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= The Rules Doom & Destruction & Stuff
// {{{ DO NOT MESS WITH THIS LINE. DO NOT DELETE IT OR ADD BLANK LINES AROUND IT!
:doctype: article
:stylesheet: ./resources/style.css
:icons: font
:sectlinks:
:toc:
:toclevels: 1
:toc-placement!:
:experimental:
:stem:
:xrefstyle: full
// :author: Kim Ravn Hansen
// :email: moccalotto@gmail.com
:pdf-version: 1.7
:pdf-theme: basic
:pdf-fontsdir: resources/fonts
:pdf-themesdir: resources/themes
:reproducible:
:table-stripes: even
:x: ×
:one: <<nat1,One>>
:twenty: <<nat20,Twenty>>
:DM: Destruction Manager
// }}}
== Creating Adventurers
Each player should begin play with TWO adventurers. Both adventurers should be
created by following these steps.
=== {counter:creation}. Skills
Adventurers have the following skills
|===
//--------------|---------------------------------------------------------
| Awareness | Attention, Alertness, Perception, Comprehension, Insight
| Grit | Toughness Strength, Willpower
| Knowledge | History, Geography, Lore
| Magic | Using wands, scrolls, and magical artifacts
| Melee Combat | Attacking nearby opponents
| Ranged Combat | Attacking opponents at range
| Skulduggery | Stealth, deception
//--------------|---------------------------------------------------------
|===
For each skill, roll 1d6, add 6, and assign that value to the skill. Each skill
should now have a score between 7 and 12.
TIP: The skill scores are likely to change before you're done creating the adventurer,
so write them on a piece of paper rather than on the adventurer's sheet for now.
[sidebar]
.Raising and Reducing Skills
--
Your <<ancestry>>, <<foundation>>, and other factors can change your skills.
Keep an eye out for the words _increase_ and _reduce_, as they have special
meaning.
* Raising a skill cannot lower it; for instance, if your Skulduggery is 12, and
your ancestry, foundation, etc. _raises_ it to 10, then nothing happens.
* Reducing a skill cannot increase it; for instance, if your Grit is 4 and
your ancestry, foundation, etc. _reduces_ it to 6, nothing happens.
--
[[ancestry,ancestry]]
=== {counter:creation}. Ancestry
All adventurers are human. However, the adventurers blessing may have triggered
some ancient dormant blood from distant nonhuman ancestors.
Ancestries have some effects now, but they also allow you to access certain
Perks when you level up later on.
[%header,cols="^1,^2,9"]
|===
| d8 | Ancestry | Description
//---|---------------|--------------------------------------
| 1 | Human | +1 to all skills.
| 2 | Dwarven | Raise your Melee Combat to 10
| 3 | Elven | Raise your Ranged Combat to 10
| 4 | Gigantic | Raise your Grit to 10
| 5 | Gnomish | Raise your Awareness to 10
| 6 | Primordial | Raise your Magic to 10
| 7 | Draconic | Raise your Knowledge to 10
| 8 | Demonic | Raise your Skulduggery to 10
//---|---------------|--------------------------------------
|===
[[foundation,foundation]]
=== {counter:creation}. Foundation
An adventurer's foundation is a set of gear the they start with and they are
proficient with. Your foundation may also affect your skill scores.
Roll on the table below to find your Foundation. Note that you may need to reroll.
[%header,cols="^1,^2s,3a,3a,5a",grid="rows"]
|===
| d20 | Foundation | Proficiencies | Gear | Effects
//------|-------------------|---------------+-----------+-------------------------------+
//START_SORT //HEADLINE:
//
//---------------------------------------------------------------------------------------
//HEADLINE: BRAWLER
//---------------------------------------------------------------------------------------
| {counter:foundation}
|Brawler
|[unstyled]
* Light Armor
|[unstyled]
* Studded Leather
* Spiked Gauntlets
* 40 Silver Pieces
|[unstyled]
* 15 Hit Points
* 7 Item Slots
* Melee Combat raised to 10
* Knowledge limited to 10
//
//---------------------------------------------------------------------------------------
//HEADLINE: DRUID
//---------------------------------------------------------------------------------------
| {counter:foundation}
|Druid
|[unstyled]
* Proficient with any type of armor, provided it's made exclusively of natural
materials like leather, hide, wood, wool, etc.
|[unstyled]
* Sickle
* Poisoner's Kit
* Healer's Kit
* 10 Silver Pieces
|[unstyled]
* 10 Hit Points
* 5 Item Slots
//
//---------------------------------------------------------------------------------------
//HEADLINE: Fencer
//---------------------------------------------------------------------------------------
| {counter:foundation}
|Fencer
|[unstyled]
* Light Armor
|[unstyled]
* Leather
* Rapier
* Dagger
* 40 Silver Pieces
|[unstyled]
* 15 Hit Points
* 5 Item Slots
* The TWO WEAPONS perk.
* Melee Combat raised to 10
* Magic limited to 10
//
//---------------------------------------------------------------------------------------
//HEADLINE: GUARD
//---------------------------------------------------------------------------------------
| {counter:foundation}
| Guard
|[unstyled]
* Medium Armor
|[unstyled]
* Halberd
* Bull's Eye Lantern
* Signal Whistle
* Map of Local Area
* 50 Silver Pieces
|[unstyled]
* 10 Hit Points
* 5 Item Slots
* Awareness raised to 10
* Melee Combat raised to 10
* Skulduggery limited to 10
//
//---------------------------------------------------------------------------------------
//HEADLINE: MAGICIAN
//---------------------------------------------------------------------------------------
| {counter:foundation}
| Magician
|[unstyled]
* None
|[unstyled]
* Tier 2 Wand with random spell.
* Tier 1 Wand with random spell.
* 10 Silver Pieces
|[unstyled]
* 10 Hit Points
* 6 Item Slots
* Melee Combat limited to 10
* Ranged Combat limited to 5
* Magic raised to 10
* Grit limited to 10
//
//---------------------------------------------------------------------------------------
//HEADLINE: MEDIC
//---------------------------------------------------------------------------------------
| {counter:foundation}
|Medic
|[unstyled]
* Light Armor
* Medium Armor
|[unstyled]
* Club
* Sling
* 3 Daggers
* Healer's Kit
* 40 Silver Pieces
|[unstyled]
* 10 Hit Points
* 6 Item Slots
//
//---------------------------------------------------------------------------------------
//HEADLINE: RECKLESS
//---------------------------------------------------------------------------------------
| {counter:foundation}
| Reckless
|[unstyled]
|[unstyled]
* Great Axe
* 50 Silver Pieces
|[unstyled]
* 20 Hit Points
* 7 Item Slots
* Melee Combat raised to 10
* Awareness raised to 10
* Grit raised to 10
* Magic limited to 10
//
//---------------------------------------------------------------------------------------
//HEADLINE: ROVER
//---------------------------------------------------------------------------------------
| {counter:foundation}
| Rover
|[unstyled]
* Light Armor
|[unstyled]
* Leather Armor
* Short Sword
* Longbow
* Snare Maker's Kit
* 25 Silver Pieces
|[unstyled]
* 10 Hit Points
* 5 Item Slots
* Magic Reduced to 10
* Awareness raised to 10
* Ranged Combat raised to 10
//
//---------------------------------------------------------------------------------------
//HEADLINE: SKIRMISHER
//---------------------------------------------------------------------------------------
| {counter:foundation}
| Skirmisher
|[unstyled]
* Light Armor
* Shields
|[unstyled]
* Spear
* Small Shield
* 50 Silver Pieces
|[unstyled]
* 15 Hit Points
* 6 Item Slots
* Melee Combat raised to 10
* Awareness raised to 10
* Skulduggery raised to 10
* Grit raised to 10
//
//---------------------------------------------------------------------------------------
//HEADLINE: SNEAK
//---------------------------------------------------------------------------------------
| {counter:foundation}
| Sneak
|[unstyled]
* Light Armor
|[unstyled]
* 3 daggers
* Small Crossbow
* Poisoner's Kit
* 30 Silver Pieces
|[unstyled]
* 10 Hit Points
* 6 Item Slots
* Melee Combat raised to 10
* Awareness raised to 10
* Skulduggery raised to 10
* Grit raised to 10
//
//---------------------------------------------------------------------------------------
//HEADLINE: SPELLSWORD
//---------------------------------------------------------------------------------------
| {counter:foundation}
| Spellsword
|[unstyled]
|[unstyled]
* Tier 1 Wand with random spell.
* Longsword
* 30 Silver Pieces
|[unstyled]
* 12 Hit Points
* 5 Item Slots
* Melee Combat raised to 10
* Ranged Combat limited to 10
* Magic raised to 10
* Skulduggery limited to 10
* Grit raised to 10
//
//---------------------------------------------------------------------------------------
//HEADLINE: SPELUNKER
//---------------------------------------------------------------------------------------
| {counter:foundation}
| Spelunker
|[unstyled]
* None
|[unstyled]
* Spear
* Caltrops
* Bull's Eye Lantern
* Map Maker's Kit
* Chalk
* Caltrops
* 5 Silver Pieces
|[unstyled]
* 10 Hit Points
* 4 Item Slots
* Awareness raised to 10
* Melee Combat raised to 10
* Skulduggery raised to 10
* Magic limited to 10
//
//---------------------------------------------------------------------------------------
//HEADLINE: SPIT'N'POLISH
//---------------------------------------------------------------------------------------
| {counter:foundation}
| Spit'n' Polish
|[unstyled]
* Heavy Armor
* Shield
|[unstyled]
* Half-Plate
* Large Shield
* Long Sword
* 10 Silver Pieces
|[unstyled]
* 10 Hit Points
* 2 Item Slots
* Melee Combat raised to 10
* Magic Reduced to 6
* Awareness Reduced to 10
//
//---------------------------------------------------------------------------------------
//HEADLINE: STILETTO
//---------------------------------------------------------------------------------------
| {counter:foundation}
| Stiletto
|[unstyled]
* Light Armor
|[unstyled]
* Padded Armor
* 3 Daggers
* Small Crossbow
* Poisoner's Kit
* 20 Silver Pieces
|[unstyled]
* 10 Hit Points
* 5 Item Slots
* Melee Combat raised to 10
* Ranged Combat raised to 10
* Awareness raised to 10
* Magic limited to 6
* Knowledge limited to 10
//
//---------------------------------------------------------------------------------------
//HEADLINE: Tinkerer
//---------------------------------------------------------------------------------------
| {counter:foundation}
|Tinkerer
|[unstyled]
* Light Armor
|[unstyled]
* Studded Leather
* Wrench (club)
* Tinkerer's Kit
* 30 Silver Pieces
|[unstyled]
* 10 Hit Points
* 5 Item Slots
* Awareness raised to 10
* Knowledge raised to 10
//END_SORT
//
//---------------------------------------------------------------------------------------
// REROLL
//---------------------------------------------------------------------------------------
| {counter:foundation}+
4+| Reroll, and continue rerolling results of {foundation} and higher.
|===
=== {counter:creation}. Gear
Roll two d8s; one for the left-hand table, and once for the right-hand table
[%unbreakable]
.Utility Gear
[%header,cols="^2,4,^2,4"]
|===
| First d8 | Item 1 | Second d8 |Item 2
//---------|-------------------------|-----------|---------------------------------
| 1 | 3 Torches | 1 | Grappling hook + 10 meter rope
| 2 | 3 Spikes | 2 | Storm Lantern
| 3 | Poisoner's Kit | 3 | Rope, 25 meters
| 4 | 100 Ball bearings | 4 | Pole, 3m, foldable
| 5 | Chalk | 5 | Shovel
| 6 | 3 Common Rations Pack | 6 | Tinkerer's Kit
| 7 | Bull's Eye Lantern | 7 | Oil Lamp + 3 units of oil
| 8 | 2d10 Silver Pieces | 8 | Map Maker's Kit
//---------|-------------------------|-----------|---------------------------------
|===
=== {counter:creation}. Background
Your background is what your adventurer used to do before they received the
Adventurer's Blessing.
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"]
|===
//---|----------------------|----|----------------------------
| d20| d6 rolled 1, 3, or 5 | d20| d6 rolled 2, 4, or 6
//---|----------------------|----|----------------------------
| 1 | Apothecary | 1 | Hunter
| 2 | Baker | 2 | Hustler
| 3 | Banker | 3 | Laborer
| 4 | Bartender | 4 | Lazy spouse
| 5 | Butcher | 5 | Magicians apprentice
| 6 | Carter | 6 | Merchant
| 7 | Chandler | 7 | Monestarian
| 8 | Chef | 8 | Musician
| 9 | Clergy | 9 | Notary
| 12 | Cook | 12 | Royalty
| 13 | Courier | 13 | Sailor
| 14 | Courtier | 14 | Scribe
| 15 | Doctor | 15 | Smith
| 16 | Entertainer | 16 | Solder
| 17 | Farmer | 17 | Squire
| 18 | Fisherman | 18 | Street urchin
| 19 | Foreigner | 19 | Thief
| 20 | Gambler | 20 | Gold Smith
//---|----------------------|----|----------------------------
|===
=== {counter:creation}. Appearance
Roll d12 twice on the table below to find your body type. If you roll the same
value both times, the trait is extra pronounced.
.Body traits
[%header,cols="^1,11"]
|===
//------|-------------------
| d12 | Body traits
//------|-------------------
| 1 | Tall
| 2 | Short
| 3 | Muscular
| 4 | Stocky
| 5 | Lanky
| 6 | Graceful
| 7 | Slender
| 8 | Wiry
| 9 | Broad
| 10 | Round belly
| 11 | Awkward
| 12 | Athletic
//------|-------------------
|===
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
| 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 hawks 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 cant 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?)