Added "Dying and Death", a few encounter tables

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Kayne Ruse 2024-03-09 01:14:19 +11:00
parent d197ea9a75
commit c7e5ddc4c1
2 changed files with 113 additions and 26 deletions

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@ -13,7 +13,7 @@ random ideas:
Ecosystems Anatomy Botany Zoology Geology Willpower Cooking
Bartering Rumors Inspiration Deception Persuasion Intuition
Humanity -> inhuman actions
Fear?
Fear? -> I like this idea
Hiding a relic you're not supposed to have?
Adrenaline Junkie -> boosts from fear?
Medicine
@ -80,3 +80,18 @@ How does combat/skill checks work?
- some skills/equipment grant additional options
- "exert" - spend 1 stamina to reroll once, taking the new result
------------------------------------------------------------------------------------
TODO LIST
Rework skills into categories
CONTENT of all kinds
-monsters need Health Statistic
-monsters need Difficulty Level
-monsters need attacks
Weapon Damage Tables

120
rules.md
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@ -1,24 +1,26 @@
# Introduction
...1st, 2nd and 3rd person switching - not good!
...Hey Reader! Any line that begins with three dots, like this one, is a "comment" that does not impact the rules; these are just left here as references for later. I've also included "developer's notes" sections, which are more commentary regarding the design process - these are open for feedback, along with the rules and prose.
...The core gameplay of this game utilizes a d20 system, where certain dice are rolled to determine the outcome of various actions taken by the players.
...fill this out later
...table of contents, eventually
...1st, 2nd and 3rd person switching - not good, will fix it in the editing stage
# The Setting
...abyss stuff
...I wonder if I should detail the layers here, or leave the different layers beyond the first for "expansion" stuff?
## Artifacts, Grades, and Global Impact
...4th -> 1st, special grade, aubade
...4th -> 1st, special grade, aubade ; detailed here or below?
...artifacts are sold overseas, and the most powerful ones can tip the balance of nations
...artifacts are sold overseas, and the most powerful ones can tip the balance of nations
...aubade's don't exist...
...aubade's don't exist, right?
# Character Creation
@ -79,7 +81,9 @@ Each whistle rank represents a different stage of the night sky:
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. Most challenges are determined with a d20, while other situations (including combat) may require other sizes of dice.
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.
## Delving Into The Abyss
@ -91,15 +95,22 @@ You may keep track of exactly how deep the players are - alternatively a more ab
## Digging and Excavation
The primary goal of any delver should be to find rare and valuable artifacts in the abyss, and bring them to the surface to enrich the city of Orth. 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.
The primary goal of any delver should be to find rare and valuable artifacts in the abyss, and bring them to the surface to enrich the city of Orth. When you've found a place that you want to inspect for artifacts, you may spend one point of stamina and one segment of time digging; make sure you have at least one pickaxe of some kind, otherwise you will be unable to dig at all.
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 layers as well. Alternatively, story-related artifacts may also be found.
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 layers - see the [Appendices](#appendices) for details. Alternatively, story-related artifacts may also be found, at the GM's discretion.
...TABLE generic - 50% miss, some small artifacts, nat 1 = monster
If situational modifiers would lower the result of an excavation roll below zero, then the pickaxe used will break and become unusable.
...might have a big appendix filled with artifact tables
...digging without a pickaxe = penalty?
| d8 | Excavation Results (1-100 meters) |
| --- | --- |
| 1 | Encounter: Man-Toyer x 2 |
| 2 | Encounter: Bug Swarm |
| 3 | *Nothing* |
| 4 | *Nothing* |
| 5 | Relic Egg |
| 6 | Relic Egg x 1d2 |
| 7 | Relic Egg x 1d3 |
| 8 | Sun Sphere |
## Ascension and the Curse
@ -115,19 +126,21 @@ Skills, artifacts and equipment may grant you various additional abilities, incl
To enter combat, determine who goes first - when attacking as a group, the entire party of players may take their actions first, before the GM determines how the targets react (such as attacking back). However, if the party is surprised (such as by a stealthy predator) they miss their first turn.
Assuming you have a usable combat skill, or an item that can inflict damage, attacking a creature is done like so:
Assuming you have a usable combat skill, or an item that can inflict damage, attacking a target is done like so:
**Developer's Note**: If the players get into a fight with each other, the difficulty level for a red whistle is 10. I may need to fiddle with this.
* Determine the target number, based on the target's difficulty level and other situational modifiers
* Roll a d20, and apply and additional modifiers to the result if available - if the unmodified d20 falls into the player's [Critical Range](#critical-ranges), it's an auto success
* The skill or item used determines the damage dealt; reduce the target's health statistic by that amount
* If any combatant's health statistic reaches zero, it is killed
* If any combatant's health statistic reaches zero, it is killed, see [Dying and Death](#dying-and-death) for details
If the players roll badly during combat, they may exert themselves by spending 1 stamina point to reroll that die, however they must use the new roll. You cannot exert a roll more than once.
If the player has a skill or item which grants a non-combat ability, they may use it at any time (including during combat, if they see fit). If it requires a challenge roll, they may roll a d20, and apply any modifiers to the result if able. Just like in combat, if the unmodified d20 falls into the player's [Critical Range](#critical-ranges), it's an auto success.
...distance? I might need to work in some kind of distance and range system eventually.
## Critical Ranges
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:
@ -156,38 +169,44 @@ If you become stuck in the abyss overnight, it may be necessary to sleep. If you
## Dying and Death
...RIP
Death comes for us all - it is the ultimate equalizer, whether you're rich or poor, powerful or a nobody. In the city of Orth it's believed that, upon death, one's soul returns to the bottom of the abyss; how true this is is not totally clear. What is clear, is that death hides around every corner in the abyss, readying it's hungry jaws.
...death is permanent, do not pass go, do not collect $200
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. 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 in the abyss, 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, as they do feature in the series; 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
This is a list of items that can be purchased in the city of Orth. By traveling around the shopping district, all of these items can be found in plentiful supply. Each item takes up 1 item space in your bag, unless it has the "bulky" attribute, which means it takes up two item spaces, or the "petty" attribute, which means it is so small it doesn't take up any item spaces.
Items with the "weapon" attribute can be used in combat with the listed statistics.
**Developer's Note**: For the time being, all items here are available for purchase, but later I may restrict the more premium items for higher ranked characters.
| Item | Cost | Description |
| --- | ---: | --- |
| Small Pickaxe | 100 | Basic Weapon (...). A small but sturdy pickaxe. Enables the user to dig around, without relying on their bare hands. |
| Small Knife | 100 | Basic Weapon (...), Petty. A small but sharp knife, ideal for survivalist situations. |
| Small Pickaxe | 100 | Weapon (1d6-2 damage), Petty. A small but sturdy pickaxe. Enables the user to dig around, without relying on their bare hands. |
| Small Knife | 100 | Weapon (1d6 damage), Petty. A small but sharp knife, ideal for survivalist situations. |
| Small Compass | 500 | Petty. A small compass, which always points north. |
| First Layer Depth Gauge | 2000 | Petty. A device for determining how deep in the abyss you are. It only works up to 1000 meters, so it's ideal for young and inexperienced delvers. |
| Basic Food Rations | 200 | Dry, dull tasting but nutritious, it's made up of nuts and common fruits, dried and condensed into an easy to hold bar shape. |
| Basic Cooking Gear | 600 | Ideal for overnight stays in the abyss, this contains several small pots, cups, and a flimsy stand for a campfire. Also has a slot for "Basic Cutlery Gear"; if you own that item as well, it gains the "petty" attribute. |
| Basic Cutlery Gear | 500 | A set of four small implements, each with a spoon on one end, and a fork on the other; the fork end has a knife on one edge, so be careful when using it. |
| Basic Cutlery Gear | 500 | A set of four small implements, each with a spoon on one end, and a fork on the other; the fork end also has a knife on one edge, so be careful when using it. |
| Basic Sleeping Set | 2000 | Bulky. A thin but warm blanket, and a soft but durable mat with a small pillow on one end. Better than roughing it on the hard ground. |
| 15m Rope | 500 | A good solid length of rope. Can be used with a piton embedded in a wall. |
| Piton Bundle | 100 | A spike with a loop on the other end, sold in bundles of three. Every three pitons consumes only one item space, rounded up (so 5 pitons would take 2 item spaces). |
| Torch | 250 | Used for exploring darker areas, lighting one provides illumination of about 50ft for 1 segment of time. |
| Torch | 250 | Weapon (1d2 damage, 1d6 damage when lit). Used for exploring darker areas, lighting one provides illumination of about 50ft for 1 segment of time. |
| 1.5m Bandage | 100 | Essential for emergencies, it can be used to bind a wound, stop a bleed, or as a makeshift sling for a broken limb. Every 10 meters of bandages consumes only one item space, rounded up (so 15 meters of bandages would take 2 item spaces). |
| Soothing Salve | 100 | A kind of viscous cream derived from materials found in the abyss. This can be used to restore the Health statistic of one character by 1d6 points. It can only be applied once per segment of time, otherwise it is ineffective. 12 uses. |
...specify weapon data and how to use them, under #combat
| Soothing Salve | 100 | A kind of viscous cream derived from materials found in the abyss. This can be used to restore the Health statistic of one character by 1d6 points. It can only be applied once per segment of time, otherwise it is ineffective; it is also ineffective on broken bones and missing body parts. 12 uses. |
... knife sheath on belt? = petty
...sketch pad needed
...sleeping set currently has no effect
# Recovered Artifacts
A list of rare and valuable objects that can be found within the abyss. The upper layers have been picked clean of the best finds, so the deeper you go, the more valuable - and interesting - the artifacts become. Each artifact takes up 1 item space in your bag, unless it has the "bulky" attribute, which means it takes up two item spaces, or the "petty" attribute, which means it is so small it doesn't take up any item spaces.
@ -206,6 +225,8 @@ When you sell a newly discovered artifact at the delving guild's appraisal offic
| Relic Egg | 4 | 10o, 1sp | This simple egg-shaped artifact is found throughout the abyss. It doesn't seem to have any use, but still sells for a high price overseas. The designs on the surface are more elaborate the deeper it's found. |
| Sun Sphere | 4 | 20o, 1sp | This superficially resembles a Relic Egg, but is capable of emitting light for a short time when activated. The designs on the surface are more elaborate the deeper it's found. |
...Princess Bosom
...need more artifacts
# Skills
@ -257,6 +278,8 @@ You may spend one point of stamina to record a specimen from a safe distance. Fo
...how hard do these things hit? what is their AC? Any special abilities?
...bug swarm
### Man-Toyer
...creatures need difficulty levels, health and attacks (reactions cna work too)
@ -271,8 +294,57 @@ On their own, they pose little threat, but they normally travel in large packs,
# Appendices
## Excavation Tables Based On Depth
...Make sure this first one matches the one in the main text
| d8 | Excavation Results (1-100 meters) |
| --- | --- |
| 1 | Encounter: Man-Toyer x 2 |
| 2 | Encounter: Bug Swarm |
| 3 | *Nothing* |
| 4 | *Nothing* |
| 5 | Relic Egg |
| 6 | Relic Egg x 1d2 |
| 7 | Relic Egg x 1d3 |
| 8 | Sun Sphere |
| d8 | Excavation Results (101-200 meters) |
| --- | --- |
| 1 | Encounter: Man-Toyer x 3 |
| 2 | Encounter: Bug Swarm |
| 3 | *Nothing* |
| 4 | Relic Egg |
| 5 | Relic Egg x 1d2 |
| 6 | Relic Egg x 1d3 |
| 7 | Sun Sphere |
| 8 | Sun Sphere |
| d8 | Excavation Results (201-300 meters) |
| --- | --- |
| 1 | Encounter: Man-Toyer x 1d6 |
| 2 | Encounter: Bug Swarm |
| 3 | *Nothing* |
| 4 | Relic Egg |
| 5 | Relic Egg x 1d2 |
| 6 | Relic Egg x 1d3 |
| 7 | Sun Sphere |
| 8 | Sun Sphere |
| d8 | Excavation Results (301-400 meters) |
| --- | --- |
| 1 | Encounter: Surprised by Man-Toyer x 1d6 |
| 2 | Encounter: Bug Swarm |
| 3 | *Nothing* |
| 4 | Relic Egg |
| 5 | Relic Egg x 1d2 |
| 6 | Relic Egg x 1d3 |
| 7 | Sun Sphere |
| 8 | Princess Bosom |
...I might need accurate maps and flowcharts of the abyss' first layer, so the players can move around correctly.
...probably stick the OGL here?
...More things and stuff goes here