772 lines
84 KiB
HTML
772 lines
84 KiB
HTML
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<div class="header">
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<ul>
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<li data-i18n="written-by-brian-tyrrell">Written by Brian Tyrrell</li>
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<li data-i18n="edited-by-vi-huntsman">Edited by Vi Huntsman</li>
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<li data-i18n="roll20-by-wes-baker-and-jess-peck">Roll20 by Wes Baker</li>
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<li data-i18n="copyright-dungeons-on-a-dime">Copyright © Dungeons on a Dime 2020</li>
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</ul>
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<img src="https://i.ibb.co/LzTzrJj/AOAD-150-DPI.png" />
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</div>
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<input type="hidden" class="tabstoggle" name="attr_sheetTab" value="character" />
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<div class="tab-navigation">
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<button type="action" name="act_character" class="active-nav">Character</button>
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<button type="action" name="act_NPC" >NPC</button>
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<button type="action" name="act_making" >Making Adventurers</button>
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<button type="action" name="act_rules" >Rules</button>
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<button type="action" name="act_narrator" >Narrator</button>
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</div>
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<div class="character">
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<div class="grid-two-columns">
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<div>
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<div class="adventurer">
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<h1 data-i18n="your-adventurer">Your Adventurer</h1>
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<div class="outer-block">
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<h2 data-i18n="abilities"> Abilities </h2>
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<div class="inner-bubble">
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<label class="character-name">
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<span data-i18n="my-name-is"> My name is</span>
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<input type="text" name="attr_character_name" />
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<span data-i18n="and-i-am">and I am:</span>
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</label>
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<div class="attributes">
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<div class="attribute">
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<input readonly type="text" name="attr_cunning_characteristic" />
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<h3 data-i18n="cunning">Cunning</h3>
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<label>
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<span data-i18n="base">Base</span>
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<select name="attr_cunning_base">
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<option value="N/A" selected="selected">Select Size</option>
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<option value="d4">D4</option>
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<option value="d6">D6</option>
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<option value="d8">D8</option>
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<option value="d10">D10</option>
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<option value="d12">D12</option>
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</select>
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</label>
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<label>
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<span data-i18n="current">Current</span>
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<select name="attr_cunning_current">
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<option value="N/A" selected="selected">Select Size</option>
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<option value="d4">D4</option>
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<option value="d6">D6</option>
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<option value="d8">D8</option>
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<option value="d10">D10</option>
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<option value="d12">D12</option>
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</select>
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<button type="roll"
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value="&{template:ability} {{ability=Cunning}} {{name=@{character_name}}} {{roll=[[@{cunning_current}]]}}"></button>
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<button type="roll" class ="blank-button"
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value="&{template:ability} {{ability=Cunning}} {{name=@{character_name}}} {{advantage=1}}{{roll=[[2@{cunning_current}kh1]]}}">+</button>
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<button type="roll" class ="blank-button"
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value="&{template:ability} {{ability=Cunning}} {{name=@{character_name}}} {{roll=[[{@{cunning_current},@{cunning_current}}kl1]]}}">-</button>
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</label>
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</div>
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<div class="attribute">
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<input readonly type="text" name="attr_vigour_characteristic" />
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<h3 data-i18n="vigour">Vigour</h3>
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<label>
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<span data-i18n="base">Base</span>
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<select name="attr_vigour_base">
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<option value="N/A" selected="selected">Select Size</option>
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<option value="d4">D4</option>
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<option value="d6">D6</option>
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<option value="d8">D8</option>
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<option value="d10">D10</option>
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<option value="d12">D12</option>
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</select>
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</label>
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<label>
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<span data-i18n="current">Current</span>
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<select name="attr_vigour_current">
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<option value="N/A" selected="selected">Select Size</option>
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<option value="d4">D4</option>
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<option value="d6">D6</option>
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<option value="d8">D8</option>
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<option value="d10">D10</option>
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<option value="d12">D12</option>
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</select>
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<button type="roll"
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value="&{template:ability} {{ability=Vigour}} {{name=@{character_name}}} {{roll=[[@{vigour_current}]]}}"></button>
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<button type="roll" class ="blank-button"
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value="&{template:ability} {{ability=Vigour}} {{name=@{character_name}}} {{advantage=1}}{{roll=[[2@{vigour_current}kh1]]}}">+</button>
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<button type="roll" class ="blank-button"
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value="&{template:ability} {{ability=Vigour}} {{name=@{character_name}}} {{roll=[[2@{vigour_current}kl1]]}}">-</button>
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</label>
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</div>
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<div class="attribute">
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<input readonly type="text" name="attr_willpower_characteristic" />
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<h3 data-i18n="willpower">Willpower</h3>
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<label>
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<span data-i18n="base">Base</span>
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<select name="attr_willpower_base">
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<option value="N/A" selected="selected">Select Size</option>
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<option value="d4">D4</option>
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<option value="d6">D6</option>
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<option value="d8">D8</option>
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<option value="d10">D10</option>
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<option value="d12">D12</option>
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</select>
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</label>
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<label>
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<span data-i18n="current">Current</span>
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<select name="attr_willpower_current">
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<option value="N/A" selected="selected">Select Size</option>
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<option value="d4">D4</option>
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<option value="d6">D6</option>
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<option value="d8">D8</option>
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<option value="d10">D10</option>
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<option value="d12">D12</option>
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</select>
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<button type="roll"
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value="&{template:ability} {{ability=Willpower}} {{name=@{character_name}}} {{roll=[[@{willpower_current}]]}}"></button>
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<button type="roll" class ="blank-button"
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value="&{template:ability} {{ability=Willpower}} {{name=@{character_name}}} {{advantage=1}}{{roll=[[2@{willpower_current}kh1]]}}">+</button>
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<button type="roll" class ="blank-button"
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value="&{template:ability} {{ability=Willpower}} {{name=@{character_name}}} {{roll=[[2@{willpower_current}kl1]]}}">-</button>
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</label>
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</div>
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</div>
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</div>
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</div>
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<div class="outer-block inline-header">
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<h2 data-i18n="injuries">Injuries</h2>
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<div class="inner-bubble">
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<input type="text" name="attr_injuries" />
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</div>
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</div>
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</div>
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<div class="inventory">
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<h1 data-i18n="inventory">Inventory</h1>
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<div class="grid-two-columns">
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<div>
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<div class="outer-block">
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<h2 data-i18n="standard-gear">Standard Gear</h2>
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<div class="inner-bubble">
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<input type="text" name="attr_tool_1" placeholder="Tool 1" data-i18n-placeholder="tool-1">
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<input type="text" name="attr_tool_2" placeholder="Tool 2" data-i18n-placeholder="tool-2">
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<input type="text" name="attr_tool_3" placeholder="Tool 3" data-i18n-placeholder="tool-3">
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<input type="text" name="attr_tool_4" placeholder="Tool 4" data-i18n-placeholder="tool-4">
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<input type="text" name="attr_weapon" placeholder="Weapon" data-i18n-placeholder="weapon">
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<input type="text" name="attr_packed lunch" placeholder="Packed Lunch"
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data-i18n-placeholder="packed-lunch">
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<input type="text" name="attr_money" placeholder="Money" data-i18n-placeholder="money">
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<input type="text" name="attr_light_source" placeholder="Light Source"
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data-i18n-placeholder="light-source">
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<input type="text" name="attr_backpack" placeholder="Backpack" data-i18n-placeholder="backpack">
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</div>
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</div>
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</div>
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<div>
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<div class="outer-block">
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<div class="split-header">
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<h2 class="with-aside" data-i18n="carried-items">Carried Items</h2>
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<label>
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<span data-i18n="max">Max:</span>
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<input readonly type="text" name="attr_max_carried_items" value="4" />
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</label>
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</div>
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<div class="inner-bubble">
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<fieldset class="repeating_carrieditems">
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<input type="text" name="attr_carried_item" placeholder="Carried Item"
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data-i18n-placeholder="carried-item">
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</fieldset>
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</div>
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</div>
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<div class="outer-block">
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<h2 data-i18n="pocket-items">Pocket Items</h2>
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<div class="inner-bubble">
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<fieldset class="repeating_pocketitems">
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<input type="text" name="attr_pocket_item" placeholder="Pocket Item"
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data-i18n-placeholder="pocket-item">
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</fieldset>
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</div>
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</div>
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</div>
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</div>
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</div>
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<div class="notes" data-i18n-placeholder="notes">
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<h2 data-i18n="notes">Notes</h2>
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<div class="outer-block inline-header">
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<span name="notes">
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<div class="grow-wrap">
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<textarea name="attr_notes" rows="25" spellcheck="false" data-i18n="notes" /></textarea>
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</div>
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</span>
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</div>
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</div>
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</div>
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<div>
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<div class="jobs-and-features">
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<h1 data-i18n="jobs-and-features">Jobs and Features</h1>
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<div class="grid-two-columns">
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<fieldset class="repeating_jobfeature">
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<div class="outer-block job-or-feature">
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<select name="attr_job_or_feature">
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<option data-i18n="job">Job</option>
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<option data-i18n="feature">Feature</option>
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</select>
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<div class="inner-bubble">
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<input type="hidden" name="attr_job_or_feature_toggle" value="job" class="job-or-feature-toggle">
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<div class="job">
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<input type="text" name="attr_job_title" placeholder="Job Title" data-i18n-placeholder="job-title">
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<input type="text" name="attr_job_skill_1" placeholder="Skill 1" data-i18n-placeholder="skill-1" >
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<label for="attr_job_skill_1">s: </label>
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<label for="attr_job_skill_2">s: </label>
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<input type="text" name="attr_job_skill_2" placeholder="Skill 2" data-i18n-placeholder="skill-2">
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<label for="attr_job_skill_3">s: </label>
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<input type="text" name="attr_job_skill_3" placeholder="Skill 3" data-i18n-placeholder="skill-3">
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<label for="attr_job_trait">t: </label>
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<input type="text" name="attr_job_trait" placeholder="Trait" data-i18n-placeholder="trait">
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<label for="attr_job_flaw">f: </label>
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<input type="text" name="attr_job_flaw" placeholder="Flaw" data-i18n-placeholder="flaw">
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</div>
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<div class="feature">
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<div class="feature-line">
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<select name="attr_feature_1_type">
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<option data-i18n="skill">Skill</option>
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<option data-i18n="trait">Trait</option>
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<option data-i18n="flaw">Flaw</option>
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</select>
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<input type="text" name="attr_feature_1" placeholder="Feature 1" data-i18n-placeholder="Feature 1">
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</div>
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<div class="feature-line">
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<select name="attr_feature_2_type">
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<option data-i18n="skill">Skill</option>
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<option data-i18n="trait">Trait</option>
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<option data-i18n="flaw">Flaw</option>
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</select>
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<input type="text" name="attr_feature_2" placeholder="Feature 2" data-i18n-placeholder="Feature 2">
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</div>
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<div class="feature-line">
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<select name="attr_feature_3_type">
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<option data-i18n="skill">Skill</option>
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<option data-i18n="trait">Trait</option>
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<option data-i18n="flaw">Flaw</option>
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</select>
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<input type="text" name="attr_feature_3" placeholder="Feature 3" data-i18n-placeholder="Feature 3">
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</div>
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<div class="feature-line">
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<select name="attr_feature_4_type">
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<option data-i18n="skill">Skill</option>
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<option data-i18n="trait">Trait</option>
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<option data-i18n="flaw">Flaw</option>
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</select>
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<input type="text" name="attr_feature_4" placeholder="Feature 4" data-i18n-placeholder="Feature 4">
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</div>
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<div class="feature-line">
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<select name="attr_feature_5_type">
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<option data-i18n="skill">Skill</option>
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<option data-i18n="trait">Trait</option>
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<option data-i18n="flaw">Flaw</option>
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</select>
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<input type="text" name="attr_feature_5" placeholder="Feature 5" data-i18n-placeholder="Feature 5">
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</div>
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<div class="feature-line">
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<select name="attr_feature_6_type">
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<option data-i18n="skill">Skill</option>
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<option data-i18n="trait">Trait</option>
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<option data-i18n="flaw">Flaw</option>
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</select>
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<input type="text" name="attr_feature_6" placeholder="Feature 6" data-i18n-placeholder="Feature 6">
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</div>
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</div>
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</div>
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</div>
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</fieldset>
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</div>
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</div>
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<div>
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<div class="outer-block training">
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<h2 data-i18n="training">Training</h2>
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<div class="inner-bubble">
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<div class="training" data-i18n-placeholder="training">
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<fieldset class="repeating_skills">
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<table>
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<tr>
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<th>New Skills</th> <th>Basics</th> <th colspan="3">Practising</th> <th>Learned</th>
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</tr>
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<tr>
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<td><input type="text" placeholder="skill" name="new_skill"> </td>
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<td> <input type="checkbox" name="attr_basics" /></td>
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<td> <input type="checkbox" name="attr_practice_1" /></td>
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<td> <input type="checkbox" name="attr_practice_2" /></td>
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<td> <input type="checkbox" name="attr_practice_3" /></td>
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<td> <input type="checkbox" name="attr_learned" /> </td>
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</tr>
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</table>
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</fieldset>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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<rolltemplate class="sheet-rolltemplate-ability">
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<div>
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<h1>{{name}} / {{ability}}</h1>
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<div class="inner">
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<div class="row">
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<div class="label" data-i18n="roll">Roll</div>
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<div class="result">{{roll}}</div>
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</div>
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<div class="row">
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<div class="label" data-i18n="result">Result</div>
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<!-- Success -->
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{{#rollGreater() roll 3}}
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<div class="result result-success">
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{{#rollWasCrit() roll}}<strong data-i18n="critical">Critical</strong>{{/rollWasCrit() roll}}
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<span data-i18n="success">Success</span>
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</div>
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{{/rollGreater() roll 3}}
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<!-- Complication -->
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{{#rollBetween() roll 2 3}}
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<div class="result result-complication" data-i18n="complication">Complication</div>
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{{/rollBetween() roll 2 3}}
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<!-- Hijinx -->
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{{#rollLess() roll 2}}
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<div class="result result-hijinx" data-i18n="hijinx">Hijinx</div>
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{{/rollLess() roll 2}}
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</div>
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{{#rollGreater() roll 3}}
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<div class="description">
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<p data-i18n="description-success">You do as well as you can. The Narrator describes how successful you are.</p>
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</div>
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{{/rollGreater() roll 3}}
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{{#rollBetween() roll 2 3}}
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<div class="description">
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<p data-i18n="description-complication">You barely manage to pull it off, but not without consequence. The
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Narrator describes how the situation
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becomes more complicated.</p>
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</div>
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{{/rollBetween() roll 2 3}}
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{{#rollLess() roll 2}}
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<div class="description">
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<p data-i18n="description-hijinx">Something goes terribly wrong. The Narrator describes how things go awry, and
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hijinx may follow.</p>
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</div>
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{{/rollLess() roll 2}}
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{{#rollWasCrit() roll}}
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<div class="description">
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<p data-i18n="description-critical-success">You do better than expected! The Narrator describes how things go in
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your favor.</p>
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</div>
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{{/rollWasCrit() roll}}
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</div>
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</div>
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</rolltemplate>
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</div>
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<div class="NPC">
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<h2> Your Non-Player Character</h2>
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<div class="grid-two-columns">
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<div>
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<div class="npc">
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<h1 data-i18n="your-npc">Your NPC</h1>
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<div class="outer-block">
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<h2 data-i18n="npc-abilities"> NPC Abilities </h2>
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<div class="inner-bubble">
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<label class="character-name">
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<span data-i18n="their-name-is"> My name is</span>
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<input type="text" name="attr_npc_name" />
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<span data-i18n="and-they-are">and I am:</span>
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</label>
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<div class="attributes">
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<div class="attribute">
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<input readonly type="text" name="attr_cunning_characteristic_npc" />
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<h3 data-i18n="npc_cunning">Cunning</h3>
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<label>
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<span data-i18n="base">Base</span>
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<select name="attr_cunning_base_npc">
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<option value="d4" selected="selected">D4</option>
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<option value="d6">D6</option>
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<option value="d8">D8</option>
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<option value="d10">D10</option>
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<option value="d12">D12</option>
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</select>
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</label>
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<label>
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<span data-i18n="current">Current</span>
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<select name="attr_cunning_current_npc">
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<option value="d4" selected="selected">D4</option>
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<option value="d6">D6</option>
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<option value="d8">D8</option>
|
||
<option value="d10">D10</option>
|
||
<option value="d12">D12</option>
|
||
</select>
|
||
<button type="roll"
|
||
value="&{template:ability} {{ability=Cunning}} {{name=@{character_name}}} {{roll=[[@{cunning_current_npc}]]}}"></button>
|
||
<button type="roll" class ="blank-button"
|
||
value="&{template:ability} {{ability=Cunning}} {{name=@{npc_name}}} {{advantage=1}}{{roll=[[2@{npc_cunning_current}kh1]]}}">+</button>
|
||
<button type="roll" class ="blank-button"
|
||
value="&{template:ability} {{ability=Cunning}} {{name=@{npc_name}}} {{roll=[[{@{npc_cunning_current},@{npc_cunning_current}}kl1]]}}">-</button>
|
||
</label>
|
||
</div>
|
||
<div class="attribute">
|
||
<input readonly type="text" name="attr_npc_vigour_characteristic" />
|
||
<h3 data-i18n="npc_vigour">Vigour</h3>
|
||
<label>
|
||
<span data-i18n="base">Base</span>
|
||
<select name="attr_vigour_base_npc">
|
||
<option value="d4" selected="selected">D4</option>
|
||
<option value="d6">D6</option>
|
||
<option value="d8">D8</option>
|
||
<option value="d10">D10</option>
|
||
<option value="d12">D12</option>
|
||
</select>
|
||
</label>
|
||
<label>
|
||
<span data-i18n="current">Current</span>
|
||
<select name="attr_npc_vigour_current">
|
||
<option value="d4" selected="selected">D4</option>
|
||
<option value="d6">D6</option>
|
||
<option value="d8">D8</option>
|
||
<option value="d10">D10</option>
|
||
<option value="d12">D12</option>
|
||
</select>
|
||
<button type="roll"
|
||
value="&{template:ability} {{ability=Vigour}} {{name=@{character_name}}} {{roll=[[@{npc_vigour_current}]]}}"></button>
|
||
<button type="roll" class ="blank-button"
|
||
value="&{template:ability} {{ability=Vigour}} {{name=@{npc_name}}} {{advantage=1}}{{roll=[[2@{npc_vigour_current}kh1]]}}">+</button>
|
||
<button type="roll" class ="blank-button"
|
||
value="&{template:ability} {{ability=Vigour}} {{name=@{npc_name}}} {{roll=[[2@{npc_vigour_current}kl1]]}}">-</button>
|
||
</label>
|
||
</div>
|
||
<div class="attribute">
|
||
<input readonly type="text" name="attr_npc_willpower_characteristic" />
|
||
<h3 data-i18n="npc_willpower">Willpower</h3>
|
||
<label>
|
||
<span data-i18n="base">Base</span>
|
||
<select name="attr_npc_willpower_base">
|
||
<option value="d4" selected="selected">D4</option>
|
||
<option value="d6">D6</option>
|
||
<option value="d8">D8</option>
|
||
<option value="d10">D10</option>
|
||
<option value="d12">D12</option>
|
||
</select>
|
||
</label>
|
||
<label>
|
||
<span data-i18n="current">Current</span>
|
||
<select name="attr_npc_willpower_current">
|
||
<option value="d4" selected="selected">D4</option>
|
||
<option value="d6">D6</option>
|
||
<option value="d8">D8</option>
|
||
<option value="d10">D10</option>
|
||
<option value="d12">D12</option>
|
||
</select>
|
||
<button type="roll"
|
||
value="&{template:ability} {{ability=Willpower}} {{name=@{npc_name}}} {{roll=[[@{npc_willpower_current}]]}}"></button>
|
||
<button type="roll" class ="blank-button"
|
||
value="&{template:ability} {{ability=Willpower}} {{name=@{npc_name}}} {{advantage=1}}{{roll=[[2@{npc_willpower_current}kh1]]}}">+</button>
|
||
<button type="roll" class ="blank-button"
|
||
value="&{template:ability} {{ability=Willpower}} {{name=@{npc_name}}} {{roll=[[2@{npc_willpower_current}kl1]]}}">-</button>
|
||
|
||
</label>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="outer-block inline-header">
|
||
<h2 data-i18n="injuries_npc">Injuries</h2>
|
||
<div class="inner-bubble">
|
||
<input type="text" name="attr_injuries_npc" />
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="inventory">
|
||
<h1 data-i18n="inventory_npc">Inventory</h1>
|
||
<div class="grid-two-columns">
|
||
<div>
|
||
<div class="outer-block">
|
||
<h2 data-i18n="standard-gear_npc">Standard Gear</h2>
|
||
<div class="inner-bubble">
|
||
<input type="text" name="attr_tool_1_npc" placeholder="Tool 1" data-i18n-placeholder="tool-1_npc">
|
||
<input type="text" name="attr_tool_2_npc" placeholder="Tool 2" data-i18n-placeholder="tool-2_npc">
|
||
<input type="text" name="attr_tool_3_npc" placeholder="Tool 3" data-i18n-placeholder="tool-3_npc">
|
||
<input type="text" name="attr_tool_4_npc" placeholder="Tool 4" data-i18n-placeholder="tool-4_npc">
|
||
<input type="text" name="attr_weapon_npc" placeholder="Weapon" data-i18n-placeholder="weapon_npc">
|
||
<input type="text" name="attr_packed lunch_npc" placeholder="Packed Lunch"
|
||
data-i18n-placeholder="packed-lunch_npc">
|
||
<input type="text" name="attr_money_npc" placeholder="Money" data-i18n-placeholder="money_npc">
|
||
<input type="text" name="attr_light_source_npc" placeholder="Light Source"
|
||
data-i18n-placeholder="light-source_npc">
|
||
<input type="text" name="attr_backpack_npc" placeholder="Backpack" data-i18n-placeholder="backpack_npc">
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div>
|
||
<div class="outer-block">
|
||
<div class="split-header">
|
||
<h2 class="with-aside" data-i18n="carried-items_npc">Carried Items</h2>
|
||
<label>
|
||
<span data-i18n="max_npc">Max:</span>
|
||
<input readonly type="text" name="attr_max_carried_items" value="4" />
|
||
</label>
|
||
</div>
|
||
<div class="inner-bubble">
|
||
<fieldset class="repeating_carrieditems">
|
||
<input type="text" name="attr_carried_item_npc" placeholder="Carried Item"
|
||
data-i18n-placeholder="carried-item_npc">
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div class="outer-block">
|
||
<h2 data-i18n="pocket-items-npc">Pocket Items</h2>
|
||
<div class="inner-bubble">
|
||
<fieldset class="repeating_pocketitems_npc">
|
||
<input type="text" name="attr_pocket_item_npc" placeholder="Pocket Item"
|
||
data-i18n-placeholder="pocket-item_npc">
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="npc-info">
|
||
<div class="grid-two-columns">
|
||
<div class="outer-block inline-header">
|
||
<h2 data-i18n="npc_difficulty">Difficulty</h2>
|
||
<div class="inner-bubble">
|
||
<select name="attr_npc_difficulty">
|
||
<option data-i18n="petty">Petty</option>
|
||
<option data-i18n="simple">Simple</option>
|
||
<option data-i18n="moderate">Moderate</option>
|
||
<option data-i18n="troublesome">Troublesome</option>
|
||
<option data-i18n="challenging">Challenging</option>
|
||
<option data-i18n="daunting">Daunting</option>
|
||
</select> </div>
|
||
</div>
|
||
</div>
|
||
<div>
|
||
<div class="npc_attributes">
|
||
<div class="outer-block">
|
||
<div class="split-header">
|
||
<h2 class="with-aside" data-i18n="npc_strength">Strength</h2>
|
||
<label>
|
||
<span data-i18n="strength_max">Max:</span>
|
||
<input type="number" name="attr_strength_max" value="1"/>
|
||
</label>
|
||
</div>
|
||
<div class="inner-bubble">
|
||
<fieldset class="repeating_strengths">
|
||
<input type="text" name="attr_npc_strength" placeholder="Strength"
|
||
data-i18n-placeholder="npc_strength">
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div>
|
||
<div class="outer-block">
|
||
<div class="split-header">
|
||
<h2 class="with-aside" data-i18n="npc_weakness">Weaknesses</h2>
|
||
<label>
|
||
<span data-i18n="max_weak">Max:</span>
|
||
<input readonly type="text" name="attr_max_weak" value="1"/>
|
||
</label>
|
||
</div>
|
||
<div class="inner-bubble">
|
||
<fieldset class="repeating_weaknesses">
|
||
<input type="text" name="attr_npc_weak" placeholder="Weakness"
|
||
data-i18n-placeholder="npc_weakness">
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
</div>
|
||
<div>
|
||
<div class="notes_npc" data-i18n-placeholder="notes_npc">
|
||
<h2 data-i18n="notes_npc">Notes</h2>
|
||
<div class="outer-block inline-header">
|
||
<span name="notes_npc">
|
||
<div class="grow-wrap">
|
||
<textarea name="attr_notes_npc" rows="25" spellcheck="false" data-i18n="notes_npc" /></textarea>
|
||
|
||
</div>
|
||
</span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
</div>
|
||
</div>
|
||
|
||
</div>
|
||
|
||
|
||
<div class="making">
|
||
<h2> Making Adventurers</h2>
|
||
<p class="c11"><span class="c35">This is an easy to read and simple to use roleplaying game written with both new and experienced players in mind. </span><span class="c35 c13">Adventures on a Dime</span><span class="c35"> aims to introduce skills found in many different games</span><span> and be a stepping stone into other systems.</span></p><h3 class="c7" id="h.1exau6ae88o"><span class="c33">Roles</span></h3><p class="c11"><span>There are two roles in this game. One player is the </span><span class="c9">Narrator</span><span>, who coordinates the story and fairly applies the rules for the other players, who are capable </span><span class="c9">Adventurers</span><span>. While playing AOAD, you will tell stories about daring adventurers in any setting </span><span>–</span><span class="c3"> a fantasy kingdom, a creaking spaceship, another planet or even your own day-to-day life. </span></p><h3 class="c7" id="h.oouyzrlpm3qt"><span class="c12 c9">Game Overview</span></h3><p class="c11"><span>The </span><span class="c35">Adventurers will </span><span>use the Skills and Features they’ve accumulated during their life to</span><span class="c35"> overcome obstacles presented by the Narrator. </span><span>Where an outcome is uncertain, the</span><span class="c35"> </span><span>Narrator will ask the Adventurers to</span><span class="c35"> roll dice</span><span> to determine what happens next in the story. The Narrator will use the Perks and Flaws of each Adventurer to customise the obstacles and </span><span>outcomes </span><span>they each experience. Adventures on a Dime is a game that can tell stories over a single session, or over several sessions.</span></p><p class="c11"><span>Stories will be told of everyday people who can accomplish amazing things. However, their adventures are not without danger – Adventurers can get hurt, lose their equipment or even permanently leave the story.</span></p><h3 class="c7" id="h.4t9zjjfvsf63"><span class="c12 c9">What is a Roleplaying Game?</span></h3><p class="c11"><span>A Tabletop Roleplaying Game (also called a TTRPG, a Roleplaying Game or Storytelling Game) is a way of collaboratively telling a story. These games can be played with anyone. L</span><span>ike conversations</span><span class="c3"> at a party, they are great fun with people you already know. </span></p><p class="c11"><span class="c3">When you play, you tell a story. In most games, each player takes on the role of a character in that story. Everyone’s goal is to tell an entertaining and fun story, no matter which character they are playing as. </span></p><p class="c11"><span>When something happens in the story where the outcome isn’t clear, everyone uses the rules to find out what happens next. This might involve rolling dice, </span><span>completing a puzzle</span><span class="c3"> or drawing cards from a deck. Once an outcome is agreed upon, everyone continues telling the story.</span></p><p class="c11"><span>At some point, the story has to end. Some games are designed to tell a full story in a single session, while </span><span>others</span><span class="c3"> may use multiple sessions to tell a story in many parts, like episodes of a TV show.</span></p><h3 class="c7" id="h.jkxj29129xzd"><span class="c9 c12">Why Play Roleplaying Games?</span></h3><p class="c11"><span>Through roleplaying, you can write, draw, tell stories, design characters and explore worlds beyond</span><span> your own imagination.</span><span class="c3"> You can use them as a way of getting to know people better, make new friends and improve your social skills. </span></p><p class="c11"><span>Like any good book, film or video game, a great TTRPG can hold a mirror up to your own interests, helping you find out more about yourself. Different games help you tell different stories and explore many exciting themes. </span><span>Roleplaying</span><span> games can also create a safe, distanced space to talk about serious issues </span><span>on your</span><span class="c3"> mind, such as mental health, race, gender, sexuality and contemporary politics.</span></p><p class="c11"><span class="c3">They can also just be fun! Not every game has to be a manifesto of personal growth. Many players find comfort in the stories they tell – an escape from their current problems.</span></p>
|
||
<h1 class="c50" id="h.ffcuv16xrk2d"><span class="c9 c38"></span></h1><h1 class="c56" id="h.ywfge3smk4dy"><span>Making an Adventurer</span></h1><p class="c11"><span>You are an </span><span class="c9">Adventurer</span><span> and you’re going on a quest. Use the following rules </span><span>to create your own Adventurer and learn how to play the game.</span><span class="c3"> </span></p><p class="c11"><span>First, you will pick characteristics that define your Adventurer and discover what Skills they have gained from their current Job. Next, you will choose Equipment to bring on your quest. </span><span>Continue reading to </span><span class="c3">start your adventure!</span></p><h2 class="c1" id="h.76rrl19hlxnb"><span>Abilities</span></h2><p class="c11"><span>Your potential is measured with three Abilities: </span><span class="c9">Cunning</span><span>,</span><span class="c9"> Vigour</span><span> and </span><span class="c9">Willpower</span><span>. They are measured using</span><span> </span><span class="c9">Ability Dice</span><span class="c3"> which you roll when solving problems and handling dangerous situations.</span></p><ul class="c47 lst-kix_el2j12jmzbnv-0 start"><li class="c0 li-bullet-0"><span class="c9">Cunning adventurers </span><span class="c9">craft intricate plans</span><span class="c9">.</span><span class="c3"> They are aware of their surroundings, think quickly on their feet and effortlessly recall information.</span></li><li class="c0 li-bullet-0"><span class="c9">Vigorous</span><span class="c9"> adventurers can endure any adversity.</span><span class="c3"> They hold their ground, know their limits and work hard at any task.</span></li><li class="c0 li-bullet-0"><span class="c9">Willful adventurers have the confidence to face any threat.</span><span class="c3"> They are passionate speakers, confidently in touch with their emotions and fearless no matter the odds.</span></li></ul><h3 class="c7" id="h.n8sx3vgh7uh0"><span class="c12 c9">Strengths and Weaknesses</span></h3><p class="c11"><span>Your Adventurer’s abilities are represented by their </span><span class="c9">Ability Dice</span><span>. Ability dice can be of different sizes, such as a six-sided D6 or a ten-sided d10. The more sides a die has the stronger your talents with that Ability.</span></p><p class="c11"><span class="c3">Select one adjective for each Ability, writing it and its die size on your Character Sheet. The total sides of your Ability Dice must equal 24, such as a D6 + D8 + D10 (6 + 8 + 10 = 24).</span></p><a id="t.53dc4395f0893110322cc7ebeadb3e809ee0bd32"></a><a id="t.0"></a><table class="c69"><tbody><tr class="c70"><td class="c29" colspan="1" rowspan="2"><p class="c5"><span class="c42 c9 c13" ><strong>Abilities</span></p></td><td class="c32" colspan="5" rowspan="1"><p class="c5"><span class="c42 c9 c13">Adjectives / Die Size (Base total = 24)</span></p></td></tr><tr class="c62"><td class="c34" colspan="1" rowspan="1"><p class="c5"><span class="c9 c24">D4</span></strong></p><p class="c5"><span class="c4"><i>An Unprepared Adventurer is...</i></span></p></td><td class="c10" colspan="1" rowspan="1"><p class="c5"><span class="c24 c9"><strong>D6</strong></span></p><p class="c5"><span class="c4"><i>An Average Adventurer is...</i></span></p></td><td class="c2" colspan="1" rowspan="1"><p class="c5"><span class="c24 c9"><i>D8</i></span></p><p class="c5"><span class="c4"><strong>A Well-Prepared Adventurer is</strong></span></p></td><td class="c57" colspan="1" rowspan="1"><p class="c5"><span class="c24 c9"><i>D10</i></span></p><p class="c5"><span class="c4"><strong>An Adept Adventurer is...</strong></span></p></td><td class="c30" colspan="1" rowspan="1"><p class="c5"><span class="c24 c9"><i>D12</i></span></p><p class="c5"><span class="c4"><strong>A Heroic Adventurer is...</strong></span></p></td></tr><tr class="c37"><strong><td class="c29" colspan="1" rowspan="1"><p class="c5"><span class="c24 c9">Cunning</span></p></td><td class="c34" colspan="1" rowspan="1"><p class="c5"><span class="c3">Foolish</span></p></td><td class="c10" colspan="1" rowspan="1"><p class="c5"><span class="c3">Cautious</span></p></td><td class="c2" colspan="1" rowspan="1"><p class="c5"><span class="c3">Resourceful</span></p></td><td class="c57" colspan="1" rowspan="1"><p class="c5"><span class="c3">Sly</span></p></td><td class="c30" colspan="1" rowspan="1"><p class="c5"><span class="c3">Devious</span></p></td></tr><tr class="c55"><td class="c29" colspan="1" rowspan="1"><p class="c5"><span class="c24 c9">Vigour</span></p></td><td class="c34" colspan="1" rowspan="1"><p class="c5"><span class="c3">Reckless</span></p></td><td class="c10" colspan="1" rowspan="1"><p class="c5"><span class="c3">Capable</span></p></td><td class="c2" colspan="1" rowspan="1"><p class="c5"><span class="c3">Adept</span></p></td><td class="c57" colspan="1" rowspan="1"><p class="c5"><span class="c3">Diligent</span></p></td><td class="c30" colspan="1" rowspan="1"><p class="c5"><span>Relentless</span></p></td></tr><tr class="c37"><td class="c29" colspan="1" rowspan="1"><p class="c5"><span class="c24 c9">Willpower</span></p></td><td class="c34" colspan="1" rowspan="1"><p class="c5"><span class="c3">Fearful</span></p></td><td class="c10" colspan="1" rowspan="1"><p class="c5"><span class="c3">Present</span></p></td><td class="c2" colspan="1" rowspan="1"><p class="c5"><span class="c3">Confident</span></p></td><td class="c57" colspan="1" rowspan="1"><p class="c5"><span class="c3">Inspiring</span></p></td><td class="c30" colspan="1" rowspan="1"><p class="c5"><span class="c3">Enthralling</strong></span></p></td></tr></tbody></table><p class="c11 c28"><span class="c3"></span></p><h3 class="c7" id="h.dxtmsnbrjr0x"><span class="c12 c9">Base Size and Current Size</span></h3><p class="c11"><span>The die size chosen for each Ability is its </span><span class="c9">Base Size</span><span class="c3">. All your Ability dice start play at their Base Size.</span></p><p class="c11"><span>During play, effects may temporarily </span><span>make an Ability Die larger or smaller than its Base. In time your dice will return to their Base Size, usually when you Rest.</span></p><h3 class="c7" id="h.pb6tg0t6mmzy"><span class="c12 c9">Steps</span></h3><p class="c11"><span>When a die changes size, it is </span><span class="c9">Raised</span><span> or </span><span class="c9">Lowered</span><span> by one or more </span><span class="c9">Steps</span><span>. For example, a D4 Raised by 2 steps becomes a D8, while a D12 Lowered by 1 step becomes a D10.</span></p>
|
||
<h2 class="c1 c63" id="h.hvwafsso6so5"><span class="c27 c9"></span></h2><h2 class="c1" id="h.wwxvf61cpjy6"><span>Jobs</span></h2><p class="c11"><span>Adventurers aren’t born, they’re made. Common folk use the talents they’ve developed across their lives to become heroes in moments of danger and peril. </span><span class="c9">Jobs</span><span> and </span><span class="c9">Features</span><span> are our way of summing up those talents and finding ways to apply them to solve problems. </span><span>Every Job has:</span></p><ul class="c47 lst-kix_ey519yhtarbd-0 start"><li class="c0 li-bullet-0"><span class="c9">A Title.</span><span class="c3"> What is your job?</span></li><li class="c0 li-bullet-0"><span class="c9">3 Skills.</span><span class="c3"> What duties are you able to perform?</span></li><li class="c0 li-bullet-0"><span class="c9">A Perk.</span><span class="c3"> What positive attitude, quality or trait have you gained?</span></li><li class="c0 li-bullet-0"><span class="c9">A Flaw.</span><span class="c3"> What negative opinion, weakness or long-term problem has the job caused?</span></li></ul><h3 class="c7" id="h.5f0ysgyypukj"><span class="c12 c9">Your First Job</span></h3><p class="c11"><span>When you make an </span><span>A</span><span>dventurer</span><span class="c3">, think about what their life was like before they were called to action.</span></p><p class="c11"><span class="c3">Think small. Consider the heroism that can be found in everyday life. No job can solve every problem, so delight in choosing oddly specific, quirky or intriguing skills. </span></p><p class="c11">
|
||
<ul>
|
||
<li>When I describe myself to others, I tell them I am a [Job Title].
|
||
</li><li>This Job has given me the chance to practice [this Skill].
|
||
</li><li>Something I like about this Job is that [describe Perk].
|
||
</li><li>I hadn’t expected this Job would [describe Flaw].</li>
|
||
</ul>
|
||
<p>
|
||
Here are some filled in examples:
|
||
</p>
|
||
<ul> <li>
|
||
When I describe myself to others, I tell them I am a Pirate. (Job: Pirate)</li><li>
|
||
Being a Pirate has given me the chance to practice swinging a cutlass. (Skill: Swashbuckling)</li><li>
|
||
Something I like about being a Pirate is that I learned to keep calm while the ship was under cannon fire. (Perk: Cool Under Pressure)</li><li>
|
||
I hadn’t expected that being a Pirate would mean I’d miss my home port this much. (Flaw: Landlubber)</li></ul>
|
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|
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|
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|
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|
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<h3 class="c7" id="h.qorfogfc4clo"><span>Phrasing Skills</span></h3><p class="c11"><span class="c3">Unusual talents or abilities can also be phrased as Skills. </span></p><p class="c11"><span>For example, a wizard’s apprentice might know how to </span><span class="c13">Create Flames</span><span> or </span><span class="c13">Talk to Animals</span><span>, while a New York superhero might be able to </span><span class="c13">Walk on Walls</span><span> or </span><span class="c13">Shoot Sticky Webs</span><span>. Special Items might also grant their user access to a specific Skill, such as a magic cloak that allows you to </span><span class="c13">Turn Invisible</span><span>.</span></p><h3 class="c7" id="h.a462dz75zgyx"><span>Features</span></h3><p class="c11"><span class="c3">A feature is a Skill, Perk or Flaw that's not attached to a Job. However, it is used normally in play.</span></p><p class="c11"><span>When you create your Adventurer, give them one Feature. What is something special about you that is independent of any profession? For example, our Pirate from before also knows how to knit, and has the Feature ‘Skill: Knit Jumpers.’</span>
|
||
</p><h2 class="c1" id="h.c41ztbyuxjql"><span class="c27 c9">Equipment</span></h2><p class="c11"><span>Every Adventurer starts with their </span><span class="c9">Standard Gear</span><span>. They always have the ability to carry this equipment. In addition, you can carry a number of Items</span><span class="c9"> </span><span>(weapons, tools, objects, etc.) equal to </span><span class="c9">your Base Vigour</span><span class="c3">. For example, if your Base Vigour is a D8, then you can carry up to 8 Items.</span></p><ul class="c47 lst-kix_4ik6al5y5lxe-0 start"><li class="c0 li-bullet-0"><span>An </span><span class="c9">Item </span><span>is an object that requires </span><span class="c9">one or two hands to comfortably hold</span><span class="c3">, such as a shield, fancy painting or small tent.</span></li><li class="c0 li-bullet-0"><span>A </span><span class="c9">Heavy Item</span><span class="c3"> is anything too big to be comfortably held in two hands, or too heavy to hold, such as an armchair or an anvil. They cannot be carried like an Item, but you might be able to pick them up or drag them around.</span></li><li class="c0 li-bullet-0"><span>A </span><span class="c9">Pocket Item</span><span class="c3"> is small enough to fit in the palm of your hand. These don’t count against the number of Items you can carry, within reason. A single feather might be a pocket item, but a pillow stuffed with feathers is an Item.</span></li></ul><p class="c11"><span class="c3">What counts as an Item, Heavy Item or Pocket Item is relative to each Adventurer. To a human, a boulder might be a heavy item. To a giant robot, that same boulder might be a pocket item!</span></p><h3 class="c7" id="h.ef1y1mdsk2wk"><span class="c12 c9">Standard Gear</span></h3><p class="c11"><span>A new adventurer starts with the following</span><span class="c9"> Standard Gear</span><span class="c3">:</span></p><ul class="c47 lst-kix_n1ypqz1u57f-0 start"><li class="c0 li-bullet-0"><span class="c3">A set of Clothing</span></li><li class="c0 li-bullet-0"><span class="c3">A Backpack</span></li><li class="c0 li-bullet-0"><span class="c3">A Light Source</span></li><li class="c0 li-bullet-0"><span class="c3">A Packed Lunch</span></li><li class="c0 li-bullet-0"><span class="c3">A wallet with 10 Silver Coins</span></li><li class="c0 li-bullet-0"><span>Five </span><span class="c9">Tools</span><span> or </span><span class="c9">Weapons </span><span class="c3">related to your Job(s)</span></li></ul><h3 class="c7" id="h.5qq3hre8638x"><span class="c12 c9">Tools</span></h3><p class="c11"><span>A </span><span class="c9">Tool</span><span class="c3"> is anything that you would use day-to-day in one of your Jobs. You can use them to solve problems and interact with the world.</span></p><p class="c11"><span>Up to five Tools or Weapons fit in your </span><span class="c9">Standard Gear</span><span>, </span><span class="c3">with additional objects being carried as Items.</span></p><h3 class="c7" id="h.jsr1kfdg9sd0"><span class="c12 c9">Weapons</span></h3><p class="c11"><span>A </span><span class="c9">Weapon</span><span> is anything you can </span><span>carry</span><span> that you can also use to defend yourself. All weapons deal the same </span><span>damage</span><span class="c3">, so choose anything that fits your character and their background. </span></p><p class="c11"><span>You don’t have to carry a weapon if you don’t want to.</span></p><h3 class="c7" id="h.nbk3ug8ch9gh"><span class="c12 c9">Special Items</span></h3><p class="c11"><span class="c3">Some objects are specially crafted, magically enchanted or otherwise really cool. The rules that come with Special Items explain how they work, and override the standard rules written here. If in doubt, the Narrator can make a final decision as to how things work.</span></p><h3 class="c7" id="h.dixj49rp6z3i"><span>Narratively Sensible Limits</span></h3><p class="c11"><span class="c3">Items, Tools and Weapons have a ‘narratively sensible’ limit. Under normal use, an item won’t run out or break and doesn’t have to be measured. However, items are not infinite. If the Narrator believes that an action could use up or otherwise break an item, they will warn you.</span></p><p class="c11"><span>For example, while exploring a labyrinth you use </span><span class="c13">chalk</span><span> to mark your way without fear of using it up. Then you find some ancient tablets in a hidden library and want to take a rubbing of each one. Now the Narrator warns you that this would use up all of your </span><span class="c13">chalk</span><span>. You could choose to take only a few rubbings and save your </span><span class="c13">chalk</span><span class="c3"> to continue marking your way or use it all up and get a rubbing of each tablet right now.</span></p>
|
||
|
||
|
||
</div>
|
||
<div class="rules">
|
||
<h2> Rules</h2>
|
||
|
||
<h2 class="c1 c63" id="h.y8dzbt3j18ae"><span class="c27 c9"></span></h2><h1 class="c56" id="h.65cx8ekxmhnt"><span class="c38 c9">Playing the Game</span></h1><p class="c11"><span class="c13">Adventurers on a Dime</span><span> follows a natural rhythm of actions. </span><span>The Narrator describes what is happening in the story, then the Adventurers react by describing what actions they take.</span><span class="c3"> Like a conversation, the spotlight moves back and forth with the Narrator and Adventurers reacting to each other's ideas.</span></p><p class="c11"><span class="c3">This section provides a set of rules to help frame that conversation and answer questions such as, ”What happens next?” and, ”What if something bad happens?” </span></p><p class="c11"><span class="c3">Together, all Players should use these rules to tell a story that everyone enjoys.</span></p><h2 class="c1" id="h.tsy08eval3wf"><span>Ability Rolls</span></h2><p class="c11"><span>During play, you tell the Narrator what you want to do. When you attempt something that isn’t guaranteed,</span><span> </span><span>your Narrator will ask you to describe your approach in detail. Then they will ask you to make an </span><span>Ability Roll with one of your three abilities. The</span><span class="c3"> result of the roll tells everyone what happens next. When you roll...</span></p><a id="t.26bda78fbd1b73110c4027b822d83864a65dfa69"></a><a id="t.1"></a><table class="c39"><tbody><tr class="c14"><td class="c25" colspan="1" rowspan="1"><p class="c17"><span class="c3">Die Roll</span></p></td><td class="c46" colspan="2" rowspan="1"><p class="c17"><span class="c3">Outcome</span></p></td></tr><tr class="c15"><td class="c25" colspan="1" rowspan="1"><p class="c17"><span class="c3">Highest</span></p></td><td class="c2" colspan="1" rowspan="1"><p class="c17"><span class="c3">Critical Success</span></p></td><td class="c43" colspan="1" rowspan="1"><p class="c18"><span class="c3">You do better than could be expected! The Narrator describes how things go in your favour. </span></p></td></tr><tr class="c15"><td class="c25" colspan="1" rowspan="1"><p class="c17"><span class="c3">4+</span></p></td><td class="c2" colspan="1" rowspan="1"><p class="c17"><span class="c3">Success</span></p></td><td class="c43" colspan="1" rowspan="1"><p class="c18"><span class="c3">You do as well as you can. The Narrator describes if you succeed and how successful you are.</span></p></td></tr><tr class="c15"><td class="c25" colspan="1" rowspan="1"><p class="c17"><span class="c3">2-3</span></p></td><td class="c2" colspan="1" rowspan="1"><p class="c17"><span class="c3">Complication</span></p></td><td class="c43" colspan="1" rowspan="1"><p class="c18"><span>You do worse than expected. The Narrator describes the cost of your success</span><span class="c3"> as the situation becomes tenser.</span></p></td></tr><tr class="c15"><td class="c25" colspan="1" rowspan="1"><p class="c17"><span class="c3">1</span></p></td><td class="c2" colspan="1" rowspan="1"><p class="c17"><span class="c3">Hijinx</span></p></td><td class="c43" colspan="1" rowspan="1"><p class="c18"><span>Something dramatic happens. The Narrator describes how things go awry</span><span> – unintended consequences may follow</span><span class="c3">.</span></p></td></tr></tbody></table><p class="c11 c28"><span class="c24 c9"></span></p><h3 class="c7" id="h.mmv0nbmnayl7"><span>Cunning, Vigour or Willpower</span></h3><p class="c11"><span class="c3">The description of your approach decides which Ability the Narrator will ask you to roll. For example, methodically pulling every book on a bookcase to search for a hidden door might require a Vigour Roll for diligently working. Dusting the bookcase for fingerprints might instead require a Cunning Roll for cleverly using a tool.</span></p><h3 class="c7" id="h.cl31rt3t9oen"><span class="c12 c9">Clarifying Intent</span></h3><p class="c11"><span class="c3">Part of adventuring is facing challenges, especially those that stretch outside of your comfort zone. However, if you want to roll a different Ability than the one the Narrator suggests, you can rephrase your action or specify your intentions. The Narrator may still decide that their suggestion makes more sense in the situation.</span></p><h3 class="c7" id="h.hha34xhm0hty"><span class="c12 c9">Impossible Rolls</span></h3><p class="c11"><span class="c3">If the Narrator thinks an action is guaranteed to fail or just isn’t possible, they will let you know. You can always choose not to perform an action up until you roll the dice.</span></p><h3 class="c7" id="h.41ydkoclu20v"><span class="c12 c9">Contest Rolls</span></h3><p class="c11"><span>When two or more characters actively oppose each other, the Narrator calls for a </span><span class="c9">Contest </span><span class="c3">to decide who gets what they want.</span></p><ul class="c47 lst-kix_dcs2a2lbd3mt-0 start"><li class="c0 li-bullet-0"><span class="c9">Contestants </span><span>each make an </span><span class="c9">Ability Roll</span><span>. The highest number wins the </span><span class="c9">Contest</span><span class="c3">.</span></li><li class="c0 li-bullet-0"><span class="c3">In ties, the largest Ability Die wins. If tied dice are the same size, the contest is a draw and nobody gets what they want.</span></li><li class="c6 li-bullet-0"><span class="c3">Contestants don’t have to roll the same Ability Die. For example, a fox sneaking up on a chicken would make a Cunning roll, while the rooster keeping watch would make a Vigour roll.</span></li></ul><h3 class="c7" id="h.qp4luh8q39s2"><span>Advantage and Disadvantage</span></h3><p class="c11"><span class="c3">Sometimes the odds are in your favour, other times they’re stacked against you. The Narrator might tell you to roll with…</span></p><ul class="c47 lst-kix_5f18jpps16j0-0 start"><li class="c0 li-bullet-0"><span class="c9">Advantage.</span><span> Roll your Ability Die twice and use the </span><span class="c9">higher</span><span class="c3"> roll.</span></li><li class="c0 li-bullet-0"><span class="c9">Disadvantage. </span><span>Roll your Ability Die twice and use the </span><span class="c9">lower</span><span class="c3"> roll.</span></li></ul><p class="c11"><span>Advantage and Disadvantage </span><span class="c9">do not stack</span><span class="c3">: you will only ever roll twice (e.g. you can’t get double Advantage and roll three times). Additionally, if any roll has both Advantage and Disadvantage, everything cancels out resulting in a single roll.</span></p><p class="c11"><span class="c3">Non-Player Characters (NPCs), played in the story by the Narrator, have their own strengths that can give them advantage, and weaknesses that can be exploited by an Adventurer to give the NPC disadvantage.</span></p><h3 class="c7" id="h.8ish5crut9sm"><span>Tagging </span><span>Skills and Tools in Ability Rolls</span></h3><p class="c11"><span class="c3">You can describe to the Narrator how you think a Tool or Skill is especially useful during an Ability Roll. If they agree, they may let you ‘tag’ it to roll with Advantage. </span></p><p class="c11"><span>Bear in mind that sometimes a Skill or Tool may </span><span class="c13">allow </span><span class="c3">you to make an Ability Roll instead of granting Advantage, because without such assistance the roll would have been impossible.</span></p><h3 class="c7" id="h.1y5rc32jogog"><span class="c12 c9">Perks of the Job</span></h3><p class="c11"><span class="c3">Perks open the door to special narrative opportunities. Your Narrator may grant Advantage on a roll, give you additional information or let you make a roll because of a Perk. </span></p><p class="c11"><span class="c3">For example, the Narrator might allow an Adventurer with the Perk ‘Sensitive Hearing’ to make a Cunning Roll to overhear a conversation, where other characters are assumed not to have heard it.</span></p><h3 class="c7" id="h.rd8719mt3fef"><span class="c12 c9">Know Your Flaws</span></h3><p class="c11"><span class="c3">Flaws pave the way for personalized moments in the story. Your Narrator may grant Advantage or Disadvantage, or present additional obstacles for a character to overcome because of a Flaw they have.</span></p><p class="c11"><span>For example, your Narrator might decide that the doorman of an exclusive club won’t let you in because you have the Flaw ‘Known Troublemaker’. Later, when you sneak into the club through the kitchens, the cook will pretend not to see you even though they </span><span class="c13">also</span><span> know you’re a troublemaker, because they hate</span><span> their boss.</span></p><h3 class="c7" id="h.pelydfkeu2qg"><span class="c12 c9">My Adventurer Could Know This</span></h3><p class="c11"><span>You can ask the Narrator about any information your Adventurer might know that you don’t, such as the context of a scene, certain social customs or a relevant piece of common knowledge. The Narrator will help you understand the scenario better, highlighting specific things your Adventurer does or doesn’t know.</span></p><h3 class="c7" id="h.xav410f2o80b"><span class="c12 c9">Dramatic Irony</span></h3><p class="c11"><span>Sometimes the Narrator may confirm details for the Players to make the game more entertaining. Adventurers don’t necessarily know everything that the Players do, so keep that in mind when roleplaying.</span><span class="c3"> </span></p>
|
||
<p class="c11 c28"><span class="c3"></span></p><h2 class="c1" id="h.y9heljfnfajy"><span>Training</span></h2><p class="c11"><span class="c3">As you complete quests and the story continues, your adventurer will become more and more competent. This is represented by earning new Features and taking the time to learn new Skills.</span></p><h3 class="c7" id="h.n7czwyhrgrgu"><span class="c12 c9">New Features</span></h3><h3 class="c11" id="h.nh236cl2vkgq"></h3><span class="c35 c54">After significant milestones or story events, the Narrator may give you a new Feature. </span><span class="c35 c54">For example, after you protect an ambassador from a plot to kidnap them, your Narrator gives you the new Feature ‘Perk: Friends in High Places’. You would record this in the Features tab of your Character Sheet.</span><h3 class="c7" id="h.yh1tj9xm4mt"><span class="c12 c9">New Skills</span></h3><p class="c11"><span>To gain a new Skill, you must spend time </span><span class="c9">Learning the Basics</span><span class="c3"> from an accurate source (reading a book, learning from a tutor, teaching yourself, etc).</span></p><p class="c11"><span>After you </span><span class="c9">learn the basics</span><span>, you need to </span><span class="c9">Practise</span><span class="c3"> your new Skill. Do this by tagging it in a successful Ability Roll on 3 separate occasions. When you tag a Skill you are Practising, you do not get advantage.</span></p><p class="c11"><span>Once you have Practiced your new Skill, it becomes </span><span class="c9">Learned</span><span class="c3">. Now you can tag it to gain advantage!</span></p><p class="c11"><span class="c3">You can tell your Narrator about specific skills that interest you, and they can try to provide opportunities to learn and practise those skills in the story.</span></p><a id="t.0b2515a8c3b97f264510dd9a334d4be8df1d3044"></a><a id="t.2"></a><table class="c71"><tbody><tr class="c37"><td class="c16" colspan="1" rowspan="1"><p class="c18"><span class="c3">(tick the boxes)</span></p></td><td class="c64" colspan="1" rowspan="1"><p class="c18"><span class="c3">Basics?</span></p></td><td class="c30" colspan="3" rowspan="1"><p class="c18"><span class="c3">Practising</span></p></td><td class="c25" colspan="1" rowspan="1"><p class="c18"><span class="c3">Learned!</span></p></td></tr><tr class="c15"><td class="c16" colspan="1" rowspan="1"><p class="c18"><span class="c4">New Skill</span></p></td><td class="c64" colspan="1" rowspan="1"><p class="c18"><span class="c4">B</span></p></td><td class="c59" colspan="1" rowspan="1"><p class="c18"><span class="c4">P1</span></p></td><td class="c23" colspan="1" rowspan="1"><p class="c18"><span class="c4">P2</span></p></td><td class="c52" colspan="1" rowspan="1"><p class="c18"><span class="c4">P3</span></p></td><td class="c25" colspan="1" rowspan="1"><p class="c18"><span class="c4">L</span></p></td></tr></tbody></table><p class="c11 c28"><span class="c3"></span></p><h3 class="c7" id="h.cryxfwh8btju"><span class="c12 c9">Advanced Learning</span></h3><p class="c11"><span>When finding new Skills to learn, consider what might be a logical follow-up from your existing skillset. A wizard’s apprentice who can </span><span class="c13">Create Fire</span><span> might be looking to learn how to </span><span class="c13">Extinguish Flames</span><span>.</span></p><h3 class="c7" id="h.49qiqfwab6gr"><span class="c12 c9">New Jobs</span></h3><p class="c11"><span>Once you have 3</span><span> </span><span class="c9">Learned Skills</span><span>,</span><span> you should combine them into a </span><span class="c9">Job</span><span>. When you do so, reflect on the successes and failures of the learning process to create a </span><span class="c9">Perk </span><span>and </span><span class="c9">Flaw </span><span>for your new Job.</span></p><h3 class="c7" id="h.99k2zhl4hhr5"><span class="c12 c9">Changing Abilities</span></h3><p class="c11"><span>When you get a new Job, you can choose to </span><span class="c9">lower</span><span> an Ability’s Base by one step to </span><span class="c9">raise</span><span class="c3"> another Ability’s Base by one step. This reflects personal growth and change of worldview in your Adventurer. </span></p><p class="c11"><span>No Ability Base can be raised above a D12 or lowered below a D4.</span>
|
||
</p><h2 class="c1" id="h.fqxm6hf6ln03"><span class="c27 c9">Getting Hurt and Resting</span></h2><p class="c11 c28"><span class="c3"></span></p><h3 class="c7" id="h.oiqr1u4ux7by"><span class="c12 c9">Damage</span></h3><p class="c11"><span>When an Adventurer’s body or ego is hurt, they take </span><span class="c9">Damage</span><span>. Receiving Damage</span><span class="c9"> </span><span class="c3">reduces an Ability’s size, often by one Step (such as from a D8 to a D6). In extreme circumstances, Damage may affect multiple Abilities at once or reduce one Ability by multiple Steps.</span></p><p class="c11"><span>Damage</span><span class="c9"> </span><span class="c3">is only inflicted for significant hurts, such as from falling from a great height or feeling immense shame. Light scuffs and scrapes can be endured without taking Damage.</span></p><h3 class="c7" id="h.qkgyr620ka5k"><span class="c12 c9">Injuries</span></h3><p class="c11"><span class="c3">If an Ability with a D4 receives Damage, roll it. If you roll… </span></p><p class="c11 c36"><span class="c9">2 - 4:</span><span class="c3"> You shrug off the Damage and keep adventuring.</span></p><p class="c11 c36"><span class="c9">1:</span><span> You succumb to the Damage and sustain an </span><span class="c9">Injury</span><span class="c3">.</span></p><p class="c11"><span>When you are Injured, the Narrator gives a </span><span class="c9">Cause</span><span> for the Injury related to the ability that was Damaged. For example, </span><span>a Vigour Injury might be a dislocated shoulder, while a Willpower Injury </span><span class="c3">might erode an Adventurer’s confidence and paralyze them with anxiety.</span></p><p class="c11"><span>While injured, you can perform simple actions within the limitations of your Injury but are </span><span class="c9">unable to make rolls for any</span><span> </span><span class="c9">Ability</span><span class="c3">. Abilities can still be raised or lowered while you are Injured.</span></p><h3 class="c7" id="h.4krcjie0cbdj"><span>Removing an Injury</span></h3><p class="c11"><span class="c3">An Injury is removed by taking action to resolve its Cause, such as bandaging your shoulder or calming your fears with a quiet pause. Once the Cause is resolved, you are no longer Injured and can make Ability Rolls again.</span></p><p class="c11"><span>At the Narrator’s discretion, helping resolve another player’s Injury can also count as roleplaying a Breather (explained later, in Resting)</span><span>.</span></p><h3 class="c7" id="h.2vz7n7c4qxt4"><span class="c12 c9">Conflicts that Lead to Damage</span></h3><p class="c11"><span class="c3">During your journey, you may come into conflict with someone or something that wants to cause you harm. There are many such situations – a sword fight, a battle of wits or an aggressive demonstration of skill are just some of them.</span></p><p class="c11"><span>When this happens, you describe how you engage your opponent while the Narrator begins a Contest. The loser of the Contest</span><span class="c9"> </span><span class="c3">takes Damage in the winner’s choice of Ability. The winner describes how they inflict Damage on the loser, or alternatively, the winner can choose not to do harm.</span></p><p class="c11"><span class="c3">For example, two gladiators begin a Vigour Contest as they trade blows with their weapons. The winner spits vicious insults at the loser, and the Narrator decides the loser takes Willpower Damage.</span></p><h3 class="c7" id="h.72nw04w1m2eq"><span class="c12 c9">Resting</span></h3><p class="c11"><span>Adventurers must </span><span class="c9">Rest </span><span>to</span><span> heal and </span><span>repair</span><span class="c3"> the Damage they have suffered on their adventures.</span></p><ul class="c47 lst-kix_mlxddfq0nx4q-0 start"><li class="c0 li-bullet-0"><span>If you rest in </span><span class="c9">Good Conditions</span><span> raise all of your Abilities up to their Base Size.</span><span class="c9 c13"> </span><span class="c13">This requires a hearty meal and 8 hours of uninterrupted sleep in a comfortable space.</span></li><li class="c0 li-bullet-0"><span>If you rest in </span><span class="c9">Adequate Conditions</span><span>, raise one Ability of your choice up to its Base Size.</span><span class="c9"> </span><span class="c4">This requires some food or water and 6 hours of sleep accumulated across an 8 hour period.</span></li><li class="c0 li-bullet-0"><span>If the story allows it, the Adventurers can take a </span><span class="c9">Breather</span><span> to raise one Ability by one step, up to its Base Size.</span><span class="c9"> </span><span>Everyone involved relaxes and lets off steam through a roleplayed conversation or the collaborative description of a scene. </span><span class="c13">Breathers have no minimum time to complete and can take many forms, but cannot be performed again until after the story progresses.</span></li></ul><p class="c11"><span>If any Ability has been raised </span><span class="c13">above</span><span class="c3"> its Base Size, the Narrator decides if resting will lower it back down. For example, having a hearty breakfast might raise your Willpower above its Base. However, the effects of the breakfast pass after a night’s sleep.</span></p><h3 class="c7" id="h.tjx9vfdke7ad"><span class="c12 c9">Resting with Injuries</span></h3><p class="c11"><span class="c3">The act of resting does not automatically remove Injuries. In the time it takes to rest, the cause of an injury could get worse, or even become fatal – a bleeding sword wound or a poisonous bite will need quick attention.</span></p>
|
||
<h1 class="c50" id="h.7w0gvjveh8g0"><span class="c38 c9"></span></h1><h2 class="c1" id="h.murnwv5553rp"><span class="c27 c9">Non-Player Characters</span></h2><p class="c11"><span class="c3">Characters the Narrator controls are called Non-Player Characters or NPCs. </span></p><h3 class="c7" id="h.9e8n3wvavvsw"><span class="c12 c9">What Abilities does an NPC have?</span></h3><p class="c11"><span>NPCs use a simpler character sheet. The </span><span class="c9">higher the total</span><span> of their Ability Dice, the </span><span class="c9">more difficult</span><span class="c3"> a threat they could pose to Adventurers.</span></p><a id="t.9c3c36c818b4f41b7f34ce01fc6eec1925fb1ef5"></a><a id="t.3"></a><table class="c39"><tbody><tr class="c15"><td class="c45" colspan="1" rowspan="1"><p class="c8"><span class="c24 c9">Difficulty</span></p></td><td class="c58" colspan="1" rowspan="1"><p class="c8"><span>Petty</span></p></td><td class="c45" colspan="1" rowspan="1"><p class="c8"><span>Simple</span></p></td><td class="c48" colspan="1" rowspan="1"><p class="c8"><span>Moderate</span></p></td><td class="c10" colspan="1" rowspan="1"><p class="c8"><span>Difficult</span></p></td><td class="c44" colspan="1" rowspan="1"><p class="c8"><span>Troublesome</span></p></td><td class="c31" colspan="1" rowspan="1"><p class="c8"><span>Daunting</span></p></td></tr><tr class="c15"><td class="c45" colspan="1" rowspan="1"><p class="c8"><span class="c24 c9">Example NPC</span></p></td><td class="c58" colspan="1" rowspan="1"><p class="c8"><span class="c4">A Placid Sheep</span></p></td><td class="c45" colspan="1" rowspan="1"><p class="c8"><span class="c4">A Terse Shopkeeper</span></p></td><td class="c48" colspan="1" rowspan="1"><p class="c8"><span class="c4">A Vicious Wolf</span></p></td><td class="c10" colspan="1" rowspan="1"><p class="c8"><span class="c4">A Sly Adventurer</span></p></td><td class="c44" colspan="1" rowspan="1"><p class="c8"><span class="c4">A Veteran Hero</span></p></td><td class="c31" colspan="1" rowspan="1"><p class="c8"><span class="c4">A Conniving Dragon</span></p></td></tr><tr class="c15"><td class="c45" colspan="1" rowspan="1"><p class="c8"><span class="c42 c9 c13">Ability</span></p></td><td class="c58" colspan="1" rowspan="1"><p class="c5"><span class="c3">12</span></p></td><td class="c45" colspan="1" rowspan="1"><p class="c5"><span class="c3">16</span></p></td><td class="c48" colspan="1" rowspan="1"><p class="c5"><span class="c3">20</span></p></td><td class="c10" colspan="1" rowspan="1"><p class="c5"><span class="c3">24</span></p></td><td class="c44" colspan="1" rowspan="1"><p class="c5"><span class="c3">30</span></p></td><td class="c31" colspan="1" rowspan="1"><p class="c5"><span class="c3">36</span></p></td></tr></tbody></table><p class="c11 c28"><span class="c3"></span></p><p class="c11"><span>Instead of Jobs, NPCs have </span><span class="c9">Strengths </span><span>and </span><span class="c9">Weaknesses</span><span>. The number of Strengths</span><span class="c9"> </span><span>and Weaknesses</span><span class="c9"> </span><span class="c3">an NPC has will also affect how difficult a challenge they can pose.</span></p><ul class="c47 lst-kix_c9pu96lvhp2q-0 start"><li class="c0 li-bullet-0"><span>An NPC playing to one of their </span><span class="c9">Strengths </span><span class="c3">rolls with advantage.</span></li><li class="c0 li-bullet-0"><span>An NPC whose </span><span class="c9">Weakness(es)</span><span> are being exploited rolls with </span><span class="c3">disadvantage.</span></li></ul><p class="c11"><span>For example, an Adventurer has heard the local beasts run away from torch-bearing villagers. While in the forest, a </span><span>Vicious Wolf</span><span> attacks! So long as the Adventurer stays near their campfire, the wolf is cautious – they have the weakness ‘</span><span class="c13">Afraid of Fire’</span><span>. When the wolf tries to bite the Adventurer, the wolf has disadvantage on their Ability roll because they are afraid of getting burned.</span></p><a id="t.8a390b188b58a1241198166457e424cc532212d0"></a><a id="t.4"></a><table class="c39"><tbody><tr class="c53"><td class="c21" colspan="1" rowspan="1"><p class="c8"><span class="c24 c9">Difficulty</span></p></td><td class="c41" colspan="1" rowspan="1"><p class="c8"><span>Petty</span></p></td><td class="c51" colspan="1" rowspan="1"><p class="c8"><span>Simple</span></p></td><td class="c48" colspan="1" rowspan="1"><p class="c8"><span>Moderate</span></p></td><td class="c51" colspan="1" rowspan="1"><p class="c8"><span>Difficult</span></p></td><td class="c49" colspan="1" rowspan="1"><p class="c8"><span class="c3">Challenging</span></p></td><td class="c31" colspan="1" rowspan="1"><p class="c8"><span>Daunting</span></p></td></tr><tr class="c15"><td class="c21" colspan="1" rowspan="1"><p class="c8"><span class="c9 c13 c42">Strengths</span></p></td><td class="c41" colspan="1" rowspan="1"><p class="c5"><span class="c3">1</span></p></td><td class="c51" colspan="1" rowspan="1"><p class="c5"><span class="c3">1</span></p></td><td class="c48" colspan="1" rowspan="1"><p class="c5"><span class="c3">2</span></p></td><td class="c51" colspan="1" rowspan="1"><p class="c5"><span class="c3">3</span></p></td><td class="c49" colspan="1" rowspan="1"><p class="c5"><span class="c3">4</span></p></td><td class="c31" colspan="1" rowspan="1"><p class="c5"><span class="c3">5</span></p></td></tr><tr class="c15"><td class="c21" colspan="1" rowspan="1"><p class="c8"><span class="c42 c9 c13">Weaknesses</span></p></td><td class="c41" colspan="1" rowspan="1"><p class="c5"><span class="c3">3</span></p></td><td class="c51" colspan="1" rowspan="1"><p class="c5"><span class="c3">2</span></p></td><td class="c48" colspan="1" rowspan="1"><p class="c5"><span class="c3">1</span></p></td><td class="c51" colspan="1" rowspan="1"><p class="c5"><span class="c3">1</span></p></td><td class="c49" colspan="1" rowspan="1"><p class="c5"><span class="c3">2</span></p></td><td class="c31" colspan="1" rowspan="1"><p class="c5"><span class="c3">2</span></p></td></tr></tbody></table><p class="c11 c28"><span class="c3"></span></p>
|
||
|
||
</div>
|
||
<div class="narrator">
|
||
<h2>Narrator</h2>
|
||
|
||
<h2 class="c1 c63" id="h.na5fi1rfva4o">
|
||
<span class="c27 c9"></span></h2><h2 class="c1" id="h.pk08kzdncpqn"><span class="c9 c27">Narrating an Adventure</span></h2><h2 class="c1" id="h.69yrol1jnzvq"><span>Asking for Ability Rolls</span></h2><p class="c11"><span class="c3">Each Ability Roll should give direction to the story and move it forward, whether the action goes well or not. Avoid describing a roll’s result as a complete halt of progress in the story – this can be boring and dishearten the other Players.</span></p><p class="c11"><span>For example, an Adventurer tries to open a door with brute force and </span><span class="c9">rolls a 1</span><span class="c3"> (a Hijinx). Failing to open the door is boring. Loudly kicking the door off of its hinges and attracting nearby guards is more exciting and keeps the story moving.</span></p><h3 class="c7" id="h.2jf74rpoep61"><span class="c12 c9">Choosing the Right Ability</span></h3><p class="c11"><span>The abilities </span><span class="c9">Cunning</span><span>, </span><span class="c9">Vigour</span><span> and </span><span class="c9">Willpower</span><span class="c3"> can describe any action the adventurers take. Ask the players to describe their actions. Consider their logic then decide which ability suits best at that moment – it might not always be the same ability, even for similar actions! Below are some examples:</span></p><a id="t.c92489ef7a87188795e61872d9ee798da1530c6c"></a><a id="t.5"></a><table class="c39"><tbody><tr class="c15"><td class="c16" colspan="1" rowspan="1"><p class="c5"><span class="c24 c9">Cunning</span></p></td><td class="c19" colspan="1" rowspan="1"><p class="c5"><span class="c24 c9">Vigour</span></p></td><td class="c20" colspan="1" rowspan="1"><p class="c5"><span class="c24 c9">Willpower</span></p></td></tr><tr class="c37"><td class="c40" colspan="3" rowspan="1"><p class="c5"><span class="c4">Fighting in Combat</span></p></td></tr><tr class="c15"><td class="c16" colspan="1" rowspan="1"><p class="c8"><span class="c3">Feinting to the left, tricking the enemy into exposing a weak point.</span></p></td><td class="c19" colspan="1" rowspan="1"><p class="c8"><span>Waiting for the enemy to attack so you can parry their </span><span>blow</span><span class="c3"> and strike with your own.</span></p></td><td class="c20" colspan="1" rowspan="1"><p class="c8"><span class="c3">Letting out a battle cry and swinging your weapon while the enemy is afraid.</span></p></td></tr><tr class="c37"><td class="c40" colspan="3" rowspan="1"><p class="c5"><span class="c4">Climbing a Wall</span></p></td></tr><tr class="c15"><td class="c16" colspan="1" rowspan="1"><p class="c8"><span class="c3">Looking for bricks that jut out, planning a reliable route to scale the wall.</span></p></td><td class="c19" colspan="1" rowspan="1"><p class="c8"><span class="c3">Starting with a run and using your momentum to jump up to a handhold.</span></p></td><td class="c20" colspan="1" rowspan="1"><p class="c8"><span class="c3">Visualising their goal atop the wall, and using their determination to reach it despite slips and falls.</span></p></td></tr><tr class="c37"><td class="c40" colspan="3" rowspan="1"><p class="c5"><span class="c4">Distracting a Guard</span></p></td></tr><tr class="c15"><td class="c16" colspan="1" rowspan="1"><p class="c8"><span class="c3">Commenting on their hard work and offering to buy them a drink.</span></p></td><td class="c19" colspan="1" rowspan="1"><p class="c8"><span class="c3">Tripping them, then running fast enough to give chase without getting caught.</span></p></td><td class="c20" colspan="1" rowspan="1"><p class="c8"><span class="c3">Regaling them with a tale from your latest adventure while your friends slip by unnoticed.</span></p></td></tr></tbody></table><h2 class="c1" id="h.nly5xqoagkxj"><span class="c27 c9">Creating Consequences</span></h2><p class="c11"><span>There are four consequences an Adventurer can face: encountering a </span><span class="c9">Complication</span><span>, </span><span class="c9">Losing an Item</span><span>, taking </span><span class="c9">Damage</span><span>, becoming </span><span class="c9">Injured</span><span>. These are normally encountered after </span><span class="c9">rolling a 1, 2 or 3 </span><span>on an </span><span class="c9">Ability Roll</span><span class="c3">, but the narrator can also decide that a consequence is necessary because of the Adventurers’ actions in the story.</span></p><ul class="c47 lst-kix_hg2khn3miq3r-0 start"><li class="c0 li-bullet-0"><span class="c9">Complications</span><span class="c3"> are the most common. This could be a setback, an unexpected character entering the scene or an unintended consequence.</span></li><li class="c0 li-bullet-0"><span class="c9">Losing an Item</span><span class="c3"> is inconvenient. Breaking a shovel to dig a hole advances the story, yet takes a useful tool away from the adventurers.</span></li><li class="c0 li-bullet-0"><span class="c9">Damage</span><span class="c3"> signals danger. It lowers an Adventurer’s chance of overall success, which stacks the odds against them. When used sparingly it puts weight on a consequence and increases tension in the story.</span></li><li class="c0 li-bullet-0"><span class="c9">Injuries</span><span> are frightening</span><span>. They prevent adventurers from making Ability Rolls, which means they cannot direct the story. While this can be distressing for the Injured Player, it also allows others to be the hero and save their friends.<br><br>Before giving Damage to an adventurer with a D4, ask yourself if an Injury would enhance the story and game experience for everyone involved.<br><br>Furthermore, while Adventurers can </span><span class="c13">technically </span><span class="c3">sustain more than one injury at a time, you should really consider how multiple injuries will affect the story (or bring it to a swift end).</span></li></ul><h3 class="c7" id="h.hn6zeerfw182"><span>Receiving </span><span>Damage</span></h3><p class="c11"><span class="c3">Adventurers often face physical, mental and emotional perils. Just like Ability Rolls, how Damage is awarded is tied to how it is described. </span></p><p class="c11"><span class="c3">For example, staying awake all night to watch over a campsite would leave an Adventurer exhausted the next day. This could look like:</span></p><p class="c11 c28"><span class="c3"></span></p><a id="t.703017e39cbdbf9dd3d32ee3c3d53688e91f111d"></a><a id="t.6"></a><table class="c39"><tbody><tr class="c15"><td class="c26" colspan="1" rowspan="1"><p class="c17"><span class="c24 c9">Cunning Damage</span></p></td><td class="c26" colspan="1" rowspan="1"><p class="c17"><span class="c24 c9">Vigour Damage</span></p></td><td class="c26" colspan="1" rowspan="1"><p class="c17"><span class="c24 c9">Willpower Damage</span></p></td></tr><tr class="c15"><td class="c26" colspan="1" rowspan="1"><p class="c11"><span class="c3">Their eyelids droop with fatigue.</span></p></td><td class="c26" colspan="1" rowspan="1"><p class="c11"><span class="c3">Their muscles ache from standing all night long.</span></p></td><td class="c26" colspan="1" rowspan="1"><p class="c11"><span class="c3">Their brave mood is dampened by irritable thoughts.</span></p></td></tr></tbody></table><p class="c11 c28"><span class="c3"></span></p><h3 class="c7" id="h.w5lb0xjciax0"><span class="c12 c9">Offering Choice</span></h3><p class="c11"><span class="c3">Players may find choosing their fate to be tenser than just receiving a set outcome. If you feel a consequence is necessary but can’t choose between two, let the Adventurers decide. For example, overcoming an obstacle either by Taking Damage or Losing an Item.</span></p><h3 class="c7" id="h.ivsmyu4vlhj5"><span>Injuries and Unfortunate Ends</span></h3><p class="c11"><span class="c3">Adventurers can succumb to their injuries and leave the story, and some dangers cannot be escaped. Check in with the players before guiding the story in this direction. Make sure everyone understands why something has happened, and ensure everyone agrees that the story is more interesting because of it. You can warn Players directly about especially perilous consequences their Adventurers might face.</span></p><h3 class="c7" id="h.hysiayp6weyo"><span class="c12 c9">Can someone play without being an Adventurer?</span></h3><p class="c11"><span class="c3">Players can join in without roleplaying an Adventurer. These are a few ideas to get you started:</span></p><ul class="c47 lst-kix_awypnpaehco-0 start"><li class="c0 li-bullet-0"><span class="c3">Helping other Players by suggesting ideas and asking the Narrator clarifying questions. </span></li><li class="c0 li-bullet-0"><span class="c3">Drawing pictures of heroic moments.</span></li><li class="c0 li-bullet-0"><span class="c3">Finding cool soundtracks to underscore the story.</span></li><li class="c0 li-bullet-0"><span class="c3">Suggesting a devious consequence for a hijinx.</span></li></ul>
|
||
<p> </p>
|
||
</div>
|
||
|
||
|
||
<script type="text/worker">
|
||
// Autofill characteristics
|
||
const characteristics = {
|
||
cunning: { d4: 'Foolish', d6: 'Cautious', d8: 'Resourceful', d10: 'Sly', d12: 'Devious'},
|
||
vigour: { d4: 'Reckless', d6: 'Capable', d8: 'Adept', d10: 'Diligent', d12: 'Relentless'},
|
||
willpower: { d4: 'Fearful', d6: 'Present', d8: 'Confident', d10: 'Inspiring', d12: 'Enthralling'}
|
||
};
|
||
|
||
|
||
Object.keys(characteristics).forEach(characteristic => {
|
||
on(`change:${characteristic}_base`, function(event) {
|
||
const value = event.newValue;
|
||
const newCharacteristic = characteristics[characteristic][value.toLowerCase()];
|
||
setAttrs({ [`${characteristic}_characteristic`]: newCharacteristic })
|
||
});
|
||
});
|
||
|
||
// Ensure all repeating sections start with something
|
||
on('sheet:opened', function() {
|
||
const map = {
|
||
carrieditems: ["carried_item"],
|
||
pocketitems: ["pocket_item"],
|
||
jobfeature: ["job_or_feature"]
|
||
}
|
||
|
||
for (const [section, fields] of Object.entries(map)) {
|
||
getSectionIDs(section, function(ids) {
|
||
if (ids.length === 0) {
|
||
const rowId = generateRowID();
|
||
const newRow = {};
|
||
fields.forEach(field => {
|
||
newRow[`repeating_${section}_${rowId}_${field}`] = "";
|
||
})
|
||
setAttrs(newRow);
|
||
}
|
||
});
|
||
}
|
||
})
|
||
|
||
// Toggle the hidden input to display the correct contents
|
||
on("change:repeating_jobfeature:job_or_feature", function(eventInfo) {
|
||
if (eventInfo.newValue) {
|
||
setAttrs({
|
||
repeating_jobfeature_job_or_feature_toggle: eventInfo.newValue.toLowerCase()
|
||
});
|
||
} else {
|
||
setAttrs({ repeating_jobfeature_job_or_feature_toggle: "job" });
|
||
}
|
||
})
|
||
|
||
on("change:vigour_base", function(event) {
|
||
const max = parseInt(event.newValue.substr(1), 10);
|
||
setAttrs({ max_carried_items: max })
|
||
})
|
||
|
||
|
||
const strs = { petty:1, simple:1, moderate:2, troublesome:3, challenging:4, daunting:5
|
||
};
|
||
const weaks = {
|
||
petty:"3", simple:"2", moderate:"1", troublesome:"1", challenging:"2", daunting:"2"
|
||
};
|
||
|
||
on("change:npc_difficulty", function(event) {
|
||
|
||
let wvalue = event.newValue.toLowerCase();
|
||
console.log(wvalue)
|
||
let new_min_weak = parseInt(weaks[wvalue]);
|
||
console.log(new_min_weak);
|
||
setAttrs({max_weak : new_min_weak});
|
||
|
||
});
|
||
|
||
on("change:npc_difficulty", function(event) {
|
||
|
||
let value = event.newValue.toLowerCase();
|
||
console.log(value)
|
||
let new_max_str = parseInt(strs[value]);
|
||
console.log(new_max_str);
|
||
setAttrs({strength_max : new_max_str});
|
||
|
||
});
|
||
|
||
const buttonlist = ["character","NPC","making", "rules", "narrator"];
|
||
buttonlist.forEach(button => {
|
||
on(`clicked:${button}`, function() {
|
||
setAttrs({
|
||
sheetTab: button
|
||
});
|
||
});
|
||
});
|
||
|
||
//Autofill strengths
|
||
|
||
|
||
|
||
|
||
</script>
|