Corrected a ton of spelling mistakes
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.vscode/ltex.dictionary.en-US.txt
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.vscode/ltex.dictionary.en-US.txt
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TODO
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VSCode
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Roleplay
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roleplay
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Roleplaying
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roleplaying
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Tiere
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Vorland
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Herbarium
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herbarium
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az
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denaz
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Fortner
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fortner
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Fortners
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fortners
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Sunberry
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sunberry
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Sunberries
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sunberries
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Chillbloom
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chillbloom
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Chillblooms
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chillblooms
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Glowstone
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glowstone
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albion
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Glowstones
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glowstones
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Starstone
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starstone
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Starstones
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starstones
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Dhampir
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dhampir
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Dhampirs
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dhampirs
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2
.vscode/ltex.hiddenFalsePositives.en-US.txt
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.vscode/ltex.hiddenFalsePositives.en-US.txt
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{"rule":"ENGLISH_WORD_REPEAT_BEGINNING_RULE","sentence":"^\\QBasic Sleeping Set 200as Bulky.\\E$"}
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{"rule":"MORFOLOGIK_RULE_EN_US","sentence":"^\\QTroy Brough\nDavid Messieh\\E$"}
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56
rules.md
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rules.md
@ -4,7 +4,7 @@
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# Introduction
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:memo: **Developer Note:** Add this to the introduction: Curses and Blessings is a game that focuses largely on exploration and problem solving. While combat can and does happen, it is not the focus.
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:memo: **Developer Note:** Add this to the introduction: Curses and Blessings is a game that focuses largely on exploration and problem-solving. While combat can and does happen, it is not the focus.
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:memo: **Developer Note:** If two parties meet, they could have two super smart characters duel via chess to see who climbs the chain first. Reputation can also be a big influence in the game's world.
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@ -140,7 +140,7 @@ The core gameplay of Curses & Blessings is a combination of roleplay scenarios,
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## Roleplay Scenarios
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:question: **TODO:** Detail this - for now, the first playtesters know what RP is.
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:question: **TODO:** Detail this - for now, the first play testers know what RP is.
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## Skill Challenges
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@ -170,9 +170,9 @@ If you decide to maneuver around the environment on your turn, you can position
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Climbing such an immense mountain is no small task. Many people can dedicate their lives to mountaineering, and still not have explored the entirety of even the lower elevations. Add to that, the many dangers and challenges encountered, and it's easy to see why only the bravest - or craziest - are up to the challenge.
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Some well worn pathways are relatively easier to traverse, taking only a set amount of time, while other uncharted paths will present unpredictable and sometimes insurmountable obstacles.
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Some well-worn pathways are relatively easier to traverse, taking only a set amount of time, while other uncharted paths will present unpredictable and sometimes insurmountable obstacles.
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If you choose to follow the established paths, the time taken on each elevatiion is as follows:
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If you choose to follow the established paths, the time taken on each elevation is as follows:
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* 1st Elevation - 1 Day
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* 2nd Elevation - 2 Days
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@ -180,15 +180,15 @@ If you choose to follow the established paths, the time taken on each elevatiion
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For the 3rd Elevation specifically, there are no permanent outposts or resting places, nor are there members of the Mountaineering Guild to guide you up or down - from this point forward, you are on your own.
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When returning from a climb, you may be weighed down by discoveries, or injuries, and are more susceptible to those who would take advantage of you. Thankfully, the outposts on the first and second elevations can act as rest areas, and may sometimes offer assitance for your return, for a price.
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When returning from a climb, you may be weighed down by discoveries, or injuries, and are more susceptible to those who would take advantage of you. Thankfully, the outposts on the first and second elevations can act as rest areas, and may sometimes offer assistance for your return, for a price.
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:question: **TODO:** Add the price for the assitance.
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:question: **TODO:** Add the price for the assistance.
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:memo: **Developer Note:** The outpost leader has a secret task, in addition to assisting climbers who pass by - if an artifact with the capability of destablilizing or destroying the power of the Mountaineering Guild, or of the Mountain itself is found, the leader must, at their discretion, suppress or destroy that artifact.
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:memo: **Developer Note:** The outpost leader has a secret task, in addition to assisting climbers who pass by - if an artifact with the capability of destabilizing or destroying the power of the Mountaineering Guild, or of the Mountain itself is found, the leader must, at their discretion, suppress or destroy that artifact.
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## Mountain Sickness
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It's a well known phenomenon across the continent that climbing mountains can cause various maladies. The lower concentrations of oxygen, as well as the lower pressure inherent to higher altitudes, causes a series of nausiating to debilitating effects.
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It's a well known phenomenon across the continent that climbing mountains can cause various maladies. The lower concentrations of oxygen, as well as the lower pressure inherent to higher altitudes, causes a series of nauseating to debilitating effects.
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For Tiere, The Sacred Mountain, be it providence or coincidence, it seems that each elevation aligns with the worsening of symptoms. At the dawn of each day, each player must perform a [skill challenge](#skill-challenges) to avoid mountain sickness, depending on which elevation they've reached:
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@ -202,7 +202,7 @@ For Tiere, The Sacred Mountain, be it providence or coincidence, it seems that e
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| Frigid Plateau | - | - |
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| Chained Apex | - | - |
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Multiple skills are available for purchase which alleviate these symptoms, or at a minimum, makes the effects barable. Other medicinal solutions exist, such as sunberries, which grow across the first five elevations.
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Multiple skills are available for purchase which alleviate these symptoms, or at a minimum, makes the effects bearable. Other medicinal solutions exist, such as sunberries, which grow across the first five elevations.
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:question: **TODO:** Skills that make it easier have a prerequisite like: Reach elevation X and return to the city.
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@ -224,7 +224,7 @@ Even before your character's Health drops to 0, some situations my cause potenti
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## Distances and Measurements
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In this game, distances are abstracted, to allow for ease of gameplay - the four ways of determining distance are Touch, Close, Near and Far. Anything you are holding is within Touch distance. If something is close by, then you could touch it with an outstretched arm with only one or two steps. Something that is Near by is easily reachable, and would be able to hear you if you spoke. Anything outside of this is Far away.
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In this game, distances are abstracted, to allow for ease of gameplay - the four ways of determining distance are Touch, Close, Nearby and Far. Anything you are holding or are in contact with is within touching distance. If something is close, then you could touch it with an outstretched arm, or with only one or two steps. Something that is nearby is easily reachable, and would be able to hear you if you spoke. Anything outside this is far away.
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Any items, weapons or artifacts that don't list an effective range would generally have a range of touch.
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@ -232,13 +232,13 @@ Any items, weapons or artifacts that don't list an effective range would general
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For climbers on the mountain, keeping track of the time of day is important, as different and dangerous creatures may be active at different times.
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Rather than following the traditional 24-hour system, one full day on the mountain is divided into 8 blocks of roughly equal size, usually depicted as a circle divided into 8 segments. Closewise from the top are midday, dusk, midnight and dawn, marking the four cardinal points on the circle.
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Rather than following the traditional 24-hour system, one full day on the mountain is divided into 8 blocks of roughly equal size, usually depicted as a circle divided into 8 segments. Clockwise from the top are midday, dusk, midnight and dawn, marking the four cardinal points on the circle.
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# Common Items For Purchase
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For those who live and work in Vorland, the sight of pilgrims, adventurers and fortune seekers is an everyday occurrence. The local coinage is often mixed with coins from across the continent, or may bear markings of old - but they are all welcomed by the city's businesses.
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Below is a table of the most commonly purchased maintaineering gear. While not an exhaustive list of what's available, these items can be purchased with very little hassle. Items listed as "Petty" are normally attached to the outside of your pack or to your body, so they don't consume inventory space. Items listed as "Bulky" are larger than normal, so they take two inventory spaces to carry.
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Below is a table of the most commonly purchased mountaineering gear. While not an exhaustive list of what's available, these items can be purchased with very little hassle. Items listed as "Petty" are normally attached to the outside of your pack or to your body, so they don't consume inventory space. Items listed as "Bulky" are larger than normal, so they take two inventory spaces to carry.
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| Item | Cost | Description |
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| --- | ---: | --- |
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@ -248,10 +248,10 @@ Below is a table of the most commonly purchased maintaineering gear. While not a
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| Small Knife and Sheath | 10az | Weapon (2d6), Petty. A small but sharp knife, and a sheath that attaches to a belt. |
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| Small Folding Pickaxe | 30az | Weapon (2d6). A small but sturdy pickaxe that can be folded away. |
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| Small Compass | 40az | Petty. A small compass, its magnetic needle points north. |
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| 10m Rope | 10az | A good solid length of rope, sold in multiples of 10 meters. Can be tied to a piton embedded in a wall. |
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| 10 m Rope | 10az | A good solid length of rope, sold in multiples of 10 meters. Can be tied to a piton embedded in a wall. |
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| Piton Bundle | 20az | A spike with a loop on the other end, sold in bundles of three. Each bundle of up to three pitons consumes one inventory slot. |
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| Glowstone Lantern | 45az | Produces a moderate amount of light. Usually safe to use, as long as the glowstone within is handled carefully. |
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| 2m Bandages | 10az | Essential for emergencies, it can be used to bind or staunch a wound, or as a makeshift sling for a broken limb. |
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| 2 m Bandages | 10az | Essential for emergencies, it can be used to bind or staunch a wound, or as a makeshift sling for a broken limb. |
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| Soothing Salve | 15az | A pale viscous cream derived from a fungus, used for pain relief. Apply no more than once per segment of time to a wound to restore 1d6 Health. Does not heal broken bones or restore lost body parts, 6 uses. |
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| Cold Weather Clothes | 1000az | Highly durable warm weather clothing, effectively essential at higher altitudes. Available in various sizes. |
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| Sketchbook and Pencil | 25az | A simple but durable notebook, with pages ideal for sketching or taking notes. Comes with a matching pencil. |
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@ -265,7 +265,7 @@ Below is a table of the most commonly purchased maintaineering gear. While not a
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Following your return from a climb, the Mountaineer's Guild has services that you can use to exchange your finds for hard-earned money and skill points. Each artifact lists the reward in its stat block.
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As members of the Mountaineering Guild, refusing to exhange recovered artifacts upon return is considered an illegal act, and will lead to immediate dismissal and incarceration. So, unless otherwise permitted, be discreet with the more *interesting* finds.
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As members of the Mountaineering Guild, refusing to exchange recovered artifacts upon return is considered an illegal act, and will lead to immediate dismissal and incarceration. So, unless otherwise permitted, be discreet with the more *interesting* finds.
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## Classifications
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@ -288,7 +288,7 @@ Sell Price: 2az each
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Skill Points: 1 each, max 10 per climb
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Carry Slots: 1 per 10 stones
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A a kind of semi precious gemstone which, when a small amount of pressure is applied, produces a bright green glow; excessive pressure can cause an explosion. Since this can be used as a light source that doesn't produce heat, glowstone lanterns can be fashoned from these.
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A kind of semi-precious gemstone which, when a small amount of pressure is applied, produces a bright green glow; excessive pressure can cause an explosion. Since this can be used as a light source that doesn't produce heat, glowstone lanterns can be fashioned from these.
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---
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@ -297,16 +297,16 @@ Sell Price: 40az per Kg
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Skill Points: 2 per Kg
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Carry Slots: 1 per Kg, max 3 slots
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The seeds of a Chillbloom Flower, with heat-absorbing properties. Bags of these seeds are often used to treat swelling or aching limbs. Chillblooms resemeble white sunflowers that grow among the canopies in the 1st Elevation.
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The seeds of a Chillbloom Flower, with heat-absorbing properties. Bags of these seeds are often used to treat swelling or aching limbs. Chillblooms resemble white sunflowers that grow among the canopies in the 1st Elevation.
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:question: **TODO:** Add to the herbarium
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---
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**Name: Soothing Waater**
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**Name: Soothing Water**
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Sell Price: -
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Skill Points: -
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Carry Slots: 1 per Litre, requires a container
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Carry Slots: 1 per Liter, requires a container
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Some springs within the Dotted Caves contain pools of water with mild restorative properties. Drinking some of this while you rest will grant you a one-use effect to restore 1d6 Health while not in combat. This effect only lasts for 1 day.
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@ -314,7 +314,7 @@ Some springs within the Dotted Caves contain pools of water with mild restorativ
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---
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**Name: Singing Sunstone**
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**Name: Singing Starstone**
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Sell Price: 4az each
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Skill Points: 1 each, max 10 per climb
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Carry Slots: 1 per 10 stones
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@ -337,9 +337,9 @@ Sell Price: 150az per drop
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Skill Points: -
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Carry Slots: 1
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Processed from material gathered from the Mycelia Jungles, a small dose can sharpen your perception and boost your thinking power. However, this sensation is extremely addictive, and can lead to dependance.
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Processed from material gathered from the Mycelia Jungles, a small dose can sharpen your perception and boost your thinking power. However, this sensation is extremely addictive, and can lead to dependence.
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When you injest a drop of the Mental Catalyst, make a Skill Challenge with a target of 14. If you succeed, for the next day, you may spend 1 point of Obsession to roll two dice for skill challenges instead of one, and take the highest.
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When you ingest a drop of the Mental Catalyst, make a Skill Challenge with a target of 14. If you succeed, for the next day, you may spend 1 point of Obsession to roll two dice for skill challenges instead of one, and take the highest.
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---
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@ -361,7 +361,7 @@ Sell Price: 200az each
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Skill Points: 12
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Carry Slots: 1
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Weapon (1d4). A needle-like object that was once part of a larger weapon. Landing a successful attack with this causes the target to suffer the effects of mountain sickness, as though they failed the skill challenge at their current elevation. This can be applied multiple times.
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Weapon (1d4). A needle-like object that was once part of a larger weapon. Landing a successful attack with these causes the target to suffer the effects of mountain sickness, as though they failed the skill challenge at their current elevation. This can be applied multiple times.
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---
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@ -410,7 +410,7 @@ During your campaign, your characters can learn new skills by allocating unused
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| Name | Prerequisites | Effect |
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| --- | --- | --- |
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| Utilize Poisons | Identify Poisons Level 4 | You may apply poisons to your weapons. If you deal damage with a poisoned weapon, that target becomes poisoned, and loses Health equal to your level in this skill at the beginning of their turn. Multiple instances of poison can't be applied at once; instead the higher poison value takes effect. |
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| Honour Dueling | No prior levels in this skill | While not in combat, you may challenge an opponent to a formal duel to settle a dispute. If they accept, no one can interfere until first blood has been drawn. |
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| Honor Dueling | No prior levels in this skill | While not in combat, you may challenge an opponent to a formal duel to settle a dispute. If they accept, no one can interfere until first blood has been drawn. |
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| Outnumbered | - | If your party is in combat with more than double its number in enemies, defeating an enemy allows you to attack again. You may use this skill up to its level each turn. |
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| Outgunned | Outnumbered Level 3 | If half or more of your party is Fatigued, multiply your damage by the amount of your Fatigued party members. |
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@ -437,7 +437,9 @@ Stamina: 20
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Fortitude: 18
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Obsession: 2
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Rock Bears get their name form the rock-like carapace covering thair bodies. When they curl up, they can often be mistaken for part of the landscape.
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Paw Swipe: Weapon (1d6). This creature can attack up to two close targets in one turn.
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Rock Bears get their name form the rock-like carapace covering their bodies. When they curl up, they can often be mistaken for part of the landscape.
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---
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@ -447,7 +449,9 @@ Stamina: 8
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Fortitude: 12
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Obsession: 5
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Ambush Wolves, with their green mottled coats, blend into the forests of the 1st and 2nd Elevations. While they do venture beyond the bounds of the mountain, their primary hunting method is to disguise themselves in the thick vegetation, wait for their prey. What makes these truly dangerous is that they hunt in packs of between three and ten, though accounts of several dozens have been reported.
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Bite: Weapon (1d4). This creature gains +2 to attack rolls if they attacked from a hidden ambush.
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Ambush Wolves, with their green mottled coats, blend into the forests of the 1st and 2nd Elevations. While they do venture beyond the bounds of the mountain, their primary hunting method is to disguise themselves in the thick vegetation, and wait for their prey. What makes these beasts truly dangerous is when they hunt in packs of between three and ten, though accounts of several dozen have been reported.
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# Herbarium
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