986 lines
29 KiB
Plaintext
Executable File
986 lines
29 KiB
Plaintext
Executable File
= The Rules Doom & Destruction & Stuff
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// {{{ DO NOT MESS WITH THIS LINE. DO NOT DELETE IT OR ADD BLANK LINES AROUND IT!
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:doctype: article
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:stylesheet: ./resources/style.css
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:icons: font
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:sectlinks:
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:toc:
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:toclevels: 1
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:toc-placement!:
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:experimental:
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:stem:
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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-version: 1.7
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:pdf-theme: basic
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:pdf-fontsdir: resources/fonts
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:pdf-themesdir: resources/themes
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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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:DM: Destruction Manager
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// }}}
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== Creating Adventurers
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Each player should begin play with TWO adventurers. Both adventurers should be
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created by following these steps.
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=== {counter:creation}. Skills
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Adventurers have the following skills
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|===
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//--------------|---------------------------------------------------------
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| Awareness | Attention, Alertness, Perception, Comprehension, Insight
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| Grit | Toughness Strength, Willpower
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| Knowledge | History, Geography, Lore
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| Magic | Using wands, scrolls, and magical artifacts
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| Melee Combat | Attacking nearby opponents
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| Ranged Combat | Attacking opponents at range
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| Skulduggery | Stealth, deception
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//--------------|---------------------------------------------------------
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|===
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For each skill, roll 1d6, add 6, and assign that value to the skill. Each skill
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should now have a score between 7 and 12.
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TIP: The skill scores are likely to change before you're done creating the adventurer,
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so write them on a piece of paper rather than on the adventurer's sheet for now.
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[sidebar]
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.Raising and Reducing Skills
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--
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Your <<ancestry>>, <<foundation>>, and other factors can change your skills.
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Keep an eye out for the words _increase_ and _reduce_, as they have special
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meaning.
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* Raising a skill cannot lower it; for instance, if your Skulduggery is 12, and
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your ancestry, foundation, etc. _raises_ it to 10, then nothing happens.
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* Reducing a skill cannot increase it; for instance, if your Grit is 4 and
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your ancestry, foundation, etc. _reduces_ it to 6, nothing happens.
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--
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[[ancestry,ancestry]]
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=== {counter:creation}. Ancestry
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All adventurers are human. However, the adventurers blessing may have triggered
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some ancient dormant blood from distant nonhuman ancestors.
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Ancestries have some effects now, but they also allow you to access certain
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Perks when you level up later on.
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[%header,cols="^1,^2,9"]
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|===
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| d8 | Ancestry | Description
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//---|---------------|--------------------------------------
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| 1 | Human | +1 to all skills.
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| 2 | Dwarven | Raise your Melee Combat to 10
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| 3 | Elven | Raise your Ranged Combat to 10
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| 4 | Gigantic | Raise your Grit to 10
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| 5 | Gnomish | Raise your Awareness to 10
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| 6 | Primordial | Raise your Magic to 10
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| 7 | Draconic | Raise your Knowledge to 10
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| 8 | Demonic | Raise your Skulduggery to 10
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//---|---------------|--------------------------------------
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|===
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[[foundation,foundation]]
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=== {counter:creation}. Foundation
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An adventurer's foundation is a set of gear the they start with and they are
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proficient with. Your foundation may also affect your skill scores.
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Roll on the table below to find your Foundation. Note that you may need to reroll.
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[%header,cols="^1,^2s,3a,3a,5a",grid="rows"]
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|===
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| d20 | Foundation | Proficiencies | Gear | Effects
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//------|-------------------|---------------+-----------+-------------------------------+
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//START_SORT //HEADLINE:
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//
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//---------------------------------------------------------------------------------------
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//HEADLINE: BRAWLER
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//---------------------------------------------------------------------------------------
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| {counter:foundation}
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|Brawler
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|[unstyled]
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* Light Armor
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|[unstyled]
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* Studded Leather
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* Spiked Gauntlets
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* 40 Silver Pieces
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|[unstyled]
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* 15 Hit Points
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* 7 Item Slots
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* Melee Combat raised to 10
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* Knowledge limited to 10
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//
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//---------------------------------------------------------------------------------------
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//HEADLINE: DRUID
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//---------------------------------------------------------------------------------------
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| {counter:foundation}
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|Druid
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|[unstyled]
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* Proficient with any type of armor, provided it's made exclusively of natural
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materials like leather, hide, wood, wool, etc.
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|[unstyled]
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* Sickle
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* Poisoner's Kit
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* Healer's Kit
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* 10 Silver Pieces
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|[unstyled]
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* 10 Hit Points
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* 5 Item Slots
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//
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//---------------------------------------------------------------------------------------
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//HEADLINE: Fencer
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//---------------------------------------------------------------------------------------
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| {counter:foundation}
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|Fencer
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|[unstyled]
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* Light Armor
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|[unstyled]
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* Leather
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* Rapier
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* Dagger
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* 40 Silver Pieces
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|[unstyled]
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* 15 Hit Points
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* 5 Item Slots
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* The TWO WEAPONS perk.
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* Melee Combat raised to 10
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* Magic limited to 10
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//
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//---------------------------------------------------------------------------------------
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//HEADLINE: GUARD
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//---------------------------------------------------------------------------------------
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| {counter:foundation}
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| Guard
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|[unstyled]
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* Medium Armor
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|[unstyled]
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* Halberd
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* Bull's Eye Lantern
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* Signal Whistle
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* Map of Local Area
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* 50 Silver Pieces
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|[unstyled]
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* 10 Hit Points
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* 5 Item Slots
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* Awareness raised to 10
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* Melee Combat raised to 10
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* Skulduggery limited to 10
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//
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//---------------------------------------------------------------------------------------
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//HEADLINE: MAGICIAN
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//---------------------------------------------------------------------------------------
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| {counter:foundation}
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| Magician
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|[unstyled]
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* None
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|[unstyled]
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* Tier 2 Wand with random spell.
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* Tier 1 Wand with random spell.
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* 10 Silver Pieces
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|[unstyled]
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* 10 Hit Points
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* 6 Item Slots
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* Melee Combat limited to 10
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* Ranged Combat limited to 5
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* Magic raised to 10
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* Grit limited to 10
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//
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//---------------------------------------------------------------------------------------
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//HEADLINE: MEDIC
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//---------------------------------------------------------------------------------------
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| {counter:foundation}
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|Medic
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|[unstyled]
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* Light Armor
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* Medium Armor
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|[unstyled]
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* Club
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* Sling
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* 3 Daggers
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* Healer's Kit
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* 40 Silver Pieces
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|[unstyled]
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* 10 Hit Points
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* 6 Item Slots
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//
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//---------------------------------------------------------------------------------------
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//HEADLINE: RECKLESS
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//---------------------------------------------------------------------------------------
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| {counter:foundation}
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| Reckless
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|[unstyled]
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|[unstyled]
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* Great Axe
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* 50 Silver Pieces
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|[unstyled]
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* 20 Hit Points
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* 7 Item Slots
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* Melee Combat raised to 10
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* Awareness raised to 10
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* Grit raised to 10
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* Magic limited to 10
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//
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//---------------------------------------------------------------------------------------
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//HEADLINE: ROVER
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//---------------------------------------------------------------------------------------
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| {counter:foundation}
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| Rover
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|[unstyled]
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* Light Armor
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|[unstyled]
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* Leather Armor
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* Short Sword
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* Longbow
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* Snare Maker's Kit
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* 25 Silver Pieces
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|[unstyled]
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* 10 Hit Points
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* 5 Item Slots
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* Magic Reduced to 10
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* Awareness raised to 10
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* Ranged Combat raised to 10
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//
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//---------------------------------------------------------------------------------------
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//HEADLINE: SKIRMISHER
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//---------------------------------------------------------------------------------------
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| {counter:foundation}
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| Skirmisher
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|[unstyled]
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* Light Armor
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* Shields
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|[unstyled]
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* Spear
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* Small Shield
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* 50 Silver Pieces
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|[unstyled]
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* 15 Hit Points
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* 6 Item Slots
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* Melee Combat raised to 10
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* Awareness raised to 10
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* Skulduggery raised to 10
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* Grit raised to 10
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//
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//---------------------------------------------------------------------------------------
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//HEADLINE: SNEAK
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//---------------------------------------------------------------------------------------
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| {counter:foundation}
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| Sneak
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|[unstyled]
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* Light Armor
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|[unstyled]
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* 3 daggers
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* Small Crossbow
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* Poisoner's Kit
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* 30 Silver Pieces
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|[unstyled]
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* 10 Hit Points
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* 6 Item Slots
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* Melee Combat raised to 10
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* Awareness raised to 10
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* Skulduggery raised to 10
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* Grit raised to 10
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//
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//---------------------------------------------------------------------------------------
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//HEADLINE: SPELLSWORD
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//---------------------------------------------------------------------------------------
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| {counter:foundation}
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| Spellsword
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|[unstyled]
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|[unstyled]
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* Tier 1 Wand with random spell.
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* Longsword
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* 30 Silver Pieces
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|[unstyled]
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* 12 Hit Points
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* 5 Item Slots
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* Melee Combat raised to 10
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* Ranged Combat limited to 10
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* Magic raised to 10
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* Skulduggery limited to 10
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* Grit raised to 10
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//
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//---------------------------------------------------------------------------------------
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//HEADLINE: SPELUNKER
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//---------------------------------------------------------------------------------------
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| {counter:foundation}
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| Spelunker
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|[unstyled]
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* None
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|[unstyled]
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* Spear
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* Caltrops
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* Bull's Eye Lantern
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* Map Maker's Kit
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* Chalk
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* Caltrops
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* 5 Silver Pieces
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|[unstyled]
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* 10 Hit Points
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* 4 Item Slots
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* Awareness raised to 10
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* Melee Combat raised to 10
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* Skulduggery raised to 10
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* Magic limited to 10
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//
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//---------------------------------------------------------------------------------------
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//HEADLINE: SPIT'N'POLISH
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//---------------------------------------------------------------------------------------
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| {counter:foundation}
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| Spit'n' Polish
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|[unstyled]
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* Heavy Armor
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* Shield
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|[unstyled]
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* Half-Plate
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* Large Shield
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* Long Sword
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* 10 Silver Pieces
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|[unstyled]
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* 10 Hit Points
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* 2 Item Slots
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* Melee Combat raised to 10
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* Magic Reduced to 6
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* Awareness Reduced to 10
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//
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//---------------------------------------------------------------------------------------
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//HEADLINE: STILETTO
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//---------------------------------------------------------------------------------------
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| {counter:foundation}
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| Stiletto
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|[unstyled]
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* Light Armor
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|[unstyled]
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* Padded Armor
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* 3 Daggers
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* Small Crossbow
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* Poisoner's Kit
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* 20 Silver Pieces
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|[unstyled]
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* 10 Hit Points
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* 5 Item Slots
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* Melee Combat raised to 10
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* Ranged Combat raised to 10
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* Awareness raised to 10
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* Magic limited to 6
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* Knowledge limited to 10
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//
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//---------------------------------------------------------------------------------------
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//HEADLINE: Tinkerer
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//---------------------------------------------------------------------------------------
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| {counter:foundation}
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|Tinkerer
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|[unstyled]
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* Light Armor
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|[unstyled]
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* Studded Leather
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* Wrench (club)
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* Tinkerer's Kit
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* 30 Silver Pieces
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|[unstyled]
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* 10 Hit Points
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* 5 Item Slots
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* Awareness raised to 10
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* Knowledge raised to 10
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//END_SORT
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//
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//---------------------------------------------------------------------------------------
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// REROLL
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//---------------------------------------------------------------------------------------
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| {counter:foundation}+
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4+| Reroll, and continue rerolling results of {foundation} and higher.
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|
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|===
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=== {counter:creation}. Gear
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Roll two d8s; one for the left-hand table, and once for the right-hand table
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[%unbreakable]
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.Utility Gear
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[%header,cols="^2,4,^2,4"]
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|===
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| First d8 | Item 1 | Second d8 |Item 2
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//---------|-------------------------|-----------|---------------------------------
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| 1 | 3 Torches | 1 | Grappling hook + 10 meter rope
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| 2 | 3 Spikes | 2 | Storm Lantern
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| 3 | Poisoner's Kit | 3 | Rope, 25 meters
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| 4 | 100 Ball bearings | 4 | Pole, 3m, foldable
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| 5 | Chalk | 5 | Shovel
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| 6 | 3 Common Rations Pack | 6 | Tinkerer's Kit
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| 7 | Bull's Eye Lantern | 7 | Oil Lamp + 3 units of oil
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| 8 | 2d10 Silver Pieces | 8 | Map Maker's Kit
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//---------|-------------------------|-----------|---------------------------------
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|===
|
||
|
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|
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=== {counter:creation}. Background
|
||
|
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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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|
||
Your background gives you knowledge that can help you during gameplay. The DM
|
||
may give you advantage on a roll of it is directly related to your background.
|
||
|
||
Roll a d20 and a d6 and look at the table below to find your background.
|
||
|
||
[%header,cols="^1,5,^1,5"]
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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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| 4 | Bartender | 4 | Lazy spouse
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| 5 | Butcher | 5 | Magician’s apprentice
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| 6 | Carter | 6 | Merchant
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| 7 | Chandler | 7 | Monestarian
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| 8 | Chef | 8 | Musician
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| 9 | Clergy | 9 | Notary
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| 12 | Cook | 12 | Royalty
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| 13 | Courier | 13 | Sailor
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| 14 | Courtier | 14 | Scribe
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| 15 | Doctor | 15 | Smith
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| 16 | Entertainer | 16 | Solder
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| 17 | Farmer | 17 | Squire
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| 18 | Fisherman | 18 | Street urchin
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| 19 | Foreigner | 19 | Thief
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| 20 | Gambler | 20 | Gold Smith
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//---|----------------------|----|----------------------------
|
||
|===
|
||
|
||
=== {counter:creation}. Appearance
|
||
|
||
Roll d12 twice on the table below to find your body type. If you roll the same
|
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value both times, the trait is extra pronounced.
|
||
|
||
.Body traits
|
||
[%header,cols="^1,11"]
|
||
|===
|
||
//------|-------------------
|
||
| d12 | Body traits
|
||
//------|-------------------
|
||
| 1 | Tall
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||
| 2 | Short
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| 3 | Muscular
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| 4 | Stocky
|
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| 5 | Lanky
|
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| 6 | Graceful
|
||
| 7 | Slender
|
||
| 8 | Wiry
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| 9 | Broad
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| 10 | Round belly
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||
| 11 | Awkward
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| 12 | Athletic
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||
//------|-------------------
|
||
|===
|
||
|
||
Roll d20 once for facial traits.
|
||
|
||
.Facial traits
|
||
[%header,cols="^1,11"]
|
||
|===
|
||
//------|-------------------------------------------
|
||
| d20 | Facial trait
|
||
//------|-------------------------------------------
|
||
| 1 | Sharp cheekbones and hollow eyes
|
||
| 2 | Crooked nose broken long ago
|
||
| 3 | Piercing eyes that seem to glow
|
||
| 4 | Full lips and a cleft chin
|
||
| 5 | Long, braided beard or mustache
|
||
| 6 | High forehead with deep worry lines
|
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| 7 | One eye covered by a patch
|
||
| 8 | Elaborate facial tattoos or markings
|
||
| 9 | Eyebrows like wings—thick and dramatic
|
||
| 10 | Jawline strong enough to cut stone
|
||
| 11 | Burn scar across one cheek
|
||
| 12 | Missing ear or visible notch in it
|
||
| 13 | Eyes of two different colors (pupils are still bronze-coloured)
|
||
| 14 | Prominent dimples when smiling
|
||
| 15 | Nose like a hawk’s beak
|
||
| 16 | Gnarled, bushy eyebrows
|
||
| 17 | Lips always curled in a smirk
|
||
| 18 | Eyes that never blink (or seem not to)
|
||
| 19 | Crystal embedded in the forehead
|
||
| 20 | Completely smooth, expressionless face
|
||
//------|-------------------------------------------
|
||
|===
|
||
|
||
.Hair traits
|
||
[%header,cols="^1,11"]
|
||
|===
|
||
//------|------------------------------------------------
|
||
| d10 | Hair Trait
|
||
//------|------------------------------------------------
|
||
| 1 | Long and silky, flows like water
|
||
| 2 | Short and spiky like a hedgehog
|
||
| 3 | Thick dreadlocks tied with beads
|
||
| 4 | Curly and untamed, a wild mane
|
||
| 5 | Slicked back with oils or grease
|
||
| 6 | Braided with ribbons or charms
|
||
| 7 | Patchy or thinning with bald spots
|
||
| 8 | Voluminous afro that defies helmets
|
||
| 9 | Snow-white despite a youthful face
|
||
| 10 | Hair constantly shifts color like a mood ring
|
||
//------|------------------------------------------------
|
||
|===
|
||
|
||
|
||
=== {counter:creation}. Personality
|
||
|
||
Your personality consists of a vice, a virtue, and a quirk.
|
||
|
||
At their discretion,the GM can award XP when you play out your personality
|
||
traits — especially your vice, and only if you don't overdo it.
|
||
|
||
==== Vice
|
||
|
||
Roll once to find your vice. Your vices can get you into trouble
|
||
but the DM may grant you extra XP for your effort.
|
||
|
||
[%header,cols="^1,11"]
|
||
|===
|
||
//------|--------------------------------------------
|
||
| d12 | Vice
|
||
//------|--------------------------------------------
|
||
| 1 | Loves owning and interacting with treasure
|
||
| 2 | Addicted to Snarf - magical angel dust
|
||
| 3 | Gets a kick out of telling outrageous lies
|
||
| 4 | Solves problems with fists
|
||
| 5 | Obsessive collector of bizarre items
|
||
| 6 | Always flirting, even at the worst times
|
||
| 7 | Gambler who can’t resist a wager
|
||
| 8 | Glutton for food, drink, or pleasure
|
||
| 9 | Reckless thrill-seeker, craves danger
|
||
| 10 | Talks to self constantly
|
||
| 11 | Talks to invisible friend
|
||
| 11 | Addicted to forbidden knowledge or magic
|
||
| 12 | Obsessed with cleanliness
|
||
//------|--------------------------------------------
|
||
|===
|
||
|
||
==== Virtue
|
||
|
||
Roll once to find your virtue. The DM might give you extra XP if you play out
|
||
your virtues, especially if they get you into trouble.
|
||
|
||
[%header,cols="^1,11"]
|
||
|===
|
||
//------|--------------------------------------------
|
||
| d20 | Virtue
|
||
//------|--------------------------------------------
|
||
| 1 | Loyal to a fault, never breaks a promise
|
||
| 2 | Courageous in the face of danger
|
||
| 3 | Generous with time, wealth, and effort
|
||
| 4 | Honest, even when it hurts
|
||
| 5 | Protective of the weak and voiceless
|
||
| 6 | Wise beyond their years
|
||
| 7 | Forgives easily, even enemies
|
||
| 8 | Hardworking and persistent
|
||
| 9 | Pious or deeply spiritual
|
||
| 10 | Self-sacrificing for the good of others
|
||
| 11 | Finds beauty in all things
|
||
| 12 | Curious and open-minded
|
||
| 13 | Kind-hearted, even to the undeserving
|
||
| 14 | Inspires courage in others
|
||
| 15 | Always seeks the truth
|
||
| 16 | Disciplined and self-controlled
|
||
| 17 | Brave enough to admit weakness
|
||
| 18 | Empathic, feels others' pain
|
||
| 19 | Just and fair, upholds law or balance
|
||
| 20 | Keeps hope alive, even in darkness
|
||
//------|--------------------------------------------
|
||
|===
|
||
|
||
==== Quirk
|
||
|
||
Roll once to find your quirk.
|
||
|
||
Quirks may get you into trouble, but the GM might give you extra XP for it.
|
||
|
||
[%header,cols="^1,11"]
|
||
|===
|
||
//----|----------------------------------------------
|
||
| d20 | Quirk
|
||
//----|----------------------------------------------
|
||
| 1 | Likes to rhyme
|
||
| 2 | Believes animals understand them
|
||
| 3 | Eats only one type of food
|
||
| 4 | Names all their weapons and gear
|
||
| 5 | Laughs at inappropriate moments
|
||
| 6 | Deep dislike of mirrors
|
||
| 7 | Collects bones, teeth, or pebbles
|
||
| 8 | Speaks in third person
|
||
| 9 | Talks to their pet stone (or similar object)
|
||
| 10 | Always wears gloves
|
||
| 11 | Starts whistling when nervous
|
||
| 12 | Believes in bizarre superstitions
|
||
| 13 | Refuses to walk through doorways first
|
||
| 14 | Smells everything before touching it
|
||
| 15 | Never says their real name
|
||
| 16 | Phrases everything like a question
|
||
| 17 | Claims to have lived many past lives
|
||
| 18 | Counts out their coins slowly and meticulously
|
||
| 19 | Hates silence, starts singing or humming
|
||
| 20 | Gassy, and proud of it
|
||
//----|----------------------------------------------
|
||
|===
|
||
|
||
|
||
=== {counter:creation}. Fill Out The Adventurer's Sheet
|
||
|
||
Now you fill in all the details you've rolled. All you need to do is to choose
|
||
a gender and a name.
|
||
|
||
Your adventurer has a number of Item Slots, determined by their Foundation. The
|
||
sheet provides space for 10 slots, but you may have fewer. Shade, hatch, or
|
||
cross out any unusable Item Slots.
|
||
|
||
== Items
|
||
|
||
=== Weapons
|
||
|
||
There are four types of weapons. Basic Weapons (fists, daggers, and clubs),
|
||
Light Weapons, Heavy Weapons, and Weird Weapons.
|
||
|
||
Anyone can use Basic weapons, no matter which proficiencies, foundations, or
|
||
perks they may or may not have.
|
||
|
||
[sidebar]
|
||
.Weapon Proficiency
|
||
--
|
||
If you use a non-basic weapon you are not proficient at using, you can still
|
||
use the weapon, but the following penalties apply:
|
||
|
||
* You have <<disadvantage>> on your attack rolls.
|
||
* You cannot <<crit>>.
|
||
* You do not trigger the weapon's special effect.
|
||
--
|
||
|
||
.Basic Weapons
|
||
[%header,cols="^2,^3,^2,^2,^2,6"]
|
||
|===
|
||
//-------|-------------------|-------|----|--------|----------------
|
||
| Range | Weapon | Hands | IS | Damage | Special Effect
|
||
//-------|-------------------|-------|----|--------|----------------
|
||
| Any | Dagger | 1 | ⅓ | 4 |
|
||
| Melee | Club | 1 | 1 | 4 |
|
||
| Melee | Unarmed Combat | 1 | 0 | 2 |
|
||
//-------|-------------------|-------|----|--------|----------------
|
||
|===
|
||
|
||
|
||
.Light Weapons
|
||
[%header,cols="^2,^3,^2,^2,^2,6"]
|
||
|===
|
||
//-------|-------------------|-------|----|--------|----------------
|
||
| Range | Weapon | Hands | IS | Damage | Special Effect
|
||
//-------|-------------------|-------|----|--------|----------------
|
||
| Any | Spear | 1 | 2 | 5 |
|
||
| Melee | Flail | 1 | 1 | 6 |
|
||
| Melee | Handaxe | 1 | 1 | 6 |
|
||
| Melee | Quarterstaff | 2 | 2 | 6 |
|
||
| Melee | Rapier | 1 | 2 | 6 | Fast: attack again?
|
||
| Melee | Short Sword | 1 | 2 | 6 |
|
||
| Melee | Sickle | 1 | 1 | 4 |
|
||
| Melee | Stiletto | 1 | 1 | 4 | Fast: attack again?
|
||
| Ranged | Javelin | 1 | 1 | 5 | Better than spear, somehow
|
||
| Ranged | Shortbow | 1 | 3 | |
|
||
| Ranged | Sling | 2 | 1 | 4 |
|
||
| Ranged | Small Crossbow | 2 | 2 | 8 |
|
||
//-------|-------------------|-------|----|--------|-----------
|
||
|===
|
||
|
||
.Heavy Weapons
|
||
[%header,cols="^2,^3,^2,^2,^2,6"]
|
||
|===
|
||
//-------|-------------------|-------|----|--------|----------------
|
||
| Range | Weapon | Hands | IS | Damage | Special Effect
|
||
//-------|-------------------|-------|----|--------|----------------
|
||
| Melee | Battleaxe | 1 | 3 | 8 | Mini cleave: deal a bit of damage to one adjacent foes.
|
||
| Melee | Claymore | 2 | 3 | 8 | Something cool that the Zweihänder doesn't have
|
||
| Melee | Falchion | 2 | 3 | |
|
||
| Melee | Greataxe | 2 | 4 | 10 | Cleave: deal a bit of damage to ALL adjacent foes.
|
||
| Melee | Longsword | 1 | 2 | 8 |
|
||
| Melee | Mace | 1 | 2 | 7 |
|
||
| Melee | Morning star | 1 | 2 | 8 |
|
||
| Melee | Scimitar | 1 | 2 | 7 |
|
||
| Melee | Warhammer | 1 | 3 | 6 | Push
|
||
| Melee | Zweihänder | 1 | 3 | 10 | 5 extra damage.
|
||
| Ranged | Large Crossbow | 1 | 4 | 10 |
|
||
| Ranged | Longbow | 1 | 3 | |
|
||
//-------|-------------------|-------|----|--------|-----------
|
||
|===
|
||
|
||
|
||
==== Weird Weapons
|
||
[%unbreakable]
|
||
--
|
||
In order to be able to use one of the weird weapons on this list, an adventurer
|
||
must have a <<foundation>> or <<perks,perk>> that gives them the specific
|
||
proficiency that allows them to use that specific weapon. For instance, an
|
||
adventurer who has the "Kosh" proficiency use koshes, but not any of
|
||
the other weird weapons.
|
||
|
||
|
||
[%header,cols="^2,^3,^2,^2,^2,6"]
|
||
|===
|
||
| Range | Weapon | Hands | IS | Damage | Special Effect
|
||
//-------|-------------------|-------|----|--------|----------------
|
||
| Melee | Bastard Sword | 1 | | 10 | None - high base damage
|
||
| Melee | Halberd | 2 | | 11 | "Ranged Attack + Pull"
|
||
| Melee | Kosh | 1 | | 8 | Knock-out
|
||
| Melee | Longspear | 2 | 3 | 9 | "Ranged Attack"
|
||
| Ranged | Blowgun | 1 | | |
|
||
| Ranged | Bolas | 1 | | 8 |
|
||
//-------|-------------------|-------|----|--------|----------------
|
||
|===
|
||
--
|
||
|
||
=== Armors
|
||
|
||
.Light Armor
|
||
[%header,cols="2,^1,^1,2"]
|
||
|===
|
||
//----------------------|-----|-------|---------------------------------
|
||
| Armor | HP | Sneak | Notes
|
||
//----------------------|-----|-------|---------------------------------
|
||
| Padded Armor | 1 | Yes | Cheap, bulky cloth layers
|
||
| Leather Armor | 2 | No | Flexible leather
|
||
| Studded Leather | 3 | No | Reinforced with metal studs
|
||
| Hide Shirt | 2 | Yes | Made from thick animal hide
|
||
| Gambeson | 2 | Yes | Quilted cloth and fibres
|
||
| Traveler's Coat | 1 | Yes | Light and practical
|
||
//----------------------|-----|-------|---------------------------------
|
||
|===
|
||
|
||
.Medium Armor
|
||
[%header,cols="2,^1,^1,2"]
|
||
|===
|
||
//----------------------|-----|-------|---------------------------------
|
||
| Armor | HP | Sneak | Notes
|
||
//----------------------|-----|-------|---------------------------------
|
||
| Scale Mail | 4 | No | Metal scales, noisy
|
||
| Chain Shirt | 4 | No | Metal rings, worn under clothes
|
||
| Brigandine | 5 | No | Plates riveted inside a jacket
|
||
| Lamellar Armor | 5 | No | Laced metal or leather plates
|
||
| Ring Mail | 4 | No | Rings over padded base
|
||
| Hardened Leather | 3 | No | Boiled and shaped for stiffness
|
||
//----------------------|-----|-------|---------------------------------
|
||
|===
|
||
|
||
.Heavy Armor
|
||
[%header,cols="2,^1,^1,2"]
|
||
|===
|
||
//----------------------|-----|-------|---------------------------------
|
||
| Armor | HP | Sneak | Notes
|
||
//----------------------|-----|-------|---------------------------------
|
||
| Chainmail | 6 | No | Full-body chain coverage
|
||
| Splint Mail | 7 | No | Metal strips on a backing
|
||
| Banded Mail | 7 | No | Horizontal bands over padding
|
||
| Half-Plate | 8 | No | Partial plate, better mobility
|
||
| Full Plate | 9 | No | Maximum protection, very heavy
|
||
| Coat of Plates | 8 | No | Metal plates sewn into a coat
|
||
//----------------------|-----|-------|---------------------------------
|
||
|===
|
||
|
||
[[perks,perks]]
|
||
== Perks
|
||
This chapter is not for
|
||
|
||
* Racial.
|
||
** There should be a racial perk tree that can be unlocked. Only adventurers
|
||
can access the blood of the ancients (elf, dwarf, etc.)
|
||
** No races should get dark vision unless they are at MAX level.
|
||
** Dwarves should get an extra item slot (possibly more if you take this perk
|
||
multiple times).
|
||
** Dwarves are good in dungeons (know cardinal directions, head-map, ability to
|
||
"smell" metals and ores).
|
||
** Elves are good on the surface (navigating by stars, being difficult to
|
||
surprise, requiring less sleep).
|
||
** Gnomes???
|
||
** Primordials/primals (ancient humans)
|
||
** Prim((anus))
|
||
* Monstrous Gourmand.
|
||
* Unlock medium (and later on heavy) armor.
|
||
* Unlock Special Effects for common melee weapons.
|
||
* Exotic Weapon Perk Tree
|
||
** Initially you get access to a "simple" exotic weapon.
|
||
** Later on you can use certain two-handed weapons in one hand.
|
||
* Multi-attack if you roll higher than X. Possibly play into what happens when
|
||
attack skill is higher than MAX TN.
|
||
|
||
== Gear
|
||
|
||
* Weapons
|
||
** Melee Weapons
|
||
** Ranged Weapons
|
||
** Special Weapons??
|
||
*** Bolas
|
||
*** Kosh
|
||
*** Spiked Chain
|
||
*** Meteor Hammer
|
||
*** Bastard Sword (can be used one handed if adventurer has the right perk)
|
||
* Armors
|
||
* Misc
|
||
** Food
|
||
** Dungeon Spelunking Gear
|
||
** Wilderness Survival Gear
|
||
** Transport, Wagons, Beasts
|
||
* Valuables
|
||
** Coins
|
||
** Gems
|
||
** Misc (art, etc.)
|
||
|
||
== Campaign
|
||
* Map
|
||
** The world should be weird and funny, but not ridiculous.
|
||
** ShipWorld: the world, when seen from above, looks like the outline of a
|
||
ship, that's seen from above. But instead of being made of wooden planks,
|
||
there is real terrain and flora. But there should/could be elevation changes
|
||
where the different decks (such as the Poop Deck) are.
|
||
*** What's around the ship?
|
||
*** What happens if you dig?
|
||
*** Can dungeons reach into the inner hull/decks of the ship?
|
||
** DeadWorld: Maybe the world is the surface of some gigantic dead creature.
|
||
*** What's around the creature?
|
||
*** What happens if you dig?
|
||
*** Do dungeons reach into the inner parts of the corpse? Like the brain?
|
||
** FloorWorld: The world is the floor of a mage's study. She accidentally
|
||
created this world, but destroyed everything else.
|
||
* Cities and Towns
|
||
** Capita (the Capital)
|
||
* Prominent People
|
||
** Master Baator
|
||
** Richard Tator (dictator)
|
||
** Laika Bors
|
||
* History
|
||
|
||
== Doom Manager's Rules
|
||
* Advancement
|
||
** XP for killing Monsters.
|
||
** XP for uncovering Secret Knowledge and Locations.
|
||
** XP for spending money.
|
||
** XP for spending carousing.
|
||
|
||
* Adventuring
|
||
** Splitting the party: It is a viable strategy to split the party, and send in
|
||
a sacrificial team in advance - but the GM can and should require that each
|
||
present player send in one of their adventurers so that all players are
|
||
engaged at the same time.
|
||
|
||
== Spells
|
||
* A note on which types of magical artifacts can carry spells (wands, books,
|
||
and reusable scrolls).
|
||
* Alphabetized list of spells
|
||
* One spell = One page (a5) - but very special spells (like Wish) may take up
|
||
two pages, but keep in mind that the two pages must still be arranged
|
||
prettily.
|
||
|
||
== Magical Items
|
||
* Magical Weapons
|
||
* Magical Armors
|
||
* Special Wands/Scrolls/Books
|
||
* Wondrous Items
|
||
** Naïvitea (tea that makes you blonde)
|
||
|
||
== Monsters
|
||
* One page = one (typical) baddy.
|
||
* Baddies should have special TWISTS. When spawning baddies, the DM should roll
|
||
random TWISTS for each baddy or group of baddies.
|
||
* Monsters
|
||
** Mandag: a really bad male hag
|
||
** Halvbitter: more badass than Djinn
|
||
** Gooblin
|
||
** Cowlbear (a bear in a cowl?)
|