SRC + +And we initially load our table of oracles: +#+begin_src emacs-lisp + (rpgdm-tables-load (concat rpgdm-ironsworn-project "/tables")) +#+end_src ** Dice Roller In *Ironsworn*, all dice rolls follow a pattern where you set the challenge level for a check by rolling /challenge dice/ (two d10s) and compare that against rolling an /action die/ (a single d6 ... adding all modifiers to that six-sided die). @@ -1487,7 +1493,9 @@ If we call the =-amount= function /interactively/, we should get the current res (rpgdm-ironsworn--progress-amount name) (if (not (called-interactively-p 'any)) boxes - (rpgdm-message "[%s] Progress on '%s': %d %s" level name boxes + (rpgdm-message "[%s] Progress on %s: %d %s" level + (propertize name 'face 'italic) + boxes (rpgdm-ironsworn--progress-box boxes leftover))))) #+END_SRC diff --git a/assets.org b/assets.org new file mode 100644 index 0000000..6515e00 --- /dev/null +++ b/assets.org @@ -0,0 +1,1130 @@ +* Ironsworn Assets +Here are all the Ironsworn assets in Markdown format for those who read from a screen or prefer to keep their character information in a text document. + +*License:* + +#+begin_quote + This work is based on Ironsworn (found at [[http://www.ironswornrpg.com][www.ironswornrpg.com]]), created by Shawn Tomkin, and licensed for our use under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license (creativecommons.org/licenses/by-nc-sa/4.0/). +#+end_quote + +** Table of Contents + +- [[#companions][Companions]] + - [[#cave-lion][Cave Lion]] + - [[#giant-spider][Giant Spider]] + - [[#hawk][Hawk]] + - [[#horse][Horse]] + - [[#hound][Hound]] + - [[#kindred][Kindred]] + - [[#mammoth][Mammoth]] + - [[#owl][Owl]] + - [[#raven][Raven]] + - [[#young-wyvern][Young Wyvern]] + +- [[#paths][Paths]] + - [[#alchemist][Alchemist]] + - [[#animal-kin][Animal Kin]] + - [[#banner-sworn][Banner-Sworn]] + - [[#battle-scarred][Battle-Scarred]] + - [[#blade-bound][Blade-Bound]] + - [[#bonded][Bonded]] + - [[#commander][Commander]] + - [[#dancer][Dancer]] + - [[#devotant][Devotant]] + - [[#empowered][Empowered]] + - [[#fated][Fated]] + - [[#fortune-hunter][Fortune Hunter]] + - [[#herbalist][Herbalist]] + - [[#honorbound][Honorbound]] + - [[#infiltrator][Infiltrator]] + - [[#lorekeeper][Lorekeeper]] + - [[#loyalist][Loyalist]] + - [[#masked][Masked]] + - [[#oathbreaker][Oathbreaker]] + - [[#outcast][Outcast]] + - [[#pretender][Pretender]] + - [[#revenant][Revenant]] + - [[#rider][Rider]] + - [[#ritualist][Ritualist]] + - [[#shadow-kin][Shadow-Kin]] + - [[#sighted][Sighted]] + - [[#slayer][Slayer]] + - [[#spirit-bound][Spirit-Bound]] + - [[#storyweaver][Storyweaver]] + - [[#trickster][Trickster]] + - [[#veteran][Veteran]] + - [[#waterborn][Waterborn]] + - [[#wayfinder][Wayfinder]] + - [[#weaponmaster][Weaponmaster]] + - [[#wildblood][Wildblood]] + - [[#wright][Wright]] + +- [[#combat-talents][Combat Talents]] + - [[#archer][Archer]] + - [[#berserker][Berserker]] + - [[#brawler][Brawler]] + - [[#cutthroat][Cutthroat]] + - [[#duelist][Duelist]] + - [[#fletcher][Fletcher]] + - [[#ironclad][Ironclad]] + - [[#long-arm][Long-Arm]] + - [[#shield-bearer][Shield-Bearer]] + - [[#skirmisher][Skirmisher]] + - [[#slinger][Slinger]] + - [[#sunderer][Sunderer]] + - [[#swordmaster][Swordmaster]] + - [[#thunder-bringer][Thunder-Bringer]] + +- [[#rituals][Rituals]] + - [[#augur][Augur]] + - [[#awakening][Awakening]] + - [[#bind][Bind]] + - [[#communion][Communion]] + - [[#divination][Divination]] + - [[#invoke][Invoke]] + - [[#keen][Keen]] + - [[#leech][Leech]] + - [[#lightbearer][Lightbearer]] + - [[#scry][Scry]] + - [[#shadow-walk][Shadow-Walk]] + - [[#sway][Sway]] + - [[#talisman][Talisman]] + - [[#tether][Tether]] + - [[#totem][Totem]] + - [[#visage][Visage]] + - [[#ward][Ward]] + +** Companions +:PROPERTIES: +:CUSTOM_ID: companions +:END: +*** Cave Lion +:PROPERTIES: +:CUSTOM_ID: cave-lion +:END: +Name: + +Your cat takes down its prey. + +- [ ] *Eager:* When your cat chases down big game, you may [[file:moves/adventure/resupply.org][Resupply]] with +edge (instead of +wits). If you do, take +1 supply or +1 momentum on a strong hit. + +- [ ] *Inescapable:* When you [[file:moves/combat/enter-the-fray.org][Enter the Fray]] or [[file:moves/combat/strike.org][Strike]] by sending your cat to attack, roll +edge. On a hit, take +2 momentum. + +- [ ] *Protective:* When you [[file:moves/adventure/make-camp.org][Make Camp]], your cat is alert to trouble. If you or an ally choose to relax, take +1 spirit. If you focus, take +1 momentum. + +| 0 | +1 | +2 | +3 | +4 | +|---+----+----+----+----+ +| | | | | | + +*** Giant Spider +:PROPERTIES: +:CUSTOM_ID: giant-spider +:END: +Name: + +Your spider uncovers secrets. + +- [ ] *Discreet:* When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] by sending your spider to scout a place, add +1 and take +1 momentum on a hit. + +- [ ] *Soul-Piercing:* You may [[file:moves/adventure/face-danger.org][Face Danger]] +shadow by sending your spider to secretly study someone. On a hit, the spider returns to reveal the target's deepest fears through a reflection in its glassy eyes. Use this to [[file:moves/adventure/gather-information.org][Gather Information]] and reroll any dice. + +- [ ] *Ensnaring:* When your spider sets a trap, add +1 as you [[file:moves/combat/enter-the-fray.org][Enter the Fray]] +shadow. On a strong hit, also inflict 2 harm. + +| 0 | +1 | +2 | +3 | +4 | +|---+----+----+----+----| +| | | | | | + +*** Hawk +:PROPERTIES: +:CUSTOM_ID: hawk +:END: +Name: + +Your hawk can aid you while it is aloft. + +- [ ] *Far-seeing:* When you [[file:moves/adventure/undertake-a-journey.org][Undertake a Journey]], or when you [[file:moves/adventure/resupply.org][Resupply]] by hunting for small game, add +1. + +- [ ] *Fierce:* When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] +edge using your hawk to harass and distract your foes, add +1 and take +1 momentum on a hit. + +- [ ] *Vigilant:* When you [[file:moves/adventure/face-danger.org][Face Danger]] +wits to detect an approaching threat, or when you [[file:moves/combat/enter-the-fray.org][Enter the Fray]] +wits against an ambush, add +2. + +| 0 | +1 | +2 | +3 | +|---+----+----+----| +| | | | | + +*** Horse +:PROPERTIES: +:CUSTOM_ID: horse +:END: +Name: + +You and your horse ride as one. + +- [ ] *Swift:* When you [[file:moves/adventure/face-danger.org][Face Danger]] +edge using your horse's speed and grace, or when you [[file:moves/adventure/undertake-a-journey.org][Undertake a Journey]], add +1. + +- [ ] *Fearless:* When you [[file:moves/combat/enter-the-fray.org][Enter the Fray]] or [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] +heart by charging into combat, add +1 and take +1 momentum on a hit. + +- [ ] *Mighty:* When you [[file:moves/combat/strike.org][Strike]] or [[file:moves/combat/clash.org][Clash]] at close range while mounted, add +1 and inflict +1 harm on a hit. + +| 0 | +1 | +2 | +3 | +4 | +5 | +|---+----+----+----+----+----| +| | | | | | | + +*** Hound +:PROPERTIES: +:CUSTOM_ID: hound +:END: +Name: + +Your hound is your steadfast companion. + +- [ ] *Sharp:* When you [[file:moves/adventure/gather-information.org][Gather Information]] using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit. + +- [ ] *Ferocious:* When you [[file:moves/combat/strike.org][Strike]] or [[file:moves/combat/clash.org][Clash]] alongside your hound and score a hit, inflict +1 harm or take +1 momentum. + +- [ ] *Loyal:* When you [[file:moves/suffer/endure-stress.org][Endure Stress]] in the company of your hound, add +1. + +| 0 | +1 | +2 | +3 | +4 | +|---+----+----+----+----| +| | | | | | + +*** Kindred +:PROPERTIES: +:CUSTOM_ID: kindred +:END: +Name: + +Your friend stands by you. + +- [ ] *Skilled:* When you make a move outside of combat aided by your companion's expertise, add +1. + + Expertise: + +- [ ] *Shield-Kin:* When you [[file:moves/combat/clash.org][Clash]] or [[file:moves/combat/battle.org][Battle]] alongside your companion, or when you [[file:moves/adventure/face-danger.org][Face Danger]] against an attack by standing together, add +1. + +- [ ] *Bonded:* Once you mark a bond with your companion, add +1 when you [[file:moves/suffer/face-desolation.org][Face Desolation]] in their presence. + +| 0 | +1 | +2 | +3 | +4 | +5 | +|---+----+----+----+----+----| +| | | | | | | +*** Mammoth +:PROPERTIES: +:CUSTOM_ID: mammoth +:END: +Name: + +Your mammoth walks a resolute path. + +- [ ] *Lumbering:* When your mammoth travels with you as you [[file:moves/adventure/undertake-a-journey.org][Undertake a Journey]], you may add +2 but suffer -1 momentum (decide before rolling). + +- [ ] *Beast of burden:* When you make a move which requires you to roll +supply, you may instead roll +your mammoth's health. + +- [ ] *Overpowering:* When you [[file:moves/combat/strike.org][Strike]] or [[file:moves/combat/clash.org][Clash]] by riding your mammoth against a pack of foes, add +1 and inflict +1 harm on a hit. + +| 0 | +1 | +2 | +3 | +4 | +5 | +|---+----+----+----+----+----| +| | | | | | | + +*** Owl +:PROPERTIES: +:CUSTOM_ID: owl +:END: +Name: + +Your owl soars through the darkness. + +- [ ] *Nocturnal:* If you [[file:moves/adventure/resupply.org][Resupply]] at night by sending your owl to hunt, take +2 momentum on a hit. When you [[file:moves/combat/enter-the-fray.org][Enter the Fray]] +wits against an ambush in darkness, add +1 and take +1 momentum on a hit. + +- [ ] *Sage:* When you leverage your owl's secret knowledge to perform a ritual, add +1 or take +1 momentum on a hit (decide before rolling). + +- [ ] *Embodying:* When you [[file:moves/suffer/face-death.org][Face Death]], take your owl's health as +momentum before you roll. + +| 0 | +1 | +2 | +3 | +|---+----+----+----| +| | | | | + +*** Raven +:PROPERTIES: +:CUSTOM_ID: raven +:END: +Name: + +Your raven heeds your call. + +- [ ] *Sly:* When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] or [[file:moves/adventure/face-danger.org][Face Danger]] +shadow using your raven to perform trickery (such as creating a distraction or stealing a small object) add +1 and take +1 momentum on a hit. + +- [ ] *Knowing:* When you [[file:moves/suffer/face-death.org][Face Death]], add +2 and take +1 momentum on a hit. + +- [ ] *Diligent:* When your raven carries messages for you, you may [[file:moves/adventure/secure-advantage.org][Secure an Advantage]], [[file:moves/adventure/gather-information.org][Gather Information]], or [[file:moves/relationship/compel.org][Compel]] from a distance. + +| 0 | +1 | +2 | +|---+----+----| +| | | | + +*** Young Wyvern +:PROPERTIES: +:CUSTOM_ID: young-wyvern +:END: +Name: + +Your wyvern won't devour you. For now. + +- [ ] *Insatiable:* When you [[file:moves/adventure/undertake-a-journey.org][Undertake a Journey]] and score a hit, you may suffer -1 supply in exchange for +2 momentum. + +- [ ] *Indomitable:* When you make the [[file:moves/suffer/companion-endure-harm.org][Companion Endure Harm]] move for your wyvern, add +2 and take +1 momentum on a hit. + +- [ ] *Savage:* When you [[file:moves/combat/strike.org][Strike]] by commanding your wyvern to attack, roll +heart. Your wyvern inflicts 3 harm on a hit. + +| 0 | +1 | +2 | +3 | +4 | +5 | +|---+----+----+----+----+----| + +** Paths +:PROPERTIES: +:CUSTOM_ID: paths +:END: +*** Alchemist +:PROPERTIES: +:CUSTOM_ID: alchemist +:END: + +- [-] When you create an elixir, choose an effect: + - deftness (edge) + - audacity (heart) + - vigor (iron) + - slyness (shadow) + - clarity (wits). + Then, suffer -1 supply and roll +wits. On a strong hit, you create a single dose. The character who consumes the elixir must [[file:moves/adventure/face-danger.org][Face Danger]] +iron and score a hit, after which they add +1 when making moves with the related stat until their health, spirit, or momentum fall below +1. On a weak hit, as above, but suffer an additional -1 supply to create it. + +- [ ] As above, and you may choose two effects for a single dose, or create two doses of the same effect. + +- [ ] When you prepare an elixir, add +1 and take +1 momentum on a hit. + +*** Animal Kin +:PROPERTIES: +:CUSTOM_ID: animal-kin +:END: + +- [-] When you make a move to pacify, calm, control, aid, or fend off an animal (or an animal or beast companion), add +1 and take +1 momentum on a hit. + +- [ ] You may add or upgrade an animal or beast companion asset for 1 fewer experience. Once you mark all their abilities, you may [[file:moves/relationship/forge-a-bond.org][Forge a Bond]] with them and take an automatic strong hit. When you do, mark a bond twice and take 1 experience. + +- [ ] Once per fight, when you leverage your animal or beast companion to make a move, reroll any dice. On a hit, take +1 momentum. + +*** Banner-Sworn +:PROPERTIES: +:CUSTOM_ID: banner-sworn +:END: +Name: + +Once you mark a bond with a leader or faction... + +- [-] When you [[file:moves/quest/swear-an-iron-vow.org][Swear an Iron Vow]] to serve your leader or faction on a mission, you may reroll any dice. When you [[file:moves/quest/fulfill-your-vow.org][Fulfill Your Vow]] and mark experience, take +1 experience. + +- [ ] When you [[file:moves/relationship/sojourn.org][Sojourn]] or [[file:moves/adventure/make-camp.org][Make Camp]] in the company of your banner-kin, add +1 and take +1 momentum on a hit. + +- [ ] When you [[file:moves/combat/enter-the-fray.org][Enter the Fray]] bearing your banner, add +1 and take +1 momentum on a hit. When you burn momentum while carrying your banner in combat, take +1 momentum after you reset. + +*** Battle-Scarred +:PROPERTIES: +:CUSTOM_ID: battle-scarred +:END: +Once you become maimed... + +- [ ] You focus your energies: Reduce your edge or iron by 1 and add +2 to wits or heart, or +1 to each (to a maximum of +4). + +- [ ] You overcome your limitations: Reduce your maximum health by 1. Maimed no longer counts as a debility, and does not reduce your maximum momentum or reset value. When you [[file:moves/suffer/endure-stress.org][Endure Stress]] +heart, take +1 momentum on a strong hit. + +- [ ] You have stared down death before: When you are at 0 health and [[file:moves/suffer/endure-harm.org][Endure Harm]], you may roll +wits or +heart (instead of +health or +iron). If you do, take +1 momentum on a hit. + +*** Blade-Bound +:PROPERTIES: +:CUSTOM_ID: blade-bound +:END: +Name: + +Once you mark a bond with a kin-blade, a sentient weapon imbued with the spirit of your ancestor... + +- [ ] When you [[file:moves/combat/enter-the-fray.org][Enter the Fray]] or [[file:moves/relationship/draw-the-circle.org][Draw the Circle]] while wielding your kin-blade, add +1 and take +1 momentum on a hit. + +- [ ] When you [[file:moves/adventure/gather-information.org][Gather Information]] by listening to the whispers of your kin- blade, add +1 and take +2 momentum on a hit. Then, [[file:moves/suffer/endure-stress.org][Endure Stress]] (2 stress). + +- [ ] When you [[file:moves/combat/strike.org][Strike]] with your kin-blade to inflict savage harm (decide before rolling), add +1 and inflict +2 harm on a hit. Then, [[file:moves/suffer/endure-stress.org][Endure Stress]] (2 stress). + +*** Bonded +:PROPERTIES: +:CUSTOM_ID: bonded +:END: + +- [-] When you make a move which gives you an add for sharing a bond, add +1 more. + +- [ ] When you completely fill a box on your bonds progress track, envision what your relationships have taught you. Then, take 1 experience and +2 momentum. + +- [ ] When you make a move in a crucial moment and score a miss, you may cling to thoughts of your bond-kin for courage or encouragement. If you do, reroll any dice. On another miss, in addition to the outcome of the move, you must mark shaken or corrupted. If both debilities are already marked, [[file:moves/suffer/face-desolation.org][Face Desolation]]. + +*** Commander +:PROPERTIES: +:CUSTOM_ID: commander +:END: + +- [-] You lead a warband with +4 strength. Roll +strength when you command your warband to [[file:moves/adventure/face-danger.org][Face Danger]], [[file:moves/adventure/secure-advantage.org][Secure an Advantage]], [[file:moves/relationship/compel.org][Compel]], or [[file:moves/combat/battle.org][Battle]]. When you face the negative outcome of any move, you may suffer -1 strength as the cost. When you [[file:moves/adventure/make-camp.org][Make Camp]] or [[file:moves/relationship/sojourn.org][Sojourn]] and score a hit, take +1 strength. While at 0 strength, this asset counts as a debility. + +- [ ] You may dispatch scouts from your warband to [[file:moves/adventure/gather-information.org][Gather Information]] or [[file:moves/adventure/resupply.org][Resupply]]; if you do, roll +strength. + +- [ ] Once you [[file:moves/relationship/forge-a-bond.org][Forge a Bond]] with your warband, take +1 momentum on a hit when you leverage a warband ability. + +| 0 | +1 | +2 | +3 | +4 | +|---+----+----+----+----| + +*** Dancer +:PROPERTIES: +:CUSTOM_ID: dancer +:END: + +- [-] When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] +edge by dancing for an audience, add +1 and take +2 momentum on a hit. On a strong hit, also add +2 (one time only) if you make a move to interact with someone in the audience. + +- [ ] When you [[file:moves/adventure/face-danger.org][Face Danger]] +edge in a fight by nimbly avoiding your foe's attacks, add +1 and take +1 momentum on a hit. + +- [ ] When you or an ally make a progress move and score a hit, you may perform a dance to commemorate the event. If you do, roll +edge. On a strong hit, you and each of your allies take +2 momentum and +1 spirit. On a weak hit, you take +1 momentum or +1 spirit, but your allies are unmoved. + +*** Devotant +:PROPERTIES: +:CUSTOM_ID: devotant +:END: +God's Name: + +Stat: + +- [-] When you say your daily prayers, you may [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] by asking your god to grant a blessing. If you do, roll +your god's stat. On a hit, take +2 momentum. + +- [ ] When you [[file:moves/quest/swear-an-iron-vow.org][Swear an Iron Vow]] to serve your god on a divine quest, you may roll +your god's stat and reroll any dice. When you [[file:moves/quest/fulfill-your-vow.org][Fulfill Your Vow]] and mark experience, take +1 experience. + +- [ ] When you [[file:moves/relationship/sojourn.org][Sojourn]] by sharing the word of your god, you may roll +your god's stat. If you do, take +1 momentum on a hit. +*** Empowered +:PROPERTIES: +:CUSTOM_ID: empowered +:END: + +- [-] When you [[file:moves/relationship/sojourn.org][Sojourn]] and score a weak hit or miss, you may claim the rights of hospitality warranted by your title or lineage. If you do, roll all dice again and add +1. On a miss, you are refused, and your presumption causes significant new trouble. + +- [ ] When you exert your title or lineage to [[file:moves/relationship/compel.org][Compel]], add +1 and take +1 momentum on a hit. + +- [ ] When you forgo your title or lineage and [[file:moves/relationship/forge-a-bond.org][Forge a Bond]] as an equal, or when you [[file:moves/quest/swear-an-iron-vow.org][Swear an Iron Vow]] to serve someone of a lower station, add +1 and take +1 momentum or +1 spirit on a hit. +*** Fated +:PROPERTIES: +:CUSTOM_ID: fated +:END: + +- [-] When you [[file:moves/suffer/face-death.org][Face Death]] or [[file:moves/suffer/face-desolation.org][Face Desolation]] while your epic background vow is unfulfilled, it is not yet your time. Instead of rolling, you may take an automatic strong hit. If you do, this asset counts as a debility (and you no longer have this protection) until you next [[file:moves/quest/reach-a-milestone.org][Reach a Milestone]] on the background vow. + +- [ ] When you [[file:moves/quest/reach-a-milestone.org][Reach a Milestone]] on your background vow, take +2 momentum or +1 spirit. + +- [ ] For every two boxes filled on your background vow progress track, take 1 experience. When you [[file:moves/quest/fulfill-your-vow.org][Fulfill Your Vow]], your fate is at hand. Envision your final sacrifice and reroll any dice. +*** Fortune Hunter +:PROPERTIES: +:CUSTOM_ID: fortune-hunter +:END: + +- [-] When you [[file:moves/quest/swear-an-iron-vow.org][Swear an Iron Vow]] to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully [[file:moves/quest/fulfill-your-vow.org][Fulfill Your Vow]] to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth. + +- [ ] When in a community or trading, you may suffer -1 wealth and take +2 supply. + +- [ ] When you [[file:moves/adventure/resupply.org][Resupply]] by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth. + +| 0 | +1 | +2 | +3 | +4 | +5 | +|---+----+----+----+----+----| + +*** Herbalist +:PROPERTIES: +:CUSTOM_ID: herbalist +:END: + +- [-] When you attempt to [[file:moves/adventure/heal.org][Heal]] using herbal remedies, and you have at least +1 supply, choose one (decide before rolling). + - Add +2. + - On a hit, take or give an additional +1 health. + +- [ ] When you [[file:moves/adventure/heal.org][Heal]] a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum. + +- [ ] When you [[file:moves/adventure/make-camp.org][Make Camp]] and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply. + +*** Honorbound +:PROPERTIES: +:CUSTOM_ID: honorbound +:END: + +- [-] When you [[file:moves/combat/turn-the-tide.org][Turn the Tide]], envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit. + +- [ ] When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] or [[file:moves/relationship/compel.org][Compel]] by telling a hard truth, add +1 and take +1 momentum on a hit. On a weak hit or miss, envision how this truth complicates your current situation. + +- [ ] When you [[file:moves/quest/fulfill-your-vow.org][Fulfill Your Vow]] and score a miss, you may reroll one challenge die. If you score a miss again, reduce your maximum spirit by 1. You may recover this lost spirit when you next [[file:moves/quest/fulfill-your-vow.org][Fulfill Your Vow]] and score a strong hit. + +*** Infiltrator +:PROPERTIES: +:CUSTOM_ID: infiltrator +:END: + +- [-] When you make a move to breach, traverse, or hide within an area held by an enemy, add +1 and take +1 momentum on a hit. + +- [ ] When you [[file:moves/adventure/gather-information.org][Gather Information]] within an enemy area to discover their positions, plans, or methods, or when you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] within that area through observation, you may roll +shadow (instead of +wits). If you do, take +1 momentum on a hit. + +- [ ] When you [[file:moves/adventure/resupply.org][Resupply]] within an enemy area by scavenging or looting, you may roll +shadow (instead of +wits). If you do, take +1 momentum or +1 supply on a hit. + +*** Lorekeeper +:PROPERTIES: +:CUSTOM_ID: lorekeeper +:END: + +- [-] You are the bearer of a mystical archive. When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] or [[file:moves/adventure/gather-information.org][Gather Information]] using lore recalled from your studies, add +1. If you have a few hours to search the archive, add +2. On a hit, envision the obscure but helpful knowledge you put to use ([[file:moves/fate/ask-the-oracle.org][Ask the Oracle]] if unsure), and take +1 momentum. + +- [ ] When you learn of a site or object holding lost knowledge, and [[file:moves/quest/swear-an-iron-vow.org][Swear an Iron Vow]] to recover it for the archive, reroll any dice. When you [[file:moves/quest/fulfill-your-vow.org][Fulfill Your Vow]] and mark experience, take +1 experience. + +- [ ] One time only, you may browse the archive's forbidden depths. If you do, raise your wits by 1 and roll an action die. On 1-3, you must also mark corrupted or [[file:moves/suffer/face-desolation.org][Face Desolation]] (ignoring momentum). + +*** Loyalist +:PROPERTIES: +:CUSTOM_ID: loyalist +:END: + +- [-] When you [[file:moves/relationship/aid-your-ally.org][Aid Your Ally]], add +1 and take +1 momentum on a hit. This is in addition to the benefits taken by your ally. + +- [ ] When an ally makes the [[file:moves/suffer/endure-stress.org][Endure Stress]] move in your company, they add +1 and you take +1 momentum on a hit. + +- [ ] When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours. + +*** Masked +:PROPERTIES: +:CUSTOM_ID: masked +:END: +Once you mark a bond with elves, and are gifted a mask of precious elderwood... + +- [-] Choose your mask's material. + - Thunderwood: Edge / Health + - Bloodwood: Iron / Health + - Ghostwood: Shadow / Spirit + - Whisperwood: Wits / Spirit + + When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move). + +- [ ] As above, and you may instead add +2 and suffer -2 (decide before rolling). + +- [ ] When you [[file:moves/suffer/face-death.org][Face Death]] or [[file:moves/suffer/face-desolation.org][Face Desolation]] while wearing the mask, you may roll +its stat (instead of +heart). + +*** Oathbreaker +:PROPERTIES: +:CUSTOM_ID: oathbreaker +:END: +Once you [[file:moves/quest/forsake-your-vow.org][Forsake Your Vow]]... + +- [-] *This asset counts as a debility.* One time only, when you [[file:moves/quest/swear-an-iron-vow.org][Swear an Iron Vow]] to redeem yourself (extreme or greater), give that vow a special mark. When you [[file:moves/quest/reach-a-milestone.org][Reach a Milestone]] on the marked vow, take +2 momentum. + +- [ ] When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] or [[file:moves/relationship/compel.org][Compel]] by reaffirming your commitment to your marked vow, add +1 and take +1 momentum on a hit. + +- [ ] When you [[file:moves/quest/fulfill-your-vow.org][Fulfill Your Vow]] on your marked quest and score a hit, you find redemption and automatically activate this ability at no cost. You may then improve one of your stats by +1 and *discard this asset.* + +*** Outcast +:PROPERTIES: +:CUSTOM_ID: outcast +:END: + +- [-] When your supply is reduced to 0, suffer any remaining -supply as -momentum. Then, roll +wits. On a strong hit, you manage to scrape by and take +1 supply. On a weak hit, you may suffer -2 momentum in exchange for +1 supply. On a miss, you are [[file:moves/suffer/out-of-supply.org][Out of Supply]]. + +- [ ] When you [[file:moves/relationship/sojourn.org][Sojourn]], you may reroll any dice. If you do (decide before your first roll), your needs are few, but your isolation sets you apart from others. A strong hit counts as a weak hit. + +- [ ] When you [[file:moves/adventure/reach-your-destination.org][Reach Your Destination]] and score a strong hit, you recall or recognize something helpful about this place. Envision what it is, and take +2 momentum. + +*** Pretender +:PROPERTIES: +:CUSTOM_ID: pretender +:END: + +- [-] When you establish a false identity, roll +shadow. + - On a strong hit, you may add +2 when you make moves using this identity to deceive or influence others. If you roll a 1 on your action die when using your false identity, someone doubts you. Make appropriate moves to reassure them or prevent them from revealing the truth. + - On a weak hit, as above, but add +1 (instead of +2). + +- [ ] As above, and you may roll +shadow (instead of +heart) when you [[file:moves/relationship/sojourn.org][Sojourn]] under your false identity. If you do, take +1 momentum on a hit. + +- [ ] When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] by revealing your true identity in a dramatic moment, reroll any dice. + +*** Revenant +:PROPERTIES: +:CUSTOM_ID: revenant +:END: +Once you [[file:moves/suffer/face-death.org][Face Death]] and return to the world of the living... + +- [-] When you are at 0 health, and [[file:moves/suffer/endure-harm.org][Endure Harm]] or [[file:moves/suffer/face-death.org][Face Death]], add +1. If you then burn momentum to improve your result, envision what bond or vow binds you to this world, and take +2 momentum after you reset. + +- [ ] When you make a move to investigate, oppose, or interact with a horror, spirit, or other undead being, add +1. + +- [ ] When you bring death to your foe to [[file:moves/combat/end-the-fight.org][End the Fight]], you may burn momentum to cancel one (not both) of the challenge dice if your momentum is greater than the value of that die. If you do, [[file:moves/suffer/endure-stress.org][Endure Stress]] (2 stress). + +*** Rider +:PROPERTIES: +:CUSTOM_ID: rider +:END: +If you are with your horse companion... + +- [-] When you [[file:moves/adventure/heal.org][Heal]] your horse, or when you [[file:moves/adventure/face-danger.org][Face Danger]] to calm or encourage it, add +1 and take +1 momentum on a hit. + +- [ ] When you [[file:moves/adventure/undertake-a-journey.org][Undertake a Journey]], you may push your horse harder and add +1 (after rolling). If you do, make the [[file:moves/suffer/companion-endure-harm.org][Companion Endure Harm]] move (1 harm). + +- [ ] When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] +wits by sizing up a perilous situation from the saddle, you are one with your horse's instincts. Add +1 and take +1 momentum on a hit. + +*** Ritualist +:PROPERTIES: +:CUSTOM_ID: ritualist +:END: +Once you [[file:moves/quest/fulfill-your-vow.org][Fulfill Your Vow]] (formidable or greater) in service to an elder mystic, and [[file:moves/relationship/forge-a-bond.org][Forge a Bond]] to train with them... + +- [-] When you Secure an Advantage to ready yourself for a ritual, envision how you prepare. Then, add +1 and take +1 momentum on a hit. + +- [ ] When you perform a ritual, you may suffer -1 supply and add +1 (decide before rolling). + +- [ ] When you tattoo the essence of a new ritual onto your skin, envision the mark you create. You may then purchase and upgrade that ritual asset for 1 fewer experience. + +*** Shadow-Kin +:PROPERTIES: +:CUSTOM_ID: shadow-kin +:END: +Once you become corrupted... + +- [ ] You harden your heart: Reduce your heart stat by 1 and add up to +2 to shadow (to a maximum of +4). + +- [ ] You are attuned + +- [ ] to the realms of shadow: When you perform a ritual, add +1. + +- [ ] You know the sly ways of death: When you [[file:moves/suffer/face-death.org][Face Death]], you may roll +shadow (instead of +heart). On a weak hit, if you choose to undertake a deathbound quest, you may roll +shadow (instead of +heart) and reroll any dice as you [[file:moves/quest/swear-an-iron-vow.org][Swear an Iron Vow]]. When you [[file:moves/quest/fulfill-your-vow.org][Fulfill Your Vow]] on that quest and and mark experience, take +2 experience. + +*** Sighted +:PROPERTIES: +:CUSTOM_ID: sighted +:END: + +- [-] When you [[file:moves/adventure/face-danger.org][Face Danger]] or [[file:moves/adventure/gather-information.org][Gather Information]] to identify or detect mystic forces, add +1 and take +1 momentum on a hit. + +- [ ] When you [[file:moves/relationship/compel.org][Compel]], [[file:moves/relationship/forge-a-bond.org][Forge a Bond]], or [[file:moves/relationship/test-your-bond.org][Test Your Bond]] with a fellow mystic or mystical being, add +1 and take +1 momentum on a hit. + +- [ ] When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss. + +*** Slayer +:PROPERTIES: +:CUSTOM_ID: slayer +:END: + +- [-] When you [[file:moves/adventure/gather-information.org][Gather Information]] by tracking a beast or horror, or when you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] by readying yourself for a fight against them, add +1 and take +1 momentum on a hit. + +- [ ] When you [[file:moves/quest/swear-an-iron-vow.org][Swear an Iron Vow]] to slay a beast or horror, you may reroll any dice. When you [[file:moves/quest/fulfill-your-vow.org][Fulfill Your Vow]] and mark experience, take +1 experience. + +- [ ] When you slay a beast or horror (at least formidable), you may take a trophy and choose one. + - Power a ritual: When you or an ally make a ritual move, reroll any + dice ( one time only). + - Prove your worth: When you [[file:moves/relationship/sojourn.org][Sojourn]], reroll any dice (one time + only). + +*** Spirit-Bound +:PROPERTIES: +:CUSTOM_ID: spirit-bound +:END: + +- [-] You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] or [[file:moves/adventure/gather-information.org][Gather Information]], add +1 and take +2 momentum on a hit. On a weak hit, also [[file:moves/suffer/endure-stress.org][Endure Stress]] (1 stress). + +- [ ] When you [[file:moves/suffer/face-death.org][Face Death]] guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience. + +- [ ] One time only, when you successfully [[file:moves/quest/fulfill-your-vow.org][Fulfill Your Vow]] (formidable or greater) in service to the spirit, choose one. + - Let them go: Take 2 experience for each marked ability and discard this asset. + - Deepen your connection: Add +1 more when you leverage this asset. +*** Storyweaver +:PROPERTIES: +:CUSTOM_ID: storyweaver +:END: + +- [-] When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]], [[file:moves/relationship/compel.org][Compel]], or [[file:moves/relationship/forge-a-bond.org][Forge a Bond]] by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit. + +- [ ] When you [[file:moves/adventure/make-camp.org][Make Camp]] and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum. + +- [ ] When you [[file:moves/relationship/sojourn.org][Sojourn]] within a community with which you share a bond, add +2 (instead of +1). + +*** Trickster +:PROPERTIES: +:CUSTOM_ID: trickster +:END: + +- [-] When you [[file:moves/adventure/face-danger.org][Face Danger]], [[file:moves/adventure/secure-advantage.org][Secure an Advantage]], or [[file:moves/relationship/compel.org][Compel]] by lying, bluffing, stealing, or cheating, add +1. + + +- [ ] When you [[file:moves/adventure/gather-information.org][Gather Information]] by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit. + +- [ ] When you [[file:moves/relationship/forge-a-bond.org][Forge a Bond]] for a relationship founded on a lie, choose one. + - Keep your secret: Roll +shadow (instead of +heart). + - Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss. + +*** Veteran +:PROPERTIES: +:CUSTOM_ID: veteran +:END: + +- [-] When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit. + +- [ ] When you [[file:moves/quest/swear-an-iron-vow.org][Swear an Iron Vow]] to someone who fought beside you, or [[file:moves/relationship/forge-a-bond.org][Forge a Bond]] with them, add +2 and take +2 momentum on a hit. + +- [ ] When you [[file:moves/adventure/resupply.org][Resupply]] by looting the dead on a field of battle, add +1 and take +1 momentum on a hit. + +*** Waterborn +:PROPERTIES: +:CUSTOM_ID: waterborn +:END: + +- [-] When you [[file:moves/adventure/face-danger.org][Face Danger]], [[file:moves/adventure/gather-information.org][Gather Information]], or [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit. + +- [ ] When you [[file:moves/adventure/undertake-a-journey.org][Undertake a Journey]] by boat or ship, add +1. On a strong hit, also choose one. + - The wind is at your back: Mark progress twice. + - Find safe anchor: [[file:moves/adventure/make-camp.org][Make Camp]] now and reroll any dice. + - Reap the bounty: [[file:moves/adventure/resupply.org][Resupply]] now and reroll any dice. + - When you [[file:moves/combat/enter-the-fray.org][Enter the Fray]] aboard a boat or ship, reroll any dice. +*** Wayfinder +:PROPERTIES: +:CUSTOM_ID: wayfinder +:END: + +- [-] When you [[file:moves/adventure/undertake-a-journey.org][Undertake a Journey]], take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset. + +- [ ] When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] or [[file:moves/adventure/gather-information.org][Gather Information]] by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit. + +- [ ] When you [[file:moves/quest/swear-an-iron-vow.org][Swear an Iron Vow]] to safely guide someone on a perilous journey, you may reroll any dice. When you [[file:moves/quest/fulfill-your-vow.org][Fulfill Your Vow]] and mark experience, take +1 experience. + +*** Weaponmaster +:PROPERTIES: +:CUSTOM_ID: weaponmaster +:END: +Once you [[file:moves/quest/fulfill-your-vow.org][Fulfill Your Vow]] (formidable or greater) in service to a seasoned warrior, and [[file:moves/relationship/forge-a-bond.org][Forge a Bond]] to train with them... + +- [-] When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] by sizing up your foe in a fight, or in a charged situation which may lead to a fight, add +1 and take +1 momentum on a hit. + +- [ ] When you study or train in a new weapon or technique, you may obtain and upgrade that combat talent for 1 fewer experience. + +- [ ] When you [[file:moves/combat/turn-the-tide.org][Turn the Tide]] with a sudden change of weapon or technique, and your next move is a [[file:moves/combat/strike.org][Strike]], add +1 and inflict +2 harm on a strong hit. + +*** Wildblood +:PROPERTIES: +:CUSTOM_ID: wildblood +:END: + +- [-] When you [[file:moves/adventure/face-danger.org][Face Danger]], [[file:moves/adventure/secure-advantage.org][Secure an Advantage]], or [[file:moves/adventure/gather-information.org][Gather Information]] using your knowledge of tracking, woodcraft, or woodland creatures, add +1. + +- [ ] When you [[file:moves/adventure/face-danger.org][Face Danger]] or [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] by hiding or sneaking in the woodlands, add +1 and take +1 momentum on a hit. + +- [ ] When you [[file:moves/adventure/make-camp.org][Make Camp]] in the woodlands, you may roll +wits (instead of +supply). If you do, you and your allies each choose 1 more option on a hit. + +*** Wright +:PROPERTIES: +:CUSTOM_ID: wright +:END: +Specialty: + +- [-] When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] by crafting a useful item using your specialty, or when you [[file:moves/adventure/face-danger.org][Face Danger]] to create or repair an item in a perilous situation, add +1 and take +1 momentum on a hit. + +- [ ] As above, and you may suffer -1 supply (after rolling) to add an additional +1. + +- [ ] When you give the item you create as a gift to commemorate an important event or relationship, you may (one time only) reroll any dice when you [[file:moves/relationship/compel.org][Compel]], [[file:moves/relationship/forge-a-bond.org][Forge a Bond]], or [[file:moves/relationship/test-your-bond.org][Test Your Bond]]. + +** Combat Talents +:PROPERTIES: +:CUSTOM_ID: combat-talents +:END: +*** Archer +:PROPERTIES: +:CUSTOM_ID: archer +:END: +If you wield a bow.... + +- [-] When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] by taking a moment to aim, choose your approach and add +1. + - Trust your instincts: Roll +wits, and take +2 momentum on a strong hit. + - Line up your shot: Roll +edge, and take +1 momentum on a hit. + +- [ ] Once per fight, when you [[file:moves/combat/strike.org][Strike]] or [[file:moves/combat/clash.org][Clash]], you may take extra shots and suffer -1 supply (decide before rolling). When you do, reroll any dice. On a hit, inflict +2 harm and take +1 momentum. + +- [ ] When you [[file:moves/adventure/resupply.org][Resupply]] by hunting, add +1 and take +1 momentum on a hit. + +*** Berserker +:PROPERTIES: +:CUSTOM_ID: berserker +:END: +If you are clad only in animal pelts... + +- [-] When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] or [[file:moves/relationship/compel.org][Compel]] by embodying your wild nature, add +1 and take +1 momentum on a hit. + +- [ ] When you [[file:moves/combat/strike.org][Strike]] or [[file:moves/combat/clash.org][Clash]] by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one. + - Push yourself: [[file:moves/suffer/endure-harm.org][Endure Harm]] (1 harm). + - Lose yourself: [[file:moves/suffer/endure-stress.org][Endure Stress]] (1 stress). + +- [ ] When you [[file:moves/suffer/endure-harm.org][Endure Harm]] in a fight, and your health is above 0, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining health. A weak hit counts as a miss. + +*** Brawler +:PROPERTIES: +:CUSTOM_ID: brawler +:END: +If you are unarmed or fighting with a non-deadly weapon... + +- [-] When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] +iron by engaging in close-quarters brawling (such as punching, tripping, or grappling), add +1. If you score a hit, you may also inflict 1 harm. + +- [ ] When you use an unarmed attack or simple weapon to [[file:moves/combat/strike.org][Strike]] with deadly intent, add +2 and inflict 2 harm on a hit (instead of 1). On a weak hit or miss, suffer -1 momentum (in addition to any other outcome of the move). + +- [ ] When you [[file:moves/adventure/face-danger.org][Face Danger]] or [[file:moves/combat/clash.org][Clash]] against a brawling attack, add +1 and take +1 momentum on a hit. + +*** Cutthroat +:PROPERTIES: +:CUSTOM_ID: cutthroat +:END: +If you wield a dagger or knife... + +- [-] When you are in position to [[file:moves/combat/strike.org][Strike]] at an unsuspecting foe, choose one (before rolling). + - Add +2 and take +1 momentum on a hit. + - Inflict +2 harm on a hit. + +- [ ] When you [[file:moves/relationship/compel.org][Compel]] someone at the point of your blade, or when you rely on your blade to [[file:moves/adventure/face-danger.org][Face Danger]], add +1. + +- [ ] Once per fight, when you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] +shadow by performing a feint or misdirection, reroll any dice and take +1 momentum on a hit. + +*** Duelist +:PROPERTIES: +:CUSTOM_ID: duelist +:END: +If you wield a bladed weapon in each hand... + +- [-] When you [[file:moves/combat/strike.org][Strike]] or [[file:moves/combat/clash.org][Clash]], you may add +2. If you do (decide before rolling), inflict +1 harm on a strong hit and count a weak hit as a miss. + +- [ ] Once per fight, when you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] +edge by making a bold display of your combat prowess, you may reroll any dice. + +- [ ] When you [[file:moves/relationship/draw-the-circle.org][Draw the Circle]], choose one (before rolling). + - Add +2. + - Take +2 momentum on a hit. + +*** Fletcher +:PROPERTIES: +:CUSTOM_ID: fletcher +:END: + +- [-] When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] by crafting arrows of fine quality, add +1. Then, take +1 supply or +1 momentum on a hit. + +- [ ] When you [[file:moves/adventure/resupply.org][Resupply]] by recovering or gathering arrows after a battle, add +2. + +- [ ] When you craft a single arrow designated for a specific foe, envision the process and materials, and roll +wits. On a strong hit, take both. On a weak hit, choose one. + - Seeker :: When a shooter uses the arrow to [[file:moves/combat/strike.org][Strike]] or [[file:moves/combat/clash.org][Clash]] against this foe, reroll any dice (one time only). + - Ravager :: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only). + +*** Ironclad +:PROPERTIES: +:CUSTOM_ID: ironclad +:END: +If you wear armor... + +- [-] When you equip or adjust your armor, choose one. + - [ ] *Lightly armored:* When you [[file:moves/suffer/endure-harm.org][Endure Harm]] in a fight, add +1 and take +1 momentum on a hit. + - [ ] *Geared for war:* Mark encumbered. When you [[file:moves/suffer/endure-harm.org][Endure Harm]] in a fight, add +2 and take +1 momentum on a hit. + +- [ ] When you [[file:moves/combat/clash.org][Clash]] while you are geared for war, add +1. + +- [ ] When you [[file:moves/relationship/compel.org][Compel]] in a situation where strength of arms is a factor, add +2. + +*** Long-Arm +:PROPERTIES: +:CUSTOM_ID: long-arm +:END: +If you wield a staff... + +- [-] In your hands, a humble staff is a deadly weapon (2 harm). When you instead use it as a simple weapon (1 harm), you may [[file:moves/combat/strike.org][Strike]] or [[file:moves/combat/clash.org][Clash]] +edge (instead of iron). If you do, add +1 and take +1 momentum on a hit. + +- [ ] When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] +edge using your staff to disarm, trip, shove, or stun your foe, add +1 and take +1 momentum on a hit. + +- [ ] When you [[file:moves/adventure/undertake-a-journey.org][Undertake a Journey]] and score a strong hit, or if you accompany an ally who scores a strong hit on that move, your staff provides support and comfort in your travels; take +1 momentum. + +*** Shield-Bearer +:PROPERTIES: +:CUSTOM_ID: shield-bearer +:END: +If you wield a shield... + +- [-] When you [[file:moves/adventure/face-danger.org][Face Danger]] using your shield as cover, add +1. When you [[file:moves/combat/clash.org][Clash]] in close quarters, take +1 momentum on a strong hit. + +- [ ] When you paint your shield with a meaningful symbol, envision what you create. Then, if you [[file:moves/suffer/endure-stress.org][Endure Stress]] as you face off against a fearsome foe, add +1 and take +1 momentum on a hit. + +- [ ] When forced to [[file:moves/suffer/endure-harm.org][Endure Harm]] in a fight, you may instead sacrifice your shield and ignore all harm. If you do, the shield is destroyed. Once per fight, you also take initiative when you sacrifice your shield to avoid harm. + +*** Skirmisher +:PROPERTIES: +:CUSTOM_ID: skirmisher +:END: +If you wield a spear... + +- [-] When you [[file:moves/adventure/face-danger.org][Face Danger]] by holding a foe at bay using your spear's reach, roll +iron or +edge. If you score a hit, you may... + - Iron: [[file:moves/combat/strike.org][Strike]] (if you have initiative) or [[file:moves/combat/clash.org][Clash]] now, and add +1. + - Edge: Take +1 momentum. + +- [ ] When you [[file:moves/combat/strike.org][Strike]] in close combat, you may attempt to drive your spear home (decide before rolling). If you do, add +1 and inflict +2 harm on a hit. If you score a hit and the fight continues, [[file:moves/adventure/face-danger.org][Face Danger]] +iron to recover your spear. + +- [ ] When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] by bracing your spear against a charging foe, add +1 and take +1 momentum on a hit. + +*** Slinger +:PROPERTIES: +:CUSTOM_ID: slinger +:END: +If you wield a sling... + +- [-] When launched from a sling, a simple stone inflicts deadly harm (2 harm). When you [[file:moves/combat/enter-the-fray.org][Enter the Fray]] by barraging your foe with sling-bullets, inflict harm on a strong hit. + +- [ ] When you [[file:moves/combat/strike.org][Strike]] by launching stones at an advancing foe, you may choose one (before rolling). + - Hold them back: Retain initiative on a weak hit, but inflict only 1 harm. + - Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum. + +- [ ] When you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] by preparing stones of a special quality or material, add +1. Then, take +1 momentum or +1 supply on a hit. + +*** Sunderer +:PROPERTIES: +:CUSTOM_ID: sunderer +:END: +If you wield an axe... + +- [-] When you [[file:moves/combat/strike.org][Strike]] or [[file:moves/combat/clash.org][Clash]] in close quarters, you may suffer -1 momentum and inflict +1 harm on a hit (decide before rolling). + +- [ ] When you have your axe in hand, and use the promise of violence to [[file:moves/relationship/compel.org][Compel]] or [[file:moves/adventure/secure-advantage.org][Secure an Advantage]], add +1 and take +1 momentum on a hit. + +- [ ] When you make a tribute to a fallen foe (formidable or greater) by carving a rune in the haft of your axe, roll +heart. On a strong hit, inflict +1d6 harm (one time only) when you [[file:moves/combat/strike.org][Strike]] or [[file:moves/combat/clash.org][Clash]]. On a weak hit, as above, but this death weighs on you; [[file:moves/suffer/endure-stress.org][Endure Stress]] (2 stress). + +*** Swordmaster +:PROPERTIES: +:CUSTOM_ID: swordmaster +:END: +If you wield a sword... + +- [-] When you [[file:moves/combat/strike.org][Strike]] or [[file:moves/combat/clash.org][Clash]] and burn momentum to improve your result, inflict +2 harm. If the fight continues, add +1 on your next move. + +- [ ] When you [[file:moves/combat/clash.org][Clash]] and score a strong hit, add +1 if you immediately follow with a [[file:moves/combat/strike.org][Strike]]. + +- [ ] When you [[file:moves/quest/swear-an-iron-vow.org][Swear an Iron Vow]] by kneeling and grasping your sword's blade, add +1 and take +1 momentum on a hit. If you let the edge draw blood from your hands, [[file:moves/suffer/endure-harm.org][Endure Harm]] (1 harm) in exchange for an additional +1 momentum on a hit. + +*** Thunder-Bringer +:PROPERTIES: +:CUSTOM_ID: thunder-bringer +:END: +If you wield a mighty hammer... + +- [-] When you [[file:moves/adventure/face-danger.org][Face Danger]], [[file:moves/adventure/secure-advantage.org][Secure an Advantage]], or [[file:moves/relationship/compel.org][Compel]] by hitting or breaking an inanimate object, add +1 and take +1 momentum on a hit. + +- [ ] When you [[file:moves/combat/strike.org][Strike]] a foe to knock them back, stun them, or put them off balance, inflict 1 harm (instead of 2) and take +2 momentum on a hit. On a strong hit, you also create an opening and add +1 on your next move. + +- [ ] When you [[file:moves/combat/turn-the-tide.org][Turn the Tide]], you may [[file:moves/combat/strike.org][Strike]] with all the fury and power you can muster. If you do (decide before rolling), you may reroll any dice and inflict +2 harm on a strong hit, but count a weak hit as a miss. + +** Rituals +:PROPERTIES: +:CUSTOM_ID: rituals +:END: +*** Augur +:PROPERTIES: +:CUSTOM_ID: augur +:END: + +- [-] When you summon a flock of crows and ask a single question, roll +wits. On a strong hit, you interpret their calls as a helpful omen. Envision the response ([[file:moves/fate/ask-the-oracle.org][Ask the Oracle]] if unsure) and take +2 momentum. On a weak hit, the crows ignore your question and offer a clue to an unrelated problem or opportunity in this area. Envision what you learn ([[file:moves/fate/ask-the-oracle.org][Ask the Oracle]] if unsure), and take +1 momentum. + +- [ ] As above, and the crows will also help guide you on the proper path. On a hit, add +1 on the next segment when you [[file:moves/adventure/undertake-a-journey.org][Undertake a Journey]]. + +- [ ] When you perform this ritual, add +1 and take +1 momentum on a hit. + +*** Awakening +:PROPERTIES: +:CUSTOM_ID: awakening +:END: + +- [-] When you create a simulacrum, roll +heart. On a strong hit, your creation is given unnatural life. If it aids you as you make a move to assault or overcome an obstacle through strength, add +2. It has 3 health and suffers harm as appropriate, but is not a companion and may not be healed. At 0 health, it is dead. On a weak hit, as above, but if you roll a 1 on your action die when aided by your creation, you must [[file:moves/adventure/face-danger.org][Face Danger]] +heart to keep it from turning on you (as a formidable foe). + +- [ ] Your simulacrum has 6 health. + +- [ ] When you perform this ritual, add +1 and take +1 momentum on a hit. + +| 0 | +1 | +2 | +3 | +4 | +5 | +6 | +|---+----+----+----+----+----+----| +| | | | | | | | + +*** Bind +:PROPERTIES: +:CUSTOM_ID: bind +:END: + +- [-] When you wear an animal pelt and dance in moonlight, roll +wits. On a strong hit, you or an ally may wear the pelt and add +1 when making moves with the related stat: + - wolf pelt :: edge + - bear :: iron + - deer :: heart + - fox :: shadow + - boar :: wits + If the wearer rolls a 1 on their action die while making a move using the pelt, the magic is spent. + On a weak hit, as above, but the wilds call as you dance; [[file:moves/suffer/endure-stress.org][Endure Stress]] (2 stress). + +- [ ] As above, and you may instead perform this ritual wearing the pelt of a beast. If you do, name the related stat and add +2 (instead of +1). + +- [ ] When you perform this ritual, add +1 and take +1 momentum on a hit. + +*** Communion +:PROPERTIES: +:CUSTOM_ID: communion +:END: + +- [-] When you surround the remains of a recently deceased intelligent creature with lit candles, and summon its spirit, roll +heart. Add +1 if you share a bond. On a strong hit, the spirit appears and you may converse for a few minutes. Make moves as appropriate (add +1). On a weak hit, as above, but the spirit also delivers troubling news unrelated to your purpose. Envision what it tells you ([[file:moves/fate/ask-the-oracle.org][Ask the Oracle]] if unsure) and [[file:moves/suffer/endure-stress.org][Endure Stress]] (1 stress). + +- [ ] As above, and you may also commune with the long-dead. + +- [ ] When you perform this ritual, add +1 and take +1 momentum on a hit. + +*** Divination +:PROPERTIES: +:CUSTOM_ID: divination +:END: + +- [-] When you take a drop of blood from a willing subject (not yourself) and cast the rune-carved stones, roll +heart. On a strong hit, you may read the runes to gain insight about the subject and people close to them, including information you and the subject have no knowledge of. If you use the reading to [[file:moves/adventure/gather-information.org][Gather Information]], [[file:moves/relationship/compel.org][Compel]], or [[file:moves/relationship/forge-a-bond.org][Forge a Bond]], add +1. On a weak hit, as above, but the runes reveal their secrets only with extra time and focus; suffer -2 momentum. + +- [ ] As above, and your divination can also reveal information about the subject's future. + +- [ ] When you perform this ritual, add +1 and take +1 momentum on a hit. + +*** Invoke +:PROPERTIES: +:CUSTOM_ID: invoke +:END: + +- [-] When you consume the mystical essence of your surroundings, roll +wits. On a strong hit, add the value of your action die to your essence track (max 6). You may then [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] or [[file:moves/adventure/face-danger.org][Face Danger]] +essence to create minor mystical effects or illusions. If you do, suffer -1 essence and take +1 momentum on a hit. On a weak hit, as above, but capturing these energies is harrowing; [[file:moves/suffer/endure-stress.org][Endure Stress]] (2 stress). + +- [ ] You may [[file:moves/relationship/compel.org][Compel]] +essence (and suffer -1 essence) through a show of power. + +- [ ] When you perform this ritual, add +1 and take +1 essence on a hit. + +| 0 | +1 | +2 | +3 | +4 | +5 | +6 | +|---+----+----+----+----+----+----| +| | | | | | | | + +*** Keen +:PROPERTIES: +:CUSTOM_ID: keen +:END: + +- [-] When you hold a weapon and sing a keen for those it has killed, roll +heart. On a strong hit, the wielder inflicts +1 harm when they [[file:moves/combat/strike.org][Strike]] or [[file:moves/combat/clash.org][Clash]]. If they roll a 1 on their action die when making a move to inflict harm, the magic is spent. On a weak hit, as above, but the voices of those who were slain join in your song; [[file:moves/suffer/endure-stress.org][Endure Stress]] (2 stress). + +- [ ] As above, and the wielder may also (one time only) add +1 and take +2 momentum on a hit when they [[file:moves/relationship/draw-the-circle.org][Draw the Circle]], [[file:moves/combat/enter-the-fray.org][Enter the Fray]], or [[file:moves/combat/battle.org][Battle]]. + +- [ ] When you perform this ritual, add +1 and take +1 momentum on a hit. + +*** Leech +:PROPERTIES: +:CUSTOM_ID: leech +:END: + +- [-] When you mark your hands or weapon with an intricate blood rune, roll +iron. On a strong hit, the rune thirsts for fresh blood. One time only, when you make a move to inflict harm, reroll any dice and inflict +2 harm on a hit. Then, for each point of harm inflicted, take +1 and allocate it as +health or +momentum. On a weak hit, as above, but this asset counts as a debility until the rune's thirst is quenched. + +- [ ] As above, and you may also touch an ally or companion and let them take any remaining points as +health or +momentum. + +- [ ] When you perform this ritual, add +1 and take +1 momentum on a hit. + +*** Lightbearer +:PROPERTIES: +:CUSTOM_ID: lightbearer +:END: + +- [-] When you focus on a source of light and capture its essence, roll +wits. On a strong hit, set your light track to +6. On a weak hit, make it +3. Then, when you make a move to overcome or navigate darkness, you may add +2 and suffer -1 light. + +- [ ] You may use your light to [[file:moves/combat/strike.org][Strike]] or [[file:moves/combat/clash.org][Clash]] against a dark-dwelling foe. Choose the amount of light to unleash, and roll +light (instead of +iron or +edge). Suffer -light equal to that amount. On a hit, your harm is 1+your unleashed light. + +- [ ] When you perform this ritual, add +1 and take +1 momentum on a hit. + +| 0 | +1 | +2 | +3 | +4 | +5 | +6 | +|---+----+----+----+----+----+----| +| | | | | | | | + +*** Scry +:PROPERTIES: +:CUSTOM_ID: scry +:END: + +- [-] When you look into flames to study a remote person or location, roll +shadow. You or someone with you must have knowledge of the target. On a strong hit, you may [[file:moves/adventure/gather-information.org][Gather Information]] through observation using +shadow or +wits. On a weak hit, as above, but the flames are hungry; choose one to sacrifice. + - Your blood: [[file:moves/suffer/endure-harm.org][Endure Harm]] (2 harm). + - Something precious: [[file:moves/suffer/endure-stress.org][Endure Stress]] (2 stress). + - Provisions: Suffer -2 supply. + +- [ ] As above, and you may instead study a past event. + +- [ ] When you perform this ritual, add +1 and take +1 momentum on a hit. + +*** Shadow-Walk +:PROPERTIES: +:CUSTOM_ID: shadow-walk +:END: + +- [-] When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first [[file:moves/adventure/face-danger.org][Face Danger]] to find your way. + +- [ ] As above, and you may also travel along the hidden paths of the shadow realms to [[file:moves/adventure/undertake-a-journey.org][Undertake a Journey]] using +shadow (instead of +wits). If you do, [[file:moves/suffer/endure-stress.org][Endure Stress]] (1 stress) and mark progress twice on a strong hit. + +- [ ] When you perform this ritual, add +1 and take +1 momentum on a hit. + +*** Sway +:PROPERTIES: +:CUSTOM_ID: sway +:END: + +- [-] When you speak a person's name three times to the wind, roll +wits. On a strong hit, the wind whispers of this person's need. Envision what you hear ([[file:moves/fate/ask-the-oracle.org][Ask the Oracle]] if unsure). If you use this information or fulfill this need when you [[file:moves/relationship/compel.org][Compel]] them, you may reroll any dice (one time only). On a weak hit, as above, but this person's need creates a troubling dilemma or complication; [[file:moves/suffer/endure-stress.org][Endure Stress]] (1 stress). + +- [ ] As above, and if you score a strong hit when you [[file:moves/relationship/compel.org][Compel]], you may also reroll any dice (one time only) when you [[file:moves/adventure/gather-information.org][Gather Information]] from this person. + +- [ ] When you perform this ritual, add +1 and take +1 momentum on a hit. + +*** Talisman +:PROPERTIES: +:CUSTOM_ID: talisman +:END: + +- [-] When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. On a strong hit, when the wearer opposes the target through a move, add +2. If a 1 is rolled on the action die while making a move using the charm, the magic is spent. On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2). + +- [ ] As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors. + +- [ ] When you perform this ritual, add +1 and take +1 momentum on a hit. + +*** Tether +:PROPERTIES: +:CUSTOM_ID: tether +:END: + +- [-] When you commune with the spirits of a place, roll +heart. If you share a bond with someone there, add +1. On a strong hit, you are tethered. When you [[file:moves/adventure/undertake-a-journey.org][Undertake a Journey]] to return, you may roll +spirit or +heart (instead of +wits), and take +1 momentum on a hit. When you [[file:moves/adventure/reach-your-destination.org][Reach Your Destination]], take +2 momentum on a strong hit. The tether is lost if you perform this ritual elsewhere, or when you [[file:moves/suffer/face-desolation.org][Face Desolation]]. On a weak hit, as above, but the spirits reveal a disturbing aspect of the place; [[file:moves/suffer/endure-stress.org][Endure Stress]] (2 stress). + +- [ ] As above, and you may also reroll any dice when you [[file:moves/relationship/sojourn.org][Sojourn]] in the tethered place. + +- [ ] When you perform this ritual, add +1 and take +1 momentum on a hit. + +*** Totem +:PROPERTIES: +:CUSTOM_ID: totem +:END: + +- [-] When you hold a totem of your animal or beast companion and focus on it, roll +heart. On a strong hit, you are bound together. Add +1 and take +1 momentum on a hit when you use a companion ability. If you roll a 1 on your action die when using a companion ability, the magic is spent. On a weak hit, as above, but creating this connection is unsettling; [[file:moves/suffer/endure-stress.org][Endure Stress]] (1 stress). + +- [ ] As above, and you may also perceive the world through your companion's senses while you make moves aided by them (even when you are apart). + +- [ ] When you perform this ritual, add +1 and take +1 momentum on a hit. + +*** Visage +:PROPERTIES: +:CUSTOM_ID: visage +:END: + +- [-] When you paint yourself in blood and ash, roll +wits. On a strong hit, you may add +2 and take +1 momentum on a hit when you [[file:moves/adventure/secure-advantage.org][Secure an Advantage]] or [[file:moves/relationship/compel.org][Compel]] using fear or intimidation. If you roll a 1 on your action die when making a move aided by your visage, the magic is spent. On a weak hit, as above, but the blood must be your own; [[file:moves/suffer/endure-harm.org][Endure Harm]] (2 harm). + +- [ ] As above, and you may also add +1 when you [[file:moves/combat/strike.org][Strike]], [[file:moves/combat/clash.org][Clash]], or [[file:moves/combat/battle.org][Battle]]. + +- [ ] When you perform this ritual, add +1 and take +1 momentum on a hit. + +*** Ward +:PROPERTIES: +:CUSTOM_ID: ward +:END: + +- [-] When you walk a wide circle, sprinkling the ground with salt, roll +wits. On a strong hit, choose two. On a weak hit, chose one: + - When a foe first crosses the boundary, take +1 momentum. + - When you first inflict harm against a foe within the boundary, inflict +1 harm. + - Your ward is /likely/ ([[file:moves/fate/ask-the-oracle.org][Ask the Oracle]]) to trap a foe within the boundary. + +- [ ] As above, and improve the effect of your ward (+2 momentum, +2 harm, and 'almost certain'). + +- [ ] When you perform this ritual, add +1 and take +1 momentum on a hit. diff --git a/images/dice-results-2.png b/images/dice-results-2.png new file mode 100644 index 0000000..2b0eef6 Binary files /dev/null and b/images/dice-results-2.png differ diff --git a/images/progress-tracks-tree.png b/images/progress-tracks-tree.png index b9c4fd7..aedda19 100644 Binary files a/images/progress-tracks-tree.png and b/images/progress-tracks-tree.png differ diff --git a/moves/delve/delve-the-depths.org b/moves/delve/delve-the-depths.org index 57a47ef..b4340bd 100644 --- a/moves/delve/delve-the-depths.org +++ b/moves/delve/delve-the-depths.org @@ -12,13 +12,19 @@ On a *weak hit*, [[elisp:rpgdm-ironsworn-delve-the-depths-weak][roll on the foll On a *miss*, [[file:reveal-a-danger.org][Reveal a Danger]]. -| [[elisp:rpgdm-ironsworn-delve-the-depths-weak-edge][Edge]] | [[elisp:rpgdm-ironsworn-delve-the-depths-weak-shadow][Shadow]] | [[elisp:rpgdm-ironsworn-delve-the-depths-weak-wits][Wits]] | Weak Hit Result | -|-------+--------+-------+---------------------------------------------------| -| 1-45 | 1-30 | 1-40 | Mark progress and Reveal a Danger. | -| 46-65 | 31-65 | 41-55 | Mark progress. | -| 66-75 | 66-90 | 56-80 | Choose one: Mark progress or Find an Opportunity. | -| 76-80 | 91-99 | 81-99 | Take both: Mark progress and Find an Opportunity. | -| 81-00 | 00 | 00 | Mark progress twice and Reveal a Danger. | +| [[elisp:rpgdm-ironsworn-delve-the-depths-weak-edge][Edge]] | [[elisp:rpgdm-ironsworn-delve-the-depths-weak-shadow][Shadow]] | [[elisp:rpgdm-ironsworn-delve-the-depths-weak-wits][Wits]] | Weak Hit Result | +——————————————————————————— +| 1-45 | 1-30 | 1-40 | Mark progress, but | +| | | | Reveal a danger | +| 46-65 | 31-65 | 41-55 | Mark progress. | +| 66-75 | 66-90 | 56-80 | Choose one: | +| | | | Mark Progress *or* | +| | | | Find an Opportunity | +| 76-80 | 91-99 | 81-99 | Take both: | +| | | | Mark Progress *and* | +| | | | Find an Opportunity | +| 81-00 | 00 | 00 | Mark progress twice, | +| | | | but Reveal a danger | *** Details :PROPERTIES: diff --git a/moves/delve/find-an-opportunity.org b/moves/delve/find-an-opportunity.org index f6e02e8..a7b6368 100644 --- a/moves/delve/find-an-opportunity.org +++ b/moves/delve/find-an-opportunity.org @@ -8,19 +8,22 @@ Then, choose one. • Take action now: You and any allies may make a move (not a progress move) which directly leverages the opportunity. When you do, add +1 and take +1 momentum on a hit. - | Roll | Result | - |--------+-----------------------------------------------------------------| - | 1-25 | The terrain favors you, or you find a hidden path. | - | 26-45 | An aspect of the history or nature of this place is revealed. | - | 46-57 | You locate a secure area. | - | 58-68 | A clue offers insight or direction. | - | 69-78 | You get the drop on a denizen. | - | 79-86 | This area provides an opportunity to scavenge, forage, or hunt. | - | 87-90 | You locate an interesting or helpful object. | - | 91-94 | You are alerted to a potential threat. | - | 95-98 | You encounter a denizen who might support you. | - | 99-100 | You encounter a denizen in need of help. | - +| Roll | Result | +| 1-25 | The terrain favors you, | +| | or you find a hidden path | +| 26-45 | An aspect of the history or | +| | nature of this place is revealed | +| 46-57 | You locate a secure area | +| 58-68 | A clue offers insight/direction | +| 69-78 | You get the drop on a denizen | +| 79-86 | This area provides opportunity | +| | to scavenge, forage, or hunt | +| 87-90 | locate interesting/helpful object | +| 91-94 | Alerted to a potential threat | +| 95-98 | Encounter denizen | +| | who might support you | +| 99-100 | Encounter denizen | +| | who needs help. | *** Details :PROPERTIES: :VISIBILITY: folded diff --git a/rpgdm-ironsworn.el b/rpgdm-ironsworn.el index 30af527..5ed1f51 100644 --- a/rpgdm-ironsworn.el +++ b/rpgdm-ironsworn.el @@ -21,6 +21,8 @@ (defvar rpgdm-ironsworn-project (file-name-directory load-file-name) "The root directory to the rpgdm-ironsworn project.") +(rpgdm-tables-load (concat rpgdm-ironsworn-project "/tables")) + (defun rpgdm-ironsworn--results (action modifier one-challenge two-challenge &optional momentum) "Return formatted string for an Ironsworn dice roll results. @@ -82,11 +84,11 @@ trigger a message to the user that they can burn that for better results." (interactive "nModifier: ") (let ((one-challenge (rpgdm--roll-die 10)) - (two-challenge (rpgdm--roll-die 10)) - (action-roll (rpgdm--roll-die 6))) + (two-challenge (rpgdm--roll-die 10)) + (action-roll (rpgdm--roll-die 6))) (rpgdm-message (rpgdm-ironsworn--results action-roll modifier - one-challenge two-challenge - momentum)))) + one-challenge two-challenge + momentum)))) (defun rpgdm-ironsworn--new-character-template (&optional name) "Insert basic Ironsworn template at the end of the current buffer. @@ -227,6 +229,11 @@ The chosen assets are _good_ in that they won't have duplicates, etc." "Insert the contents of three character assets from the assets directory." (goto-char (point-max)) (insert "\n** Assets\n") + + ;; When using Evil, we'll drop a marker here: + (when (fboundp 'evil-set-marker) + (evil-set-marker ?a)) + (if (y-or-n-p "Would you like three random assets? ") (rpgdm-ironsworn-random-character-assets 3) (if (y-or-n-p "Would you like to choose your assets? ") @@ -252,6 +259,11 @@ Note: The stats are added as properties using the (org-top-heading) (re-search-forward (rx line-start (zero-or-more space) line-end)) (insert "\n** Bonds\n") + + ;; When using Evil, we'll drop a marker here: + (when (fboundp 'evil-set-marker) + (evil-set-marker ?b (point) t)) + (insert (format " - My home settlement of %s\n" (rpgdm-tables-choose "settlement/name")))) (defun rpgdm-ironsworn--new-character-stats-first (&optional name) @@ -354,33 +366,33 @@ Hitting return (entering a blank value) increments the 'momentum stat, but decrements any other stats by `1'. Any other value means to take the default for that stat." (let ((value (read-string (format "Adjustment to %s (+/-/= for absolute value): " label))) - (rxnum (rx (group (optional (or "+" "-" "="))) (* space) (group (+ digit)) (* space)))) + (rxnum (rx (group (optional (or "+" "-" "="))) (* space) (group (+ digit)) (* space)))) (if (string-match rxnum value) - (let ((sign (match-string 1 value)) - (numb (string-to-number (match-string 2 value)))) - (cond - ((equal sign "-") `(:decrease ,numb)) - ((equal sign "+") `(:increase ,numb)) - ((equal sign "=") `(:absolute ,numb)) - (t (if (eq label `momentum) `(:increase ,numb) `(:decrease ,numb))))) + (let ((sign (match-string 1 value)) + (numb (string-to-number (match-string 2 value)))) + (cond + ((equal sign "-") `(:decrease ,numb)) + ((equal sign "+") `(:increase ,numb)) + ((equal sign "=") `(:absolute ,numb)) + (t (if (eq label `momentum) `(:increase ,numb) `(:decrease ,numb))))) (if (string-blank-p value) - (if (eq label 'momentum) '(:increase 1) '(:decrease 1)) - '(:reset 0))))) + (if (eq label 'momentum) '(:increase 1) '(:decrease 1)) + '(:reset 0))))) (defun rpgdm-ironsworn-adjust-stat (stat &optional default) "Increase or decrease the current character's STAT by ADJ. If the STAT isn't found, returns DEFAULT." (let* ((tuple (rpgdm-ironsworn--read-stat stat)) - (curr (rpgdm-ironsworn-character-stat stat)) - (oper (first tuple)) - (numb (second tuple)) - (new (cl-case oper - (:increase (+ curr numb)) - (:decrease (- curr numb)) - (:absolute numb) - (t default)))) + (curr (rpgdm-ironsworn-character-stat stat)) + (oper (first tuple)) + (numb (second tuple)) + (new (cl-case oper + (:increase (+ curr numb)) + (:decrease (- curr numb)) + (:absolute numb) + (t default)))) ;; (message "Combining curr %d with %d with %s operator" curr numb oper) (rpgdm-ironsworn-store-character-state stat new))) @@ -540,17 +552,17 @@ Note that if STATS is nil, the stats are acquired by calling The string representation is created by looking at the parent directory and file name." (let* ((regx (rx "moves/" - (group (one-or-more (not "/"))) - "/" - (group (one-or-more (not "."))) - ".org" eol)) - (mtch (string-match regx file)) - (type (thread-last file - (match-string 1) - (s-titleize))) - (name (thread-last file - (match-string 2) - (s-replace-regexp "-" " ")))) + (group (one-or-more (not "/"))) + "/" + (group (one-or-more (not "."))) + ".org" eol)) + (mtch (string-match regx file)) + (type (thread-last file + (match-string 1) + (s-titleize))) + (name (thread-last file + (match-string 2) + (s-replace-regexp "-" " ")))) (list (format "%s :: %s" type name) file))) (defvar rpgdm-ironsworn-moves () @@ -563,9 +575,9 @@ that this function is memoized, in that re-calling this function will return a cached copy." (unless rpgdm-ironsworn-moves (setq rpgdm-ironsworn-moves - (mapcar 'rpgdm-ironsworn--move-tuple - (directory-files-recursively - (f-join rpgdm-ironsworn-project "moves") + (mapcar 'rpgdm-ironsworn--move-tuple + (directory-files-recursively + (f-join rpgdm-ironsworn-project "moves") (rx (1+ any) ".org" eos))))) rpgdm-ironsworn-moves) @@ -596,7 +608,7 @@ on the properties in the file." ;; Normally, we'd call `save-window-excursion', however, that buries the file ;; we show, and I think we should leave it up for study. (let (props title - (orig-buf (window-buffer))) + (orig-buf (window-buffer))) (find-file-other-window move-file) (goto-char (point-min)) (setq title (cdr (assoc "ITEM" (org-entry-properties)))) @@ -672,13 +684,13 @@ If ALLOW-OTHER is non-nil, we append a choice, , which allows the user to choose the number of squares that have been marked against some progress." (let* ((other "") - (tracks (rpgdm-ironsworn-character-progresses)) - (choices (if allow-other - (append tracks (list other)) - tracks)) - (original (completing-read "Progress Track: " choices))) + (tracks (rpgdm-ironsworn-character-progresses)) + (choices (if allow-other + (append tracks (list other)) + tracks)) + (original (completing-read "Progress Track: " choices))) (if (and allow-other (equal original other)) - (read-number "Completed Track Amount [0-10]: ") + (read-number "Completed Track Amount [0-10]: ") original))) (defun rpgdm-ironsworn-progress-create (name level) @@ -773,7 +785,9 @@ For instance, with 4 boxes and 2 leftover tick marks, this will return: (rpgdm-ironsworn--progress-amount name) (if (not (called-interactively-p 'any)) boxes - (rpgdm-message "[%s] Progress on '%s': %d %s" level name boxes + (rpgdm-message "[%s] Progress on %s: %d %s" level + (propertize name 'face 'italic) + boxes (rpgdm-ironsworn--progress-box boxes leftover))))) (defun rpgdm-ironsworn-progress-roll (progress-value) @@ -820,16 +834,16 @@ This value is compared to rolling two d10 challenge dice." The PLACE-TYPE is something like 'shadowfen or 'sea-cave, and helps to make the new name more meaningful to the place." (interactive (list (completing-read "Place type: " - '(barrow cavern icereach mine pass ruin - sea-cave shadowfen stronghold - tanglewood underkeep)))) + '(barrow cavern icereach mine pass ruin + sea-cave shadowfen stronghold + tanglewood underkeep)))) (unless place-type (setq place-type "unknown")) (let ((description (rpgdm-tables-choose "site/name/description")) - (detail (rpgdm-tables-choose "site/name/detail")) - (namesake (rpgdm-tables-choose "site/name/namesake")) - (place (rpgdm-tables-choose (format "site/name/place/%s" (downcase place-type)))) - (roll (rpgdm--roll-die 100))) + (detail (rpgdm-tables-choose "site/name/detail")) + (namesake (rpgdm-tables-choose "site/name/namesake")) + (place (rpgdm-tables-choose (format "site/name/place/%s" (downcase place-type)))) + (roll (rpgdm--roll-die 100))) (rpgdm-message (cond ((<= roll 25) (format "%s %s" description place)) @@ -847,9 +861,9 @@ and helps to make the new name more meaningful to the place." The nature is a combination of theme and domain." (interactive) (let* ((theme (rpgdm-tables-choose "site/theme")) - (domain (rpgdm-tables-choose "site/domain")) - (place (downcase domain)) - (name (rpgdm-ironsworn-oracle-site-name place))) + (domain (rpgdm-tables-choose "site/domain")) + (place (downcase domain)) + (name (rpgdm-ironsworn-oracle-site-name place))) (rpgdm-message "%s %s :: %s" theme domain name))) (puthash "site" 'rpgdm-ironsworn-oracle-site-nature rpgdm-tables) @@ -885,7 +899,7 @@ and progress level, and stores all this information in the org file." "Return random result from weak hit table for Delve the Depths. The STAT should be the symbol, 'wits, 'shadow, or 'edge." (interactive (list (completing-read "Stat Choice: " - '("wits" "shadow" "edge")))) + '("wits" "shadow" "edge")))) (let ((table-name (format "delve/weak-hit/%s" stat))) ;; (message "Rolling on %s" table-name) (rpgdm-tables-choose table-name))) @@ -941,12 +955,12 @@ chart." (defvar rpgdm-ironsworn-site-themes (progn (rpgdm-tables-choose "site/theme") - (gethash "site/theme" rpgdm-tables)) + (gethash "site/theme" rpgdm-tables)) "A list of the Delve site themes.") (defvar rpgdm-ironsworn-site-domains (progn (rpgdm-tables-choose "site/domain") - (gethash "site/domain" rpgdm-tables)) + (gethash "site/domain" rpgdm-tables)) "A list of the Delve site domains.") (defun rpgdm-ironsworn-oracle-action-theme () @@ -980,8 +994,8 @@ You'll need to pick and choose what works and discard what doesn't." "Return combat response combined from three combat tables." (interactive) (let ((action (rpgdm-tables-choose "combat/action")) - (method (rpgdm-tables-choose "combat/event-method")) - (target (rpgdm-tables-choose "combat/event-target"))) + (method (rpgdm-tables-choose "combat/event-method")) + (target (rpgdm-tables-choose "combat/event-target"))) (rpgdm-message "%s %s or %s" method target action))) (puthash "combat" 'rpgdm-ironsworn-oracle-combat rpgdm-tables) @@ -1107,12 +1121,12 @@ You'll need to pick and choose what works and discard what doesn't." (defhydra hydra-rpgdm (:color pink :hint nil) " - ^Dice^ 0=d100 1=d10 6=d6 ^Roll/Adjust^ ^Oracles/Tables^ ^Moving/Editing^ ^Messages^ - ------------------------------------------------------------------------------------------------------------------------------ - _D_: Roll Dice _h_: Roll Shadow _l_/_L_: Health _z_/_Z_: Yes/No Oracle _o_: Links ⌘-h: Show Stats - _e_: Roll Edge _w_: Roll Wits _t_/_T_: Spirit _c_/_C_: Show Oracle _J_/_K_: Page up/dn ⌘-l: Last Results - _r_: Roll Heart _p_/_a_: Progress/Assets _s_/_S_: Supply _O_: Load Oracles _N_/_W_: Narrow/Widen ⌘-k: ↑ Previous - _i_: Roll Iron _m_: Make Move _M_: Momentum _d_: Delve Actions _y_/_Y_: Yank/Move ⌘-j: ↓ Next " + ^Dice^ 0=d100 1=d10 6=d6 ^Roll/Adjust^ ^Oracles/Tables^ ^Moving/Editing^ ^Messages^ +-------------------------------------------------------------------------------------------------------------------- + _D_: Roll Dice _h_: Roll Shadow _l_/_L_: Health _z_/_Z_: Yes/No Oracle _o_: Links _A_: Show Stats + _e_: Roll Edge _w_: Roll Wits _t_/_T_: Spirit _c_/_C_: Show Oracle _J_/_K_: Page up/dn ⌘-l: Last Results + _r_: Roll Heart _p_/_a_: Progress/Assets _s_/_S_: Supply _O_: Load Oracles _N_/_W_: Narrow/Widen ⌘-k: ↑ Previous + _i_: Roll Iron _m_: Make Move _M_: Momentum _d_: Delve Actions _y_/_Y_: Yank/Move ⌘-j: ↓ Next " ("D" rpgdm-ironsworn-roll) ("z" rpgdm-ironsworn-oracle) ("Z" rpgdm-yes-and-50/50) @@ -1140,7 +1154,7 @@ You'll need to pick and choose what works and discard what doesn't." ("o" ace-link) ("N" org-narrow-to-subtree) ("W" widen) ("K" scroll-down :color pink) ("J" scroll-up :color pink) ("y" rpgdm-paste-last-message) ("Y" rpgdm-ironsworn-paste-last-move) - ("s-h" rpgdm-ironsworn-character-display) + ("A" rpgdm-ironsworn-character-display) ("C-m" rpgdm-last-results :color pink) ("C-n" rpgdm-last-results-next :color pink) ("C-p" rpgdm-last-results-previous :color pink) diff --git a/starforged/character/background.org b/starforged/character/background.org new file mode 100644 index 0000000..bf143ac --- /dev/null +++ b/starforged/character/background.org @@ -0,0 +1,20 @@ + - Battlefield Medic :: Assets: HEALER and VETERAN + - Delegate :: Assets: BANNERSWORN and DIPLOMAT + - Exobiologist :: Assets: LORE HUNTER and NATURALIST + - Far Trader :: Assets: NAVIGATOR and TRADER + - Fugitive Hunter :: Assets: ARMORED and BOUNTY HUNTER + - Hacker :: Assets: INFILTRATOR and TECH + - Hotshot Pilot :: Assets: ACE and NAVIGATOR + - Interstellar Scout :: Assets: EXPLORER and VOIDBORN + - Monster Hunter :: Assets: GUNNER and SLAYER + - Occultist :: Assets: OUTCAST and SHADE + - Operative :: Assets: INFILTRATOR and BLADEMASTER + - Outlaw :: Assets: FUGITIVE and GUNSLINGER + - Private Investigator :: Assets: BRAWLER and SLEUTH + - Prophet :: Assets: DEVOTANT and SEER + - Psionicist :: Assets: KINETIC and VESTIGE + - Smuggler :: Assets: COURIER and SCOUNDREL + - Spiritualist :: Assets: HAUNTED and EMPATH + - Starship Engineer :: Assets: GEARHEAD and TECH + - Supersoldier :: Assets: AUGMENTED and MERCENARY + - Tomb Raider :: Assets: SCAVENGER and SCOUNDREL diff --git a/starforged/character/backstory.org b/starforged/character/backstory.org new file mode 100644 index 0000000..f889085 --- /dev/null +++ b/starforged/character/backstory.org @@ -0,0 +1,15 @@ + - You abandoned your kin after learning a troubling truth + - You are guided by a vision or prophecy + - You are haunted by past actions or failures + - You are running from a criminal past + - You are the sole survivor of an attack or calamity + - You escaped an abusive or unjust situation + - You have no memory of your former life + - You rejected a duty or destiny + - You were banished from your former home + - You were denied a birthright + - You were on your own for as long as you can remember + - You were sent away on a prolonged mission + - You were taken or lured away by someone + - Your ambitions outgrew your humble origins + - Your wanderlust carried you far away diff --git a/starforged/inciting-incident.org b/starforged/inciting-incident.org new file mode 100644 index 0000000..421b797 --- /dev/null +++ b/starforged/inciting-incident.org @@ -0,0 +1,20 @@ +Aid a starship caught in a spacetime fracture. +Broker peace between two feuding settlements +Chart a new passage between isolated settlements +Defend the people of a beleaguered settlement against raiders +Discover who sabotaged a settlement’s air processors +Escort a tradeship carrying prized cargo +Ferry a rescue team to a perilous disaster site +Infiltrate a fortified base to steal crucial data +Investigate terrifying manifestations at a remote settlement +Liberate prisoners at a cruel labor camp +Locate a downed spacer on an uninhabited planet +Protect a fugitive from a relentless bounty hunter +Recover a cherished pre-exodus artifact from an enemy +Rescue a starship crew held captive by mutineers +Retrieve a cache of stolen weapons from a pirate ship +Sabotage an enemy installation +Search for a missing expedition in the depths of a precursor vault +Shield a wondrous lifeform from those who seek to destroy it +Track and slay a marauding beast +Transport a displaced people to their new home diff --git a/starforged/sector/trouble.org b/starforged/sector/trouble.org new file mode 100644 index 0000000..494516d --- /dev/null +++ b/starforged/sector/trouble.org @@ -0,0 +1,20 @@ + - Blockade prevents trade with other sectors + - Bounty hunters search for an infamous fugitive + - Chaotic breaches in spacetime spread like wildfire + - Criminal faction corrupts local authorities + - Devastating superweapon has fallen into the wrong hands + - Energy storms are rampant + - Magnetic disturbances disrupt communication + - Newly found resource lures greedy fortune hunters to the sector + - Notorious pirate clan preys on starships + - Parasitic lifeforms spread like a plague + - Precursor sites throughout the sector emit strange signals + - Prophecies foretell an imminent awakening of a dreadful power + - Raider clan emerges as a dominant threat under a new leader + - Religious zealots overrun the sector + - Rogue AI infiltrates systems throughout the sector + - Settlements or factions are on the brink of war + - Ships regularly go missing + - Sickness spreads among ships and settlements + - Supernova is imminent + - Titanic spaceborne lifeform stalks the spaceways diff --git a/starforged/starship/history.org b/starforged/starship/history.org new file mode 100644 index 0000000..41511fe --- /dev/null +++ b/starforged/starship/history.org @@ -0,0 +1,12 @@ +Acquired in trade for a precious family heirloom +Built out of repurposed scrap +Claimed as spoils of war +Discovered as a derelict, and patched back together +Earned in exchange for a promise or vow +Found abandoned in perfect condition +Granted by an organization or community +Inherited from a relative or mentor +Purchased at a suspiciously cheap price +Stolen from a notorious crime boss or criminal organization +Taken while fleeing an attack or disaster +Won in a bet diff --git a/starforged/starship/looks.org b/starforged/starship/looks.org new file mode 100644 index 0000000..4c47a1d --- /dev/null +++ b/starforged/starship/looks.org @@ -0,0 +1,20 @@ + - Engine room is scorched with old burn marks + - Exterior is marred by rust and grime + - Faint, phantom music sometimes echoes through the corridors + - Gravity generator is notoriously fickle + - Hull is fused with organic growths + - Hull rattles and groans in atmospheric flight + - Interior spaces are crowded with exposed cables and conduits + - Looks defenseless, but exterior panels open to reveal weapons + - Navigation logs contain coordinates to locations that do not—or should not—exist + - Old bloodstain in the airlock reappears even when painted over + - Once a beautiful ship, now scarred by a devastating battle + - Patched hull covers a recent catastrophic breach + - Placards and control labels are in an uncommon language + - Removable plate decks provide access to hidden storage + - Segmented landing gear unfold like gangly spider legs + - Ship is powered by an ancient precursor device + - Someone marked the hull with graffiti during a recent layover + - Strange symbols are scrawled on the deck and bulkheads in the main corridor + - Things tend to go missing for no logical reason + - Timers and clocks are always just a bit off diff --git a/starforged/truths/artificial-intelligence.org b/starforged/truths/artificial-intelligence.org new file mode 100644 index 0000000..96159d6 --- /dev/null +++ b/starforged/truths/artificial-intelligence.org @@ -0,0 +1,3 @@ +We no longer have access to advanced computer systems. Instead, we must rely on the seers we call Adepts. This is because <>. +The vestiges of advanced machine intelligence are coveted and wielded by those in power. Much of our AI technology was lost in the Exodus. What remains is under the control of powerful organizations and people, and is often wielded as a weapon. +Artificial consciousness emerged in the time before the Exodus, and sentient machines live with us here in the Forge. diff --git a/starforged/truths/artificial-intelligence/lost-reason.org b/starforged/truths/artificial-intelligence/lost-reason.org new file mode 100644 index 0000000..9230b4d --- /dev/null +++ b/starforged/truths/artificial-intelligence/lost-reason.org @@ -0,0 +1,3 @@ +the energies of the Forge corrupt advanced systems +AI was outlawed in the aftermath of the machine wars +we have lost the knowledge to create and maintain AI diff --git a/starforged/truths/cataclysm.org b/starforged/truths/cataclysm.org new file mode 100644 index 0000000..bcc319a --- /dev/null +++ b/starforged/truths/cataclysm.org @@ -0,0 +1,3 @@ +The Sun Plague, caused by <>, extinguished the stars in our home galaxy. +Interdimensional entities (<>) invaded our reality. +We escaped the ravages of a catastrophic war, caused by <>. diff --git a/starforged/truths/cataclysm/catastrophic-war.org b/starforged/truths/cataclysm/catastrophic-war.org new file mode 100644 index 0000000..416099e --- /dev/null +++ b/starforged/truths/cataclysm/catastrophic-war.org @@ -0,0 +1,5 @@ +artificial intelligence +religious zealots +genetically engineered soldiers +self-replicating nanomachines +a tyrannical faction or leader diff --git a/starforged/truths/cataclysm/interdimensional-entities.org b/starforged/truths/cataclysm/interdimensional-entities.org new file mode 100644 index 0000000..4fb3247 --- /dev/null +++ b/starforged/truths/cataclysm/interdimensional-entities.org @@ -0,0 +1,7 @@ +corrupting biological scourges +swarming, animalistic creatures +monstrous humanoids +spirits of alluring, divine form +beings of chaotic energy +titanic creatures of horrific power +world-eating abominations of unimaginable scale diff --git a/starforged/truths/cataclysm/sun-plague.org b/starforged/truths/cataclysm/sun-plague.org new file mode 100644 index 0000000..0e343a8 --- /dev/null +++ b/starforged/truths/cataclysm/sun-plague.org @@ -0,0 +1,4 @@ +temporal distortions from a supermassive black hole +sudden dark matter decay +a superweapon run amok +a scientific experiment gone awry diff --git a/starforged/truths/communication-and-data.org b/starforged/truths/communication-and-data.org new file mode 100644 index 0000000..8e795cf --- /dev/null +++ b/starforged/truths/communication-and-data.org @@ -0,0 +1,3 @@ +Much was lost when we came to the Forge. It is a dark age. +Information is life. We rely on spaceborne couriers to transport messages and data across the vast distances between settlements. +In settled domains, a network of data hubs called the Weave, allow near-instantaneous communication and data-sharing between ships and outposts. Because of their importance, Weave hubs are often targets for sabotage, and communication blackouts are not uncommon. diff --git a/starforged/truths/communities.org b/starforged/truths/communities.org new file mode 100644 index 0000000..a4d19f0 --- /dev/null +++ b/starforged/truths/communities.org @@ -0,0 +1,3 @@ +Few survived the journey to the Forge, and we are scattered to the winds in this perilous place. +Dangers abound, but there is safety in numbers. Many ships and settlements are united under the banner of one of the Founder Clans. +Wehavemadeourmarkinthisgalaxy,buttheenergystorms we call balefires threaten to undo that progress, leaving our communities isolated and vulnerable. diff --git a/starforged/truths/exodus.org b/starforged/truths/exodus.org new file mode 100644 index 0000000..adc3055 --- /dev/null +++ b/starforged/truths/exodus.org @@ -0,0 +1,3 @@ +When the Exodus fleet set off on a ponderous journey to a new home outside our galaxy, they marked the Forge as their destination. Countless generations lived out their lives aboard those titanic ships during the millennia-long passage. +A ragtag fleet of ships—propelled at tremendous speeds by experimental FTL drives—carried our ancestors to the Forge. But the technology that powered the ships is said to be the source of the Sundering, a fracturing of reality that plagues us here today. +Mysterious alien gates provided instantaneous one-way passage to the Forge. In the midst of the cataclysm, our ancestors found a strange metal pillar on our homeworld’s moon. A map on the surface of this alien relic detailed the deep-space locations of the Iron Gates—massive devices that powered artificial wormholes. With no other options, the Exodus ships fled through the gates and emerged here in the Forge. diff --git a/starforged/truths/horrors.org b/starforged/truths/horrors.org new file mode 100644 index 0000000..1afd319 --- /dev/null +++ b/starforged/truths/horrors.org @@ -0,0 +1,3 @@ +Put enough alcohol in a spacer, and they’ll tell you stories of ghost ships crewed by vengeful undead. It’s nonsense. Within the Forge, space and time are as mutable and unstable as a flooding river. When reality can’t be trusted, we are bound to encounter unsettling phenomenon. +Most insist that horrors aren’t real. Spacers know the truth. When you travel the depths of the Forge, be wary. Some say we are cursed by those who did not survive the cataclysm, and the veil between life and death is forever weakened. +The strange energies of the Forge give unnatural life to the dead. The Soulbinders are an organization sworn to confront these horrifying entities. diff --git a/starforged/truths/iron.org b/starforged/truths/iron.org new file mode 100644 index 0000000..2c5ce26 --- /dev/null +++ b/starforged/truths/iron.org @@ -0,0 +1,3 @@ +Iron vows are sworn upon the remnants of ships that carried our people to the Forge. +Iron vows are sworn upon totems crafted from the enigmatic metal we call black iron. +The Ironsworn bind their honor to iron blades. diff --git a/starforged/truths/laws.org b/starforged/truths/laws.org new file mode 100644 index 0000000..2bddd68 --- /dev/null +++ b/starforged/truths/laws.org @@ -0,0 +1,3 @@ +Much of the settled domains are a lawless frontier. Criminal factions and corrupt leaders often hold sway. +Laws and governance vary across settled domains, but bounty hunters are given wide latitude to pursue their contracts. Their authority is almost universally recognized, and supersedes local laws. +Our communities are bound under the terms of the Covenant, a charter established after the Exodus. The organization called the Keepers is sworn to uphold those laws. diff --git a/starforged/truths/lifeforms.org b/starforged/truths/lifeforms.org new file mode 100644 index 0000000..2a688f8 --- /dev/null +++ b/starforged/truths/lifeforms.org @@ -0,0 +1,3 @@ +This is a perilous and often inhospitable galaxy, but life finds a way. Life in the Forge is diverse. Planets are often home to a vast array of creatures. +Many sites and planets are infested by dreadful forgespawn. These aberrant creatures threaten to overrun other life in the galaxy. +Life in the Forge was seeded and engineered by the Essentia, ancient entities who enact their inscrutable will in this galaxy. The Essentia are the architects of life within the Forge. These omniscient beings are rarely encountered, and have powers and purpose beyond our comprehension. Some worship them. Others resist or rebel against them. diff --git a/starforged/truths/magic.org b/starforged/truths/magic.org new file mode 100644 index 0000000..b29d6cf --- /dev/null +++ b/starforged/truths/magic.org @@ -0,0 +1,3 @@ +Magic does not exist. +Supernatural powers are wielded by those rare people we call paragons. These powers are born of <>. +Unnatural energies flow through the Forge. Magic and science are two sides of the same coin. diff --git a/starforged/truths/magic/paragons.org b/starforged/truths/magic/paragons.org new file mode 100644 index 0000000..be722b6 --- /dev/null +++ b/starforged/truths/magic/paragons.org @@ -0,0 +1,5 @@ +genetic engineering +psychic experimentation +evolutionary mutations +magitech augmentations +ancient knowledge held by secretive orders diff --git a/starforged/truths/medicine.org b/starforged/truths/medicine.org new file mode 100644 index 0000000..2df3562 --- /dev/null +++ b/starforged/truths/medicine.org @@ -0,0 +1,3 @@ +Our advanced medical technologies and expertise was lost during the Exodus. +To help offset a scarcity of medical supplies and knowledge, the resourceful technicians we call riggers create basic organ and limb replacements. +Orders of sworn healers preserve our medical knowledge and train new generations of caregivers. diff --git a/starforged/truths/precursors.org b/starforged/truths/precursors.org new file mode 100644 index 0000000..c6d9534 --- /dev/null +++ b/starforged/truths/precursors.org @@ -0,0 +1,3 @@ +Over eons, a vast number of civilizations rose and fell within the Forge. Today, the folk we call grubs—scavenger crews and audacious explorers—delve into the mysterious monuments and ruins of those ancient beings. Incomprehensible technologies, inexorable time, and the strange energies of the Forge have corrupted the vaults of the precursors. Despite the perils, grubs scour those places for useful resources and discoveries. +The Ascendancy, an advanced spacefaring empire, once ruled the entirety of the Forge. Vaults of inscrutable purpose are all that remain to mark the Ascendancy’s legacy, but those places are untethered from our own reality. Ascendancy vaults can appear spontaneously, washed up like flotsam in the tides of time. Their gravity and atmospheres pay no heed to natural laws. Some are corrupted and ruined. Others are unmarred and intact. Some are both at once. They are chaos. +The biomechanical lifeforms we call the Remnants, engineered by civilizations as weapons in a cataclysmic war, survived the death of their creators. On scarred planets and within precursor vaults throughout the Forge, the Remnants still guard ancient secrets and fight unending wars. diff --git a/starforged/truths/religion.org b/starforged/truths/religion.org new file mode 100644 index 0000000..a9b3806 --- /dev/null +++ b/starforged/truths/religion.org @@ -0,0 +1,3 @@ +Our gods failed us. We left them behind. Most now see religion as a useless relic of our past, but many are all-too-willing to follow a charismatic leader who claims to offer a better way. +Our faith is as diverse as our people. +Three dominant religious orders, the Triumvirate, battle for influence and power within the Forge. diff --git a/starforged/truths/war.org b/starforged/truths/war.org new file mode 100644 index 0000000..7072c22 --- /dev/null +++ b/starforged/truths/war.org @@ -0,0 +1,3 @@ +Here in the Forge, resources are too precious to support organized fighting forces or advanced weaponry. +Professional soldiers defend or expand the holdings of those who are able to pay. The rest of us are on our own. +War never ends. Talented weaponsmiths and shipwrights craft deadly, high-tech tools of destruction. Dominant factions wield mighty fleets and battle-hardened troops. diff --git a/tables/denizens.org b/tables/denizens.org new file mode 100644 index 0000000..0a6d995 --- /dev/null +++ b/tables/denizens.org @@ -0,0 +1,68 @@ +#+TITLE: Denizens +#+AUTHOR: Howard Abrams +#+EMAIL: howard@imac.local +#+DATE: 2022-03-31 March +#+TAGS: rpg + + | Bear (Animal) formidable | common | + | Bladewing (Animal) dangerous | uncommon | + | Boar (Animal) dangerous | common | + | Carrion Newt (Animal) formidable | rare | + | Deep Rat (Animal) troublesome | common | + | Gaunt (Animal) dangerous | uncommon | + | Marsh Rat (Animal) troublesome | common | + | Nightmare Spider (Animal) dangerous | uncommon | + | Shroud Crab (Animal) troublesome | uncommon | + | Trog (Animal) dangerous | uncommon | + | Wolf (Animal) dangerous | common | + | Cave Lion (Animal) formidable | common | + | Basilisk (Beast) extreme | rare | + | Chitter (large insect) (Beast) dangerous | uncommon | + | Elder Beast (Beast) extreme | rare | + | Gnarl (Ents) (Beast) extreme | very rare | + | Giant Eagle (Beast) dangerous | uncommon | + | Harrow Spider (Beast) dangerous | uncommon | + | Iron-Wracked Beast (Beast) formidable | rare | + | Kraken (Beast) epic | legendary | + | Leviathan (Beast) epic | legendary | + | Mammoth (Beast) extreme | common | + | Manipede (Beast) | uncommon | + | Nightspawn (corrupted animal)(Beast) formidable | rare | + | Rhaskar (bear shark) (Beast) extreme | rare | + | Salt Lobster (Beast) | uncommon | + | Wyrm (purple worms) (Beast) epic | very rare | + | Wyvern (Beast) extreme | very rare | + | Atanya (Firstborn) dangerous | uncommon | + | Elf (Firstborn) dangerous | uncommon | + | Giant (Firstborn) extreme | uncommon | + | Merrow (Firstborn) dangerous | rare | + | Primordial (Firstborn) extreme | very rare | + | Troll (Firstborn) formidable | rare | + | Varou (Firstborn) dangerous | rare | + | Bonewalker (skeleton) (Horror) dangerous | rare | + | Bonehorde (Delve 130) (Horror) extreme | very rare | + | Blighthound (Horror) formidable | very rare | + | Bog Rot (zombie) (Horror) dangerous | rare | + | Briar Rose (Horror) | rare | + | Chimera (zombie) (Horror) extreme | rare | + | Frostbound (frozen mummy) (Horror) formidable | rare | + | Haunt (ghost) (Horror) formidable | rare | + | Husk (Lich) (Delve 110) (Horror) formidable | rare | + | Hollow (poltergeist) (Horror) extreme | rare | + | Iron Revenant (Horror) extreme | rare | + | Sodden (Horror) formidable | rare | + | Thrall (possessed person) (Horror) dangerous | rare | + | Wight (revenant) (Horror) formidable | rare | + | Broken (Ironlander) troublesome | uncommon | + | Common Folk (Ironlander) troublesome | common | + | Hunter (Ironlander) dangerous | common | + | Mystic (Ironlander) dangerous | uncommon | + | Raider (Ironlander) dangerous | uncommon | + | Warrior (Ironlander) dangerous | common | + | Zealot (Ironlander) troublesome | rare | + | Circle of Stones (Anomaly) dangerous | very rare | + | Blood Thorn (Anomaly) dangerous | rare | + | Glimmer / God (Anomaly) dangerous | rare | + | Gloom (shadow) (Anomaly) dangerous | very rare | + | Maelstrom (living whirlpool) (Anomaly) dangerous | very rare | + | Tempest (living storm) (Anomaly) dangerous | very rare | diff --git a/tables/denizens/domain/barrow.org b/tables/denizens/domain/barrow.org new file mode 100644 index 0000000..135d65f --- /dev/null +++ b/tables/denizens/domain/barrow.org @@ -0,0 +1,26 @@ +#+TITLE: Denizens in a Barrow + + | Deep Rat (Animal) troublesome | common | + | Chitter (large insect) (Beast) dangerous | common | + | Harrow Spider (Beast) dangerous | common | + | Broken (Ironlander) troublesome | uncommon | + | Manipede (Beast) | uncommon | + | Mystic (Ironlander) dangerous | uncommon | + | Nightmare Spider (Animal) dangerous | uncommon | + | Trog (Animal) dangerous | uncommon | + | Basilisk (Beast) extreme | rare | + | Bonewalker (skeleton) (Horror) dangerous | rare | + | Carrion Newt (Animal) formidable | rare | + | Chimera (zombie) (Horror) extreme | rare | + | Gloom (shadow) (Anomaly) dangerous | rare | + | Haunt (ghost) (Horror) formidable | rare | + | Hollow (poltergeist) (Horror) extreme | rare | + | Husk (Lich) (Delve 110) (Horror) formidable | rare | + | Iron Revenant (Horror) extreme | rare | + | Nightspawn (corrupted animal)(Beast) formidable | rare | + | Thrall (possessed person) (Horror) dangerous | rare | + | Wight (revenant) (Horror) formidable | rare | + | Zealot (Ironlander) troublesome | rare | + | Blighthound (Horror) formidable | very rare | + | Bonehorde (Delve 130) (Horror) extreme | very rare | + | Wyrm (purple worms) (Beast) epic | very rare | diff --git a/tables/denizens/domain/cavern.org b/tables/denizens/domain/cavern.org new file mode 100644 index 0000000..12f8375 --- /dev/null +++ b/tables/denizens/domain/cavern.org @@ -0,0 +1,33 @@ +#+TITLE: Denizens in a Cave System + + | common | Bear (Animal) formidable | + | common | Deep Rat (Animal) troublesome | + | common | Warrior (Ironlander) dangerous | + | uncommon | Broken (Ironlander) troublesome | + | uncommon | Chitter (large insect) (Beast) dangerous | + | uncommon | Harrow Spider (Beast) dangerous | + | uncommon | Hunter (Ironlander) dangerous | + | uncommon | Manipede (Beast) | + | uncommon | Mystic (Ironlander) dangerous | + | uncommon | Nightmare Spider (Animal) dangerous | + | uncommon | Trog (Animal) dangerous | + | rare | Basilisk (Beast) extreme | + | rare | Bonewalker (skeleton) (Horror) dangerous | + | rare | Carrion Newt (Animal) formidable | + | rare | Chimera (zombie) (Horror) extreme | + | rare | Common Folk (Ironlander) troublesome | + | rare | Hollow (poltergeist) (Horror) extreme | + | rare | Iron Revenant (Horror) extreme | + | rare | Iron-Wracked Beast (Beast) formidable | + | rare | Nightspawn (corrupted animal)(Beast) formidable | + | rare | Troll (Firstborn) formidable | + | rare | Wight (revenant) (Horror) formidable | + | rare | Zealot (Ironlander) troublesome | + | very rare | Blighthound (Horror) formidable | + | very rare | Bonehorde (Delve 130) (Horror) extreme | + | very rare | Gloom (shadow) (Anomaly) dangerous | + | very rare | Haunt (ghost) (Horror) formidable | + | very rare | Husk (Lich) (Delve 110) (Horror) formidable | + | very rare | Primordial (Firstborn) extreme | + | very rare | Thrall (possessed person) (Horror) dangerous | + | very rare | Wyrm (purple worms) (Beast) epic | diff --git a/tables/denizens/domain/forest.org b/tables/denizens/domain/forest.org new file mode 100644 index 0000000..2ffbdf2 --- /dev/null +++ b/tables/denizens/domain/forest.org @@ -0,0 +1,36 @@ +#+TITLE: Denizens of the Tangled Woods + + | Bear (Animal) formidable | common | + | Boar (Animal) dangerous | common | + | Common Folk (Ironlander) troublesome | common | + | Hunter (Ironlander) dangerous | common | + | Warrior (Ironlander) dangerous | common | + | Wolf (Animal) dangerous | common | + | Broken (Ironlander) troublesome | uncommon | + | Elf (Firstborn) dangerous | uncommon | + | Gaunt (Animal) dangerous | uncommon | + | Giant Eagle (Beast) dangerous | uncommon | + | Glimmer / God (Anomaly) dangerous | uncommon | + | Harrow Spider (Beast) dangerous | uncommon | + | Mystic (Ironlander) dangerous | uncommon | + | Nightmare Spider (Animal) dangerous | uncommon | + | Varou (Firstborn) dangerous | uncommon | + | Blood Thorn (Anomaly) dangerous | rare | + | Bonewalker (skeleton) (Horror) dangerous | rare | + | Briar Rose (Horror) | rare | + | Chimera (zombie) (Horror) extreme | rare | + | Elder Beast (Beast) extreme | rare | + | Iron Revenant (Horror) extreme | rare | + | Iron-Wracked Beast (Beast) formidable | rare | + | Nightspawn (corrupted animal)(Beast) formidable | rare | + | Thrall (possessed person) (Horror) dangerous | rare | + | Troll (Firstborn) formidable | rare | + | Wight (revenant) (Horror) formidable | rare | + | Zealot (Ironlander) troublesome | rare | + | Blighthound (Horror) formidable | very rare | + | Circle of Stones (Anomaly) dangerous | very rare | + | Giant (Firstborn) extreme | very rare | + | Gnarl (Ents) (Beast) extreme | very rare | + | Wyvern (Beast) extreme | very rare | + | Gloom (shadow) (Anomaly) dangerous | legendary | + | Primordial (Firstborn) extreme | legendary | diff --git a/tables/denizens/domain/frozen-cavern.org b/tables/denizens/domain/frozen-cavern.org new file mode 100644 index 0000000..51d4765 --- /dev/null +++ b/tables/denizens/domain/frozen-cavern.org @@ -0,0 +1,25 @@ +#+TITLE: Creatures in a Frozen Cavern + + | White Bear (Animal) formidable | common | + | Snowy Nightmare Spider (Animal) dangerous | uncommon | + | Wolf (Animal) dangerous | common | + | Elder Beast (Beast) extreme | rare | + | Mammoth (Beast) extreme | common | + | Nightspawn (corrupted animal)(Beast) formidable | rare | + | Rhaskar (bear shark) (Beast) extreme | rare | + | Giant (Firstborn) extreme | uncommon | + | Primordial (Firstborn) extreme | very rare | + | Ice Troll (Firstborn) formidable | rare | + | Frostbound (frozen mummy) (Horror) formidable | rare | + | Haunt (ghost) (Horror) formidable | rare | + | Husk (Lich) (Delve 110) (Horror) formidable | rare | + | Hollow (poltergeist) (Horror) extreme | rare | + | Iron Revenant (Horror) extreme | rare | + | Broken (Ironlander) troublesome | uncommon | + | Hunter (Ironlander) dangerous | common | + | Mystic (Ironlander) dangerous | uncommon | + | Warrior (Ironlander) dangerous | common | + | Zealot (Ironlander) troublesome | rare | + | Glimmer / God (Anomaly) dangerous | rare | + | Gloom (shadow) (Anomaly) dangerous | very rare | + | Tempest (living storm) (Anomaly) dangerous | very rare | diff --git a/tables/denizens/domain/ice-fields.org b/tables/denizens/domain/ice-fields.org new file mode 100644 index 0000000..0ec1bde --- /dev/null +++ b/tables/denizens/domain/ice-fields.org @@ -0,0 +1,44 @@ +#+TITLE: Denizens of the Icereach + + | Cave Lion (Animal) formidable | common | + | Hunter (Ironlander) dangerous | common | + | Mammoth (Beast) extreme | common | + | Snow Bear (Animal) formidable | common | + | Walrus (Animal) troublesome | common | + | Warrior (Ironlander) dangerous | common | + | Wolf (Animal) dangerous | common | + | Atanya (Firstborn) dangerous | uncommon | + | Broken (Ironlander) troublesome | uncommon | + | Giant (Firstborn) extreme | uncommon | + | Giant Eagle (Beast) dangerous | uncommon | + | Mystic (Ironlander) dangerous | uncommon | + | Raider (Ironlander) dangerous | uncommon | + | Salt Lobster (Beast) | uncommon | + | Shroud Crab (Animal) troublesome | uncommon | + | Blood Thorn (Anomaly) dangerous | rare | + | Bonewalker (skeleton) (Horror) dangerous | rare | + | Elder Beast (Beast) extreme | rare | + | Frostbound (frozen mummy) (Horror) formidable | rare | + | Haunt (ghost) (Horror) formidable | rare | + | Hollow (poltergeist) (Horror) extreme | rare | + | Husk (Lich) (Delve 110) (Horror) formidable | rare | + | Iron Revenant (Horror) extreme | rare | + | Merrow (Firstborn) dangerous | rare | + | Rhaskar (bear shark) (Beast) extreme | rare | + | Selkie (Firstborn) dangerous | rare | + | Sodden (Horror) formidable | rare | + | Thrall (possessed person) (Horror) dangerous | rare | + | Troll (Firstborn) formidable | rare | + | Wight (revenant) (Horror) formidable | rare | + | Zealot (Ironlander) troublesome | rare | + | Blighthound (Horror) formidable | very rare | + | Bonehorde (Delve 130) (Horror) extreme | very rare | + | Circle of Stones (Anomaly) dangerous | very rare | + | Gloom (shadow) (Anomaly) dangerous | very rare | + | Glimmer / God (Anomaly) dangerous | very rare | + | Maelstrom (living whirlpool) (Anomaly) dangerous | very rare | + | Primordial (Firstborn) extreme | very rare | + | Tempest (living storm) (Anomaly) dangerous | very rare | + | Wyvern (Beast) extreme | very rare | + | Kraken (Beast) epic | legendary | + | Leviathan (Beast) epic | legendary | diff --git a/tables/denizens/domain/mountain.org b/tables/denizens/domain/mountain.org new file mode 100644 index 0000000..469383b --- /dev/null +++ b/tables/denizens/domain/mountain.org @@ -0,0 +1,32 @@ +#+TITLE: Denizens in a Mountain Pass + + | Bear (Animal) formidable | common | + | Cave Lion (Animal) formidable | common | + | Hunter (Ironlander) dangerous | common | + | Mammoth (Beast) extreme | common | + | Warrior (Ironlander) dangerous | common | + | Wolf (Animal) dangerous | common | + | Bladewing (in the dark) (Animal) dangerous | uncommon | + | Broken (Ironlander) troublesome | uncommon | + | Giant (Firstborn) extreme | uncommon | + | Giant Eagle (Beast) dangerous | uncommon | + | Mystic (Ironlander) dangerous | uncommon | + | Bonewalker (skeleton) (Horror) dangerous | rare | + | Elder Beast (Beast) extreme | rare | + | Frostbound (frozen mummy) (Horror) formidable | rare | + | Glimmer / God (Anomaly) dangerous | rare | + | Haunt (ghost) (Horror) formidable | rare | + | Hollow (poltergeist) (Horror) extreme | rare | + | Husk (Lich : Delve 110) (Horror) formidable | rare | + | Iron Revenant (Horror) extreme | rare | + | Iron-Wracked Beast (Beast) formidable | rare | + | Nightspawn (corrupted animal) (Beast) formidable | rare | + | Troll (Firstborn) formidable | rare | + | Wight (revenant) (Horror) formidable | rare | + | Zealot (Ironlander) troublesome | rare | + | Bonehorde (Delve 130) (Horror) extreme | very rare | + | Circle of Stones (Anomaly) dangerous | very rare | + | Primordial (Firstborn) extreme | very rare | + | Tempest (living storm) (Anomaly) dangerous | very rare | + | Wyvern (Beast) extreme | very rare | + | Gloom (shadow) (Anomaly) dangerous | legendary | diff --git a/tables/denizens/domain/swamp-marsh.org b/tables/denizens/domain/swamp-marsh.org new file mode 100644 index 0000000..d38a756 --- /dev/null +++ b/tables/denizens/domain/swamp-marsh.org @@ -0,0 +1,39 @@ +#+TITLE: Denizens of a Shadowfen / Marsh or Swamp + + | Marsh Rat (Animal) troublesome | common | + | Boar (Animal) dangerous | uncommon | + | Common Folk (Ironlander) troublesome | uncommon | + | Hunter (Ironlander) dangerous | uncommon | + | Warrior (Ironlander) dangerous | uncommon | + | Bladewing (Animal) dangerous | uncommon | + | Broken (Ironlander) troublesome | uncommon | + | Giant Crawdad (Beast) | uncommon | + | Harrow Spider (Beast) dangerous | uncommon | + | Mystic (Ironlander) dangerous | uncommon | + | Nightmare Spider (Animal) dangerous | uncommon | + | Troll (Firstborn) formidable | uncommon | + | Blood Thorn (Anomaly) dangerous | rare | + | Bog Rot (zombie) (Horror) dangerous | rare | + | Bonewalker (skeleton) (Horror) dangerous | rare | + | Briar Rose (Horror) | rare | + | Chimera (zombie) (Horror) extreme | rare | + | Elder Beast (Beast) extreme | rare | + | Giant Eagle (Beast) dangerous | rare | + | Haunt (ghost) (Horror) formidable | rare | + | Hollow (poltergeist) (Horror) extreme | rare | + | Husk (Lich) (Delve 110) (Horror) formidable | rare | + | Iron Revenant (Horror) extreme | rare | + | Iron-Wracked Beast (Beast) formidable | rare | + | Nightspawn (corrupted animal)(Beast) formidable | rare | + | Sodden (Horror) formidable | rare | + | Thrall (possessed person) (Horror) dangerous | rare | + | Wight (revenant) (Horror) formidable | rare | + | Zealot (Ironlander) troublesome | rare | + | Blighthound (Horror) formidable | very rare | + | Bonehorde (Delve 130) (Horror) extreme | very rare | + | Circle of Stones (Anomaly) dangerous | very rare | + | Gaunt (Animal) dangerous | very rare | + | Gloom (shadow) (Anomaly) dangerous | very rare | + | Gnarl (Ents) (Beast) extreme | very rare | + | Wyvern (Beast) extreme | very rare | + | Glimmer / God (Anomaly) dangerous | legendary | diff --git a/tables/in-media-res/action.org b/tables/in-media-res/action.org new file mode 100644 index 0000000..f7459f7 --- /dev/null +++ b/tables/in-media-res/action.org @@ -0,0 +1,15 @@ + + - arguing + - negotiating + - attacking + - defending + - charming or flirting + - sneaking + - hiding + - taunting + - surveying + - studying + - climbing [a rope/a wall/] + - running + - jumping + - swimming diff --git a/tables/in-media-res/purpose.org b/tables/in-media-res/purpose.org new file mode 100644 index 0000000..ff6fef3 --- /dev/null +++ b/tables/in-media-res/purpose.org @@ -0,0 +1,11 @@ + +something has been stolen +someone has been taken +an offence must be punished +a plague must be cured +a curse must be broken +a bounty is on offer +a sentence must be commuted +a prophecy has been spoken +an oath has been sworn +a debt is owed diff --git a/tables/trinkets b/tables/trinkets new file mode 100644 index 0000000..86fff21 --- /dev/null +++ b/tables/trinkets @@ -0,0 +1,100 @@ + - A mummified goblin hand + - A piece of crystal that faintly glows in the moonlight + - A gold coin minted in an unknown land + - A diary written in a language you don’t know + - A brass ring that never tarnishes + - An old chess piece made from glass + - A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips + - A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it + - A rope necklace from which dangles four mummified elf fingers + - The deed for a parcel of land in a realm unknown to you + - A 1-ounce block made from an unknown material + - A small cloth doll skewered with needles + - A tooth from an unknown beast + - An enormous scale, perhaps from a dragon + - A bright green feather + - An old divination card bearing your likeness + - A glass orb filled with moving smoke + - A 1-pound egg with a bright red shell + - A pipe that blows bubbles + - A glass jar containing a weird bit of flesh floating in pickling fluid + - A tiny gnome-crafted music box that plays a song you dimly remember from your childhood + - A small wooden statuette of a smug halfling + - A brass orb etched with strange runes + - A multicolored stone disk + - A tiny silver icon of a raven + - A bag containing forty-seven humanoid teeth, one of which is rotten + - A shard of obsidian that always feels warm to the touch + - A dragon's bony talon hanging from a plain leather necklace + - A pair of old socks + - A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking + - A silver badge in the shape of a five-pointed star + - A knife that belonged to a relative + - A glass vial filled with nail clippings + - A rectangular metal device with two tiny metal cups on one end that throws sparks when wet + - A white, sequined glove sized for a human + - A vest with one hundred tiny pockets + - A small, weightless stone block + - A tiny sketch portrait of a goblin + - An empty glass vial that smells of perfume when opened + - A gemstone that looks like a lump of coal when examined by anyone but you + - A scrap of cloth from an old banner + - A rank insignia from a lost legionnaire + - A tiny silver bell without a clapper + - A mechanical canary inside a gnome-crafted lamp + - A tiny chest carved to look like it has numerous feet on the bottom + - A dead sprite inside a clear glass bottle + - A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice) + - A glass orb filled with water, in which swims a clockwork goldfish + - A silver spoon with an M engraved on the handle + - A whistle made from gold-colored wood + - A dead scarab beetle the size of your hand + - Two toy soldiers, one with a missing head + - A small box filled with different-sized buttons + - A candle that can’t be lit + - A tiny cage with no door + - An old key + - An indecipherable treasure map + - A hilt from a broken sword + - A rabbit’s foot + - A glass eye + - A cameo carved in the likeness of a hideous person + - A silver skull the size of a coin + - An alabaster mask + - A pyramid of sticky black incense that smells very bad + - A nightcap that, when worn, gives you pleasant dreams + - A single caltrop made from bone + - A gold monocle frame without the lens + - A 1-inch cube, each side painted a different color + - A crystal knob from a door + - A small packet filled with pink dust + - A fragment of a beautiful song, written as musical notes on two pieces of parchment + - A silver teardrop earring made from a real teardrop + - The shell of an egg painted with scenes of human misery in disturbing detail + - A fan that, when unfolded, shows a sleeping cat + - A set of bone pipes + - A four-leaf clover pressed inside a book discussing manners and etiquette + - A sheet of parchment upon which is drawn a complex mechanical contraption + - An ornate scabbard that fits no blade you have found so far + - An invitation to a party where a murder happened + - A bronze pentacle with an etching of a rat's head in its center + - A purple handkerchief embroidered with the name of a powerful archmage + - Half of a floorplan for a temple, castle, or some other structure + - A bit of folded cloth that, when unfolded, turns into a stylish cap + - A receipt of deposit at a bank in a far-flung city + - A diary with seven missing pages + - An empty silver snuffbox bearing an inscription on the surface that says “dreams” + - An iron holy symbol devoted to an unknown god + - A book that tells the story of a legendary hero's rise and fall, with the last chapter missing + - A vial of dragon blood + - An ancient arrow of elven design + - A needle that never bends + - An ornate brooch of dwarven design + - An empty wine bottle bearing a pretty label that says, “The Wizard of Wines Winery, Red Dragon Crush, 331422-W” + - A mosaic tile with a multicolored, glazed surface + - A petrified mouse + - A black flag adorned with a dragon's skull and crossbones + - A tiny mechanical crab or spider that moves about when it’s not being observed + - A glass jar containing lard with a label that reads, “Griffon Grease” + - A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body + - A metal urn containing the ashes of a hero diff --git a/tables/weather/autumn.org b/tables/weather/autumn.org new file mode 100644 index 0000000..c53ca23 --- /dev/null +++ b/tables/weather/autumn.org @@ -0,0 +1,21 @@ + + - Raining. Effects: Heavy Rain, Windy + - Raining. Effects: Heavy Rain + - Drizzle. Effects: Light Rain + - Drizzle. Effects: Light Rain + - Overcast. Effects: Windy + - Overcast. Effects: Light Fog + - Overcast. Effects: Heavy Fog + - Raining. Effects: Heavy Rain + - Raining. Effects: Heavy Rain, Windy + - Raining. Effects: Heavy Rain, Strong Wind + - Partly Cloudy + - Partly Cloudy. Effects: Windy + - Partly Cloudy. Effects: Light Fog + - Clear + - Clear + - Clear. Effects: Windy + - Hailstorm. Effects: Hail, Ice + - Heat Wave. Effects: Hot + - Sea Gale. Effects: Strong Wind + - Thunderstorm. Effects: Heavy Rain, Lightning, Strong Wind diff --git a/tables/weather/spring.org b/tables/weather/spring.org new file mode 100644 index 0000000..eaad881 --- /dev/null +++ b/tables/weather/spring.org @@ -0,0 +1,21 @@ + + - Snow. Effects: Cold, Heavy Snow, Windy + - Snow. Effects: Cold, Light Snow + - Sleet Storm. Effects: Heavy Precipitation, Ice, Windy + - Overcast + - Overcast. Effects: Light Fog + - Overcast. Effects: Light Fog + - Overcast. Effects: Heavy Fog + - Overcast. Effects: Heavy Fog + - Drizzle. Effects: Light Rain + - Drizzle. Effects: Light Rain + - Drizzle. Effects: Light Rain + - Raining. Effects: Heavy Rain + - Raining. Effects: Heavy Rain + - Clear + - Clear. Effects: Windy + - Partly Cloudy + - Partly Cloudy. Effects: Windy + - Partly Cloudy. Effects: Light Fog + - Sea Gale. Effects: Strong Wind + - Thunderstorm Heavy Rain, Lightning, Strong Wind diff --git a/tables/weather/summer.org b/tables/weather/summer.org new file mode 100644 index 0000000..8211beb --- /dev/null +++ b/tables/weather/summer.org @@ -0,0 +1,21 @@ + + - Raining. Effects: Heavy Rain + - Raining. Effects: Heavy Rain + - Drizzle. Effects: Light Rain + - Drizzle. Effects: Light Rain + - Overcast. Effects: Light Fog + - Overcast. Effects: Heavy Fog + - Partly Cloudy + - Partly Cloudy + - Partly Cloudy. Effects: Windy + - Partly Cloudy. Effects: Light Fog + - Clear + - Clear + - Clear + - Clear. Effects: Windy + - Heat Wave. Effects: Hot + - Heat Wave. Effects: Hot + - Heat Wave. Effects: Hot + - Heat Wave. Effects: Hot, Windy + - Sea Gale. Effects: Strong Wind + - Thunderstorm. Effects: Heavy Rain, Lightning, Strong Wind diff --git a/tables/weather/winter.org b/tables/weather/winter.org new file mode 100644 index 0000000..1d85957 --- /dev/null +++ b/tables/weather/winter.org @@ -0,0 +1,21 @@ + + - Arctic Gale ... Effects: Extreme Cold, Heavy Snow, Strong Wind + - Blizzard ... Effects: Extreme Cold, Heavy Snow, Windy + - Snow ... Effects: Cold, Heavy Snow + - Snow ... Effects: Cold, Light Snow + - Snow ... Effects: Cold, Light Snow + - Cold Snap ... Effects: Cold, Windy + - Cold Snap ... Effects: Cold + - Sleet Storm ... Effects: Ice, Windy + - Clear + - Clear + - Partly Cloudy + - Partly Cloudy + - Partly Cloudy ... Effects: Light Fog + - Overcast + - Overcast ... Effects: Light Fog + - Overcast ... Effects: Heavy Fog + - Drizzle ... Effects: Light Rain + - Drizzle ... Effects: Light Rain + - Raining ... Effects: Heavy Rain + - Thundersnow ... Effects: Cold, Heavy Snow, Lightning, Strong Wind