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[PUBLISHER] Merge #10
* PUSH NOTE : Cleric Spells.md * PUSH NOTE : Cleric.md * PUSH NOTE : Followers.md * PUSH NOTE : Favor.md
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content/Ash In the Snow/Meta/Favor.md
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---
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publish-ash: true
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---
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### What is Favor?
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Favor represents feelings of gratitude, honor, responsibility, or debt
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between a PC and another character (PC or NPC). A character who
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favors another will feel inclined to act in their interest, even if just to
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pay off a perceived debt.
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When you Favor someone, or someone Favors you, note down their
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name and the details behind the Favor. Two people can mutually Favor
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each other, and you can Favor as many different people as you’d like.
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While someone Favors you, they might treat you especially kindly,
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make you feel appreciated, act in your stead, or similar.
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- Gaining Favor: The most common way to gain someone’s Favor is
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by accomplishing a significant task for them, triggering the Gratify
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Move shown to the right. The significance of this task is judged by the
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character it’s done for, not the one doing it. One person might Favor
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you for the encouraging words you said when they needed to hear
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them, while another may demand you deal with a threat plagueing
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the area. GM’s should consider an NPC’s Want when judging if an
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accomplished task would gain their Favor.
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- Losing Favor: If you mistreat someone who Favors you, they no longer
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do so. Just like with gaining favor, what this entails is also up to the
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character who is Favoring you.
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- Favoring Others: You decide how you treat those you Favor, how you
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express it and what it means. Every character will have limits on how
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far they will go for someone they Favor.
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content/Ash In the Snow/Meta/Followers.md
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---
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publish-ash: true
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---
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## Followers
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## Creating a Follower
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Name and describe your follower, working with the GM and other
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players to detail it. Then choose one or two Qualities that they have,
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and the GM will tell you an equal number of Costs.
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Some Followers gained through certain Advanced Moves or other
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unusual circumstances may have special or unique Qualities - these do
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not increase the Costs.
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The GM will then create the Follower like any other NPC, following
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the NPCs section of the Game Master chapter on Page 95, and giving
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them a Want, Methods, Conditions, and Armor.
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Finally, the GM will give them a few Descriptors, similar to Item Tags,
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fitting who or what they are.
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Example Qualities
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- Charming: They are desirable or have a way with words. When
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they help you Compel someone who Favors you, you can gain the
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bonus from their Favor without using it up.
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- Cunning: Clever and observant. When they help you Examine,
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treat a 7-9 as a 10+.
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- Educated: They’re knowedgeable about a particular subject.
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When they help you Ponder it, they’ll also give you an additional
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interesting (but not necessarily useful) piece of information.
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- Healer: When they tend to wounds with Supplies or Medicine,
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they can treat two patients with 1 use.
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- Meek: They accept their lowly lot. They will agree to do degrading
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and unreasonable tasks without the need to Command them.
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- Organised: They follow plans well and work well in a group. Once
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they agree to a plan, you don’t need to Command them as long as
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the plan doesn’t go awry.
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- Warrior: They count as +1 Armor when they help you fight, and
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you don’t have to Command them to fight unless the opposition is
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terrifying or overwhelming.
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Example Costs
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- Assistance: They inevitably need your help at the most
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inopportune moments.
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- Brutality: They have an instinct or outright desire for savage,
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unnecessary violence.
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- Ego: They want frequent and regular credit for heroics, regardless
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of whether or not they truly contributed.
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- Independence: They may follow you for convenience or mutual
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gain, but they are
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not truly loyal to you.
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- Principles: They have a code, belief or boundary that they expect
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you to adhere to.
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- Riches: They demand regular coins, gems or other valuables.
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- Safety: They expect you to protect them from any danger, or
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ideally for there to be no danger at all.
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- Unstable: They can sometimes be a danger to you, and you have to
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be prepared to put up with that.
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Example Descriptors
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- Athletic: Good at running, climbing, jumping, and physical
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maneuvering.
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- Cautious: Careful and methodical; avoids acting rashly.
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- Devious: Deceitful, treacherous, thieving.
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- Stealthy: Avoids detection; often gets the drop on foes.
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- Beautiful: Draws admiration and attention; makes an impression.
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- Terrifying: Their presence and appearance invoke fear.
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- Group: A team, gang, or mob, with all the strengths and drawbacks
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of greater numbers.
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- Ferocious: Merciless, violent, and aggressive.
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- (In)Famous: They’re well-known, for good or for ill.
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- Stubborn: Tough, hard-working, and willing to put up with
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discomfort.
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- Self-Sufficient: Can easily navigate and live off the land.
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- Faithful: Dedicated to a religion, belief, or cause.
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content/Ash In the Snow/Meta/Moves/Cleric Spells.md
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content/Ash In the Snow/Meta/Moves/Cleric Spells.md
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---
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publish-ash: true
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---
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You start with two of these known, see the Invocation Starting Move
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on Page 45 for details.
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Only one Ongoing invocation or spell can be maintained at a time.
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The Risk of an Invocation usually only happens when you choose it on
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a 7-9, but something like it or worse may happen when the GM says
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what happens on a 6-.
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An Invocation’s Greater effect only happens when certain Advanced
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Moves unlock it.
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### Bestow Curse
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A foe you touch has their Armor reduced to 0 or is struck by some
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supernatural disease, blindness, or another affliction for a few
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minutes.
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Risk: You also suffer the effects of the curse.
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Greater: On a 12+, the effect lasts as long as you’d like, including
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permanently.
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### Bless
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For the remainder of this scene, an ally gains Advantage Forward and
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either +1 Armor or +1 condition inflicted the next time they hurt
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someone - you choose when you Bless them.
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Risk: You also receive Disadvantage Forward.
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Greater: They have Advantage Ongoing for the scene, instead of just
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Forward.
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### Cause Fear (Ongoing)
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Name an individual or a type of mortal creature. While they can see
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you they are filled with dread, causing them to recoil and back away -
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the weak and cowardly among them must outright flee.
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Risk: Instead of simply recoiling or fleeing, they might act agressively,
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rashly, or unpredictably.
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Greater: On a 12+, even the mighty and strong-willed must flee.
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### Contact Spirits
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You speak with a departed soul whose body is nearby or whom you
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knew when they were alive. Their spirit manifests for the scene, and
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will answer any one question you ask to the best of its ability before
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it returns.
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Risk: Their answers are vague or veiled, as they are either unable or
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unwilling to answer you clearly.
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Greater: On a 12+, you can ask them any number of questions for the
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scene.
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### Dismiss
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A nearby otherworldly entity or spirit is banished from the world or
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back to whatever tethers it here.
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Risk: As it leaves it manifests a curse, harm, or a way to return later,
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the GM will say how.
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Greater: On a 12+, ordinary entities are utterly destroyed, and the
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strongest are driven away with whatever tethers them here destroyed.
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### Empower (Ongoing)
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Filled with your deity’s power, you or an ally treats one stat as +3 and
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ignores conditions on it (both for rolls and for XP).
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Risk: Once the effect ends, the one(s) who benefited suffers two
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conditions from exhaustion.
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Greater: You can affect both yourself and ally. The same stat is
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empowered for both of you.
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### Illuminate (Ongoing)
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A magical light emits from you or something you touch, piercing
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darkness, illusions, and trickery.
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Risk: The enemies of your deity can sense this light from a great
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distance.
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Greater: The light is blinding to all who look at it and enemies of your
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deity can’t bear to be near it.
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### Message
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A message you speak is instantly delivered to a person of your
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choosing, no matter where they are.
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Risk: It won’t be delivered instantly.
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Greater: When they receive the message, they can also respond with
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a single message in kind to you.
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### Procure
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You miraculously have just the mundane item you need, as if you had
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spent 1 use of Adventuring Gear. Perhaps it was in your pack or sitting
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nearby.
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Risk: You don’t have exactly what you need, but something similar.
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Greater: The item is of superb make, perhaps with an additional
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feature or quality.
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### Safeguard (Ongoing)
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An ally either gains Advantage Ongoing to Defy or is protected from
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something pertaining to your deity’s domains (you choose when this
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is invoked).
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Risk: When this effect ends, those affected must fulfill a demand of
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your deity or suffer a condition.
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Greater: On a 12+ all your allies are affected.
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### Sanctuary (Ongoing)
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As you perform this invocation, you walk the perimeter of an area,
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consecrating it to your deity. As long as you stay within this area, you
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know when someone enters it or when someone within it acts with
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malicious intent.
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Risk: You only know when someone within the area acts with
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malicious intent, but not when someone enters.
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Greater: On a 12+, none can enter the sanctuary without your express
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knowledge and consent.
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### Speak in Tongues
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You can clearly speak with and understand any sentient creature for
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the scene.
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Risk: You can understand them, or they you, pick one.
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Greater: Nearby allies can also be affected.
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### Transcend Surroundings (Ongoing)
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A nearby physical obstacle, hazard, or environment no longer poses
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any threat to you.
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Risk: It does still pose a threat but you have Advantage Ongoing to
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Defy it.
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Greater: The effect extends to nearby allies.
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### Unleash Wrath
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Your deity’s power harms an enemy, usually inflicting a condition
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(Forceful, Distinctive, Piercing).
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Risk: It isn’t Piercing.
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Greater: On a 12+ they are also briefly stunned.
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content/Ash In the Snow/Meta/Moves/Cleric.md
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---
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publish-ash: true
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---
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For spells, go [[Cleric Spells|here]]
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## Starting Moves
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You have all of these.
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### Atonement
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You have 2 Spirit. When you Settle In, reset your Spirit to this number.
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When you touch someone and pray for their well-being:
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If they are a PC erase as many conditions from them as you’d like and
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gain that many for yourself. If they are an NPC tell the GM what you’d
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like to heal (physical, mental, spiritual, etc.) and the GM will say how
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many conditions it will cost based on these guidelines:
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• 1 Condition - visible gash, furious temper
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• 2 Conditions - broken bone, night terrors
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• 3 Conditions - missing limb, tortured memories
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• 4 Conditions - mortal wound, violent madness
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• 5 Conditions - recent death
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You can spend Spirit like Armor to absorb conditions from Atonement.
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### Divine Agent
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You serve and worship a deity who grants you power. Give your deity
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a name, then define their domains by filling in each answer:
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• What they Control (eg. sun, seas, skies, animals)
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• What they Represent (eg. love, death, war, wind)
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• Who Worships them (eg. nobles, wizards, lovers)
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• Their Enemies (eg. undead, invaders, wolves)
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• Their Demands (eg. sacrifices, secrets, victory)
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While your deity Favors you, their domains react obviously to your
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presence (eg. animals adore you, nobles bow, demons, etc.).
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When you ask your deity how to gain their Favor, the GM will give
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you a task related to their Demands. When you finish it, mark 1 XP
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and gain your deity’s Favor.
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### Invocation
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When you call upon your deity’s power, choose an Invocation you
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know and roll+WIS, with Advantage if your deity Favors you. On a 10+
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your deity’s power flows through you and the effect comes to pass.
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On a 7-9 the effect comes to pass but you must choose one.
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• The invocation’s Risk comes to pass.
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• You draw unwanted attention, probably from your deity’s enemies
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• You lose your deity’s Favor
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You start with 2 Invocations known (see Page 49).
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When you Level Up, you can choose to Learn a New Invocation
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instead of another benefit. If you do, you also regain your deity’s Favor
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if you don’t already have it. While one Invocation is Ongoing, you can’t
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use another. You can end an Ongoing Invocation whenever you wish.
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## Advanced Moves
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You may choose one when you Level Up
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### Anathema
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When you harm your deity’s enemies, inflict an extra condition.
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### Apotheosis
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Choose a feature associated with your deity (rending claws, sapphire
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wings, an all-seeing third eye, etc.). In recognition of your devotion
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and faith, your deity bestows this gift upon you.
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### Divine Intervention
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When you would Crumble while your deity Favors you, your deity
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miraculously intervenes, saves you, and no longer Favors you.
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Afterwards you heal one condition.
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### Gifts of the Spirit
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Two Invocations that you know always have the Greater Effect.
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### Hype Man
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When you exceedingly praise a friend or ally before someone who
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Favors you (except your deity), they now Favor them as well.
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### Interfaith Studies
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When you encounter a faith or deity that you know about (your
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choice), you may ask the GM about three of their domains and they
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will tell you truthfully.
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### Inquisitor
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Whenever you’d like you may ask the GM ‘are enemies of my deity
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nearby?’ and they will answer you truthfully.
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Whenever you Examine or Scrutinize your deity’s enemies, you gain
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+1 Insight even on a 6-.
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My Faith is My Shield
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Gain +1 Spirit. You can spend Spirit like Armor against any condition
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from your deity’s enemies.
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### Organizer
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When you and your allies cohesively Cooperate in a shared task,
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instead of one person rolling with Advantage, you may lead a group
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effort. Everyone involved rolls individually and the highest result is
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used for everyone, but you must take a condition or spend 1 Spirit for
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every 6- rolled.
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### Peaceful
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No one who recognizes your faith will attack you directly and
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unprovoked, unless they are an enemy of your deity.
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### Shepherd
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When you publicly proclaim a warning, judgement, or belief, those
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nearby notice and listen to your words; roll+WIS. On a 10+ choose
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three. On a 7-9 choose two.
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• Your words don’t attract unwanted attention.
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• You can ask your listeners one question as if you had Scrutinized
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them collectively.
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• Chooe a listener - they now Favor you.
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• Your listeners will achieve something collaboratively (build a
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bridge, burn a manor, acquire a treasure, etc.).
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### Spirit of Greatness
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Gain +1 Spirit. When you use an Invocation, you may spend 1 Spirit or
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use up your deity’s Favor to invoke its Greater effect.
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### Team Player
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When you Cooperate, you can Push Yourself or spend 1 Spirit to grant
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an additional source of Advantage.
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### Thaumaturgy
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You no longer have to touch someone to use Atonement on them.
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When you petition your deity to perform a great miracle that pertains
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to their domains, tell the GM what you desire, they will give you a
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number of appropriate conditions based on the guidelines below,
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or say no. Like with Atonement, you can spend Spirit like Armor to
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absorb conditions gained from Thaumaturgy.
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1 Condition - Feed a large crowd
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2 Conditions - Calm a raging storm
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3 Conditions - Foresee an Ominous Force
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4 Conditions - Summon a divine envoy
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5 Conditions - Destroy or reshape a land
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### Theologian
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When you Ponder or Examine something related to your deity’s
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domains, you may ignore penalties from conditions and roll either
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+WIS or +INT.
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### Wrathful
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Gain +1 Spirit. When you inflict a condition, you may spend 1 Spirit to
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inflict an extra condition.
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Secret of the Divine (Requires Level 10+)
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You discover the greatest secret of your faith. Choose one way listed
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below that this secret can be used, or create a new one, then work
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with the GM to define what this secret is, how you learned it, and how
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it affects your faith.
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• You can destroy your deity’s enemies forever.
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• You can ascend to become a deity yourself.
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• You can fundamentally alter the world in a way related to your
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deity’s domains
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