Themes + Saves system
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# Character Creation
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## Step 1 — Traits
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Roll **3d6** for each trait (STR, DEX, WIL). **Lower is better.**
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| Trait | Range |
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|-------|-------|
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| STR | 3d6 |
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| DEX | 3d6 |
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| WIL | 3d6 |
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## Step 2 — Choose Your Thing
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Your "Thing" is your archetype. It determines your **max health modifier**.
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| Thing | Health Mod | Hint |
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|-------|-----------|------|
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| The Brute | +2 | Strong, tough, direct |
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| The Cunning | +0 | Sly, quick, resourceful |
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| The Guardian | +2 | Protective, sturdy, watchful |
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| The Shadow | +0 | Stealthy, elusive, silent |
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| The Weaver | -1 | Arcane, perceptive, strange |
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| The Zealot | +1 | Driven, faithful, relentless |
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## Step 3 — Max Health
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Roll **2d6 + Thing modifier**. Minimum 2.
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## Step 4 — Starting Cash
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Roll **3d6 × 5** silver.
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## Step 5 — Failed Career
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What you did before adventuring (and failed at). Roll 1d12 or choose.
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| d12 | Failed Career |
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|-----|--------------|
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| 1 | Alchemist's assistant — your master's lab exploded |
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| 2 | Barber-surgeon — you lost more patients than you saved |
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| 3 | City watch — fired for taking bribes or sleeping on duty |
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| 4 | Coin counter — you embezzled and fled |
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| 5 | Ditch digger — hit a sewer main, flooded the street |
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| 6 | Farmhand — the farm was cursed / burned / eaten by beasts |
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| 7 | Grave keeper — the dead started walking, you walked faster |
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| 8 | Hedge knight — your employer died under your protection |
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| 9 | Inn keep — the inn was repossessed or burned down |
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| 10 | Jester — your jokes landed you in a dungeon |
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| 11 | Letter carrier — you lost the mail (all of it) |
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| 12 | Mercenary — your company was routed, sole survivor |
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## Step 6 — Gear
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### Weapons
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| Weapon | Damage Mod | Cost | Note |
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|--------|-----------|------|------|
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| Dagger | +0 | 3 | Small, concealable |
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| Short sword | +0 | 5 | Reliable |
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| Long sword | +1 | 8 | Versatile |
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| Axe | +1 | 7 | Can be thrown |
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| Mace | +1 | 6 | Bypasses some armour |
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| Spear | +0 | 4 | Reach, can be thrown |
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| Bow | +0 | 7 | Two-handed, ranged |
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| Crossbow | +1 | 10 | Two-handed, slow to reload |
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| Staff | -1 | 1 | Two-handed, can be focus |
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| Flail | +1 | 8 | Ignores shield bonus |
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| Hatchet | +0 | 4 | Light, off-hand |
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| Improvised | -1 | 0 | Bottle, chair leg, etc. |
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### Armour
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| Armour | Reduction | Cost | Note |
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|--------|----------|------|------|
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| Padded | -1 | 5 | Quiet |
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| Leather | -1 | 8 | Flexible |
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| Studded leather | -2 | 15 | Light |
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| Chain shirt | -2 | 25 | Covers torso |
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| Scale mail | -3 | 35 | Noisy |
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| Plate | -4 | 50 | Heavy, noisy |
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| Shield | -1 | 10 | Can be used to shove |
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| Helmet | -1 | 8 | Only vs head shots |
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### Equipment
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| Item | Cost |
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|------|------|
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| Rope (30ft) | 1 |
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| Torches (3) | 1 |
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| Rations (3 days) | 1 |
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| Waterskin | 1 |
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| Chalk (10 pieces) | 1 |
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| Candle | 1 |
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| Flint & steel | 1 |
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| Small sack | 1 |
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| Bedroll | 2 |
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| Crowbar | 2 |
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| Grappling hook | 3 |
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| Lantern | 3 |
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| Oil (flask) | 1 |
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| Tent | 3 |
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| Healing salve (restores 1 HP) | 5 |
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| Antitoxin | 5 |
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| Fine clothes | 10 |
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| Jewellery | 15 |
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| Musical instrument | 10 |
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| Writing kit | 8 |
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| Spyglass | 20 |
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## Step 7 — Chains (Ties to the World)
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Who or what ties you to this world? Roll 1d12 or choose.
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| d12 | Chain |
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|-----|-------|
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| 1 | A sibling who depends on you |
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| 2 | An oath you swore and cannot break |
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| 3 | A child you're protecting |
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| 4 | A mentor who taught you everything |
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| 5 | A pet or companion that follows you |
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| 6 | A debt of honour to a family |
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| 7 | A sacred duty to a forgotten god |
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| 8 | A bloodline you're the last of |
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| 9 | A promise to a dying friend |
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| 10 | A community that raised you |
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| 11 | A lover you're searching for |
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| 12 | A kingdom you're trying to restore |
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## Step 8 — Discords (Complications)
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Who or what makes your life harder? Roll 1d12 or choose.
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| d12 | Discord |
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|-----|---------|
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| 1 | A rival who wants what you have |
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| 2 | A faction that hunts your kind |
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| 3 | An ex-partner full of spite |
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| 4 | A religious order that condemns you |
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| 5 | A gang you crossed |
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| 6 | A noble whose name you sullied |
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| 7 | A monster that remembers you |
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| 8 | A liar who spreads rumours about you |
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| 9 | A creditor who never forgets |
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| 10 | A family feud that reignites |
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| 11 | A thief who stole your identity |
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| 12 | A corrupt official with a grudge |
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## Optional — Arcane Weaving (Weaver only)
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If you play a Weaver, roll 1d6 for your arcane flavour.
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| d6 | Arcane Flavour | Description |
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|----|---------------|-------------|
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| 1 | Wild magicks | Unpredictable, surges happen |
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| 2 | Blood magicks | Costs health to cast |
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| 3 | Bone magicks | Requires remains or tokens |
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| 4 | Storm magicks | Tied to weather and sky |
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| 5 | Veil magicks | Deals with spirits and the dead |
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| 6 | Rune magicks | Inscribed, prepared in advance |
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## Damage Formula
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**Weapon damage**: 1d6 + weapon damage mod + other mods - target armour reduction.
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## Final Steps
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- Choose a name
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- Write a brief description
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- Record starting gear on your character sheet
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## Core Mechanics
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### Dice
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- **d6**: All rolls use d6.
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- **Odds**: 1d6, 4+ favourable, 3- trouble.
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- **Traits**: 3d6, roll UNDER trait score.
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### Character
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- **Traits (STR/DEX/WIL)**: Roll 3d6 each. Lower is better.
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- **Max HP**: 2d6 + Thing modifier (min 2).
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- **Starting Cash**: 3d6 × 5 silver.
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- **Damage**: 1d6 ± weapon mod ± armour reduction.
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### Combat (per round ≈10s)
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1. State intentions
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2. Grit (creatures): 2d6 — higher = more determined
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3. Initiative: both 1d6, winner acts first
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4. Turn: 1d6 ± mods, 4+ success, 3- take a hit
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5. Damage: 1d6 ± mods
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#### Encounter Start
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- Distance: 2d6 × 10
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- Surprise: 1d6 — 1-2 PC, 3-4 creature, 5 both, 6 neither
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- Grit: 2d6
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#### Alternatives to Fighting
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- Run off, Dodge & Parry (+1, 4+ move without hit), Parley, Innovate
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### Exploration
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- 6 × 10-min watches per hour
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- Each action → roll (odds/traits) → outcome → mark watch
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- After 6 watches: scene shifts
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### Wounds (0 HP)
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- 1d6: 1-2 die, 3-4 -1 max HP, 5-6 -1 all rolls until healed
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### Grit (Creatures/NPCs)
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- 2d6, higher = more determined
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- > grit score → seek exit; ≤ grit score → press attack
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### Modifiers
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| Situation | Mod |
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|---|---|
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| Favourable / Well-prepared | +1 |
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| Risky / Rushed / Poor visibility | -1 |
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| Desperate | -2 |
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### Darkness
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- Most creatures see fine in dark
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- PCs without light: -1 actions, increased surprise, slower exploration
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### Complications ("yes, but...")
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- Success costs (gear/time/HP), noise, secondary problem, escalation
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### Rest & Healing
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- Short rest (few hours): 1d6 HP
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- Long rest (safe haven): full HP
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- Healing salve: +1 HP | Antitoxin: cures poison
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### End Game Conditions
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The story ends when: the character dies, the main quest reaches a definitive conclusion, the player chooses to retire, or all party members have fallen.
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When the story ends, the LLM outputs `### THE END` in the narrative, followed by a reason, what happened, and an epilogue describing how the world evolved.
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Call `read_rules` with `category: "end_game"` for full details on ending the game.
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# Cook the Chaos — Session & Scenario Generation Cards
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# Draw from these tables to build a session on the fly.
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rumours:
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description: "Rumours heard at The Keep. Roll 1d6 or choose."
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table:
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1: "The old mill has been taken over by something that clicks in the dark."
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2: "A merchant caravan went missing on the Eastern road — cargo intact, people gone."
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3: "Witchlights have been seen in the marsh. Those who follow them don't come back."
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4: "The baron is offering a reward for a 'beast' — but no one who's hunted it has returned."
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5: "A tomb was uncovered by the recent rains. Strange symbols glow at night."
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6: "Someone in the Keep is paying good silver for old bones — no questions asked."
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jobs:
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description: "Jobs posted at The Keep. Roll 1d6 or choose."
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table:
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1: "Escort a nervous scholar to the ruins. Pay: 20 silver."
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2: "Clear vermin from the cellar of the Splintered Tankard. Pay: 5 silver."
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3: "Deliver a sealed box to a hermit in the hills. Do NOT open it. Pay: 10 silver."
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4: "Hunt a wolf pack that's been taking livestock. Pay: 8 silver + pelts."
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5: "Investigate why the north well ran red last week. Pay: 12 silver."
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6: "Collect a debt from a deadbeat in a dangerous part of town. Pay: 15 silver."
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terrain:
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description: "What does the Realm look like here? Roll 1d6."
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table:
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1: { name: "Forest", hint: "Dense trees, poor visibility, lots of cover" }
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2: { name: "Marsh", hint: "Slow movement, sinking hazards, biting insects" }
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3: { name: "Hills", hint: "Good vantage points, but exhausting climbs" }
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4: { name: "Plains", hint: "Exposed, fast travel, little cover" }
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5: { name: "Ruins", hint: "Partial cover, unstable floors, hidden chambers" }
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6: { name: "Mountains", hint: "Slow travel, avalanches, thin air, caves" }
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weather:
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description: "What's the weather? Roll 1d6."
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table:
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1: "Clear and bright — visibility good, travel normal."
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2: "Overcast — dim light, muffled sounds."
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3: "Heavy rain — reduced visibility, fires hard to light, tracks wash away."
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4: "Fog — everything is obscured beyond 20ft."
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5: "Wind storm — ranged attacks at disadvantage, noise hides ambushes."
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6: "Sweltering heat — exhaustion risk, water consumption doubles."
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mishaps:
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description: "Something goes wrong. Roll 1d6 when the party travels."
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table:
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1: "A character twists an ankle. -1 on all rolls until they rest."
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2: "Supplies are damaged or lost. Ruined rations, broken gear."
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3: "Wrong turn. Add 1 extra watch to travel time."
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4: "Loud noise attracts unwanted attention."
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5: "A minor injury. Roll 1d6: 1-2 take 1 damage."
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6: "Something valuable slips from a pocket or pack unnoticed."
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points_of_interest:
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description: "Something notable in the area. Roll 2d6."
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table:
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2: "A forgotten battlefield — bones, broken weapons, a lingering curse."
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3: "A hermits hut — the hermit may or may not be friendly."
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4: "A collapsed tunnel — may be clearable, or may contain something."
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5: "A standing stone circle — hums faintly, odd dreams if slept in."
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6: "A corpse with a half-readable map clutched in its hand."
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7: "A small shrine to a forgotten god — offerings might be rewarded."
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8: "An abandoned campsite — still warm, signs of hasty departure."
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9: "A strange tree — its bark looks like faces, its leaves don't move."
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10: "A fissure in the ground — warm air rises from it, faint glow below."
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11: "A gallows with three cages — one of the occupants is still alive."
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12: "A glowing pool — healing? cursed? the water burns going down."
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random_encounters:
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description: "Who or what crosses the party's path? Roll 2d6."
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table:
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2: "A powerful creature — dragon, wyrm, or greater fiend."
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3: "A patrol of hostile humanoids (bandits, cultists, soldiers)."
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4: "A lone traveller — wounded, desperate, or not what they seem."
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5: "A pack of small creatures — aggressive but easily routed."
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6: "A merchant with a guarded cart — open to trade."
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7: "Odd natural phenomenon — lights, sounds, strange smells."
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8: "A lost child or animal — needs help getting home."
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9: "A scout or spy — watching the party, will report back."
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10: "A burial party or funeral procession."
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11: "A patrol of friendly soldiers or rangers — can share info."
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12: "A wandering NPC with crucial information or a warning."
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wild_magicks:
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description: "The Realm bleeds chaos. Roll 1d6 when wild magicks surge."
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table:
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1: "A character briefly swaps places with their reflection."
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2: "Gravity inverts in a 50ft radius — hold on."
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3: "All flames turn blue and cold — still burns."
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4: "Vegetation rapidly grows, entangling everyone."
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5: "A character speaks only in reverse for the next hour."
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6: "Time loops for 10 seconds — everyone repeats their last action."
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the_destination:
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description: "What's at the end of this road? Roll 2d6."
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table:
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2: "A dungeon entrance — sealed, needs a key or ritual to open."
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3: "A ruined tower — partially collapsed, something lives in the basement."
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4: "A cave system — dark, winding, filled with echoes."
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5: "A hidden glade — peaceful, but not uninhabited."
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6: "An active quarry — slaves, monsters, or both."
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7: "A small hamlet — suspicious of outsiders, but has a problem."
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8: "A bridge — guarded or collapsed, must cross or find another way."
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9: "A fishing village — paying for someone to deal with a river beast."
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10: "A bandit camp — well-defended, with hostages or loot."
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11: "A temple — overgrown, partially submerged, still consecrated."
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12: "A floating island — accessible only by rope, magic, or luck."
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# Creatures of the Chaos — Monster Creation Cards
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# Roll 2d6 on each table to build a creature from scratch.
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type:
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description: "It's kind of a..."
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table:
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2: "Construct or golem"
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3: "Demon or devil"
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4: "Elemental"
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5: "Fiend or beast"
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6: "Flyer or serpent"
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7: "Humanoid"
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8: "Insect"
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9: "Monstrosity"
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10: "Ooze"
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11: "Plant"
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12: "Spirit or undead"
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appearance:
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description: "It looks like it's..."
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table:
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2: "A ragbag of body or item parts"
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3: "About to pop or burst or dissolve"
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4: "Been dragged through a meatgrinder"
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5: "Glowing in white light, sickly or divine"
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6: "Got red eyes, grey/sickly skin or scaly"
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7: "Had too many dinners, but still hungry"
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8: "Inside out or created by a distracted kid"
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9: "Not been fed for a long, long time"
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10: "Smeared in — what IS that?"
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11: "The result of an experiment gone wrong"
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12: "Wounded, scarred, protruding weapon"
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size:
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description: "How big is it?"
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table:
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2: "Hand or kitten sized"
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3: "Hand or kitten sized"
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4: "Seven large bananas, tip to tip"
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5: "Seven large bananas, tip to tip"
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6: "Seven large bananas, tip to tip"
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7: "A Christmas tree"
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8: "A Christmas tree"
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9: "A Christmas tree"
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10: "Basketball hoop height, filled out"
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11: "Basketball hoop height, filled out"
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12: "Largest thing you've ever seen — and then some"
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difficulty:
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description: "How dangerous is it?"
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options:
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easy: { health_formula: "1 + party_total_max_health", to_hit: 0, damage: "1d6-1 (or 3)", grit: "2d6 (or 7)" }
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hard: { health_formula: "6 + party_total_max_health", to_hit: 1, damage: "1d6+1 (or 5)", grit: "2d6+2 (or 9)" }
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oh_boy: { health_formula: "12 + party_total_max_health", to_hit: 2, damage: "1d6+6 (or 10)", grit: "2d6+3 (or 10)" }
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numbers:
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description: "How many are there?"
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table:
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easy: "3d6"
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hard: "2d6"
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oh_boy: "1d6"
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attack:
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description: "How does it attack?"
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table:
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2: "Animates the inanimate — by mind or magnetism"
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3: "Bludgeoning, head-butting, or barrelling"
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4: "Consuming, sucking, scraping, or deafening"
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5: "Drills into the mind — strangles or influences"
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6: "Freezes, burns, or radiates inside or out"
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7: "Fuses with elements and bends them"
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8: "Natural spikes, darts, spores, splashes, or spills"
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9: "Pierces or possesses the soul"
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10: "Poisons, infects, or corrodes inside or out"
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11: "Teeth, claws, or natural weapons"
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12: "Wields or projects a weapon of choice"
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defence:
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description: "How does it protect itself?"
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table:
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2: { name: "Nothing", reduction: 0 }
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3: { name: "Armour scraps", reduction: -1 }
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4: { name: "Armour scraps", reduction: -1 }
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5: { name: "Another's flesh or bone", reduction: -2 }
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6: { name: "Another's flesh or bone", reduction: -2 }
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7: { name: "Natural organics", reduction: -3 }
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8: { name: "Natural organics", reduction: -3 }
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9: { name: "Natural organics", reduction: -3 }
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10: { name: "Arcane magicks", reduction: -4 }
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11: { name: "Arcane magicks", reduction: -4 }
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12: { name: "Incorporeal shifts", reduction: -5 }
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||||
|
||||
feature:
|
||||
description: "Aside from attack or defend, it can also..."
|
||||
table:
|
||||
2: "Be real tricky to catch, find, hear, or see"
|
||||
3: "Cast arcane magicks it's marked or infused with"
|
||||
4: "Give the strange feeling you're actually elsewhere"
|
||||
5: "Glue together with others and harvest their energy"
|
||||
6: "Grab you in its thrall if you're not careful"
|
||||
7: "Grapple, restrain, suffocate, engulf, or turn you mad"
|
||||
8: "Look entirely like something else — until..."
|
||||
9: "Nullify, minimise, deflect, or mimic arcane effects"
|
||||
10: "Regenerate its health — even if it's fallen"
|
||||
11: "Seem to know in advance what you'll do or say"
|
||||
12: "Spread fear, stress, blindness, paralysis, or exhaustion"
|
||||
|
||||
need:
|
||||
description: "Right now, it needs to..."
|
||||
table:
|
||||
2: "Complete its unfinished business"
|
||||
3: "Defend its territory, kin, or something unknown"
|
||||
4: "Destroy or control all in its path"
|
||||
5: "Escape imprisonment, shackles, tethers, or commands"
|
||||
6: "Escape or distract a threat yet to present itself"
|
||||
7: "Find a new purpose, victim, master, friend, soul, or host"
|
||||
8: "Find what it's looking to hoard, eat, or drink"
|
||||
9: "Follow the command of its master (who may be en route)"
|
||||
10: "Learn, adapt, or survive this new environment"
|
||||
11: "Mate, assimilate, or implant"
|
||||
12: "Trade or swap something the party has or can find"
|
||||
|
||||
# Pre-baked creatures
|
||||
ready_to_bake:
|
||||
boneplasm_totem:
|
||||
description: "One of many in the realm. Harvested from bones of the fallen. May sense movement, cracking open, letting veins, viscera, and eyeballs sluice out."
|
||||
number: 1
|
||||
max_health: 9
|
||||
armour: -3
|
||||
to_hit: 2
|
||||
damage: "1d6+1 (acidic)"
|
||||
grit: null
|
||||
feature: "Spray boiling blood, reform and suck contents back in"
|
||||
need: "Guard something of import nearby"
|
||||
|
||||
frother:
|
||||
description: "Disfigured monstrosity, human-sized, mouth of yellowed froth, putrid grey flesh, patches of blood-darkened fur, twisted limbs."
|
||||
number: "2d6"
|
||||
max_health: 6
|
||||
armour: -2
|
||||
to_hit: 1
|
||||
damage: "1d6+2 (teeth & claws)"
|
||||
grit: 9
|
||||
feature: "Grapple & teleport nearby, infect victims with mutation"
|
||||
need: "Spread its plague, divide and weaken its prey"
|
||||
|
||||
karrion_drone:
|
||||
description: "Hideous, partially inside-out, child-sized insect, undead, feasting on fresh corpses, leaving behind healing nectar."
|
||||
number: "1d6"
|
||||
max_health: 3
|
||||
armour: -1
|
||||
to_hit: 0
|
||||
damage: "1d6 (sting, poison)"
|
||||
grit: 5
|
||||
feature: "Pollinate healing nectar, phase into ethereal plane"
|
||||
need: "Carry rotten nectar to the hive, its gyne & brood"
|
||||
|
||||
screebies:
|
||||
description: "Tiny mechanical construct hive mind insectoids. Seek to burrow under skin to lay eggs."
|
||||
number: "3d6"
|
||||
max_health: 2
|
||||
armour: -1
|
||||
to_hit: -1
|
||||
damage: "1d6-2 (bite)"
|
||||
grit: 7
|
||||
feature: "Connect host to hive for symbiotic control"
|
||||
need: "Find a host before internal circuitry fails"
|
||||
|
||||
shift_mimic:
|
||||
description: "Takes any form. Glare at it and you might trade places, trapped, watching it walk off in your body."
|
||||
number: 1
|
||||
max_health: "per host"
|
||||
armour: "per host"
|
||||
to_hit: "per host"
|
||||
damage: "per host"
|
||||
grit: 10
|
||||
feature: "Automate host to protect itself"
|
||||
need: "Survive, persuade others it is the host"
|
||||
|
||||
volcartek:
|
||||
description: "Large earthen elemental, volcanic ash coating, molten lava spilling from cracked black rock. Guardian of subterranean tunnels."
|
||||
number: 1
|
||||
max_health: 15
|
||||
armour: -4
|
||||
to_hit: 2
|
||||
damage: "1d6+4 (slam or burn)"
|
||||
grit: 11
|
||||
feature: "Expand, glide over lava, sense & generate tremors"
|
||||
need: "Guard against passage through tunnels"
|
||||
@@ -0,0 +1,222 @@
|
||||
# Curiosities of the Chaos — Spark & Inspiration Tables
|
||||
# Use these to add flavour, twists, and colour to any scene.
|
||||
|
||||
player_absent:
|
||||
description: "A player is missing this session. Their character..."
|
||||
table:
|
||||
2: "Fell into a deep sleep — needs carted around or used as a prop"
|
||||
3: "Got waylaid or knackered — behind the party trying to catch up"
|
||||
4: "Had a wild idea and scarpered off on a solo mission"
|
||||
5: "Been replaced by a shapeshifter with their own goal"
|
||||
6: "Suffering crippling bowel movements — needs to rest up"
|
||||
7: "Phases in and out ethereally — wild magicks lacing this place"
|
||||
8: "Sneezed into a rift — temporarily lost in a pocket realm"
|
||||
9: "Vanishes without reason — when they return: 'I'll explain later'"
|
||||
10: "Eaten then regurgitated safely by a large worm... back soon"
|
||||
11: "Sent for firewood / to take a leak, hasn't returned"
|
||||
12: "Summoned by a devil to complete contracted jury duty"
|
||||
|
||||
entrance:
|
||||
description: "The way in, or the next entrance, seems to be..."
|
||||
table:
|
||||
2: "Bolted on both sides, numerous locks, maybe arcane"
|
||||
3: "Coated in sprawling, animated vegetation — snaps and bites"
|
||||
4: "Err... looking at us?"
|
||||
5: "Formed from bones of fallen souls — torment those nearby"
|
||||
6: "Guarded or created by insects or tiny creatures"
|
||||
7: "Illusory — opaque when disturbed, observed remotely"
|
||||
8: "Not an entrance at all... painted on the wall maybe?"
|
||||
9: "Partially submerged within foul, putrid sewage water"
|
||||
10: "Peppered with traps — some operational, some dormant"
|
||||
11: "The way into somewhere entirely unexpected... or the way out?"
|
||||
12: "Warped through age and elements, hard to breach"
|
||||
|
||||
small_animal:
|
||||
description: "That small animal is..."
|
||||
animal_table:
|
||||
1: "Covered in coloured boils"
|
||||
2: "Gazing up in fear at the sky"
|
||||
3: "Like a furry sponge on legs"
|
||||
4: "Rolling at speed like a ball"
|
||||
5: "Screaming wildly but smiling"
|
||||
6: "Vanishing now and again"
|
||||
has_table:
|
||||
1: "A glow that trails after it"
|
||||
2: "A wound or a fractured limb"
|
||||
3: "Gnawed at the tip of your boot"
|
||||
4: "Lots of pals — too many to count"
|
||||
5: "Snuggled into your clothes"
|
||||
6: "Torn wings that flutter sadly"
|
||||
|
||||
drink_or_drug:
|
||||
description: "This drink/drug is [colour], smells like [scent], and..."
|
||||
table:
|
||||
2: "Burns the throat — taker breathes fire or ice"
|
||||
3: "Conveys temporary foresight into the near future"
|
||||
4: "Heals 1 HP, but increases stress by 2"
|
||||
5: "If consumed daily, enhances something but gives permanent stress"
|
||||
6: "Long-expired — leaves taker with virulent stomach upset"
|
||||
7: "Mutates cells — taker transforms in appearance"
|
||||
8: "Phases the consumer into another realm or place"
|
||||
9: "Releases eggs into the blood — hatch corrosive insects"
|
||||
10: "Shrinks or grows the taker considerably"
|
||||
11: "Taps the consumer into the mind of someone nearby"
|
||||
12: "Temporarily enhances or inhibits something (GM's discretion)"
|
||||
|
||||
trinket:
|
||||
description: "This little trinket is..."
|
||||
trinket_table:
|
||||
1: "Like a spyglass with horns"
|
||||
2: "Malfunctioning but fixable"
|
||||
3: "Putty soft but can harden"
|
||||
4: "Spinning and lit in green"
|
||||
5: "Stuck halfway into a crack"
|
||||
6: "Too heavy to lift"
|
||||
has_table:
|
||||
1: "A button too tiny for a finger"
|
||||
2: "A map scroll inside it"
|
||||
3: "A ticking sound from within"
|
||||
4: "A unique way of unlocking"
|
||||
5: "A way of being forgotten quickly"
|
||||
6: "An identical one elsewhere"
|
||||
|
||||
training:
|
||||
description: "This training/research will take [time + cost], and will..."
|
||||
table:
|
||||
2: "Anger your mentor — they wash their hands of you"
|
||||
3: "Burn you out — reduce a trait or max health by 1"
|
||||
4: "Connect you with a new pal — invites you to join a guild"
|
||||
5: "End — but your mentor seeks help from you and the party"
|
||||
6: "Enhance a trait by 1"
|
||||
7: "Fail — leave you with a lasting wound or permanent stress"
|
||||
8: "Increase your max health by 1"
|
||||
9: "Not enhance anything — marks you with random arcane power"
|
||||
10: "Open up a quest when your mentor disappears"
|
||||
11: "Reveal your mentor is a wanted criminal... but innocent?"
|
||||
12: "Succeed — attract unwanted repute, rumours, or hassle"
|
||||
|
||||
realm_happenings:
|
||||
description: "What's happening in the Realm right now?"
|
||||
table_1_3:
|
||||
factions:
|
||||
- "The Empire plans to invade & plunder The Realm."
|
||||
- "The Reaper, serving The Emperor, seeks lichdom in The Realm."
|
||||
- "The Wilds terrorise The Realm from The Wilderness."
|
||||
- "The Huntswoman hunts weavers for The Reaper."
|
||||
table_4_6:
|
||||
factions:
|
||||
- "The Darkmal uses The Realm to spawn a beast army."
|
||||
- "The Ghast (daughter of The Darkmal) works against him."
|
||||
- "The Ancients cult foretold The Darkmal's coming."
|
||||
- "The Paragon, if unearthed, may kill The Darkmal."
|
||||
|
||||
dodgy_directions:
|
||||
description: "How did you say we get there?"
|
||||
table:
|
||||
2: "Crest the hill, align this doo-dah to the shape of the hills, follow that"
|
||||
3: "Look for a windmill, abandoned it is — well, apart from..."
|
||||
4: "Just past that whopping big tree that looks like it's lookin' back"
|
||||
5: "Take a left when you see the gallows... don't look at the skeletons"
|
||||
6: "There are old beacons from here to there, but some are cursed"
|
||||
7: "There's water, it doesn't move, go around it, don't glare at the light"
|
||||
8: "Remember there are two entrances — take the left, more scary one"
|
||||
9: "Rumour has it the arrow only appears at dark... go the other way"
|
||||
10: "There's a trail of bones that'll take you all the way there"
|
||||
11: "When you start hearin' whispers, you're on the right track"
|
||||
12: "You'll see little Banckit sitting on a wall — he'll direct you... if you sing"
|
||||
|
||||
watch_out:
|
||||
description: "Watch out for that..."
|
||||
table:
|
||||
2: "Air current — once it shifts, you could lose your head"
|
||||
3: "Bandit gang... and small rabbits that follow you everywhere"
|
||||
4: "Bunch of blackened rocks — they don't belong in this world"
|
||||
5: "Bunch of wildlings out there — hunt in packs, never give up"
|
||||
6: "Dancing light thing — if you follow it, you're in trouble"
|
||||
7: "Ground — in some patches, not as firm as it looks"
|
||||
8: "Grove of flowers — if one of you sees a yellow one, you're doomed"
|
||||
9: "Howling at night — once it starts, they've smelled you"
|
||||
10: "Krenva — his gear prices are great, but if your rations start talkin'..."
|
||||
11: "Red mist — makes your eyes bleed if you ain't careful"
|
||||
12: "Tower that looks... weird — always seems to be on the move"
|
||||
|
||||
creepy_vibe:
|
||||
description: "This place is creepy — it's like..."
|
||||
table:
|
||||
2: "Alive. The entire place is pulsing, breathing."
|
||||
3: "Closing in around you, suffocating you step by step."
|
||||
4: "Every sound echoes back, delayed and whispered."
|
||||
5: "Every step creaks, but the floor is stone."
|
||||
6: "Illuminated in dim light without a source — turning yellow."
|
||||
7: "Abandoned, but it feels like something's here."
|
||||
8: "Someone's watching... is that ticking?"
|
||||
9: "Burning smell tinged with strawberries."
|
||||
10: "That flickering orb wants us to follow it."
|
||||
11: "Shuffling feet getting nearer... or not."
|
||||
12: "The air is acrid — blood, decay, mint."
|
||||
13: "Water nearby, but arid dryness in the mouth."
|
||||
14: "Fog curls and shifts to let you through."
|
||||
15: "Way warmer than expected, but cold within."
|
||||
16: "You've been transported elsewhere."
|
||||
17: "Tapping now and again on your shoulder or the walls."
|
||||
18: "A sense of falling, though you stand still."
|
||||
|
||||
npc_knows:
|
||||
description: "This NPC knows something about a character's..."
|
||||
table:
|
||||
1: "Ex-lover"
|
||||
2: "Family member"
|
||||
3: "Hidden birth mark or feature"
|
||||
4: "Mentor or arch nemesis"
|
||||
5: "Previous career or home"
|
||||
6: "Weakness or fear"
|
||||
|
||||
chalk_circle:
|
||||
description: "This chalk circle might..."
|
||||
table:
|
||||
3: "Be drawn by an invisible hand as the party arrives"
|
||||
4: "Be nothing more than a chalk circle"
|
||||
5: "Rub out in a breeze and become inoperable"
|
||||
6: "Contain a small bunny — scared or teased out, it evaporates"
|
||||
7: "Contain a trap concealed by illusion"
|
||||
8: "Contain something that tries to bargain to escape"
|
||||
9: "Echo — another circle elsewhere to talk back and forth"
|
||||
10: "Emit a beautiful scent — inside the circle, poison gas"
|
||||
11: "Have one treasure within — too heavy to move"
|
||||
12: "Make those within it dance beyond exhaustion"
|
||||
13: "Mutate the floor into a mouth — swallows all upon it"
|
||||
14: "Protect those within it from what's approaching"
|
||||
15: "Shift colours — devious pixie work"
|
||||
16: "Summon a presence from another plane"
|
||||
17: "Teleport you to a random circle elsewhere in The Realm"
|
||||
18: "Transform the appearance of those within it — permanently?"
|
||||
|
||||
only_way_in:
|
||||
description: "Wait, so the only way in is..."
|
||||
table:
|
||||
1: "Also the only way to escape what's behind us?"
|
||||
2: "Closing fast — and we can see what's waiting inside?"
|
||||
3: "Doing a job badly, taking the blame, ruining our reputation?"
|
||||
4: "Sacrificing someone or something we can't live without?"
|
||||
5: "Past that gang — one of whom has four arms?"
|
||||
6: "Through the mouth of a huge dead worm — that might not be dead?"
|
||||
|
||||
ask_players:
|
||||
description: "Questions to ask the players during a scene."
|
||||
table:
|
||||
3: "As you move, what are you looking for, and how, and why?"
|
||||
4: "Do you carry an item that means something to you? What is it?"
|
||||
5: "Didn't you dream about this last night? What happened?"
|
||||
6: "If not for this, what would you be doing? What do you share?"
|
||||
7: "In moments like this, what's your likely catch phrase?"
|
||||
8: "Someone let one rip... own up, who was it?"
|
||||
9: "Something about your chains, discords, or what's gone wrong?"
|
||||
10: "Something strikes against your morals here — what is it?"
|
||||
11: "This rumour or job — what's worrying you about it?"
|
||||
12: "Something catches your attention? What do you see or hear?"
|
||||
13: "What's your biggest fear or hope right now? How do you show it?"
|
||||
14: "What's your plan for after all this? What do you tell the others?"
|
||||
15: "What's your routine here? What keeps you sane and ready?"
|
||||
16: "You heard a rumour about something here... what was it?"
|
||||
17: "You hear something faint — what did it sound like?"
|
||||
18: "You've got a bad habit — don't we all? What's yours?"
|
||||
@@ -0,0 +1,155 @@
|
||||
# Souls of the Chaos — Character Creation Cards
|
||||
# Draw from these tables to create or modify a character.
|
||||
|
||||
traits:
|
||||
description: "Roll 3d6 for each trait (STR, DEX, WIL). Lower is better."
|
||||
sides: 6
|
||||
count: 3
|
||||
per_trait: true
|
||||
|
||||
thing:
|
||||
description: "Your character's 'class' or archetype. Determines max health modifier."
|
||||
table:
|
||||
1: { name: "The Brute", health_mod: 2, hint: "Strong, tough, direct." }
|
||||
2: { name: "The Cunning", health_mod: 0, hint: "Sly, quick, resourceful." }
|
||||
3: { name: "The Guardian", health_mod: 2, hint: "Protective, sturdy, watchful." }
|
||||
4: { name: "The Shadow", health_mod: 0, hint: "Stealthy, elusive, silent." }
|
||||
5: { name: "The Weaver", health_mod: -1, hint: "Arcane, perceptive, strange." }
|
||||
6: { name: "The zealot", health_mod: 1, hint: "Driven, faithful, relentless." }
|
||||
|
||||
max_health:
|
||||
description: "Roll 2d6 + thing modifier. Minimum 2."
|
||||
formula: "2d6 + thing_mod"
|
||||
|
||||
starting_cash:
|
||||
description: "Roll 3d6 × 5 for starting silver."
|
||||
formula: "3d6 * 5"
|
||||
|
||||
failed_career:
|
||||
description: "What you did before adventuring (and failed at)."
|
||||
table:
|
||||
1: "Alchemist's assistant — your master's lab exploded."
|
||||
2: "Barber-surgeon — you lost more patients than you saved."
|
||||
3: "City watch — you were fired for taking bribes / sleeping on duty."
|
||||
4: "Coin counter — you embezzled and fled."
|
||||
5: "Ditch digger — you hit a sewer main and flooded the street."
|
||||
6: "Farmhand — the farm was cursed / burned / eaten by beasts."
|
||||
7: "Grave keeper — the dead started walking, and you walked faster."
|
||||
8: "Hedge knight — your employer died under your 'protection'."
|
||||
9: "Inn keep — the inn was repossessed / burned down."
|
||||
10: "Jester — your jokes landed you in a dungeon."
|
||||
11: "Letter carrier — you lost the mail (all of it, somehow)."
|
||||
12: "Mercenary — your company was routed, you were the sole survivor."
|
||||
|
||||
whats_gone_wrong:
|
||||
description: "Something that's haunting you right now."
|
||||
table:
|
||||
1: "A debt you cannot pay is coming due."
|
||||
2: "A powerful person wants you dead or captured."
|
||||
3: "You're cursed — minor but annoying."
|
||||
4: "You lost something irreplaceable."
|
||||
5: "Someone you love is in danger."
|
||||
6: "You're being blackmailed."
|
||||
7: "You have a secret that would destroy your reputation."
|
||||
8: "An old ally now considers you a betrayer."
|
||||
9: "You're addicted to something dangerous."
|
||||
10: "You witnessed something you were never meant to see."
|
||||
11: "A rival frames you for crimes you didn't commit."
|
||||
12: "Something from your failed career catches up with you."
|
||||
|
||||
chains:
|
||||
description: "Who or what ties you to this world? Roll or choose."
|
||||
table:
|
||||
1: "A sibling who depends on you."
|
||||
2: "An oath you swore and cannot break."
|
||||
3: "A child you're protecting."
|
||||
4: "A mentor who taught you everything."
|
||||
5: "A pet or companion that follows you."
|
||||
6: "A debt of honour to a family."
|
||||
7: "A sacred duty to a forgotten god."
|
||||
8: "A bloodline you're the last of."
|
||||
9: "A promise to a dying friend."
|
||||
10: "A community that raised you."
|
||||
11: "A lover you're searching for."
|
||||
12: "A kingdom you're trying to restore."
|
||||
|
||||
discords:
|
||||
description: "Who or what makes your life harder?"
|
||||
table:
|
||||
1: "A rival who wants what you have."
|
||||
2: "A faction that hunts your kind."
|
||||
3: "An ex-partner full of spite."
|
||||
4: "A religious order that condemns you."
|
||||
5: "A gang you crossed."
|
||||
6: "A noble whose name you sullied."
|
||||
7: "A monster that remembers you."
|
||||
8: "A liar who spreads rumours about you."
|
||||
9: "A creditor who never forgets."
|
||||
10: "A family feud that reignites."
|
||||
11: "A thief who stole your identity."
|
||||
12: "A corrupt official with a grudge."
|
||||
|
||||
gear:
|
||||
description: "Starting equipment. Spend cash on this."
|
||||
table:
|
||||
cheap:
|
||||
- { item: "Rope (30ft)", cost: 1 }
|
||||
- { item: "Torches (3)", cost: 1 }
|
||||
- { item: "Rations (3 days)", cost: 1 }
|
||||
- { item: "Waterskin", cost: 1 }
|
||||
- { item: "Chalk (10 pieces)", cost: 1 }
|
||||
- { item: "Candle", cost: 1 }
|
||||
- { item: "Flint & steel", cost: 1 }
|
||||
- { item: "Small sack", cost: 1 }
|
||||
- { item: "Bedroll", cost: 2 }
|
||||
- { item: "Crowbar", cost: 2 }
|
||||
- { item: "Grappling hook", cost: 3 }
|
||||
- { item: "Lantern", cost: 3 }
|
||||
- { item: "Oil (flask)", cost: 1 }
|
||||
- { item: "Tent", cost: 3 }
|
||||
- { item: "Healing salve (restores 1 HP)", cost: 5 }
|
||||
- { item: "Antitoxin", cost: 5 }
|
||||
luxury:
|
||||
- { item: "Fine clothes", cost: 10 }
|
||||
- { item: "Jewellery", cost: 15 }
|
||||
- { item: "Musical instrument", cost: 10 }
|
||||
- { item: "Writing kit", cost: 8 }
|
||||
- { item: "Spyglass", cost: 20 }
|
||||
|
||||
hittin_tools:
|
||||
description: "Weapons. Each has a damage modifier."
|
||||
table:
|
||||
1: { name: "Dagger", damage_mod: 0, cost: 3, note: "Small, concealable" }
|
||||
2: { name: "Short sword", damage_mod: 0, cost: 5, note: "Reliable" }
|
||||
3: { name: "Long sword", damage_mod: 1, cost: 8, note: "Versatile" }
|
||||
4: { name: "Axe", damage_mod: 1, cost: 7, note: "Can be thrown" }
|
||||
5: { name: "Mace", damage_mod: 1, cost: 6, note: "Bypasses some armour" }
|
||||
6: { name: "Spear", damage_mod: 0, cost: 4, note: "Reach, can be thrown" }
|
||||
7: { name: "Bow", damage_mod: 0, cost: 7, note: "Two-handed, ranged" }
|
||||
8: { name: "Crossbow", damage_mod: 1, cost: 10, note: "Two-handed, slow to reload" }
|
||||
9: { name: "Staff", damage_mod: -1, cost: 1, note: "Two-handed, can be focus" }
|
||||
10: { name: "Flail", damage_mod: 1, cost: 8, note: "Ignores shield bonus" }
|
||||
11: { name: "Hatchet", damage_mod: 0, cost: 4, note: "Light, off-hand" }
|
||||
12: { name: "Improvised", damage_mod: -1, cost: 0, note: "Bottle, chair leg, etc." }
|
||||
|
||||
whack_blunters:
|
||||
description: "Armour reduces incoming damage."
|
||||
table:
|
||||
1: { name: "Padded", reduction: -1, cost: 5, note: "Quiet" }
|
||||
2: { name: "Leather", reduction: -1, cost: 8, note: "Flexible" }
|
||||
3: { name: "Studded leather", reduction: -2, cost: 15, note: "Light" }
|
||||
4: { name: "Chain shirt", reduction: -2, cost: 25, note: "Covers torso" }
|
||||
5: { name: "Scale mail", reduction: -3, cost: 35, note: "Noisy" }
|
||||
6: { name: "Plate", reduction: -4, cost: 50, note: "Heavy, noisy" }
|
||||
7: { name: "Shield", reduction: -1, cost: 10, note: "Can be used to shove" }
|
||||
8: { name: "Helmet", reduction: -1, cost: 8, note: "Only vs head shots" }
|
||||
|
||||
arcane_weavin:
|
||||
description: "Optional. If you play a Weaver, roll to see your arcane flavour."
|
||||
table:
|
||||
1: "Wild magicks — unpredictable, surges happen."
|
||||
2: "Blood magicks — costs health to cast."
|
||||
3: "Bone magicks — requires remains or tokens."
|
||||
4: "Storm magicks — tied to weather and sky."
|
||||
5: "Veil magicks — deals with spirits and the dead."
|
||||
6: "Rune magicks — inscribed, prepared in advance."
|
||||
@@ -0,0 +1,56 @@
|
||||
# End Game — Closure & Epilogue
|
||||
|
||||
## When the Story Ends
|
||||
|
||||
The game ends when one of these conditions is reached:
|
||||
|
||||
1. **Death** — The character dies and is not revived. The story ends with their final moments.
|
||||
2. **Quest Complete** — The main story arc reaches a definitive conclusion (the Darkmal is defeated, the Realm is saved or lost, etc.).
|
||||
3. **Player Retires** — The player decides their character's journey is over and invokes the end.
|
||||
4. **Mutual TPK** — All party members (if any) have fallen. The Realm's fate is sealed.
|
||||
|
||||
## The End Marker
|
||||
|
||||
When the story ends, the LLM must include this exact string as a level-3 heading in the narrative:
|
||||
|
||||
```
|
||||
### THE END
|
||||
```
|
||||
|
||||
Everything after this marker is the **epilogue**, which contains:
|
||||
|
||||
1. **Why** — A brief statement of why the story ended (death, quest completion, retirement, etc.).
|
||||
2. **What Happened** — A summary of the final events.
|
||||
3. **The World After** — At least 2-3 paragraphs describing how the world and its key characters evolved and moved on after the event. This is the closing of the book.
|
||||
|
||||
## Example Epilogue Structure
|
||||
|
||||
```
|
||||
### THE END
|
||||
|
||||
**Why:** Dillion fell in the final battle against the Darkmal.
|
||||
|
||||
**What Happened:** Dillion faced the Darkmal in the heart of the Spire. The battle was fierce — Dillion's blade found its mark, but the Darkmal's final curse was fatal. Both fell.
|
||||
|
||||
**The World After:**
|
||||
|
||||
The Realm mourned. In the years that followed, the scars of the Darkmal's reign slowly healed. The villages rebuilt, and the wilds grew quiet once more...
|
||||
|
||||
Rina took up Dillion's cause, traveling the Realm to protect those who could not protect themselves. She spoke often of the weaver who stood against the darkness...
|
||||
|
||||
The Reaper, denied his prize, vanished into the eastern wastes. Some say he still searches for a path to lichdom, but without the Darkmal's power, his reach is broken...
|
||||
```
|
||||
|
||||
## After the End
|
||||
|
||||
Once the marker is detected, the TUI shows a "Close the Book and Start a New One" button. Clicking it:
|
||||
|
||||
1. Archives the current session folder into `archive/<hero-name>/` with a timestamp.
|
||||
2. Clears all session state for a fresh start.
|
||||
3. Presents the character creation flow again.
|
||||
|
||||
## Technical Notes
|
||||
|
||||
- The LLM must output `### THE END` exactly as shown — case-sensitive, with a space before "THE".
|
||||
- Only the narrative tool block should contain the marker. No other tool blocks are needed for ending.
|
||||
- The LLM should **not** call any state-changing tools after the marker — the epilogue is narrative-only.
|
||||
@@ -0,0 +1,284 @@
|
||||
# The Chaos — Full Mechanics Reference
|
||||
|
||||
## Core Dice
|
||||
|
||||
- **d6**: Standard six-sided die. All rolls use d6.
|
||||
- **Odds (Rapid Rulin')**: Roll 1d6. 4+ favours the character(s). 3- is trouble.
|
||||
- **Traits**: Roll 3d6. If result is **lower than** the relevant trait score, you succeed.
|
||||
|
||||
## Character Stats
|
||||
|
||||
- **Traits** (STR, DEX, WIL): Roll 3d6 for each. Lower is better.
|
||||
- **Max Health**: 2d6 + Thing modifier (min 2).
|
||||
- **Starting Cash**: 3d6 × 5 silver.
|
||||
- **Damage**: 1d6 + weapon damage mod + other mods - target armour reduction.
|
||||
|
||||
## Equipment
|
||||
|
||||
### Weapons
|
||||
| Weapon | Damage Mod | Cost | Note |
|
||||
|--------|-----------|------|------|
|
||||
| Dagger | +0 | 3 | Small, concealable |
|
||||
| Short sword | +0 | 5 | Reliable |
|
||||
| Long sword | +1 | 8 | Versatile |
|
||||
| Axe | +1 | 7 | Can be thrown |
|
||||
| Mace | +1 | 6 | Bypasses some armour |
|
||||
| Spear | +0 | 4 | Reach, can be thrown |
|
||||
| Bow | +0 | 7 | Two-handed, ranged |
|
||||
| Crossbow | +1 | 10 | Two-handed, slow to reload |
|
||||
| Staff | -1 | 1 | Two-handed, can be focus |
|
||||
| Flail | +1 | 8 | Ignores shield bonus |
|
||||
| Hatchet | +0 | 4 | Light, off-hand |
|
||||
| Improvised | -1 | 0 | Bottle, chair leg, etc. |
|
||||
|
||||
### Armour
|
||||
| Armour | Reduction | Cost | Note |
|
||||
|--------|----------|------|------|
|
||||
| Padded | -1 | 5 | Quiet |
|
||||
| Leather | -1 | 8 | Flexible |
|
||||
| Studded leather | -2 | 15 | Light |
|
||||
| Chain shirt | -2 | 25 | Covers torso |
|
||||
| Scale mail | -3 | 35 | Noisy |
|
||||
| Plate | -4 | 50 | Heavy, noisy |
|
||||
| Shield | -1 | 10 | Can be used to shove |
|
||||
| Helmet | -1 | 8 | Only vs head shots |
|
||||
|
||||
### Equipment Costs
|
||||
| Item | Cost | | Item | Cost |
|
||||
|------|------|---|------|------|
|
||||
| Rope (30ft) | 1 | | Healing salve | 5 |
|
||||
| Torches (3) | 1 | | Antitoxin | 5 |
|
||||
| Rations (3 days) | 1 | | Fine clothes | 10 |
|
||||
| Waterskin | 1 | | Jewellery | 15 |
|
||||
| Bedroll | 2 | | Musical instrument | 10 |
|
||||
| Crowbar | 2 | | Writing kit | 8 |
|
||||
| Grappling hook | 3 | | Spyglass | 20 |
|
||||
| Lantern | 3 | | Tent | 3 |
|
||||
|
||||
## Conflict (Combat)
|
||||
|
||||
### Before Conflict (Encounter Start)
|
||||
1. **Distance**: 2d6 × 10 (metres/feet) — how far threat is from character(s).
|
||||
2. **Surprise**: 1d6 — 1-2 characters surprised, 3-4 creatures surprised, 5 both, 6 neither.
|
||||
3. **Grit**: 2d6 — check against grit score or grit tables.
|
||||
|
||||
### During Conflict (Each Round ≈ 10 seconds)
|
||||
1. **State Intentions** — What does each side want to do?
|
||||
2. **Grit** (creatures/NPCs) — Roll 2d6, check grit score/tables.
|
||||
3. **Initiative** — Both sides roll 1d6. Winner acts first. Same = simultaneous.
|
||||
4. **Turns** — Roll 1d6 ± modifiers. 4+ = success. 3- = take a hit.
|
||||
5. **Damage** — 1d6 + weapon mod - target armour.
|
||||
|
||||
### New Paths (Alternatives to Fighting)
|
||||
- **Run off** — Check conditions and surprise.
|
||||
- **Dodge & Parry** — Roll 1d6 + 1. 4+ move without hit. If lost initiative, enemy gets -1 to hit.
|
||||
- **Parley** — Check grit, use relevant traits. Resolve organically.
|
||||
- **Innovate** — Check complications and grit. Resolve naturally.
|
||||
|
||||
## Exploration Loop
|
||||
|
||||
When exploring perilous areas, time narrows into **6 ten-minute watches** (total = 1 hour).
|
||||
|
||||
Each meaningful action (search, make noise, deal with trap, etc.):
|
||||
|
||||
1. Player states intent
|
||||
2. GM calls for roll (odds or traits)
|
||||
3. Result determines outcome
|
||||
4. Mark a watch box
|
||||
|
||||
After 6 watches, the situation usually changes (random encounter, scene shift, etc.).
|
||||
|
||||
## Travel & Hazards
|
||||
|
||||
### Terrain Effects
|
||||
| Terrain | Effect |
|
||||
|---------|--------|
|
||||
| Forest | Dense trees, poor visibility, lots of cover |
|
||||
| Marsh | Slow movement, sinking hazards, biting insects |
|
||||
| Hills | Good vantage points, exhausting climbs |
|
||||
| Plains | Exposed, fast travel, little cover |
|
||||
| Ruins | Partial cover, unstable floors, hidden chambers |
|
||||
| Mountains | Slow travel, avalanches, thin air, caves |
|
||||
|
||||
### Weather Effects
|
||||
| Weather | Effect |
|
||||
|---------|--------|
|
||||
| Clear | Good visibility, normal travel |
|
||||
| Overcast | Dim light, muffled sounds |
|
||||
| Heavy rain | Reduced visibility, fires hard to light, tracks wash away |
|
||||
| Fog | Everything obscured beyond 20ft |
|
||||
| Wind storm | Ranged attacks at disadvantage, noise hides ambushes |
|
||||
| Sweltering heat | Exhaustion risk, water consumption doubles |
|
||||
|
||||
### Travel Mishaps (1d6 when travelling)
|
||||
| d6 | Mishap |
|
||||
|----|--------|
|
||||
| 1 | Character twists an ankle. -1 on all rolls until rest |
|
||||
| 2 | Supplies damaged or lost. Ruined rations, broken gear |
|
||||
| 3 | Wrong turn. Add 1 extra watch to travel time |
|
||||
| 4 | Loud noise attracts unwanted attention |
|
||||
| 5 | Minor injury. 1d6: 1-2 take 1 damage |
|
||||
| 6 | Something valuable slips from a pocket or pack unnoticed |
|
||||
|
||||
## Wounds & Death
|
||||
|
||||
When reduced to 0 HP, roll 1d6:
|
||||
- **1-2**: Die immediately.
|
||||
- **3-4**: Lasting wound — reduce max health by 1.
|
||||
- **5-6**: -1 modifier on all rolls until healed.
|
||||
|
||||
## Grit Mechanic
|
||||
|
||||
Creatures and NPCs roll 2d6 for grit. Higher = more determined. Check against grit score or:
|
||||
- Result > grit score → they look for the exit.
|
||||
- Result ≤ grit score → they press the attack.
|
||||
|
||||
## Roll Modifiers
|
||||
|
||||
| Situation | Modifier |
|
||||
|-----------|----------|
|
||||
| Favourable position | +1 |
|
||||
| Risky or rushed | -1 |
|
||||
| Desperate | -2 |
|
||||
| Well-prepared | +1 |
|
||||
| Poor visibility | -1 |
|
||||
| Using a relevant trait | +1 |
|
||||
|
||||
## Darkness
|
||||
|
||||
Most creatures see fine in the dark. Characters without a light source:
|
||||
- Roll at -1 on actions
|
||||
- Surprise chance increases
|
||||
- Exploration loop takes longer
|
||||
|
||||
## Complications
|
||||
|
||||
When the dice say "yes, but...":
|
||||
- Success costs something (gear, time, health)
|
||||
- Unexpected noise attracts attention
|
||||
- A secondary problem emerges
|
||||
- The situation escalates
|
||||
|
||||
## Stress
|
||||
|
||||
Stress builds from traumatic events, supernatural exposure, and sustained hardship.
|
||||
|
||||
### Stress Triggers
|
||||
- Witnessing death or horror
|
||||
- Supernatural exposure (wild magicks, curses, possession)
|
||||
- Prolonged deprivation (no rest, no food, extreme environments)
|
||||
- Failed grit checks in dire situations
|
||||
|
||||
### Stress Effects
|
||||
- Each point of accumulated stress applies -1 to all rolls
|
||||
- At stress > WIL score: disadvantage on all actions until stress is reduced
|
||||
- At stress > 2× WIL: character breaks (flee, freeze, frenzy — GM's call)
|
||||
|
||||
### Stress Recovery
|
||||
- Short rest in safety: reduce stress by 1
|
||||
- Long rest in safe haven: reduce stress by 1d6
|
||||
- Healing salve does NOT reduce stress
|
||||
- Strong drink or drugs may temporarily suppress stress but risk addiction
|
||||
|
||||
## Wild Magicks
|
||||
|
||||
The Realm bleeds chaos. Wild magicks surge when:
|
||||
- A Weaver fails a casting roll
|
||||
- A magical artefact is used carelessly
|
||||
- The veil between realms is thin (GM's call)
|
||||
- The dice say "yes, but..." involving magic
|
||||
|
||||
### Surge Effects (1d6)
|
||||
| d6 | Effect |
|
||||
|----|--------|
|
||||
| 1 | Character briefly swaps places with their reflection |
|
||||
| 2 | Gravity inverts in a 50ft radius |
|
||||
| 3 | All flames turn blue and cold — still burns |
|
||||
| 4 | Vegetation rapidly grows, entangling everyone |
|
||||
| 5 | Character speaks only in reverse for the next hour |
|
||||
| 6 | Time loops for 10 seconds — everyone repeats their last action |
|
||||
|
||||
## Arcane Weaving
|
||||
|
||||
Weavers channel magic through their chosen flavour. Each flavour has a narrative cost:
|
||||
|
||||
| Flavour | Cost |
|
||||
|---------|------|
|
||||
| Wild magicks | Unpredictable — each casting risks a surge |
|
||||
| Blood magicks | Costs 1 HP per spell |
|
||||
| Bone magicks | Requires remains or a token of the dead |
|
||||
| Storm magicks | Tied to weather — stronger in storms, weaker in calm |
|
||||
| Veil magicks | Deals with spirits — may attract unwanted attention |
|
||||
| Rune magicks | Requires preparation — inscribed in advance |
|
||||
|
||||
Weaving a spell: roll **Odds** (1d6, 4+). On 3- the magic fizzles or backfires (GM's discretion).
|
||||
|
||||
## Monster Creation
|
||||
|
||||
### Difficulty Tiers
|
||||
| Tier | Health Formula | To-Hit | Damage | Grit |
|
||||
|------|---------------|--------|--------|------|
|
||||
| Easy | 1 + party total max HP | 0 | 1d6-1 (or 3) | 2d6 (or 7) |
|
||||
| Hard | 6 + party total max HP | +1 | 1d6+1 (or 5) | 2d6+2 (or 9) |
|
||||
| Oh Boy | 12 + party total max HP | +2 | 1d6+6 (or 10) | 2d6+3 (or 10) |
|
||||
|
||||
### Number Appearing
|
||||
| Tier | Count |
|
||||
|------|-------|
|
||||
| Easy | 3d6 |
|
||||
| Hard | 2d6 |
|
||||
| Oh Boy | 1d6 |
|
||||
|
||||
### Creature Anatomy
|
||||
Creatures have: type, appearance, size, difficulty, attack method, defence/reduction, special features, and a current need/motivation.
|
||||
|
||||
### Pre-Baked Creatures
|
||||
| Creature | HP | Armour | To-Hit | Damage | Grit | Feature |
|
||||
|----------|----|--------|--------|--------|------|---------|
|
||||
| Boneplasm Totem | 9 | -3 | +2 | 1d6+1 (acidic) | — | Spray boiling blood, reform |
|
||||
| Frother | 6 | -2 | +1 | 1d6+2 (teeth & claws) | 9 | Grapple & teleport, mutation |
|
||||
| Karrion Drone | 3 | -1 | 0 | 1d6 (sting, poison) | 5 | Pollinate nectar, phase ethereal |
|
||||
| Screebies (swarm) | 2 each | -1 | -1 | 1d6-2 (bite) | 7 | Burrow under skin, hive control |
|
||||
| Shift Mimic | per host | per host | per host | per host | 10 | Body swap, automate host |
|
||||
| Volcartek | 15 | -4 | +2 | 1d6+4 (slam/burn) | 11 | Expand, glide over lava |
|
||||
|
||||
## Factions of the Realm
|
||||
|
||||
The Realm is torn between several powers:
|
||||
|
||||
| Faction | Description |
|
||||
|---------|-------------|
|
||||
| The Empire | Plans to invade and plunder the Realm |
|
||||
| The Reaper | Serves the Emperor, seeks lichdom |
|
||||
| The Wilds | Terrorise the Realm from the Wilderness |
|
||||
| The Huntswoman | Hunts weavers for the Reaper |
|
||||
| The Darkmal | Uses the Realm to spawn a beast army |
|
||||
| The Ghast | Daughter of the Darkmal, works against him |
|
||||
| The Ancients | Cult that foretold the Darkmal's coming |
|
||||
| The Paragon | If unearthed, may kill the Darkmal |
|
||||
|
||||
## Downtime Activities
|
||||
|
||||
### Training & Research
|
||||
Cost: time (days) + silver (GM's discretion). Roll 2d6 for outcome.
|
||||
|
||||
| 2d6 | Outcome |
|
||||
|-----|---------|
|
||||
| 2 | Anger your mentor — they wash their hands of you |
|
||||
| 3 | Burn you out — reduce a trait or max health by 1 |
|
||||
| 4 | Connect you with a new ally — invites you to join a guild |
|
||||
| 5 | End — but your mentor seeks help from you and the party |
|
||||
| 6 | Enhance a trait by 1 |
|
||||
| 7 | Fail — lasting wound or permanent stress |
|
||||
| 8 | Increase max health by 1 |
|
||||
| 9 | Not enhance — marks you with random arcane power |
|
||||
| 10 | Open a quest when your mentor disappears |
|
||||
| 11 | Reveal your mentor is a wanted criminal... but innocent? |
|
||||
| 12 | Succeed — attract unwanted repute, rumours, or hassle |
|
||||
|
||||
## Rest & Healing
|
||||
|
||||
- **Short rest** (few hours in relative safety): Recover 1d6 HP, reduce stress by 1.
|
||||
- **Long rest** (full night in safe haven): Recover all HP, reduce stress by 1d6.
|
||||
- **Healing salve**: Restores 1 HP when applied.
|
||||
- **Antitoxin**: Cures one poisoning.
|
||||
Reference in New Issue
Block a user