Fonts and junk
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58
main.adoc
58
main.adoc
@@ -1,7 +1,6 @@
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= The Rules Doom & Destruction & Stuff
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// {{{ VARIABLES
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// :stylesheet: style.css
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:stylesheet: style.css
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:doctype: article
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:icons: font
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@@ -14,11 +13,8 @@
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:xrefstyle: full
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:author: Kim Ravn Hansen
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:email: moccalotto@gmail.com
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:pdf-page-size: a5
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:reproducible:
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:table-stripes: even
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:x: ×
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:one: <<nat1,One>>
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:twenty: <<nat20,Twenty>>
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@@ -504,8 +500,8 @@ Roll two d8s; one for the left-hand table, and once for the right-hand table
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Your background is what your adventurer used to do before they received the
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Adventurer's Blessing.
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If the DM makes you roll for something that is directly related to your
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background, let the DM know - they might just give you an advantage.
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Your background gives you knowledge that can help you during gameplay. The DM
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may give you advantage on a roll of it is directly related to your background.
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Roll a d20 and a d6 and look at the table below to find your background.
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@@ -513,6 +509,7 @@ Roll a d20 and a d6 and look at the table below to find your background.
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|===
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//---|----------------------|----|----------------------------
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| d20| d6 rolled 1, 3, or 5 | d20| d6 rolled 2, 4, or 6
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//---|----------------------|----|----------------------------
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| 1 | Apothecary | 1 | Hunter
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| 2 | Baker | 2 | Hustler
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| 3 | Banker | 3 | Laborer
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@@ -542,6 +539,7 @@ value both times, the trait is extra pronounced.
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.Body traits
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[%header,cols="^1,11"]
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|===
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//------|-------------------
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| d12 | Body traits
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//------|-------------------
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| 1 | Tall
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@@ -564,6 +562,7 @@ Roll d20 once for facial traits.
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.Facial traits
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[%header,cols="^1,11"]
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|===
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//------|-------------------------------------------
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| d20 | Facial trait
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//------|-------------------------------------------
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| 1 | Sharp cheekbones and hollow eyes
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@@ -592,6 +591,7 @@ Roll d20 once for facial traits.
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.Hair traits
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[%header,cols="^1,11"]
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|===
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//------|------------------------------------------------
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| d10 | Hair Trait
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//------|------------------------------------------------
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| 1 | Long and silky, flows like water
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@@ -617,10 +617,12 @@ traits — especially your vice, and only if you don't overdo it.
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==== Vice
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Roll once to find your vice.
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Roll once to find your vice. Your vices can get you into trouble
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but the DM may grant you extra XP for your effort.
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[%header,cols="^1,11"]
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|===
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//------|--------------------------------------------
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| d12 | Vice
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//------|--------------------------------------------
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| 1 | Loves owning and interacting with treasure
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@@ -641,11 +643,12 @@ Roll once to find your vice.
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==== Virtue
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Roll once to find your virtue. The DM might give you extra
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XP if your virtues come into play.
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Roll once to find your virtue. The DM might give you extra XP if you play out
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your virtues, especially if they get you into trouble.
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[%header,cols="^1,11"]
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|===
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//------|--------------------------------------------
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| d20 | Virtue
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//------|--------------------------------------------
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| 1 | Loyal to a fault, never breaks a promise
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@@ -673,11 +676,13 @@ XP if your virtues come into play.
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==== Quirk
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Roll once to find your quirk. The DM might give you extra XP if your quirks
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come into play.
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Roll once to find your quirk.
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Quirks may get you into trouble, but the GM might give you extra XP for it.
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[%header,cols="^1,11"]
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|===
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//----|----------------------------------------------
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| d20 | Quirk
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//----|----------------------------------------------
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| 1 | Likes to rhyme
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@@ -688,14 +693,14 @@ come into play.
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| 6 | Deep dislike of mirrors
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| 7 | Collects bones, teeth, or pebbles
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| 8 | Speaks in third person
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| 9 | Talks to their pet stone
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| 9 | Talks to their pet stone (or similar object)
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| 10 | Always wears gloves
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| 11 | Whistles when nervous
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| 11 | Starts whistling when nervous
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| 12 | Believes in bizarre superstitions
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| 13 | Refuses to walk through doorways first
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| 14 | Smells everything before touching it
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| 15 | Never says their real name
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| 16 | Only speaks in third person
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| 16 | Phrases everything like a question
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| 17 | Claims to have lived many past lives
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| 18 | Counts out their coins slowly and meticulously
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| 19 | Hates silence, starts singing or humming
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@@ -711,7 +716,7 @@ a gender and a name.
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Your adventurer has a number of Item Slots, determined by their Foundation. The
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sheet provides space for 10 slots, but you may have fewer. Shade, hatch, or
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cross out any unusable Item Slots. == Perks
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cross out any unusable Item Slots.
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== Items
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@@ -722,14 +727,14 @@ cross out any unusable Item Slots. == Perks
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// SIMPLE WEAPONS
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//---------------
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==== Simple Weapons
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[%unbreakable]
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--
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All adventurers can use simple weapons, regardless of <<foundation>>,
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<<perks>>, or <<class>>.
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All adventurers can use simple weapons, regardless of <<foundation>> or
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<<perks>>.
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.Light Weapons
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[%header,cols="^2,^3,^2,^2,^2,6"]
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|===
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| Range | Weapon | Hands | IS | Damage | Special Effect
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//----------|-------------------|-------|----|--------|----------------
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| Range | Weapon | Hands | IS | Damage | Special Effect
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//----------|-------------------|-------|----|--------|----------------
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| Any | Dagger | 1 | ⅓ | 4 |
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| Any | Spear | 1 | 2 | 5 |
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@@ -746,18 +751,17 @@ All adventurers can use simple weapons, regardless of <<foundation>>,
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| Ranged | Small Crossbow | 2 | 2 | 8 |
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//----------|-------------------|-------|----|--------|----------------
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|===
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--
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==== Advanced Weapons
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[%unbreakable]
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--
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Any adventurer who has a <<foundation>>, <<class>>, or <<perk>> that allows
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Any adventurer who has a <<foundation>>, CLASS, or PERK that allows
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them to use advanced weapons can use the weapons on this list. Adventurers who
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haven't got such an ability has <<disadvantage>> when attacking with advanced
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haven't got such an ability has DISADVANTAGE when attacking with advanced
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weapons, and can never use their special abilities.
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.Advanced Weapons
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[%header,cols="^2,^3,^2,^2,6"]
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|===
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//---------|-------------------|-------|-------------------------
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| Range | Weapon | Hands | Damage | Special Effect
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//---------|-------------------|-------|-------------------------
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| Any | Javelin | 1 | | Better than spear, somehow
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@@ -777,14 +781,13 @@ weapons, and can never use their special abilities.
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| Ranged | Shortbow | 1 | |
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//---------|-------------------|-------|-------------------------
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|===
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--
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==== Weird Weapons
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[%unbreakable]
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--
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In order to be able to use one of the weird weapons on this list, an adventurer
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must have a <<foundation>>, <<class>>, or <<perk>> that allows them to use that
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must have a <<foundation>> or <<perks,perk>> that allows them to use that
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specific weapon. For instance, an adventurer who has an ability to use the Kosh
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can use koshes, but not any of the other weird weapons.
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@@ -848,6 +851,7 @@ can use koshes, but not any of the other weird weapons.
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//----------------------|-----|-------|---------------------------------
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|===
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[[perks,perks]]
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== Perks
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This chapter is not for
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