From 305c7426b0c8a6602c0020578e4c060411dbee4f Mon Sep 17 00:00:00 2001 From: Ratstail91 Date: Wed, 24 Apr 2024 22:47:02 +1000 Subject: [PATCH] Finished importing rules from previous draft The entire rule set has been reworked, it now should stand independent of any prior works. --- README.md | 12 +- draft_01/notes.md | 87 ------ draft_01/rules.md | 263 ------------------ notes-and-comments.txt | 58 ++++ notes.md | 73 ----- .../playtest_001.txt | 0 rules.md | 221 ++++++++++++--- 7 files changed, 244 insertions(+), 470 deletions(-) delete mode 100644 draft_01/notes.md delete mode 100644 draft_01/rules.md create mode 100644 notes-and-comments.txt delete mode 100644 notes.md rename draft_01/scrap-paper.txt => playtest_notes/playtest_001.txt (100%) diff --git a/README.md b/README.md index 2ac063c..7cce25d 100644 --- a/README.md +++ b/README.md @@ -1,22 +1,18 @@ # Curses and Blessings -Inspired by the manga series "Made in Abyss", this is a TTRPG game under (very early) development. It now has a original setting. +This is a tabletop roleplaying game in (very early) development. -Start with the [rules](rules.md), or check the [notes](notes.md). +Start with the [rules](rules.md), or check the [notes and comments](notes-and-comments.txt). -Yes this README is ugly, I'll fix it later. - -# Discord +# Social Links KR Game Studios Discord Server - https://discord.gg/7BFyaEgE5b -Because everyone loves it when devs plug their stuff. - # License For the time being, this content is proprietary. -I plan to eventually use an OGL-style license for an SRD. +It is currently made available for review and critique. # Patrons via Patreon diff --git a/draft_01/notes.md b/draft_01/notes.md deleted file mode 100644 index 38ef917..0000000 --- a/draft_01/notes.md +++ /dev/null @@ -1,87 +0,0 @@ - -Critical Chance choices (beginning of the session?) -18 -> 2x -19 -> 3x -20 -> 4x, extra effect - -ability point feat purchasing (combat abilities) - -double attack? - -cleave? - -dodge roll - -random ideas: -Ecosystems Anatomy Botany Zoology Geology Willpower Cooking -Bartering Rumors Inspiration Deception Persuasion Intuition -Humanity -> inhuman actions -Fear? -> I like this idea -Hiding a relic you're not supposed to have? -Adrenaline Junkie -> boosts from fear? -Medicine -Cartographer -Art -survival skills -Forgetful -allergies -paranoid? -partially blind or deaf? -cowardly / brave -Camping? -fatigue impacting carrying space? - -high rank players recovering low rank artifacts don't gain skill points - -crude, rough, normal, fine, master (item/equipment ranks?) -grade 4, grade 3, grade 2, grade 1, special grade, aubade - -> rolling a number, adding something like "luck", idk, and divide by 10. That would give you a number of rolls on a loot table. - -Could you add new stats other than the base stats using skills? - ------------------------------------------------------------------------------------- - -Base Stats: - - Health -> 0 is death - - Stamina -> needed to move (and search for relics?), 0 means you need to rest - - Humanity -> making humane choices, impacts artefact behavior - - Obsession -> impacts artefact behavior - -Game Loop: - - retrieve relics, sell relics, gain skill points, 20 goto 10 - -finding a relic: - - consumes a stamina point - - roll on a chance table? - -Possible Missions: - - Retrieve artifacts, bring them to the surface - - Take missions, like cartography tasks, biological surveys, etc. - - Cook, food hunter - - Bodyguard - - Lead, command, encyclopedic memory? - -how does the curse work? - - drop humanity value - - impact health and stamina - - impact humanity and obsession at deeper layers - -triangular skill costs? (1, 3, 6, 10, 15, 21, 28, 36, 45, etc.) - - start the game with 20 points? - - choose up to 5 skills at the start? - -Inventory has 10 slots - - Both equipment and artifacts take up space in the bag - - Bulky items take up two slots, petty items take up none - - Can theoretically ditch equipment for valuable artifacts... - -How does combat/skill checks work? - - High lethality with permadeath? - - Reward creativity (advantage/disadvantage?) - - crit ranges - - some skills/equipment grant additional options - - "exert" - spend 1 stamina to reroll once, taking the new result - - ------------------------------------------------------------------------------------- - -TODO LIST - diff --git a/draft_01/rules.md b/draft_01/rules.md deleted file mode 100644 index 757d706..0000000 --- a/draft_01/rules.md +++ /dev/null @@ -1,263 +0,0 @@ -# Introduction - -...still need to research altitude sickness - -# The Setting - -... - -## Artifacts, Grades, and Global Impact - -... - -# Character Creation - -... - -## Base Statistics - -... - -## Skill Points - -... - -## Equipment and Inventory - -... - -## Your First Whistle - -... - -# Gameplay - - - -## Delving Into The Abyss - -... - -## Digging and Excavation - -... - -## Ascension and the Curse - -Every delver knows about the curse of the abyss - an ever present effect that worsens the deeper one goes. Some areas near the edges of the abyss may have a weaker impact, but it's impossible to avoid entirely. - -The first layer's most obvious effects are dizziness and nausea - it's not uncommon to see red whistles vomiting on their journey home. After 10 meters of ascension, the curse will take effect - however for gameplay purposes, the difficulty of ascension has been simplified: - -After climbing 10 meters (triggering the curse), for every 100 meters (rounded up) that you try to climb, roll a d4. If you roll a 1, reduce your humanity statistic by 1. If your humanity ever reaches 0, your become fatigued - see [Resting and Fatigue](#resting-and-fatigue) for details. - -## Combat And Challenges - -... - -## Critical Ranges - -... - -## The Passage of Time - -... - -## Resting and Fatigue - -... - - -... - -# Shop Items - -This is a list of items that can be purchased in the city of Orth. By traveling around the shopping district, all of these items can be found in plentiful supply. Each item takes up 1 item space in your bag, unless it has the "bulky" attribute, which means it takes up two item spaces, or the "petty" attribute, which means it is so small it doesn't take up any item spaces. - -Items with the "weapon" attribute can be used in combat with the listed statistics. - -**Developer's Note**: For the time being, all items here are available for purchase, but later I may restrict the more premium items for higher ranked characters. - -| Item | Cost | Description | -| --- | ---: | --- | -| Small Pickaxe | 100 | Weapon (1d6-2 damage), Petty. A small but sturdy pickaxe. Enables the user to dig around, without relying on their bare hands. | -| Small Knife | 100 | Weapon (1d6 damage), Petty. A small but sharp knife, ideal for survivalist situations. | -| Small Compass | 500 | Petty. A small compass, which always points north. | -| First Layer Depth Gauge | 2000 | Petty. A device for determining how deep in the abyss you are. It only works up to 1000 meters, so it's ideal for young and inexperienced delvers. | -| Basic Food Rations | 200 | Dry, dull tasting but nutritious, it's made up of nuts and common fruits, dried and condensed into an easy to hold bar shape. | -| Basic Cooking Gear | 600 | Ideal for overnight stays in the abyss, this contains several small pots, cups, and a flimsy stand for a campfire. Also has a slot for "Basic Cutlery Gear"; if you own that item as well, it gains the "petty" attribute. | -| Basic Cutlery Gear | 500 | A set of four small implements, each with a spoon on one end, and a fork on the other; the fork end also has a knife on one edge, so be careful when using it. | -| Basic Sleeping Set | 2000 | Bulky. A thin but warm blanket, and a soft but durable mat with a small pillow on one end. Better than roughing it on the hard ground. | -| 15m Rope | 500 | A good solid length of rope. Can be used with a piton embedded in a wall. | -| Piton Bundle | 100 | A spike with a loop on the other end, sold in bundles of three. Every three pitons consumes only one item space, rounded up (so 5 pitons would take 2 item spaces). | -| Torch | 250 | Weapon (1d2 damage, 1d6 damage when lit). Used for exploring darker areas, lighting one provides illumination of about 50ft for 1 segment of time. | -| 1.5m Bandage | 100 | Essential for emergencies, it can be used to bind a wound, stop a bleed, or as a makeshift sling for a broken limb. Every 10 meters of bandages consumes only one item space, rounded up (so 15 meters of bandages would take 2 item spaces). | -| Soothing Salve | 100 | A kind of viscous cream derived from materials found in the abyss. This can be used to restore the Health statistic of one character by 1d6 points. It can only be applied once per segment of time, otherwise it is ineffective; it is also ineffective on broken bones and missing body parts. 12 uses. | - -... knife sheath on belt? = petty - -...sketch pad needed - -...sleeping set currently has no effect - -# Recovered Artifacts - -A list of rare and valuable objects that can be found within the abyss. The upper layers have been picked clean of the best finds, so the deeper you go, the more valuable - and interesting - the artifacts become. Each artifact takes up 1 item space in your bag, unless it has the "bulky" attribute, which means it takes up two item spaces, or the "petty" attribute, which means it is so small it doesn't take up any item spaces. - -It is required that you sell any artifacts found in the abyss to the delver's guild, at which point you are given the opportunity to purchase it for your personal collection before it is sold at the auction house, assuming you are of high enough rank to possess that artifact. See [Your First Whistle](#your-first-whistle) for details. - -When you sell a newly discovered artifact at the delving guild's appraisal office, you will receive the additional skill points listed as well. If you sell it anywhere else, you will not receive any skill points, regardless of the sale price. - -**Developer's Note**: In the future it might be possible to purchase certain artifacts from the guild's auction house, but these will be expensive, and usually limited to higher ranks. It would also be interesting to explore Orth's black market, as illegal foreign delvers are a thing. - -| Artifact | Grade | Price (orth, skill points) | Description | -| --- | :---: | ---: | --- | -| Relic Egg | 4 | 20o, 1sp | This simple egg-shaped artifact is found throughout the abyss. It doesn't seem to have any use, but still sells for a high price overseas. The designs on the surface are more elaborate the deeper it's found. | -| Sun Sphere | 4 | 40o, 1sp | This superficially resembles a Relic Egg, but is capable of emitting light for a short time when activated. The designs on the surface are more elaborate the deeper it's found. | -| Princess Bosom | 3 | 200o, 2sp | This egg-shaped artifact has a soft texture, and squishes when pressure is applied to it. Some delvers refer to it as a "boob stone". It's use is not clear, but it's scarcity grants it a higher than expected grade. | - -**Developer's Note**: Some of these artifacts are not found in the series' canon, like the Relic Egg. Some canon artifacts, like the rock top, are sometimes outright ignored or forgotten. Since Akihito can make up and discard artifacts at will, I can do the same for this game. Fun Fact: The reddit post titled "All Mentioned Artifacts" was written by yours truly, over 6 years ago by picking through each panel in the manga - if anyone knows their artifacts, it's me. - -...need more artifacts: Charcoal sand, offering, crumple pot, rock top - -...Obsession can affect certain artifacts - activating a sun sphere? - -# Skills - -This is a list of skills available, grouped into categories. To purchase a level in a skill, you must spend points equal to the new level being purchased. You can only purchase a level in a skill if you already have the previous level of that skill, and any additional prerequisites. - -## Progression Skills - -| Name | Description / Effect | -| --- | --- | -| Health Training | Through tough training, you manage you expand your maximum health statistic equal to your level in this skill. | -| Stamina Training | Through tough training, you manage you expand your maximum stamina statistic equal to your level in this skill. | - -## Survival Skills - -| Name | Description / Effect | -| --- | --- | -| Rough Cooking | You can make a meal out of just about anything, be it vegetation, fungi, or a giant beast hunted by your group. This skill is considered essential for surviving in the abyss, when returning to the surface is not an option. You can produce enough edible food for 2 x your level in this skill. You must own some kind of cooking gear to use this skill, and doing so consumes the ingredients. | - -## Crafting Skills - -| Name | Description / Effect | -| --- | --- | -| Botanical Sketching | You can record details of the primal flora endemic to the abyss. It's believed that less than 10% of the plant life within the abyss has been recorded and named, so all delvers are expected to have at least a basic skill with a pencil and paper. You may spend one point of stamina to record a specimen from a safe distance. For every two levels of this skill you have, you can usually sell the documents to the delver guild for an additional 10% monetary reward. | -| Anatomical Sketching | You can record details of the primal fauna endemic to the abyss. It's believed that less than 10% of the wildlife within the abyss has been recorded and named, so all delvers are expected to have at least a basic skill with a pencil and paper. You may spend one point of stamina to record a specimen from a safe distance. For every two levels of this skill you have, you can usually sell the documents to the delver guild for an additional 10% monetary reward. | - -## Combat Skills - -| Name | Description / Effect | -| --- | --- | -| Unarmed Fighting | You punch, kick, slam and bite to the best of your ability. When used in combat, perform a skill check against a target. On a success, deal damage equal to 1d4 + LVL - 1 as damage. You may only take this skill up to 3 times. | - -...I think level 3 unarmed combat is actually better than a knife? Fiddle with this - -## Group Skills - -Group skills are unique in that, except for Sworn Promise, every member of your play group is required to purchase them at once, otherwise they are unobtainable. Purchasing a level in a group skill will still only cost equal to the level being purchased. In addition, you cannot take a group skill during character creation. - -**Developer's Note**: Sworn Promise relates to a potential event that can take place deep in the abyss - the creation of a Life Reverberating Stone. It has zero impact before that point, so feel free to ignore it. - -| Name | Description / Effect | -| --- | --- | -| Sworn Promise | Two members of your group make a pact to one day reach the bottom of the abyss together. This group skill may only be taken once, and only by one pair of characters; if either member dies or becomes unable to fulfill this promise, the pact is broken and this skill can be taken by another pair. | - -...need many more skills: knot tying for combining ropes, group skill to progress to blue whistle - -# Bestiary - -...need many more creatures - can borrow from the series, but original ideas are cool too - -## Man-Toyer - -Health: 10 -Difficulty: 8 -Attacks: Claw Swipe (1d6 damage) -Special: The difficulty of this creature is increased by 2 if there is at least one other allied Man-Toyer nearby. - -Description: Superficially resembling a weasel, they sport hard spikes along their heads, backs and hips. Their large fluffy tails can be seen standing erect from a distance. On their own, they pose little threat, but they normally travel in large packs, and can sometimes overwhelm lone delvers who get too close. Their meat is meager, but edible. - -## Bug Swarm - -Health: 3 -Difficulty: 12 -Attacks: Sting (1d3-1 damage) -Special: This creature can attack four times during it's turn. - -Description: A mass of various flying insects, most likely disturbed by a delver's activity or some other passing creature. Swatting it away is enough to make it disperse. - -## Demonfish - -Health: 10 -Difficulty: 10 -Attacks: None -Special: None - -Description: A harmless, but delicious source of meat throughout the first four layers. The best tasting ones have a clear color differentiation between their back and belly. They grow smaller at lower layers. - -# Botanical Compendium - -## Eternal Fortune - -Also called the flower of fortitude, this is a fast growing, perennial plant that grows throughout the entire abyss, and even on the surface in Orth. It prefers colder temperatures, which encourages large white 5-petaled flowers to bloom. - -In Orth, the flower's petals and seeds are used in cooking, and the petals are scattered during celebrations, including birthdays and funerals, and everything in between. - -# Appendices - -## Excavation Tables Based On Depth - -...Make sure this first one matches the one in the main text - -| d8 | Excavation Results (1-100 meters) | -| --- | --- | -| 1 | Encounter: Man-Toyer x 2 | -| 2 | Encounter: Bug Swarm | -| 3 | *Nothing* | -| 4 | *Nothing* | -| 5 | Relic Egg | -| 6 | Relic Egg x 1d2 | -| 7 | Relic Egg x 1d3 | -| 8 | Sun Sphere | - -| d8 | Excavation Results (101-200 meters) | -| --- | --- | -| 1 | Encounter: Man-Toyer x 3 | -| 2 | Encounter: Bug Swarm | -| 3 | *Nothing* | -| 4 | Relic Egg | -| 5 | Relic Egg x 1d2 | -| 6 | Relic Egg x 1d3 | -| 7 | Sun Sphere | -| 8 | Sun Sphere | - -| d8 | Excavation Results (201-300 meters) | -| --- | --- | -| 1 | Encounter: Man-Toyer x 1d6 | -| 2 | Encounter: Bug Swarm | -| 3 | *Nothing* | -| 4 | Relic Egg | -| 5 | Relic Egg x 1d2 | -| 6 | Relic Egg x 1d3 | -| 7 | Sun Sphere | -| 8 | Sun Sphere | - -| d8 | Excavation Results (301-400 meters) | -| --- | --- | -| 1 | Encounter: Surprised by Man-Toyer x 1d6 | -| 2 | Encounter: Bug Swarm | -| 3 | *Nothing* | -| 40 | Relic Egg | -| 5 | Relic Egg x 1d2 | -| 6 | Relic Egg x 1d3 | -| 7 | Sun Sphere | -| 8 | Princess Bosom | - -...I might need accurate maps and flowcharts of the abyss' first layer, so the players can move around correctly. - -...probably stick the OGL here? - -...More things and stuff goes here - -...hunger might need to be harsher \ No newline at end of file diff --git a/notes-and-comments.txt b/notes-and-comments.txt new file mode 100644 index 0000000..e57fb7b --- /dev/null +++ b/notes-and-comments.txt @@ -0,0 +1,58 @@ +Fate stones? d20 jewels! +My D&D group uses 3 plastic gems/stones to represent inspiration, and they're quite liberal with it. +Today, following lady luck's "fuck you", I realized it created an awesome story.... +So what if there was an artifact called "fate stones"? +You could essentially "consume" one to try and twist fate in your favour, by buying a reroll? +The trick is, these are in-game artifacts, and need to be found. + +--- + +Retaliate against attacks + +--- + +altitude sickness environmental effects + +A lack of food needs to have an impact + +Bigger bags? + +Ranking system for guild members? + +--- + +## Random Word Salad for inspiration: + +double attack +cleave +dodge roll +Ecosystems Anatomy Botany Zoology Geology Willpower Cooking +Bartering Rumors Inspiration Deception Persuasion Intuition +Humanity -> inhuman actions +Fear? -> I like this idea +Hiding a relic you're not supposed to have? +Adrenaline Junkie -> boosts from fear? +Medicine +Cartographer +Art +survival skills +Forgetful +allergies +paranoid +partially blind or deaf +cowardly / brave +Camping + +crude, rough, normal, fine, master (item/equipment ranks?) +grade 4, grade 3, grade 2, grade 1, special grade, aubade + +> rolling a number, adding something like "luck", idk, and divide by 10. That would give you a number of rolls on a loot table. + +Possible Missions: + - Retrieve artifacts, bring them to the guild + - Take missions, like cartography tasks, biological surveys, etc. + - Cook, food hunter + - Bodyguard + - Lead, command, encyclopedic memory? + +I need to fix the README.md \ No newline at end of file diff --git a/notes.md b/notes.md deleted file mode 100644 index 88829e1..0000000 --- a/notes.md +++ /dev/null @@ -1,73 +0,0 @@ - - -Current Challenge - -So, I'm currently in need of a new world/setting, so I figured I'd post some of my thoughts here to see if anyone wanted to contribute their thoughts. - -First, I need to rework the titular abyss into something new - when I was young, I read the Rowan of Rin series, which featured a sacred mountain with a village at the base. I'm kind of leaning towards a "sacred mountain" setting, where I can draw on elements of both the Abyss' structure and Rowan's mountain story. - -The abyss is divided into 7 layers (that we know of, the story is ongoing) - each with extremely unique terrain, stretching about 20km into the earth. The sacred mountain should also reflect this "layer"-like structure, with different areas having different challenges, although since Mt. Everest is only about 8,850m high, I might not have as much vertical space to work with... - -You also can't talk about the abyss without mentioning the curse - essentially, every layer of the abyss is associated with some kind of negative effect. When descending, nothing happens, but when you try to climb out, you're struck by anything from mild nausea and headaches, too bleeding from every orifice to being turned into a half-sentient lump of flesh, depending on how deep you are. I should do some research into altitude sickness, but that's less curse-like and more just a lack of oxygen. Not sure how I should work with this - any advice is appreciated. - -Finally, the very reason you'd want to enter such a dangerous location in the first place - the artifacts. In the abyss, orphaned children of delvers are trained to be delvers themselves, to go down and retrieve valuable items from ancient civilizations. Most items are harmless but pricey (sun stones can give off light, for example), while some are capable of tipping the balance of power between nations (The Unheard Bell, for instance, can stop time). - -The sacred mountain will have a similar setup, at least right now - retrieving valuable items buried around ancient ruins seems like a good starting point, and also leads to the possibility of deeper mysteries buried within the ruins themselves. - -Myths and legends would surround the mountain as well, especially since the top of the mountain is always shrouded by clouds. I can draw on ancient Greece for inspiration here, among other places... I seem to recall Mt. Olympus once being the throne of the titans before they were defeated by the gods? I have no clue where that comes from though. - -General Goals - -The overall goal is to make a great game. Having a great setting is just a part of that. I derived the characters' base stats from the setting, which is why I'm basically copying the silhouette of the original: - -* Health -* Stamina -* Humanity -* Obsession - -Health and stamina are straight forward, while humanity is supposed to be the resistance to/sapped by the curse, and obsession is supposed to help with activating and using more powerful artifacts. The mountain will need great sheer cliffs, deep ravines, cave networks (both natural and man-made), and flora/fauna which are not at all welcoming to intruders. - -Sorry this isn't more fleshed out, honestly this is my first stab at defining the mountain itself. It's also like 1:30am, so I need to get to sleep. Feedback welcome, and thanks for reading! - - - - -7th region - Chained Apex -6th region - Frigid Plateau -5th region - Kingdom of Failures -4th region - Mycelium Jungles -3rd region - Gambler's Bluff -2nd region - Dotted Caves -1st region - Foothills and Forests - - -Foothills and Forests - A dense, but navigable forest that covers the lowest parts of the ascent. The flora here seems to grow unnaturally fast, so any attempt at establishing a permanent road has met with failure. The average angle of the slope is about 60 degrees, which also impedes all but the simplest of construction efforts. - -Dotted Caves - A series of natural and unnatural cuts into the mountain can be found here. The first caves mark the beginning of this region, but the forest itself continues until the bluff. The cave systems have yet to be fully explored and mapped due to the dangerous fauna and precarious terrain within. The river that feeds the town below seemingly originates from inside. The name comes from the unusual rocks of this region, which appear speckled or "dotted". - -Gambler's Bluff - A sheer cliff face with grips no larger than your fingertips. It's covered in "pigeon holes", which have been dug by giant killer pigeons, among other things. Choosing the right hole is important, because choosing the wrong one will kill you. Many of the holes can be traversed, and there are unexplored caves within. No known connection to the previous region has been found. - -Mycelium Jungles - A vast array of fungi cover this region, some of which are large enough and strong enough to act as platforms, dangling above the void beyond the cliff face. Many creatures adapted to the high altitudes can be found here, some of them being endemic to the mountain. - -Kingdom of Failures - Above the jungle, higher than any could expect, lies the ruined remains of past civilizations. At least three distinct architectural styles have been identified. Among these ruins live small bands of climbers who, for one reason or another, have failed to ascend any further and cannot descend to the sheer bluff below. Subsisting off of material gathered from the jungles, these bands are in constant conflict over the powerful and abundant artifacts that are found here. - -Frigid Plateau - The top two layers of the mountain remain hidden in clouds at all times - this seemingly unnatural phenomenon prevents climbers from returning from this point. The only information we've been able to recover comes from messages thrown from high above, by the few brave - or suicidal - souls that enter. Reports say that the already cold air becomes frigid, and snow is piled high among the cloudy gusts. The only notable features can be found at the very top, where a flat surface - reportedly as smooth as ice - stretches "forever". - -Chained Apex - Visibility on the plateau is nearly non-existent, but for those few that wander here, they may be lucky enough to encounter the "chains"; massive constructs reaching into the heavens, with each link as thick as an elephant. The exact number of chains is unknown, as is their purpose here - however they appear to be embedded several links deep into the rock below. The biggest mystery of all, however, is what they are attached to - while attempts at climbing them have been made, no reports of their success or failure has ever reached us. - -... - -crit ranges could be a skill? - no, they're too useful - - -I need to start transplanting old text into the new rules file. - ---- - -Fate stones? -My D&D group uses 3 plastic gems/stones to represent inspiration, and they're quite liberal with it. -Today, following lady luck's "fuck you", I realized it created an awesome story.... -So what if there was an artifact called "fate stones"? -You could essentially "consume" one to try and twist fate in your favour, by buying a reroll? -The trick is, these are in-game artifacts, and need to be found. - diff --git a/draft_01/scrap-paper.txt b/playtest_notes/playtest_001.txt similarity index 100% rename from draft_01/scrap-paper.txt rename to playtest_notes/playtest_001.txt diff --git a/rules.md b/rules.md index 6127833..138c7d2 100644 --- a/rules.md +++ b/rules.md @@ -4,21 +4,35 @@ ...The core gameplay of this game utilizes a d20 system, where certain dice are rolled to determine the outcome of various actions taken by the players. -...table of contents, eventually - -...1st, 2nd and 3rd person switching - not good, will fix it in the editing stage +...table of contents, eventually - it would be really neat if there was a WORKING EXTENSION FOR THIS!!! :/ # The Setting -... +This game's world is focused primarily on a sacred mountain, known as Tier, and the surrounding areas. Jutting out of an otherwise largely flat landscape, the mountain can be seen clearly from a great distance in all directions. This has given rise to many myths and legends centered on the mountain, and has attracted people to climb it for thousands of years. + +The history of the mountain is long and varied; the oldest known tales liken it to a great beast that emerged from the oceans, and walked to its current position before falling asleep. Other, more credible stories tell of ancient and powerful artifacts left behind by long-forgotten kingdoms; some of these artifacts are believed to be so powerful, that they may tip the balance of power between nations across the continent. + +Many people try to climb the mountain, and as such the city of Base Valley formed at its foot, which houses the Mountaineer's Guild - an administrative organization that licenses climbers, and handles the processing and sale of recovered artifacts. It is from here that your game begins. ## Tier, the Sacred Mountain ..."tier" is the german word for "animal". It's also ironically a physically tiered mountain. +...physical description of the mountain + +The mountain's slopes are traditionally divided into seven distinct regions, known as tiers. These are: + +[1st tier - Foothills and Forests](#foothills-and-forests) +[2nd tier - Dotted Caves](#dotted-caves) +[3rd tier - Gambler's Bluff](#gamblers-bluff) +[4th tier - Mycelium Jungles](#mycelium-jungles) +[5th tier - Kingdom of Failures](#kingdom-of-failures) +[6th tier - Frigid Plateau](#frigid-plateau) +[7th tier - Chained Apex](#chained-apex) + ## Base Valley -...This is the town at the base of the mountain +...This is the city at the base of the mountain ...Should also detail the tiers here? @@ -30,6 +44,36 @@ ...aubade's don't exist, right? +## Foothills and Forests + +A dense, but navigable forest that covers the lowest parts of the ascent. The flora here seems to grow unnaturally fast, so any attempt at establishing a permanent road has met with failure. The average angle of the slope is about 60 degrees, which also impedes all but the simplest of construction efforts. + +## Dotted Caves + +A series of natural and unnatural cuts into the mountain can be found here. The first caves mark the beginning of this tier, but the forest cover continues until the Gambler's Bluff. The cave systems have yet to be fully explored and mapped due to the dangerous fauna and precarious terrain within. The river that feeds the city below seemingly originates from inside. The name comes from the unusual rocks of this tier, which appear speckled or "dotted". + +## Gambler's Bluff + +...replace the killer pigeons joke + +A sheer cliff face with grips no larger than your fingertips. It's covered in "pigeon holes", which have been dug by giant killer pigeons, among other things. Choosing the right burrow to rest in is important, because choosing the wrong one will kill you. Many of the burrows can be traversed, and there are unexplored caves within. No known connection to the previous tier has been found. + +## Mycelium Jungles + +A vast array of fungi cover this tier, some of which are large enough and strong enough to act as platforms, jutting out above the void beyond the cliff face. Many creatures adapted to the high altitudes can be found here, some of them being endemic to the mountain. + +## Kingdom of Failures + +Above the jungle, higher than any could expect, lies the ruined remains of past civilizations; at least three distinct architectural styles have been identified. Among these ruins live small bands of climbers who, for one reason or another, have failed to ascend any further and can't or won't descend the sheer bluff below. Subsisting off materials gathered from the jungle, these bands are in constant conflict over the powerful and abundant artifacts found here. + +## Frigid Plateau + +The top two layers of the mountain remain hidden in clouds at all times - this seemingly unnatural phenomenon also prevents climbers from returning from this point. The only information we've been able to recover comes from messages thrown from high above, by the few brave - or suicidal - souls that enter. Reports say that the already cold air becomes frigid, and snow is piled high among the cloudy gusts. The only notable features can be found at the very top, where a flat surface - reportedly as smooth as ice - stretches "forever". + +## Chained Apex + +Visibility on the plateau is nearly non-existent, but for those few that wander here, they may be lucky enough to encounter the "chains"; massive constructs reaching into the heavens, with each link as thick as an elephant. The exact number of chains is unknown, as is their purpose here - however they appear to be embedded several links deep into the rock below. The biggest mystery of all, however, is what they are attached to - while attempts at climbing them have been made, no reports of their success or failure has ever reached us. + # Character Creation **Developer's Note**: Should there be backgrounds available? There's definitely more than just delver orphans now. @@ -44,7 +88,7 @@ Each character is made up of multiple statistics, including the four base statis * Health - The amount of damage your character's body can withstand before they die * Stamina - The amount of energy that your character has before they become too exhausted to act -* Fortitude - The resistance to the effects of altitude sickness +* Fortitude - The resistance to the negative effects of climbing the mountain, such as altitude sickness * Obsession - The strength of your attachment to the mountain, can affect certain artifacts Each of these base statistics begins with the maximum value of 5 - a rather low number, but typical for a beginner. Any additional statistics which you do not yet possess is considered to have a current and maximum value of 0. @@ -53,17 +97,17 @@ Each of these base statistics begins with the maximum value of 5 - a rather low ## Skill Points -The next part of character creation is the purchasing of skills using skill points. Your character begins their adventure with 20 points, which can be allocated to various options listed in the [skills](#skills) section. Each character is assumed to have any skill at level 0, until levels of that skill have been purchased. +The next part of character creation is the purchasing of skills using skill points. Your character begins their adventure with 20 skill points, which can be spent on various options listed in the [skills](#skills) section. Each character is assumed to have any skill at level 0, until levels of that skill have been purchased. To purchase a level in a skill, you must spend skill points equal to the new level being purchased. You can only purchase a level in a skill if you already have the previous level of that skill, and any other listed prerequisites e.g. to purchase 4 levels of any one skill, it will cost a total of 10 skill points, since 1 + 2 + 3 + 4 = 10. -There is an additional restriction during character creation: Before your character's first ascent, they are limited to a maximum of 5 skills. Any excess skill points not used can be recorded and spent later. Additional skill points can be obtained by completing goals, or selling recovered artifacts to the mountaineer's guild's appraisal office in Base Valley. +There is an additional restriction during character creation: Before your character's first ascent, they are limited to a maximum of 5 skills. Any excess skill points not used can be recorded and spent later. Additional skill points can be obtained by completing goals, or selling recovered artifacts to the Mountaineer's Guild's appraisal office in Base Valley. ## Equipment and Inventory -Each player character comes equipped with the basics - casual clothes, basic climbing clothes, solid shoes, a basic hat, and a basic bag with a carrying capacity of 10 item slots. These are provided by the mountaineer's guild to newly registered members, along with secure storage within your private lodgings, however the lodgings themselves must be paid for in advance. +Each player character comes equipped with the basics - casual clothes, basic climbing clothes, solid shoes, a basic hat, and a basic bag with a carrying capacity of 10 item slots. These are provided by the Mountaineer's Guild to newly registered members, along with secure storage within your private lodgings, however the lodgings themselves must be paid for in advance. -During your climbing career, you are expected to provide your own equipment, such as pickaxes and camping gear - you are also allowed to purchase any additional items desired, as long as you are capable of carrying and using it correctly. +During your climbing career, you are expected to provide your own equipment, such as pickaxes and camping gear - you are also allowed to purchase any additional items desired, as long as you are capable of carrying and using it correctly. The local currency is a copper coin known called "as", with ten "as" being equal to the silver "denas". Each player begins the ame with 1d10 x 10as. A list of items available for purchase can be found under [Shop Items](#shop-items). @@ -97,36 +141,42 @@ Time is usually hard to track on the mountain, so the daylight hours are general ## Combat And Challenges -Skills, artifacts and equipment may grant you various additional abilities, including the ability to fight off creatures that would otherwise kill and eat you. - -To enter combat, determine who goes first - when attacking as a group, the entire party of players may take their actions first, before the GM determines how the targets react (such as attacking back). However, if the party is surprised (such as by a stealthy predator) they miss their first turn. +To enter combat against a target, determine who goes first - when attacking, the entire party may take their actions first, before the GM determines how the targets react (such as attacking back). However, if the party is surprised (such as by a stealthy predator) the attacker goes first. When a player is the target of an attack, their difficulty level is 10 before applying modifiers from skills and equipment. Assuming you have a usable combat skill, or an item that can inflict damage, attacking a target is done like so: -**Developer's Note**: If the players get into a fight with each other, the difficulty level is 10. I may need to fiddle with this. - * Determine the target number, based on the target's difficulty level and other situational modifiers -* Roll a d20, and apply and additional modifiers to the result if available - if the unmodified d20 falls into the player's [Critical Range](#critical-ranges), it's an auto success -* The skill or item used determines the damage dealt; reduce the target's health statistic by that amount -* If any combatant's health statistic reaches zero, it is killed, see [Dying and Death](#dying-and-death) for details +* Roll a d20, and try to match or exceed the target number; if the unmodified d20 falls into the attacker's [Critical Range](#critical-ranges), it's an auto success +* The skill or item used determines how much damage is dealt; reduce the target's Health statistic by that amount, and apply any other relevant effects +* If any combatant's Health statistic reaches zero, it is killed, see [Dying and Death](#dying-and-death) for details -If the players roll badly during combat, they may exert themselves by spending 1 stamina point to re-attempt that roll, however they must use the new roll. You cannot exert a roll more than once. +If the player has a skill or item which grants a non-combat ability, they may use it at any time (including on their turn during combat). If it requires a challenge roll, they may roll a d20, and apply any modifiers to the result if able. Just like in combat, if the unmodified d20 falls into the player's [Critical Range](#critical-ranges), it's an auto success. -If the player has a skill or item which grants a non-combat ability, they may use it at any time (including during combat, if they see fit). If it requires a challenge roll, they may roll a d20, and apply any modifiers to the result if able. Just like in combat, if the unmodified d20 falls into the player's [Critical Range](#critical-ranges), it's an auto success. +If the players failed on an attack or challenge roll, they may exert themselves by spending 1 stamina point to re-attempt that roll, however they must use the new result. You cannot exert a roll more than once. -...distance? I might need to work in some kind of distance and range system eventually. +...distances in combat? I might need to work in some kind of distance and range system eventually. ## Ascending the Sacred Mountain -Starting from the town of Base Valley, players may ascend up the mountain, making their way through a series of well known areas or, in some cases, lesser known or totally unexplored areas. +Starting from the city of Base Valley, players may ascend up the mountain, making their way through a series of well known areas or, in some cases, lesser known or totally unexplored routes. Each tier of the mountain also has additional environmental effects, which make ascension more difficult. -You may keep track of exactly how high the players characters are - alternatively a more abstract height system broken into multiples of 100 meters is also acceptable. The amount of time that has passed should also be recorded, see [The Passage of Time](#the-passage-of-time) for more details. +Since the exact height of the mountain is unknown, you should record the altitude of the party in abstract and relative terms. The amount of time that has passed while climbing should also be recorded, see [The Passage of Time](#the-passage-of-time) for more details. -...Research altitude sickness! +To make the climb, different actions are needed by the characters. These are: + +...these will negatively impact fortitude + +...TODO: tier-based challenges, such as navigating, rolling dice, etc. + +...pigeon holes + +...collapsing mushroom caps + +...altitude sickness from tier 6 and up ## Digging and Excavation -The primary goal of any mountaineer should be to find rare and valuable artifacts from the mountain's past, and bring them to the guild to enrich it, and Base Valley as a whole. When you've found a place that you want to inspect for artifacts, you may spend one point of stamina and one segment of time digging; make sure you have at least one pickaxe of some kind, otherwise you will be unable to dig at all. +The primary goal of any climber should be to find rare and valuable artifacts from the mountain's past, and bring them to the Mountaineer's Guild for sale. When you've found a place that you want to inspect for artifacts, you may spend one point of stamina and one segment of time digging; make sure you have at least one pickaxe of some kind, otherwise you won't be able to dig at all. When digging, you may roll on the table below to determine what, if anything, you find. Some specific areas may have their own artifact tables, and artifacts will vary between tiers - see the [Appendices](#appendices) for details. Alternatively, story-related artifacts may also be found, at the GM's discretion. @@ -146,7 +196,7 @@ If you become stuck on the mountain overnight, it may be necessary to sleep or m ## Dying and Death -Death comes for us all - it is the ultimate equalizer, whether you're rich or poor, powerful or a nobody. In the town of Base Valley it's believed that, upon death, one's soul ascends one final time to the peak of the mountain; how true this is is not totally clear. What is clear, is that death hides around every corner in the mountain, readying it's hungry jaws. +Death comes for us all - it is the ultimate equalizer, whether you're rich or poor, powerful or a nobody. In the city of Base Valley it's believed that, upon death, one's soul ascends one final time to the peak of the mountain; how true this is is not totally clear. What is clear, is that death hides around every corner in the mountain, readying it's hungry jaws. Your health statistic represents how much damage your body can take before it dies. If it ever reaches 0, you will die, and there is no way to bring you back. @@ -158,39 +208,128 @@ Even before you reach 0 health, damage can be potentially debilitating, leaving # Shop Items -... +The local currency is a copper coin known called "as", with ten "as" being equal to the silver "denas". For those who live in Base Valley, selling equipment and providing services to those seeking to climb the mountain is a not-uncommon occupation, with many shops providing commonly needed climbing equipment and survival tools. This list details the most commonly found items, as well as their common prices. + +Each item takes up one item slot in your bag, unless it has the "bulky" attribute (two slots), or the "petty" attribute (zero slots). Items with the "combat" attribute can be used as a weapon with the listed damage statistics. + +**Developer's Note**: As the players progress, other more unique items may become available for purchase. + +| Item | Cost | Description | +| --- | ---: | --- | +| Basic Food Rations | 20as | Dry, dull tasting but nutritious, it's made up of nuts and common fruits, dried and condensed into an easy to hold bar shape. | +| Basic Cooking Gear | 60as | Ideal for overnight stays on the mountain, this contains several small pots, cups, and a flimsy stand for a campfire. Also has a slot for "Basic Cutlery Gear"; if you own that item as well, it gains the "petty" attribute. | +| Basic Cutlery Gear | 50as | A set of four small implements, each with a spoon on one end, and a fork on the other; the fork end also has a knife on one edge, so be careful when using it. | +| Basic Sleeping Set | 200as | Bulky. A thin but warm blanket, and a soft but durable mat with a small pillow on one end. Better than roughing it on the hard ground. | +| Small Pickaxe | 10as | Weapon (1d6-2), Petty. A small but sturdy pickaxe. Enables the user to dig around efficiently, without relying on their bare hands. | +| Small Knife | 10as | Weapon (1d6), Petty. A small but sharp knife, ideal for survivalist situations. | +| Small Sheath | 3as | A small cover for a knife, which can be attached to a character's belt. Allows for quick access to the knife, and frees up space in your bag (so no item slots are consumed). | +| Small Compass | 50as | Petty. A small compass, which always points north. | +| 15m Rope | 50as| A good solid length of rope. Can be tied to a piton embedded in a wall. | +| Piton Bundle | 10as | A spike with a loop on the other end, sold in bundles of three. Every three pitons consumes only one item space, rounded up (so 5 pitons would take 2 item spaces). | +| Torch | 25as | Weapon (1d2, 1d6 if alight). Used for exploring darker areas, lighting one provides illumination of about 50ft for 1 segment of time. | +| 1.5 Meter Bandage | 10as | Essential for emergencies, it can be used to bind a wound, stop a bleed, or as a makeshift sling for a broken limb. Every 10 meters of bandages consumes only one item space, rounded up (so 15 meters of bandages would take 2 item spaces). | +| Soothing Salve | 10as | A kind of viscous cream derived from fungal materials. This can be used to restore the Health statistic of one character by 1d6 points. It can only be applied once per segment of time, otherwise it is ineffective; it is also ineffective on broken bones and missing body parts. 12 uses. | + +...sketch pad needed + +...sleeping set currently has no effect + +...keep an eye on the cash economy - gathered artifacts should grant more cash than gathering them consumed # Recovered Artifacts -... +...fate stones, sun stones? + +The lower tiers have been picked clean of the best finds, so the higher you go, the more valuable - and interesting - the artifacts become. Each artifact takes up 1 item space in your bag, unless it has the "bulky" attribute (two slots), or the "petty" attribute (zero slots). It is highly recommended that you sell any unwanted artifacts to the Mountaineer's Guild - doing so will grant you the listed skill points, if any. If you sell it anywhere else, you will not receive any skill points, regardless of the sale price. + +**Developer's Note**: In the future it might be possible to purchase certain artifacts from the guild's auction house, but these will be expensive, and usually limited to higher levelled players. It would also be interesting to explore the black market, where illegal trading can be found. + +| Artifact | Price | Description | +| --- | :---: | ---: | --- | +| Sun Stone | 4as, 1sp | This small green stone can shine brightly when pressure or a simple electrical charge is applied. | + +...The obsession stat will eventually be used to activate some higher rarity items # Skills -... +To purchase a level in a skill, you must spend skill points equal to the new level being purchased. You can only purchase a level in a skill if you already have the previous level of that skill, and any other listed prerequisites e.g. to purchase 4 levels of any one skill, it will cost a total of 10 skill points, since 1 + 2 + 3 + 4 = 10. Each character is assumed to have any skill at level 0, until levels of that skill have been purchased. + +Here, you will find a list of skills that can be purchased, which are divided into several categories based on their utility. The categories are mainly guides, however some may also have extra rules attached, such as [Group Skills](#group-skills). ## Progression Skills -... +| Name | Description / Effect | +| --- | --- | +| Health Training | Increase this stat by your levels in this skill. | +| Stamina Training | Increase this stat by your levels in this skill. | +| Fortitude Training | Increase this stat by your levels in this skill. | +| Obsession Training | Increase this stat by your levels in this skill. | + +...more, better names, better descriptions ## Survival Skills -... +...don't die; climbing, slip and fall recovery, etc. +...I'll add scavenging and fishing as a skill -## Crafting Skills +| Name | Description / Effect | +| --- | --- | +| Rough Cooking | You can make a meal out of just about anything, be it vegetation, fungi, or a giant beast hunted by your group. This skill is considered essential for surviving on the mountain when returning to civilization is not an option. You can produce enough edible food for two people for each level in this skill; if you own some kind of cooking gear, an additional serving can be prepared. Any ingredients used are consumed. | -... +## Trade Skills + +...identify artifacts, craft new gadgets, etc. + +| Name | Description / Effect | +| --- | --- | +| Botanical Sketching | You can record details of the flora endemic to the mountain. You may spend one point of stamina to record a specimen from a safe distance. For every two levels of this skill you have, you can usually sell the documents to the Mountaineer's Guild for an additional 10%. | +| Anatomical Sketching | You can record details of the fauna endemic to the mountain. You may spend one point of stamina to record a specimen from a safe distance. For every two levels of this skill you have, you can usually sell the documents to the Mountaineer's Guild for an additional 10%. | ## Combat Skills -... +| Name | Description / Effect | +| --- | --- | +| Unarmed Fighting | You punch, kick, slam and bite to the best of your ability, without using a weapon. When used in combat, perform a skill check against a target. On a success, deal damage equal to 1d4 + LVL - 1 as damage. You may only take this skill up to 3 times. | + +...knife training, pickaxe training ## Group Skills -... +Group skills are unique in that every member of your play group is required to purchase them all at once; purchasing a level in a group skill will still only cost equal to the level being purchased by each player. In addition, you cannot take a group skill during character creation. + +| Name | Description / Effect | +| --- | --- | + +...need many more skills: knot tying for combining ropes, group skills, etc. # Bestiary -... +## Bug Swarm + +Health: 3 +Difficulty: 12 +Attacks: Sting (1d3-1) +Special: This creature can attack four times during it's turn. + +Description: A mass of various flying insects, most likely disturbed by a climber's activity or some other passing creature. Swatting it away is enough to make it disperse. + +## Devilfish + +Health: 10 +Difficulty: 8 +Attacks: None +Special: None + +Description: A harmless, but delicious source of meat found largely in the waterways of the first two tiers. There are old tales of Devilfish climbing vertically up the Gambler's Bluff; these are usually dismissed as a metaphor of some kind, but there is a confirmed population living in the Mycelium Jungles. + +## Knee Weasel + +Health: 6 +Difficulty: 6 +Attacks: Bite (1d6) +Special: The difficulty of this creature is increased by 2 if there is at least one other allied Knee Weasel nearby. + +Description: A variety of black grass-dwelling weasel. On their own, they pose little threat, but they normally travel in large family packs, and can sometimes overwhelm climbers who get too close to their territory. Found mainly in the dense tree clusters of the first and second tiers, they're known for attacking humans by targeting their legs and knees, causing the target to fall to the ground, and swarming them with bites. # Botanical Compendium @@ -198,9 +337,13 @@ Even before you reach 0 health, damage can be potentially debilitating, leaving # Appendices -... +...More things and stuff goes here -## Excavation Tables Based On Tier +## Excavation Tables Based On Areas Within the Tiers -... +...d8 tables + +...hunger might need to be harsher? + +...ability to run from a fight