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part1.tex
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\documentclass[itdr/core]{subfiles}
\begin{document}
\chapter{Characters}
\label{ch:characters}
\index{Characters}
%\resetHeaders
\section{Rolling a Character}
\index{Ability Scores}
Roll a 3d6 for each Ability Score.
\index{Strength}
\index{STR|see {Strength}}
\textbf{STR}ENGTH --- fortitude and physical prowess.
\index{Dexterity}
\index{DEX|see {Dexterity}}
\textbf{DEX}TERITY --- sneaking, athletics, and reflexes.
\index{Willpower}
\index{WIL|see {Willpower}}
\textbf{WIL}LPOWER --- self-discipline and magic.
\index{Money!starting}
In addition, roll 3d6 as your Extra Roll. You may then swap any two of your rolls once. After this, the Extra Roll is your starting money in Shillings.
An Ability Score of 10 is the human average.
\index{Hit Points}
\index{HP|see {Hit Points}}
Roll d6 for your Hit Points, a measure of how safe you are from taking life-threatening Critical \mbox{Damage}. More HP means the character is safer.
Finally, choose one Feature, a Background, and buy some Equipment.
\section{Features}
\index{Features}
Choose one Feature now, and each time you gain a new Experience Level.
\vfill
\feat{Assassin}
Your Enhanced attacks against unaware, disarmed, or Restrained opponents bypass HP.
\vfill
\feat{Beastmaster}\featmt
You can control one additional Pet. Your Pets act as a single pack following your command. When your pet must make a \save{WIL}, you may do it instead.
\vfill
\feat{Berserker}\feathp
After taking Damage in combat, Raise your melee Damage dice and gain Advantage on the next Save against Critical Damage till the end of the next turn.
\vfill
\feat{Brawler}\featmt\feathp
While not wearing any armour, your Armour score is 1. Gain bonus d4 unarmed Damage die.
\featadv{The bonus die is Raised by one.}
\vfill
\feat{Commander}
Once per combat, issue a command to one ally to Enhance their attack this turn or to restore d6hp to them. The command does not count as your action.
\break
\feat{Duellist}\feathp
Once per combat, until it ends, you can concentrate on fighting a single adjacent opponent, Enhancing your melee attacks against them and Impairing their melee attacks against anyone but you. All other \mbox{enemies'} attacks against you are Enhanced.
\vfill
\feat{Gunslinger}
You can reload a firearm immediately if you did not move this turn and have a free hand for this.
You can spend a turn aiming at one target, Enhancing your firearm attack against it on the next turn.
\vfill
\index{Healing}
\feat{Healer}
Gain 5 Shillings worth of healing supplies.
While resting, spend 5 Shillings worth of healing supplies to restore d6 Ability Score Loss to an ally or yourself, or take a 4-in-6 chance to subdue one ailment.
Healing supplies are available for purchase in most settlements and can be used by Healers only.
\vfill
\index{Armour}
\feat{Ironclad}\feathp
Full Armour does not impose its Disadvantages on you and you can employ the shield while wearing it.
\vfill
\index{Runic}
\index{Tome}
\index{Spells}
\index{Spells!signature}
\index{Magic}
\feat{Mystic}\featmt
You can read Runic and cast Spells.
Gain Mystic's Focus and Tome containing instructions for two Cantrips and six \nth{1} Circle Spells. Choose a Signature Spell (see \textbf{\fullref{ch:magic}}).
\featadv{Add one Cantrip and three Spells (of a Circle equal or lower to your Mystic Level) to your Tome. Choose an additional Signature Spell.}
\vfill
\feat{Sharpshooter}
After a ranged attack, gain bonus weapon Damage die with this weapon on the same target until you attack another target or the combat ends.
\vfill
\index{Expertise}
\feat{Skilled}\featmt
Gain Advantage on Saves related to two fields of \mbox{Expertise:} animal handling, athletics, burgling, cheating, drinking, quickness, stealth, navigation, negotiation, tracking, etc. While you are not under pressure, you do not need to make such Save at all.
\break
\feat{Swashbuckler}\feathp
While attacking, you can hit a second target, rolling your weapon Damage dice without any bonus dice.
\vfill
\index{Manoeuvres}
\feat{Tactician}\feathp
When performing an attack, you may add a Manoeuvre to it (push, trip, disarm, grapple for their next turn, etc.) The attack is carried out as usual, and the opponent must make a Save to avoid an additional effect described by you.
\vfill
\index{Gifts}
\feat{Thaumaturge}\featmt
You can spend your action manifesting wondrous power. Choose two Gifts. Your Gift Die is d4.
Before you manifest a Gift, roll two Gift Dice and subtract a lower result from a higher one to determine your Power (\textbf{P}). On 0, you fail and cannot manifest any of your Gifts before Rest. Otherwise, you need to Rest before manifesting the same Gift again.
\begin{enumerate}
\item \textbf{Aegis:} Immediately reduce the Damage you took by \textbf{P}. This counts as your next turn action.
\item \textbf{Awakening:} Touch someone who suffered \mbox{Critical} Damage but has not died yet, restoring \textbf{P} HP. They can act on the next turn.
\item \textbf{Bond:} One animal serves you unquestioningly for \textbf{P} days. Repeating will end the current Bond.
\item \textbf{Command:} Utter a single word (approach, halt, flee, etc.) which \textbf{P} creatures that fail their WIL Save must obey on their next turn.
\item \textbf{Control:} Control but not create fire, lightning, or water for a minute. If thrown, deals \textbf{P} Damage (Fire, Electricity, or Cold) to a single target.
\item \textbf{Credence:} Get truthful answers for \textbf{P/2} (round up) questions from one respondent. You cannot repeat it on the same target for a day.
\item \textbf{Harmony:} Until your next Rest, \textbf{P} animals chosen by you would not attack you unprovoked and you can understand them.
\item \textbf{Omen:} Foresee the immediate outcome of \textbf{P/2} (round up) actions (good, bad, both, or unclear).
\item \textbf{Smite:} Strike with \textbf{P} bonus Damage ignoring Armour and supernatural resistances.
\item \textbf{Turn:} \textbf{P} unnatural creatures that fail their WIL Save are repelled unless attacked.
\end{enumerate}
\featadv{Choose an additional Gift.\\Your Gift die is Raised by one.}
\break
\feat{Warrior}\featmt\feathp
Gain bonus d4 weapon Damage die.
\featadv{The bonus die is Raised by one.}
\vspace{1ex}
\index{Spells!random}
\begin{dbox}
\paragraph{Random Spell and Gift Selection (optional)}
Roll to select your Mystic's Cantrips and Spells or Thaumaturge's Gifts randomly instead of \mbox{choosing} them manually\safepageref{ (see page }{random_spells}{)}.
\end{dbox}
\vspace{-1ex}
\dimage{features}{90pt}
\begin{dbox}
\subsection*{Creating your own Features}
You can design your own Feature and have it approved by your Referee.
Combat-related Features usually roll twice for HP taking the better result.
The usual Feature benefit could be:
\begin{itemize}
\item bonus Damage die for some condition (for Advancement start with d4 and Raise by one)
\item additional effect for character's attacks
\item Advantage on some specific set of Saves
\item special trick.
\end{itemize}
Try to balance new Features with the existing ones.
\vspace*{1ex-\baselineskip}
\end{dbox}
\vfill
\subsection*{Ancestry Features (optional)}
\index{Features!ancestry}
\index{Ancestry|see {Features, ancestry}}
If the Referee allows non-human characters (and only during the new character creation), you can choose one of these Features instead.
\vfill
\feata{Dwarf}
You are immune to poison and can see in the dark as if it were dim light. You are experienced and comfortable in an underground setting.
\vfill
\feata{Elf}
You have an Advantage on Saves against mind control magic (charm, fear, illusions, etc). You are experienced and comfortable in a wilderness setting.\tight
\vfill
\feata{Halfling}
Thanks to your small size you can hide well, squeeze through small passages, and fit in tight spaces. You can also reroll 20 on any Save and use the new result.
\break
\section{Backgrounds}
\index{Backgrounds}
Choose your character's previous career and think of a reason why you abandoned it to become an \mbox{Adventurer}.
\vfill
\featb{Criminal}
Gain your criminal tool of choice (blackjack (sap), crowbar, grappling hook, lockpicks, marked cards or loaded dice, etc.), a dagger, and a contact in the criminal world.
\vfill
\featb{Hunter}
Gain a martial ranged weapon suitable for hunting (longbow, simple musket, etc.) and an animal trap. You are good at hunting and tracking.
\vfill
\featb{Labourer}
Gain experience in one type of labour (farming, gardening, herding, logging, masonry, mining, etc.), an appropriate simple melee weapon, pair of tools, \mbox{20-ft rope}, and 2d4 Shillings of payment from your last job. \mbox{Common} folk treat you as one of them.
\vfill
\featb{Minstrel}
Gain a musical instrument. Thanks to your vast repertoire, you know a lot of legends and tales and have a 4-in-6 chance to recall something relevant from them.
\vfill
\featb{Noble}
Double your starting money. Your name still carries some weight.
\vfill
\featb{Sailor}
Gain a pet: a talking parrot (STR~6, WIL~6, 2hp, d4 Claws), a small monkey (STR~7, DEX~14, WIL~7, 3hp, d4 Bite), etc. You are knowledgeable in seafaring.
\vfill
\featb{Scholar}
Gain a writing set, a journal with your notes, and a book about the subject of your specialization.
You have a 4-in-6 chance to know a fact within your area of study and everything related to your specialization (e.g. History (Archaeology)).
\vfill
\featb{Soldier}
Gain one martial weapon and a military rank.
\vfill
\begin{dbox}
\textbf{Appendix A: \safenameref{sec:random_characters}[Random Characters]} contains a set of random tables for quick character creation.
\end{dbox}
\vfill
\break
\begin{dbox}
\subsection*{Creating your own Backgrounds}
You can design your own Background and have it approved by your Referee.
Usually, the Background should provide items from the character's past life (with a rough value of 10--12 Shillings) and some role-playing benefit.%
\end{dbox}
\vfill
\dimage{backgrounds}{490pt}
\vfill
\clearpage
\section{Equipment}
\index{Equipment}
\index{Money}
\index{Penny|see {Money}}
\index{Shilling|see {Money}}
\index{Guilder|see {Money}}
Ten \textbf{Pennies} (p) make a \textbf{Shilling} (s), and one-hundred Shillings make a \textbf{Guilder} (g).
All characters carry \textbf{standard equipment}, including simple clothes, a backpack, basic camping equipment, six torches, and three days' rations.
\index{Selling}
You could try to \textbf{sell} an item at half its price.
\vfill
\paragraphsection{Melee Weapons:}
\index{Weapons}
\index{Damage!weapon}
If two dice are listed, the first is for \textbf{one-handed} weapons (1h), and the second --- \textbf{two-handed} (2h).
\index{Attacks!unarmed}
\subparagraph{Unarmed attacks} deal d4 Damage.
\weapon*{Simple Melee Weapon}{1s}{d6}\\
Two-handed only. Tools or weapons not built for frequent use in battle. Pitchfork, Quarterstaff, Sledgehammer, Splitting Maul, etc.
\weapon*{Martial Melee Weapon}{10s}{d6/d8}\\
Basic, purpose-made weapons. Axe, Dagger, Halberd, Mace, Spear, Sword, etc.
\weapon*{Superior Melee Weapon}{1g}{d8/d10}\\
Elaborate or masterwork weapons.
\weapon*{Lance}{10s}{d8} When mounted --- can be used with a shield; on foot --- two-handed only.
\vfill
\paragraphsection{Ranged Weapons:}
Unless stated otherwise, ranged weapons require both hands to make an attack.
\weapon*{Simple Ranged Weapon}{1s}{d4}\\
Tools or weapons not built for frequent use in battle. Darts, Hunting Bow, Sling, Throwing Daggers, etc.
\weapon*{Martial Ranged Weapon}{10s}{d6}\\
Basic, purpose-made weapons. Crossbow, Javelins, Longbow, Simple Musket or Pistol, etc.
\weapon*{Superior Ranged Weapon}{1g}{d8}\\
Elaborate or heavy bows, crossbows, and muskets.
\vfill\hrule
\index{Firearms|see {Weapons, firearms}}
\textbf{Firearms} make a lot of noise and ignore Armour. Reloading firearms in combat requires both hands and a full turn while standing still.
\textbf{Pistols} are used one-handed but have a shorter range of about 30~ft (one turn movement).
\hrule\vfill
\paragraphsection{Armour:}
\index{Armour}
\armour*{Light Armour}{10s}{1}
\armour*{Full Armour}{1g}{2} Makes running, swimming, hiding, etc. very difficult, imposing Disadvantage on appropriate Saves.
\equip{Shield}{5s} +1 Armour, requires one hand to use, has no effect when used with Full Armour.
\enlargethispage{6.5pt}
\break
\index{Items}
\paragraphsection{Other Items:}
\equip{Acid}{10s per vial} d4 Acid Damage to one target now and a d4 STR Loss (affected by Armour) at the end of the next turn unless washed off.
\equip{Fire Oil}{10s per flask} Sets an area alight. Everyone inside takes d6 Fire Damage now and d6 at the end of their next turn unless extinguished.
\equip{Black Powder}{20s per pot} Ignited with fuse or direct flame. Everyone in the area takes d10 Blast Damage.
\index{Gear|see {Adventuring Gear}}
\index{Rations}
\index{Food|see {Rations}}
\index{Light}
\equip{Adventuring Gear}{5p each} 10-ft Rope, Caltrops (slows pursuers), Chalk, Dice, Flint and Steel, Food Ration, Lamp Oil, Parchment, Spike, Tent, 6 Torches.
\equip{Tools}{1s each} Animal Trap, Collapsible Pole, Crowbar, Drill, Fishing Pole, Grappling Hook, Hatchet, Lockpicks, Pickaxe, Shovel, Writing Set.
\equip*{Fancy Items}{10s each} Board Game, Book, Elaborate Clothes, Lantern, Mirror, Sand Timer, Spyglass.
\vfill
\paragraphsection{Miscellaneous:}
\index{Vehicles!waterborne}
\index{Boats}
\index{Rowboat}
\index{Galley}
\subparagraph{Boats:} Rowboat (50s) to Galley (200g).
\index{Vehicles}
\index{Cart}
\index{Wagon}
\subparagraph{Carts:} Cart (30s) to Wagon (1g).
\index{Taverns}
\subparagraph{Taverns:} Meal, Drink, and Bed in an Awful Place (1p), Okay Place (1s), or Fancy Place (20s).
\index{Ability Score Loss}
\equip{Healing Service}{10s} Restore one Ability Score Loss or other ailment overnight.
\index{Property}
\index{Structures}
\subparagraph{Property:} Cottage (1g), Workshop (10g), Manor (100g).
\index{Mounts}
\index{Mule}
\index{Horse}
\subparagraph{Horses:} Mule (20s) (STR~14, WIL~5, 3hp) to Horse~(1g) (STR~16, DEX~12, WIL~5, 3hp).
\index{Pets}
\index{Dogs}
\index{Mutt}
\index{Hound}
\subparagraph{Dogs:} Mutt (5s) (STR~8, WIL~6, 2hp, d4 Bite) to Hound (50s) (5hp, d6 Bite).
\index{Birds}
\index{Parrot}
\index{Hawk}
\subparagraph{Birds:} Parrot (5s) (STR~6, WIL~6, 2hp, d4 Claws) to Hawk (50s) (STR~8, DEX~16, WIL~8, 5hp, d6 Claws).
\vfill
\index{Hirelings}
\index{Torch Bearer|see {Hirelings}}
\index{Guide|see {Hirelings}}
\index{Armsman|see {Hirelings}}
\index{Specialist|see {Hirelings}}
\index{Champion|see {Hirelings}}
\paragraphsection{Hirelings:} (cost per day; d6hp, Ability Scores 10
unless noted)
\begin{itemize}
\item Torch Bearer (1s): WIL~8.
\item Guide (2s): STR~8, staff (d6, 2h), lantern, rope.
\item Armsman (5s): STR~12, Armour~2 (light + shield), spear (d6).
\item Specialist (10s): dagger (d6), bow (d4), area of expertise.
\item Champion (50s): STR~14, 6+d6hp, Armour~2 (full), halberd (d8+d6, 2h), Proven Warrior.
\end{itemize}
%\break
%\dimagepage{equipment2}
\end{document}