Tweaked the flow of the prose, up to Core Gameplay

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Kayne Ruse 2025-01-21 18:09:01 +11:00
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* Introduction
* The Setting
** Tier, the Sacred Mountain
** Vorland, The City Below
** Foothills and Forests
** Dotted Caves
** Gambler's Bluff
** Mycelia Jungles
** Kingdom of Failures
** Frigid Plateau
** Chained Apex
* Character Creation
** Core Attributes
** Initial Skill Points
** Beginner's Pack
* Core Gameplay
** Combat And Challenges
** Resting and Fatigue
** Dying and Death
** The Passage of Time
* Items and Inventory
* Artifacts and Excavation
** Classifications
** Digging and Excavation
** Movement and Ascension
* Skill Point Tables
** Progression Skills
** Survival Skills
** Combat Skills
** Craft Skills
** Group Skills
* Bestiary and Herbarium
* Appendices

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* Examples are needed, with humour
* Reactions and retaliations
* Ranged attacks and weapons
* altitude sickness environmental effects
* altitude sickness & environmental effects
* A lack of food?
* Bigger bags?
* Ranking system for guild members?
@ -19,22 +19,12 @@
# Artifact Ideas
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.
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 lanturns can be fashoned from these.
Stone Heart (uncommon) - Superficially, this resembles a normal piece of stone stone carved into the shape of a 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 any personality or memories from its life, and cannot speak.
* Fate stones? d20 jewels? Inspiration tokens? Twisting fate to screw yourself later
# Word Salad, Yummy yummy
@ -79,9 +69,11 @@ Fortner = gatekeeper
Auslaufer = foothills
## junk notes from the previous draft below
# Scrap notes below
-------------------------
-------------------------
---
# German words, for some reason
Tier = Animal/beast
Fortner = gatekeeper

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rules.md
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# Dev Notes
:warning: **Attention:** Hey Reader! Any line that begins like this, is a "comment" that does not impact the rules; these are just left here as notes to myself for later. I've also included :memo: **Developer Notes**, which are more like commentary regarding the design process - these are open for feedback, along with the rules and prose.
# Introduction
:warning: **Attention:** Hey Reader! Any line that begins like this, is a "comment" that does not impact the rules; these are just left here as references for later. I've also included :memo: **Developer Notes**, which are more like commentary regarding the design process - these are open for feedback, along with the rules and prose.
:question: **TODO:** introductions tend to be written late in development
:warning: **Attention:** 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.
:warning: **Attention:** a table of contents will go here, eventually - it would be really neat if there was a markdown extension for this :/
:question: **TODO:** introduction
:question: **TODO:** TOC - for now, use VSCode's outline panel.
# 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 Tiere, The Sacred Mountain. Jutting out of an otherwise flat landscape, the mountain can be seen clearly from a great distance in all directions. This has given rise to a multitude of myths and legends centered on the mountain, and has attracted people seeking to climb it for thousands of years.
The history of the mountain is long and varied; the oldest known tales liken it to a great beast that emerged from the oceans, walking to its current position before falling asleep. Other, more credible stories tell of ancient and powerful artifacts from long-forgotten kingdoms buried deep within; some of these artifacts are believed to be so powerful, that they may tip the balance of power between nations.
The history of the mountain is long and storied; the oldest known tales liken it to a great beast emerging from the oceans, walking to its current position and falling asleep. Other, more credible stories tell of ancient and powerful artifacts from long-forgotten kingdoms buried deep within; some of these artifacts are believed to be so powerful, that they could tip the balance of power between nations.
Over time Vorland, the city below the sacred mountain formed at the mountain's foot; it now houses a thriving culture dedicated to exploring and exploiting the mountain. Foremost among the peoples is the Mountaineer's Guild - an administrative group that licenses climbers, and handles the processing and sale of recovered artifacts.
Over time a city named Vorland grew at the mountain's foot; it now houses a thriving culture dedicated to exploring and exploiting the mountain's riches. Foremost among its factions is the Mountaineer's Guild - a branch of the administration that issues licenses to climbers, and handles the processing and sale of recovered artifacts.
It is from here that your game begins.
## Tier, the Sacred Mountain
## Tiere, the Sacred Mountain
:warning: **Attention:** Names, including the name of the mountain, are subject to change, depending on how the IRL language research works out.
:memo: **Developer Notes:** I wonder if I should specify exact altitudes, or just leave it for the player's imagination?
The mountain's slopes are traditionally divided into seven distinct areas, known as tiers. These are:
The mountain's slopes are traditionally divided into seven distinct areas, known as "elevations". These are:
* [Vorland, The City Below](#vorland-the-city-below)
* [1st tier - Foothills and Forests](#foothills-and-forests)
* [2nd tier - Dotted Caves](#dotted-caves)
* [3rd tier - Gambler's Bluff](#gamblers-bluff)
* [4th tier - Mycelia Jungles](#mycelia-jungles)
* [5th tier - Kingdom of Failures](#kingdom-of-failures)
* [6th tier - Frigid Plateau](#frigid-plateau)
* [7th tier - Chained Apex](#chained-apex)
* [1st Elevation - Foothills and Forests](#foothills-and-forests)
* [2nd Elevation - Dotted Caves](#dotted-caves)
* [3rd Elevation - Gambler's Bluff](#gamblers-bluff)
* [4th Elevation - Mycelia Jungles](#mycelia-jungles)
* [5th Elevation - Kingdom of Failures](#kingdom-of-failures)
* [6th Elevation - Frigid Plateau](#frigid-plateau)
* [7th Elevation - Chained Apex](#chained-apex)
## Vorland, The City Below
Vorland is a historic resource town that survives by recovering artifacts from the sacred mountain, and selling them across the continent. Built into a natural valley marked by the Contrasting River, the sight of common-class artifacts is a part of daily life.
Vorland is a historic resource town that survives by recovering artifacts from the mountain, and selling them across the continent. Built into a valley among the foothills, and marked by the Contrast River, the sight of common-class artifacts is a part of daily life.
Due to its proximity to the mountain's 1st tier, a large albion wall runs along the outermost edge of the city's ancient limits, but this doesn't always stop the critters from getting inside.
Due to its proximity to the 1st Elevation, a prominent stonework wall marks the historical edge of the city's limits; unfortunately, it doesn't always stop strange beasts from wandering the streets at night.
:question: **TODO:** flesh out "albion" - a kind of bronze-colored stone that isn't found on the surface, but there are structures built from it in the Kingdom of Failures.
:memo: **Developer Note:** The contrasting river has fresh water from the mountains, and the riverbed is covered in multicolored stones, hence the name. These stones are pretty, but otherwise mundane.
:memo: **Developer Note:** The Contrast River carries fresh water from the 2nd Elevation, and the riverbed is covered in multicolored stones, hence the name. These stones are pretty, but otherwise mundane.
## Foothills and Forests
A dense, but navigable forest that covers the lowest parts of the ascent. The flora here seems to grow unnaturally fast, so any attempt at establishing a permanent road has met with failure. The average angle of the slope is about 60 degrees, which also impedes all but the simplest of construction efforts.
A dense, but navigable forest that covers the lowest parts of the ascent. The flora here seems to grow unnaturally fast, so any attempt at establishing a permanent road has met with failure. The angle of the slopes averages about 60 degrees, further impeding all but the simplest of construction efforts.
## Dotted Caves
A series of natural and unnatural cuts into the mountain can be found here. The first caves mark the beginning of the second tier, while the forests of the first continues until the base of the Gambler's Bluff.
A series of natural and unnatural cuts into the mountain can be found here. The lowest cave openings mark the beginning of the 2nd Elevation. The forests continue up the surface, often obscuring smaller openings, which pose a hazard to those who climb without caution.
The cave systems have yet to be fully explored and mapped due to the dangerous fauna and precarious terrain within; the river that feeds the city below seemingly originates from inside. The name comes from the unusual rock and stone of this tier, which bear an apparent speckled or "dotted" pattern.
The cave systems have yet to be fully explored and mapped due to the dangerous creatures and precarious terrain within; the river that sustains the city below originates from one of the larger openings. The name of this Elevation comes from the unusual rocks and stones found here, which bear an apparent speckled sheen when reflecting light.
## Gambler's Bluff
A sheer cliff face with grips and handholds no larger than your fingertips. It's covered in narrow tunnels, sometimes called "pigeonholes", which have been dug into the rock face by large birds called fortner.
The 3rd Elevation is a sheer vertical cliff face, which abruptly bursts forth from the ground below. The surface of the bluff is covered with grips and handholds, many of which are no larger than your fingertips. The bluff is pockmarked by narrow tunnels, sometimes called "pigeonholes", dug into the rock face by large birds of prey called "fortner".
Choosing the right tunnel to rest in is important, because choosing an occupied one will result in being rudely ejected by the nesting fortner, and an early demise; hence the name of this tier.
Choosing the right pigeonhole to rest in is a gamble, as these are the fortner's nesting places, and choosing an occupied one will result in sudden and violent ejection by the occupants. Many abandoned pigeonholes are connected within the mountain's bulk, and can be traversed, sometimes granting a dark and cramped, but safer route upwards.
Many of the tunnels can be traversed, and there are seems to be an unexplored network of caves within, but no known connection to the lower tier has yet been found.
:memo: **Developer Note:** The fortner are endemic to the mountain.
## Mycelia Jungles
A vast array of fungi and other plant matter covers this tier, some of which is strong enough to act as support structures, jutting out above the void beyond the receding cliff face. As a result, the livable area of the jungles are much larger than one would initially expect.
A vast ecosystem of fungi and other plant matter covers the 4th Elevation. Some of these biological structures are strong enough to support their own weight, and more, while jutting out above the cliff's edge, creating a larger walkable area than what would be expected.
Many creatures endemic to the mountain have evolved to thrive in this high altitude ecosystem. While it's possible to consume some of the more benign fungi here, the environment is just as likely to consume you in return.
Many creatures endemic to the mountain have evolved to thrive in this high altitude ecosystem, or to venture in for food. While it's possible to consume some of the more benign growths here, the environment is just as likely to consume you in return.
A word of warning: care must be taken not to become infected; there are recorded instances of climbers who, after reaching this tier and returning to the valley, were totally unaware that their horrific latticework bodies were in any way unusual.
A word of warning: Great care must be taken not to become infected; there are recorded instances of climbers who, after reaching this Elevation and returning to the city below, were totally unperturbed by their bodies being rebuilt or replaced by fungal parasites.
## Kingdom of Failures
Above the jungles, higher than any could expect, lies the dilapidated remains of past civilizations, seemingly built into and on top of each other, in a dense network of twisting rooms, corridors and bridges. At least three distinct architectural styles have been identified, with an unknown number of others having been scrapped for building materials.
High above the clouds, beyond the view of even the best looking glasses, lies the dilapidated remains of past civilizations, Seemingly built into and on top of each other in a dense network of twisting rooms, corridors and bridges. At least three distinct architectural styles have been identified, with many others hinted at having been scrapped for building materials.
Among these ruins live small bands of climbers who, for one reason or another, can't or won't ascend any further up the mountain. Subsisting on materials grown here or gathered from lower tiers, these groups of people are often at odds with each other, as they race to find the powerful artifacts that fill these halls in abundance.
Among these ruins live small bands of climbers who, for one reason or another, can't or won't ascend any further. Subsisting on materials grown here or gathered from the jungle, these groups vie for valuable and powerful artifacts buried in the mountain's core.
## Frigid Plateau
The top two tiers of the mountain remain hidden in cloud cover at all times; this seemingly unnatural phenomenon also prevents climbers from returning from beyond this point. The only information we've been able to ascertain comes from written messages secured within rocket-like projectiles, and fired over the cloud barrier by the few brave - or suicidal - souls that enter.
The top two Elevations remain hidden in cloud cover at all times; this seemingly unnatural phenomenon also prevents climbers from returning from beyond this point. The only information we've been able to ascertain comes from written reports, secured within rocket-like projectiles, fired through gaps in the cloud barrier by the few brave - or suicidal - souls that enter.
Reports say that the already cold air becomes frigid, plant life becomes scarce and feeble, and snow drifts may hide deep crevasses that swallow people whole.
According to the reports, the already cold air becomes frigid, plant life vanishes, and snow drifts hide deep crevasses that swallow people whole.
The most notable feature of this tier has only a few reliable accounts dating back centuries - it seems as though the very top of the mountain has been shorn off, as if by a sharp razor - the exposed rock is smooth to the touch, and seems to extend from one side of the mountain to the other.
The most notable feature of this Elevation has only a handful of reliable accounts within the last four centuries - the peak of the mountain has been sliced off, as if by a blade - the exposed rock is smooth to the touch, and seems to extend from one side of the plateau to the other.
## Chained Apex
Visibility on the plateau is poor to non-existent due to the snow storms, but for those few that wander here, they may be lucky enough to find the chains - massive metallic constructs resembling a link chain, with one end reaching into the heavens, and the other embedded into the rock below.
Visibility on the plateau is poor to non-existent due to cloud cover and snow storms. Among those that wander here, only a lucky few have managed to find the chains - massive metallic structures resembling links in a chain, with one end reaching into the heavens, and the other embedded deep into the rock below.
Estimates put the width of each link at roughly equal to an elephant, and it is clear to any who observe that they do in fact shift their positions, as though whatever they tether is drifting with the winds.
While attempts at climbing them have reportedly been made, no news of their success or failure has ever reached us.
These chains, measured at two arm spans thick, seem to move over time, as though whatever they tether to the mountain is drifting with the winds. While attempts at climbing them have reportedly been made, no news of success or failure has ever reached the city below.
# Character Creation
@ -101,36 +97,38 @@ When you begin your campaign, each character begins with four core attributes, s
## Core Attributes
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.
Each character begins with a set of four attributes, called the Core Attributes. An "attribute" is simply the name of a value belonging to your character - more attributes can be gained, and existing ones improved as you progress play. The current value of an attribute can be reduced by various means, or restored to its maximum value, usually by resting.
The core attributes are:
The Core Attributes are:
| Attribute | Value | Description |
| Name | Value | Description |
| --- | :---: | --- |
| Health | 10/10 | Representing your physical fitness, it is usually depleted when you're injured. |
| Health | 10/10 | Representing your physical wellness, and is depleted by injuries. |
| 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. |
| Fortitude | 10/10 | How resistant you are to the negative effects of climbing, altitude sickness, and other environmental effects. |
| Obsession | 10/10 | Represents your fixation with the mountain, and how well you can use artifacts. |
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.
## Initial Skill Points
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.
When building a new character, you begin with 20 unallocated skill points, with more earned as you play. You can spend these while resting to buy new skills, or level up existing skills; any skills you don't have are considered level 0.
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 4 points to it, resulting in a total of 10 points allocated to that skill. Any unallocated skill points should be noted down until they are used.
To buy a new skill or level up an existing one, you must first meet the listed prerequisites (including any previous levels), and spend skill points equal to the new level. (e.g. To buy a skill at level 4, you must spend a total of 10 skill points.) Unspent skill points can be saved for later.
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.
There is an additional restriction during character creation; before your character begins their first ascent, they are limited to a maximum of 5 skills. After they begin, this restriction is immediately removed.
## Beginner's Pack
Lastly, when you create a new character, they begin with a set of standard issue items to get them started, 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, solid shoes and a basic 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 3d6 x 10as, so they can buy some extra basics that they may need. A full list of items you can buy can be found in [Items and Inventory](#items-and-inventory).
The local currency is a small copper coin called an "as", ten of which makes 1 silver "denas". Each character begins the game with 3d6 x 10as, and can buy extra items from the markets. A full list of items can be found in [Items and Inventory](#items-and-inventory).
# Core Gameplay
The core gameplay of this game is a combination of role play scenarios, combat and skill challenges.
:warning: **Attention:** I'm not touching the wording below just yet.
The core gameplay of Curses & Blessings is a combination of role play scenarios, combat encounters, and skill challenges.
:memo: **Developer Note:** Critical Ranges and Limit Breaks are an interesting idea that I toyed with previously, and I do plan on returning to it to see how well they work, once the core rules have ossified.
@ -184,7 +182,7 @@ Even before your character's health drops to 0, some situations my cause potenti
For climbers on the mountain, keeping track of the current time of day is important, as more dangerous creatures may be active at different times. Rather than following the traditional 24-hour system, one full day on the mountain is divided into 10 "segments" of roughly equal length, beginning from sunrise, while a series of sequential segments is known as a period.
:question: **TODO:** Ascension and descension will take time, but long stretches of time can be glossed over by the GM - I'll need to add a rough guide for how long each tier takes to traverse.
:question: **TODO:** Ascension and descension will take time, but long stretches of time can be glossed over by the GM - I'll need to add a rough guide for how long each Tiere takes to traverse.
:question: **TODO:** should digging and climbing be moved here?