diff --git a/Night Black Agents gumshoe/box.png b/Night Black Agents gumshoe/box.png deleted file mode 100644 index b78bd9a12c..0000000000 Binary files a/Night Black Agents gumshoe/box.png and /dev/null differ diff --git a/Night Black Agents gumshoe/seamless-paper-texture-widescreen.jpg b/Night Black Agents gumshoe/seamless-paper-texture-widescreen.jpg deleted file mode 100644 index 191fe0487f..0000000000 Binary files a/Night Black Agents gumshoe/seamless-paper-texture-widescreen.jpg and /dev/null differ diff --git a/Night Black Agents gumshoe/sheet.css b/Night Black Agents gumshoe/sheet.css index cf354c9733..df5078eefe 100644 --- a/Night Black Agents gumshoe/sheet.css +++ b/Night Black Agents gumshoe/sheet.css @@ -1,4 +1,4 @@ -.sheet-auto-style1 { +.sheet-auto-style1 { text-align: center; } .sheet-auto-style8 { diff --git a/Night Black Agents gumshoe/sheet.html b/Night Black Agents gumshoe/sheet.html index 8d69e79414..a84baa99db 100644 --- a/Night Black Agents gumshoe/sheet.html +++ b/Night Black Agents gumshoe/sheet.html @@ -1,118 +1,67 @@ -

Nights Black Agents

- + +

Nights Black Agents

+
- - - + + - - - + + - - - + + - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + - - - - - - - - - - - - - - - - + + - - - - - - - - - - - + 0 - - + - - - + - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + - - - - - - - - - - - - - - - - + + - - - - - - - - - - - + 0 - - - + + + - - + - + - - + + - - + + - -
Agent NameMOS          + Agent NameMOS            Hit threshold:  - +
- - no cover -1                                                            + no cover -1                        full cover +1
HandlerDrive +
HandlerDrive -     + +     Mental Stability - + / - +
+ +  -12-11-10-9-8-7-6-5-4-3-2-10123456789101112131415-12  -6-1   -50+
-2-1 -
Profesional roleSources of stability + Profesional roleSources of stability   -    Health  - +   +    Health  + / - +
- + + + @@ -126,588 +75,542 @@
Symbol -
Solace:
 -12-11-10-9-8-7-6-5-4-3-2-10123456789101112131415-12  -6-1   -50+
-2-1 -
BackgroundsCherriesLanguagesBackgroundsCherriesLanguages
- + + - +
      
GENERAL ABILITIESINVESTIGATIVE ABILITIESGENERAL ABILITIESINVESTIGATIVE ABILITIES
- + + -
+ - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + - - + + + + +
Athletics - + Athletics + / - +
Conceal - + Conceal + / - +
Cover - + Cover + / - +
Digital Intrusion - + Digital Intrusion + / - +
Disguise - + Disguise + / - +
Driving - + Driving + / - +
Explosive Devices - + Explosive Devices + / - +
Filch - + Filch + / - +
Gambling - + Gambling + / - +
Hand to hand - + Hand to hand + / - +
Health - + Health + / - +
Mechanics - + Infiltration + / - +
Medic - + Mechanics + / - +
Mental Stability - + Medic + / - +
Network - + Mental Stability + / - +
Piloting - + Network + / - +
Preparedness - + Piloting + / - +
Sense Trouble - + Preparedness + / - +
Shooting - + Sense Trouble + / - +
Shrink - + Shooting + / - +
Surveillance - + Shrink + / - +
Weapons - + Surveillance + / - + +
Weapons + + / +
- +
+ - - - + + + - - - + + - - + - - + - - - + + - - + - - + - - - + + - - + - - + - - - + + - - + - - + - - - + + - - + - - + - - - + + - - + - - + - - - + + - - + - - + - - - + + - - + - - + - - - + + - - + - - + - - - + + - - + - - + - - - + + - - + - - + - - - + + - - + - - + - - - + + - - - - + + + - - - + + - - - - + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + +
ACADEMICINTERPERSONALTECHNICALACADEMICINTERPERSONALTECHNICAL
Accounting - +
Accounting + / - + BS detector - + BS detector + / - + Astronomy - + Astronomy + / - +
Archeology - +
Archeology + / - + Bureaucracy - + Bureaucracy + / - + Chemistry - + Chemistry + / - +
Architecture - +
Architecture + / - + Cop Talk - + Cop Talk + / - + Cryptography - + Cryptography + / - +
Art History - +
Art History + / - + Flattery - + Flattery + / - + Data Recovery - + Data Recovery + / - +
Criminology - +
Criminology + / - + Flirting - + Flirting + / - + Electronic Surveillance - + Electronic Surveillance + / - +
Diagnosis - +
Diagnosis + / - + High Society - + High Society + / - + Forensic Pathology - + Forensic Pathology + / - +
History - +
History + / - + Interrogation - + Interrogation + / - + Forgery - + Forgery + / - +
Human - Terrain - +
Human Terrain + / - + Intimidation - + Intimidation + / - + Notice - + Notice + / - +
Languages - +
Languages + / - + Negotiation - + Negotiation + / - + Outdoor Survival - + Outdoor Survival + / - +
Law - +
Law + / - + Reassurance - + Reassurance + / - + Pharmacy - + Pharmacy + / - +
Military - Science - +
Military Science + / - + Streetwise - + Streetwise + / - + Photography - + Photography + / - +
Occult - Studies - +
Occult Studies + / - + Tradecraft - + Tradecraft + / - + Traffic Analysis - + Traffic Analysis + / - +
Research - +
Research + / - +   Urban Survival - +   Urban Survival + / - +
Vampirology - +
Vampirology + / - +         
      
      
-
      
      
- - - - - +
SPECIAL GEARSEQUIPMENTOTHER
+ + + + - - - + + +
SPECIAL GEARSEQUIPMENTOTHER
- - - + + +
diff --git a/Night Black Agents gumshoe/sheet.png b/Night Black Agents gumshoe/sheet.png index 22e677be25..6ee9c848c7 100644 Binary files a/Night Black Agents gumshoe/sheet.png and b/Night Black Agents gumshoe/sheet.png differ diff --git a/Streets_of_Marienburg/StreetsOfMarienburg.css b/Streets_of_Marienburg/StreetsOfMarienburg.css index 48f315b07b..2812527c9c 100644 --- a/Streets_of_Marienburg/StreetsOfMarienburg.css +++ b/Streets_of_Marienburg/StreetsOfMarienburg.css @@ -1,427 +1,427 @@ -.charsheet { - - background: white; - - -} - -textarea { - resize: vertical; - height: 140px; - width: 97%; -} - -textarea.sheet-hide { - height: 60px; -} - -textarea, -input { - outline: none; - box-shadow: none; - margin-bottom: 1px; -} - -.sheet-header textarea, -.sheet-header input { - border: none; -} - -h1, h2, h3 { - font-family: "Times New Roman", Georgia, Serif; - color: darkgoldenrod; - text-shadow: -1px -1px 0px yellow, 1px 1px 0px black, 0 5px 25px darkred, 0px 4px 3px maroon, 0px 8px 6px darkred; 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+ width: 97%; +} + +textarea.sheet-hide { + height: 60px; +} + +textarea, +input { + outline: none; + box-shadow: none; + margin-bottom: 1px; +} + +.sheet-header textarea, +.sheet-header input { + border: none; +} + +h1, h2, h3 { + font-family: "Times New Roman", Georgia, Serif; + color: darkgoldenrod; + text-shadow: -1px -1px 0px yellow, 1px 1px 0px black, 0 5px 25px darkred, 0px 4px 3px maroon, 0px 8px 6px darkred; + letter-spacing: 2px; +} + +select { + width: auto; + margin: 0; +} + +input[type=number]:disabled::-webkit-inner-spin-button, +input[type=number]:disabled::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +input[disabled] {-moz-appearance: textfield} + +.repcontainer .btn, +.repcontrol .btn { + border-radius: 0; + background-image: none; + border: none; +} + +label { + + display: inline; + font-size: 1em; + color: burlywood; + align: left; +} + +/* ===== LAYOUT ===== */ +.sheet-col-left { + float: left; + width: 39%; +} + +.sheet-col-right { + float: right; + width: 60%; +} + + +/* ===== TOGGLE ===== */ +.sheet-toggle:not(:checked) ~ .sheet-hide, +.sheet-toggle:checked ~ .sheet-show { + display: none; +} + + + +/* ===== Boxes ===== */ +.sheet-attributes, .sheet-abilities, .sheet-progression, .sheet-gear, +.sheet-bonds, .sheet-statistics, .sheet-section-spells, .sheet-personality, +.sheet-optionalRules, .sheet-topbar, .sheet-box { + + border-radius: 8px; + margin: 1px; + padding: 5px; +} + +.sheet-attributes, .sheet-abilities, .sheet-progression, .sheet-gear, +.sheet-bonds, .sheet-statistics, .sheet-section-spells, .sheet-personality, +.sheet-topbar, .sheet-box { + text-align: center; + color: white; + background: black;} + + +.sheet-optionalRules { + text-align: left; + color: gainsboro; + background: maroon; +} + +.sheet-progression span { + width: 30%; + padding-left: 1.5%; + padding-right: 1.5%; + +} + +.sheet-statistics input[name="attr_primaryWeapon"] { + width: 30%; +} + +.sheet-statistics input[name="attr_damage"] { + width: 10%; +} + + +/* ===== UTILITY ===== */ +.sheet-clearfix { + clear: both; +} + +.sheet-right { + float: right !important; +} + +.sheet-left { + float: left !important; +} + +.sheet-translucent { + background-color: rgba(250,235,215, 0.75); + padding: 8px; + border-radius: 8px; +} + +/* ===== TWEAKS ===== */ + +.sheet-NPCs input[type="text"] { + width: 75px; +} + +.sheet-NPCs input[name="attr_NPCname"], +.sheet-NPCs input[name="attr_NPCWeapons"], +.sheet-NPCs input[name="attr_NPCAbilities"], +.sheet-NPCs input[name="attr_NPCInstincts"] + { + width: 170px; +} + + +.sheet-damage input[name="attr_weaponDamage"] { + width: 20%; +} + +.sheet-damage input[name="attr_weaponName"] { + width: 40%; +} + +.sheet-section-moves input[name="attr_movename"], +.sheet-section-spells input[name="attr_spellname"], +.sheet-section-skills input[name="attr_skillname"] { + width: 95%; +} + +.sheet-section-gear input[name="attr_itemtags"] { + width: 85%; + float: left; +} + +.sheet-section-gear input[name="attr_itemweight"] { + width: 15%; + float: left; +} + + +/* ===== Tabs ===== */ + +div.sheet-tab-content { display: none; } + +input.sheet-tab1:checked ~ div.sheet-tab1, +input.sheet-tab2:checked ~ div.sheet-tab2, +input.sheet-tab3:checked ~ div.sheet-tab3, +input.sheet-tab4:checked ~ div.sheet-tab4, +input.sheet-tab5:checked ~ div.sheet-tab5 +{ + display: block; +} + + +input.sheet-tab +{ + width: 150px; + height: 20px; + position: relative; + top: -2px; + margin: 0px; + cursor: pointer; + z-index: 1; + + font-family: "Times New Roman", Georgia, Serif; + font-size: 14px; + font-weight: bold; + color: darkgrey; + + letter-spacing: 2px; + +} + + + +input.sheet-tab::before +{ + /* needed to hide checkboxes */ + content: attr(title); + + width: 150px; + height: 20px; + + border: solid 2px #E8E8E8; + border-bottom: none; + border-top-left-radius: 1em; + border-top-right-radius: 1em; + + text-align: center; + display: inline-block; + +} + + +input.sheet-tab:checked::before +{ + + background: dimgrey; + color: darkgrey; + text-shadow: 1px 1px 0px black, 0 5px 25px brown, 0px 4px 3px maroon, 0px 8px 6px darkred; 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+ margin: 0; + margin-left: -45px; + margin-top: -2px; + margin-bottom: -2px; + padding: 1px; + background-image: url("http://i.imgur.com/DYymYk8.jpg"); + background-size: 100% 100%; + background-position: center center; + background-repeat: no-repeat; +} + +.sheet-rolltemplate-TTRoll .sheet-rollContent .sheet-rollLimits .inlinerollresult { + background-color: inherit; + border: inherit; +} + +.sheet-rolltemplate-TTRoll .sheet-rollFooter .inlinerollresult { + display: inline-block; + min-width: 1.5em; + text-align: center; + border: 2px solid darkgrey; + background-color: darkgoldenrod; + border-radius:9px; +} + +.sheet-rolltemplate-TTRoll .sheet-rollFooter .sheet-sadRollResult .inlinerollresult { + + border: 2px solid darkred; + color: black; +} + +.sheet-rolltemplate-TTRoll .sheet-rollFooter .sheet-happyRollResult .inlinerollresult { + + border: 2px solid green; + color: black; +} + +.sheet-rolltemplate-TTRoll .sheet-rollContent { + width: 60%; + margin-top: 8%; + margin-bottom: 8%; + margin-left: 27%; + margin-right: 11%; + padding: 0; + border-style: none; + color: black; + font-family: "Helvetica Neue", Helvetica, sans-serif; + border-radius: 1em; + text-align: center; +/* + background-image: url("http://i.imgur.com/2yDT9iP.png"); + background-size: 100% 100%; + background-position: center center; + background-repeat: no-repeat; +*/ +} + +.sheet-rolltemplate-TTRoll .sheet-rollHeader { + background-color: burlywood; + font-size: 1.5em; + margin: 0px; + padding: 4px; + border-top-left-radius: 1em; + border-top-right-radius: 1em; + +} + +.sheet-rolltemplate-TTRoll .sheet-rollBody { + + margin:0px; + background: rgba(217, 205, 191, 0.90); + text-align: center; + +} + + +/* +.sheet-rolltemplate-TTRoll tr:nth-child(3) { + background-color: burlywood; + border-bottom-right-radius: 1em; + border-bottom-left-radius: 1em; +} +*/ + +.sheet-rolltemplate-TTRoll .sheet-rollNotes { + text-align: center; +} + +.sheet-rolltemplate-TTRoll .sheet-fineprint, +.sheet-rolltemplate-TTRoll .sheet-rollLimits { + text-align: center; + font-size: 0.8em; +} + +.sheet-rolltemplate-TTRoll .sheet-exciting { + font-weight: bold; +} + +.sheet-rolltemplate-TTRoll .sheet-rollFooter { + background-color: burlywood; + border-bottom-left-radius: 1em; + border-bottom-right-radius: 1em; + margin: 0px; + padding: 4px; + text-align: center; +} diff --git a/Streets_of_Marienburg/StreetsOfMarienburg.html b/Streets_of_Marienburg/StreetsOfMarienburg.html index ebe2ede66b..625f437d4d 100644 --- a/Streets_of_Marienburg/StreetsOfMarienburg.html +++ b/Streets_of_Marienburg/StreetsOfMarienburg.html @@ -1,1073 +1,1073 @@ - - - - - - - - - - - - -
- -
-

Streets of Marienburg

-
- - -
- Name - Careers - Race -
- - -
-
- - - -

Attributes

- -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Action is: HardNormalEasy
Strength: - - - - -
Dexterity: - - -
Constitution: - - -
Intelligence: - - -
Wisdom: - - -
Charisma: - - -
- - - -
- -

Offense

-
-
-
Weapon: Damage:
-
-
- -

Defense

-
-
- Armor: - Max Speed: - -
- -
- Stamina: - Health: -
- -
- -
-
- - - - -

Abilities

-
-
- - - -
-
- - -

Skills

- -
-
- - - -
-
- -
-
- - - - - -
-
- -

Gear

-
- -
-
- -
- -

Bonds, Contacts, Circles

-
- -
-
- - -
- - -
- -
- - -

Spells, Rituals, Summons

-
-
- - - -
-
-
- -
- -

Personality

-
- -
- - -
-
- - -

Progression

-
-
- Coin - Level - XP -
-
- Power - Warp Exposure - Hero Points -
-
- -
- - - - - -
- -
- - -

NPCs and Hirelings

-
-
- -
- - - - - - - - - -
- - - -
- -
- -
-
-
- -
- - - - -
- -
- - - -
- -
- - -
-

Dice Type

-

- Set your Roll type: 2d6, 3d20 or 2d10 - -

- - -

Specific Roll Macros

-

You can safely ignore these. They should be set automatically when you choose a dice type.

- -

Decreased:

-

Normal:

-

Increased:

-
-
-

Target Numbers

- -

Change these numbers to adjust the difficulty.

-

Lower Margin:

-

Upper Margin:

-

Make sure these fields are not empty. If you're not sure, set them to 7, 9 for 2d6 or 10,15 for 3d10 and 3d20 rolling.

-
-
-
-
- - -
-

Rules Summary

- -

Rolling the Dice

-

When you attempt something risky or opposed, roll 2d6 and - total the results, adding one of your Attribute scores based on - the action you’re taking. The GM will tell you some of the - possible risks before you roll, so you can decide if it’s worth the - chance or if you want to revise your action.

- -
    -
  • A total of 6 or less is a Failure; things don’t go well, and the - GM will describe the consequences.
  • -
  • A total of 7 - 9 is a Problem; you do it, but there is some - cost, compromise, retribution, harm, etc.
  • -
  • A total of 10 - 11 is a Success; you do it without any - complications.
  • -
  • A total of 12+ is a Critical; you do it perfectly and receive - some extra benefit or advantage.
  • -
- -

Skills

- -

If you have an applicable Skill, you can’t Fail. A roll of 6 or less - counts as a Fumble, which barely succeeds, and with a bigger - compromise or complication than a Problem.

- -

Damage

- -

When you inflict damage, roll the dice listed for your weapon, - and add any applicable bonuses to the result. If you are unarmed, - you roll 1d6-2 damage.

- -

When you suffer damage, reduce it by your armor score, and - subtract the remainder from your current Health. When your - Health drops to zero or below, roll+CON:

- -
    -
  • A Failure means you die immediately.
  • -
  • A Problem means you are unconscious and dying; if revived, you will only live long enough for some parting words.
  • -
  • If you Succeed, you are unconscious and bleeding, but you are not beyond hope.
  • -
  • A Critical merely results in unconsciousness; pray that a foe does not take advantage of your incapacitation.
  • -
- -

Recovery

- -

When you rest and consume a ration/waterskin, roll your Stamina - dice and keep results equal to your Level to determine your current - Health. If you are attended by someone trained in the healing arts, - you roll an extra Stamina die. If you rest for a day where it is safe - and comfortable, you roll an extra Stamina die.

- -

The Die of Fate

-

Sometimes the GM will roll the Die of Fate to randomly - determine the result of events beyond the characters’ control. - Odd numbers are ill fortune, even numbers are good fortune - (or, at least, nothing terrible). The Die of Fate might be rolled - to establish the weather, indicate a random NPCs attitude, or - to determine if a wandering monster appears. The GM may also - roll the Die of Fate if the PCs take some action for which sheer - chance is the only factor in the outcome.

- - -

Problems & Failures

-

When your roll results in either a Failure, Fumble, or Problem, - you suffer the consequences of your actions. The severity - will depend largely on the fiction – what you were trying to - accomplish, what was opposing you, and what was happening - nearby. What follows are some general examples of appropriate - consequences.

- -

Problems & Fumbles

- -
    -
  • Counter their action with another – the enemy attacks them simultaneously, a socialite throws a fit when they try to confront her.
  • -
  • Delay their next action – they are stunned from a sharp blow to the head, they have to gather the coins that have fallen to the ground.
  • -
  • Distract them – they don’t immediately notice the tripwire up ahead, a dancer draws their attention away from an assassin.
  • -
  • Disturb their sensibilities – reveal the horror or insanity of the world around them, expose them to terrible truths.
  • -
  • Escalate the situation – a fire spreads to a neighboring building, a crowd starts to run in panic.
  • -
  • Exaggerate what they experience – make things seem more terrible than they are or, conversely, safer.
  • -
  • Impair their thoughts or actions – give them a general -1 penalty for a short time, knock away a useful tool or weapon. -
  • Impede their movements or progress – block their escape route, trip them with vines or loose stones. -
  • Impose a compromise on their success – they can only succeed IF they allow something else to happen, too. -
  • Provoke them into action – taunt them into attacking, introduce some danger and ask “What do you do?”
  • -
- -

Failures

-
    -
  • Capture them – kidnap them, drop them in a pit, have a giant grab one of them. -
  • Conceal something important – they find nothing of interest in the room...because it was hidden! -
  • Control their actions, directly or indirectly – an ally is mistaken for an enemy, they are blackmailed into inaction. -
  • Corrupt their minds or bodies – exposure to Warpstone causes a sudden mutation, a cursed amulet makes them dream of horrible things. -
  • Defame their actions or intent – they are mistaken for thugs, their words are misconstrued by the court magistrate. -
  • Inflict harm or effects – they are attacked, a spell makes them vomit uncontrollably. -
  • Destroy something important to them – a sword is broken in the middle of a fight, a loved one is murdered during the night. -
  • Overwhelm them with great force, while leaving an opportunity – a strike hits them for great damage but leaves the attacker vulnerable, a mob rushes at them but makes it easier to slip away in the fray. -
  • Prevent them from doing something – a spell keeps a door locked and sturdy, an orc destroys the bridge they want to cross. -
  • Reinforce the enemy – the enemy goblins are joined by orc - raiders, a Sigmarite is infused with godly power. -
  • Separate the characters – a cave-in splits them into two - smaller groups, constables put them into different rooms for - questioning. -
  • Surprise them and force them to react – a volley of arrows is - fired from afar, a mirror disgorges shadow beasts when they - aren’t looking. -
  • -
-
- -
- - - - -
- -
- -

Magic

-

Magic is a dangerous element, one not to be trifled with by the - uninitiated. - -

Alchemy -

-

Alchemy works similarly to spells, except that the magic is - contained within a physical form, typically a potion or an object. - Creating an alchemical object can be quite risky because of the - various chemicals and explosive fumes involved, but using one is - not inherently dangerous, and usually does not require a roll. -

-

It costs 100C in caustic chemicals, herbs, and purified minerals, - and requires a day to prepare. If you have an Alchemists Kit, - then it only costs 25C and takes four hours. -

Alchemists start with three magical formulas, and may learn - more through research or experimentation. These formulas are - built much like spells, picking one option from each of the - following. -

The Preparation is... (pick one)

-
    -
  • A potion, that can be consumed only once -
  • A salve or balm, that can be applied up to three times -
  • An object, that grants its effects only once to each user -
  • An object, that needs 2 Health of human blood to be used -
  • An object, that needs to be doused with holy water to be used -
  • An object, that requires quicksilver to be consumed before use -
  • -
- -

The user will... (pick one)

-
    -
  • +1 armor for one minute -
  • +1 to a single Attribute for one minute -
  • Add +d6 damage to either melee or ranged attacks for one minute -
  • Benefit from an Ability for one hour -
  • Benefit from a Skill for one hour -
  • Inflict 2d6 magical damage against a nearby target (3d6 if vulnerable) -
  • Instantly heal, +1 Recovery die -
  • Know the answer to one question -
  • Not feel pain -
  • Perform a superhuman feat (flying, breathe underwater) for ten minutes -
  • -
- -

Examples

- -

Balm of the Sea

-

The user can apply this balm three times, and will be able to - breathe underwater for ten minutes. -

-

Dragon’s Breath

-

The user drinks this foul potion once, and will able to breathe - fire at an enemy, doing 2d6 damage.

- -

Bracers of the Giant

-

Once the user drinks a vial of quicksilver, these bracers provide - +1d6 damage to his melee attacks for one minute.

- - -

Sorcery

- -

Spells are the most reliable way to harness the powers of Chaos - – specific rituals and formulas that bind and form magical - energies into very specific, distinct effects. Sorcery essentially - allows you to perform actions that would otherwise be mundane - if you had the correct training, tools or sufficient time, but - instead you do it through arcane means. -

Sorcerers start with three spells, and may learn more through - their studies or adventures. Casting a spell is not always - risky, but it depends on the situation and how long it takes - for the effect to manifest. Each should have an appropriately - arcane-sounding name, and choose one option from each of the - following: - -

Casting (pick one)

-
    -
  • Quick: Manifests immediately after casting, and its effect is instant or momentary -
  • Slow: Manifests the turn after casting, and it lasts as long as you concentrate -
  • Incantation: Takes a minute to cast, and it lasts for no more than an hour -
  • Ritual: Takes five minutes to cast, and lasts one hour per 2 Health sacrificed -
  • -
- -

Target (pick one)

- -
    -
  • Yourself, subtly -
  • Someone you touch, intently -
  • Someone close by, loudly -
  • Everyone in the immediate area, conspicuously -
  • -
- -

Effect (pick one)

-
    -
  • +1 armor -
  • +1 or -1 to an Attribute -
  • Benefit from a Skill -
  • Benefit from an Ability -
  • Inflict 1d6 magical damage (+2 if vulnerable) -
  • Magically perform a mundane task instantly -
  • Magically perform a mundane task at range -
  • The function of a mundane item worth no more than 10C -
  • Increase or decrease a particular environmental effect -
  • -
- - -

By drinking a dose of quicksilver, the Sorcerer can extend the - duration of his spells by one rank (instant duration becomes - concentration, concentration becomes an hour, etc.), or quickens - the time it takes to cast by one rank. - -

Examples

-

Ghostly Candle

-

Slowly cast, the caster holds out his hand as if he had a lamp, - illuminating the area.

- -

Sigmar’s Hunt

-

After a ritual, the caster gains the use of the Scout ability for one hour per 2 Health he has sacrificed.

- -

Righteous Fury

-

With a quick touch of his hand, the caster inflicts 1d6 damage upon an - enemy, as if he carried a sword.

- -

Speak the Mind

-

Slowly cast, the caster can speak to people from afar with only the power - of his mind.

- -

Summoning

- -

Calling forth and binding a demon is often a quick route for - Arcanists to gain great power. The act of summoning can be - dangerous, depending on the circumstance, and requires that you - know the name of the demon you wish to conjure, and one of - the following:

-
    -
  • One hour of uninterrupted ritual -
  • A dose of quicksilver -
  • A magic - item containing the bound demon -
  • A sacrifice worth 5 Health -
  • A - magic circle drawn with emerald powder -
  • -
- -

Once summoned, you can converse with it and ask it questions, - for demons possess many secrets unknown to mortals. You can - also attempt to bind it. Binding is always risky, as the demon - will try to take every advantage of unwary mortals, It requires a - circle to be drawn in gold powder during an hour-long ritual, as - well as one of the following:

- -
    -
  • A Warpstone -
  • A portion of the spirit or demon’s flesh -
  • Signing a - contract with the demon -
  • A sacrifice worth 20 Health -
  • -
- -

When the demon is Bound, it can be summoned once a day to - perform a single deed, typically answering questions or using - baleful magic (as controlled by the GM) without any risk to the - Summoner. Anything beyond that will require some very tricky - negotiations, as the demon will do anything to twist your requests - to its own evil desires. Summoners start with two bound demons. -

- - -

Wizardry

- -

Being able to directly harness the energies of magic makes a - Wizard particularly powerful...but it comes with great risks. - unlike Sorcery, channelling pure magic is limited only by the - Wizard’s own ability to endure the power being gathered into - his body.

- -

Wizards have a Power score equal to their base Stamina +WIS. - For example, a 1st Level Wizard with +2 WIS would start with - 3 Power. When you direct magical energies into a coherent - effect, you will spend Power to create the effect. - -

- As a default, your magic will be slow (manifests the turn after it - is cast), affects a single target within line of sight, and lasts for - one minute. By adjusting these limitations, you can increase or - decrease your available Power. -

- -

+1 Power

-
    -
  • Affects only yourself or a touched target -
  • Effects are instantaneous or only last a few moments -
  • Sacrifice 5 Health of blood or ingest two vials of quicksilver -
  • Inhale a pinch of warpstone powder -
  • Requires an hour-long ritual -
  • Requires a fetish made from the target's hair -
  • -
- -

-1 Power

-
    -
  • Affects everyone adjacent to the target or everyone within the area -
  • Target can be anywhere, as long as you have a sample of their blood -
  • Lasts for one hour -
  • Lasts as long as you concentrate -
  • Lasts as long as you sacrifice 5 Health of blood every hour -
  • Manifests immediately -
  • -
- - - -

Each point of Power you end up spending can create one of the - following effects:

- -
    -
  • Control mindless undead equal to your INT -
  • Control the actions of the target -
  • Create an environmental condition -
  • Dispel an environmental condition -
  • Grant +1 bonus to any action -
  • Grant +2 bonus to one Attribute -
  • Grant a supernatural ability -
  • Inflict -1 penalty to any action -
  • Inflict -2 penalty to one Attribute -
  • Inflict 2d6 magical damage (3d6 if vulnerable) -
  • Instantly heal, +2 Recovery dice -
  • Know the answers to three questions -
  • Raise mindless undead equal to your Stamina -
  • -
- -

You don’t want to spend all of your Power on effects, however, - since it also determines how many dice you get to roll+INT - when casting! If you are fortunate enough to roll more than 2d6, - keep only the two highest results. -

- The success of wizardly magic is also different from normal, - because of the terrible energies the caster is toying with: -

- -
    -
  • - A Failure means the magic will still work, but under the - complete control of the GM, who will describe the disaster - that follows. You will also have been exposed to the Warp. -
  • - A Problem means the magic will work as desired, but with - some unforeseen consequence or side-effect, as well as - exposure to the Warp. -
  • - If you Succeed, your magic will work as desired. -
  • - A Critical means your magic will work as desired, but - because of the excess of energy, it will have unforeseen effects - as determined by the GM. This could be bad or good, - depending on the whims of the Die of Fate. -
  • -
- - - - - - -

Exposure to the Warp

- -

The Warp is the manifestation of pure, unbridled Chaos. The - more one plays with forces beyond their imagining, the more - vulnerable they become to being corrupted by the demonic - energies flowing through their bodies. -

- The most common ways of being exposed to the Warp are: -

-
    -
  • - Ingesting or inhaling Warpstone -
  • - Having Warpstone in your possession for at least a week -
  • - Being cut with Warpstone or Warpstone-laced weapons -
  • - Being exposed to uncontrolled or demonic magics -
  • - Continued use of Wizardry -
  • -
- - -

When you have been exposed to the Warp, roll+CON:

-
  • - A Failure means your body contorts in the energies of Chaos, and suffers a Warp Mutation. -
  • - A Problem means you are permanently scarred with the Taint - of the Warp. Hopefully none of your allies will notice... -
  • - If you Succeed, you are merely Touched by the Warp. The - effects should abate eventually... -
  • - A Critical means you resist the Warp, and remain free from - the clenches of Chaos for the time being... -
  • -
- -

Warp Mutations (roll 2d6)

- -
2: Your body is wracked with boils and disease, -1 CON -
3: Your bones and muscles ache with every move, -1 STR -
4: You become bloated and heavy, tripling your weight, -1 DEX -
5: Your legs become those of a beast -
6: Massive horns sprout from your forehead -
7: Your teeth become razor sharp, and tusks burst from your jaw -
8: Your arms grow long and rubbery, dotted with hideous warts -
9: A long, reptilian tail sprouts from your hindquarters -
10: Your voice cracks glass and spoils milk, -1 CHA -
11: Your eyes grow cloudy, and your mind enfeebled, -1 WIS -
12: Your mind snaps, and you suffer delusions, -1 INT - - -

Taint of the Warp (roll 2d6)

- -
2: Your tongue becomes forked like a serpent -
3: Your eyes glow bright and red -
4: Eyeballs sprout upon one of your limbs -
5: All of your hair falls out permanently -
6: Your fingers twist and elongate, like terrible claws, 1D6 damage -
7: All flowering plants and herbs wilt in your presence -
8: Lower animals will never approach you, willing or not -
9: Your body exudes the smell of rotting fish -
10: Your body shrinks or grows significantly -
11: The color of your skin becomes dark, like the deep ocean -
12: Clothes you wear start to smoulder and burn after a few hours - -

Touched by the Warp (roll 2d6)

- -
2: All food and drink in the area spoils -
3: Your nose bleeds profusely, lose 1 Health -
4: Your breath becomes cold and foul -
5: Your hair becomes singed and smells of smoke -
6: Your eyes turn white, and your voice sounds like the wind -
7: All lower animals in the area become panicked -
8: The skin on your body exfoliates, leaving you feeling raw and sore -
9: You cannot use magic for several minutes -
10: You forget your name and where you are for a few moments -
11: You involuntary urinate -
12: Your nails and hair suddenly grow to twice their original length - - -
- -
- -
- - -
- - - - - - - - - - - -
- {{#name}} -
{{name}}
- {{/name}} - -
- {{#rollDescription}} -
{{character_name}} {{rollDescription}} to:
- {{/rollDescription}} - - {{#notes}} -
"{{notes}}"
- {{/notes}} - - - {{#lowerLimit}} -
Lower Margin: {{lowerLimit}}
- {{/lowerLimit}} - {{#upperLimit}} -
Upper Margin: {{upperLimit}}
- {{/upperLimit}} -
- -
- - {{#result}} - Result: - - {{#rollLess() result lowerLimit}} - {{result}} Bad - {{/rollLess() result lowerLimit}} - - {{#rollBetween() result lowerLimit upperLimit}} - {{result}}
Mixed Result
- {{/rollBetween() result lowerLimit upperLimit}} - - {{#rollGreater() result upperLimit}} - {{result}} Good - {{/rollGreater() result upperLimit}} - - {{/result}} -
-
+ + + + + + + + + + + + +
+ +
+

Streets of Marienburg

+
+ + +
+ Name + Careers + Race +
+ + +
+
+ + + +

Attributes

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Action is: HardNormalEasy
Strength: + + + + +
Dexterity: + + +
Constitution: + + +
Intelligence: + + +
Wisdom: + + +
Charisma: + + +
+ + + +
+ +

Offense

+
+
+
Weapon: Damage:
+
+
+ +

Defense

+
+
+ Armor: + Max Speed: + +
+ +
+ Stamina: + Health: +
+ +
+ +
+
+ + + + +

Abilities

+
+
+ + + +
+
+ + +

Skills

+ +
+
+ + + +
+
+ +
+
+ + + + + +
+
+ +

Gear

+
+ +
+
+ +
+ +

Bonds, Contacts, Circles

+
+ +
+
+ + +
+ + +
+ +
+ + +

Spells, Rituals, Summons

+
+
+ + + +
+
+
+ +
+ +

Personality

+
+ +
+ + +
+
+ + +

Progression

+
+
+ Coin + Level + XP +
+
+ Power + Warp Exposure + Hero Points +
+
+ +
+ + + + + +
+ +
+ + +

NPCs and Hirelings

+
+
+ +
+ + + + + + + + + +
+ + + +
+ +
+ +
+
+
+ +
+ + + + +
+ +
+ + + +
+ +
+ + +
+

Dice Type

+

+ Set your Roll type: 2d6, 3d20 or 2d10 + +

+ + +

Specific Roll Macros

+

You can safely ignore these. They should be set automatically when you choose a dice type.

+ +

Decreased:

+

Normal:

+

Increased:

+
+
+

Target Numbers

+ +

Change these numbers to adjust the difficulty.

+

Lower Margin:

+

Upper Margin:

+

Make sure these fields are not empty. If you're not sure, set them to 7, 9 for 2d6 or 10,15 for 3d10 and 3d20 rolling.

+
+
+
+
+ + +
+

Rules Summary

+ +

Rolling the Dice

+

When you attempt something risky or opposed, roll 2d6 and + total the results, adding one of your Attribute scores based on + the action you’re taking. The GM will tell you some of the + possible risks before you roll, so you can decide if it’s worth the + chance or if you want to revise your action.

+ +
    +
  • A total of 6 or less is a Failure; things don’t go well, and the + GM will describe the consequences.
  • +
  • A total of 7 - 9 is a Problem; you do it, but there is some + cost, compromise, retribution, harm, etc.
  • +
  • A total of 10 - 11 is a Success; you do it without any + complications.
  • +
  • A total of 12+ is a Critical; you do it perfectly and receive + some extra benefit or advantage.
  • +
+ +

Skills

+ +

If you have an applicable Skill, you can’t Fail. A roll of 6 or less + counts as a Fumble, which barely succeeds, and with a bigger + compromise or complication than a Problem.

+ +

Damage

+ +

When you inflict damage, roll the dice listed for your weapon, + and add any applicable bonuses to the result. If you are unarmed, + you roll 1d6-2 damage.

+ +

When you suffer damage, reduce it by your armor score, and + subtract the remainder from your current Health. When your + Health drops to zero or below, roll+CON:

+ +
    +
  • A Failure means you die immediately.
  • +
  • A Problem means you are unconscious and dying; if revived, you will only live long enough for some parting words.
  • +
  • If you Succeed, you are unconscious and bleeding, but you are not beyond hope.
  • +
  • A Critical merely results in unconsciousness; pray that a foe does not take advantage of your incapacitation.
  • +
+ +

Recovery

+ +

When you rest and consume a ration/waterskin, roll your Stamina + dice and keep results equal to your Level to determine your current + Health. If you are attended by someone trained in the healing arts, + you roll an extra Stamina die. If you rest for a day where it is safe + and comfortable, you roll an extra Stamina die.

+ +

The Die of Fate

+

Sometimes the GM will roll the Die of Fate to randomly + determine the result of events beyond the characters’ control. + Odd numbers are ill fortune, even numbers are good fortune + (or, at least, nothing terrible). The Die of Fate might be rolled + to establish the weather, indicate a random NPCs attitude, or + to determine if a wandering monster appears. The GM may also + roll the Die of Fate if the PCs take some action for which sheer + chance is the only factor in the outcome.

+ + +

Problems & Failures

+

When your roll results in either a Failure, Fumble, or Problem, + you suffer the consequences of your actions. The severity + will depend largely on the fiction – what you were trying to + accomplish, what was opposing you, and what was happening + nearby. What follows are some general examples of appropriate + consequences.

+ +

Problems & Fumbles

+ +
    +
  • Counter their action with another – the enemy attacks them simultaneously, a socialite throws a fit when they try to confront her.
  • +
  • Delay their next action – they are stunned from a sharp blow to the head, they have to gather the coins that have fallen to the ground.
  • +
  • Distract them – they don’t immediately notice the tripwire up ahead, a dancer draws their attention away from an assassin.
  • +
  • Disturb their sensibilities – reveal the horror or insanity of the world around them, expose them to terrible truths.
  • +
  • Escalate the situation – a fire spreads to a neighboring building, a crowd starts to run in panic.
  • +
  • Exaggerate what they experience – make things seem more terrible than they are or, conversely, safer.
  • +
  • Impair their thoughts or actions – give them a general -1 penalty for a short time, knock away a useful tool or weapon. +
  • Impede their movements or progress – block their escape route, trip them with vines or loose stones. +
  • Impose a compromise on their success – they can only succeed IF they allow something else to happen, too. +
  • Provoke them into action – taunt them into attacking, introduce some danger and ask “What do you do?”
  • +
+ +

Failures

+
    +
  • Capture them – kidnap them, drop them in a pit, have a giant grab one of them. +
  • Conceal something important – they find nothing of interest in the room...because it was hidden! +
  • Control their actions, directly or indirectly – an ally is mistaken for an enemy, they are blackmailed into inaction. +
  • Corrupt their minds or bodies – exposure to Warpstone causes a sudden mutation, a cursed amulet makes them dream of horrible things. +
  • Defame their actions or intent – they are mistaken for thugs, their words are misconstrued by the court magistrate. +
  • Inflict harm or effects – they are attacked, a spell makes them vomit uncontrollably. +
  • Destroy something important to them – a sword is broken in the middle of a fight, a loved one is murdered during the night. +
  • Overwhelm them with great force, while leaving an opportunity – a strike hits them for great damage but leaves the attacker vulnerable, a mob rushes at them but makes it easier to slip away in the fray. +
  • Prevent them from doing something – a spell keeps a door locked and sturdy, an orc destroys the bridge they want to cross. +
  • Reinforce the enemy – the enemy goblins are joined by orc + raiders, a Sigmarite is infused with godly power. +
  • Separate the characters – a cave-in splits them into two + smaller groups, constables put them into different rooms for + questioning. +
  • Surprise them and force them to react – a volley of arrows is + fired from afar, a mirror disgorges shadow beasts when they + aren’t looking. +
  • +
+
+ +
+ + + + +
+ +
+ +

Magic

+

Magic is a dangerous element, one not to be trifled with by the + uninitiated. + +

Alchemy +

+

Alchemy works similarly to spells, except that the magic is + contained within a physical form, typically a potion or an object. + Creating an alchemical object can be quite risky because of the + various chemicals and explosive fumes involved, but using one is + not inherently dangerous, and usually does not require a roll. +

+

It costs 100C in caustic chemicals, herbs, and purified minerals, + and requires a day to prepare. If you have an Alchemists Kit, + then it only costs 25C and takes four hours. +

Alchemists start with three magical formulas, and may learn + more through research or experimentation. These formulas are + built much like spells, picking one option from each of the + following. +

The Preparation is... (pick one)

+
    +
  • A potion, that can be consumed only once +
  • A salve or balm, that can be applied up to three times +
  • An object, that grants its effects only once to each user +
  • An object, that needs 2 Health of human blood to be used +
  • An object, that needs to be doused with holy water to be used +
  • An object, that requires quicksilver to be consumed before use +
  • +
+ +

The user will... (pick one)

+
    +
  • +1 armor for one minute +
  • +1 to a single Attribute for one minute +
  • Add +d6 damage to either melee or ranged attacks for one minute +
  • Benefit from an Ability for one hour +
  • Benefit from a Skill for one hour +
  • Inflict 2d6 magical damage against a nearby target (3d6 if vulnerable) +
  • Instantly heal, +1 Recovery die +
  • Know the answer to one question +
  • Not feel pain +
  • Perform a superhuman feat (flying, breathe underwater) for ten minutes +
  • +
+ +

Examples

+ +

Balm of the Sea

+

The user can apply this balm three times, and will be able to + breathe underwater for ten minutes. +

+

Dragon’s Breath

+

The user drinks this foul potion once, and will able to breathe + fire at an enemy, doing 2d6 damage.

+ +

Bracers of the Giant

+

Once the user drinks a vial of quicksilver, these bracers provide + +1d6 damage to his melee attacks for one minute.

+ + +

Sorcery

+ +

Spells are the most reliable way to harness the powers of Chaos + – specific rituals and formulas that bind and form magical + energies into very specific, distinct effects. Sorcery essentially + allows you to perform actions that would otherwise be mundane + if you had the correct training, tools or sufficient time, but + instead you do it through arcane means. +

Sorcerers start with three spells, and may learn more through + their studies or adventures. Casting a spell is not always + risky, but it depends on the situation and how long it takes + for the effect to manifest. Each should have an appropriately + arcane-sounding name, and choose one option from each of the + following: + +

Casting (pick one)

+
    +
  • Quick: Manifests immediately after casting, and its effect is instant or momentary +
  • Slow: Manifests the turn after casting, and it lasts as long as you concentrate +
  • Incantation: Takes a minute to cast, and it lasts for no more than an hour +
  • Ritual: Takes five minutes to cast, and lasts one hour per 2 Health sacrificed +
  • +
+ +

Target (pick one)

+ +
    +
  • Yourself, subtly +
  • Someone you touch, intently +
  • Someone close by, loudly +
  • Everyone in the immediate area, conspicuously +
  • +
+ +

Effect (pick one)

+
    +
  • +1 armor +
  • +1 or -1 to an Attribute +
  • Benefit from a Skill +
  • Benefit from an Ability +
  • Inflict 1d6 magical damage (+2 if vulnerable) +
  • Magically perform a mundane task instantly +
  • Magically perform a mundane task at range +
  • The function of a mundane item worth no more than 10C +
  • Increase or decrease a particular environmental effect +
  • +
+ + +

By drinking a dose of quicksilver, the Sorcerer can extend the + duration of his spells by one rank (instant duration becomes + concentration, concentration becomes an hour, etc.), or quickens + the time it takes to cast by one rank. + +

Examples

+

Ghostly Candle

+

Slowly cast, the caster holds out his hand as if he had a lamp, + illuminating the area.

+ +

Sigmar’s Hunt

+

After a ritual, the caster gains the use of the Scout ability for one hour per 2 Health he has sacrificed.

+ +

Righteous Fury

+

With a quick touch of his hand, the caster inflicts 1d6 damage upon an + enemy, as if he carried a sword.

+ +

Speak the Mind

+

Slowly cast, the caster can speak to people from afar with only the power + of his mind.

+ +

Summoning

+ +

Calling forth and binding a demon is often a quick route for + Arcanists to gain great power. The act of summoning can be + dangerous, depending on the circumstance, and requires that you + know the name of the demon you wish to conjure, and one of + the following:

+
    +
  • One hour of uninterrupted ritual +
  • A dose of quicksilver +
  • A magic + item containing the bound demon +
  • A sacrifice worth 5 Health +
  • A + magic circle drawn with emerald powder +
  • +
+ +

Once summoned, you can converse with it and ask it questions, + for demons possess many secrets unknown to mortals. You can + also attempt to bind it. Binding is always risky, as the demon + will try to take every advantage of unwary mortals, It requires a + circle to be drawn in gold powder during an hour-long ritual, as + well as one of the following:

+ +
    +
  • A Warpstone +
  • A portion of the spirit or demon’s flesh +
  • Signing a + contract with the demon +
  • A sacrifice worth 20 Health +
  • +
+ +

When the demon is Bound, it can be summoned once a day to + perform a single deed, typically answering questions or using + baleful magic (as controlled by the GM) without any risk to the + Summoner. Anything beyond that will require some very tricky + negotiations, as the demon will do anything to twist your requests + to its own evil desires. Summoners start with two bound demons. +

+ + +

Wizardry

+ +

Being able to directly harness the energies of magic makes a + Wizard particularly powerful...but it comes with great risks. + unlike Sorcery, channelling pure magic is limited only by the + Wizard’s own ability to endure the power being gathered into + his body.

+ +

Wizards have a Power score equal to their base Stamina +WIS. + For example, a 1st Level Wizard with +2 WIS would start with + 3 Power. When you direct magical energies into a coherent + effect, you will spend Power to create the effect. + +

+ As a default, your magic will be slow (manifests the turn after it + is cast), affects a single target within line of sight, and lasts for + one minute. By adjusting these limitations, you can increase or + decrease your available Power. +

+ +

+1 Power

+
    +
  • Affects only yourself or a touched target +
  • Effects are instantaneous or only last a few moments +
  • Sacrifice 5 Health of blood or ingest two vials of quicksilver +
  • Inhale a pinch of warpstone powder +
  • Requires an hour-long ritual +
  • Requires a fetish made from the target's hair +
  • +
+ +

-1 Power

+
    +
  • Affects everyone adjacent to the target or everyone within the area +
  • Target can be anywhere, as long as you have a sample of their blood +
  • Lasts for one hour +
  • Lasts as long as you concentrate +
  • Lasts as long as you sacrifice 5 Health of blood every hour +
  • Manifests immediately +
  • +
+ + + +

Each point of Power you end up spending can create one of the + following effects:

+ +
    +
  • Control mindless undead equal to your INT +
  • Control the actions of the target +
  • Create an environmental condition +
  • Dispel an environmental condition +
  • Grant +1 bonus to any action +
  • Grant +2 bonus to one Attribute +
  • Grant a supernatural ability +
  • Inflict -1 penalty to any action +
  • Inflict -2 penalty to one Attribute +
  • Inflict 2d6 magical damage (3d6 if vulnerable) +
  • Instantly heal, +2 Recovery dice +
  • Know the answers to three questions +
  • Raise mindless undead equal to your Stamina +
  • +
+ +

You don’t want to spend all of your Power on effects, however, + since it also determines how many dice you get to roll+INT + when casting! If you are fortunate enough to roll more than 2d6, + keep only the two highest results. +

+ The success of wizardly magic is also different from normal, + because of the terrible energies the caster is toying with: +

+ +
    +
  • + A Failure means the magic will still work, but under the + complete control of the GM, who will describe the disaster + that follows. You will also have been exposed to the Warp. +
  • + A Problem means the magic will work as desired, but with + some unforeseen consequence or side-effect, as well as + exposure to the Warp. +
  • + If you Succeed, your magic will work as desired. +
  • + A Critical means your magic will work as desired, but + because of the excess of energy, it will have unforeseen effects + as determined by the GM. This could be bad or good, + depending on the whims of the Die of Fate. +
  • +
+ + + + + + +

Exposure to the Warp

+ +

The Warp is the manifestation of pure, unbridled Chaos. The + more one plays with forces beyond their imagining, the more + vulnerable they become to being corrupted by the demonic + energies flowing through their bodies. +

+ The most common ways of being exposed to the Warp are: +

+
    +
  • + Ingesting or inhaling Warpstone +
  • + Having Warpstone in your possession for at least a week +
  • + Being cut with Warpstone or Warpstone-laced weapons +
  • + Being exposed to uncontrolled or demonic magics +
  • + Continued use of Wizardry +
  • +
+ + +

When you have been exposed to the Warp, roll+CON:

+
  • + A Failure means your body contorts in the energies of Chaos, and suffers a Warp Mutation. +
  • + A Problem means you are permanently scarred with the Taint + of the Warp. Hopefully none of your allies will notice... +
  • + If you Succeed, you are merely Touched by the Warp. The + effects should abate eventually... +
  • + A Critical means you resist the Warp, and remain free from + the clenches of Chaos for the time being... +
  • +
+ +

Warp Mutations (roll 2d6)

+ +
2: Your body is wracked with boils and disease, -1 CON +
3: Your bones and muscles ache with every move, -1 STR +
4: You become bloated and heavy, tripling your weight, -1 DEX +
5: Your legs become those of a beast +
6: Massive horns sprout from your forehead +
7: Your teeth become razor sharp, and tusks burst from your jaw +
8: Your arms grow long and rubbery, dotted with hideous warts +
9: A long, reptilian tail sprouts from your hindquarters +
10: Your voice cracks glass and spoils milk, -1 CHA +
11: Your eyes grow cloudy, and your mind enfeebled, -1 WIS +
12: Your mind snaps, and you suffer delusions, -1 INT + + +

Taint of the Warp (roll 2d6)

+ +
2: Your tongue becomes forked like a serpent +
3: Your eyes glow bright and red +
4: Eyeballs sprout upon one of your limbs +
5: All of your hair falls out permanently +
6: Your fingers twist and elongate, like terrible claws, 1D6 damage +
7: All flowering plants and herbs wilt in your presence +
8: Lower animals will never approach you, willing or not +
9: Your body exudes the smell of rotting fish +
10: Your body shrinks or grows significantly +
11: The color of your skin becomes dark, like the deep ocean +
12: Clothes you wear start to smoulder and burn after a few hours + +

Touched by the Warp (roll 2d6)

+ +
2: All food and drink in the area spoils +
3: Your nose bleeds profusely, lose 1 Health +
4: Your breath becomes cold and foul +
5: Your hair becomes singed and smells of smoke +
6: Your eyes turn white, and your voice sounds like the wind +
7: All lower animals in the area become panicked +
8: The skin on your body exfoliates, leaving you feeling raw and sore +
9: You cannot use magic for several minutes +
10: You forget your name and where you are for a few moments +
11: You involuntary urinate +
12: Your nails and hair suddenly grow to twice their original length + + +
+ +
+ +
+ + +
+ + + + + + + + + + + +
+ {{#name}} +
{{name}}
+ {{/name}} + +
+ {{#rollDescription}} +
{{character_name}} {{rollDescription}} to:
+ {{/rollDescription}} + + {{#notes}} +
"{{notes}}"
+ {{/notes}} + + + {{#lowerLimit}} +
Lower Margin: {{lowerLimit}}
+ {{/lowerLimit}} + {{#upperLimit}} +
Upper Margin: {{upperLimit}}
+ {{/upperLimit}} +
+ +
+ + {{#result}} + Result: + + {{#rollLess() result lowerLimit}} + {{result}} Bad + {{/rollLess() result lowerLimit}} + + {{#rollBetween() result lowerLimit upperLimit}} + {{result}}
Mixed Result
+ {{/rollBetween() result lowerLimit upperLimit}} + + {{#rollGreater() result upperLimit}} + {{result}} Good + {{/rollGreater() result upperLimit}} + + {{/result}} +
+
\ No newline at end of file diff --git a/Streets_of_Marienburg/sheet.json b/Streets_of_Marienburg/sheet.json index 21d8da5367..bdd0996d91 100644 --- a/Streets_of_Marienburg/sheet.json +++ b/Streets_of_Marienburg/sheet.json @@ -1,8 +1,8 @@ -{ -"html": "StreetsOfMarienburg.html", -"css": "StreetsOfMarienburg.css", -"authors": "plexsoup", -"roll20userid": "258125", -"preview": "StreetsOfMarienburgPreview.jpg", -"instructions": "Basic sheet for Streets of Marienburg." -} +{ +"html": "StreetsOfMarienburg.html", +"css": "StreetsOfMarienburg.css", +"authors": "plexsoup", +"roll20userid": "258125", +"preview": "StreetsOfMarienburgPreview.jpg", +"instructions": "Basic sheet for Streets of Marienburg." +}