diff --git a/dragonhack.adoc b/dragonhack.adoc index 622b17a..48bf558 100644 --- a/dragonhack.adoc +++ b/dragonhack.adoc @@ -252,14 +252,26 @@ d3:: *5/6* = 3. d66:: Roll a dice twice. - The first roll is the tens place and the second is the ones. + One roll is for the tens place and the other is for the ones. d666:: Roll like a d66, but with another roll for the hundreds place. d33:: - Like a d66, but each digit is a d3. + Like a d66, but each roll is a d3. d333:: Like a d33, but with another roll for the hundreds place. +=== Dealing Damage + +.Dealing Damage +[move] +-- +[.lead] +When you harm a foe but don't murder them outright... + +Roll the applicable damage and say the result (plus any tags like messy, forceful, etc.). +The GM will reduce the victim's HP by that amount (less armor) and either describe the result or ask you to do so. +-- + === Rounding In {doctitle}, always round down when faced with non-integer numbers, unless otherwise noted. @@ -305,17 +317,44 @@ Resistance roll:: A player can make a resistance roll when their character suffers a consequence they don't like. The roll tells us how much stress their character suffers to reduce the severity of a consequence. -==== Surge Points +==== Hold + +.Hold +[move] +-- +[.lead] +When a move gives you [term]#"`hold X Currency`"#... + +You can spend that currency as the move describes it. +-- + +==== Surge -When you land a [term]#critical hit#, take the lowest number on the dice you rolled, multiply it by 2 and that's your [term]#surge points# for that action. +.Surge +[move] +-- +[.lead] +When you land a [term]#critical hit#... + +Take the lowest number of the dice you rolled, multiply it by 2. +[term]#Hold that much Surge#. +You spend [term]#surge# on [term]#surge moves#. + +Any [term]#surge# you do not use during the move, you do not maintain. +-- + +===== Critical Damage -For example, if you roll 3D and get 3, 6, and 6, the lowest number you rolled was a 3. -We multiply that by two to get the surge points available to you: 6. +You always have access to the _Critical Damage_ [term]#surge move#. -You use surge points through moves and features of your <<_paths,[term]#paths#>>. +.Surge Move: Critical Damage (2 Surge) +[move] +-- +[.lead] +When you are dealing damage... -Any surge points you do not use, you do not maintain. -Use them or lose them during the move.the ones. +You can [term]#roll ×HD# and add that to your damage total. +-- ==== GMs and the Dice @@ -369,16 +408,18 @@ The GM will tell you the following: * Possible consequences if you fail and rewards if you succeed. .Take Action -[action] +[move] -- [.lead] When your character acts by taking a risk... -Sstate what your goal is and the approach your character will take to make it happen. +State what your goal is and the approach your character will take to make it happen. * 1D for each point in the [term]#attribute#. -* +1D if you are being [term]#aided#. -* +1D for using an [term]#ability#. +* +1D if you are being <<_aid,[term]#aided#>>. +* +1D for using one of your <<_abilities,[term]#abilities#>>. + +''' [.risk] Minor Risk:: @@ -419,8 +460,10 @@ You overreach your capabilities. You're in serious trouble. + * **Critical Hit:** A success with [term]#increased reward#. + [term]#Gain +1 XP#. * **Hit:** A success, narrowly avoiding the consequences. + [term]#Gain +1 XP#. * **Weak Hit:** Technically a success, but there is a severe cost. [term]#Gain +1 XP# and you must [term]#suffer the consequences# accordingly. @@ -429,6 +472,17 @@ You overreach your capabilities. You're in serious trouble. [term]#Gain +1 XP# and you must [term]#suffer the consequences# accordingly. -- +=== Aid + +.Aid +[move] +-- +[.lead] +When you assist someone [term]#taking action#... + +You give them a +1D bonus to the roll, but you are succeptible to the consequences if there any. +-- + === Fortune Roll The fortune roll is a tool the GM can use to disclaim decision making. @@ -446,12 +500,14 @@ This can be with a specific attribute or stat, or with a number added. For example, making a fortune roll with heart, if its value is 3, it is written as "Roll [term]#fortune +heart#" and you would roll 3 dice. .Fortune Roll -[action] +[move] -- * *1D* for each [term]#stat# rating. * *+1D* for each [term]#major advantage#. * *-1D* for each [term]#major disadvantage#. +''' + * **Critical Hit**: Exceptional result / Major, extreme reward. * **Hit**: Good result / Moderate, full reward. * **Partial Hit**: Mixed result / Minor, partial reward. @@ -461,7 +517,7 @@ For example, making a fortune roll with heart, if its value is 3, it is written === Surveying .Surveying -[action] +[move] -- [.lead] When you search an area, read the situation, ask questions, conduct an investigation, or follow a track... @@ -495,7 +551,7 @@ Maybe as monsters are made and more kinds of damage are revealed in the game, th endif::[] .Resist -[action] +[move] -- [.lead] When your character resists the consequences of their actions... @@ -525,15 +581,22 @@ Add dice according to the [term]#ability# used. ==== Death -When your character reaches 0HP, they are most likely dead. +When your character reaches 0HP, and they do not make a [term]#death move#, they are most likely dead. -After fighting is over and your allies roll you over within a few hours of you reaching 0HP, make a fortune roll [term]#+heart# or [term]#+force#, whichever is higher. +.Determine Your Fate +[move] +-- +[.lead] +When your allies take a look at your body within a few hours of you reaching 0HP... + +[term]#Roll fortune +heart or +force#, whichever is higher. *On a critical hit*, you strongly gasp as they turn you over and you must explain to everyone how it wasn't as bad as it looked. You regain +HD HP (minimum 1). *On a strong hit*, you are barely breathing and are in dire need of aid. You regain 1HP and your exertion is set to max. *On a weak hit*, you are alive just enough to say some last words. *On a miss*, you are dead. +-- === Progress Tracks @@ -647,8 +710,8 @@ Otherwise, you rely on your intuition and occasional oracle rolls to drive the n . *Envision* your character . Choose a <<_kin,[term]#kin#>> and determine their [term]#age#. -. Set your <<_attributes,[term]#attributes#>> by applying these points across [term]#force#, [term]#edge#, [term]#shadow#, [term]#wits#, and [term]#heart#. - Do not exceed 2 on any of these. +. Set your <<_attributes,[term]#attributes#>> by distributing these points across [term]#force#, [term]#edge#, [term]#shadow#, [term]#wits#, and [term]#heart#. + You cannot have more than 2 points in a single attribute. * *Young adult:* 4 points. * *Middle-aged:* 3 points. * *Old:* 2 points. @@ -658,7 +721,7 @@ Otherwise, you rely on your intuition and occasional oracle rolls to drive the n . Choose your <<_core_paths,[term]#core path#>>, and then your <<_focus_paths,[term]#focus path#>> according to your age. * *Young adult:* No focus paths. * *Middle-aged/Old:* 1 focus path. Assume the narrative requirement of that path is in your character's backstory. -. Gain XP according to your age that you can spend now if you wish, or hold for later. +. Gain XP according to your age that you can spend now if you wish, or keep for later. * *Young adult:* 8XP. * *Middle-aged:* 16XP. * *Old:* 24XP. @@ -691,6 +754,15 @@ Additionally, you can change _one_ of these aspects of your character if the nar * Change one of your vices to a new one. * Refund one talent completely and obtain a new one at the same cost. +== Attributes + +[horizontal] +Force:: Aggression, might, and intimidation. +Edge:: Quickness, agility, and precision. +Shadow:: Sneakiness, deceptiveness, and cunning. +Wits:: Mental fortitude, intellect, and perception. +Heart:: Leadership, inpsiration, and understanding. + == Exertion Exertion represents the amount of effort, physical or mental, you can exert while adventuring. @@ -698,10 +770,22 @@ When you [term]#mark exertion#, you add exertion against your maximum exertion. When you are at max exertion and you have to [term]#mark exertion#, you're [term]#broken# and can no longer act. This means you are either physically battered and unconscious, emotionally unavailable, mentally drained, or otherwise completely exhausted. -Regardless, when you are broken you are out of any scene you currently are in and all scenes going forward, and are susceptible to a [term]#coup de grace#, which means all damage done to you is doubled. +Regardless, when you are broken you are out of any scene you currently are in and all scenes going forward, and are susceptible to a [term]#coup de grace#, which means all damage done to you is quadrupled. +You cannot perform a [term]#death move# if you are reduced to 0HP during a [term]#coup de grace#. You are broken until you somehow regain [term]#exertion#. +=== Come To + +.Come To +[move] +-- +[.lead] +When you are at max exertion, and you are still alive after w[2D] hours... + +You gain [term]#1 exertion# back. +-- + == Hit Points and Hit Dice Every character starts with 6 hit points (HP) and 0 hit dice (HD). @@ -1325,14 +1409,14 @@ They provide one unique [term]#secondary ability#, some starting [term]#coin#, a == Equipment -Equipment costs money when buying it from merchants and traders. -The cost of equipment is described in [term]#coin# (Also notated as c). +The [term]#cost# of equipment is described in coin (Shortened to just [term]#c#). === Slots -You start with 10 + [term]#force# slots for equipment. -When you have 500c, it takes up one slot. -500 more takes up another slot, and so on. +You start with 12 + [term]#force# slots for equipment. + +When you have 100c, it takes up one slot. +100 more takes up another slot, and so on. === Tags @@ -1451,7 +1535,13 @@ Living spaces have [term]#slots# that can be used to store equipment. == Alchemy -== Mysticism +== Magic + +=== Mystweaving + +=== Divine Magic + +=== Ritual Magic == Exposure to Chaos @@ -1613,7 +1703,7 @@ _Solitary_, _Intelligent_, _Organized_ .Hard Moves * *Sharpened dagger* - - *Damage* B[2D]+2. + *Damage* 6. _Close_. .Soft Moves @@ -1674,12 +1764,12 @@ _Tag_ .Hard Moves * **Claws & Bite** - - *Damage* 1D+4. + *Damage* 7. *AP* 1. * **Tail Whip** - - *Damage* 1D. + *Damage* 4. * **Poisonous Barbs (miss)** - - *Poison* 1D. + *Poison Damage* 3. *Resist* +force. *Instinct:* To seize prey and carry off. @@ -1692,7 +1782,7 @@ _Tag_ .Hard Moves * **Spear or Dagger** - - *Damage* 1D. + *Damage* 3. .Soft Moves * Lay a trap. diff --git a/styles.css b/styles.css index 0aeb76a..c31ab03 100644 --- a/styles.css +++ b/styles.css @@ -269,8 +269,9 @@ h6, #toctitle, .sidebarblock .content .title, .exampleblock .title, -.action .title, +.move .title, .monster .title, +.openblock .title, dt { color: inherit; font-family: var(--heading-secondary-font-family); @@ -280,9 +281,8 @@ dt { .hdlist, .ulist, .monster > .content, - .action > .content, - .admonitionblock td.content, - + .move > .content, + .admonitionblock td.content ) .title { color: black; @@ -318,10 +318,6 @@ h2 { font-size: 3.5em; } -.sect1 { - page-break-before: always; -} - h3 { font-size: 2.5em; font-weight: 800; @@ -347,20 +343,20 @@ a { font-family: inherit; } -.action { +.move { margin: 1.5rem 0; border-bottom: 3px solid rgb(59 59 59); background-color: rgb(241 241 241); } -.action, +.move, .monster, .sidebarblock, .exampleblock { break-inside: avoid; } -.action > .title, +.move > .title, .monster > .title { font-weight: bold; font-style: normal; @@ -371,7 +367,7 @@ a { margin: 0; } -.action .content, +.move .content, .monster .content { padding: 1rem 0 0; } @@ -387,26 +383,27 @@ a { padding: 0.5rem; } -.action .content p, +.move .content p, .monster .content p { text-indent: -1rem; margin-inline-start: 1rem; margin-left: 1rem; } -.action .content > * { +.move .content > * { padding: 0 0.5rem; } -.action .content table { +.move .content table { margin: 0; } -.action .content table td { +.move .content table td { padding: 0.5rem; } -.lead { +.paragraph.lead > p { + font-size: 1em; font-style: italic; }