summaryrefslogtreecommitdiffhomepage
diff options
context:
space:
mode:
-rw-r--r--book.toml2
-rw-r--r--src/SUMMARY.md23
-rw-r--r--src/abilities.mdown29
-rw-r--r--src/armour.mdown12
-rw-r--r--src/attributes.mdown13
-rw-r--r--src/build/disciplines.mdown2
-rw-r--r--src/build/vices.mdown6
-rw-r--r--src/build/what-you-know.mdown2
-rw-r--r--src/character-builder.mdown113
-rw-r--r--src/checks.mdown24
-rw-r--r--src/fate-deck.mdown8
-rw-r--r--src/social.mdown12
-rw-r--r--src/weapons.mdown15
13 files changed, 194 insertions, 67 deletions
diff --git a/book.toml b/book.toml
index 53d7ceb..d4e9c74 100644
--- a/book.toml
+++ b/book.toml
@@ -7,7 +7,7 @@ title = "Plore Tabletop Roleplaying Game"
[output.html.fold]
enable = true
-level = 1
+level = 2
[output.html]
theme = "my-theme"
diff --git a/src/SUMMARY.md b/src/SUMMARY.md
index 716db2f..a6c1a05 100644
--- a/src/SUMMARY.md
+++ b/src/SUMMARY.md
@@ -1,22 +1,31 @@
# Summary
-
[Intro](./intro.mdown)
-- [Build Your Character](./character-builder.mdown)
- - [Attributes](./attributes.mdown)
+- [Build Your Character](character-builder.mdown)
+ - [What You Know](build/what-you-know.mdown)
+ - [Disciplines](build/disciplines.mdown)
+ - [Spells & Abilities]()
+ - [What You Are]()
+ - [Vices](build/vices.mdown)
+ - [Races]()
+ - [Attributes](./attributes.mdown)
+ - [What You Have]()
+ - [Gear]()
+ - [Armour](armour.mdown)
+ - [Weapons](weapons.mdown)
- [Spellcasting]()
- [Running The Game]()
+ - [Fate Deck](fate-deck.mdown)
- [Checks](checks.mdown)
- [Combat](./combat.mdown)
- - [Social]()
- - [Bartering]()
+ - [Social](social.mdown)
- [Travel]()
- [Indices]()
- [Weapons]()
- - [Skills]()
+ - [Abilities](abilities.mdown)
- [Spells]()
- - [Professions]()
+ - [Disciplines]()
- [Factions]()
diff --git a/src/abilities.mdown b/src/abilities.mdown
new file mode 100644
index 0000000..c57bdf2
--- /dev/null
+++ b/src/abilities.mdown
@@ -0,0 +1,29 @@
+# Abilities
+
+For now this is just a unsorted list of potential abilities, perks, etc. The idea is to first make abilities and then sort them according to classes or whatnot. May or may not decide on classes.
+
+---
+
+## Ideas for activation of abilities with cards
+
+1. Match Suit/Number
+2. X with a pair of Y
+3. Consecutive Cards
+4. Min/Max
+5. Multiple Cards
+
+## Ideas for abilities affecting cards
+
+1. Card X is treated as Y
+2. Keep
+3. Combine Card Values
+4. Draw a replacement
+5. Give cards to players(on your turn/their turn/the person after you/etc)
+
+## Ability Ideas
+
+### Wild Ace
+
+You treat aces as wildcards of their respective suit.
+
+
diff --git a/src/armour.mdown b/src/armour.mdown
new file mode 100644
index 0000000..d9d2244
--- /dev/null
+++ b/src/armour.mdown
@@ -0,0 +1,12 @@
+# Armour
+
+Armour is rated by at least the following: quality, hardiness, block, and damage types.
+
+- **Quality**(points): How far away the armour is from breaking.
+- **Hardiness**(points): How resistant armour is to losing quality.
+- **Block**(points): How much incoming damage.
+- **Damage Types:** Which damage types the armour works against.
+
+Whenever a character wearing armour is damaged that player must draw from the resource deck. If the value drawn is higher then the hardiness value then the attack damages the armour and the quality value is reduced by 1. Once the quality is reduced to 0 then the armour falls apart to pieces and is no longer wearable.
+
+When a character wearing armour is damaged and the damage matches one of the damage types of the armour then the damage is reduced by block value of the armour. If the damage is equal or less then the block value then the character takes no damage.
diff --git a/src/attributes.mdown b/src/attributes.mdown
index 303555d..7dd54c3 100644
--- a/src/attributes.mdown
+++ b/src/attributes.mdown
@@ -23,9 +23,9 @@ All attributes are grouped up into 4 distinct groups, each group representing on
### Communication (Hearts/Cups - Summer)
---
- Presence: Leaving an impression on others. Being able to exert your stance.
- Deception: Present falsities as facts
- Empathy: Showing you understand others
+ Presence: Inspire confidence in others toward you.
+ Deception: Lying to someone
+ Empathy: Asking somone to help you.
Appearance: Is dependant on your character race and dressing. Can augment you communication skills
@@ -36,9 +36,10 @@ needs fixing explanations
-->
---
- Analytics: Analyze a problem
- Practicality: Using a complex tool, street smarts
- Creativity: Novelty, Creation, Expression
+ Analytics: Determine how to disable a trap.
+ Practicality: Crafting a trap.
+ Creativity: Modifying a trap with custom parts.
Memory: Is equal to the net Intution attributes
+
diff --git a/src/build/disciplines.mdown b/src/build/disciplines.mdown
new file mode 100644
index 0000000..50a85d3
--- /dev/null
+++ b/src/build/disciplines.mdown
@@ -0,0 +1,2 @@
+# Disciplines
+A discipline is a career, passion, or hobby your character knows intimately well. When your character is first starting out adventuring then they will posses 1-2 disciplines, usually split between one career and one hobby. These disciplines are key to being able to use your attributes in checks. Whenever you make a check to do some action, if your discipline would give you reasonably give you some kind of expertise in accomplishing this task then the GM will allow you to use a stat of their choosing as a bonus to the action. For example a character with a shopkeeper discipline could gain a practical(spade) attribute bonus towards bartering at a shop. Without a relevant discipline a character will not be able to use attributes as bonuses for regular actions.
diff --git a/src/build/vices.mdown b/src/build/vices.mdown
new file mode 100644
index 0000000..ad6de80
--- /dev/null
+++ b/src/build/vices.mdown
@@ -0,0 +1,6 @@
+# Vices
+Vices are thinks your character is bound and weak to. Deal with the vice to be rewarded, but we weary as if you try to ignore it then it will come back with a vengeance.
+
+When creating a fate deck at the start of a game each player is given a vice card that is shuffled into their deck. This card cannot be discarded by any means except when its respective effect is triggered or when a catharsis token is used. Whenever this card is drawn from the deck its effect is triggered and the player must succumb to their vice in some way that is detrimental to themselves and the party, the intensity determined by the type of card.
+
+This surprise however can be avoided if the player intentionally acts upon the vice or the character copes in some way relating to the vice before this card is drawn. When the player does this then player receives a catharsis token. The next time this character draws a vice card this session they give up the token and in return this makes the vice card count as a wildcard of the respective suit on the card. However if the card is not drawn before the end of a session then the token is discarded. Characters are allowed to carry multiple catharsis tokens and only lose 1 per vice card drawn.
diff --git a/src/build/what-you-know.mdown b/src/build/what-you-know.mdown
new file mode 100644
index 0000000..899406c
--- /dev/null
+++ b/src/build/what-you-know.mdown
@@ -0,0 +1,2 @@
+# What You Know
+What your character knows is the most important and defining feature of your character. If you character doesn't know anything then they aren't anyone that matters.
diff --git a/src/character-builder.mdown b/src/character-builder.mdown
index dcf2169..82d02ef 100644
--- a/src/character-builder.mdown
+++ b/src/character-builder.mdown
@@ -1,48 +1,77 @@
# Build Your Character
-Players get 3 points to spend for each Suit Stat(12 total points). They also get an additional 3 points to spend on their primary Suit Stat, and 2 additional points to spend on their secondary Suit Stat. The only limitation is each stat cannot go higher then 3 points during character creation.
+In the world of Plore, the fates of travellers is intertwined. If you wish to survive you will best remember to work together and prop each others capabilities up, lest you shall all perish alone. Create your characters together such that their stories and personalities will tend to work together rather then clash.
-Once the points have been alloted, health can be determined. Max health is equal to your Diamonds total times five.
+Characters consist of 3 core descriptors:
+1. Something you know
+ - Disciplines
+ - Spells & Abilities
+2. Something you are
+ - Vices
+ - Race
+ - Attributes
+3. Something you have
+ - Gear
+
+This page will give you a simple sample character creation example to show step by step how a character is made, while the following pages explain in detail each step of the character creation process.
#### Sample Character Creation
-An example character created for a character with a primary stat in Hearts and a secondary stat in Spades
-
-
-| Diamonds | Value |
-|-----------|-------|
-| Endurance | 0 |
-| Strength | 2 |
-| Precision | 1 |
-| Total | 3 |
-
-
-| Clubs | Value |
-|-----------|-------|
-| Endurance | 1 |
-| Strength | 1 |
-| Precision | 1 |
-| Total | 3 |
-
-
-| Hearts | Value |
-|------------|-------|
-| Presence | 2 |
-| Deception | 3 |
-| Empathy | 1 |
-| Total | 6 |
-
-
-| Spades | Value |
-|------------|-------|
-| Analytics | 3 |
-| Practical | 0 |
-| Creativity | 2 |
-| Total | 5 |
-
-
-As our total Diamonds value is 3, we just multiply this by 5 to get a max health of 15.
-
-#### Sample Level Up
-
-Whenever a character levels up, the player gets 2 points that they can place into any stats. These points can be split should the player want to.
+### Disciplines and Vices
+
+First you should select 1 or 2 disciplines your character has undertaken in their life. Disciplines will give you advantages when rolling for checks that could reasonable fall under ypur chosen disciplines. Vices however will do the opposite, they will cause increased difficulty accomplishing checks related to them. Outside of these mechanics your should keep in mind to play ypur chracter in a way that would make sense goven these choices. Characters should be tempting for their characters rather then just avoiding them for the sake of avoiding the disadvantage it imposes.
+
+### Stat distribution
+
+You have 6 points to spend in each suit of skills for an initial total of 24 points however you like with the following restrictions:
+
+1. You may not allot more then 5 points into a any stat
+2. You may not allot less then 1 point into any stat
+
+Once these points are alloted you have 3 more points to spend in any way you see fit such that they still follow the above 2 restrictions resulting in a final total of 27 points.
+
+<!--Once you have a character in mind you can begin building their stats. You have 6 points to spend in each suit of skills to spend however you like. this is a total of 12 points(3 for diamonds, 3 for hearts, etc). Once this is done you have 2 more points you can spend in such a way they the 2 points are not spent on the same suit of skills.-->
+
+Here is an example of a stat distribution. 6 points are assigned to each suit, and then 3 more points are added afterwords to the spades suit.
+
+| Diamonds | Value |
+|-------------------|-------|
+| Endurance | 1 |
+| Strength | 3 |
+| Precision | 2 |
+| **Total(Health)** | **6** |
+
+
+| Clubs | Value |
+|--------------|-------|
+| Endurance | 2 |
+| Strength | 2 |
+| Precision | 2 |
+| **Total(Blood)** | **6** |
+
+
+| Hearts | Value |
+|-------------------------|-------|
+| Presence | 1 |
+| Deception | 4 |
+| Empathy | 1 |
+| **Total(Presentation)** | **6** |
+
+
+| Spades | Value |
+|-------------------|-------|
+| Analytics | 5 |
+| Practical | 2 |
+| Creativity | 2 |
+| **Total(Memory)** | **9** |
+
+
+<!-- As our total Diamonds value is 3, we just multiply this by 5 to get a max health of 15. -->
+
+#### Level Up
+
+Character attributes do not change when characters level up. Instead character gain other benefits on level up.
+
+<!-- #### Sample Level Up -->
+
+<!-- Whenever a character levels up, the player gets 2 points that they can place into any stats. Like when you spent the 2 points on character creation these points must spent on two skills from different suits. -->
diff --git a/src/checks.mdown b/src/checks.mdown
index bcfb4fe..de5c053 100644
--- a/src/checks.mdown
+++ b/src/checks.mdown
@@ -1,16 +1,18 @@
# Resolving Checks
-Generally we have 3 different numbers that we could use:
-- Card Draw
-- Stats
-- Dice Roll
+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 are some ways we can do that:
+Here is an explanation of each step of a check.
-### Determine Difficulty
-GM dynamically determines difficulty by adding a point for each 'hurdle'. For example if you had to swing a weapon(+1 difficulty) in a tight corridor(+1 difficulty) against a shielded enemy(+1 difficulty) then the check would have a +3 difficulty. I was thinking to then subtract your relevant stat of the difficulty and then use that result(minimum 0) for resolving.
+---
-- Players first select an appropriate card form their hand to use with an ability they choose.
-- Then the GM then determines the difficulty, by adding 2 difficulty for each hurdle the player's action has. The GM also announces what happens in a critical failure(usually related to one of the hurdles). Once added up, the player then subtracts their relevant skill(subtract double that amount if it is a relevant career as well).
-- The player can choose to reject doing the action, if they accept then the player rolls 1d6. If the roll is higher then the difficulty rating then the roll passed. If the roll is a 1 then it is a critical failure. If it a match or less then it is a standard failure.
+### 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
+The base point difficulty of a check is 5. Then a GM adds points for each 'hurdle' or two points if the hurdle is especially difficult. For example if you had to swing a weapon in a tight corridor(+1 difficulty) against a shielded enemy(+2 difficulty) then the check would have a +3 difficulty totalling to 8.
+
+However a player will likewise have advantages which will help then succeed. A character may have a discipline or object which is relevant to the check being made at hand. When using an object then the GM will choose to give either a +1 advantage or if the object is particularly effective in this situation may give a +2 advantage instead. Disciplines instead give an advantage equal to the stat relevant to the check being made. Continuing upon the example above the character may be a solider(+3 advantage as they have 3 strength) and using a spear which is effective in corridors(+1 advantage)
+
+### 3. Resolve the Check
+The player resolves the check by drawing or playing a card from their fate deck. If the card is equal or higher then the player's character has succeeded in the check.
-Pick Ability -> Determine Difficulty -> Confirm -> Roll 1d6 -> Play Outcome
diff --git a/src/fate-deck.mdown b/src/fate-deck.mdown
new file mode 100644
index 0000000..3f0ea9d
--- /dev/null
+++ b/src/fate-deck.mdown
@@ -0,0 +1,8 @@
+# Fate Deck
+
+The fate deck is a single playing card deck which is used by all the players of the game to build their respective deck. The cards from this deck are used by players to do actions or abilities of their characters. The players individual decks are rebuilt every once in a while.[TODO: how often?]
+
+## Building the Fate Decks
+
+The GM separates the face cards from the fate deck(kings, queens, jacks and aces). These face cards are then shuffled and one is dealt out to each player. The remaining numbered cards are then selected according to each players respective character's rules for selecting fate cards. Once selected the remaining numbered cards are shuffled and dealt out evenly among the players. Finally any relevant character abilities for further modifying the player Fate Decks are put into play. Once this is done the player Fate Decks are ready for play.
+
diff --git a/src/social.mdown b/src/social.mdown
new file mode 100644
index 0000000..81e97ac
--- /dev/null
+++ b/src/social.mdown
@@ -0,0 +1,12 @@
+# Social
+
+Social checks take into account 3 different factors in addition to the regular ones.
+
+## 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.
+
+## Social Status
+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 and 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.
diff --git a/src/weapons.mdown b/src/weapons.mdown
new file mode 100644
index 0000000..166ad79
--- /dev/null
+++ b/src/weapons.mdown
@@ -0,0 +1,15 @@
+# Weapons
+
+Weapons are a special item type which grant character abilities that can be used when the weapon is wielded. Weapons also have various properties which affect your character in combat. Some of these are listed below. When the attack is possible to make, only ranged weapons, improvised weapons, or weapon attacks that specify require a check to see if the attack hits. Otherwise the weapon will automatically hit your target.
+
+## Improvised Weapons
+Any item, including items already classified as a weapon, can make an improvised weapon attack. Improvised weapon attacks use either your strength or your precision to determine how much damage they deal, depending on how the weapon would be used. Improvised weapons must also pass a check in order to determine if the attack lands. The GM may also impose other traits onto the improvised weapon depending on what weapon is being used, for example a character using a chair to attack might only have one or two attacks before the chair falls apart(TODO: get a better example).
+
+#### Unarmed Punches and Kicks
+Punches and kicks are considered improvised weapons where the player may choose to use their strength or precision. Punches and kicks deal fatigue damage, meaning they are non-lethal.
+
+## Ranged Attacks
+Any ranged weapon attack requires a check to determine if the attack lands. The further the attack, the harder the check should be, likewise if the enemy is too close the attack should also have a disadvantage.
+
+## Casting Weapons
+Some weapons allow you to cast magic.