From 89f5de2e93eec972bdb484d9e37264a863987e5b Mon Sep 17 00:00:00 2001 From: "wych(witch)" Date: Sat, 2 Mar 2024 21:41:48 -0600 Subject: [PATCH] [PUBLISHER] Merge #29 * PUSH NOTE : Races Landing.md * PUSH NOTE : Cleric Spells.md * PUSH NOTE : Wizard Spells.md * PUSH NOTE : Thief.md * PUSH NOTE : Wizard.md * PUSH NOTE : Paladin.md * PUSH NOTE : Ranger.md * PUSH NOTE : Immolator.md * PUSH NOTE : Moves Landing.md * PUSH NOTE : Fighter.md * PUSH NOTE : Cleric.md * PUSH NOTE : Druid.md * PUSH NOTE : Bard.md * PUSH NOTE : Barbarian.md * PUSH NOTE : Followers.md * PUSH NOTE : Favor.md * PUSH NOTE : Zilver.md * PUSH NOTE : Varis.md * PUSH NOTE : People Landing.md * PUSH NOTE : Moonie.md * PUSH NOTE : Dunn.md * PUSH NOTE : Corrick.md * PUSH NOTE : Axiom.md * PUSH NOTE : Fallen Suns.md * PUSH NOTE : Ash In the Snow Landing.md --- content/Meta/Moves/Barbarian.md | 2 +- content/Meta/Moves/Bard.md | 6 +-- content/Meta/Moves/Cleric.md | 44 +++++++--------- content/Meta/Moves/Druid.md | 13 +++-- content/Meta/Moves/Fighter.md | 12 ++--- content/Meta/Moves/Immolator.md | 93 ++++++++++++++++----------------- 6 files changed, 78 insertions(+), 92 deletions(-) diff --git a/content/Meta/Moves/Barbarian.md b/content/Meta/Moves/Barbarian.md index baab205b5..3b218a7ce 100644 --- a/content/Meta/Moves/Barbarian.md +++ b/content/Meta/Moves/Barbarian.md @@ -58,7 +58,7 @@ Armor one-for-one for any of the following effects: ### Khan of Khans When a follower Assists you in pursuit of an appetite, the GM will not invoke a Cost, and if you roll a **10+** they also Favor you. ### More! Always More! -When you satiate an appetite to the extreme (destroy something precious, gain enormous fame, mountains of riches, etc.), choose two: +When you satiate an appetite to the extreme (destroy something precious, gain enormous fame, mountains of riches, etc.), choose two: - Mark 1 XP. - Heal yourself of an additional condition. diff --git a/content/Meta/Moves/Bard.md b/content/Meta/Moves/Bard.md index 52408188b..e3663e5e9 100644 --- a/content/Meta/Moves/Bard.md +++ b/content/Meta/Moves/Bard.md @@ -5,12 +5,10 @@ publish-ash: true You have all of these ### Storied Knowledge -When you first encounter someone or something that you’ve heard tales, songs, or legends about (your call), tell the GM something interesting you’ve heard about it. The GM will tell you what else -you’ve heard that complicates things. +When you first encounter someone or something that you’ve heard tales, songs, or legends about (your call), tell the GM something interesting you’ve heard about it. The GM will tell you what else you’ve heard that complicates things. ### Expressive Conflict You wield renowned artistic skill, (music, writing, painting, etc.) which can do more than just capture hearts and minds. Choose two expressions that you know: -- Wield your art like a weapon for the scene. When you Engage or -Let Fly using your art, you may roll with **CHA** instead of **STR** or **DEX**. +- Wield your art like a weapon for the scene. When you Engage or Let Fly using your art, you may roll with **CHA** instead of **STR** or **DEX**. - Curse a foe, removing 2 of their unused Armor. - Heal yourself or an ally of 1 condition. - Distract, stun, or immobilize a foe diff --git a/content/Meta/Moves/Cleric.md b/content/Meta/Moves/Cleric.md index 340e9d3f3..0e75ff22c 100644 --- a/content/Meta/Moves/Cleric.md +++ b/content/Meta/Moves/Cleric.md @@ -5,17 +5,17 @@ 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. +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 +- **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 @@ -29,7 +29,7 @@ a name, then define their domains by filling in each answer: 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 +you a task related to their Demands. When you finish it, mark 1 XP and gain your deity’s Favor. ### Invocation @@ -43,7 +43,7 @@ On a **7-9** the effect comes to pass but you must choose one. 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 +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 @@ -105,7 +105,7 @@ them collectively. 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 +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 @@ -114,26 +114,22 @@ 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 +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 +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+**) +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 diff --git a/content/Meta/Moves/Druid.md b/content/Meta/Moves/Druid.md index becf9275c..a7e3216ed 100644 --- a/content/Meta/Moves/Druid.md +++ b/content/Meta/Moves/Druid.md @@ -7,13 +7,12 @@ You have all of these. ### At One With The World You can speak with animals and Scrutinize and Compel them. You also don’t require food or drink. ### Attuned Creatures -You begin play with two Attuned Creatures of your choice. Each has a species name and an Instinct. When you Level Up, you may add two +You begin play with two Attuned Creatures of your choice. Each has a species name and an Instinct. When you Level Up, you may add two Attuned Creatures to your list instead of another benefit. Instinct examples: smash and tear, fly free without care, prey upon the weak and isolated, consume and devour, skulk and ambush, weave webs and victimize the foolish, assault and challenge the brave or strong. ### Commune -When you spend some time in a place, connecting with nearby creatures and spirits, roll **+WIS**. You will be granted a vision of significance to you, your allies, or the spirits around you, the GM will -describe it. +When you spend some time in a place, connecting with nearby creatures and spirits, roll **+WIS**. You will be granted a vision of significance to you, your allies, or the spirits around you, the GM will describe it. On a **10+** the vision will be clear and helpful. On a **7-9** the vision is unclear and murky. On a **6-** the vision is frightening or traumatic. @@ -21,7 +20,7 @@ On a **6-** the vision is frightening or traumatic. When you call upon the wilds to change your shape, choose one of your attuned creatures to change into and roll **+WIS**. On a **10+** you transform quickly and without issue. On a **7-9** you still transform, but you are put in a spot or draw unwanted attention. -While in an animal shape, you gain any innate abilities and weaknesses of the form; claws, wings, gills, and so on. You also gain the Instinct of your new form. This primal urge is something innate to each creature and becomes a part of you while you are shifted. +While in an animal shape, you gain any innate abilities and weaknesses of the form; claws, wings, gills, and so on. You also gain the Instinct of your new form. This primal urge is something innate to each creature and becomes a part of you while you are shifted. ### Resist Instinct When you try to change shape without having fulfilled your Instinct, roll **+WIS**. On a **10+** you succeed and are now able to transform. If you’re changing back to normal, you do so. If you’re changing into another creature, roll to Shapeshift. @@ -41,9 +40,9 @@ You may choose one when you Level Up. - They attack, or sabotage an enemy of nature. ### Balance When you inflict a condition, gain 1 Balance. -When you touch someone and invoke healing spirits, you may spend Balance. For each 2 Balance spent, heal 1 condition. When you Settle In, lose all Balance. +When you touch someone and invoke healing spirits, you may spend Balance. For each 2 Balance spent, heal 1 condition. When you Settle In, lose all Balance. ### Barkskin -While your feet touch the ground, you have **+2** Armor against physical injuries. +While your feet touch the ground, you have **+2** Armor against physical injuries. ### Bridge Between Worlds You see the patterns that make up the fabric of the world. You can now apply your At One With the World and Shapeshift Moves to inanimate natural objects (plants, rocks, etc.), as well as pure elements (fire, water, air, and earth). Add one such Attuned transformation now. ### Call of the Wild @@ -53,7 +52,7 @@ You see the patterns that make up the fabric of the world. You can now apply you - They cause no collateral damage - They continue to accompany you for a time after the current scene ### Earthly Disciple -When you Compel an animal or spirit, you may roll **+WIS** instead of **+CHA**. When you Ponder animals, nature, or the balance of life, you may roll **+WIS** instead of **+INT**. +When you Compel an animal or spirit, you may roll **+WIS** instead of **+CHA**. When you Ponder animals, nature, or the balance of life, you may roll **+WIS** instead of **+INT**. ### Environmentalist When you call upon nature to aid you against a foe, name a natural feature of your surroundings (deep roots, rocky cliffs, flowing wind, etc.) and roll **+WIS**. On a 7+ your foe is temporarily hampered or trapped by the feature. On a **10+** it also inflicts a condition on your foe. ### Eye of the Tiger diff --git a/content/Meta/Moves/Fighter.md b/content/Meta/Moves/Fighter.md index 823c5802e..cd9e424f1 100644 --- a/content/Meta/Moves/Fighter.md +++ b/content/Meta/Moves/Fighter.md @@ -16,8 +16,7 @@ You can have a maximum of 5 Momentum. When you Settle ### Particular Set of Skills When you Compel with threats of violence, roll with Advantage. ### Demolitionist -When you want to destroy an object, be it a building, magical artifact, or obstacle, tell the GM what it is. It is always possible, but the GM -will give you 1 to 4 of the following requirements (separated by “ANDs” and “ORs”); +When you want to destroy an object, be it a building, magical artifact, or obstacle, tell the GM what it is. It is always possible, but the GM will give you 1 to 4 of the following requirements (separated by “ANDs” and “ORs”); - It’s going to take hours/days/weeks. - First you must . - You’ll need help from . @@ -25,18 +24,15 @@ will give you 1 to 4 of the following requirements (separated by “ANDs” and - It will be easy/difficult to repair - You and your allies will risk . - You’ll have to use up/wear out . -You can use this to do things like start a cave-in, break down a wall, blow up a building, shatter a magical sword, or drop a magical ring into a -volcano. +You can use this to do things like start a cave-in, break down a wall, blow up a building, shatter a magical sword, or drop a magical ring into a volcano. ### Signature Weapon -You don’t wield an ordinary weapon, but instead have an especially powerful or unusual one. See Assets on Page 29 for details on creating -your Signature Weapon. +You don’t wield an ordinary weapon, but instead have an especially powerful or unusual one. See Assets on Page 29 for details on creating your Signature Weapon. ## Advanced Moves You may choose one when you Level Up. ### Basic Training -You’ve gotten used to the tireless marches, late nights, early mornings and backbreaking labor. You are unaffected by all but the most extreme forms of exhaustion. Gain **+1** Armor against fatigue or -exhaustion. When you Settle In, you can stay up all night on watch without feeling tired. +You’ve gotten used to the tireless marches, late nights, early mornings and backbreaking labor. You are unaffected by all but the most extreme forms of exhaustion. Gain **+1** Armor against fatigue or exhaustion. When you Settle In, you can stay up all night on watch without feeling tired. ### Battleborn When you Defy in battle, you may spend 1 Momentum to roll with Advantage. ### Charge diff --git a/content/Meta/Moves/Immolator.md b/content/Meta/Moves/Immolator.md index 2c63a138b..2034f9cff 100644 --- a/content/Meta/Moves/Immolator.md +++ b/content/Meta/Moves/Immolator.md @@ -5,67 +5,64 @@ publish-ash: true You have all of these. ### Firebrand You can move and manipulate fire in a variety of ways - dimming, flaring, sparking, changing color, creating shapes and images, and more. Your fire is Distinctive, Fiery, and Near when you fight with it. Additionally, choose two traits for it: -• **Adaptable:** Your fire has the +- **Adaptable:** Your fire has the Intimate and Close tags. -• **Ambitious:** Your fire has the +- **Ambitious:** Your fire has the Far tag. -• **Bold:** Your fire has the Area +- **Bold:** Your fire has the Area tag. -• **Restrained:** You and nearby -allies have +1 Armor against +- **Restrained:** You and nearby +allies have **+1** Armor against your fire and its effects. -• **Spontaneous:** You can create fire rather than manipulate what’s already burning. -When you Burn a trait, (see Unleash Flames) your fire loses it until you next Settle In. +- **Spontaneous:** You can create fire rather than manipulate what’s already burning. +When you Burn a trait, (see Unleash Flames) your fire loses it until you next Settle In. ### Unleash Flames -When you fight using fire as a weapon, roll+CHA. On a 10+ you hurt your foe, but choose one. On a 7-9 you hurt your foe, but choose two. -• You cause unintended collateral damage. -• You suffer a condition, perhaps due to overexertion or a foe’s counterattack. -• Choose and Burn one of your fire’s traits -• Your draw unwanted attention from nearby +When you fight using fire as a weapon, roll **+CHA**. On a **10+** you hurt your foe, but choose one. On a **7-9** you hurt your foe, but choose two. +- You cause unintended collateral damage. +- You suffer a condition, perhaps due to overexertion or a foe’s counterattack. +- Choose and Burn one of your fire’s traits +- Your draw unwanted attention from nearby ### Captivate -When you share an intimate or enchanting moment with someone, usually with time and privacy, roll+CHA. On a 10+ you have 2 Charm over them. On a 7-9 you have 1 Charm over them. They can reduce +When you share an intimate or enchanting moment with someone, usually with time and privacy, roll **+CHA**. On a **10+** you have 2 Charm over them. On a **7-9** you have 1 Charm over them. They can reduce your Charm over them by 1 by: -• Giving you something they think you want. -• Doing something you tell them to do. -• Fighting to protect you. -• Favoring you, but only if they don’t already. +- Giving you something they think you want. +- Doing something you tell them to do. +- Fighting to protect you. +- Favoring you, but only if they don’t already. If they’re an NPC, they can’t act out against you while Charmed. If they’re a PC, you also can spend 1 Charm to inspire or distract them, granting them Advantage or Disadvantage on their next roll. ### From the Ashes -When you burn a sacrifice and stare deeply into the flames, ask the GM one question about your sacrifice or something associated with -it (owners, loved ones, history, etc.) and roll+CHA. On a 10+ you see a clear and detailed vision in the flames that answers your question -and related follow-up questions. On a 7-9 you see a brief vision in the flames that answers your question vaguely. +When you burn a sacrifice and stare deeply into the flames, ask the GM one question about your sacrifice or something associated with it (owners, loved ones, history, etc.) and roll **+CHA**. On a **10+** you see a clear and detailed vision in the flames that answers your question and related follow-up questions. On a **7-9** you see a brief vision in the flames that answers your question vaguely. ## Advanced Moves You may choose one when you Level Up. ### Agni Kai -When you take a condition or mark Armor due to fire or heat, recover one of your Burned traits. +When you take a condition or mark Armor due to fire or heat, recover one of your Burned traits. ### Blades of Chaos Your fire gains the additional trait - Cruel: Your fire has the Messy and Vicious tags. ### Burning Hearts -When you gaze intensely into someone’s eyes, you may ask them “what is your deepest desire?” Their player will answer with the truth, even if the character does not know or wouldn’t answer. +When you gaze intensely into someone’s eyes, you may ask them “what is your deepest desire?” Their player will answer with the truth, even if the character does not know or wouldn’t answer. ### By Fire Be Purged -When you burn away a magical enchantment, compulsion or curse, roll+CHA. On a 10+ it is destroyed completely. On a 7-9 choose one: -• It is only cleansed partially or temporarily. -• The cleansing has left its mark on the subject (if that’s a person they might suffer a condition). -• The cleansing draws unwanted attention from the magic’s source. +When you burn away a magical enchantment, compulsion or curse, roll **+CHA**. On a **10+** it is destroyed completely. On a **7-9** choose one: +- It is only cleansed partially or temporarily. +- The cleansing has left its mark on the subject (if that’s a person they might suffer a condition). +- The cleansing draws unwanted attention from the magic’s source. ### Don’t Blink -When you stand your ground before a creature of fire, such as an elemental or a dragon, roll+CHA. On a 10+ you have earned its tentative respect and it will not attack you (for now). On a 7-9 it won’t -attack you for now but it grows impatient. The GM will tell you what to do to be spared its wrath. +When you stand your ground before a creature of fire, such as an elemental or a dragon, roll **+CHA**. On a **10+** you have earned its tentative respect and it will not attack you (for now). On a **7-9** it won’t attack you for now but it grows impatient. The GM will tell you what to do to be spared its wrath. ### Dragon of the West -When you Defy fire or heat, on a 12+ choose one: -• Redirect the fire back onto its source. -• Kindle your own flame, restoring a Burned trait. -• Ask the GM any one question about the flame or its source. +When you Defy fire or heat, on a **12+** choose one: +- Redirect the fire back onto its source. +- Kindle your own flame, restoring a Burned trait. +- Ask the GM any one question about the flame or its source. ### Everburning -When you imbue an object with a portion of your fire, it will burn with a dim, heatless flame without being consumed. For each one you choose below, take a cumulative -1 to Unleash Flames rolls until you touch the object and reclaim the flame. -• The flame is not heatless, the object burns foes when used as a weapon. -• The flame is bright, and will illuminate shadows, uncover illusions and reveal invisibility. -• The flame remains connected to you, you can see and hear everything near the object. +When you imbue an object with a portion of your fire, it will burn with a dim, heatless flame without being consumed. For each one you choose below, take a cumulative -1 to Unleash Flames rolls until you touch the object and reclaim the flame. +- The flame is not heatless, the object burns foes when used as a weapon. +- The flame is bright, and will illuminate shadows, uncover illusions and reveal invisibility. +- The flame remains connected to you, you can see and hear everything near the object. ### Eye for Destruction At any time, ask the GM “What here is flammable?” They will answer truthfully. ### Hypnotic -When you share a regret, dream, or fear with someone when Captivating them, on a 7+ gain +1 Charm over them. +When you share a regret, dream, or fear with someone when Captivating them, on a 7+ gain **+1** Charm over them. ### Infernal Your fire gains an additional trait of your choice from Firebrand. ### Mushu @@ -73,19 +70,19 @@ You have an animal companion (see Followers on Page 20). This companion has an a ### Scorched Earth Your fire gains the additional trait - Furious: Your fire Pierces Armor. ### Smokestep -When you obscure yourself with a cloud of smoke, ash or cinders, you can instantly transport yourself anywhere within the cloud, or to +When you obscure yourself with a cloud of smoke, ash or cinders, you can instantly transport yourself anywhere within the cloud, or to another nearby cloud. ### Twice as Bright, Half as Long -While channeling your fire, after rolling you may sacrifice something, material or immaterial but always notable, to treat a result of 6- as a -7-9, or a result of 7-9 as a 10+. +While channeling your fire, after rolling you may sacrifice something, material or immaterial but always notable, to treat a result of **6-** as a + **7-9**, or a result of **7-9** as a **10+**. ### Twinflame You have an additional drive. Write it down next to your original one. This new drive also grants 1 XP if it was accomplished by the end of -each session. When you Push Yourself to pursue one of your drives, you may Burn one of your flame’s traits instead of taking a condition. +each session. When you Push Yourself to pursue one of your drives, you may Burn one of your flame’s traits instead of taking a condition. ### Master of the Flame -(Requires Level 10+) -When you Unleash Flames, on a 10+ you don’t have to choose any from the list. -Watch the World Burn (Requires Level 10+) -When you channel the flames and call down a firestorm, tell the GM what you’re sacrificing. The sky opens up and fire pours like rain within -an area proportionate to your sacrifice; everyone and everything in the area is severely hurt or worse (2-3 conditions). Then roll+CHA. On a 10+ you can extinguish the storm with some effort when you so choose. On a 7-9 the fires rage out of control, spreading and growing where they are carried by wind and weather. On a 6- something cruel, intelligent, and hungry arrives with the storm. -### Puppetmaster (Requires Level 10+) -When you tell an NPC you have Charm over specifically what you desire, until that desire is fulfilled, pursuing it is the only way they can reduce your Charm on them. \ No newline at end of file +(Requires Level **10+**) +When you Unleash Flames, on a **10+** you don’t have to choose any from the list. +Watch the World Burn (Requires Level **10+**) +When you channel the flames and call down a firestorm, tell the GM what you’re sacrificing. The sky opens up and fire pours like rain within +an area proportionate to your sacrifice; everyone and everything in the area is severely hurt or worse (2-3 conditions). Then roll **+CHA**. On a **10+** you can extinguish the storm with some effort when you so choose. On a **7-9** the fires rage out of control, spreading and growing where they are carried by wind and weather. On a **6-** something cruel, intelligent, and hungry arrives with the storm. +### Puppetmaster (Requires Level **10+**) +When you tell an NPC you have Charm over specifically what you desire, until that desire is fulfilled, pursuing it is the only way they can reduce your Charm on them. \ No newline at end of file