From fa3475b410b42f34eb2b1abfb24cf754d93ab97f Mon Sep 17 00:00:00 2001 From: LeeRhodes Date: Mon, 8 Mar 2021 23:18:49 +0000 Subject: [PATCH] fixed asset checkbox not being set on specific assets --- Ironsworn/Ironsworn.html | 260 +++++++++--------- .../src/components/assets/asset-builder.pug | 15 +- .../src/components/moves/mixins/container.pug | 18 +- Ironsworn/src/data/assets.pug | 176 ++++++++---- 4 files changed, 269 insertions(+), 200 deletions(-) diff --git a/Ironsworn/Ironsworn.html b/Ironsworn/Ironsworn.html index 4ac67988e8..5a85fd6a0e 100644 --- a/Ironsworn/Ironsworn.html +++ b/Ironsworn/Ironsworn.html @@ -2175,7 +2175,7 @@
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When you create an elixir, choose an effect: Deftness (edge), audacity (heart), vigor (iron), slyness (shadow), or clarity (wits). Then, suffer -1 supply and roll +wits. On a <strong>strong hit,</strong> you create a single dose. The character who consumes the elixir must <em>Face Danger</em> +iron and score a hit, after which they add +1 when making a move with the related stat until their health, spirit, or momentum fall below +1. On a <strong>weak hit,</strong> as above, but suffer an additional -1 supply to create it.

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When you make a move to pacify, calm, control, aid, or fend off an animal (or an animal or beast companion), add +1 and take +1 momentum on a hit.

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When you <em>Swear an Iron Vow</em> to serve your leader or faction on a mission, you may reroll any dice. When you <em>Fulfill Your Vow</em> and mark experience, take +1 experience.

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When you make a move which gives you an add for sharing a bond, add +1 more.

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When you <em>Secure an Advantage</em> +edge by dancing for an audience, add +1 and take +2 momentum on a hit. On a strong hit, also add +2 (one time only) if you make a move to interact with someone in the audience.

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When you say your daily prayers, you may <em>Secure an Advantage</em> by asking your god to grant a blessing. If you do, roll +your god's stat. On a hit, take +2 momentum.

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When you <em>Sojourn</em> and score a weak hit or <strong>miss,</strong> you may claim the rights of hospitality warranted by your title or lineage. If you do, roll all dice again and add +1. On a <strong>miss,</strong> you are refused, and your presumption causes significant new trouble.

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When you <em>Swear an Iron Vow</em> to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully <em>Fulfill Your Vow</em> to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.

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When you attempt to <em>Heal</em> using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling). <ul><li>Add +2.</li><li>On a hit, take or give an additional +1 health.</li></ul>

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When you <em>Turn the Tide</em>, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.

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When you <em>Check your Gear</em>, you may roll +wits (instead of +supply). If you do, envision how you make do with a clever solution, and take +1 momentum on a hit.

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When you make a move to breach, traverse, or hide within an area held by an enemy force, add +1 and take +1 momentum on a hit.

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When you <em>Aid Your Ally</em>, add +1 and take +1 momentum on a hit. This is in addition to the benefits taken by your ally.

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Choose your mask's material. <ul><li>Thunderwood: Edge / Health</li><li>Bloodwood: Iron / Health</li><li>Ghostwood: Shadow / Spirit</li><li>Whisperwood: Wits / Spirit</li></ul> When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).

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<b>This asset counts as a debility.</b> One time only, when you <em>Swear an Iron Vow</em> to redeem yourself (extreme or greater), give that vow a special mark. When you <em>Reach a Milestone</em> on the marked vow, take +2 momentum.

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When your supply is reduced to 0, suffer any remaining -supply as -momentum. Then, roll +wits. On a <strong>strong hit,</strong> you manage to scrape by and take +1 supply. On a <strong>weak hit,</strong> you may suffer -2 momentum in exchange for +1 supply. On a <strong>miss,</strong> you are <em>Out of Supply</em>.

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When you establish a false identity, roll +shadow. On a <strong>strong hit</strong>, you may add +2 when you make moves using this identity to deceive or influence others. If you roll a 1 on your action die when using your false identity, someone doubts you. Make appropriate moves to reassure them or prevent them from revealing the truth. On a <strong>weak hit,</strong> as above, but add +1 (instead of +2).

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When you are at 0 health, and <em>Endure Harm</em> or<em>Face Death</em>, add +1. If you then burn momentum to improve your result, envision what bond or vow binds you to this world, and take +2 momentum after you reset.

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When you <em>Heal</em> your horse, or when you <em>Face Danger</em> to calm or encourage it, add +1 and take +1 momentum on a hit.

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When you <em>Secure an Advantage</em> to ready yourself for a ritual, envision how you prepare. Then, add +1 and take +1 momentum on a hit.

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When you <em>Face Danger</em> or <em>Gather Information</em> to identify or detect mystic forces, add +1 and take +1 momentum on a hit.

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When you <em>Gather Information</em> by tracking a beast or horror, or when you <em>Secure an Advantage</em> by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.

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You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to <em>Secure an Advantage</em> or <em>Gather Information</em>, add +1 and take +2 momentum on a hit. On a <strong>weak hit,</strong> also <em>Endure Stress</em> (1 stress).

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When you <em>Secure an Advantage</em>,<em>Compel</em>, or <em>Forge a Bond</em> by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.

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When you <em>Face Danger</em>, <em>Secure an Advantage</em>, or <em>Compel</em> by lying, bluffing, stealing, or cheating, add +1.

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When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit.

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When you <em>Face Danger</em>, <em>Gather Information</em>, or <em>Secure an Advantage</em> related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.

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When you <em>Undertake a Journey,</em> take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.

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When you <em>Secure an Advantage</em> by sizing up your foe in a fight, or in a charged situation which may lead to a fight, add +1 and take +1 momentum on a hit.

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When you <em>Face Danger</em>, <em>Secure an Advantage</em>, or <em>Gather Information</em> using your knowledge of tracking, woodcraft, or woodland creatures, add +1.

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When you <em>Secure an Advantage</em> by crafting a useful item using your specialty, or when you <em>Face Danger</em> to create or repair an item in a perilous situation, add +1 and take +1 momentum on a hit.

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When you <em>Secure an Advantage</em> by taking a moment to aim, choose your approach and add +1.<ul><li>Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.</li><li>Line up your shot: Roll +edge, and take +1 momentum on a hit.</li></ul>

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When you <em>Secure an Advantage</em> or <em>Compel</em> by embodying your wild nature, add +1 and take +1 momentum on a hit.

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When you <em>Secure an Advantage</em> +iron by engaging in close-quarters brawling (such as punching, tripping, or grappling), add +1. If you score a hit, you may also inflict 1 harm.

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When you are in position to <em>Strike</em> at an unsuspecting foe, choose one (before rolling).<ul><li>Add +2 and take +1 momentum on a hit.</li><li>Inflict +2 harm on a hit.</li></ul>

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When you <em>Strike</em> or <em>Clash</em>, you may add +2. If you do (decide before rolling), inflict +1 harm on a strong hit and count a weak hit as a miss.

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When you <em>Secure an Advantage</em> by crafting arrows of fine quality, add +1. Then, take +1 supply or +1 momentum on a hit.

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When you equip or adjust your armor, choose one.<ul><li><b>Lightly armored:</b>When you <em>Endure Harm</em> in a fight, add +1 and take +1 momentum on a hit.</li><li><b>Geared for war:</b>Mark encumbered. When you <em>Endure Harm</em> in a fight, add +2 and take +1 momentum on a hit.</li></ul>

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In your hands, a humble staff is a deadly weapon (2 harm). When you instead use it as a simple weapon (1 harm), you may <em>Strike</em> or <em>Clash</em> +edge (instead of iron). If you do, add +1 and take +1 momentum on a hit.

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When you <em>Face Danger</em> using your shield as cover, add +1. When you <em>Clash</em> in close quarters, take +1 momentum on a strong hit.

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When you <em>Face Danger</em> by holding a foe at bay using your spear's reach, roll +iron or +edge. If you score a hit, you may...<ul><li>Iron: <em>Strike</em>(if you have initiative) or <em>Clash</em> now, and add +1.<li>Edge: Take +1 momentum.</li></ul>

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When launched from a sling, a simple stone inflicts deadly harm (2 harm). When you <em>Enter the Fray</em> by barraging your foe with sling-bullets, inflict harm on a strong hit.

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When you <em>Strike</em> or <em>Clash</em> in close quarters, you may suffer -1 momentum and inflict +1 harm on a hit (decide before rolling).

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When you <em>Strike</em> or <em>Clash</em> and burn momentum to improve your result, inflict +2 harm. If the fight continues, add +1 on your next move.

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When you <em>Face Danger</em>, <em>Secure an Advantage</em>, or <em>Compel</em> by hitting or breaking an inanimate object, add +1 and take +1 momentum on a hit.

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When you summon a flock of crows and ask a single question, roll +wits. On a strong strong hit, you interpret their calls as a helpful omen. Envision the response (<em>Ask the Oracle</em> if unsure) and take +2 momentum. On a <strong>weak hit</strong>, the crows ignore your question and offer a clue to an unrelated problem or opportunity in this area. Envision what you learn (<em>Ask the Oracle</em> if unsure), and take +1 momentum.

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When you create a simulacrum, roll +heart. On a strong hit, your creation is given unnatural life. If it aids you as you make a move to assault or overcome an obstacle through strength, add +2. It has 3 health and suffers harm as appropriate, but is not a companion and may not be healed. At 0 health, it is dead. On a <strong>weak hit</strong>, as above, but if you roll a 1 on your action die when aided by your creation, you must <em>Face Danger</em> +heart to keep it from turning on you (as a formidable foe).

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When you wear an animal pelt and dance in moonlight, roll +wits. On a <strong>strong hit</strong>, you or an ally may wear the pelt and add +1 when making moves with the related stat (wolf-edge; bear-iron; deer-heart; fox-shadow; boar-wits). If the wearer rolls a 1 on their action die while making a move using the pelt, the magic is spent. On a <strong>weak hit</strong>, as above, but the wilds call as you dance; <em>Endure Stress</em> (2 stress).

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When you surround the remains of a recently deceased intelligent creature with lit candles, and summon its spirit, roll +heart. Add +1 if you share a bond. On a <strong>strong hit</strong>, the spirit appears and you may converse for a few minutes. Make moves as appropriate (add +1). On a <strong>weak hit</strong>, as above, but the spirit also delivers troubling news unrelated to your purpose. Envision what it tells you (<em>Ask the Oracle</em> if unsure) and <em>Endure Stress</em> (1 stress).

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When you take a drop of blood from a willing subject (not yourself) and cast the rune-carved stones, roll +heart. On a <strong>strong hit</strong>, you may read the runes to <em>Gather Information</em> about the subject and people close to them, including insight you and the subject have no knowledge of. If you do, add +1. On a <strong>weak hit</strong>, as above, but the answers are revealed only with extra time and focus; suffer -2 momentum.

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When you consume the mystical essence of your surroundings, roll +wits. On a <strong>strong hit</strong>, add the value of your action die to your essence track (max 6). You may then <em>Secure an Advantage</em> or <em>Face Danger</em> +essence to create minor mystical effects or illusions. If you do, suffer -1 essence and take +1 momentum on a hit. On a <strong>weak hit</strong>, as above, but capturing these energies is harrowing; <em>Endure Stress</em> (2 stress).

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When you hold a weapon and sing a keen for those it has killed, roll +heart. On a <strong>strong hit</strong>, the wielder inflicts +1 harm when they <em>Strike</em> or <em>Clash</em>. If they roll a 1 on their action die when making a move to inflict harm, the magic is spent. On a <strong>weak hit</strong>, as above, but the voices of those who were slain join in your song; <em>Endure Stress</em> (2 stress).

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When you mark your hands or weapon with an intricate blood rune, roll +iron. On a <strong>strong hit</strong>, the rune thirsts for fresh blood. One time only, when you make a move to inflict harm, reroll any dice and inflict +2 harm on a hit. Then, for each point of harm inflicted, take +1 and allocate it as +health or +momentum. On a <strong>weak hit</strong>, as above, but this asset counts as a debility until the rune's thirst is quenched.

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When you focus on a source of light and capture its essence, roll +wits. On a <strong>strong hit</strong>, set your light track to +6. On a <strong>weak hit</strong>, make it +3. Then, when you make a move to overcome or navigate darkness, you may add +2 and suffer -1 light.

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When you look into flames to study a remote person or location, roll +shadow. You or someone with you must have knowledge of the target. On a <strong>strong hit</strong>, you may <em>Gather Information</em> through observation using +shadow or +wits. On a <strong>weak hit</strong>, as above, but the flames are hungry; choose one to sacrifice.<ul><li>Your blood: <em>Endure Harm</em> (2 harm).</li><li>Something precious: <em>Endure Stress</em>(2 stress).</li><li>Provisions: Suffer -2 supply.</li></ul>

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When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a <strong>strong hit</strong>, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a <strong>weak hit</strong>, as above, but the shadows try to lead you astray. You must first <em>Face Danger</em> to find your way.

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When you speak a person's name three times to the wind, roll +wits. On a <strong>strong hit</strong>, the wind whispers of this person's need. Envision what you hear (<em>Ask the Oracle</em> if unsure). If you use this information or fulfill this need when you <em>Compel</em> them, you may reroll any dice (one time only). On a <strong>weak hit</strong>, as above, but this person's need creates a troubling dilemma or complication; <em>Endure Stress</em> (1 stress).

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When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. On a <strong>strong hit</strong>, when the wearer opposes the target through a move, add +2. If a 1 is rolled on the action die while making a move using the charm, the magic is spent. On a <strong>weak hit</strong>, as above, but the wearer adds +1 when making a move (instead of +2).

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When you commune with the spirits of a place, roll +heart. If you share a bond with someone there, add +1. On a <strong>strong hit</strong>, you are tethered. When you <em>Undertake a Journey</em> to return, you may roll +spirit or +heart (instead of +wits), and take +1 momentum on a hit. When you <em>Reach Your Destination</em>, take +2 momentum on a strong hit. The tether is lost if you perform this ritual elsewhere, or when you <em>Face Desolation</em>. On a <strong>weak hit</strong>, as above, but the spirits reveal a disturbing aspect of the place; <em>Endure Stress</em> (2 stress).

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When you hold a totem of your animal or beast companion and focus on it, roll +heart. On a strong hit, you are bound together. Add +1 and take +1 momentum on a hit when you use a companion ability. If you roll a 1 on your action die when using a companion ability, the magic is spent. On a weak hit, as above, but creating this connection is unsettling; <em>Endure Stress</em> (1 stress).

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When you paint yourself in blood and ash, roll +wits. On a <strong>strong hit,</strong> you may add +2 and take +1 momentum on a hit when you <em>Secure an Advantage</em> or <em>Compel</em> using fear or intimidation. If you roll a 1 on your action die when making a move aided by your visage, the magic is spent. On a<strong>weak hit,</strong> as above, but the blood must be your own; <em>Endure Harm</em> (2 harm).

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When you walk a wide circle, sprinkling the ground with salt, roll +wits. On a <strong>strong hit,</strong> choose two. On a <strong>weak hit,</strong> choose one.<ul><li>When a foe first crosses the boundary, take +1 momentum.</li><li>When you first inflict harm against a foe within the boundary, inflict +1 harm.</li><li>Your ward is &lsquo;likely' (<em>Ask the Oracle</em>) to trap a foe within the boundary.

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