diff --git a/notes-and-comments.txt b/notes-and-comments.txt index 5af2eea..4bacf9b 100644 --- a/notes-and-comments.txt +++ b/notes-and-comments.txt @@ -14,12 +14,32 @@ # Artifact Ideas -* Stone Heart (uncommon) - Superficially, this resembles a normal piece of stone carved into the shape of an anatomical human heart. When the heart of a deceased human is replaced with this, and the body has not decayed too badly, it will begin to move again, as though animated by some dark magic. The risen body can follow simple instructions, but does not retain the personality or memories from its life, and cannot speak. -* Dhampir's Appetite (rare) - A dagger that can steal the lifespan of a victim, transferring it to the wielder. Extended usage has diminishing returns, but it's possible to live for centuries using this method. +* Stone Heart (rare) - 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. + +* Vampiric Desire - A dagger that can steal the lifespan of a victim, transferring it to the wielder. Extended usage has diminishing returns, but it's possible to live for centuries using this method. + * Prosthetic Body (Nocturne) - Attaches to the spine, and augments disabled limbs with whip-like protrusions. Goes crazy if the user dies. + * Indestructable Helmet - that can't be removed, but grants extra perception. The perception drives you mad over time. -Some kind of switch army knife, that changes gameplay +Some kind of swiss army knife, that changes gameplay + +# Creatures + + + + +Butcher (craft) - prepare meats for cooking + +Baker (craft) - prepare vegetation for cooking + +candlestick maker (craft) - turning artifacts into tools + + +Foraging (group) - gathering prerequisite + + + # Random Maybes diff --git a/rules.md b/rules.md index c131aeb..3f236da 100644 --- a/rules.md +++ b/rules.md @@ -109,7 +109,7 @@ The Core Attributes are: | --- | :---: | --- | | 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, altitude sickness, and other environmental effects. | +| Fortitude | 10/10 | How resistant you are to the negative effects of climbing, mountain 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. @@ -190,13 +190,13 @@ When returning from a climb, you may be weighed down by discoveries, or injuries It's a well known phenomenon across the continent that climbing mountains can cause various maladies. The lower concentrations of oxygen, as well as the lower pressure inherent to higher altitudes, causes a series of nausiating to debilitating effects. -For Tiere, The Sacred Mountain, be it providence or coincidence, it seems that each elevation aligns with the worsening of symptoms. At the dawn of each day, each player must perform a [skill challenge](#skill-challenges) to avoid altitude sickness, depending on which elevation they've reached: +For Tiere, The Sacred Mountain, be it providence or coincidence, it seems that each elevation aligns with the worsening of symptoms. At the dawn of each day, each player must perform a [skill challenge](#skill-challenges) to avoid mountain sickness, depending on which elevation they've reached: | Elevation | Target | Effect on Failure | | --- | --- | --- | | Foothills | No challenge needed. | - | - | | Dotted Caves | 12 | Lose 1 Fortitude. | -| Gambler's Bluff | 14 | Lose 1 Fortitude, need to spend 1 segment of time recovering. | +| Gambler's Bluff | 14 | Lose 1 Fortitude, then you need to spend 1 segment of time recovering before you can continue climbing. | | Mycelia Jungles | 16 | Lose 1 Fortitude, then make another skill challenge with a target of 16, and on a failure, you become Fatigued. | | Kingdom of Failures | 16 | Lose 1 Stamina and 1 Fortitude, and all rolls for this day receive a -1 penalty. | | Frigid Plateau | - | - | @@ -208,8 +208,6 @@ Multiple skills are available for purchase which alleviate these symptoms, or at ## Resting and Fatigue -:memo: **Developer Note:** When writing this, I wanted the full effect of fatigue to be reducing the damage dealt by half, reducing movement speed by half, and making it hard or impossible to move up or down the mountain. However, since I haven't written the parts concerning movement and ascension yet, I'll leave the effects of fatigue as a slightly wrong placeholder for the time being - I want to get the draft functioning first, so I can test it, rather than getting everything right on the first pass. - Climbing the mountain can be taxing on both the mind and body - if your character's Stamina or Fortitude attributes ever reaches zero, that character becomes Fatigued. While your character has Fatigued condition, any combat damage they deal is reduced by half (rounded up), and any combat damage they receive is doubled. While on the mountain, if you find a safe location, you may decide to rest. Resting will restore your attributes and allow you to use items, and sleep. @@ -218,9 +216,9 @@ While Fatigued, your attributes will not be restored by resting until the Fatigu ## Dying and Death -Your character's health attribute represents their physical fitness - as they accumulate injuries or illnesses, their health attribute will be directly impacted. If your character's health attribute is ever reduced to 0 or below, they die. +Your character's Health attribute represents their physical fitness - as they accumulate injuries or illnesses, their Health attribute will be directly impacted. If your character's Health attribute is ever reduced to 0 or below, they die. -Even before your character's health drops to 0, some situations my cause potentially debilitating conditions, such as becoming poisoned or losing a limb, requiring some kind of prosthetic to continue. +Even before your character's Health drops to 0, some situations my cause potentially debilitating conditions, such as becoming poisoned or losing a limb, requiring some kind of prosthetic to continue. :memo: **Developer Note:** Poisons and prosthetics are possible future mechanics. I'm also considering other generic conditions like blindness and deafness. Exactly what effect these will have, I haven't decided yet - they may impact more than just your attributes. @@ -257,41 +255,132 @@ Below is a table of the most commonly purchased maintaineering gear. While not a | Soothing Salve | 15az | A pale viscous cream derived from a fungus, used for pain relief. Apply no more than once per segment of time to a wound to restore 1d6 Health. Does not heal broken bones or restore lost body parts, 6 uses. | | Cold Weather Clothes | 1000az | Highly durable warm weather clothing, effectively essential at higher altitudes. Available in various sizes. | | Sketchbook and Pencil | 25az | A simple but durable notebook, with pages ideal for sketching or taking notes. Comes with a matching pencil. | -| Small Candle Bundle | 20az | A small, portable candle that produces a weak light, but last for a few hours. Comes with a small sparkstone to light them. Each bundle of up to ten candles consumes one inventory slot. | +| Small Candle Bundle | 20az | A small, portable candle that produces a weak light, but last for a few hours. Comes with a small glowstone to light them. Each bundle of up to ten candles consumes one inventory slot. | :question: **TODO:** Tie a mechanical bonus to these, where needed # Artifacts -:question: **TODO:** Empty - We're here for the Phat Lute +:question: **TODO:** Empty - We're here for the Phat Lute. + +Following your return from a climb, the Mountaineer's Guild has services that you can use to exchange your finds for hard-earned money and skill points. Each artifact lists the reward in its stat block. + +As members of the Mountaineering Guild, refusing to exhange recovered artifacts upon return is considered an illegal act, and will lead to immediate dismissal and incarceration. So, unless otherwise permitted, be discreet with the more *interesting* finds. ## Classifications Each type of artifact falls into one of the following broad classes, which can often dictate how they're handled: -**Common-class:** There are many examples of this artifact, or it can be easily crafted from an artifact. Their effects are fairly simple or mundane. +[Common Class](#common-artifacts): There are many examples of this artifact, or it can be easily crafted from an artifact. Their effects are fairly simple or mundane. -**Uncommon-class:** While not impossible to obtain, uncommon-class artifacts are hard to come by, and sell for high prices. Their effects can vary from moderately impactful, to extremely dangerous or destructive if misused. +[Uncommon Class](#uncommon-artifacts): While not impossible to obtain, uncommon-class artifacts are hard to come by, and sell for high prices. Their effects can vary from moderately impactful, to extremely dangerous or destructive if misused. -**Rare-class:** While multiples of some rare-class artifacts do exist, the exact number could be counted on one hand. The sale of these is regulated on a case-by-case basis, as some have the capacity to tip the balance of power between nations. +[Rare Class](#rare-artifacts): While multiples of some rare-class artifacts do exist, the exact number could be counted on one hand. The sale of these is regulated on a case-by-case basis, as some have the capacity to tip the balance of power between nations. -**Nocturne-class:** These artifacts, for whatever reason, cannot be recovered or sold by the Mountaineer's Guild. Some are immovable, while others have been bound to an individual's body - the exact circumstances vary. +[Nocturne Class](#nocturne-artifacts): These artifacts, for whatever reason, cannot be recovered or sold by the Mountaineer's Guild. Some are immovable, while others have been bound to an individual's body - the exact circumstances vary. -**Restricted:** This is a special class, reserved only for artifacts that actively cause harm, and are therefore illegal to possess. Being caught in possession of a restricted artifact can come with steep fines and punishments. +[Restricted](#restricted-artifacts): This is a special class, reserved only for artifacts that actively cause harm, and are therefore illegal to possess. Being caught in possession of a restricted artifact can come with steep fines and punishments. -:question: **TODO:** Empty +## Common Artifacts - -## Glowstone - -Class: Common -Sell Price: 2az each -Skill Points: 1 each, max 10 per climb -Carry Slots: 1 per 10 stones +**Name: Glowstone** +Sell Price: 2az each +Skill Points: 1 each, max 10 per climb +Carry Slots: 1 per 10 stones A a kind of semi precious gemstone which, when a small amount of pressure is applied, produces a bright green glow; excessive pressure can cause an explosion. Since this can be used as a light source that doesn't produce heat, glowstone lanterns can be fashoned from these. -## Sparkstone +--- + +**Name: Chillbloom Seeds** +Sell Price: 40az per Kg +Skill Points: 2 per Kg +Carry Slots: 1 per Kg, max 3 slots + +The seeds of a Chillbloom Flower, with heat-absorbing properties. Bags of these seeds are often used to treat swelling or aching limbs. Chillblooms resemeble white sunflowers that grow among the canopies in the 1st Elevation. + +:question: **TODO:** Add to the herbarium + +--- + +**Name: Soothing Waater** +Sell Price: - +Skill Points: - +Carry Slots: 1 per Litre, requires a container + +Some springs within the Dotted Caves contain pools of water with mild restorative properties. Drinking some of this while you rest will grant you a one-use effect to restore 1d6 Health while not in combat. This effect only lasts for 1 day. + +:question: **TODO:** Add water bottle to items + +--- + +**Name: Singing Sunstone** +Sell Price: 4az each +Skill Points: 1 each, max 10 per climb +Carry Slots: 1 per 10 stones + +A kind of spiritual cousin to glowstones, these odd gems produce a bell-like tone when movement is detected within a hand's distance. The exact tone varies based on its shape, so a small industry of cutting these stones for aesthetic purposes can be found in Vorland. + +--- + +**Name: Unrefined Impact** +Sell Price: 10az per Kg +Skill Points: 10 per Kg, max 20 per climb +Carry Slots: 2 per Kg + +A hard mineral which is surprisingly dense. Useless on its own, but its chemical properties are used in various industries. + +## Uncommon Artifacts + +**Mental Catalyst** +Sell Price: 150az per drop +Skill Points: - +Carry Slots: 1 + +Processed from material gathered from the Mycelia Jungles, a small dose can sharpen your perception and boost your thinking power. However, this sensation is extremely addictive, and can lead to dependance. + +When you injest a drop of the Mental Catalyst, make a Skill Challenge with a target of 14. If you succeed, for the next day, you may spend 1 point of Obsession to roll two dice for skill challenges instead of one, and take the highest. + +--- + +**Mirror Mask** +Sell Price: 250az +Skill Points: 15 +Carry Slots: 1 + +An ancient mask with a mirror-like surface, it allows the wearer to copy the feats of those they watch until the mask is removed. Extended use may lead to feelings of a loss of identity. + +When you watch someone use a skill, you may spend Obsession equal to that skill's level to copy it. You may use that skill until you remove this mask, at which time all copied skills are lost. + +If you are wearing the Mirror Mask at the dawn of each day, before you roll to avoid Mountain Sickness, choose a skill you have learned but haven't copied. That skill's level is reduced by 1, to a minimum of 0. + +--- + +**Mountain's Stinger** +Sell Price: 200az each +Skill Points: 12 +Carry Slots: 1 + +Weapon (1d4). A needle-like object that was once part of a larger weapon. Landing a successful attack with this causes the target to suffer the effects of mountain sickness, as though they failed the skill challenge at their current elevation. This can be applied multiple times. + +--- + +**Dhampir's Appetite** +Sell Price: 400az each +Skill Points: 10 +Carry Slots: 1 + +Weapon (2d8). An ornate but well-balanced knife. Each time an attack with this weapon deals damage, the user restores 1 Health. + +## Rare Artifacts + +:question: **TODO:** Empty + +## Nocturne Artifacts + +:question: **TODO:** Empty + +## Restricted Artifacts :question: **TODO:** Empty @@ -310,15 +399,24 @@ During your campaign, your characters can learn new skills by allocating unused ## Survival Skills -:question: **TODO:** Empty +| Name | Prerequisites | Effect | +| --- | --- | --- | +| Gathering | - | You know which small plants, fruits and nuts can be safely eaten. If your level in this skill is equal or above your current elevation, you may spend 1 segment of time gathering enough for 1d4+2 people to eat. | +| Identify Poisons | - | You can identify when someone has been poisoned and how. You may perform a skill challenge with a target value of 18, adding your level in this skill to your roll, to identify if food or water has been poisoned and how. | +| Grit Your Teeth | - | If half or more of your party has been reduced to half their Health or less, you may add +2 to your attack and damage rolls. If your level in this skill is 4 or more, add +5 instead. | ## Combat Skills -:question: **TODO:** Empty +| Name | Prerequisites | Effect | +| --- | --- | --- | +| Utilize Poisons | Identify Poisons Level 4 | You may apply poisons to your weapons. If you deal damage with a poisoned weapon, that target becomes poisoned, and loses Health equal to your level in this skill at the beginning of their turn. Multiple instances of poison can't be applied at once; instead the higher poison value takes effect. | +| Honour Dueling | No prior levels in this skill | While not in combat, you may challenge an opponent to a formal duel to settle a dispute. If they accept, no one can interfere until first blood has been drawn. | +| Outnumbered | - | If your party is in combat with more than double its number in enemies, defeating an enemy allows you to attack again. You may use this skill up to its level each turn. | +| Outgunned | Outnumbered Level 3 | If half or more of your party is Fatigued, multiply your damage by the amount of your Fatigued party members. | ## Craft Skills -:question: **TODO:** Empty - "crafts" are more like "professions" +:question: **TODO:** Empty - "crafts" are more like "professions"; maximum 2 from this category. ## Group Skills @@ -326,9 +424,30 @@ Group skills are unique, in that they are unusable and unobtainable unless every :question: **TODO:** Empty +| Name | Prerequisites | Effect | +| --- | --- | --- | +| Rope Up | - | The party can tie themselves together with a length of rope and climb a cliff face or other dangerous ledge. If anyone fails a skill challenge to prevent themselves from falling, each other person tied to the rope performs a skill challenge with a target value of 12 to save them. If half or more of those saves succeed, the fall is prevented. | +| Battle Cohesion | - | If another ally in combat has this skill, you each gain +1 to attack rolls. If every ally in combat has this skill, you each gain +2 to attack rolls instead. | + # Bestiary -:question: **TODO:** Empty +**Rock Bear** +Health: 12 +Stamina: 20 +Fortitude: 18 +Obsession: 2 + +Rock Bears get their name form the rock-like carapace covering thair bodies. When they curl up, they can often be mistaken for part of the landscape. + +--- + +**Ambush Wolf** +Health: 3 +Stamina: 8 +Fortitude: 12 +Obsession: 5 + +Ambush Wolves, with their green mottled coats, blend into the forests of the 1st and 2nd Elevations. While they do venture beyond the bounds of the mountain, their primary hunting method is to disguise themselves in the thick vegetation, wait for their prey. What makes these truly dangerous is that they hunt in packs of between three and ten, though accounts of several dozens have been reported. # Herbarium