From 8bfbb1916bee481bcb45f864360f5e926b16558d Mon Sep 17 00:00:00 2001 From: Colin Date: Fri, 27 Sep 2024 15:16:12 -0700 Subject: [PATCH] Add Abilities and Races markdown --- data/play | 627 +++++++++++++++++++++++++++++++++++------------------- 1 file changed, 404 insertions(+), 223 deletions(-) diff --git a/data/play b/data/play index 2602084..4bf6e51 100644 --- a/data/play +++ b/data/play @@ -1,224 +1,405 @@ -# Landing Page -this is land. -## Introductory Poem on Mythmancers (Lore, title TBD) -we myth and we mance\ -what is a rule anyway?\ -we dith and we dance -## Description -i describe now. -# Character Creation -how create? read - -## Character Creation Steps -step by step -### Choose a Race -racist -### Choose a Class -classist -### Assign Abilities -ableist -### Choose Skills -ableist -### For Warriors - Choose a Fighting Style -Monkey style? - -Dragon style - -Kung pao -### For Adepts - Choose Spells -A-A-R-D-V-A-R-K - -W-O-N-T-O-N-L-Y -## Races -off to the races! -### Gaeans -who are these little green ghouls? -#### Gaean -little green ghouls buddy -#### Cyclopes -but these ones also one eye +# Abilities + +> ### Character Creation Step 1 - Assign initial Modifiers +> Assign the modifier `[+1, 0, 0, -1, -1, -1]` in any order you want across the six Abilities: +> Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and +> Charisma (CHA) + +Your character is composed of six core attributes called Abilities. These are Strength, Dexterity, +Constitution, Intelligence, Wisdom, and Charisma. + +Each Ability is represented by a single number called an Ability Modifier (e.g. Strength Modifier). +As your character Levels up, your Ability Modifiers will increase, making your character more +powerful over time. + +## Description of Abilities + +--- + +### Strength (STR) + +Strength is your character's physical might. Strength is primarily important for Fighters or +anyone else who will participate in a lot of melee combat. Strength affects: + +* Bonus to Hit and Damage with Melee Weapons +* Bonus to Damage with Throwing Weapons +* Effectiveness of Shields (*Evasion*) +* Total Carrying Capacity +* **Skills** - Athletics, Swimming + +--- + +### Dexterity (DEX) + +Dexterity is your character's hand-to-eye coordination and agility. Dexterity is important for +Fighters who primarily engage in ranged combat as well as Rogues who employ finesse skills. +Dexterity affects: + +* Bonus to Hit with Ranged Weapons +* Reflex Save Throws - used to avoid harm from things like falls, traps, and explosions +* Effectiveness of *Evasion* +* **Skills** - Locks and Traps, and Stealth +* **Adept Skills** - Countercast + +--- + +### Constitution (CON) + +Constitution is your character's physical durability and endurance. Constitution is very important +for Fighters who engage in melee, but all characters can benefit greatly from a small investment +into Constitution. Constitution affects: + +* Maximum Hit Points and Wound Points +* Fortitude Save Throws - used to avoid harm from things like poison and disease +* Maximum Armor Weight +* Total Carrying Capacity +* **Adept Skills**: Concentration + +--- + +### Intelligence (INT) + +Intelligence is your character's mental acuity. Intelligence is important for Adepts who want to +be able to cast many different spells and Rogues who are trained in a variety of knowledge-based +Skills. Intelligence affects: + +* Maximum Spells per Degree Learnable +* Maximum Spell Complexity +* **Skills**: Appraisal, History, Husbandry, Literacy, Medicine, Nature, Tactics +* **Adept Skills**: Spellcraft + +--- + +### Wisdom (WIS) + +Wisdom is your character's mental resilience and perceptiveness. Wisdom is important for Adepts +who want to get the most out of simpler spells and Rogues who utilize keen senses. Wisdom affects: + +* Spell Potency and Spell Save DC of many spells +* Maximum Degree of Spells channeled from Patrons. +* Will Save Throws - used to avoid harm from things that affect the mind +* **Skills** - Animism, Perception, Tracking + +--- + +### Charisma (CHA) + +Charisma is your character's likeability and expressiveness. Charisma is important for any +character who wishes to play the role of a team's Face, but is also essential for any Adept who +wants to specialize in mind-affecting spells. Charisma affects: + +* Spell Potency and Spell Save DC of mind-affecting spells such as Illusions and Charms. +* **Skills** - Influence, Performance + +# Races + +> ### Character Creation Step 2 - Select a Race +> Select a Race for your character, the possible races are Telon, Kyma, Gaean, Cyclops, Dendrid, and +> Orid. Based on your selection, select and copy down the following: +> 1. Copy down any **Features** associated with your selected race +> 2. Select a **Skill** from your selected race's list of skills to receive Training in +> 3. Optionally choose one **Ability Modifier Adjustment** + +There are six playable races in Mythmancer, these are Telon, Kyma, Gaean, Cyclops, Dendrid, and +Orid. All races are capable of excelling at any role within an adventuring party. Still, your choice +of race can influence a few things about your character, these are: + +* **Racial Features** - your choice of race automatically confers a few attributes to your character + regardless of any other choice you make. +* **Racial Skill** - your character will begin trained in one Skill based on their race. +* **Racial Ability Modifier Adjustment (optional)** - based on your character's race, you may choose + a trait typical to that race that increases one Ability by 1 and decreases another by 1. + +## Description of Races + +--- + ### Telon -nortel -#### Stream Telon -if you have bandwidth -paragraph2 -#### Great River Telon -the big one over there -#### Mountain Telon -mounties! so cute! -#### Kyma -comma,,, -### Oroi -you or i - -me or you - -beep beep boop -#### Ceramic Orid -don't drop them -#### Metallic Orid -you can drop them -### Dendroids -roided up -#### Tree Dendrid -up there -#### Fern Dendrid -down there -## Classes -K-12. All free.\ -Paid for by K-A-R-S Cars for Kids -### Warriors -They do the bing bing bong bong -#### Fighter -smash -melee -oh, all mario? -#### Ranger -bow. arrow. track. look. legolas. -#### Knight -can't use in the daylight. - -keeps saying "ni". look into this. bug? -### Rogues -bad fellas -#### Rogue (?) -bad fella (?) -#### Scout -eagle. boy. girl. many! -#### Seeker -flappy little thing. -what a creature! -### Adepts -very very very good at what they do -#### Adept (?) -very very very good at what it does (?) -#### Cleric -like the error -#### Magician -pick a card, any card -## Abilities -can make you pick a card -## Skills -can make you pick a card -### Athletics (STR) -run!!!!! -### Swimming (STR) -run, in water -### Lock Picking (DEX) -run, through a door (once opened) -### Stealth (DEX) -run, but no-one knows -### Appraisal (INT) -run the numbers -### Husbandry (INT) -run the labs and ... uh, oh this what this is? -### History (INT) -run down memory lane -### Literacy (INT) -ijoijigrunaeijosgdfoiurag -### Nature (INT) -can't spell "nature" without "run" -### Tactics (INT) -run through the scenarios -### Animism (WIS) -tree trunk has life -### Perception (WIS) -see someone run -### Tracking (WIS) -see if someone has run -### Influence (CHA) -run into someone's heart or brain -### Performance (CHA) -run well -### Adepts - Counter Casting (WIS) -jib - -jab - -jeb! -### Adepts - Concentration (CON) -think thinky... -### Adepts - Discreet Casting (DEX) -Diss Crete if you want war -### Advanced Skill - Medicine (INT) -Lol like leeches? -### Advanced Skill - Poisons (INT) -Bad stuff! Cures COVID. -### Other Skills -just some stuff -## Equipment -you have these -### Weapons -you whack with these -### Armor -you get whacked on these -### Gear -you you use these. humans use tools. figure it out. -## Fighting Styles -good, bad, medium -### Defensive -if you're a loser -### Offensive -if you're a winner -### Archery -if you're a coward. what're you doing back there -### Special Training -higher education -## Spells -yes i dpo! -### Patrons and Starting Spells -god #1 - -god #2 - -pillbug -### Further Reading on Patrons and Spells -you nerd -## Optional Character Details -don't read if you don't want to -### Trade Skills and Professions -don't trade your skills -### Wages and Cost of Living -wage war, not money -### Origins and Further Reading -you nerd (again) -# Experience, Training, and Leveling Up -happens once in a while -## Experience Points and Training Points -goes up one -## Leveling Up -goes up one, slower -## Optional Rule - Talented Characters -if you're that type A -## Beyond Level 10 - Heroic Characters -if you're that old, boomer -# Spells -GORDWUORK - -WOMPOMLY -## Spellcasting Basics -step 1. spell\ -step 2. cast -## Adept Spellcasting Skills -If you're really really good! -## Metamagic -You can cast the spell on this line if you want. -## Patrons -Has this person been to your bar? -## Spells by Degree -celsius or fahrenheit? :( -# Gameplay -ok finally you go -## Hit Points and Wounds -ouchie! - -bone hurting juice! -## Saving Throws -will protect you. or not. roll die and see. -## Skill and Ability Checks -will help you. or not. roll die and see. -## Exploration, Turns, and Random Encounters -this part is fun sometimes. -## Ambush and Surprise -this part if fun sometimes. -## Combat, Rounds, and Initiative -Wombat, sounds, municipality + +The Telon are a widespread group of semiaquatic humans who exhibit light builds and inhabit +communities primarily around lakes and rivers. The height of Telon can vary broadly from populations +who show average heights of 4' all the way up to 5'6", a fact seemingly associated with the size of +the body of water which they originate. + +Telon-majority societies similarly vary, from simple pastoral communities to grand city states such +as the desert city of Umon. + +#### Features + +> ##### Natural Swimmer +> *Gain Training in the Swimming Skill, can achieve Mastery in Swimming without a requisite Skill +Mastery* +> +> Telon have proportionally long arms, hardy rotator cuffs, minimal body hair, and great lung +> capacity making them excellent swimmers. + +#### Skills + +> **Choose 1**: Swimming*, Stealth, Husbandry, Literacy, Medicine, Nature, Animism, +> Perception +> +> \* By choosing Swimming, Telon achieve Mastery in combination with their Natural Swimmer feature + +#### Ability Modifier Adjustment (Optional) + +> ##### Option 1 - Gregarious `CHA+1` `CON-1` +> The Telon are widespread in spite of their smaller size compared to other Human populations due to +> a tendency toward large collectivist family units who protect each other. + +> ##### Option 2 - Instinctive `WIS+1` `INT-1` +> Telon populations along streams and inland lakes are often simple and agrarian focusing on a +> harmonious relationship with nature but feature little in the way of organized education. + +> ##### Option 3 - Lithe `DEX+1` `STR-1` +> Telon are seldom clumsy and have a low center of gravity. When Telon communities field a militia, +> they tend to deploy hit-and-run skirmishers who use slings and bows as opposed to heavily armed +> infantry. + +--- + +### Kyma + +The Kyma are saltwater-dwelling cousins of the Telon, exhibiting average heights between 5' and 5'8" +and powerful, hardy builds. Kyma societies are found almost exclusively in coastal areas, with many +Kyma spending a majority of their lives at sea. + +With a strong streak of infantry and naval culture, the Kyma have famously constructed and held a +number of strongholds against impossible odds under years of grueling siege. + +#### Features + +> ##### Feature - Tough +> *Increase Max Wound Points by 1* +> +> Kyma have thick skin, strong bones, and even the ability to develop blubber, making them +> notably very difficult to kill. + +#### Skills + +> **Choose 1**: Athletics, Swimming, Locks and Traps, Appraisal, History, Tactics, Influence + +#### Ability Modifier Adjustment (Optional) + +> ##### Option 1 - Bulky `STR+1` `DEX-1` +> Kyma are often very well-muscled, which fits their seafaring lifestyles. They are also often quite +> heavy and have thick fingers and hands, making delicate tasks a bit more difficult. + +> ##### Option 2 - Absorbed `INT+1` `WIS-1` +> Kyma societies have succeeded on their ability to aggregate knowledge from their many ports, +> honing their construction techniques especially in shipbuilding. Kyma often have a lot of time to +> their thoughts thanks to long months at sea giving them time to study many things. + +> ##### Option 3 - Stubborn `CON+1` `CHA-1` +> Kyma are often immovable both physically and socially. Many prominent Kyma figures have elevated +> spite to an art form, and they are even difficult to ply with alcohol thanks to higher than +> average tolerance. + +--- + +### Gaean + +Gaeans are a widespread race of tall plains-dwelling humans. They are said to have descended from +the "least of giants" and many possess the sturdiness of their fore bearers. Gaeans are very +intelligent and gregarious, forming societies that span multiple cities. + +Throughout history, the few empires that have formed were composed of significant gaean majorities. + +#### Features + +> ##### Natural Athlete +> *Gain Training in the Athletics Skill, can achieve Mastery in Athletics without a requisite Skill +> Mastery* +> +> Gaeans have a long-standing culture of cities competing with each other in athletic events, +> fostering friendly rivalries and connecting neighbors. + +#### Skills + +> **Choose 1**: Athletics*, Husbandry, History, Medicine, Tactics, Tracking, Influence, Performance +> +> \* By choosing Athletics, Gaeans achieve Mastery in combination with their Natural Athlete feature + +#### Ability Modifier Adjustment (Optional) + +> ##### Option 1 - Amicable `CHA+1` `WIS-1` +> Gaeans are generally easy to get along with, and are good team players. They can tend to be a bit +> gullible however, and are the most likely group of humans to form cults and blindly prop up +> despots. + +> ##### Option 2 - Bookish `INT+1` `STR-1` +> Gaean don't necessarily exhibit the sheer might of their gigantic progenitors, but they make up +> for it in ingenuity. Education is actually somewhat common among Gaean cities with nearly double +> the average literacy rates of other groups of humans. + +> ##### Option 3 - Hefty `CON+1` `DEX-1` +> Gaeans do tend to exhibit similar sturdiness to their giant ancestors, but their height also +> often makes them top-heavy and comparatively clumsy. + +--- + +### Cyclops + +Cyclopes, or more accurately Lesser Cyclopes are one-eyed relatives of the Gaeans. Similarly +descended from giants, Cyclopes are taller and stronger than other humans with heights of 7' being +rare but not unheard of. While a significantly diminutive form of the original Cyclopes, they live +up to their namesake through long traditions of craftsmanship, husbandry, and combat. + +Cyclopes are uncommon and relatively long-lived, some growing as old as 200 years. They are found +wherever Gaeans are found, living fairly old-fashioned lifestyles. + +#### Features + +> ##### Evil Eye +> *Learn Evil Eye as a 1st Degree Spell, gain one additional 1st Degree Spell Point* +> +> Cyclopes are well-known for their ability to inflict bad luck on anyone who earns their ire with +> a piercing glare, a gift they retain from their fore bearers. + +#### Skills + +> **Choose 1**: Appraisal, Husbandry, Nature, Animism, Perception, Tracking, Influence, Performance + +#### Ability Modifier Adjustment (Optional) + +> ##### Option 1 - Brutish `STR+1` `INT-1` +> Cyclopes are massive, nearly twice the weight of other humans, and are correspondingly physically +> powerful. Some groups of Cyclopes see little need to participate in the organized education of +> Gaeans as there is always a niche for their great strength. + +> ##### Option 2 - Hefty `CON+1` `DEX-1` +> Cyclopes do tend to exhibit similar sturdiness to their giant ancestors, but their height also +> often makes them top-heavy and comparatively clumsy. + +> ##### Option 3 - Reserved `WIS+1` `CHA-1` +> Cyclopes are long-lived giving them more experience on average to call upon for insight, but also +> sometimes insular, set in their ways, and inflexible. Some tend to avoid forging deep friendships +> with non-cyclopes due to the major difference in lifespan making cyclopes seem standoffish. + +--- + +### Dendrid + +The Dendroi are humanoid tree-folk. They can be quite short and quite tall, as little as 4' and as +much as 8' if standing fully up-right, but are nearly universally slim and spindly, like a sapling. +This is because Dendroi are saplings, sprouted from the seeds of Dryad-inhabited trees that have +been sown by Satyrs. Dendroi live their lives across 70-year "seasons" in which they gradually +metamorphose between appearing more sapling-like and more satyr/nymph-like, beginning and ending +the season in tree form. Their memories don't persist well between seasons so when they emerge, +a given dendrid might have a completely different personality. + +Dendroi are found in most large forests and usually build their settlements near and around the +stumps of gargantuan "elder trees" leftover from a previous era. + +#### Features + +> ##### Elemental Alignment - Wood +> Dendroi always have at least Wood Alignment I, which grants affinity to Water-aligned things and +> antipathy to Metal-aligned things. + +> ##### Plant Biology +> Dendroi are plants and thus have a very different biology from humans. Some results of this are: +> * **Ordinary Poison and Disease Immunity** - dendroi are unaffected by most poisons and diseases + affecting humans. Dendroi have normal vulnerability to plant poisons and diseases. +> * **Aging Immunity** - dendroi are not harmed from aging effects due to their tree-scale + lifespans +> * **Plant Medicine** - Husbandry is used in place of Medicine when treating wounds and diseases in + dendroi + +> ##### Regeneration via Hibernation and Cloning +> A dendrid can go into hibernation, which after one month they fully metamorphose, becoming +> indistinguishable from a tree. After 11 months, the dendrid returns with the following affects: +> * Lose 1 Level of Experience +> * **Regenerate** - fully regenerate from all grievous injuries +> * **Randomize Class** - class is potentially partially randomized. Referring to the Class Wheel, + change to a class corresponding to the following results on 2d6: [2-3] = 2 Steps CCW, [4-5] - 1 + Step CCW, [6-8] - No Change, [9-10] - 1 Step CW, [11-12] - 2 Steps CW +> * **Randomize Ability Modifier Adjustment** - randomly select a new Ability Modifier Adjustment +> +> A dendrid can also clone themselves by planting a limb. The clone is complete after 1 year, +> arriving with the same randomization as hibernation, but loses half the original's levels as +> opposed to just 1. +> +> A dendrid can only hibernate once and can only clone once per 70 years. + +#### Skills + +> **Choose 1**: Stealth, History, Medicine, Nature, Animism, Tracking, Performance + +#### Ability Modifier Adjustment (Optional) + +> ##### Option 1 - Delicate `CHA+1` `STR-1` +> Dendroi often exhibit a glamor of beauty and a tendency toward festivity befitting their Dryad and +> Satyr "parents". As saplings though, many dendroi have narrow limbs and musculature that are not +> especially suited to explosive power, preferring gentle and steady approach to things. + +> ##### Option 2 - Flighty `DEX+1` `INT-1` +> Dendroi can have incredibly steady and precise hands and usually are light-footed. Dendroi can +> hold very still in a meadow against a tree and become nearly invisible to all but the most keen +> observers. One would think these behaviors would lead to the Dendroi having much time to their +> thoughts, but Dendroi also have a tendency to think about absolutely nothing for days at a time +> much like a tree. + +> ##### Option 3 - Wizened `WIS+1` `CON-1` +> Dendroi live for a very long time and often have vague recollections of many past seasons giving +> them unique perspectives on things. Old as they can be though, Dendroi are still saplings of the +> great trees they will eventually become and are thus of light and narrow stature. + +--- + +### Orid + +The Oroi are humanoid clay-folk. As a rule, all Oroi are exactly 5' tall and weigh 140 pounds. This +is because they are made to exacting precision by the Craftsman, their god. Long ago, a group +of Oreades (Mountain Nymphs) desired to live in the mortal world and petitioned the Craftsman to +make bodies for them to inhabit. They also asked the Craftsman to make caretakers and assistants for +them. The Craftsman agreed and thus the Orid Queens and Oroi were born. Each time a volcano erupts, +the Craftsman is firing a great kiln to bake more Oroi who will eventually be unearthed by other +Oroi. + +Oroi physically resemble painted ceramic urns in humanoid shape, with a broad variety of colors, +patterns, and even decorative features like tails and horns. Oroi Queens have similar features and +are 10' tall giants, but commonly shrink themselves down to 5'1", an inch higher than their Oroi +subjects. + +Generally, Oroi live on and in hills and mountains in highly organized and industrious guild-based +societies. + +#### Features + +> ##### Elemental Alignment - Earth +> Oroi always have at least Earth Alignment I, which grants affinity to Fire-aligned things and +> antipathy to Wood-aligned things. + +> ##### Constructed Biology +> Oroi are animate clay constructs, and are thus very atypical in terms of biology: +> * **Ordinary Poison and Disease Immunity** - Oroi are completely unaffected by all animal and + plant poisons and diseases +> * **Asphyxiation Resistance** - While Oroi can be knocked unconscious through asphyxiation, they + can never die from it. Oroi are affected by asphyxiation at 1/4 the ordinary rate. +> * **Immutable** - Oroi cannot polymorph, shape-shift, or change size +> * **Crafted Medicine** - Appraisal is used in place of Medicine when treating wounds and diseases + in oroi + +> ##### Lack of Buoyancy +> Oroi do not float in water under natural conditions and thus cannot ever attain Training in the +> Swimming skill. Further Oroi automatically fail all Swimming checks. However, they are quite dense +> and so unlikely to be carried away by average river currents, so they might usually not need to +> pass Swimming checks to navigate some bodies of water especially given their Asphyxiation +> Resistance. + +#### Skills + +> **Choose 1**: Locks and Traps, Stealth, Appraisal, History, Literacy, Tactics, Perception + +#### Ability Modifier Adjustment (Optional) + +> ##### Option 1 - Dense `CON+1` `INT-1` +> Some Oroi are made with very thick skin, leaving less room in the head for sophisticated thoughts. + +> ##### Option 2 - Fixated `DEX+1` `WIS-1` +> Many Oroi are incredibly handy, befitting a group created the Craftsman. Some Oroi are so +> hyper-focused on their craft at the detriment to their situational awareness. + +> ##### Option 3 - Headstrong `STR+1` `CHA-1` +> Oroi are strong and hardworking, taking on physically arduous trades. They also have a tendency +> to mannerisms that might seem strange to non-oroi, or even oroi outside their own clan. \ No newline at end of file