vault backup: 2025-08-02 23:07:25
This commit is contained in:
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9 changed files with 237 additions and 112 deletions
152
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"Rules/Ability Trees/Profession/Spiritcaller - The Core of Magic.md",
|
||||||
"Setting/Magical Traditions/Spirit Binding.md",
|
"Rules/Character Creation.md",
|
||||||
|
"Rules/Ability Trees/Species/Tul.md",
|
||||||
|
"Rules/Ability Trees/Cultures/Frontier.md",
|
||||||
|
"Rules/Ability Trees/Skills/Martial/Shields (Might).md",
|
||||||
|
"Rules/Background Table.md",
|
||||||
|
"Rules/Ability Trees/Skills/Martial/Melee (Might).md",
|
||||||
|
"Rules/Ability Trees/Cultures/Free cities.md",
|
||||||
|
"Rules/Ability Trees/Skills/Martial/Brawl (Fortitude).md",
|
||||||
|
"Rules/Ability Trees/Skills/Martial/Archery (Agility).md",
|
||||||
|
"Rules/Assets/mso5962.tmp",
|
||||||
|
"Rules/Assets/mso55A8.tmp",
|
||||||
|
"Rules/Assets/~$Character Sheet.pptx",
|
||||||
|
"Rules/Assets/pptC69F.tmp",
|
||||||
|
"Rules/Assets/ppt44DB.tmp",
|
||||||
|
"Rules/Assets/Rules Overview.pdf",
|
||||||
|
"Rules/Assets/mso95BD.tmp",
|
||||||
|
"Rules/Assets/ppt7052.tmp",
|
||||||
|
"Rules/Assets/Rules Overview.pptx",
|
||||||
|
"Rules/Assets/~$Rules Overview.pptx",
|
||||||
|
"Rules/Base Rules.md",
|
||||||
|
"Rules/Ability Trees.md",
|
||||||
|
"Rules/Dramatic Systems/Pursuit.md",
|
||||||
|
"Rules/Dramatic Systems/Fatigue.md",
|
||||||
|
"Rules/Dramatic Systems/Corruption.md",
|
||||||
|
"Rules/archive/Attributes.md",
|
||||||
|
"Rules/Skills.md",
|
||||||
"Rules/Magic Traditions/Spirit Binding – Chaincraft, The Yoke.md",
|
"Rules/Magic Traditions/Spirit Binding – Chaincraft, The Yoke.md",
|
||||||
"Rules/Magic Traditions/Pact Magic – Power Through Promises.md",
|
"Rules/Magic Traditions/Pact Magic – Power Through Promises.md",
|
||||||
|
"Rules/Magic Traditions/_Magic Traditions.md",
|
||||||
"Rules/Magic Traditions/Blood Sorcery – The Scarlet Path.md",
|
"Rules/Magic Traditions/Blood Sorcery – The Scarlet Path.md",
|
||||||
"Rules/Ability Trees/Profession/Traditions/Spiritbinding.md",
|
"Rules/archive/Quick Start.md",
|
||||||
"Rules/Ability Trees/Profession/Traditions/Pact Magic – The Oathbound Path.md",
|
"Rules/archive/Marked Dice.md",
|
||||||
"Rules/Ability Trees/Profession/Traditions/Blood Sorcery – The Scarlet Path.md",
|
|
||||||
"Rules/Dramatic Systems/Corruption.md",
|
|
||||||
"Rules/Character Creation.md",
|
|
||||||
"Rules/Ability Trees/First Tiers.md",
|
|
||||||
"Rules/Skills.md",
|
|
||||||
"Rules/Assets/Character Sheet.pdf",
|
|
||||||
"Rules/Assets/msoE569.tmp",
|
|
||||||
"Rules/Assets/msoE113.tmp",
|
|
||||||
"Rules/Assets/pptB01E.tmp",
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|
||||||
"Rules/Assets/pptAB89.tmp",
|
|
||||||
"Rules/Assets/ppt4AC6.tmp",
|
|
||||||
"Rules/Assets/ppt3836.tmp",
|
|
||||||
"Rules/Assets/Character Sheet.pptx",
|
|
||||||
"Rules/Assets/~$Character Sheet.pptx",
|
|
||||||
"Rules/Assets",
|
|
||||||
"Rules/Background Table.md",
|
|
||||||
"Rules/Ability Trees/Species/Tul.md",
|
|
||||||
"_Attachments/Pasted image 20250731183401.png",
|
"_Attachments/Pasted image 20250731183401.png",
|
||||||
"Rules/Base Rules.md",
|
|
||||||
"Rules/Ability Trees/Skills/Martial/Melee (Might).md",
|
|
||||||
"Rules/Advancement & Growth.md",
|
|
||||||
"Rules/Advancement.md",
|
|
||||||
"Setting/World/Spirits/Spirits.md",
|
|
||||||
"Setting/World/Spirits/Spirit Dominions.md",
|
|
||||||
"Setting/World/People/Akumei.md",
|
|
||||||
"Setting/World/People/Myou.md",
|
|
||||||
"Setting/World/People/Tlaxcal.md",
|
|
||||||
"Setting/World/People/Tul People.md",
|
|
||||||
"Setting/World/People/Peoples.md",
|
|
||||||
"_Attachments/4c571b58-117c-4742-b50e-9fa335b3c5e2.png",
|
"_Attachments/4c571b58-117c-4742-b50e-9fa335b3c5e2.png",
|
||||||
"_Attachments/95a3b0a3-ea21-48fa-a71e-a399b9250637.png",
|
"_Attachments/95a3b0a3-ea21-48fa-a71e-a399b9250637.png",
|
||||||
"_Attachments/f906d0f0-5708-4c28-a787-88272e5084cd.png",
|
"_Attachments/f906d0f0-5708-4c28-a787-88272e5084cd.png",
|
||||||
|
|
|
||||||
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Rules/Assets/Rules Overview.pdf
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Rules/Assets/Rules Overview.pdf
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Rules/Assets/Rules Overview.pptx
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Rules/Assets/Rules Overview.pptx
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|
|
@ -49,7 +49,17 @@ Let’s explore each attribute, along with examples to help you understand how t
|
||||||
|**Presence**|Charisma & force of personality|Persuasion, intimidation, leadership, performance|
|
|**Presence**|Charisma & force of personality|Persuasion, intimidation, leadership, performance|
|
||||||
|**Spirit**|Willpower & connection to the Veil|Resisting fear, channeling magic, spiritual endurance|
|
|**Spirit**|Willpower & connection to the Veil|Resisting fear, channeling magic, spiritual endurance|
|
||||||
|**Cunning**|Instinct, guile & streetwise cleverness|Deception, survival, reading motives, trickery|
|
|**Cunning**|Instinct, guile & streetwise cleverness|Deception, survival, reading motives, trickery|
|
||||||
|
### Secondary Attributes
|
||||||
|
They are derived from the base attributes and are usually some kind of "tracker":
|
||||||
|
|
||||||
|
| Sec Attribute | Formula | Effect |
|
||||||
|
| -------------- | ----------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||||
|
| **Health** | Might + Fortitude | Number of injuries you can take before being incapacitated. |
|
||||||
|
| **Face** | Spirit + Focus | Represents your composure and social endurance: how many _slights_ you can take in a social conflict before **Faltering** (withdrawing, lashing out, or breaking). |
|
||||||
|
| **Initiative** | (Wit + Agility + Cunning) ÷ 2 | Bonus to **Initiative rolls**; determines how fast you act at the start of a combat or social exchange. |
|
||||||
|
| **Fatigue** | Fortitude + Spirit | Tracks endurance. When Fatigue is empty, you are **Exhausted**: –2 dice on all rolls until resting. Used when sprinting, enduring harsh environments, or overexerting. |
|
||||||
|
| **Speed** | Agility × 2 | Determines how far you move per turn. 1 point = 1m (or 1 square). Used for chase scenes and battlefield positioning. |
|
||||||
|
| **Burden** | Might + Fortitude | Maximum _heavy items_ you can carry without penalties. Each item beyond your Burden imposes –1 die to all actions and halves Speed. |
|
||||||
## Skills
|
## Skills
|
||||||
Skills represent areas of training, expertise, or honed instinct. They define **what your character knows** and **what they can do well**. Like attributes, skills are rated from **0 (untrained)** to **5 (mastery)**.
|
Skills represent areas of training, expertise, or honed instinct. They define **what your character knows** and **what they can do well**. Like attributes, skills are rated from **0 (untrained)** to **5 (mastery)**.
|
||||||
|
|
||||||
|
|
@ -168,16 +178,16 @@ Most abilities allow you to mark **1–3 dice**. Some legendary techniques may a
|
||||||
|
|
||||||
### Marked Dice Modifiers
|
### Marked Dice Modifiers
|
||||||
|
|
||||||
| Modifier | Effect | |
|
| Modifier | Effect |
|
||||||
| --------------- | ----------------------------------------------------------------------- | --- |
|
| --------------- | ----------------------------------------------------------------------- |
|
||||||
| **Powerful** | On success, add this die’s face value to the action’s impact or damage. | |
|
| **Powerful** | On success, add this die’s face value to the action’s impact or damage. |
|
||||||
| **Exploding** | If this die rolls a 6, roll one additional die. | |
|
| **Exploding** | If this die rolls a 6, roll one additional die. |
|
||||||
| **Lucky** | If this die fails (no success), you may reroll it once. | |
|
| **Lucky** | If this die fails (no success), you may reroll it once. |
|
||||||
| **Risky** | On success, gain a stronger effect. On a roll of 1, suffer backlash. | |
|
| **Risky** | On success, gain a stronger effect. On a roll of 1, suffer backlash. |
|
||||||
| **Persistent** | Save this die’s result and use it once later in the same scene. | |
|
| **Persistent** | Save this die’s result and use it once later in the same scene. |
|
||||||
| **Cooperative** | On success, grant an ally a bonus or share the benefit. | |
|
| **Cooperative** | On success, grant an ally a bonus or share the benefit. |
|
||||||
| **Corrupted** | Required for dark or void-based abilities. May attract danger. | |
|
| **Corrupted** | Required for dark or void-based abilities. May attract danger. |
|
||||||
| **Locked** | A neutral die that cannot carry any other modifier. | |
|
| **Locked** | A neutral die that cannot carry any other modifier. |
|
||||||
|
|
||||||
>[!danger] Example: A Risky Spell
|
>[!danger] Example: A Risky Spell
|
||||||
>Talia, a spirig-binding sorcerer, attempts to freeze use a bound spirit of ice to freeze an approaching bandit.
|
>Talia, a spirig-binding sorcerer, attempts to freeze use a bound spirit of ice to freeze an approaching bandit.
|
||||||
|
|
|
||||||
|
|
@ -36,7 +36,7 @@ Your species defines the roots of your character’s identity. It shapes their p
|
||||||
| **Akumei** | Fortitude, Spirit, Focus | Presence | **Stealth**, **Occultism**, **Intimidation** | **Void’s Whisper**, **Unnerving Presence**, **Witchblood Endurance** |
|
| **Akumei** | Fortitude, Spirit, Focus | Presence | **Stealth**, **Occultism**, **Intimidation** | **Void’s Whisper**, **Unnerving Presence**, **Witchblood Endurance** |
|
||||||
|
|
||||||
|
|
||||||
## **Step 3: Choose a Culture**
|
Re## **Step 3: Choose a Culture**
|
||||||
Your culture is the environment and traditions that raised you.
|
Your culture is the environment and traditions that raised you.
|
||||||
|
|
||||||
**What You Gain**:
|
**What You Gain**:
|
||||||
|
|
@ -87,10 +87,10 @@ Your age shapes the balance between raw potential and accumulated expertise.
|
||||||
Each character starts with a pool of **Attribute Marks (X)** and **Skill/Ability Marks (Y)** based on **Starting Level**. Then apply your **Age Category modifiers** from Step 5.
|
Each character starts with a pool of **Attribute Marks (X)** and **Skill/Ability Marks (Y)** based on **Starting Level**. Then apply your **Age Category modifiers** from Step 5.
|
||||||
|
|
||||||
| Start Level | Attribute Marks (X) | Skill/Ability Marks (Y) |
|
| Start Level | Attribute Marks (X) | Skill/Ability Marks (Y) |
|
||||||
|---|---|---|
|
| ------------ | ------------------- | ----------------------- |
|
||||||
|**Gritty**|**80**|**20**|
|
| **Gritty** | **90** | **20** |
|
||||||
|**Standard**|**100**|**30**|
|
| **Standard** | **110** | **30** |
|
||||||
|**Veteran**|**120**|**40**|
|
| **Veteran** | **130** | **40** |
|
||||||
|
|
||||||
### **Spending Marks**
|
### **Spending Marks**
|
||||||
| Type | Formula |
|
| Type | Formula |
|
||||||
|
|
|
||||||
|
|
@ -229,7 +229,7 @@ Then, both attacker and defender roll their pools and compare results.
|
||||||
Defenders have options, and choosing the right one matters. Whenever a creature is attacked, they may declare one of the following reactions **before** the attacker rolls:
|
Defenders have options, and choosing the right one matters. Whenever a creature is attacked, they may declare one of the following reactions **before** the attacker rolls:
|
||||||
|
|
||||||
| Defense Option | AP Cost | Roll | Notes |
|
| Defense Option | AP Cost | Roll | Notes |
|
||||||
|---|---|---|---|
|
| ----------------- | ------- | -------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||||
| **Evade** | 1 AP | **Agility + Dodge** | Avoid the attack entirely and position yourself. Reduce the damage taken by the number of successes rolled. When you have a positive Success Margin you can choose to reduce the defense penalty for the rest of the round. |
|
| **Evade** | 1 AP | **Agility + Dodge** | Avoid the attack entirely and position yourself. Reduce the damage taken by the number of successes rolled. When you have a positive Success Margin you can choose to reduce the defense penalty for the rest of the round. |
|
||||||
| **Counterattack** | 1 AP | **Agility + Weapon Skill** | A risky maneuver. If you win the roll, the attacker takes the Success Margin as damage. If you lose you gain additional injuries to the missing successes. |
|
| **Counterattack** | 1 AP | **Agility + Weapon Skill** | A risky maneuver. If you win the roll, the attacker takes the Success Margin as damage. If you lose you gain additional injuries to the missing successes. |
|
||||||
| **Block** | 1 AP | **Agility + Shields** | Solid and reliable. Reduce the damage taken by the number of successes. Any Success Margin reduces the attackers dice on the next action. Can include marked dice from shield traits. |
|
| **Block** | 1 AP | **Agility + Shields** | Solid and reliable. Reduce the damage taken by the number of successes. Any Success Margin reduces the attackers dice on the next action. Can include marked dice from shield traits. |
|
||||||
|
|
@ -337,6 +337,7 @@ Each **rest period**, which is typically a full night of sleep or a day of secur
|
||||||
A character trained in **Medicine** can attempt to treat Injuries during downtime or after combat.
|
A character trained in **Medicine** can attempt to treat Injuries during downtime or after combat.
|
||||||
|
|
||||||
**Treat Injury Roll:** Roll for Wits + Medicine. This can be done once a day and takes about an hour to apply. Treating injuries requires to have according materials (e.g. bandages, herbs, desinfectants, tools, etc.) and a quiet environment.
|
**Treat Injury Roll:** Roll for Wits + Medicine. This can be done once a day and takes about an hour to apply. Treating injuries requires to have according materials (e.g. bandages, herbs, desinfectants, tools, etc.) and a quiet environment.
|
||||||
|
|
||||||
|Result|Effect|
|
|Result|Effect|
|
||||||
|---|---|
|
|---|---|
|
||||||
|1 Success|The patient gains +1 die to their next Fortitude roll to recover that Injury and the risky die is removed from the recovery roll.|
|
|1 Success|The patient gains +1 die to their next Fortitude roll to recover that Injury and the risky die is removed from the recovery roll.|
|
||||||
|
|
|
||||||
Loading…
Add table
Reference in a new issue