Revised the content sections

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Kayne Ruse 2025-01-30 16:47:04 +11:00
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@ -4,46 +4,44 @@
:memo: **Developer Note:** :memo: **Developer Note:**
:question: **TODO:** :question: **TODO:**
# Notes and Maybes # Must Haves
* Each character needs a hook as to why they climb * Each character needs a hook as to why they climb - mission structure?
* WEATHER CONDITIONS!!!!
* Examples are needed, with humour * Examples are needed, with humour
* Healing and dumb/useless artifacts
* Weapon artifacts
* Psychological artifacts?
# Artifact Ideas
* Stone Heart (uncommon) - Superficially, this resembles a normal piece of stone carved into the shape of an anatomical human heart. When the heart of a deceased human is replaced with this, and the body has not decayed too badly, it will begin to move again, as though animated by some dark magic. The risen body can follow simple instructions, but does not retain the personality or memories from its life, and cannot speak.
* Dhampir's Appetite (rare) - A dagger that can steal the lifespan of a victim, transferring it to the wielder. Extended usage has diminishing returns, but it's possible to live for centuries using this method.
* Prosthetic Body (Nocturne) - Attaches to the spine, and augments disabled limbs with whip-like protrusions. Goes crazy if the user dies.
* Indestructable Helmet - that can't be removed, but grants extra perception. The perception drives you mad over time.
Some kind of switch army knife, that changes gameplay
# Random Maybes
* Changing weather conditions?
* Reactions and retaliations * Reactions and retaliations
* Ranged attacks and weapons * Ranged attacks and weapons
* altitude sickness & environmental effects
* A lack of food? * A lack of food?
* Bigger bags? * Bigger bags?
* Ranking system for guild members? * Ranking system for guild members?
* crude, rough, normal, fine, master (item/equipment ranks?) * crude, rough, normal, fine, master (item/equipment ranks?)
* grade 4, grade 3, grade 2, grade 1, special grade, aubade (artifact ranks) (aubades don't exist, do they?) * grade 4, grade 3, grade 2, grade 1, special grade, aubade (artifact ranks) (aubades don't exist, do they?)
* luck or fate skill * luck or fate skill
* Fear? -> I like this idea ; Adrenaline Junkie -> boosts from fear?
* Hiding a relic you're not supposed to have?
# Artifact Ideas # Word Salad, Yummy yummy (Words to spark your thought processes)
Glowstone (common) - 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.
Stone Heart (uncommon) - Superficially, this resembles a normal piece of stone carved into the shape of an anatomical human heart. When the heart of a deceased human is replaced with this, and the body has not decayed too badly, it will begin to move again, as though animated by some dark magic. The risen body can follow simple instructions, but does not retain the personality or memories from its life, and cannot speak.
Dhampir's Appetite (rare) - A dagger that can steal the lifespan of a victim, transferring it to the wielder. Extended usage has diminishing returns, but it's possible to live for centuries using this method.
* Fate stones? d20 jewels? Inspiration tokens? Twisting fate to screw yourself later
Prosthetic Body - Attaches to the spine, and augments disabled limbs. Goes crazy if the user dies.
Indestructable Helmet that can't be removed, but grants extra perception. The perception drives you mad over time.
# Word Salad, Yummy yummy
``` ```
double attack double-attack cleave dodge-roll
cleave
dodge roll
Ecosystems Anatomy Botany Zoology Geology Willpower Cooking Ecosystems Anatomy Botany Zoology Geology Willpower Cooking
Bartering Rumors Inspiration Deception Persuasion Intuition Bartering Rumors Inspiration Deception Persuasion Intuition
Humanity -> inhuman actions Humanity -> inhuman actions
Fear? -> I like this idea ; Adrenaline Junkie -> boosts from fear?
Hiding a relic you're not supposed to have?
Medicine Medicine
Cartographer Cartographer
Art and artistic Art and artistic
@ -54,9 +52,13 @@ partially blind or deaf
cowardly / brave cowardly / brave
Camping Camping
rope making - strengths and lengths rope making - strengths and lengths
knot tying knot tying
sketching plants
Excavation Tables Based On Different areas
The kingdom's ancient outer limit is marked by a "safety barrier" of stone.
``` ```
## Possible Missions: ## Possible Missions:
@ -68,123 +70,10 @@ knot tying
* friend lost on the mountain * friend lost on the mountain
* Some creepy monsters are making their way into the city * Some creepy monsters are making their way into the city
# German words, for some reason
Tier = Animal/beast
Fortner = gatekeeper
Auslaufer = foothills
# Scrap notes below
-------------------------
-------------------------
# German words, for some reason
Tier = Animal/beast
Fortner = gatekeeper
Auslaufer = foothills
...the order of these sections feels a bit wonky
...surprise attack
...distances in combat? I might need to work in some kind of distance and range system eventually.
## Ascending the Sacred Mountain
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.
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.
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 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.
If situational modifiers would lower the result of an excavation roll below zero, then the pickaxe used will break and become unusable.
...TODO: insert an example table here
# 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
| 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 # Bestiary
Mushroom tongue: embedded into the cliff of the jungle, it shoots out a big sticky tongue to grab passing creatures.
## Bug Swarm ## Bug Swarm
Health: 3 Health: 3
@ -229,24 +118,44 @@ Description: Siphon Colonies are born from many small eggs. Soon after hatching,
..."brain" components could be interesting - they form the minds of conscious colonies. ..."brain" components could be interesting - they form the minds of conscious colonies.
# Botanical Compendium
...
# Appendices
...More things and stuff goes here
## Excavation Tables Based On Areas Within the Tiers
...d8 tables
...hunger might need to be harsher?
Mushroom tongue: embedded into the cliff of the jungle, it shoots out a big sticky tongue to grab passing creatures.
The kingdom's ancient outer limit is marked by a "safety barrier" of stone.
| Name | Prerequisites | Effect |
| --- | --- | --- |
| Unearth the Past | - | You have some understanding of the peoples and civilizations that proceeded you up the mountain. After rolling for excavation, you may spend a number of obsession points up to your level in this skill to boost the die roll. |
:question: **TODO:** Fill out excavation mechanic, and potentially revise "unearth the past"
| Name | Prerequisites | Effect |
| --- | --- | --- |
| Rope Up | - | To prevent a catastrophic end while climbing, you may tie several people together in sequence via a rope. While ascending, if any one person fails their roll, any other characters who are roped to that person may lower their result by up to their level in this skill. If they do, the failed roll is increased by each point that is lowered, until it becomes a success (if a success can't be obtained this way, it is still considered a failure). |
:question: **TODO:** Fill out ascension mechanic, and potentially revise "rope up"
Some skills may refer to a "Retaliation Attack", which is preformed in response to some event. Retaliations themselves cannot be responded to.
| Name | Prerequisites | Effect |
| --- | --- | --- |
| Near Miss Retaliation | - | Your trained reflexes allow you to respond to a failed hit attempt with an attack of your own. When a hit roll against you fails, if the difference between the hit result and the target value is less than or equal to your levels in this skill, you may immediately make a retaliation attack against the attacker, if able. |
:question: **TODO:** simple Ranged weapon - rock? A throwing skill?
:question: **TODO:** Pickaxe needs digging bonus, pitons need a climbing bonus

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@ -124,9 +124,9 @@ There is an additional restriction during character creation; before your charac
## Beginner's Pack ## Beginner's Pack
Finally, after creating a new character, they begin with a set of standard issue items granted by the Mountaineer's Guild, including casual clothes, climbing clothes, solid shoes and a basic hat - and most importantly, a basic climbing bag with a capacity of 10 item slots. Finally, after creating a new character, they begin with a set of standard issue items granted by the Mountaineer's Guild, including casual clothes, climbing clothes, climbing gloves, solid shoes and a basic hard hat - and most importantly, a basic climbing bag with a capacity of 10 item slots.
The local currency is a small copper coin called an "as", ten of which makes 1 silver "denas". Each character begins the game with 100as, and can buy extra items from the markets. A full list of items can be found in [Items and Inventory](#items-and-inventory). The local currency is a small copper coin called an "az", ten of which makes 1 silver "denaz". Each character begins the game with 100az, and can buy extra items from the markets. A full list of items can be found in [Common Items For Purchase](#common-items-for-purchase).
:memo: **Developer Note:** The limited pack space is intended to encourage using consumable items. It also doubles as an interesting choice for the player. :memo: **Developer Note:** The limited pack space is intended to encourage using consumable items. It also doubles as an interesting choice for the player.
@ -193,7 +193,7 @@ It's a well known phenomenon across the continent that climbing mountains can ca
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 altitude sickness, depending on which elevation they've reached: 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 altitude sickness, depending on which elevation they've reached:
| Elevation | Target | Effect on Failure | | Elevation | Target | Effect on Failure |
| --- | --- | --- | --- | | --- | --- | --- |
| Foothills | No challenge needed. | - | - | | Foothills | No challenge needed. | - | - |
| Dotted Caves | 12 | Lose 1 Fortitude. | | Dotted Caves | 12 | Lose 1 Fortitude. |
| Gambler's Bluff | 14 | Lose 1 Fortitude, need to spend 1 segment of time recovering. | | Gambler's Bluff | 14 | Lose 1 Fortitude, need to spend 1 segment of time recovering. |
@ -236,33 +236,32 @@ For climbers on the mountain, keeping track of the time of day is important, as
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. 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.
# Items and Inventory # Common Items For Purchase
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. One silver "denas" is worth ten copper "as" - anything greater is harder to use. 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.
Below is a table of the most commonly purchased gear for climbing the mountain. 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. 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.
| Item | Cost | Description | | Item | Cost | Description |
| --- | ---: | --- | | --- | ---: | --- |
| Basic Food Rations | 5as | Dry, dull tasting but nutritious, it's made up of nuts and common fruits, dried and condensed into an easy to hold bar shape. Enough for one meal. | | Food Rations | 5az | Dry, dull tasting but nutritious, it's made up of nuts and common fruits, dried and condensed into an easy to hold bar shape. Enough for one meal. |
| Basic Cooking and Cutlery Gear | 50as | Ideal for preparing meals while roughing it, this contains several small pots, cups, multiuse cutlery, and a flimsy stand for a campfire. | | Cooking and Cutlery Gear | 30az | Ideal for preparing meals while roughing it, this contains several small pots, cups, multiuse cutlery, and a flimsy stand for a campfire. |
| Basic Sleeping Set | 200as | Bulky. A thin but warm blanket, and a soft but durable mat with a small pillow sewn onto one end. | | Sleeping Set | 50az | Bulky. A thin but warm blanket, and a soft but durable mat with a small pillow sewn onto one end. |
| Small Knife and Sheath | 10as | Weapon (2d6), Petty. A small but sharp knife, and a sheath that attaches to a belt. | | Small Knife and Sheath | 10az | Weapon (2d6), Petty. A small but sharp knife, and a sheath that attaches to a belt. |
| Small Folding Pickaxe | 30as | Weapon (2d6-2), Petty. A small but sturdy pickaxe that can be folded away. | | Small Folding Pickaxe | 30az | Weapon (2d6). A small but sturdy pickaxe that can be folded away. |
| Small Compass | 50as | Petty. A small compass, its magnetic needle points north. | | Small Compass | 40az | Petty. A small compass, its magnetic needle points north. |
| 15m Rope | 50as | A good solid length of rope. Can be tied to a piton embedded in a wall. | | 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. |
| Piton Bundle | 10as | A spike with a loop on the other end, sold in bundles of three. Each bundle of up to three pitons consumes one inventory space. | | 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. |
| Glowstone Lantern | 45as | produced a moderate amount of light. Usually safe to use, as long as the glowstone within is handled carefully. | | Glowstone Lantern | 45az | Produces a moderate amount of light. Usually safe to use, as long as the glowstone within is handled carefully. |
| 2m Bandages | 10as | Essential for emergencies, it can be used to bind or staunch a wound, or as a makeshift sling for a broken limb. | | 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. |
| Soothing Salve | 15as | A kind of viscous cream derived from a fungus, used for pain relief. Apply no more than once per segment of time to a character's wounds to restore 1d6 Health. Does not heal broken bones or restore lost body parts, 6 uses. | | 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. |
| Cold Weather Clothes | 1000as | Highly durable warm weather clothing, effectively essential at higher altitudes. Can be obtained in various sizes. | | Cold Weather Clothes | 1000az | Highly durable warm weather clothing, effectively essential at higher altitudes. Available in various sizes. |
| Sketchbook and Pencil | 30as | A simple but durable notebook, with pages ideal for sketching or taking notes. Comes with a matching pencil. | | Sketchbook and Pencil | 25az | A simple but durable notebook, with pages ideal for sketching or taking notes. Comes with a matching pencil. |
| Small Candle Bundle | 20az | A small, portable candle that produces a weak light, but last for a few hours. Comes with a small sparkstone to light them. Each bundle of up to ten candles consumes one inventory slot. |
:question: **TODO:** Pickaxe needs digging bonus, pitons need a climbing bonus :question: **TODO:** Tie a mechanical bonus to these, where needed
:question: **TODO:** simple Ranged weapon - rock? A throwing skill? # Artifacts
# Artifacts and Excavation
:question: **TODO:** Empty - We're here for the Phat Lute :question: **TODO:** Empty - We're here for the Phat Lute
@ -278,48 +277,44 @@ Each type of artifact falls into one of the following broad classes, which can o
**Nocturne-class:** These artifacts, for whatever reason, cannot be recovered or sold by the Mountaineer's Guild. Some are immovable, while others have been bound to an individual's body - the exact circumstances vary. **Nocturne-class:** These artifacts, for whatever reason, cannot be recovered or sold by the Mountaineer's Guild. Some are immovable, while others have been bound to an individual's body - the exact circumstances vary.
**Restricted:** This is a special class, reserved only for artifacts that actively cause harm, and are therefore illegal. Being caught in possession of a restricted artifact can come with steep fines and punishments. **Restricted:** This is a special class, reserved only for artifacts that actively cause harm, and are therefore illegal to possess. Being caught in possession of a restricted artifact can come with steep fines and punishments.
## Digging and Excavation :question: **TODO:** Empty
:question: **TODO:** Empty - What of obsession helps with locating artifacts?
## Movement and Ascension ## Glowstone
:question: **TODO:** Empty - probably belongs elsewhere Class: Common
Sell Price: 2az each
Skill Points: 1 each, max 10 per climb
Carry Slots: 1 per 10 stones
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.
## Sparkstone
:question: **TODO:** Empty
# Skill Point Tables # Skill Point Tables
During your campaign, your characters can learn new skills by allocating unused skill points towards them. Each known skill has a level (starting at 1) with no upper limit; the effects of the skill may change drastically depending on the given level. You can only gain a new level of a skill if you meet that skill level's prerequisites as listed, as well as having all previous levels of that skill. To purchase a new level of a skill, allocate skill unused points equal to the new level towards it. During your campaign, your characters can learn new skills by allocating unused skill points towards them. Each known skill has a level (starting at 1), the effects of the skill may change drastically depending on the given level. You can only gain a new level of a skill if you meet that skill level's prerequisites as listed, as well as having all previous levels of that skill. To purchase a new level in a skill, allocate unused skill points equal to that level towards that skill.
## Progression Skills ## Progression Skills
| Name | Prerequisites | Effect | | Name | Prerequisites | Effect |
| --- | --- | --- | | --- | --- | --- |
| Additional Health | - | Increase your maximum Health by 2 for each level in this skill. | | Health Up | - | Increase your maximum Health attribute by 2 for each level in this skill. |
| Additional Stamina | - | Increase your maximum Stamina by 1 for each level in this skill. | | Stamina Up | - | Increase your maximum Stamina attribute by 1 for each level in this skill. |
| Additional Fortitude | - | Increase your maximum Fortitude by 1 for each level in this skill. | | Fortitude Up | - | Increase your maximum Fortitude attribute by 1 for each level in this skill. |
| Additional Obsession | - | Increase your maximum Obsession by 1 for every second level in this skill. | | Obsession Up | - | Increase your maximum Obsession attribute by 1 for every level in this skill. |
## Survival Skills ## Survival Skills
:question: **TODO:** Empty - don't get smacked :question: **TODO:** Empty
| Name | Prerequisites | Effect |
| --- | --- | --- |
| Unearth the Past | - | You have some understanding of the peoples and civilizations that proceeded you up the mountain. After rolling for excavation, you may spend a number of obsession points up to your level in this skill to boost the die roll. |
:question: **TODO:** Fill out excavation mechanic, and potentially revise "unearth the past"
## Combat Skills ## Combat Skills
:question: **TODO:** Empty - Smack hard :question: **TODO:** Empty
Some skills may refer to a "Retaliation Attack", which is preformed in response to some event. Retaliations themselves cannot be responded to.
| Name | Prerequisites | Effect |
| --- | --- | --- |
| Near Miss Retaliation | - | Your trained reflexes allow you to respond to a failed hit attempt with an attack of your own. When a hit roll against you fails, if the difference between the hit result and the target value is less than or equal to your levels in this skill, you may immediately make a retaliation attack against the attacker, if able. |
## Craft Skills ## Craft Skills
@ -329,13 +324,13 @@ Some skills may refer to a "Retaliation Attack", which is preformed in response
Group skills are unique, in that they are unusable and unobtainable unless everyone in the group allocates the required skill points. Group skills are unique, in that they are unusable and unobtainable unless everyone in the group allocates the required skill points.
| Name | Prerequisites | Effect | :question: **TODO:** Empty
| --- | --- | --- |
| Rope Up | - | To prevent a catastrophic end while climbing, you may tie several people together in sequence via a rope. While ascending, if any one person fails their roll, any other characters who are roped to that person may lower their result by up to their level in this skill. If they do, the failed roll is increased by each point that is lowered, until it becomes a success (if a success can't be obtained this way, it is still considered a failure). |
:question: **TODO:** Fill out ascension mechanic, and potentially revise "rope up" # Bestiary
# Bestiary and Herbarium :question: **TODO:** Empty
# Herbarium
:question: **TODO:** Empty :question: **TODO:** Empty