summaryrefslogtreecommitdiffhomepage
path: root/src
diff options
context:
space:
mode:
authorrealtradam <[email protected]>2023-01-09 02:12:40 -0500
committerrealtradam <[email protected]>2023-01-09 02:12:40 -0500
commit06d1c06bb37cd0fdd5fc68e4c235f0c56e08e998 (patch)
treee78ff13024f99079c4bd37ea9a8da1de07546343 /src
parent431003c20269652c7169beecdb3654e12713687f (diff)
downloadPlore-Tabletop-Game-06d1c06bb37cd0fdd5fc68e4c235f0c56e08e998.tar.gz
Plore-Tabletop-Game-06d1c06bb37cd0fdd5fc68e4c235f0c56e08e998.zip
new resolution mechanic + other things
Diffstat (limited to 'src')
-rw-r--r--src/.obsidian/app.json5
-rw-r--r--src/.obsidian/core-plugins-migration.json29
-rw-r--r--src/.obsidian/core-plugins.json1
-rw-r--r--src/SUMMARY.md6
-rw-r--r--src/classes.md16
-rw-r--r--src/running-the-game/Assets/club_symbol.png (renamed from src/running-the-game/club_symbol.png)bin1523 -> 1523 bytes
-rw-r--r--src/running-the-game/Assets/diamond_symbol.png (renamed from src/running-the-game/diamond_symbol.png)bin1303 -> 1303 bytes
-rw-r--r--src/running-the-game/Assets/heart_symbol.png (renamed from src/running-the-game/heart_symbol.png)bin1374 -> 1374 bytes
-rw-r--r--src/running-the-game/Assets/joker_symbol.png (renamed from src/running-the-game/joker_symbol.png)bin2102 -> 2102 bytes
-rw-r--r--src/running-the-game/Assets/spade_symbol.png (renamed from src/running-the-game/spade_symbol.png)bin1436 -> 1436 bytes
-rw-r--r--src/running-the-game/Assets/tap_symbol.png (renamed from src/running-the-game/tap_symbol.png)bin1755 -> 1755 bytes
-rw-r--r--src/running-the-game/Assets/weapon_example.png (renamed from src/running-the-game/weapon_example.png)bin287024 -> 287024 bytes
-rw-r--r--src/running-the-game/abilities.md39
-rw-r--r--src/running-the-game/checks.md21
-rw-r--r--src/running-the-game/resolution.md36
-rw-r--r--src/running-the-game/social.md74
-rw-r--r--src/running-the-game/spellcasting.md19
17 files changed, 115 insertions, 131 deletions
diff --git a/src/.obsidian/app.json b/src/.obsidian/app.json
index df8ec96..8927ceb 100644
--- a/src/.obsidian/app.json
+++ b/src/.obsidian/app.json
@@ -1,6 +1,7 @@
{
"fileSortOrder": "byModifiedTime",
- "alwaysUpdateLinks": false,
+ "alwaysUpdateLinks": true,
"trashOption": "local",
- "useMarkdownLinks": true
+ "useMarkdownLinks": true,
+ "newLinkFormat": "relative"
} \ No newline at end of file
diff --git a/src/.obsidian/core-plugins-migration.json b/src/.obsidian/core-plugins-migration.json
new file mode 100644
index 0000000..0f4e0de
--- /dev/null
+++ b/src/.obsidian/core-plugins-migration.json
@@ -0,0 +1,29 @@
+{
+ "file-explorer": true,
+ "global-search": true,
+ "switcher": true,
+ "graph": true,
+ "backlink": true,
+ "outgoing-link": true,
+ "tag-pane": true,
+ "page-preview": true,
+ "daily-notes": true,
+ "templates": true,
+ "note-composer": true,
+ "command-palette": true,
+ "slash-command": false,
+ "editor-status": true,
+ "starred": true,
+ "markdown-importer": false,
+ "zk-prefixer": false,
+ "random-note": false,
+ "outline": true,
+ "word-count": true,
+ "slides": false,
+ "audio-recorder": false,
+ "workspaces": false,
+ "file-recovery": true,
+ "publish": false,
+ "sync": false,
+ "canvas": true
+} \ No newline at end of file
diff --git a/src/.obsidian/core-plugins.json b/src/.obsidian/core-plugins.json
index 96869df..086a8e4 100644
--- a/src/.obsidian/core-plugins.json
+++ b/src/.obsidian/core-plugins.json
@@ -4,6 +4,7 @@
"switcher",
"graph",
"backlink",
+ "canvas",
"outgoing-link",
"tag-pane",
"page-preview",
diff --git a/src/SUMMARY.md b/src/SUMMARY.md
index 196530d..ed71cd7 100644
--- a/src/SUMMARY.md
+++ b/src/SUMMARY.md
@@ -18,12 +18,12 @@
- [Weapons](weapons.md)
- [Running The Game]()
- - [Checks](running-the-game/checks.md)
+ - [Checks](running-the-game/resolution.md)
- [Abilities](running-the-game/abilities.md)
- [Attacking](running-the-game/weapons.md)
- - [Spellcasting](running-the-game/spellcasting.md)
+ - [Spellcasting](running-the-game/abilities.md)
- [Combat](running-the-game/combat.md)
- - [Social](running-the-game/social.md)
+ - [Social](running-the-game/resolution.md)
- [Fate Deck](running-the-game/fate-deck.md)
- [Travel](running-the-game/travel.md)
diff --git a/src/classes.md b/src/classes.md
index 5bbccb5..e080820 100644
--- a/src/classes.md
+++ b/src/classes.md
@@ -1,13 +1,19 @@
# Classes
## Rogue
+Class representing felicity's gang.
Can attack many times at once
-specialized in the "city"
+specialized in the "city"?
## Ranger
+Class representing the memory drow clan
Good at focusing a target(mark)
-specialized in "nature"
+specialized in "nature"?
+has a pet
-## Astrologist
-Specialized at casting
-specialized in "magic"
+## Paladin
+Class representing the Indignant
+
+## Warlock
+trades blood for demon powers from other planes.
+can summon buddies
diff --git a/src/running-the-game/club_symbol.png b/src/running-the-game/Assets/club_symbol.png
index 8198c2c..8198c2c 100644
--- a/src/running-the-game/club_symbol.png
+++ b/src/running-the-game/Assets/club_symbol.png
Binary files differ
diff --git a/src/running-the-game/diamond_symbol.png b/src/running-the-game/Assets/diamond_symbol.png
index c75e267..c75e267 100644
--- a/src/running-the-game/diamond_symbol.png
+++ b/src/running-the-game/Assets/diamond_symbol.png
Binary files differ
diff --git a/src/running-the-game/heart_symbol.png b/src/running-the-game/Assets/heart_symbol.png
index 5f79390..5f79390 100644
--- a/src/running-the-game/heart_symbol.png
+++ b/src/running-the-game/Assets/heart_symbol.png
Binary files differ
diff --git a/src/running-the-game/joker_symbol.png b/src/running-the-game/Assets/joker_symbol.png
index 24ec635..24ec635 100644
--- a/src/running-the-game/joker_symbol.png
+++ b/src/running-the-game/Assets/joker_symbol.png
Binary files differ
diff --git a/src/running-the-game/spade_symbol.png b/src/running-the-game/Assets/spade_symbol.png
index a23eb9b..a23eb9b 100644
--- a/src/running-the-game/spade_symbol.png
+++ b/src/running-the-game/Assets/spade_symbol.png
Binary files differ
diff --git a/src/running-the-game/tap_symbol.png b/src/running-the-game/Assets/tap_symbol.png
index 0a9fd87..0a9fd87 100644
--- a/src/running-the-game/tap_symbol.png
+++ b/src/running-the-game/Assets/tap_symbol.png
Binary files differ
diff --git a/src/running-the-game/weapon_example.png b/src/running-the-game/Assets/weapon_example.png
index 061a621..061a621 100644
--- a/src/running-the-game/weapon_example.png
+++ b/src/running-the-game/Assets/weapon_example.png
Binary files differ
diff --git a/src/running-the-game/abilities.md b/src/running-the-game/abilities.md
index 08e09ad..8a1754f 100644
--- a/src/running-the-game/abilities.md
+++ b/src/running-the-game/abilities.md
@@ -10,23 +10,48 @@ This symbol represents an ability which can be used once before requiring to be
These abilities can be used in reactions on other's turns.
+### Reactive
+📣
+This symbol means this ability can be used in reaction to another action or ability when appropriate.
+
### Suit Card Cost
![heart_symbol](heart_symbol.png) ![spade_symbol](spade_symbol.png) ![diamond_symbol](diamond_symbol.png) ![club_symbol](club_symbol.png)
-Each of these 4 symbols represent an ability where you must play a matching card to use it. If there is a set of brackets immediatly after the symbol it denotes an additional restrictions the card played must meet. for example if the symbol is a heart followed by the word "even" in brackets then to activate the ability you must play heart card that has an even number to activate the ability.
+Each of these 4 symbols represent an ability where you must play a matching card to use it.
-These abilities **can not** be used in reactions on other's turns unless otherwise stated.
+### Odd/Even Card Cost
+🔻/⬜️
+The triangle(3 points represents odd) means you need to play a card with an odd value while the square(4 points represents even) means you need to play a card with an even value.
### Any Card Cost
![joker_symbol](joker_symbol.png)
-This symbol represents an ability where you can play a card of any suit. Like the previous explanation, a set of brackets afterwards will denote any additional restrictions.
-
-These abilities **can not** be used in reactions on other's turns unless otherwise stated.
+This symbol represents an ability where you can play a card of any suit.
### Blood Cost
-
+🩸
This symbol represents an ability where you must use a blood spellcasting tool(unless otherwise specified) and pay for the cost to cast the spell.
## Key Words
### Refresh
-To refresh a card means to undo its [tapped state](/running-the-game/abilities.md#tap) state into untapped. This means the card can once again be tapped. \ No newline at end of file
+To refresh a card means to undo its [tapped state](/running-the-game/abilities.md#tap) state into untapped. This means the card can once again be tapped.
+
+# Spellcasting
+
+Spells follow the same rules as abilities, but with some additional rules.
+
+## Blood Magic
+Blood spells are the most common and accessable type of magic. These are spells that require blood to power them.
+
+### Sorcery
+To cast a blood spell a "spell casting" medium may be needed. A given spellcasting medium will have a dice associated with it. When casting a spell this dice is rolled. If the result is greater then the blood cost of a spell then you dont pay anything. However if the number rolled is equal to or less then the value then you pay 1 blood. If the spell cost is higher then the dice of your casting medium then the medium is too weak to cast the spell. Using no casting medium is possible, instead of rolling a dice the result is always 1 and you cannot cast spells higher then this cost.
+
+### Alchemy
+Alchemy is a form of magic which involves the preparation of various ingredients which form compounds that perform spell effects.
+
+## Divine Magic
+Divine spells use magic that originates from a god. The rules of these spells vary wildly and can depend on various different factors. These are forbidden in most places so if you somehow get access to one, be careful with how you use it.
+
+## Spell Keywords
+
+### Concentration
+When you get damaged while concentrating, you need to reroll the blood die. If you fail the roll you pay the cost and your concentration ends. \ No newline at end of file
diff --git a/src/running-the-game/checks.md b/src/running-the-game/checks.md
deleted file mode 100644
index f8c553a..0000000
--- a/src/running-the-game/checks.md
+++ /dev/null
@@ -1,21 +0,0 @@
-# Resolving Checks
-When the player attempts to do an action and the GM has determined it is not trivial(e.g failure is possible and not insignificant) the GM should give the player a check which will determine the fate of their action.
-
-Here is an explanation of each step of a check.
-
----
-
-### 1. Action Request
-Player asks to do an action or ability, naming a relevant discipline and/or object if applicable which would assist them(players are **NOT** to state they are 'using' or 'intending to use' a stat)
-
-### 2. Determine Difficulties and Advantages
-GM determines how difficult a check is and what the relevant skill is.
-| Medium | Hard | Extreme | Borderline Impossible |
-| --- | --- | --- | --- |
-| 3-4 | 5-7 | 8-10 | 11-12 |
-
-Subtract the player's relevant skill from the difficulty. If they are using a relevant skill then subtract 2 more.
-
-### 3. Resolve the Check
-The player resolves the check by rolling. If the result is higher or equal to the difficulty then they succeed. Otherwise they fail.
-
diff --git a/src/running-the-game/resolution.md b/src/running-the-game/resolution.md
new file mode 100644
index 0000000..1198651
--- /dev/null
+++ b/src/running-the-game/resolution.md
@@ -0,0 +1,36 @@
+# Resolving Checks
+When the player attempts to do an action and the GM has determined it is not trivial(e.g failure is possible and not insignificant) the GM should give the player a check which will determine the fate of their action.
+
+Here is an explanation of each step of a check:
+
+### 1. Action Request
+Player asks to do an action or ability, naming a relevant discipline and/or object if applicable which would assist them(players are **NOT** to state they are 'using' or 'intending to use' a stat)
+
+### 2. Determine Difficulties and Advantages
+GM determines:
+- how difficult a check is
+- what the relevant skill(s) is/are.
+- If there are any boons or penalties
+ - Each boon point is how many times you can reroll one of the dice.
+ - Each penalty point means the player removes their highest roll.
+| Medium | Hard | Extreme |
+| --- | ---- | --- |
+| 5,6,7 | 8,9,10 | 11,12 |
+
+### 3. Resolve the Check
+The player resolves the check by rolling a number of dice equal to the stats of the player chosen by the GM. Choose the highest dice rolled, if it is equal or higher then the difficulty then the check is passed.
+
+# Social
+
+Social checks work the same as checks above, however they have extra factors that affect the number of boons and penalties.
+
+## Factors
+
+#### Reputation
+This is how you are viewed in the community. It is determine by the actions you commit toward those in the community. Harassing people increases the negative view while helping people increases the positive view. It is tracked by the GM by using a 4x4 grid where one axis is "good" and the other axis is "evil". Staying between makes you considered as "chaotic". Generally not possible to revert the good or evil status, they only increase the more respective actions you do towards the community.
+
+#### Apparel, Presentation
+The way you dress, as well as the race you play also has an effect on how receptive others are toward your social attempts. As a possible example: wearing expensive fancy attire may make you more trustworthy to rich socialites but could make you less convincing to those less fortunate. Wearing armour may make your appear like a "dumb brute" which can incentivize characters to take it off. Some settlements also could be predisposed to trusting or distrusting certain races, factors that affect your odds of success.
+
+#### Bargain Chips/Favours
+Things you learn about characters can be used to your advantage. Not necessarily something negative, could be for example doing a task for someone as a favour. \ No newline at end of file
diff --git a/src/running-the-game/social.md b/src/running-the-game/social.md
deleted file mode 100644
index cb7ae20..0000000
--- a/src/running-the-game/social.md
+++ /dev/null
@@ -1,74 +0,0 @@
-# Social
-
-Social checks take into account 3 different factors in addition to the regular ones.
-
-## Factors
-
-### Difficulty
-How difficult the given persuasion attempt is.
-
-#### Resilience
-How resilient the person you are talking to is to persuasion of the given thing.
-
-#### Reputation
-This is how you are viewed in the community. It is determine by the actions you commit toward those in the community. Harassing people increases the negative view while helping people increases the positive view. It is tracked by the GM by using a 4x4 grid where one axis is "good" and the other axis is "evil". Staying between makes you considered as "chaotic". Generally not possible to revert the good or evil status, they only increase the more respective actions you do towards the community.
-
-### Persuasion
-Your persuasion stat is dependant on some of the following factors.
-
-#### Bargain Chips/Favours
-Things you learn about characters can be used to your advantage. Not necessarily something negative, could be for example doing a task for someone as a favour.
-
-
-#### Apparel, Presentation, Relevant Skill
-The way you dress, as well as the race you play also has an effect on how receptive others are toward your social attempts. As a possible example: wearing expensive fancy attire may make you more trustworthy to rich socialites but could make you less convincing to those less fortunate. Wearing armour may make your appear like a "dumb brute" which can incentivize characters to take it off. Some settlements also could be predisposed to trusting or distrusting certain races, factors that affect your odds of success.
-
-## Resolution
-
-The difficulty of a given social combat is decided by the GM by weighing several factors. Factors that matter are reputation in the community, appearance(how you dress and your race) The GM then lays out 1-3+ cards(more is higher difficulty) face down and only reveals one. The next card is only revealed when the current card is "overcome".
-
-To "overcome" a card one of the players must give a convincing argument/plea/threat/etc correlating to one of their stats. When they do they can play a card matching the number or the suit and thus the card is overcome, causing the next card to be revealed.
-
-Each individual stat can only be used once in a social encounter.
-
-
-<!--
-Math notes:
-Encounter deck doesnt use faces, but player deck does.
-Estimated odds for player hand of 8:
-| Encounter Cards | Player Skill Bonus | Chance of Success|
-| -- | -- | -- |
-| 1 | 0 | 52.1% |
-| 2 | 0 | 24.9% |
-| 3 | 0 | 10.7% |
-| 4 | 0 | 4.0% |
-| 5 | 0 | 1.3% |
-| 6 | 0 | 0.3% |
-
-| Encounter Cards | Player Skill Bonus | Chance of Success|
-| -- | -- | -- |
-| 1 | 1 | 88.5% |
-| 2 | 1 | 74.0% |
-| 3 | 1 | 57.4% |
-| 4 | 1 | 40.7% |
-| 5 | 1 | 25.5% |
-| 6 | 1 | 13.5% |
-
-| Encounter Cards | Player Skill Bonus | Chance of Success|
-| -- | -- | -- |
-| 1 | 2 | 97.1% |
-| 2 | 2 | 91.6% |
-| 3 | 2 | 82.9% |
-| 4 | 2 | 70.3% |
-| 5 | 2 | 54.7% |
-| 6 | 2 | 37.1% |
-
-| Encounter Cards | Player Skill Bonus | Chance of Success|
-| -- | -- | -- |
-| 1 | 3 | 99.1% |
-| 2 | 3 | 96.9% |
-| 3 | 3 | 92.6% |
-| 4 | 3 | 85.3% |
-| 5 | 3 | 73.7% |
-| 6 | 3 | 57.9% |
---> \ No newline at end of file
diff --git a/src/running-the-game/spellcasting.md b/src/running-the-game/spellcasting.md
deleted file mode 100644
index 19064e5..0000000
--- a/src/running-the-game/spellcasting.md
+++ /dev/null
@@ -1,19 +0,0 @@
-# Spellcasting
-
-## Types of Spells
-
-### Blood Spells
-Blood spells are the most common and accessable type of magic. These are spells that require blood to power them.
-
-To cast a blood spell a "spell casting" medium may be needed. A given spellcasting medium will have a dice associated with it. When casting a spell this dice is rolled. If the result is greater then the blood cost of a spell then you dont pay anything. However if the number rolled is equal to or less then the value then you pay 1 blood. If the spell cost is higher then the dice of your casting medium then the medium is too weak to cast the spell. Using no casting medium is possible, instead of rolling a dice the result is always 1 and you cannot cast spells higher then this cost.
-
-### Divine Spells
-Divine spells use magic that originates from a god. The rules of these spells vary wildly and can depend on various different factors. These are forbidden in most places so if you somehow get access to one, be careful with how you use it.
-
-### Alchemy
-Alchemy is a form of magic which involves the preparation of various ingredients which form compounds that perform spell effects.
-
-## Spell Keywords
-
-### Concentration
-When you get damaged while concentrating, you need to reroll the blood die. If you fail the roll you pay the cost and your concentration ends. \ No newline at end of file