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Merge pull request #186 from AlienDave/master
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Sagelt committed Jul 8, 2015
2 parents e2088ae + 37a4637 commit c661afa
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4 changes: 3 additions & 1 deletion text/Bard.xml
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<p aid:pstyle="NoIndent">When you first enter a civilized settlement someone who respects the custom of hospitality to minstrels will take you in as their guest.</p></div>
<div id="classmoves"><p aid:pstyle="Instructions">You start with these moves:</p>
<h3 aid:pstyle="BasicMoveName">Arcane Art</h3>
<p aid:pstyle="NoIndent">When you<strong> weave a performance into a basic spell</strong>, choose an ally and an effect:</p>
<p aid:pstyle="NoIndent">When you <strong>weave a performance into a basic spell</strong>, choose an ally and an effect:</p>
<ul><li>Heal 1d8 damage</li>
<li>+1d4 forward to damage</li>
<li>Their mind is shaken clear of one enchantment</li>
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<h3 aid:pstyle="MoveName">Multiclass Dabbler</h3>
<p aid:pstyle="NoIndent">Get one move from another class. Treat your level as one lower for choosing the move.</p>
<h3 aid:pstyle="MoveName">Multiclass Initiate</h3>
<p aid:pstyle="Requirement">Requires: Multiclass Dabbler</p>
<p aid:pstyle="NoIndent">Get one move from another class. Treat your level as one lower for choosing the move.</p>
<p aid:pstyle="Instructions">When you gain a level from 6-10, choose from these moves or the level 2-5 moves.</p>
<h3 aid:pstyle="MoveName">Healing Chorus</h3>
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<p aid:pstyle="Requirement">Replaces: Bamboozle</p>
<p aid:pstyle="NoIndent">When you <strong>parley with someone</strong>, on a 7+ you also take +1 forward with them and get to ask their player one question which they must answer truthfully.</p>
<h3 aid:pstyle="MoveName">Multiclass Master</h3>
<p aid:pstyle="Requirement">Requires: Multiclass Initiate</p>
<p aid:pstyle="NoIndent">Get one move from another class. Treat your level as one lower for choosing the move.</p></div></Body></Root>
1 change: 1 addition & 0 deletions text/Druid.xml
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<p aid:pstyle="Requirement">Requires: Thing-Talker</p>
<p aid:pstyle="NoIndent">You see the patterns that make up the fabric of the world. You may now apply your spirit tongue, shapeshifter and studied essence moves to pure elements—fire, water, air and earth.</p>
<h3 aid:pstyle="MoveName">Stalker’s Sister</h3>
<p aid:pstyle="Requirement">Requires: Hunter’s Brother</p>
<p aid:pstyle="NoIndent">Choose one move from the ranger class list.</p>
<h3 aid:pstyle="MoveName">Formshaper</h3>
<p aid:pstyle="Requirement">Requires: Formcrafter</p>
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2 changes: 1 addition & 1 deletion text/Equipment.xml
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<p aid:pstyle="MagicItem">The Sterling Hand <span aid:cstyle="Tags">0 weight</span></p>
<p aid:pstyle="NoIndent">Crafted by dwarven whitesmiths, this mirrored-metal hand is deeply scored with runes of power and rejuvenation. Meant to replace wounded or destroyed limbs from mining accidents, the Sterling Hand bonds to the wound, old or new, and is strong and stout. It can be used as a weapon (Near range) and is made of pure enough silver to harm creatures affected by such.</p>
<p aid:pstyle="MagicItem">Vellius’s Gauntlets <span aid:cstyle="Tags">1 weight</span></p>
<p aid:pstyle="NoIndent">Crafted in the name of Vellius the Clumsy, Vellius the Butter-Fingered, Vellius the Clod, these gloves of simple cloth prevent you from dropping any object you don’t intent to. You cannot be disarmed and will not fall from any rope or ladder, for example. This item can get very messy if you have something strong pulling at your legs while you grip onto something solid.</p>
<p aid:pstyle="NoIndent">Crafted in the name of Vellius the Clumsy, Vellius the Butter-Fingered, Vellius the Clod, these gloves of simple cloth prevent you from dropping any object you don’t intend to. You cannot be disarmed and will not fall from any rope or ladder, for example. This item can get very messy if you have something strong pulling at your legs while you grip onto something solid.</p>
<p aid:pstyle="MagicItem">Violation Glaive <span aid:cstyle="Tags">Reach, 2 weight</span></p>
<p aid:pstyle="NoIndent">A legendary blade, said to have been thrust backwards in time from some grim future, the violation glaive is crafted of strange green iron. The blade strikes at the mind of those it wounds, as well as the body. When you hack and slash on a 10+ you have an additional option: you can deal your normal damage, let them counterattack you, and instill the emotion of your choice (maybe fear, reverence, or trust).</p>
<p aid:pstyle="MagicItem">Vorpal Sword <span aid:cstyle="Tags">Close, 3 piercing, 2 weight</span></p>
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2 changes: 1 addition & 1 deletion text/Fighter.xml
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<p aid:pstyle="Requirement">Replaces: Scent of Blood</p>
<p aid:pstyle="NoIndent">When you hack and slash an enemy, your next attack against that same foe deals +1d8 damage.</p>
<h3 aid:pstyle="MoveName">Multiclass Initiate</h3>
<p aid:pstyle="Requirement">Required: Multiclass Dabbler</p>
<p aid:pstyle="Requirement">Requires: Multiclass Dabbler</p>
<p aid:pstyle="NoIndent">Get one move from another class. Treat your level as one lower for choosing the move.</p>
<h3 aid:pstyle="MoveName">Steel Hide</h3>
<p aid:pstyle="Requirement">Replaces: Iron Hide</p>
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6 changes: 3 additions & 3 deletions text/Moves.xml
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<li>Who’s really in control here?</li>
<li>What here is not what it appears to be?</li></ul>
<h2 aid:pstyle="BasicMoveName">Parley</h2>
<p aid:pstyle="NoIndent">When you <strong>you have leverage on a GM character and manipulate them</strong>, roll+Cha. Leverage is something they need or want. On a hit they ask you for something and do it if you make them a promise first. On a 7–9, they need some concrete assurance of your promise, right now.</p>
<p aid:pstyle="NoIndent">When you <strong>have leverage on a GM character and manipulate them</strong>, roll+Cha. Leverage is something they need or want. On a hit they ask you for something and do it if you make them a promise first. On a 7–9, they need some concrete assurance of your promise, right now.</p>
<h2 aid:pstyle="BasicMoveName">Aid or Interfere</h2>
<p aid:pstyle="NoIndent">When you <strong>help or hinder someone you have a bond with</strong>, roll+Bond with them. On a 10+ they take +1 or -2, your choice. On a 7–9 you also expose yourself to danger, retribution, or cost.</p></Story>
<h1>Special Moves</h1>
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<h2 aid:pstyle="BasicMoveName">Make Camp</h2>
<p aid:pstyle="NoIndent">When you <strong>settle in to rest</strong> consume a ration. If you’re somewhere dangerous decide the watch order as well. If you have enough XP you may Level Up. When you wake from at least a few uninterrupted hours of sleep heal damage equal to half your max HP.</p>
<h2 aid:pstyle="BasicMoveName">Take Watch</h2>
<p aid:pstyle="NoIndent">When you <strong>you’re on watch and something approaches the camp</strong> roll+Wis. On a 10+ you’re able to wake the camp and prepare a response, the camp takes +1 forward. On a 7–9 you react just a moment too late; the camp is awake but hasn’t had time to prepare. You have weapons and armor but little else. On a miss whatever lurks outside the campfire’s light has the drop on you.</p>
<p aid:pstyle="NoIndent">When <strong>you’re on watch and something approaches the camp</strong> roll+Wis. On a 10+ you’re able to wake the camp and prepare a response, the camp takes +1 forward. On a 7–9 you react just a moment too late; the camp is awake but hasn’t had time to prepare. You have weapons and armor but little else. On a miss whatever lurks outside the campfire’s light has the drop on you.</p>
<h2 aid:pstyle="BasicMoveName">Undertake a Perilous Journey</h2>
<p aid:pstyle="NoIndent">When you travel through hostile territory, choose one member of the party to act as trailblazer, one to scout ahead, and one to be quartermaster (the same character cannot have two jobs). If you don’t have enough party members or choose not to assign a job, treat that job as if it had rolled a 6. Each character with a job to do rolls+Wis. On a 10+ the quartermaster reduces the number of rations required by one. On a 10+ the trailblazer reduces the amount of time it takes to reach your destination (the GM will say by how much). On a 10+ the scout will spot any trouble quick enough to let you get the drop on it. On a 7–9 each roles performs their job as expected: the normal number of rations are consumed, the journey takes about as long as expected, no one gets the drop on you but you don’t get the drop on them either.</p>
<p aid:pstyle="NoIndent">When you <strong>travel through hostile territory</strong>, choose one member of the party to act as trailblazer, one to scout ahead, and one to be quartermaster (the same character cannot have two jobs). If you don’t have enough party members or choose not to assign a job, treat that job as if it had rolled a 6. Each character with a job to do rolls+Wis. On a 10+ the quartermaster reduces the number of rations required by one. On a 10+ the trailblazer reduces the amount of time it takes to reach your destination (the GM will say by how much). On a 10+ the scout will spot any trouble quick enough to let you get the drop on it. On a 7–9 each roles performs their job as expected: the normal number of rations are consumed, the journey takes about as long as expected, no one gets the drop on you but you don’t get the drop on them either.</p>
<h2 aid:pstyle="BasicMoveName">Level Up</h2>
<p aid:pstyle="NoIndent">When you <strong>have downtime (hours or days) and XP equal to (or greater than) your current level + 7</strong>, subtract your current level +7 from your XP, increase your level by 1, and choose a new advanced move from your class. If you are the wizard, you also get to add a new spell to your spellbook.</p>
<p>Choose one of your stats and increase it by 1 (this may change your modifier). Changing your Constitution increases your maximum and current HP. Ability scores can’t go higher than 18.</p>
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