Wrote items and inventory section

This commit is contained in:
Kayne Ruse 2024-07-27 11:38:02 +10:00
parent f2a117411a
commit 626ac26c2b
4 changed files with 31 additions and 56 deletions

View File

@ -1,2 +1,4 @@
Vorland
fortner
Glowstone
glowstone

View File

@ -0,0 +1 @@
{"rule":"ENGLISH_WORD_REPEAT_BEGINNING_RULE","sentence":"^\\QBasic Sleeping Set 200as Bulky.\\E$"}

View File

@ -62,31 +62,9 @@ Auslaufer = foothills
---
...the order of these sections feels a bit wonky
## 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.
...surprise attack
...distances in combat? I might need to work in some kind of distance and range system eventually.
## The Passage of Time
## 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.
@ -115,36 +93,6 @@ If situational modifiers would lower the result of an excavation roll below zero
...TODO: insert an example table here
# 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?
@ -271,5 +219,3 @@ Description: Siphon Colonies are born from many small eggs. Soon after hatching,
...hunger might need to be harsher?
...ability to run from a fight

View File

@ -132,6 +132,8 @@ The core gameplay of this game is a combination of role play scenarios, combat a
## Combat and Skill Challenges
:memo: **Developer Note:** This section feels longer than it should be, there's something about it that irritates me. I'll probably break skills and combat into two sections in the future.
At certain points during the campaign, you will be presented with an obstacle or series of obstacles that requires rolling a d20, and scoring above a certain target value - these are called "Skill Challenges". When performing a Skill Challenge, you may select a skill your character knows that could reasonably contribute towards overcoming that obstacle; either adding the current level of that skill to your roll, or using some listed effect.
On a success, you succeed in overcoming whatever task you were attempting; on a failure, you lose your choice of either one point of Stamina, or one point from that skill's linked attribute. You cannot use a skill if the linked attribute has already been reduced to 0.
@ -152,6 +154,8 @@ If you decide to maneuver around the environment on your turn, you can position
If you're in a safe position, with no adjacent enemies, and not within the line of sight of a ranged enemy, you may spend one Stamina and one Fortitude to rapidly flee from the battlefield, safely abandoning the fight. Once again, if your Stamina or Fortitude ever reaches 0, you become [Fatigued](#resting-and-fatigue).
:question: **TODO:** How abstract should distances be?
## Resting and Fatigue
Climbing the mountain can be taxing on both the mind and body - if your character's Stamina or Fortitude attributes ever reach zero, that character becomes Fatigued. While your character is Fatigued, any combat damage they deal is reduced by half (rounded down), and any combat damage they receive is doubled.
@ -216,7 +220,29 @@ For climbers on the mountain, keeping track of the current time of day is import
# Items and Inventory
:question: **TODO:** Empty
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.
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.
| 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. |
| 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. |
| Basic Sleeping Set | 200as | 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 Folding Pickaxe | 30as | Weapon (2d6-2), Petty. A small but sturdy pickaxe that can be folded away. |
| Small Compass | 50as | 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. |
| 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. |
| Glowstone Lantern | 45as | produced 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. |
| 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. |
| Cold Weather Clothes | 1000as | Highly durable warm weather clothing, effectively essential at higher altitudes. Can be obtained 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. |
:question: **TODO:** Pickaxe needs digging bonus, pitons need a climbing bonus
:question: **TODO:** simple Ranged weapon - rock? A throwing skill?
# Bestiary and Herbarium