diff --git a/content/Lore/Fallen Suns.md b/content/Lore/Fallen Suns.md new file mode 100644 index 000000000..6ae779425 --- /dev/null +++ b/content/Lore/Fallen Suns.md @@ -0,0 +1,4 @@ +--- +publish-ash: true +--- +A mysterious magical artifact from the [[Forgotten Era|Forgotten Era]]. People have no idea how it works, or who was behind their invention, but life as most know it in Havenloft couldn't exist without it. diff --git a/content/Meta/Favor.md b/content/Meta/Favor.md new file mode 100644 index 000000000..23566238e --- /dev/null +++ b/content/Meta/Favor.md @@ -0,0 +1,27 @@ +--- +publish-ash: true +--- +### What is Favor? +Favor represents feelings of gratitude, honor, responsibility, or debt +between a PC and another character (PC or NPC). A character who +favors another will feel inclined to act in their interest, even if just to +pay off a perceived debt. +When you Favor someone, or someone Favors you, note down their +name and the details behind the Favor. Two people can mutually Favor +each other, and you can Favor as many different people as you’d like. +While someone Favors you, they might treat you especially kindly, +make you feel appreciated, act in your stead, or similar. +- Gaining Favor: The most common way to gain someone’s Favor is +by accomplishing a significant task for them, triggering the Gratify +Move shown to the right. The significance of this task is judged by the +character it’s done for, not the one doing it. One person might Favor +you for the encouraging words you said when they needed to hear +them, while another may demand you deal with a threat plagueing +the area. GM’s should consider an NPC’s Want when judging if an +accomplished task would gain their Favor. +- Losing Favor: If you mistreat someone who Favors you, they no longer +do so. Just like with gaining favor, what this entails is also up to the +character who is Favoring you. +- Favoring Others: You decide how you treat those you Favor, how you +express it and what it means. Every character will have limits on how +far they will go for someone they Favor. \ No newline at end of file diff --git a/content/Meta/Followers.md b/content/Meta/Followers.md new file mode 100644 index 000000000..25497f121 --- /dev/null +++ b/content/Meta/Followers.md @@ -0,0 +1,68 @@ +--- +publish-ash: true +--- +## Followers +## Creating a Follower +Name and describe your follower, working with the GM and other +players to detail it. Then choose one or two Qualities that they have, +and the GM will tell you an equal number of Costs. +Some Followers gained through certain Advanced Moves or other +unusual circumstances may have special or unique Qualities - these do +not increase the Costs. +The GM will then create the Follower like any other NPC, following +the NPCs section of the Game Master chapter on Page 95, and giving +them a Want, Methods, Conditions, and Armor. +Finally, the GM will give them a few Descriptors, similar to Item Tags, +fitting who or what they are. +Example Qualities +- Charming: They are desirable or have a way with words. When +they help you Compel someone who Favors you, you can gain the +bonus from their Favor without using it up. +- Cunning: Clever and observant. When they help you Examine, +treat a 7-9 as a 10+. +- Educated: They’re knowedgeable about a particular subject. +When they help you Ponder it, they’ll also give you an additional +interesting (but not necessarily useful) piece of information. +- Healer: When they tend to wounds with Supplies or Medicine, +they can treat two patients with 1 use. +- Meek: They accept their lowly lot. They will agree to do degrading +and unreasonable tasks without the need to Command them. +- Organised: They follow plans well and work well in a group. Once +they agree to a plan, you don’t need to Command them as long as +the plan doesn’t go awry. +- Warrior: They count as +1 Armor when they help you fight, and +you don’t have to Command them to fight unless the opposition is +terrifying or overwhelming. +Example Costs +- Assistance: They inevitably need your help at the most +inopportune moments. +- Brutality: They have an instinct or outright desire for savage, +unnecessary violence. +- Ego: They want frequent and regular credit for heroics, regardless +of whether or not they truly contributed. +- Independence: They may follow you for convenience or mutual +gain, but they are +not truly loyal to you. +- Principles: They have a code, belief or boundary that they expect +you to adhere to. +- Riches: They demand regular coins, gems or other valuables. +- Safety: They expect you to protect them from any danger, or +ideally for there to be no danger at all. +- Unstable: They can sometimes be a danger to you, and you have to +be prepared to put up with that. +Example Descriptors +- Athletic: Good at running, climbing, jumping, and physical +maneuvering. +- Cautious: Careful and methodical; avoids acting rashly. +- Devious: Deceitful, treacherous, thieving. +- Stealthy: Avoids detection; often gets the drop on foes. +- Beautiful: Draws admiration and attention; makes an impression. +- Terrifying: Their presence and appearance invoke fear. +- Group: A team, gang, or mob, with all the strengths and drawbacks +of greater numbers. +- Ferocious: Merciless, violent, and aggressive. +- (In)Famous: They’re well-known, for good or for ill. +- Stubborn: Tough, hard-working, and willing to put up with +discomfort. +- Self-Sufficient: Can easily navigate and live off the land. +- Faithful: Dedicated to a religion, belief, or cause. \ No newline at end of file diff --git a/content/Meta/Moves/Cleric Spells.md b/content/Meta/Moves/Cleric Spells.md new file mode 100644 index 000000000..915544eb3 --- /dev/null +++ b/content/Meta/Moves/Cleric Spells.md @@ -0,0 +1,121 @@ +--- +publish-ash: true +--- +You start with two of these known, see the Invocation Starting Move +on Page 45 for details. +Only one Ongoing invocation or spell can be maintained at a time. +The Risk of an Invocation usually only happens when you choose it on +a 7-9, but something like it or worse may happen when the GM says +what happens on a 6-. +An Invocation’s Greater effect only happens when certain Advanced +Moves unlock it. + +### Bestow Curse +A foe you touch has their Armor reduced to 0 or is struck by some +supernatural disease, blindness, or another affliction for a few +minutes. +Risk: You also suffer the effects of the curse. +Greater: On a 12+, the effect lasts as long as you’d like, including +permanently. + +### Bless +For the remainder of this scene, an ally gains Advantage Forward and +either +1 Armor or +1 condition inflicted the next time they hurt +someone - you choose when you Bless them. +Risk: You also receive Disadvantage Forward. +Greater: They have Advantage Ongoing for the scene, instead of just +Forward. + +### Cause Fear (Ongoing) +Name an individual or a type of mortal creature. While they can see +you they are filled with dread, causing them to recoil and back away - +the weak and cowardly among them must outright flee. +Risk: Instead of simply recoiling or fleeing, they might act agressively, +rashly, or unpredictably. +Greater: On a 12+, even the mighty and strong-willed must flee. + +### Contact Spirits +You speak with a departed soul whose body is nearby or whom you +knew when they were alive. Their spirit manifests for the scene, and +will answer any one question you ask to the best of its ability before +it returns. +Risk: Their answers are vague or veiled, as they are either unable or +unwilling to answer you clearly. +Greater: On a 12+, you can ask them any number of questions for the +scene. + +### Dismiss +A nearby otherworldly entity or spirit is banished from the world or +back to whatever tethers it here. +Risk: As it leaves it manifests a curse, harm, or a way to return later, +the GM will say how. +Greater: On a 12+, ordinary entities are utterly destroyed, and the +strongest are driven away with whatever tethers them here destroyed. + +### Empower (Ongoing) +Filled with your deity’s power, you or an ally treats one stat as +3 and +ignores conditions on it (both for rolls and for XP). +Risk: Once the effect ends, the one(s) who benefited suffers two +conditions from exhaustion. +Greater: You can affect both yourself and ally. The same stat is +empowered for both of you. + +### Illuminate (Ongoing) +A magical light emits from you or something you touch, piercing +darkness, illusions, and trickery. +Risk: The enemies of your deity can sense this light from a great +distance. +Greater: The light is blinding to all who look at it and enemies of your +deity can’t bear to be near it. + +### Message +A message you speak is instantly delivered to a person of your +choosing, no matter where they are. +Risk: It won’t be delivered instantly. +Greater: When they receive the message, they can also respond with +a single message in kind to you. + +### Procure +You miraculously have just the mundane item you need, as if you had +spent 1 use of Adventuring Gear. Perhaps it was in your pack or sitting +nearby. +Risk: You don’t have exactly what you need, but something similar. +Greater: The item is of superb make, perhaps with an additional +feature or quality. + +### Safeguard (Ongoing) +An ally either gains Advantage Ongoing to Defy or is protected from +something pertaining to your deity’s domains (you choose when this +is invoked). +Risk: When this effect ends, those affected must fulfill a demand of +your deity or suffer a condition. +Greater: On a 12+ all your allies are affected. + +### Sanctuary (Ongoing) +As you perform this invocation, you walk the perimeter of an area, +consecrating it to your deity. As long as you stay within this area, you +know when someone enters it or when someone within it acts with +malicious intent. +Risk: You only know when someone within the area acts with +malicious intent, but not when someone enters. +Greater: On a 12+, none can enter the sanctuary without your express +knowledge and consent. + +### Speak in Tongues +You can clearly speak with and understand any sentient creature for +the scene. +Risk: You can understand them, or they you, pick one. +Greater: Nearby allies can also be affected. + +### Transcend Surroundings (Ongoing) +A nearby physical obstacle, hazard, or environment no longer poses +any threat to you. +Risk: It does still pose a threat but you have Advantage Ongoing to +Defy it. +Greater: The effect extends to nearby allies. + +### Unleash Wrath +Your deity’s power harms an enemy, usually inflicting a condition +(Forceful, Distinctive, Piercing). +Risk: It isn’t Piercing. +Greater: On a 12+ they are also briefly stunned. \ No newline at end of file diff --git a/content/Meta/Moves/Cleric.md b/content/Meta/Moves/Cleric.md new file mode 100644 index 000000000..ca4cd6f14 --- /dev/null +++ b/content/Meta/Moves/Cleric.md @@ -0,0 +1,144 @@ +--- +publish-ash: true +--- +For spells, go [[Cleric Spells|here]] +## Starting Moves +You have all of these. +### Atonement +You have 2 Spirit. When you Settle In, reset your Spirit to this number. +When you touch someone and pray for their well-being: +If they are a PC erase as many conditions from them as you’d like and +gain that many for yourself. If they are an NPC tell the GM what you’d +like to heal (physical, mental, spiritual, etc.) and the GM will say how +many conditions it will cost based on these guidelines: +• 1 Condition - visible gash, furious temper +• 2 Conditions - broken bone, night terrors +• 3 Conditions - missing limb, tortured memories +• 4 Conditions - mortal wound, violent madness +• 5 Conditions - recent death +You can spend Spirit like Armor to absorb conditions from Atonement. + +### Divine Agent +You serve and worship a deity who grants you power. Give your deity +a name, then define their domains by filling in each answer: +• What they Control (eg. sun, seas, skies, animals) +• What they Represent (eg. love, death, war, wind) +• Who Worships them (eg. nobles, wizards, lovers) +• Their Enemies (eg. undead, invaders, wolves) +• Their Demands (eg. sacrifices, secrets, victory) +While your deity Favors you, their domains react obviously to your +presence (eg. animals adore you, nobles bow, demons, etc.). +When you ask your deity how to gain their Favor, the GM will give +you a task related to their Demands. When you finish it, mark 1 XP +and gain your deity’s Favor. + +### Invocation +When you call upon your deity’s power, choose an Invocation you +know and roll+WIS, with Advantage if your deity Favors you. On a 10+ +your deity’s power flows through you and the effect comes to pass. +On a 7-9 the effect comes to pass but you must choose one. +• The invocation’s Risk comes to pass. +• You draw unwanted attention, probably from your deity’s enemies +• You lose your deity’s Favor +You start with 2 Invocations known (see Page 49). +When you Level Up, you can choose to Learn a New Invocation +instead of another benefit. If you do, you also regain your deity’s Favor +if you don’t already have it. While one Invocation is Ongoing, you can’t +use another. You can end an Ongoing Invocation whenever you wish. + +## Advanced Moves +You may choose one when you Level Up +### Anathema +When you harm your deity’s enemies, inflict an extra condition. + +### Apotheosis +Choose a feature associated with your deity (rending claws, sapphire +wings, an all-seeing third eye, etc.). In recognition of your devotion +and faith, your deity bestows this gift upon you. + +### Divine Intervention +When you would Crumble while your deity Favors you, your deity +miraculously intervenes, saves you, and no longer Favors you. +Afterwards you heal one condition. + +### Gifts of the Spirit +Two Invocations that you know always have the Greater Effect. + +### Hype Man +When you exceedingly praise a friend or ally before someone who +Favors you (except your deity), they now Favor them as well. + +### Interfaith Studies +When you encounter a faith or deity that you know about (your +choice), you may ask the GM about three of their domains and they +will tell you truthfully. + +### Inquisitor +Whenever you’d like you may ask the GM ‘are enemies of my deity +nearby?’ and they will answer you truthfully. +Whenever you Examine or Scrutinize your deity’s enemies, you gain ++1 Insight even on a 6-. +My Faith is My Shield +Gain +1 Spirit. You can spend Spirit like Armor against any condition +from your deity’s enemies. + +### Organizer +When you and your allies cohesively Cooperate in a shared task, +instead of one person rolling with Advantage, you may lead a group +effort. Everyone involved rolls individually and the highest result is +used for everyone, but you must take a condition or spend 1 Spirit for +every 6- rolled. + +### Peaceful +No one who recognizes your faith will attack you directly and +unprovoked, unless they are an enemy of your deity. + +### Shepherd +When you publicly proclaim a warning, judgement, or belief, those +nearby notice and listen to your words; roll+WIS. On a 10+ choose +three. On a 7-9 choose two. +• Your words don’t attract unwanted attention. +• You can ask your listeners one question as if you had Scrutinized +them collectively. +• Chooe a listener - they now Favor you. +• Your listeners will achieve something collaboratively (build a +bridge, burn a manor, acquire a treasure, etc.). + +### Spirit of Greatness +Gain +1 Spirit. When you use an Invocation, you may spend 1 Spirit or +use up your deity’s Favor to invoke its Greater effect. + +### Team Player +When you Cooperate, you can Push Yourself or spend 1 Spirit to grant +an additional source of Advantage. + +### Thaumaturgy +You no longer have to touch someone to use Atonement on them. +When you petition your deity to perform a great miracle that pertains +to their domains, tell the GM what you desire, they will give you a +number of appropriate conditions based on the guidelines below, +or say no. Like with Atonement, you can spend Spirit like Armor to +absorb conditions gained from Thaumaturgy. +1 Condition - Feed a large crowd +2 Conditions - Calm a raging storm +3 Conditions - Foresee an Ominous Force +4 Conditions - Summon a divine envoy +5 Conditions - Destroy or reshape a land + +### Theologian +When you Ponder or Examine something related to your deity’s +domains, you may ignore penalties from conditions and roll either ++WIS or +INT. + +### Wrathful +Gain +1 Spirit. When you inflict a condition, you may spend 1 Spirit to +inflict an extra condition. +Secret of the Divine (Requires Level 10+) +You discover the greatest secret of your faith. Choose one way listed +below that this secret can be used, or create a new one, then work +with the GM to define what this secret is, how you learned it, and how +it affects your faith. +• You can destroy your deity’s enemies forever. +• You can ascend to become a deity yourself. +• You can fundamentally alter the world in a way related to your +deity’s domains \ No newline at end of file diff --git a/content/Meta/Moves/Moves Landing.md b/content/Meta/Moves/Moves Landing.md new file mode 100644 index 000000000..bdb929a19 --- /dev/null +++ b/content/Meta/Moves/Moves Landing.md @@ -0,0 +1,319 @@ +--- +publish-ash: true +--- +Moves are where nearly all the mechanics in Chasing Adventure live in. Here are the basic ones. + +You can find the moves for each playbook here: +[[Ash In the Snow/Meta/Moves/Cleric|Cleric]] +- [[Cleric Spells|Cleric Spells]] + +## Adventure Moves +### Defy +When you act despite an imminent threat or obstacle, tell us how you +do it. Then roll... +- +STR if you endure or power through it. +- +DEX if you act with speed or finesse. +- +INT if you employ quick or out-of-the-box thinking. +- +WIS if you rely on mental fortitude or sharp senses. +- +CHA if you use charm, intrigue, or social grace. +On a 10+ the threat doesn’t come to bear. +On a 7-9 it only abates if you make a costly sacrifice or ugly choice, +the GM will tell you what. + +### Engage +When you openly fight an enemy up close, roll+STR. +On a 7-9 you and your enemy trade blows, usually inflicting a +condition on each other. +On a 10+ you trade blows, but choose one: +- Avoid or withstand their attack +- Inflict an extra condition +- Take something from them + +### Let Fly +When you attack a clear target from afar, roll+DEX. +On a 10+ your clean hit inflicts a condition. +On a 7-9 you inflict a condition but are either put in a dangerous +position or gain Disadvantage Forward, your choice. +Ponder +When you consider what you know about a subject, ask the GM one +question about it, say how you might know the answer, and roll+INT. +On a 10+ the GM will tell you the detailed, useful truth. +On a 7-9 they will tell you a vague, twisted, or incomplete truth. +You and your allies have Advantage when first acting on this +information. +Here are some example questions: +- Where is located? +- What could have caused ? +- What might be the best way to ? +- What have I heard or read about this person/creature? + +### Examine +When you closely investigate a charged situation, ask the GM one +question about it and roll+WIS. +On a 10+ the GM answers your question and related followup +questions truthfully. +On a 7-9 the GM answers your question truthfully. +You and your allies roll with Advantage when first acting on this +information. +Here are some example questions: +- Who/what else is hidden? +- How can I gain the upper hand? +- What would happen here if I did ? +- Who is really in control here? + +### Scrutinize +When you have an intimate or prying conversation with someone, +roll+WIS. +On a 10+ gain 2 Insight. On a 7-9 gain 1 Insight. +Gain +1 Insight if they Favor you, even on a 6-. +During this conversation you can spend Insight 1-for-1 to ask their +player (including the GM) any question about this person’s thoughts, +feelings or motivations and they must answer truthfully. +Here are some example questions: +- How might I get you to ? +- How do you feel about ? +- How can I gain your Favor? +- What is your goal? + +### Compel +When you use favor, payment, promises, or threats to get someone +to do something, say what you want them to do (or not to do) and +roll+CHA. If they Favor you, you may use up their Favor to gain +Advantage on the roll. +For NPCs, on a 10+ they’ll do what you want. On a 7-9 they’ll only do +it if you do something for them in return or Favor them afterwards, +the GM will say which. +For PCs, on a 10+ both below occur, on a 7-9 choose one below +to occur, and on a 6- they instead can immediately ask you two +questions as if they Scrutinized you. +- If they do it, you will Favor them. +- If they don’t do it, they have Disadvantage Forward and you no +longer Favor them. + +### Cooperate +When you assist of your companions in an act, you grant them +Advantage to any rolls made as part of it, but you are both fully +affected by any costs or consequences. +Multiple people can Cooperate with the same person at once, that +person simply gains additional Advantage per person. You can do this +before your ally resolves the Move, not after. +Push Yourself +When you put all of your effort into one act, roll with Advantage. +Then after the roll you take a condition from the strain (which ignores +Armor). + +### Settle In +When you settle in to rest as a group, whether it’s taking a short +break, sleeping overnight, or relaxing for weeks, the GM advances the +Ominous Forces. Then, if anyone has 5 or more XP, they Level Up. If +you have enough XP, you can Level Up multiple times at once. +When you’ve finished resting and resume adventuring, remove all +your conditions and refresh your undamaged Armor. + +## Peripheral Moves + +### End of Session +At the end of each session, answer the following questions as a group: +- Did we discover something new and important about the world or +characters? +- Did we newly visit or significantly alter a memorable location? +- Did we overcome a notable obstacle, enemy, or challenge? +For each “yes” answer, everyone marks 1 XP. +Lastly, mark 1 XP if you accomplished your Drive. + +### Crumble +When you mark your last condition (other than Armor), your life is +untenable. +When your life is untenable, from conditions or otherwise, you’re out +of the action for a while. Say how and choose one from the list below: +- Lock a condition of your choice. It can’t be removed except +through a Level Up. You still gain XP from rolling with it. +- Change to a new Playbook (see Page 81) +- Die +If you’re not dead, remove all conditions that aren’t Locked. The GM +will advance the Ominous Forces and say when you’re back in the +action. + +### Epiphany +When you have a change of heart, say what is behind it and write a +new Drive. + +### Level Up +When you have 5 or more XP after Settling In, reduce your XP by 5 +and choose one benefit below: +You can always take these options: +- Increase a stat of your choice from +0 to +1. +- Take an Advanced Move from your class. +- Acquire an Asset (see page 10). +- Remove a locked condition. (see Crumble on this page). +- Change Playbooks (see Page 81). +You can take these options only once each: +- Increase a stat of your choice from +1 to +2. +- Increase a stat of your choice from +1 to +2. +- Take a Starting or Advanced Move from another class. +- Take a Starting or Advanced Move from another class. +Once you reach level 10 you can also always take these options: +- Take an Advanced Move (Level 10+) from your class. +- Increase a stat of your choice from +2 to +3. +- Retire to safety and cease your adventuring. + +### Track Down +When you venture out from safety in lengthy pursuit of a quarry, +roll+Nothing, with Advantage if you already know your quarry’s +location. +On a 10+ choose one. +On a 7-9 choose two. +On a 6- all three. +- You are exhausted or distracted. All traveling PCs take a condition +from fatigue. +- You are noticed, by your quarry or by someone else, and they act +accordingly. +- You are impeded. A significant obstacle stands between you and +your quarry. + +### Connect +When you declare you know an NPC who could help and go looking +for them, roll+CHA. If you also declare that you Favor them, gain +Advantage on the roll. +On a 10+ they could do what you need and they aren’t hard to find. +On a 7-9 they could do what you need, but the GM will choose one: +- They have a grudge against you or aren’t entirely willing to trust +you. +- They’re already caught up in some sort of trouble. +- They’re far off, hiding, trapped, or hard to find. + +### Ask Around +When you Examine by gathering rumors and information from +others, you may spend 1 Wealth to roll with Advantage. +Compensate +When you Compel someone open to bribes, Offering 1 Wealth gives +you Advantage, and offering 2 Wealth lets you automatically succeed +as if you had rolled a 10+. + +### Rejoin +When you return after being away for a session or more, and explain +your absence, say what happened and roll … +- +STR if you fought an enemy or escaped captivity. +- +DEX if you did something covert or illicit. +- +INT if you learned obscure or ancient knowledge, or invented +something. +- +WIS if you discovered a scandalous secret, went on a long +journey or retreat, or had a spiritual encounter. +- +CHA if you made an ally, integrated with a group or culture, or +bought something interesting. +On a 10+ your adventure was prosperous - gain Advantage Forward +and 2 XP. +On a 7-9 your adventure was eventful - gain 2 XP, but the GM will tell +you one or two unintended consequences. +On a 6- your adventure was perilous - the GM will say what trouble +has followed you back to the entire group. +References & Printouts - Peripheral Moves + +## Chase Moves +### Start the Chase +When you enter a chase, either in pursuit or escape, you and your +adversary form separate ‘sides’ that both start with 0 Edge. A chase +usually has two sides, the chaser(s) and the chased, but there may be +more. +When you Cooperate in a chase: +- If you are not part of the Chase, you must join a side of it, and are +involved in that side’s Edge, conclusion and consequences. +- If you are already part of the chase, you must Push Yourself to +Cooperate. +Gain the Edge +When you try to get ahead in a chase, say how much Edge you risk (1 +to 3), and roll... +- +STR if you create or destroy obstacles. +- +DEX if you sprint, hide or maneuver. +- +INT if you distract or misdirect. +- +WIS if you watch or listen. +- +CHA if you disguise or provoke. +On a 10+ your side gains that Edge. +On a 7-9 your side and an opposing side both gain that Edge. If there +are multiple opposing sides, you choose which one gains it. +On a 6- an opposing side gains that Edge, the GM will say which. +Then, unless a side has 3 or more Edge, the chase continues and the +GM describes what happens next. + +### It’s Over +When any side in a chase has 3 or more Edge, the chase comes to an +end. Whoever has the most Edge succeeds in escaping or catching +their quarry. If multiple sides tie for the most Edge, the side with the +most PCs wins (just barely). If that is also tied, then the PC that last +Gained the Edge chooses one side to win and another to gain +1 Edge +for the purposes of spending it below. +Losing sides can spend their Edge 1-for-1 to: +- Learn something about another party (where they will go, who +leads them, how to escape them now, etc.) +- Have the chase end somewhere Advantageous for them +(reinforcements, a trap or lair, an intervening third party, etc.) +- Grant Advantage Forward to all PCs on their side. +- Inflict Disadvantage Forward on all PCs on an opposing side. + +### Avalanche +When you navigate an imminent environmental danger (ongoing trap, +rockslide, wildfire, etc.), use the Chase Moves as normal but with the +following changes: +- When you Gain the Edge using knowledge or out-of-the-box +thinking, roll+INT. +- If the environment’s side loses the chase, it may not spend Edge to +Learn something of another side, but may spend Edge to inflict +1 Condition to all characters on another side, including PCs. +- Every PC on the losing side Crumbles. + +## Favor Moves +[[Favor|Favor]] + +### Gratify +When you accomplish a significant task for someone, choose two if +you Favor them, or one if you don’t: +- Gain 1 XP +- You no longer Favor them +- They Favor you +- You get to ask them two questions as if you Scrutinized them +### Refuse +When you act against someone you Favor or deny their request, +roll+nothing. +On a 10+ choose one. +On a 7-9 choose two. +On a 6- all three. +- Someone else no longer Favors you, +the GM will say who. +- It will cost you or come back to bite you - the GM will say how +now or when revealed. +- You have Disadvantage Forward against them. +### Antagonize +When you insult, injure, or disappoint someone who Favors you, they +no longer do. +Appease +When you would Favor someone you already Favor, choose one +instead: +- Heal them of one condition; describe how you do so. +- Gain Advantage Forward to aid them or accomplish something +for them. + + +## Follower Moves +[[Followers|Followers]] +### Endeavor +When your Follower does a dangerous task alone, they do it to the +best of their ability, but are taken out of the action (trapped, injured, +distracted, etc.). The GM will say how. +### Assist +When you call on your Follower to help you with a task, roll with +Advantage, but they are also exposed to the costs or consequences +of your Move. Then the GM will invoke one of their Costs, and the +follower will be unwilling or unable to Assist you again until it is +fulfilled. +### Command +When you order your Follower to do something contrary to their +instincts, want or costs, roll+CHA. If they Favor you, you may use up +their Favor to gain Advantage on the roll. +On a 10+ they do it as well as you can expect. +On a 7-9 the GM chooses one: +- The experience endangers them; they do it but are out of the +action for some time. +- They complain loudly, now or later, and demand compensation or +your Favor. +- It takes them longer than expected, is done shoddily, or it will cost +you later. \ No newline at end of file diff --git a/content/People/Axiom.md b/content/People/Axiom.md new file mode 100644 index 000000000..1e0795c55 --- /dev/null +++ b/content/People/Axiom.md @@ -0,0 +1,25 @@ +--- +tags: + - person/pc +shortRepo: ash +publish-ash: true +STR: 0 +DEX: 0 +INT: 0 +WIS: 0 +CHA: 0 +--- +A brilliant scholar from [[Bur-Vusamyr|Bur-Vusamyr]]. Travelling with [[Ash In the Snow/People/Axiom|Axiom]] and [[Ash In the Snow/People/Zilver|Zilver]], with Zilver as their ward. + +## Stats + +| Name | Stat | Con | +| ---- | ------------------------------ | ------------------------------------------- | +| STR | | | +| DEX | | | +| INT | | | +| WIS | | | +| CHA | | | + + + \ No newline at end of file diff --git a/content/People/Corrick.md b/content/People/Corrick.md new file mode 100644 index 000000000..cc598102a --- /dev/null +++ b/content/People/Corrick.md @@ -0,0 +1,23 @@ +--- +tags: + - person/pc +shortRepo: ash +publish-ash: true +STR: 0 +DEX: 0 +INT: 0 +WIS: 0 +CHA: 0 +--- +blah blah + +## Stats +| Name | Stat | Con | +| ---- | ------------------------------ | ------------------------------------------- | +| STR | | | +| DEX | | | +| INT | | | +| WIS | | | +| CHA | | | + + \ No newline at end of file diff --git a/content/People/Dunn.md b/content/People/Dunn.md new file mode 100644 index 000000000..70cbe1b1f --- /dev/null +++ b/content/People/Dunn.md @@ -0,0 +1,23 @@ +--- +tags: + - person/pc +shortRepo: ash +publish-ash: true +STR: 0 +DEX: 0 +INT: 0 +WIS: 0 +CHA: 0 +--- + +## Stats +| Name | Stat | Con | +| ---- | ------------------------------ | ------------------------------------------- | +| STR | | | +| DEX | | | +| INT | | | +| WIS | | | +| CHA | | | + + + \ No newline at end of file diff --git a/content/People/Moonie.md b/content/People/Moonie.md new file mode 100644 index 000000000..d3faa561a --- /dev/null +++ b/content/People/Moonie.md @@ -0,0 +1,23 @@ +--- +tags: + - person/pc +shortRepo: ash +publish-ash: true +STR: 0 +DEX: 0 +INT: 0 +WIS: 0 +CHA: 0 +--- +Big tough gentle giant from [[Bur-Vusamyr|Bur-Vusamyr]]. Travelling with [[Ash In the Snow/People/Axiom|Axiom]] and [[Ash In the Snow/People/Zilver|Zilver]], with Zilver as their ward. +## Stats +| Name | Stat | Con | +| ---- | ------------------------------ | ------------------------------------------- | +| STR | | | +| DEX | | | +| INT | | | +| WIS | | | +| CHA | | | + + + \ No newline at end of file diff --git a/content/People/People Landing.md b/content/People/People Landing.md new file mode 100644 index 000000000..855ae6d50 --- /dev/null +++ b/content/People/People Landing.md @@ -0,0 +1,11 @@ +--- +publish-ash: true +--- +## Player Characters +- [[Ash In the Snow/People/Moonie.md|Moonie]] +- [[Ash In the Snow/People/Zilver.md|Zilver]] +- [[Ash In the Snow/People/Dunn.md|Dunn]] +- [[Ash In the Snow/People/Varis.md|Varis]] +- [[Ash In the Snow/People/Axiom.md|Axiom]] +- [[Ash In the Snow/People/Corrick.md|Corrick]] + diff --git a/content/People/Varis.md b/content/People/Varis.md new file mode 100644 index 000000000..da1131b01 --- /dev/null +++ b/content/People/Varis.md @@ -0,0 +1,22 @@ +--- +tags: + - person/pc +shortRepo: ash +publish-ash: true +STR: 0 +DEX: 0 +INT: 0 +WIS: 0 +CHA: 0 +--- +## Stats +| Name | Stat | Con | +| ---- | ------------------------------ | ------------------------------------------- | +| STR | | | +| DEX | | | +| INT | | | +| WIS | | | +| CHA | | | + + + \ No newline at end of file diff --git a/content/People/Zilver.md b/content/People/Zilver.md new file mode 100644 index 000000000..150f9c9ac --- /dev/null +++ b/content/People/Zilver.md @@ -0,0 +1,27 @@ +--- +tags: + - person/pc +shortRepo: ash +publish-ash: true +player: Luna +STR: 0 +DEX: 0 +INT: 0 +WIS: 0 +CHA: 0 +Pronouns: They/them +--- +Pronouns: They/them + +A supposed prince from [[Bur-Vusamyr|Bur-Vusamyr]]. [[Ash In the Snow/People/Axiom|Axiom]] and [[Ash In the Snow/People/Moonie|Moonie]] are their companions. +## Stats +| Name | Stat | Con | +| ---- | ------------------------------ | ------------------------------------------- | +| STR | | | +| DEX | | | +| INT | | | +| WIS | | | +| CHA | | | + + + \ No newline at end of file diff --git a/content/Races/Races Landing.md b/content/Races/Races Landing.md new file mode 100644 index 000000000..0a9675efa --- /dev/null +++ b/content/Races/Races Landing.md @@ -0,0 +1,51 @@ +--- +publish-ash: true +--- + +All races can have half-races with Plainsfolks, though some are rare. + +Bestial Folk are races that are closer to creatures than they are to Humans, such as dragons, Ijsbeer, and Coeurl + +Dragonfolk refers to Dragonborn, Dragons, Half-dragons, kobolds. Confusing?? Yes + +## Common +- Plainsfolk +- Rabbitfolk +- Dwarves +- Elves +- Dragonborn + +## Uncommon +- Goblins + - V amphibious, long tongues and can jump big. Slick to sticky skin. Still have hair and teeth tho!! +- Halflings +- Tieflings +- Minotaur (Yak) +- Loxodon (Mammoth) +- Orcs +- Kobolds (Northern and Southern) +- Tabaxi +- Mouse and Ratfolk +- Kenku +- Tortle + +## Rare +- Ijsbeer + - Straight up ripped from the bears in His Dark Materials + - Unlike most \*folk these have the bodies of full ass polar bears (but bigger) and the minds of humans + - Also while theyre a lil rare have them comingle outside their race more... + - Also YES they love their Armor just like in HDM fuck it, theyre fantastic smiths but culturally they usually only rlly like working with Adamantine, which is a very delicate metal until its processed properly, after which its Incredibly Strong + - Unlike most the more Bestial folks (Dragons or Coeurls) Ijsbeers not only have thumbs, but will wear clothing (though usually for decorative purposes, rather than to "hide their shame") +- Coeurl + - Giant Sabertooth snow-tigers with huge whiskers + - Like dragons, are more bestial than folk, yet their intellegence is on par with humans. +- Dragons + - Intelligent and frequently ancient + - Lesser dragons however are creatures, think of them to normal dragons as new world monkeys are to us +- Kobold (Northern) + - Dog type! Doggos. In a variety of dog-breed shapes +- Kobold (Southern) + - Dragon type!! Much smaller in stature than dragonborn. + - They both like packs and inexplicably can breathe fire (yes the dogs too). Sometimes the two kinds will quarrel but it's always lighthearted. + + \ No newline at end of file diff --git a/content/index.md b/content/index.md new file mode 100644 index 000000000..28e709765 --- /dev/null +++ b/content/index.md @@ -0,0 +1,71 @@ +--- +slug: index +shortRepo: ash +publish-ash: true +title: Home +--- +This is a world of snow and warmth. A world of disconnection and unbreakable bonds. This is the story of Havenloft. + +## Important Links +[[Ash In the Snow/People/People Landing|People Landing]] +[[Moves Landing|Moves Landing]] + +### PCs +- [[Ash In the Snow/People/Moonie.md|Moonie]] +- [[Ash In the Snow/People/Zilver.md|Zilver]] +- [[Ash In the Snow/People/Dunn.md|Dunn]] +- [[Ash In the Snow/People/Varis.md|Varis]] +- [[Ash In the Snow/People/Axiom.md|Axiom]] +- [[Ash In the Snow/People/Corrick.md|Corrick]] + + +## Geography +Havenloft is the colloquial name given to the large continent (and nearby islands) north of the equator of The World. This name can vary between societies and their people, but like Common (the still mostly ubiquitous language of the old, continent-spanning kingdom), people mostly recognize it as such. Other continents and countries exist, but due to massive glaciers only few crews are brave enough to travel to distant lands. + +The World has one sun and one moon, known as Vala, though the moon circles the earth much slower, lasting about four "months" of our time, or one entire season. +- Sommerherald = spring +- Sommersong = summer +- Wynterherald = fall +- Wynterwail = winter +These seasons are further broken up by the phases of the moon, which will be detailed elsewhere + +## Climate +The world is amidst an ice age, one that is only getting worse with time. perpetually covered in snow and ice, just like most of the world has been for over a thousand years. Only countries around the equator is any reprieve from the cold, as small as it is. + +However, thanks to an ancient and magical items called Fallen Suns, many towns and cities are protected from the cold, the reach of the small sun's warmth creating a practically perpetual fall. Still chilly, but plants can grow and the townsfolk don't need to fear from snow outside of the deepest parts of winter. + +### Society +Looking from above, region Havenloft is a shattered society. Whatever remnants of a once proud and uniting kingdom only survives through tales and snow-buried ruins. Instead, people gather around pockets of warmth provided by floating **Fallen Suns** and form their own societies. So cut off from each other, many have developed their own cultures and beliefs. + +Because of how difficult it is to navigate the world, it is not fully mapped out. Some people are trying to change that however. + +Despite how cut off people are from one another, there are still many roads that are kept as clear and maintained as possible to facilitate travel. Most travel during the summer month + +There are *many* theories as to where the winter came from, everything from an Ice Witch, a figured called The Great Lich, the sins of humanity, nature, etc. Some say the world has always been this way, and anyone who claim otherwise are strange folk. + +## Flora, Fauna, and Faethings +- [[Ash In The Snow/Lore/Fallen Suns|Ash In The Snow/Lore/Fallen Suns]] + - Mysterious orbs of light and warmth. They look like small suns, floating above the towns that formed around them, providing a protective shield from the cold outside. Bizarrely, if you attempt to move them too far from their initial location, they will immediately go out. + - Every four years they need to be recharged by harvesting energy from one of many locations where multiple leylines converge. However, since the leylines constantly shift, the only way to find them is through scrying. + - Some places pay handsomely, some places do it on principal. +- Common folk + - There are many folk, [[Races Landing|the full list can be found here]] , but the most common are Plainsfolk, Rabbitfolk, Dwarves, Elves, & Dragonborn. + - Also, *human* is a catch-all term for any "humanoid" race. So calling a Goblin a Human is correct. These are dungeon meshi rules! +- Arctic Foxes + - Intelligent foxes that can perfectly mimic human voices. While smart, they are still animals and only really use their mimicry to fool humans in order to steal their food. Some folk keep them as pets. +- Visonary Dragons + - Incredibly ancient dragons that are immune to the cold of Havenloft. They have no eyes. Not even a socket within which eyes once grew in some evolutionary ancestor. The top half of their faces, aside from their nostrils, is smooth and hard like a perfect wedge of marble. + - Like trees, they never stop growing as they age. Unlike trees, there has never been a record of them dying of old age. + - They are incredibly wise and regal, and most will even give advice to those who take the time to visit their domains. Some even say that they dream of the future. +- Regular Occuring Snowstorms + - There are 12 snowstorms that occur on regular schedules, + - 2 in spring + - 0 in summer + - 2 in fall + - 5 in winter + - The third winter one is always the worst +- The Frozen Undead + - If a dead body is left buried under snow for a moon's cycle, they will rise again to become the frozen undead. No one knows why this may be, but because of this funeral rites have become complex and almost always involve the cremation of the dead. + - They can lay under the snow for years before rising. + + \ No newline at end of file