From 538f530f6aac1465bdd28fb3059f682ba047f27b Mon Sep 17 00:00:00 2001 From: realtradam Date: Tue, 24 May 2022 05:01:38 -0400 Subject: :) --- src/SUMMARY.md | 4 ++-- src/attributes.mdown | 38 ++++++++++++++++---------------------- src/weapons.mdown | 45 +++++++++++++++++++++++++++++++++++++-------- 3 files changed, 55 insertions(+), 32 deletions(-) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index a6c1a05..6862942 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -7,7 +7,7 @@ - [Spells & Abilities]() - [What You Are]() - [Vices](build/vices.mdown) - - [Races]() + - [Races](./races.mdown) - [Attributes](./attributes.mdown) - [What You Have]() - [Gear]() @@ -24,7 +24,7 @@ - [Travel]() - [Indices]() - - [Weapons]() + - [Weapons](./weapons.mdown) - [Abilities](abilities.mdown) - [Spells]() - [Disciplines]() diff --git a/src/attributes.mdown b/src/attributes.mdown index 7dd54c3..5fe847a 100644 --- a/src/attributes.mdown +++ b/src/attributes.mdown @@ -2,44 +2,38 @@ All attributes are grouped up into 4 distinct groups, each group representing one of the four suits in a tarot deck. Each group contains 3 primary stats, and 1 derivative stat that is calculated based on other factors. -## Suit Stats: +## Stats: + +### Fitness +`Spend 6, minimum 1 each` -### Physical Feats (Diamonds/Pentacles - Autumn) ---- Endurance: Running a marathon, holding your breath Strength: Pushing a rock, overpowering an opponent Precision: Walking a tightrope, picking a lock - Health: Is equal to the net Physical Feat attributes - -### Ŝanĝi Lokon (Clubs/Wands - Spring) --- +### Magic +`Spend 6, minimum 1 each` + Endurance: Maintaining a spell cast Strength: Casting a lot of magic quickly Precision: Casting at long ranges with great accuracy - - Blood: Is equal to the net Sangi Logon attributes -### Communication (Hearts/Cups - Summer) --- +### Body +`Spend 12, minimum 1 each` - Presence: Inspire confidence in others toward you. - Deception: Lying to someone - Empathy: Asking somone to help you. + Health: How much damage one can take before being downed + Blood: Consumed some spells, some attacks, and when one is downed. You die when it reaches 0 - Appearance: Is dependant on your character race and dressing. Can augment you communication skills - -### Intuition (Spades/Swords - Winter) +--- +### Memory +`Start with 1` - + Memory: How much powerful knowledge you can keep --- - 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 + Appearance: Is dependant on your character race and dressing. Can augment you communication skills diff --git a/src/weapons.mdown b/src/weapons.mdown index 166ad79..c69a5e0 100644 --- a/src/weapons.mdown +++ b/src/weapons.mdown @@ -2,14 +2,43 @@ 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. +Punches, Kicks, and weapon bunts deal 1 blunt damage. + +# Weapon Items + +## Dagger +Activatable(1 Energy): Deal 2 piercing damage. +Ability(Odd): Refresh this weapon. You can use this an amount of times equal to your Fitness Precision. If you are wielding this in your off hand then the cost is an Even instead. + +## Long Sword +Activatable(Swords or Pentacles, 2 Energy): Deal 2 slashing damage + your Fitness Strength. + +## Spear +Activatable(Cups or Wands, 2 Energy): Deal 2 piercing damage + your Fitness Precision. + +## Mace +Activatable(Swords or Pentacles, 2 Energy): Deal blunt damage equal to your Fitness Strength. +Activatable(Swords or Pentacles, 3 Energy): Deal blunt damage equal to double your Fitness Strength. + +## Axe +Activatable(Cups or Wands, 2 Energy): Deal slashing damage equal to your Fitness Strength. +Activatable(Cups or Wands, 3 Energy): Deal slashing damage equal to double your Fitness Strength. + +## Staff +Activatable(2 Energy, Swords or Pentacles): Deal damage equal to your Fitness Precision. +Ability(Cups or Wands or Pentacles, 1 Energy): Block 1 damage of Slashing or Piercing or Blunt depending on the type of card played respectively. + +## Crossbow +Ability(1 Loaded-Arrow, 1 Energy, Even): Deal damage of ammo loaded in + your Fitness Precision. +Activatable(Arrow, 2 Energy): Load an arrow into this Crossbow. + +## Whip +Activatable(2 Energy, Wands): Attempt to make an enemy drop their weapon. +Activatable(2 Energy, Swords): Deal Slashing damage equal to your Fitness Precision. + +## Caestus +Passive: Fists deal 2 additional damage. + -## 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. -- cgit v1.2.3