add new campaigns

add equipment to rules
add animist class
add referee's screen
This commit is contained in:
2024-03-10 20:24:17 -04:00
parent a4a5e77db1
commit 1b656cd2cf
23 changed files with 662 additions and 115 deletions

View File

@@ -270,13 +270,18 @@ When a PC increases their level, the following actions may be performed:
### Encumbrance
PCs can carry a number of "Important Items" equal to their strength (to a minimum of 10).
Characters can carry a number of "Important Items", based on their Strength (STR).
- Leather armor counts as 1 item, chain-mail counts as 2 items, plate counts as 3 items.
- Items can be carried **At Ready** or **Packed**.
- "At Ready" items may be grabbed and used without delay.
- Packing or unpacking items takes 1 turn.
- Characters can carry a number of at-ready items up to their Strength (STR), to a minimum of 7.
- Additionally, characters may carry a number of packed items up to their Strength (STR), to a minimum of 7.
- Leather armor counts as 1 item, mail counts as 2 items, plate counts as 3 items.
- 2-handed weapons count as 2 items.
- 1000 coins or 100 gems count as 1 item.
Carrying more items than allowed can be done, but movement is halved (or worse).
- 100 coins or gems count as 1 item.
- Carrying more ready or packed items than allowed can be done, but movement is halved (or worse).
- Carrying more than twice the allowed number of ready or packed items reduces movement to 0.
### Health, Damage and Dying

View File

@@ -78,19 +78,21 @@ Cosmic principles that represent broad world views
### Character Creation
1. Roll Abilities
- Roll 4d6 and drop the lowest die (aka "4d6DL") for each.
- Either roll 4d6DL once for each ability in order and see what kind of character comes up, or make all 6 rolls and assign the results to fit a particular class and/or race.
2. Choose a Class (and, optionally, a Race besides human)
3. Determine Starting Level
1. Roll Abilities.
- Roll 4d6 and keep the highest 3 (aka "4d6KH3") for each ability.
- Either roll 4d6KH3 once for each ability in order and see what kind of character comes up, or make all 6 rolls and assign the results to fit a particular class and/or race.
- On Roll20, all 6 scores can be rolled at once with this command: `/roll [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] [[4d6kh3]]`.
2. Choose a [Class](/classes/) (and, optionally, a [Race](/races/) besides human).
3. Determine Starting Level.
- If playing a legacy character, update starting XP appropriately.
- If starting at a level beyond 1, pick an ability score and roll a d20. If the roll exceeds the score, add 1 point to that Ability. Then repeat picking and rolling for each additional starting level beyond 1.
4. Roll Starting Hit Points
4. Roll Starting Hit Points.
- Type is determined by class, number is determined by level.
- Re-roll any 1s or 2s.
5. Choose Alignment
6. Note Starting Languages
7. Buy Equipment
8. Determine attacks and AC
5. Choose [Alignment](#alignment).
6. Note [Starting Languages](./adventuring.html#languages).
7. Buy [Equipment](./equipment/fantasy.html).
8. Determine [attacks and AC](./combat.html).
!!!include(license/wotc-cc-by.md)!!!

View File

@@ -15,7 +15,7 @@ Adventurers tend to die easily, so most combat should be avoided unless the adve
That having been said, fights do occur, and when they do, the following steps are performed:
1. **Declare Spells, Defending, Retreats, and Versatile Weapons**: Players declare if they will _cast a spell_, _defend_, or _retreat_ this round (and, if so, which type of retreat), and characters wielding [Versatile](#weapon-properties) weapons declare if they will deal extra damage.
1. **Declare Spells, Special Attacks, Defending, Retreats, and Versatile Weapons**: Players declare if they will _cast a spell_, _use a special attack_, _defend_, or _retreat_ this round (and, if so, which type of retreat), and characters wielding [Versatile](#weapon-properties) weapons declare if they will deal extra damage.
2. **Roll Initiative**: Each side that can attack rolls 1d20, highest roll attacks first.
3. **Winning Side Actions**: Each character or monster gets a move and an action, with either one occurring first.
@@ -29,7 +29,7 @@ That having been said, fights do occur, and when they do, the following steps ar
- **Move**: Move up to full speed
- If prone, use 1/2 movement to stand up.
- If _engaged_ with an enemy at the start of the move, make a _fighting retreat_ or they get a free attack.
- If _engaged_ with an enemy at the start of the move, must make a _fighting retreat_ or enemy gets free attack.
- **Action**: Do something, like _attack_, _defend_, _cast a spell_, or stowe an item.
- Spellcasters can't move after casting a spell.
@@ -58,17 +58,17 @@ Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC,
<div class="dividedTableWrapper">
| Armor Type | AC |
| :--------: | :-: |
| None | 10 |
| Hide | 11 |
| Leather | 12 |
| Studded | 13 |
| Chainmail | 14 |
| Half-Plate | 15 |
| Full Plate | 16 |
| Armor Type | AC |
| :-------------: | :-: |
| None | 10 |
| Padded / Hide | 11 |
| Leather | 12 |
| Studded Leather | 13 |
| Chainmail | 14 |
| Half-Plate | 15 |
| Full Plate | 16 |
[Standard Armor AC]
[Armor AC]
</div>
@@ -237,38 +237,49 @@ Engaged characters that wish to move away can either make a fighting retreat, or
<div class="dividedTableWrapper">
| Weapon | Damage | [Properties](#weapon-properties) |
| :-----------------------------: | :----: | :----------------------------------------: |
| Battleaxe | 1d8 | Versatile (1d10) |
| Club | 1d4 | Blunt, Light |
| Dagger | 1d4 | Light, Thrown (10' / 20' / 30') |
| Flail | 1d6 | |
| Greatsword | 1d10 | Reach, Slow, Two-handed |
| Greatclub | 1d8 | Blunt, Slow, Two-handed |
| Hand Axe | 1d6 | Light, Thrown (10' / 20' / 30') |
| Javelin | 1d6 | Thrown (30'/ 60' / 90') |
| Lance | 1d6 | Charge |
| Light Hammer | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') |
| Longsword | 1d8 | Versatile (1d10) |
| Mace | 1d6 | Blunt |
| Morningstar | 1d8 | |
| Nunchaku | 2d4 | Blunt, Two-handed |
| Pickaxe | 1d8 | Slow, Two-handed |
| Polearm (Glaive, Halberd, Pike) | 1d10 | Reach, Slow, Two-handed |
| Quarterstaff | 1d4 | Blunt, Versatile (1d6) |
| Rapier | 1d8 | |
| Scimitar | 1d6 | |
| Sickle | 1d4 | Light |
| Shortsword | 1d6 | |
| Spear | 1d6 | Thrown (20' / 40' / 60') , Versatile (1d8) |
| Trident | 1d6 | Thrown (10' / 20' / 30') , Versatile (1d8) |
| Warhammer | 1d6 | Blunt, Versatile (1d8) |
| Whip | 1d4 | Reach |
| Weapon | Damage | [Properties](#weapon-properties) |
| :----------: | :----: | :---------------------------------------------------: |
| Battleaxe | 1d8 | Versatile (1d10) |
| Blackjack | 1d2 | Blunt, Stealth |
| Club | 1d4 | Blunt, Light |
| Dagger | 1d4 | Light, Thrown (10' / 20' / 30') |
| Flail | 1d6 | |
| Garotte | 1d4 | Entangle, Stealth, Two-handed |
| Greatsword | 1d10 | Reach, Slow, Two-handed |
| Greatclub | 1d8 | Blunt, Slow, Two-handed |
| Hand Axe | 1d4 | Light, Thrown (10' / 20' / 30') |
| Javelin | 1d6 | Thrown (30'/ 60' / 90') |
| Lance | 1d6 | Charge |
| Light Hammer | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') |
| Longsword | 1d8 | Versatile (1d10) |
| Mace | 1d6 | Blunt |
| Morningstar | 1d8 | |
| Net | 0 | Blunt, Entangle, Thrown (10' / 20' / 30'), Two-handed |
| Nunchaku | 2d4 | Blunt, Two-handed |
| Pickaxe | 1d8 | Slow, Two-handed |
| Polearm | 1d10 | Reach, Slow, Two-handed |
| Rapier | 1d8 | |
| Scimitar | 1d6 | |
| Sickle | 1d4 | Light |
| Shortsword | 1d6 | |
| Spear | 1d6 | Thrown (20' / 40' / 60') , Versatile (1d8) |
| Staff | 1d4 | Blunt, Versatile (1d6) |
| Trident | 1d6 | Thrown (10' / 20' / 30') , Versatile (1d8) |
| Warhammer | 1d6 | Blunt, Versatile (1d8) |
| Whip | 1d4 | Entangle, Reach |
[Melee Weapon Table]
[Melee Weapons]
</div>
#### Melee Weapon Details
- **Blackjack**: On successful hit, target must **Save vs Paralyze** or be knocked unconscious for 1d6 turns.
- **Garotte**: While target is entangled, inflicts damage automatically each round.
- **Net**: Big enough for 6' humanoid creature, larger nets may require more handlers.
- **Polearm**: Includes any weapon with a long pole tipped with a cutting / spearing weapon (ex: Glaive, Halberd, Pike).
- **Whip**: On a successful hit, may either inflict damage OR entangle.
#### Ranged Weapons
<div class="dividedTableWrapper">
@@ -276,6 +287,7 @@ Engaged characters that wish to move away can either make a fighting retreat, or
| Weapon | Damage | Range | [Properties](#weapon-properties) |
| :-------------: | :----: | :---------------: | :------------------------------: |
| Blowgun | 1 | 25' / 50' / 100' | Reload |
| Bolas | 1d2 | 20' / 40' / 60' | Blunt, Entangle |
| Crossbow, Hand | 1d4 | 20' / 40' / 80' | Light, Reload |
| Crossbow, Heavy | 1d8 | 80' / 160' / 240' | Reload, Slow, Two-handed |
| Crossbow, Light | 1d6 | 40' / 80' / 120' | Reload, Two-handed |
@@ -284,20 +296,16 @@ Engaged characters that wish to move away can either make a fighting retreat, or
| Shortbow | 1d6 | 50' / 100' / 150' | Two-handed |
| Sling | 1d4 | 40' / 80' / 160' | Blunt |
[Ranged Weapon Table]
[Ranged Weapons]
</div>
#### Ranged Weapon Details
- **Sling**: Typically uses stones, bullets add +1 damage (1d4+1 total).
#### Weapon Properties
- **Blunt**: Can be wielded by cleric.
- **Charge**: Doubles any damage done after moving at least 60' while mounted before attacking.
- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
- **Reach**: Grants a extra 5' reach for determining melee range.
- **Reload**: Takes a round to reload, can only be fired every other round.
- **Slow**: Always attacks last in a round.
- **Thrown**: May be used as ranged weapon (short, medium, and long range indicated).
- **Two-handed**: Requires two hands to use.
- **Versatile**: May gain _Slow_ and _Two-handed_ to deal indicated damage.
!!!include(rules/weapon-properties.md)!!!
!!!include(license/wotc-cc-by.md)!!!

View File

@@ -0,0 +1,245 @@
---
title: 'HOSR Core Rules: Fantasy Equipment Tables'
description:
date_pub: 2024-03-08T16:42:11.000-04:00
section: rules
content_type: feature
short_code: uhef
---
Below are the equipment tables for a standard fantasy campaign. They may be superseded by campaign-specific ones.
### Adventuring Equipment
<div class="dividedTableWrapper">
| Item | Cost (gp) | [Encumbrance](/rules/adventuring.html#encumbrance) |
| :-------------------------------: | :-------: | :------------------------------------------------: |
| Backpack (400 coins) | 5 | Storage |
| Barrel (40 gal / 320 pints) | 1 | 3 |
| Bedroll | 2 | 1 |
| Bell (1") | 1 | 1 |
| Belt pouch (50 coins) | 1 | 0 |
| Block and tackle | 5 | 1 |
| Box (iron, large, 800 coins) | 30 | 3 |
| Box (iron, small, 250 coins) | 10 | 1 |
| Bucket (5 gal / 40 pints) | 1 | 1 |
| Caltrops (bag of 20) | 1 | 1 |
| Candles (10) | 1 | 1 |
| Chain (10') | 30 | 2 |
| Chalk (10 pieces) | 1 | 1 |
| Chest (wooden, large, 1000 coins) | 5 | 3 |
| Chest (wooden, small, 300 coins) | 1 | 1 |
| Chisel | 2 | 1 |
| Cooking pots | 3 | 3 |
| Crowbar | 10 | 1 |
| Firewood (bundle) | 1 | 1 |
| Fishing rod and tackle | 4 | 1 |
| Garlic | 5 | 0 |
| Grappling hook | 25 | 1 |
| Hammer (small) | 2 | 1 |
| Holy Symbol (gold) | 100 | 0 |
| Holy symbol (silver) | 25 | 0 |
| Holy Symbol (wooden) | 5 | 0 |
| Holy water (vial) | 25 | 1 |
| Ink (vial) & Quill | 1 | 1 |
| Ladder (wooden, 10') | 5 | 3 |
| Iron spikes (12) | 1 | 1 |
| Lantern, bullseye | 20 | 1 |
| Lantern, hooded | 10 | 1 |
| Lock | 20 | 1 |
| Magnifying glass | 3 | 1 |
| Manacles | 15 | 2 |
| Marbles (bag of 20) | 1 | 1 |
| Mining pick | 3 | 1 |
| Mirror (hand-sized, steel) | 5 | 1 |
| Musical instrument, string | 20 | 1 |
| Musical instrument, wind | 5 | 1 |
| Oil (1 flask) | 2 | 1 |
| Paper / parchment (2 sheets) | 1 | 0 |
| Pole (10 long, wooden) | 1 | 2 |
| Rations (iron, 7 days) | 15 | 3 |
| Rations (standard, 7 days) | 5 | 3 |
| Rope (50) | 1 | 1 |
| Sack (large, 600 coins) | 2 | Storage |
| Sack (small, 200 coins) | 1 | Storage |
| Saw | 1 | 2 |
| Scroll case | 1 | 1 |
| Sledgehammer | 5 | 2 |
| Spade / shovel | 2 | 1 |
| Stakes (3) and mallet | 3 | 2 |
| Tent | 20 | 2 |
| Thieves tools | 25 | 1 |
| Tinder box (flint & steel) | 3 | 1 |
| Torches (6) | 1 | 2 |
| Twine (100', ball) | 1 | 1 |
| Vial (glass) | 1 | 0 |
| Waterskin | 1 | 1 |
| Whistle | 1 | 0 |
| Wine (2 pints) | 1 | 1 |
| Wolfsbane (1 bunch) | 10 | 1 |
[Adventuring Equipment]
</div>
#### Equipment Details
- **Backpack**: Leather bag with shoulder straps, holds 400 coins.
- **Block and tackle**: For lifting and hauling.
- Reduces weight by 75%, uses 4x as much rope.
- **Caltrops**: Small metal spikes, covers 5' square area.
- Creatures moving through have 2-in-6 chance of being wounded by spike.
- Wounded creatures move at 50% for 24 hours (or until healed).
- **Candle**: Casts dim light in 5' radius, burns 1 hour.
- **Cooking pots**: Various pots and pans useful for cooking by campfire.
- **Firewood**: Burns 8 hours.
- **Holy symbol**: Carried by divine spell casters, often as a pendant or attached to their shields.
- **Gold**: Grants +1 bonus to 2d6 roll when turning undead.
- **Wooden**: Inflicts -1 penalty to 2d6 roll when turning undead.
- **Holy water**: Blessed water, inflicts damage on undead, loses blessing when removed from vial.
- **Ink & quill**: Vial of black ink and large feather for writing.
- Colored ink costs double.
- Enough for 50 pages of writing.
- **Iron spikes**: Used to wedge doors (open or shut), rope anchor, etc.
- **Lantern, bullseye**: Narrows light to beam, 60' long and 20' wide.
- Includes shutters to hide light and protect flame.
- Can also cast light in 30' radius.
- Uses one oil flask every 4 hours.
- **Lantern, hooded**: Includes shutters to hide light and protect flame.
- Casts light in 30' radius.
- Uses one oil flask every 4 hours.
- **Lock**: Basic iron lock with key.
- **Musical instrument**: Price listed is for standard quality, higher quality costs up to 10x more.
- **Oil flask**: Lasts 4 hours in lantern, can be used as a weapon.
- Can be used to create a 3' diameter pool that burns for 1 turn (doing 1d8/round damage to creatures who pass through it).
- Monsters with a fire attack are not harmed by fire.
- **Paper / parchment**: 1' square sheets.
- **Rations, iron**: Food preserved for traveling.
- **Rations, standard**: Fresh food.
- **Rope**: Can hold 3 up to 3 people.
- **Stakes and mallet**: Wooden mallet and 3x 1.5' long stakes, useful against vampires.
- **Tent**: Can fit up to 2 adult humanoids.
- **Thieves' Tools**: Small case containing tools for picking locks.
- **Tinder box**: Useful for lighting fires.
- Takes 1 round, 2-in-6 chance of success.
- **Torch**: Burns for 1 hour, Casts light in 30' radius.
- **Twine**: Can hold 30 lbs weight.
- **Vial**: Glass vial that holds up to 1/2 pint of liquid.
- **Waterskin**: Holds up to 2 pints of liquid.
- **Wolfsbane**: Herb that repels lycanthropes with a successful hit in melee combat.
### Weapons
#### Melee Weapons
<div class="dividedTableWrapper">
| Weapon | Cost (gp) | Damage | [Properties](#weapon-properties) |
| :----------: | :-------: | :----: | :---------------------------------------: |
| Battleaxe | 7 | 1d8 | Versatile (1d10) |
| Blackjack | 1 | 1d2 | Blunt, Stealth |
| Club | 3 | 1d4 | Blunt, Light |
| Dagger | 3 | 1d4 | Light, Thrown (10' / 20' / 30') |
| Flail | 5 | 1d6 | |
| Garotte | 1 | 1d4 | Entangle, Stealth, Two-handed |
| Greatsword | 15 | 1d10 | Reach, Slow, Two-handed |
| Greatclub | 6 | 1d8 | Blunt, Slow, Two-handed |
| Hand Axe | 4 | 1d4 | Light, Thrown (10' / 20' / 30') |
| Javelin | 1 | 1d6 | Thrown (30'/ 60' / 90') |
| Lance | 5 | 1d6 | Charge |
| Light Hammer | 4 | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') |
| Longsword | 10 | 1d8 | Versatile (1d10) |
| Mace | 5 | 1d6 | Blunt |
| Morningstar | 10 | 1d8 | |
| Nunchaku | 10 | 2d4 | Blunt, Two-handed |
| Pickaxe | 7 | 1d8 | Slow, Two-handed |
| Polearm | 7 | 1d10 | Reach, Slow, Two-handed |
| Rapier | 7 | 1d8 | |
| Scimitar | 10 | 1d6 | Thrown (10' / 20' / 30') |
| Sickle | 5 | 1d4 | Light |
| Shortsword | 7 | 1d6 | |
| Spear | 3 | 1d6 | Thrown (20' / 40' / 60'), Versatile (1d8) |
| Staff | 2 | 1d4 | Blunt, Versatile (1d6) |
| Trident | 5 | 1d6 | Thrown (10' / 20' / 30'), Versatile (1d8) |
| Warhammer | 5 | 1d6 | Blunt, Versatile (1d8) |
| Whip | 5 | 1d4 | Entangle, Reach |
[Melee Weapons]
</div>
#### Melee Weapon Details
- **Blackjack**: On successful hit, target must **Save vs Paralyze** or be knocked unconscious for 1d6 turns.
- **Garotte**: While target is entangled, inflicts damage automatically each round.
- **Polearm**: Includes any weapon with a long pole tipped with a cutting / spearing weapon (ex: Glaive, Halberd, Pike).
- **Whip**: On a successful hit, may either inflict damage OR entangle.
#### Ranged Weapons
<div class="dividedTableWrapper">
| Weapon | Cost (gp) | Damage | Range | [Properties](#weapon-properties) |
| :-------------: | :-------: | :----: | :---------------: | :------------------------------: |
| Blowgun | 3 | 1 | 25' / 50' / 100' | Reload |
| Bolas | 5 | 1d2 | 20' / 40' / 60' | Blunt, Entangle |
| Crossbow, Hand | 25 | 1d4 | 20' / 40' / 80' | Light, Reload |
| Crossbow, Heavy | 50 | 1d8 | 80' / 160' / 240' | Reload, Slow, Two-handed |
| Crossbow, Light | 30 | 1d6 | 40' / 80' / 120' | Reload, Two-handed |
| Great Bow | 60 | 1d8 | 70' / 140' / 210' | Slow, Two-handed |
| Longbow | 40 | 1d6 | 70' / 140' / 210' | Two-handed |
| Net | 5 | 0 | 10' / 20' / 30' | Blunt, Entangle, Two-handed |
| Shortbow | 25 | 1d6 | 50' / 100' / 150' | Two-handed |
| Sling | 2 | 1d4 | 40' / 80' / 160' | Blunt |
[Ranged Weapons]
</div>
#### Ranged Weapon Details
- **Sling**: Typically uses stones, bullets add +1 damage (1d4+1 total).
<div class="dividedTableWrapper">
| Ammunition | Cost (gp) |
| :-------------------------: | :-------: |
| Arrows (quiver of 20) | 5 |
| Crossbow bolts (case of 30) | 10 |
| Blowgun darts (case of 5) | 1 |
| Silver tipped ammo (1) | 5 |
| Sling bullets (bag of 20) | 5 |
| Sling stones | 0 |
[Ranged Ammunition Costs]
</div>
#### Ranged Ammunition Details
- **Sling bullets**: +1 damage with sling (1d4+1 total)
#### Weapon Properties
!!!include(rules/weapon-properties.md)!!!
### Armor
<div class="dividedTableWrapper">
| Armor Type | Cost (gp) | AC |
| :-------------: | :-------: | :-: |
| None | 0 | 10 |
| Padded / Hide | | 11 |
| Leather | 20 | 12 |
| Studded Leather | 30 | 13 |
| Chainmail | 40 | 14 |
| Half-Plate | 50 | 15 |
| Full Plate | 60 | 16 |
[Armor]
</div>
!!!include(license/wotc-cc-by.md)!!!

View File

@@ -0,0 +1,10 @@
---
title: 'HOSR Core Rules: Equipment Tables'
description:
date_pub: 2024-03-09T11:36:31.000-04:00
section: rules
content_type: feature
short_code: uhe1
---
- [Fantasy]: Equipment tables for standard fantasy campaigns.