WIP, taking a break

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## 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.
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).
**Developer's Note**: No ranking system or artifact restriction exists right now, but may change in the future.
# Gameplay
...the order of these sections feels a bit wonky
The core gameplay of Curses and Blessings consists largely of exploration and roleplay, broken up with occasional skill challenges and combat situations.
This game's combat and challenge system utilizes the traditional set of RPG dice - a d4, d6, d8, d10, d12 and d20 (d2 and d3 can be determined with a d4 or d6, divided by 2 and rounded up).
Most challenges are determined with a d20, while other situations (including combat) may require other sizes of dice.
## Critical Ranges and Limit Breaks
At the beginning of each gameplay session (or at other times, at your GM's discretion), players are given the opportunity to choose a critical range, either 18+, 19+, or 20. When rolling a d20 for combat or a skill challenge, if you manage to roll equal to or above your selected range (without modifiers), your attempt automatically succeeds and is said to be a critical hit. Critical hits will multiply the effectiveness of your action, based on your selected range:
* 18+ will usually double the effective damage in combat
* 19+ will usually triple the effective damage in combat
* 20 will usually quadruple the effective damage in combat
Some skills and artifacts have additional effects if you chose 20 as your critical range - these are called limit breaks. When you roll a limit break, first apply the effect of the critical role, followed by the effect of the limit break. Limit breaks can only occur if you chose 20 as your critical range.
## The Passage of Time
When climbing the mountain, it is important to keep an eye on the time of day - different creatures may appear at different times, and if a novice climber does not report back within the expected time frame, a search party can be organized to find them (or their remains) the following day.
Time is usually hard to track on the mountain, so the daylight hours are generally divided into 5 segments of time, as is the night. Moving between two tiers of the mountain will consume one segment of time, as does performing tasks such as excavating artifacts or recording information.
## Combat And Challenges
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:
* Determine the target number, based on the target's difficulty level and other situational modifiers
* 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 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 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.
...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
## Resting and Fatigue
Exploring the mountain can be taxing on both the mind and body - when you run out of stamina or fortitude, you become fatigued. While in this state, you are unable to ascend or descend the mountain, any damage you deal is halved (rounded down), and your movement speed is halved.
While you are fatigued, you will remain this way until you spend 1 segment of time resting, at which point your fatigue is removed, but no other statistics are restored. You remain unable to utilize any statistics that are drained.
If you are not fatigued, you still retain the option of resting for 1 segment of time; doing so will restore your stamina by 1d6 and fortitude by 1d6. While resting, you may use items such as salves to restore other statistics, or you may eat if necessary.
If you become stuck on the mountain overnight, it may be necessary to sleep or make camp. If your character manages to sleep for 3 segments of time throughout the night, then their health, stamina, fortitude and obsession statistics are all restored to their maximum values. Any fatigue is removed, and other statistics may also be restored, depending on the skill that granted them.
## 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 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.
**Developer's Note**: Surely, the author of this game wouldn't lie about that, right?
Even before you reach 0 health, damage can be potentially debilitating, leaving you with nasty scars or worse. Some creatures may afflict various conditions that deal damage over time, like poisons, or permanent damage to different body parts. If a poison is not cured before it takes full effect, you will die. If a body part becomes unusable or lost while on the mountain, your future is uncertain. Prosthetics or artifacts may help alleviate severe damage, but it is not a perfect solution.
**Developer's Note**: Poisons and prosthetics are possible mechanics for future consideration; I'm also considering blind/deaf conditions. A possible direct impact of physical disabilities could be a negative impact on your obsession stat - everything needs testing, tweaking and time.
# 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
| 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.
## Siphon Colony
Health: 50
Difficulty: 15
Attacks: 4x Tendril Whips (1d10), 4x Spore Shots (2d6), Body Slam (1d12), Static Discharge (2d12)
Special: When attacking, the Siphon Colony may only use one listed attack, with the multiplier indicating the number of times it uses that attack. If a spore shot attack hits a target, the residual spore material causes a burning sting, dealing 1 damage over the next two turns.
Description: Siphon Colonies are born from many small eggs. Soon after hatching, they clump together and fuse into one large mass, and remain this way for the rest of their lives. They are almost exclusively seen within the Mycelium Jungles, and are not naturally aggressive. The nature of each colony depends largely on what kinds of, and how many of, the eggs contributed to the mass. Some individual components have developed into offensive or defensive weapons, while others developed to consume nutrients, and process it before passing it along to the rest of the colony via internal vein-like structures.
**Developer's Note**: This is very strong - probably too strong. But as a starting point, it's fine. This is actually inspired by a kid's idea, where a D&D beholder is formed from multiple "eggs", each of which having a mind of it's own, and contributing a different power to the creature as a whole. I knew about Siphonophores from nature, and even added a creature called a "Siphon" to a previous game, but this one is very much it's own thing.
...I definitely need a ranged attack system now - the spore shots don't work properly without one.
...Should I add elemental damage, like lighting?? This discharge should only be possible once, I think.
..."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?
...ability to run from a fight

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* Introduction
* The Setting
** Tier, the Sacred Mountain
** Auslaufer, The City of the Great Valley
** Foothills and Forests
** Dotted Caves
** Gambler's Bluff
** Mycelia Jungles
** Kingdom of Failures
** Frigid Plateau
** Chained Apex
* Character Creation
** Core Attributes
** Initial Skill Points
** Initial Inventory
* Core Gameplay
** Combat And Challenges
** Resting and Fatigue
** The Passage of Time
** Dying and Death
* Artifacts and Excavation
** Ascending the Sacred Mountain?
** Digging and Excavation?
* Skill Point Tables
** Progression Skills
** Survival Skills
** Combat Skills
** Craft Skills
** Group Skills
* Inventory and Items
* Bestiary and Herbarium
* Appendices

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:warning: **Attention:** a table of contents will go here, eventually - it would be really neat if there was a markdown extension for this :/ :warning: **Attention:** a table of contents will go here, eventually - it would be really neat if there was a markdown extension for this :/
**TODO**: introduction
# The Setting # The Setting
This game's world is centered around Tier, the sacred mountain, and the surrounding areas. Jutting out of an otherwise flat landscape, the mountain can be seen clearly from great distances in all directions. This has given rise to many myths and legends centered on the mountain, and has attracted people seeking to climb it for thousands of years. This game's world is centered around Tier, the sacred mountain, and the surrounding areas. Jutting out of an otherwise flat landscape, the mountain can be seen clearly from great distances in all directions. This has given rise to many myths and legends centered on the mountain, and has attracted people seeking to climb it for thousands of years.
@ -31,7 +33,7 @@ The mountain's slopes are traditionally divided into seven distinct areas, known
## Auslaufer, The City of the Great Valley ## Auslaufer, The City of the Great Valley
TODO: This is the city at the base of the mountain - fill out it's details **TODO**: This is the city at the base of the mountain - fill out it's details
## Foothills and Forests ## Foothills and Forests
@ -83,291 +85,44 @@ While attempts at climbing them have reportedly been made, no news of their succ
# Character Creation # Character Creation
**Developer's Note**: Should there be backgrounds available? There's definitely more than just delver orphans now. :memo: **Developer Note:** I am deliberately leaving the player characters' backgrounds as blank slates for the time being, as focusing on the core mechanics comes first. This may be expanded more in later iterations.
Each player character begins as a blank slate, with a minimal number of details and statistics available. The first few details you will want to decide on are your character's name, age and gender. When playing this game, each player adopts the identity of a climber. Each climber has a past, a reason to be here, and an ultimate goal. What these are is up to the player's imagination.
Once you've settled on your identity, you should record your base statistics, allocate skill points to learn various skills, and finally purchase equipment using your starting funds. When you begin your campaign, each character begins with four core attributes, some initial skill points, and a beginner's pack to get you going.
## Base Statistics ## Core Attributes
Each character is made up of multiple statistics, including the four base statistics listed below. These statistics can be acquired and improved by purchasing certain skills or completing certain goals. At the beginning of the campaign, only four statistics are available; these are: Each character begins with a set of four attributes, called the Core Attributes. An attribute is simply the name of some kind of value describing your character - more attributes can be gained, and existing ones improved as you progress through your campaign. The current value of an attribute can be reduced by various means, or restored to its maximum value, usually by resting.
* Health - The amount of damage your character's body can withstand before they die The core attributes are:
* Stamina - The amount of energy that your character has before they become too exhausted to act
* 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. | Attribute | Value | Description |
| --- | :---: | --- |
| Health | 10/10 | Representing your physical fitness, it is usually depleted when you're injured. |
| Stamina | 10/10 | The amount of energy you have, which can be spent to perform strenuous tasks. |
| Fortitude | 10/10 | How resistant you are to the negative effects of climbing and altitude sickness, among other things. |
| Obsession | 10/10 | Represents your fixation with the mountain, and how forcefully you can influence the artifacts found there. |
...Add other options here for more developed characters? Each of the core attributes begins at 10/10 (current/maximum); any additional attributes that you don't have yet are considered to be 0/0.
## Skill Points ## Initial Skill Points
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. When you create a new character, you begin with 20 unallocated skill points. You can spend these on new skills and upgrades to improve your character, and you will gain more during the campaign. Similarly to attributes, skills that you don't have yet are considered to be level 0.
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. To purchase a new level in a skill, you must first meet any listed prerequisites (such as having the previous skill level), then allocate skill points equal to the new level towards it. For example, to purchase level 4 of a skill, you must first possess level 3 of that skill, then allocate an additional 10 points to it. Any unallocated skill points should be noted down until they are used.
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 begins their first ascent of the mountain, they are limited to a maximum of 5 different skills.
## Equipment and Inventory ## Beginner's Pack
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. **TODO** Continue here - pulling from and revising [draft-fragments.txt](draft-fragments.txt)
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).
**Developer's Note**: No ranking system or artifact restriction exists right now, but may change in the future.
# Gameplay
...the order of these sections feels a bit wonky
The core gameplay of Curses and Blessings consists largely of exploration and roleplay, broken up with occasional skill challenges and combat situations.
This game's combat and challenge system utilizes the traditional set of RPG dice - a d4, d6, d8, d10, d12 and d20 (d2 and d3 can be determined with a d4 or d6, divided by 2 and rounded up).
Most challenges are determined with a d20, while other situations (including combat) may require other sizes of dice.
## Critical Ranges and Limit Breaks
At the beginning of each gameplay session (or at other times, at your GM's discretion), players are given the opportunity to choose a critical range, either 18+, 19+, or 20. When rolling a d20 for combat or a skill challenge, if you manage to roll equal to or above your selected range (without modifiers), your attempt automatically succeeds and is said to be a critical hit. Critical hits will multiply the effectiveness of your action, based on your selected range:
* 18+ will usually double the effective damage in combat
* 19+ will usually triple the effective damage in combat
* 20 will usually quadruple the effective damage in combat
Some skills and artifacts have additional effects if you chose 20 as your critical range - these are called limit breaks. When you roll a limit break, first apply the effect of the critical role, followed by the effect of the limit break. Limit breaks can only occur if you chose 20 as your critical range.
## The Passage of Time
When climbing the mountain, it is important to keep an eye on the time of day - different creatures may appear at different times, and if a novice climber does not report back within the expected time frame, a search party can be organized to find them (or their remains) the following day.
Time is usually hard to track on the mountain, so the daylight hours are generally divided into 5 segments of time, as is the night. Moving between two tiers of the mountain will consume one segment of time, as does performing tasks such as excavating artifacts or recording information.
## Combat And Challenges
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:
* Determine the target number, based on the target's difficulty level and other situational modifiers
* 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 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 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.
...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
## Resting and Fatigue
Exploring the mountain can be taxing on both the mind and body - when you run out of stamina or fortitude, you become fatigued. While in this state, you are unable to ascend or descend the mountain, any damage you deal is halved (rounded down), and your movement speed is halved.
While you are fatigued, you will remain this way until you spend 1 segment of time resting, at which point your fatigue is removed, but no other statistics are restored. You remain unable to utilize any statistics that are drained.
If you are not fatigued, you still retain the option of resting for 1 segment of time; doing so will restore your stamina by 1d6 and fortitude by 1d6. While resting, you may use items such as salves to restore other statistics, or you may eat if necessary.
If you become stuck on the mountain overnight, it may be necessary to sleep or make camp. If your character manages to sleep for 3 segments of time throughout the night, then their health, stamina, fortitude and obsession statistics are all restored to their maximum values. Any fatigue is removed, and other statistics may also be restored, depending on the skill that granted them.
## 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 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.
**Developer's Note**: Surely, the author of this game wouldn't lie about that, right?
Even before you reach 0 health, damage can be potentially debilitating, leaving you with nasty scars or worse. Some creatures may afflict various conditions that deal damage over time, like poisons, or permanent damage to different body parts. If a poison is not cured before it takes full effect, you will die. If a body part becomes unusable or lost while on the mountain, your future is uncertain. Prosthetics or artifacts may help alleviate severe damage, but it is not a perfect solution.
**Developer's Note**: Poisons and prosthetics are possible mechanics for future consideration; I'm also considering blind/deaf conditions. A possible direct impact of physical disabilities could be a negative impact on your obsession stat - everything needs testing, tweaking and time.
# 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
| 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.
## Siphon Colony
Health: 50
Difficulty: 15
Attacks: 4x Tendril Whips (1d10), 4x Spore Shots (2d6), Body Slam (1d12), Static Discharge (2d12)
Special: When attacking, the Siphon Colony may only use one listed attack, with the multiplier indicating the number of times it uses that attack. If a spore shot attack hits a target, the residual spore material causes a burning sting, dealing 1 damage over the next two turns.
Description: Siphon Colonies are born from many small eggs. Soon after hatching, they clump together and fuse into one large mass, and remain this way for the rest of their lives. They are almost exclusively seen within the Mycelium Jungles, and are not naturally aggressive. The nature of each colony depends largely on what kinds of, and how many of, the eggs contributed to the mass. Some individual components have developed into offensive or defensive weapons, while others developed to consume nutrients, and process it before passing it along to the rest of the colony via internal vein-like structures.
**Developer's Note**: This is very strong - probably too strong. But as a starting point, it's fine. This is actually inspired by a kid's idea, where a D&D beholder is formed from multiple "eggs", each of which having a mind of it's own, and contributing a different power to the creature as a whole. I knew about Siphonophores from nature, and even added a creature called a "Siphon" to a previous game, but this one is very much it's own thing.
...I definitely need a ranged attack system now - the spore shots don't work properly without one.
...Should I add elemental damage, like lighting?? This discharge should only be possible once, I think.
..."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?
...ability to run from a fight
* Core Gameplay
** Combat And Challenges
** Resting and Fatigue
** The Passage of Time
** Dying and Death